Showing posts with label Nexus. Show all posts
Showing posts with label Nexus. Show all posts

Thursday, March 10, 2011

Probes and Chronoboost



Probes are the unit that always gets the first Chronoboost of the game and recently I heard of a post on Team Liquid about the efficiency of workers and minerals. However I could not find this post by searching the usual avenues. So I decided to do a few quick tests of my own..

Blizzard tells us three per patch, and after doing some research, this isn't the case. In fact, the number is lower. So Chronoboosting probes is beneficial early on, or during Maynarding(the process of taking half your probes and transferring them to your expansion). But there comes a point where Chronoboosting your probes helps you in no way relating to mineral collection. Here are the numbers:

The Test
My tests consisted of 1 minute intervals with 5 probes at a time.
Beep beep

5   Probes can collect 280 give or take 5.
10 Probes can collect 560 give or take 5.
15 Probes can collect 825 give or take 10.
20 Probes can collect 1040 give or take 20.
25 Probes can collect 1100 give or take 40.

So we can see, the most beneficial number of Probes to have mining is about 20. Any more and the number becomes erratic sometimes going up 100 a minute, sometimes only increasing by about 20-40 a minute. This is because all the Probes are trying to find empty mineral patches. I have even read that some Probes at this amount will bounce from patch to patch for up to 30 seconds without ever working. Therefore, Chronoboost no longer becomes useful on Probes after 20 Probes have been assigned to minerals. However this would change if you were doing a Fast Expand build.

Summary
20 Probes per expansion on the mineral line. Do not Chronoboost Probes after 20, which I believe is around the time the Core is going up if you had been constantly building Probes.An easy way to find out how many you have is to box your Probes and if there are two and a half lines of Probes exactly in the unit bar, thats exactly how many is most efficient.

This is what 20 Probes look like.

This also helps later on so when you see you have 60 Probes and only two expansions, you need to expand simply to be making more money.

I have heard several people say that you need to be constantly building Probes and never stop. But one Probe costs not only 50 minerals, but also 1 food. I have seen some pro games were the Probes made was around 90, thats half of your supply and at least 12 Stalkers worth of units. Meaning your army size will not be as strong compared to someone who only made 60 workers. Yes having extra can help you later on if you decide to go for 4 bases, or they do a drop in your mineral line, but thats what Cannons and keeping a good eye out for enemy movement is for. Chronoboost usually lasts for 2 rounds of Probe production on a single building So you may only need to use Chronoboost 7-10 times on your Nexus before needing to switch Chronoboost targets.

I hope this was helpful. For Terrans and Zerg, the Same rule applies to efficiency, however for Terrans, Mules take priority on mineral Patches over an SCV, meaning they will always work the same patch so make sure to assign them one of the patches that are closer to your Command Center.

Thursday, February 10, 2011

Back to Macro, Back to Hokeys, Back to Starcraft...

Hey guys! Sorry I haven't been writing alot. Real life required my attention for a bit and I'm hoping to get back into the swing of things... I have not played a ladder game in 6 weeks, instead I have been concentrating on getting my groove back with the MultiTasking Trainer by Stet_tcl. It has really helped me realize what my game play should look like. I have even used it to prefect my own build orders so I don't get bogged down with new elements. Over the next week I will be posting a few blogs on my progress as well as an update when I finally feel comfortable enough to play a few ladder games... If you want to use this multiTasking trainer map, search for Multi in the map screen, and find the one published by Beefheart. Now on the the real purpose of the post!

http://day9tv.blip.tv/file/4712303/

That link goes straight too one of the most helpful videos I have ever watched. Being shown what to do and what not to do with your hands is so huge...How would we know if we were doing something right if someone much better than us didn't show us in one way or another? I have taken to watching Huks stream occasionally to watch his hotkey setup. Its really helped as I am beginning to understand why certain groups are the hotkey to certain keys. Easy access as well as priority come into effect and you quickly have to determine whats most important. My trouble with hotkeys is how to easily access buttons 6-8 effectively. Currently this is my setup:


  • 1 main army, all grouped together(I know thats bad)
  • 2 I keep open so when i do start grouping my stalkers separately, they go here.
  • 3 is for my initial scouting Probe and later on as my caster group or Warp Prism for drops.
  • 4 is my Nexus.
  • 5 is for my Warpgates. Some people use W but I believe W focuses on the gates instead of just selecting them.

I try to use 6 for my Robo, but its hard to press that key smoothly. I also need to find a key to use for upgrades. either with the forge or whatever building I'm currently researching with to help me keep track. Getting hotkeys right is the first of the things I'm working to get better...

Anyone have any suggestions?




Wednesday, December 8, 2010

Starcraft Noob: Need help remembering?

I saw this map on the forums and tried it out today. It definitely helps you remember to be active. One problem I have in a match is keeping consistent actions. Sure the first 2 minutes theres not much to do, but if you dont give your self a running start, you may end up dead last....


The objective is simple, play a typical melee map, the catch? In the top right corner is one of your workers being chased by a particularly angry Zergling. You need to keep him alive while getting your base going, but guess what, the catch even has a catch....You cannot use more than 1 waypoint for that worker. So every 10 seconds you need to be checking your worker. 

Don't worry they give you different difficulties to choose from so you aren't thrown directly into the wolves...But there is another catch. You need to keep your minerals under a certain amount throughout the entire match. Sounds interesting right? Well the good thing is you don't have to worry about early rushes, at least not on Easy...An attack does come around the time you would normally expect it, however there is yet another catch...

The objective is to destroy the enemies command center, deep within a protected line of at least 1 of almost every unit that race has to offer, but before you can do this objective, you must rescue a unit and bring him back to your Beacon in your base. Depending on your difficulty, you may have to do this more than once....

Shouldn't be a problem right? Well the list goes on....The energy of your Nexus, Queen, or Orbital Command cannot Exceed 99/150/99 respectively. But the last interesting tidbit is this, you need to do all this within 17 minutes of the game starting. Sounds easy right?


Here are some tips for completing the Easy difficulty as thats as comfortable as I am with it....

Make your Nexus or whatever a control group. I use 4 as its very close to the other commands I use.

Use your keyboard to build the workers, D for Drone, E for Probe, S for SCV. all are within your hands reach, assuming your right handed that is :)

Make the Worker(for me it was a probe named Proberto) group 3 and press that group twice to quickly switch to it and switch back. By doing this you can switch back to your Nexus and build workers without having to actually look at the Nexus.

To rescue the VIP, Just build a transport, get within proximity of him and pick him up and bring him back :)

Keep building units! Turn the Coach on to help yourself remember to keep building workers!


I had fun and I felt myself getting mentally faster, keep playing up the difficulties until you can win them perfectly.


http://www.sc2mapster.com/maps/multitasking-trainer/.






Thursday, December 2, 2010

Back to 4 Gating

So I find myself going back to four gating. My three Gate Robo build was not working out as well as I had hoped. After three week of not playing Starcraft 2, going back to four gating just seemed natural. Its an easy build:







4 Warp Gate Build Order


9 Pylon
13 Gateway
14 Assimilator
16 Pylon
17 Cyber Core
19 Gateway
20 Stalker
23 Gateway
24 Pylon
24 Gateway

By the time you hit your 26th supply(provided you only build 1 Gateway unit and are constantly building probes) Warp Gate tech is ready and you will need to produce mass amounts of Pylons. I like to drop 3 more at once to expand my supply to 50. Then start warping in units and gradually be placing Pylons down as 4 gateway units count as 1 Pylon worth of supply. This is also a good time to put a proxy Pylon somewhere.

Chrono Boosts
Chrono Boosts play a big part in any Protoss Build. No matter what opening build you are doing, you should be going for Warp Gate research. It is the cheapest research with the biggest benefits. It cuts training down by five seconds per gateway unit and allows any Gateway unit to be warped in to your Pylon influence in four seconds. Ideally you can use 4 Chrono Boosts on Warp Gate before it finishes. Each one cuts 10 seconds off the time. However, if your timing isn't perfect you can end up wasting half of the 4th one so I tend to stick with 3. By doing this I can also use 3 Chrono Boosts on my Nexus as well.

Poking and Scouting
While you are getting your base setup, send a probe every now and again to poke into the base, yes you will lose a probe but you will be able to tell what his unit comp is or isn't. In my latest match, my opponent went for heavy Stalkers and very little Zealots, I saw this by simply suiciding a probe onto his ramp. So I quickly put down a Twilight Council and started researching Charge. Zealots with just the movement speed increase move almost as fast as a stalker.

What to transition into.
Before transitioning into Colossus or Voidrays or whatever, you need to take an expansion. Having two bases mining is so important in Starcraft 2. You will want to take you small force in and cause some trouble, make him think twice about moving out. This will allow a safe expansion to be warping in. Once you have two bases its time to decide what to do next. Two bases can support up to 8 Warp Gates and a Forge. However this way leaves yourself vulnerable to Cloaked units. You may want to grab a Robotics Facility to grab an Observer. This will also open up a transition into Colossus. You can make one Robotics Facility and get up to 6 Warp gates for faster unit production. Picking up a Twilight Council as well to grab Charge or Blink is also useful as the building alone allows you to research more effective armor and weapons upgrades.

There you have it, the 4gate build order. It is a heavy macro oriented build. To learn more about macro and how to master it check out my post about the subject here.






1v1, 1 v 1, Protoss, Starcraft 2, SC2, Starcraft2, Protoss Build Order, 4gate, 4 Gate, Chrono, Chrono boost, Chronoboost, Nexus, Pylon, Pylons, Supply, Supply Blocked, Stalker, Zealot, Core, Cybernetics Core, Warp Gate, Gateway, Assimilator,Strategy Game, 3 Gate Robo, 3gate robo, 3gaterobo, Probes, Probe, 4 warpgate build order, 4gate build order, Twilight Council, Charge, Blink, Blink Stalkers, Stargate, Star gate, Observer, Macro

Monday, August 30, 2010

Neat tricks you can do that you probably didn’t know about…






There are quite a few casters (including buildings) in the game, and most starting out players tend to ignore them as they take quite a bit of micromanagement skill that they are not comfortable with. They are however, a good way to building your micromanagement skill.  So lets look at the first one. This is for Protoss.

Did you know Chrono Boost can be used on Warp Gates? I am talking about the morphed version of the Gateway, your primary source of building units. It halfs the recharge time of warping in units! So instead of waiting 23 seconds to warp again, you can do it again in 12! Come patch day, it will be 14 seconds, but that is still a fast way to get units out, Zerglings don’t even come out that fast! If you have an expansion and both your Nexi are pretty full in energy with say about 6 Warp Gates, you will still have spare energy remaining and have produced 24 supply worth of troops (1/8 of your max population) in a matter of 12-14 seconds.


Another Protoss unit that has some interesting tricks is the Phoenix. It can move and fire much like the Diamondback from the single player campaign. However it requires some micromanagement as it doesn’t simply move and fire automatically. You can fire, move, fire again and keep moving. It requires very fast hand speed and knowing your hot keys.


This trick is actually something people have rumored it will work but in fact it doesn’t. High Templar cannot Feedback an Orbital Command. It only works on units.


This one I didn’t know about until recently. We have all been trapped or halted by the Protoss Sentry’s Forcefield. It can be a real pain. However, if you have some Colossus, you can use them to break the forcefield! Simply order them to walk through it.


Ghosts are a unit that most people will overlook as there attack isn’t that strong, and they die very easily. However, when you add a Ghost to your unit makeup when going up against a Protoss player, the results can be lethal for the Protoss Player. There Emp Round can take down the shields of any Protoss unit. This is especially useful against the Immortal as their damage reduction only applies to their shield. Once their shield is down, no more damage reduction is applied.


Another way Ghosts are useful is against cloaked units. Most people will think that using EMP against a Banshee reduces its energy to 0, thus it comes out of cloak, or that’s at least what it did in Brood War. However, when it is used against a unit with a permanent cloak, like the Observer or Dark Templar, the EMP will actually knock the unit out of cloak temporarily! The catch is, you have to know where the unit is to use it.


And last but not least is the Zerg Queen. Most people will keep them in their base and puke Larva and poop Creep Tumors. However, their more commonly unused ability is Transfusion. This ability instantly heals 125 health. This is great to use on units like the Ultralisk or Hydralisks. They cost no gas, have a very long ranged anti air, and there is no cooldown for the spell, so you can spam it on targets who are getting focus fired. However the down side is Queens move very slow on ground that isn’t creep. So building a few extra queens and getting some Creeping going is a great way to fix that, as well as giving you excellent vision across the map.