So,I read that discussion about Protoss and Zerg FE a few pages back and I guess I am right to assume that:
If P scouts Z FE then P should not FE also but instead just go fucking kill Z.
Is that about right?
depends. did he drop 3 spine crawlers to protect his natural? did he actually get a bit of an army after the hatch pop? are there 2 queens there to add to the defense?
I'm not saying the fast expand is undefendable, but you can't just expand yourself.
It is like a jogger trying to catch up to a sprinter. Not only is he already there, but he's going to be faster than you anyway. You need to exploit your advantages, which do NOT include catching up to zerg expansion.
Why can't you fast expand in response? I've had some success, and Dhal has had much more success with the fast expand as P. If anything, P units and structures require more resources to produce, so you should be looking to double dip as fast as you can.
Generally your build isn't designed to expand at that exact point, so it introduces inefficiency into your play. Also zerg expansions are cheaper, and expanding yourself basically lets your opponent know that "Hey, it's safe to drone" or "Hey, that expansion is a lot harder to defend than their ramp." Larva rounds of drones means their expansion pays off faster than yours, further exacerbating the mineral difference. Or he just makes a few rounds of slings and harasses your building expo, which is almost always in a harder to defend location than your main.
It's like you completely negate the zerg's risk in fast expanding, and instead open up holes in your own game. It's bad decision making.
You're right about the build not being optimized to expand at that point. In a normal build, I'll have a Gate, a Core and an assimilator down before I know he's going to expand. That's almost (375) the cost of the Nexus itself. Best I had from reviewing my own replays was when zerg expanded at 2:12, I was able to get it down at 3:20, or thereabouts, usually its more like 4 min. I don't have the replays in front of me, or I'd give you more exact numbers.
Is it reasonable to naked expand, no gates, drop forge immediately after nexus, then gate, then the one or two canons? When I go Gate->core->Nexus, as soon as the expand gets half populated, I have more resources than I know what to do with, and am dropping lots of production buildings, and looking at another expand. I also clog up the natural with the extra gates/forge/pylons to create a choke.
Would shaving off that extra minute on the expand be worthwhile? How can I make this decision before dropping my first gate?
3cl1ps3I will build a labyrinth to house the cheeseRegistered Userregular
edited November 2010
For some reason Gee makes me think of Starcraft more than anything else.
Like listening to it makes me want to play or watch a tournament.
3cl1ps3 on
0
tuxkamenreally took this picture.Registered Userregular
edited November 2010
Heh, good point about 30m into SOTG--Day talking about every Protoss' (especially TTOne's) favorite opening:
'...and he keeps...going two gate, one colossus, ah goddammit...Dude, I just...ah, God, every time a Protoss player goes two gate robo, like...one base. Gets an observer, that's a great way to open. That's fantastic. Right? And then it's just like, "I'm going to expand--thbltbltlt, COLOSSUS!" And then you just spit your drink out and go colossus as fast as possible. Then they have like four gateway units and...two colossi? And then Terran does...anything, and the Protoss is in a really hard spot.'
I find as protoss, that quick tech to colossus woops my behind. But thats probably due to other things then me not building the right units. Quick tech to anything versus terran seems like trouble to me...except maybe some harass units like phoenix or dt.
Why can't you fast expand in response? I've had some success, and Dhal has had much more success with the fast expand as P. If anything, P units and structures require more resources to produce, so you should be looking to double dip as fast as you can.
Generally your build isn't designed to expand at that exact point, so it introduces inefficiency into your play. Also zerg expansions are cheaper, and expanding yourself basically lets your opponent know that "Hey, it's safe to drone" or "Hey, that expansion is a lot harder to defend than their ramp." Larva rounds of drones means their expansion pays off faster than yours, further exacerbating the mineral difference. Or he just makes a few rounds of slings and harasses your building expo, which is almost always in a harder to defend location than your main.
It's like you completely negate the zerg's risk in fast expanding, and instead open up holes in your own game. It's bad decision making.
You're right about the build not being optimized to expand at that point. In a normal build, I'll have a Gate, a Core and an assimilator down before I know he's going to expand. That's almost (375) the cost of the Nexus itself. Best I had from reviewing my own replays was when zerg expanded at 2:12, I was able to get it down at 3:20, or thereabouts, usually its more like 4 min. I don't have the replays in front of me, or I'd give you more exact numbers.
Is it reasonable to naked expand, no gates, drop forge immediately after nexus, then gate, then the one or two canons? When I go Gate->core->Nexus, as soon as the expand gets half populated, I have more resources than I know what to do with, and am dropping lots of production buildings, and looking at another expand. I also clog up the natural with the extra gates/forge/pylons to create a choke.
Would shaving off that extra minute on the expand be worthwhile? How can I make this decision before dropping my first gate?
You have to make the decision. Period, done, end of story. Either you have a fast expand build, or you don't. And you will never be able to fast expand like a zerg does, because protoss production and defense does not work the same as zerg production and defense. You will do more damage to your play by trying to "change up" on the fly, than if you just execute the same plan over and over with stupid determination.
Regarding blind nexus + forge for defense, there used to be a forge fast expand that P would occasionaly do with naturals that had narrow chokes. They'd expand, and wall off with Gateways and Forge, and place cannons one space back from the wall. This would deter roaches or lings attacking the wall, as they'd be in range of the cannons. Unfortunately with the roach range increase to 4, they can now outrange the placed cannons and take the wall down, so the build's really fallen out of popularity.
Joe, the moral of the story is that if you want to fast expand, more power to you. But you can't transform your build into a fast expansion after scouting- then it's a slow expand! You've got to make a plan and stick to it.
All this "switch strategies as soon as you scout" business is losing you games, if I would hazard a guess.
Then why scout if you're not going to switch strats?
Oh, and there have been lots of things making me lose games, usually terrible tactical blunders, or poor control of army, or not having enough shit to produce out of when i have a massive income. Or, just not producing out of the buildings that I have.
Once in a blue moon, I get beat, and don't beat myself. The far larger amount of losses are just me missing some of the little details that add up to big problems if you don't take care of them.
Joe, the moral of the story is that if you want to fast expand, more power to you. But you can't transform your build into a fast expansion after scouting- then it's a slow expand! You've got to make a plan and stick to it.
All this "switch strategies as soon as you scout" business is losing you games, if I would hazard a guess.
Then why scout if you're not going to switch strats?
Oh, and there have been lots of things making me lose games, usually terrible tactical blunders, or poor control of army, or not having enough shit to produce out of when i have a massive income. Or, just not producing out of the buildings that I have.
Once in a blue moon, I get beat, and don't beat myself. The far larger amount of losses are just me missing some of the little details that add up to big problems if you don't take care of them.
Joe, really I am not at all trying to be adversarial.
1. I am not saying that's the only reason you lose games
2. If you're not going to switch your strategy, don't scout! Just don't do it, you hit the nail on the head there. There was a recent day9 daily where he basically said "scout as soon as you need to make a major build decision."
with a 4gate, your major build decision could be:
a) Do I want more of zealots/stalkers/sentries?
b) What do I want to do after the 4gate?
If your decision is a, then you scout in order to find out what units you need more of. If it's b, just scout with your push.
Rend on
0
KlykaDO you have anySPARE BATTERIES?Registered Userregular
edited November 2010
Joe,you can switch up your game just not such a big switch as "I am going to FE now".
If I have a gate down and I scout a Zerg going FE I can just put a second gate down and put pressure on him. That's no big deal,it's just a gateway.
Klyka on
SC2 EU ID Klyka.110
0
wiltingI had fun once and it was awfulRegistered Userregular
100x this. After advice given here I turned off Mouse Acc (I use a Mac, so I had to use a command in the Terminal), and it made a HUGE difference to my precision. I'm not kidding, my average APM went up by 20 - and it was only 30 to begin with.
**edit This was last night so it's very fresh in my mind
I tried this mouse thing and I felt like I totally lost control.
It takes a little while to get used to, but it being easier makes intuitive sense. With acceleration off, you no longer have to account for the acceleration and deceleration of the pointer every time you move the mouse. Your hand movements are directly reflected in the pointer, rather than the pointer's speed being determined by how far you move the mouse as well as how fast you move it. I'm finding that I'm more accurate in just clicking tabs and windows and things.
I did have to pump up the in-game mouse sensitivity though, as the overall speed does go down.
His Corkiness on
0
wiltingI had fun once and it was awfulRegistered Userregular
edited November 2010
The only thing I found to turn off was 'enhance pointer precision' is that it? I'm using windows 7. But yeah I messed around with speed and sensitivity but it just felt ...wrong ... like the mouse was on ice.
Ok ok, how do I stop Thors as Zerg, when I KNOW THEY ARE COMING?
I played a custom and this dude went straight for Thor rush on Xel Naga caverns, I was dropped. I join again, same dude, so I KNOW he's going Thors.
I make tons of Roaches and lings, and he still stomps me. Slowly, but the constant stream of Thors was too much for my forces. I had 2 completely saturated bases (Well the natural kept getting many losses from the Thors.)
Seriously. How. Fuck Thors.
(I know I could have 5RR him, but I considered this practice since straight Thor is the fotm for Terran in LA it seems)
Banelings and zerglings. Make a spawning pool and extractor early, then a baneling nest when you can afford it. make 5 or so banelings and maybe 12 zerglings. when a thor comes up with scv's repairing it, target the scv's with the banelings and mop up with zerglings. then make banelings out of the remaining lings and tech up as you make more zerg/banelings for the next thors.
it's just not as fun to play as the other races, to me. PvZ is kind of okay because the most pressure a zerg player can put on you is going to either be 6pool or a roach rush, both of which you can scout and adjust for without too much trouble.
Zerg's got a couple more early game trick up their sleeves...
I tried out the zerg tactic your opponent used, and it's fantastic. Here's my replay:
Notice that a pretty big amount of micro is needed or this tactic can get murdered (notice how I use his probes as a wall to keep his zealot away). And if it fails, zerg is likely to die off with its rush-crippled economy. The best way I can think of defending from this? More early zealots, good micro to keep your probes alive, and make photon cannons immediately. Early-game Zerglings have nightmares about photon cannons and zealots. Post a replay if you get hit with this tactic again, it's very interesting to me.
mouse acceleration is literally the worst thing you can do to gimp your mouse control.
I don't even know why it's a thing that exists.
Maybe it's just because I'm used to it, but I don't understand the problem with mouse acceleration and mouse movement feels weird as soon as I turn it off.
The only thing I found to turn off was 'enhance pointer precision' is that it? I'm using windows 7. But yeah I messed around with speed and sensitivity but it just felt ...wrong ... like the mouse was on ice.
That is indeed what mouse acceleration is called in Windows.
tuxkamenreally took this picture.Registered Userregular
edited November 2010
If I turn mouse acceleration/pointer precision off on my old Intellimouse, it would completely stop working (as in, if I try to move across the screen quickly the pointer gets 'stuck'). That's probably because I have an ol' reliable model versus the new hotness that you whippersnappers use.
If you think that's bad, check out my ballin' keyboard:
Thus, the others all die before tuxkamen dies to the vote. Hence, tuxkamen survives, village victory.
3DS: 2406-5451-5770
0
MaratastikJust call me Mara, please!Registered Userregular
edited November 2010
Maaaaan, I need to go back to the drawing board with my Toss play. I thought I had it made with my three gate expand into more gates and templar. The general gameplan was to have more stuff than the terran player until you can get templar out. It was working great until lately. Now, I'm consistently losing to terran pushes that are anywhere from 10-15 food less than my army, I'll put down forcefields so they can't kite, but I still lose miserably. And they'll ususally be one base pushes after my natural has been up and more than paid for itself. And it's not liking I'm piling up money, I'm adding gates and pumping units. It's like it doesn't matter how many units I have, b/c after a certain point, gateway units just can't handle barracks units. I used to be just fine fending off the typical 2-3 rax push at around 7-8 minute mark, and that is the push I based my build around, but now I'm encountering these delayed pushes off of one base at like the 10 minute mark, where the bio ball has gotten big enough that I guess my food lead doesn't matter anymore w/o some AOE. I don't like the idea of colossus into templar, but I guess that's the only viable thing to do...
Joe, really I am not at all trying to be adversarial.
1. I am not saying that's the only reason you lose games
2. If you're not going to switch your strategy, don't scout! Just don't do it, you hit the nail on the head there. There was a recent day9 daily where he basically said "scout as soon as you need to make a major build decision."
with a 4gate, your major build decision could be:
a) Do I want more of zealots/stalkers/sentries?
b) What do I want to do after the 4gate?
If your decision is a, then you scout in order to find out what units you need more of. If it's b, just scout with your push.
I'm not reading it as adversarial or contrarian, either, and hope that I'm not coming off as such either, I'm enjoying this conversation.
I've had it pounded into me to scout on 9. If its a 2 player map, there may be tea-leaf like clues that you can read, or there could be nothing that I could make a decision on. The major one for me has been the fast expand zerg. I've had better success getting the second expand (while chronoing out from my one lonely gateway), than trying to one base until a push is ready/upon me.
If it's a 4 player map and you don't pick the right base first, you may get more of a clue, and in either case, keeping the probe alive as long as possible gives me the most info.
I guess that I could start scouting on initial units + 1st round of warpins on a 3 gate with expand planned, or 4 gate, or the ever popular 2-1, after the first imm pops, but that would leave me blind, and who knows what happened in the mean time. Maybe I just shouldn't care.
What works a shocking amount of the time is just send a big pile of zealots for your first scout, bring a few sentries and you can generally retreat easily if there's a problem.
There's almost no situation where having extra zealots and sentries later on will be a hindrance
As for the thread title, I'd be okay with that as long as carriers could fire zealots instead of interceptors
override367 on
0
VariableMouth CongressStroke Me Lady FameRegistered Userregular
Yeah, mouse acceleration is horrible. There's good reasons why it exists (because standard mice + standard hi-resolution monitors don't mix well), but it is bad for gaming in general.
It's the only reason I run Win7 now instead of OSX, actually, since the mouse acceleration story for OSX since panther has been broken (i.e., you can't disable it without resorting to a 3rd party program that may or may not work).
Kambing on
@TwitchTV, @Youtube: master-level zerg ladder/customs, commentary, and random miscellany.
I'm not reading it as adversarial or contrarian, either, and hope that I'm not coming off as such either, I'm enjoying this conversation.
I've had it pounded into me to scout on 9. If its a 2 player map, there may be tea-leaf like clues that you can read, or there could be nothing that I could make a decision on. The major one for me has been the fast expand zerg. I've had better success getting the second expand (while chronoing out from my one lonely gateway), than trying to one base until a push is ready/upon me.
If it's a 4 player map and you don't pick the right base first, you may get more of a clue, and in either case, keeping the probe alive as long as possible gives me the most info.
I guess that I could start scouting on initial units + 1st round of warpins on a 3 gate with expand planned, or 4 gate, or the ever popular 2-1, after the first imm pops, but that would leave me blind, and who knows what happened in the mean time. Maybe I just shouldn't care.
Do you watch day9?
You've played a truckload and a half of games, so I doubt you will be opposed to this idea.
Go with your strategy, make a plan, stick to it. If you want to go for 2-1 timed to the immortal, do that. Just- do it. That's it. If you find that it wins, good. Do it again. Do it over and over. You'll find that you lose to some things consistently. Now, make a change to try and fix that.
DO NOT do it after the first loss. But after the third or fourth loss to the 5rr, you ask yourself: What do I need to do with this build to fend it off?
If the answer is something you can throw in there, great! Keep going. Repeat the process. Throw in whatever it is.
If it's something you need to drastically alter your build to pull off, for instance, 3 gates instead of 2, then you need to send out a scout to find out if he is going 5rr. That is your scout point. If you see the warning signs, then THAT is where you potentially deviate.
Basically the concept is, it's okay if you're blind, as long as you have all of your bases covered up to that point. Think of all the possibilities of things he could be doing. Can you be reasonably expected to beat them? If yes, good. If no, you need to go find out if he's doing it. That is the point at which you scout. Before that, blindness is irrelevant. You should be able to play almost literally with your eyes closed.
If I turn mouse acceleration/pointer precision off on my old Intellimouse, it would completely stop working (as in, if I try to move across the screen quickly the pointer gets 'stuck'). That's probably because I have an ol' reliable model versus the new hotness that you whippersnappers use.
If you think that's bad, check out my ballin' keyboard:
i had a slightly newer model, and it was the biggest pain in the ass to be accurate with.
Trying to talk myself into a plain old Death Adder Mouse, and mechanical keyboard.
Trying to talk myself into a plain old Death Adder Mouse, and mechanical keyboard.
The DeathAdder is awesome, but if you've got a low-sensitivity mouse now and mouse acceleration turned on, it WILL take you a while to get used to. It took me a couple of weeks gradually working my way up on the sensitivity to get comfortable with 1800dpi - I haven't even seriously considered the 3500 dpi setting yet. :P
Stasis on
0
tuxkamenreally took this picture.Registered Userregular
do they still make those type of keyboards? They always seemed like the most uncomfortable thing to me.
They do, but they don't have the same key action. I have about half a dozen in a box at work that I'm going to jealously guard until I'm about sixty or so.
They aren't the best for games, but when I'm doing my work they are vastly superior to standard keyboards (in my opinion, anyway).
EDIT: I should also note for humor's sake that while my keyboard would be excellent for a grid setup, I don't use grid.
What works a shocking amount of the time is just send a big pile of zealots for your first scout, bring a few sentries and you can generally retreat easily if there's a problem.
There's almost no situation where having extra zealots and sentries later on will be a hindrance
As for the thread title, I'd be okay with that as long as carriers could fire zealots instead of interceptors
can you define "big pile" - like 10, with a couple sentries? 15?
Someone mentioned it here before but I've been transitioning to a few CattleBruisers in midgame TvT when both are going Tank Viking, they seem to be a complete game changer.
I still fucking hate them though...
chuckleberryfinn on
No Protoss players were underpowered during this post.
0
Dhalphirdon't you open that trapdooryou're a fool if you dareRegistered Userregular
edited November 2010
For those of you trying mouse acceleration disabled, consider bumping up your windows sensitivity to max and maybe bumping up SC2 too.
I went from 75% windows 75% SC2 to 100% windows 85% SC2 and its much better with acceleration off.
Posts
I'm singing it in my head and it's working really well,I just know my singing voice isn't good enough for an audience,haha.
and hey speaking of
http://www.youtube.com/watch?v=U7mPqycQ0tQ
I'M GETTIN PUMPED UP FOR THIS MOTHA FUCKIN TOURNAMENT, I can't wait to lose in the first two rounds
You're right about the build not being optimized to expand at that point. In a normal build, I'll have a Gate, a Core and an assimilator down before I know he's going to expand. That's almost (375) the cost of the Nexus itself. Best I had from reviewing my own replays was when zerg expanded at 2:12, I was able to get it down at 3:20, or thereabouts, usually its more like 4 min. I don't have the replays in front of me, or I'd give you more exact numbers.
Is it reasonable to naked expand, no gates, drop forge immediately after nexus, then gate, then the one or two canons? When I go Gate->core->Nexus, as soon as the expand gets half populated, I have more resources than I know what to do with, and am dropping lots of production buildings, and looking at another expand. I also clog up the natural with the extra gates/forge/pylons to create a choke.
Would shaving off that extra minute on the expand be worthwhile? How can I make this decision before dropping my first gate?
Joe's Stream.
Like listening to it makes me want to play or watch a tournament.
'...and he keeps...going two gate, one colossus, ah goddammit...Dude, I just...ah, God, every time a Protoss player goes two gate robo, like...one base. Gets an observer, that's a great way to open. That's fantastic. Right? And then it's just like, "I'm going to expand--thbltbltlt, COLOSSUS!" And then you just spit your drink out and go colossus as fast as possible. Then they have like four gateway units and...two colossi? And then Terran does...anything, and the Protoss is in a really hard spot.'
Games: Ad Astra Per Phalla | Choose Your Own Phalla
The replay Jinro v Liberty (aka Moon from war3) on Jungle Basin is great.
You have to make the decision. Period, done, end of story. Either you have a fast expand build, or you don't. And you will never be able to fast expand like a zerg does, because protoss production and defense does not work the same as zerg production and defense. You will do more damage to your play by trying to "change up" on the fly, than if you just execute the same plan over and over with stupid determination.
Regarding blind nexus + forge for defense, there used to be a forge fast expand that P would occasionaly do with naturals that had narrow chokes. They'd expand, and wall off with Gateways and Forge, and place cannons one space back from the wall. This would deter roaches or lings attacking the wall, as they'd be in range of the cannons. Unfortunately with the roach range increase to 4, they can now outrange the placed cannons and take the wall down, so the build's really fallen out of popularity.
Then why scout if you're not going to switch strats?
Oh, and there have been lots of things making me lose games, usually terrible tactical blunders, or poor control of army, or not having enough shit to produce out of when i have a massive income. Or, just not producing out of the buildings that I have.
Once in a blue moon, I get beat, and don't beat myself. The far larger amount of losses are just me missing some of the little details that add up to big problems if you don't take care of them.
Joe's Stream.
Joe, really I am not at all trying to be adversarial.
1. I am not saying that's the only reason you lose games
2. If you're not going to switch your strategy, don't scout! Just don't do it, you hit the nail on the head there. There was a recent day9 daily where he basically said "scout as soon as you need to make a major build decision."
with a 4gate, your major build decision could be:
a) Do I want more of zealots/stalkers/sentries?
b) What do I want to do after the 4gate?
If your decision is a, then you scout in order to find out what units you need more of. If it's b, just scout with your push.
If I have a gate down and I scout a Zerg going FE I can just put a second gate down and put pressure on him. That's no big deal,it's just a gateway.
I tried this mouse thing and I felt like I totally lost control.
I don't even know why it's a thing that exists.
I did have to pump up the in-game mouse sensitivity though, as the overall speed does go down.
Banelings and zerglings. Make a spawning pool and extractor early, then a baneling nest when you can afford it. make 5 or so banelings and maybe 12 zerglings. when a thor comes up with scv's repairing it, target the scv's with the banelings and mop up with zerglings. then make banelings out of the remaining lings and tech up as you make more zerg/banelings for the next thors.
Speaking of speedling/banelings... I tried out the zerg tactic your opponent used, and it's fantastic. Here's my replay:
Notice that a pretty big amount of micro is needed or this tactic can get murdered (notice how I use his probes as a wall to keep his zealot away). And if it fails, zerg is likely to die off with its rush-crippled economy. The best way I can think of defending from this? More early zealots, good micro to keep your probes alive, and make photon cannons immediately. Early-game Zerglings have nightmares about photon cannons and zealots. Post a replay if you get hit with this tactic again, it's very interesting to me.
Maybe it's just because I'm used to it, but I don't understand the problem with mouse acceleration and mouse movement feels weird as soon as I turn it off.
That is indeed what mouse acceleration is called in Windows.
If you think that's bad, check out my ballin' keyboard:
Games: Ad Astra Per Phalla | Choose Your Own Phalla
I'm not reading it as adversarial or contrarian, either, and hope that I'm not coming off as such either, I'm enjoying this conversation.
I've had it pounded into me to scout on 9. If its a 2 player map, there may be tea-leaf like clues that you can read, or there could be nothing that I could make a decision on. The major one for me has been the fast expand zerg. I've had better success getting the second expand (while chronoing out from my one lonely gateway), than trying to one base until a push is ready/upon me.
If it's a 4 player map and you don't pick the right base first, you may get more of a clue, and in either case, keeping the probe alive as long as possible gives me the most info.
I guess that I could start scouting on initial units + 1st round of warpins on a 3 gate with expand planned, or 4 gate, or the ever popular 2-1, after the first imm pops, but that would leave me blind, and who knows what happened in the mean time. Maybe I just shouldn't care.
Joe's Stream.
There's almost no situation where having extra zealots and sentries later on will be a hindrance
As for the thread title, I'd be okay with that as long as carriers could fire zealots instead of interceptors
hrmrmrmhrmhrmhmrmrhmmrhmm
That makes sense to me. I only just turned it off and I've noticed that I have to move the mouse farther to reach the edge of the screen.
Yeah, mouse acceleration is horrible. There's good reasons why it exists (because standard mice + standard hi-resolution monitors don't mix well), but it is bad for gaming in general.
It's the only reason I run Win7 now instead of OSX, actually, since the mouse acceleration story for OSX since panther has been broken (i.e., you can't disable it without resorting to a 3rd party program that may or may not work).
Do you watch day9?
You've played a truckload and a half of games, so I doubt you will be opposed to this idea.
Go with your strategy, make a plan, stick to it. If you want to go for 2-1 timed to the immortal, do that. Just- do it. That's it. If you find that it wins, good. Do it again. Do it over and over. You'll find that you lose to some things consistently. Now, make a change to try and fix that.
DO NOT do it after the first loss. But after the third or fourth loss to the 5rr, you ask yourself: What do I need to do with this build to fend it off?
If the answer is something you can throw in there, great! Keep going. Repeat the process. Throw in whatever it is.
If it's something you need to drastically alter your build to pull off, for instance, 3 gates instead of 2, then you need to send out a scout to find out if he is going 5rr. That is your scout point. If you see the warning signs, then THAT is where you potentially deviate.
Basically the concept is, it's okay if you're blind, as long as you have all of your bases covered up to that point. Think of all the possibilities of things he could be doing. Can you be reasonably expected to beat them? If yes, good. If no, you need to go find out if he's doing it. That is the point at which you scout. Before that, blindness is irrelevant. You should be able to play almost literally with your eyes closed.
i had a slightly newer model, and it was the biggest pain in the ass to be accurate with.
Trying to talk myself into a plain old Death Adder Mouse, and mechanical keyboard.
Joe's Stream.
The DeathAdder is awesome, but if you've got a low-sensitivity mouse now and mouse acceleration turned on, it WILL take you a while to get used to. It took me a couple of weeks gradually working my way up on the sensitivity to get comfortable with 1800dpi - I haven't even seriously considered the 3500 dpi setting yet. :P
They do, but they don't have the same key action. I have about half a dozen in a box at work that I'm going to jealously guard until I'm about sixty or so.
They aren't the best for games, but when I'm doing my work they are vastly superior to standard keyboards (in my opinion, anyway).
EDIT: I should also note for humor's sake that while my keyboard would be excellent for a grid setup, I don't use grid.
Games: Ad Astra Per Phalla | Choose Your Own Phalla
can you define "big pile" - like 10, with a couple sentries? 15?
Joe's Stream.
But I just do not have the right kind of voice for a Michael Jackson song.
My only two settings seem to be "choir" and "folk."
It's okay, at least you've got folk.
Mine are "choir" and "emo-pop".
I still fucking hate them though...
I went from 75% windows 75% SC2 to 100% windows 85% SC2 and its much better with acceleration off.