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So I'm trying to help a friend work on his tvp. The first couple of times i played a few games with him I just ran over him because he was super passive (no harass, slow expos etc). I had him play a game w/ a friend of mine (rep attached) and was trying to point some stuff out to him as the game went along.
Thing is, I'm only c-, maybe c if I really massgamed, and don't really know tvp from the t perspective that well, so i wanted to share this rep of me giving advice to see if the stuff i was telling him was good advice in the eyes of people who actually know what they are talking about.
I know I missed some big things like talking about when to add facs (and how many)and when how to prepare/defend recall but the main thing to me for this game was to try to get him to harass/push more so I guess i wasnt thinking about that stuff. Anyway, any comments/suggestions you guys have would be appreciated.
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Anything you can't explain to him, build orders from liquipedia and relevant progaming VODs will. If he hasn't already memorized a build, he should start now. A simple 1Fac FE includes the times to add facs as well as when and how to harass.
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If opponent goes DTs then you need to control your choke. Build a turret on top of your cluff and one directly beneath it and float your ebay on top of it so P can't see or focus fire it. It's really easy to do. You build your ebay near your cliff anyway and once it finish have an SCV ready to build a turret and build it immediately. Then lift ebay and move it to hide the turret. You need to build a second one as well so you have vision if P tries to run DTs into your mineral line. Siege a tank on the high ground. But don't siege those on the low ground vs DTs. If you see DT tech early you can skip siege, add 2nd fact a bit earlier and after like 2 or 3 siege tanks make vultures. Siege tanks are so bad vs DTs even if you can see them.
Then a good T needs 6 fact 2 shop off 2 base. Once you have your econ going you should just add all those facts. Just add them. And then macro. No more than 2 shops. You really need the vultures.
I don't like the dropship play on the main at this level of play. Macro rules. But it helps a lot if P takes another main with a pylon wall or if he takes the island.
After you get enough tanks to stop any allin, which is maybe 4 in this game, but usually more like 6, you need to get vultures with mines and speed and mine up all expo locations. This is essential. And keep them around to kill any probes. In this game T did dropship harass and killed some probes. But no expo was delayed. And with macro being bad at this level it's irrelevant if P doesn't have enough probes. But don't build too many vultures though. You want to build almost pure tanks until you start to slow push. And if your vultures find out P has done some 1 or 2 gate 3 base play you can try to move out with 8 tanks and kill him before added gates start producing and leg speed is done. But this is very very risky. And it is better vs the mineral only because you can actually take out that base with your push. So after you have 2 facts with 2 shops and after you got your speed mine vultures out to mine up expo locations, start to add more factories. Up to 6 usually but maybe up to 7 or even 8 for this guy. And then when you get a third, add 2 more. Or 3 if your macro is still off. Adding more and more factories if your macro is bad doesn't really work though. You just need to go back and add units and sacrifice micro. And speed up everything you do. So yeah you don't really need to stop production to add factories. Minerals will build up if you are 2 base 2 fact, naturally. But some people do add 4 facts at the same time by stopping production. I don't really see a point in doing so on this level of play.
Then with these positions T is best off with a slow push. Push slow and with a lot of turrets, blocking depots and mines. Don't ever put your tanks on your mines. Also don't put mines right next to your tanks. Be ready for a counter. You can totally crush a counter if you have 4 tanks on your high ground with a lot of mines in front of your choke. You really need to mine stuff up and remine stuff after they get killed. If you don't P will still run T over. If you do with these positions you can take the top left expo and cut off the protoss main from the rest of the map so he has to build gateways in his 3rd. You can take out the wall with just a few units but you need an SCV that builds an ebay there for vision. You also need some vultures there. P will build gateways there and run a zealot or DT into your 2 tanks. But best is to just drop some units inside that base. Only try to win if the P is bad. If you try to take out his natural you may end up losing. If P suicides his army, unsiege after you macro immediately. P will have no units so kill his natural.
Once you slow push you need to reset rally points every time. Use F-keys. Macro vultures in groups of 2 since they build so fast.
Also the T in this game build way too many supply depots. You want to have two SCVs that keep building depots so you stay ahead. But this guy had 3 building and kept building even when he was like 80/130.
Not so sure about trying to do a timing push before Arbiter stasis at this level. He tried and it didn't work. Best way to counter Arbiters is to 'just' EMP them. Build turrets at places where you have no vision to defend against a recall. Also mine up stuff and build more turrets. It's pretty basic. Once you get recalled you do have to unsiege tanks and go back. Then P will break your slow push. You somehow have to instantly unsiege the minimum amount of tanks.
Do get +3 weapons. And in the case of a starport get it asap.
Python cross positions needs to be played way differently. There you try dropship play into 3base fast upgrades.
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