Translated Pro Videos Coordination Thread - Page 13
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Jae Zedong
407 Posts
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dark.matter
177 Posts
TvZ 5 rax- (3 hatch muta vs 5 rax into late mech) + Show Spoiler + TvP Factory FE into Up terran (dealing with dark drop) + Show Spoiler + TvT Vulture FE + Show Spoiler + credit to jin jin i just copy pasted from discord, see his notes below. | ||
jinjin5000
United States1379 Posts
On August 17 2017 11:25 dark.matter wrote: Request: TvZ 5 rax- (3 hatch muta vs 5 rax into late mech) + Show Spoiler + https://www.youtube.com/watch?v=maiQLskbuHg TvP Factory FE into Up terran (dealing with dark drop) + Show Spoiler + https://www.youtube.com/watch?v=STvspTUYlsU&t TvT Vulture FE + Show Spoiler + https://www.youtube.com/watch?v=lo-_7NCJgfk Just some notes for each of them from the vid TvZ 5 rax notes + Show Spoiler + FlaSh's tvz tutorial-5 rax into late mech macro -After 11 Rax, you scout with 11.5 SCV -7o'clock first- why? overlords go clockwise, so you can tell overlord from 5'oclock base just by going to 7o'clock. In this case, it was first search, but otherwise, you can search 2 place at once. -you can building early bunker by keeping your scv alive- make sure it survives. -in this video, the scv was not able to stay alive for long time- so bunker is built AFTER academy and +1 -@1250 hp , 6 scv to 2nd cc -you can defend vs lings by mineral walking scvs and then attacking with both marines and scvs, which creates a wall. -always build supply at side of bunker to prevent surround -keep building supply but theres a timing where you need to build TWO supply- this is at 50 supply -3 medic @ 12 marine is ideal ratio -take off gas (-2) @250 as that is what you need for range+comsat -build turrets along muta path, 2 mineral line, 1 at rax, more at natural -take 2nd gas with factory -move 1 control group of mnm out -what are you scared of most? getting surrounded and losing the mnm -when surrounded, you need to immidately reinforce with your other group of mnm, and at least get your medic out alive at the very least -2 starport after factory-> 4 vessel is what you get for late mech -you need to take control of the map when you see 3rd with lurkers -pressure the zerg 3rd so they can't drone off it- opponent will need to make hydra off 3rd instead of making drones -3rd cc after 2 starport -keep pressure up by reinforcing your mnm groups- keep them moving so opponent has to constantly guess where mnm is -@ 50% vessel, get irradiate, maybe with vessels + mine upgrade+vultures -after +1 infantry armor, lift ebay -scan for hive -the most important thing of all in 5rax tvz is to not get surrounded and lose the mnm army -if muta is after your mnm group- reinforce your control group of mnm -if muta is not chasing after your mnm group out in base-defend base - go to 5oclock base with your vulture with your units and vessels-you need to mine up the 5o'clock base to delay 4th -@ 4 vessels, get 3 factories -bring some mnm+scv to 1o'clcook base while expanding 3rd to get 4th up -after sufficient map control, lift rax and get 7 factories. -why I don't put scan asap on 3rd? so I can make more scvs -after lifting rax- you need to be active on map with vultures. -lifted rax floats to give vision to your half of the map from left to right-> from 9 oclock -center- 3 oclock -why? defend drops -you need to defend drops with mnm vessel -upgrade is lifeline of mech- especially 2/1 upgrade. -when 4th is up, gas asap -marines go to drop paths and keep containment with vulture mines. -you can never underestimate zerg since they got lot of bases as well. You need to send 5 tank to your far bases- that can defend most attacks -after you max out with biomech, you need to start throwing away mnm to get supply- but need to do it effectively -put extra factory up at far base -turrets on drop path*** important, dont save resources trying to skip on this -you need to keep mkaing turrets as much as your hands allow. You absolutely cannot skip on them -put pressure with your mech army- but 5 tanks at your far base is mandatory. Consider them permanent -the first line of defence is at right side of the map- the pathway that leads to the 1o'clock base. -the second line of defence is 5 tanks on top of the far base. -you need to throw away vultures just as you would with mnm. Late mech's strength comes off mass tanks- vultures are useless vs ultras -why I didn't go directly attack zerg until 18 minutes into game? Because most of my supply was used up by useless units like MnM, vultures w/o tank. Only when you fill 200/200 with mostly tanks, you can start to attack -when theres defiler-lurker drop, just put 1 tank outside of swarm, focus fire on the defiler and it will take care of it by itself. -when mnm, vulture are thrown away and filled up with tank, its time to attack. -you need to avoid dark swarm to avoid trading inefficiently- terran's production is slower than other races, so its important to keep your units alive. You cannot drop guard just because you won a fight as you simply can't produce enough in time. -Unsieged tank is garbage so you cannot go into fight unsieged -when established a position with tank line, don't try to unsiege->move in with sieged tanks; you move forward with your reinforcement tanks, not your established tanks. -A (sieged tanks)->B (reinforcements siege up little more)-> A (unsiege to leapfrog) -why? Because of dark swarm. -terran wins by protecting their main army and trading efficiently big army of mech- so you cannot lose your army at once. -its both easy to win and lose because of this- if you start getting overwhelmed, you lose. -queens->Its effective to combat queen with valkaryie but no air defence means ultra so you make vessels -keep your eye on your main army. TvT vulture FE notes + Show Spoiler + flash TvT notes -20 cc+2 at gas after factory -marine hitting rax that early means pressure, make 2 vultures -vulture vs vulture- its important to focus fire (marine first) -as you saw, its better to target fire and put your focus on important aspects such as precise focus fire, rather than useless micro (vulture patrol) -tank+mine up to get 2 vulture 2 tank -people seem to be mistaken that fancy micro is great micro. But starcraft isn't like that. Having precise and right focus fire is the best form of micro -see my opponent for example: if he focus fired right, he would have won right there due to having more units, but as he tried to overmicro, he lost even though it looks fancier. -put down mines with academy and siege mode -You don't get 2nd gas right away- its important to keep mineral income -when you feel that theres enough mines burrowed and you have advanced sufficiently, you put on add ons+2nd gas -when you see opponent dont have mine upgrade, you dont need to put on scans- use that gas on tanks instead -put mines up at opponent expansion so you can delay theirs. -estimating tank range comes with lot of ingame experience- it doesn't come with just watching tutorial- rather you need to gain it through playing -in tvt, if you manage to siege up and contain opponent first, you have big advantage as you are able to take your expansion safely- as opponent needs to take his expansion while simultaneously defending the front -you get +1 after getting 3rd base -in my situation, you don't take the 9 oclock base but 12 o'clock. Why? he needs to attack into your army to attack that. 9 oclock base needs part of your army there to defend,which subtracts from main tank line -you need to scan for dropship -even if opponent has lot of vultures, the tank count is important since its easy to catch up with vulture count -focus firing on mine is important in case of runby -just like in tvp, when +1 has 30% left, you build starport to prepare for +2 -at this point when you have 3 bases going and sieged up opponent you have few choices @science facility going up -wraith- get add on for starport, get 2 starport, cloak -only get attack upgrade. No armor since gas usage. -double armory vessel- and go up to 7 factory with +2 weapons -people said in past that armor upgrade is useless in tvt; this is not true in modern tvt. -yes, tanks still get 2 shot by sieged tanks after +2, but in vulture vs vulture, theres huge difference. -keep scanning for opponent starport- if no starport, there is no need to defend for drops, therefore, can delay ebay -after you feel that you have sufficient amount of vultures, just research goliath range upgrade- 4 goliaths can handle control group of wraiths by itself. You don't need to make goliaths when there is no starport. In this case, flash makes 2 goliath for safety. -There is no need to rush bases in tvt. when map is split in half, you just need to maintain 1 more base to gain the benefits. -why go ground focused in tvt? Vessel defensive matrix. -After +2 researched, put defensive on vulture while attacking with your ground army. The vulture can soak entire volley from line of tanks so you are able to pierce enemy defensive line easily -when going on offesnive after breaking line, its better to go in with unsieged tanks -its important to understand and digest your build order. In pro level, theres different class between terrans such as S-level, A-level ect. These differences are because of understanding of their build. For example, look at Leta's 2 port wraith. Do you think he just used it because his micro was good? No, its because he understood the build and the concept of build itself. Thast why its important to play a lot and understand the build TvP Factory FE + Defending vs 2 base Dark Templar Drop + Show Spoiler + -in 12 gas, you search with your 13-14 supply scv -build depo with scv that was building rax -always take out 2 scv at 88 gas when going fe -make 2 marines -you need to always look for dragoon range upgrade+ 3 pylons -when you see 3 pylon, you can put dark templar out of equation. Even if it is, you can defend it easily -put academy up off 1 factory -if 2 pylon, you need to take it into equation. -its good to make more marines as you make tank. -if you are confident in your micro, when you see 3 pylons, you get mine upgrade with 2 tank. If you are not comfortable with your micro, you get siege up. In this case, I will be getting siege upgrade -if siege mode, keep making tanks. -2 factory->speed upgrade+vulture -when academy is done, get scan asap. -never scan immidiately after getting scan. You don't need to be so curious about what opponent is doing. Get ebay up after 2 factory. -When ebay is 70-80% done, and you have 70-80 scan energy, you scan then for opponent tech. -this way, you have a scan left over, and can build turrets on time. Now if there is dark templar drop, you have a scan to defend as well as turrets up -build armory as you look at opponent's tech. -when dt drop, 3rd cc builds near turret -your vulture needs to be out of the base near your opponents entrance. You prevent contesting for your 3rd by delaying protoss pressure with vultures. -in FS, you can get 3rd by having safe sim-city that prevents dragoon from getting in. -take 2 scv with you when taking 3rd. One makes supply wall, one makes bunker. -add on factory as your money allows. There is no real set time. -Get 3rd gas as you take 3rd. -after 40% +1 upgrade, get a starport and armory -just leave bunker (with 4 marine) and 1 tank at your 3rd. -ideal scv saturation is 1.5 control group -go up to 9 factories. -after establishing 9 factories, you start to inch out of your base and build forward turrets -this is to hide the vulture path. If you don't move out of your base and have forward turrets up, one observer infront of your base can see all the vulture routes. Forward turrets hide vulture route. -before 200/200 fight, you need to see opponent's tech. If arbitor, you need to make 3 turrets per arbitor path as it kills arbitor. -you get goliath+goliath range right before you hit 200/200. Goliath is always last as terran is gas starved. Terran only has gas left over only towards end of 200/200. -Your 200/200 army composition should have 2 control group of tanks,3 control groups of vultures/goliath and vessels. If you don't have 5 control group of army, you have too much scv. -key to good fight is emp (on priority target such as templar/archon/arbitor) and good focus fire with tanks. -Its not over just because you won a fight. As toss has more expansions, its critical to attack to closest expansion. In this case, flash attacks 6oclock base first. - Its important to move in way that you can put mines into attack path so when you engage, youhave mine field infront. -if protoss tries to backstab, you leave 4 tank and vessel attacking opponent expansion and follow protoss army with remainder of your army. | ||
PVJ
Hungary5212 Posts
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mLtySC
68 Posts
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Jae Zedong
407 Posts
On August 17 2017 13:46 jinjin5000 wrote: Just some notes for each of them from the vid TvZ 5 rax notes + Show Spoiler + FlaSh's tvz tutorial-5 rax into late mech macro -After 11 Rax, you scout with 11.5 SCV -7o'clock first- why? overlords go clockwise, so you can tell overlord from 5'oclock base just by going to 7o'clock. In this case, it was first search, but otherwise, you can search 2 place at once. -you can building early bunker by keeping your scv alive- make sure it survives. -in this video, the scv was not able to stay alive for long time- so bunker is built AFTER academy and +1 -@1250 hp , 6 scv to 2nd cc -you can defend vs lings by mineral walking scvs and then attacking with both marines and scvs, which creates a wall. -always build supply at side of bunker to prevent surround -keep building supply but theres a timing where you need to build TWO supply- this is at 50 supply -3 medic @ 12 marine is ideal ratio -take off gas (-2) @250 as that is what you need for range+comsat -build turrets along muta path, 2 mineral line, 1 at rax, more at natural -take 2nd gas with factory -move 1 control group of mnm out -what are you scared of most? getting surrounded and losing the mnm -when surrounded, you need to immidately reinforce with your other group of mnm, and at least get your medic out alive at the very least -2 starport after factory-> 4 vessel is what you get for late mech -you need to take control of the map when you see 3rd with lurkers -pressure the zerg 3rd so they can't drone off it- opponent will need to make hydra off 3rd instead of making drones -3rd cc after 2 starport -keep pressure up by reinforcing your mnm groups- keep them moving so opponent has to constantly guess where mnm is -@ 50% vessel, get irradiate, maybe with vessels + mine upgrade+vultures -after +1 infantry armor, lift ebay -scan for hive -the most important thing of all in 5rax tvz is to not get surrounded and lose the mnm army -if muta is after your mnm group- reinforce your control group of mnm -if muta is not chasing after your mnm group out in base-defend base - go to 5oclock base with your vulture with your units and vessels-you need to mine up the 5o'clock base to delay 4th -@ 4 vessels, get 3 factories -bring some mnm+scv to 1o'clcook base while expanding 3rd to get 4th up -after sufficient map control, lift rax and get 7 factories. -why I don't put scan asap on 3rd? so I can make more scvs -after lifting rax- you need to be active on map with vultures. -lifted rax floats to give vision to your half of the map from left to right-> from 9 oclock -center- 3 oclock -why? defend drops -you need to defend drops with mnm vessel -upgrade is lifeline of mech- especially 2/1 upgrade. -when 4th is up, gas asap -marines go to drop paths and keep containment with vulture mines. -you can never underestimate zerg since they got lot of bases as well. You need to send 5 tank to your far bases- that can defend most attacks -after you max out with biomech, you need to start throwing away mnm to get supply- but need to do it effectively -put extra factory up at far base -turrets on drop path*** important, dont save resources trying to skip on this -you need to keep mkaing turrets as much as your hands allow. You absolutely cannot skip on them -put pressure with your mech army- but 5 tanks at your far base is mandatory. Consider them permanent -the first line of defence is at right side of the map- the pathway that leads to the 1o'clock base. -the second line of defence is 5 tanks on top of the far base. -you need to throw away vultures just as you would with mnm. Late mech's strength comes off mass tanks- vultures are useless vs ultras -why I didn't go directly attack zerg until 18 minutes into game? Because most of my supply was used up by useless units like MnM, vultures w/o tank. Only when you fill 200/200 with mostly tanks, you can start to attack -when theres defiler-lurker drop, just put 1 tank outside of swarm, focus fire on the defiler and it will take care of it by itself. -when mnm, vulture are thrown away and filled up with tank, its time to attack. -you need to avoid dark swarm to avoid trading inefficiently- terran's production is slower than other races, so its important to keep your units alive. You cannot drop guard just because you won a fight as you simply can't produce enough in time. -Unsieged tank is garbage so you cannot go into fight unsieged -when established a position with tank line, don't try to unsiege->move in with sieged tanks; you move forward with your reinforcement tanks, not your established tanks. -A (sieged tanks)->B (reinforcements siege up little more)-> A (unsiege to leapfrog) -why? Because of dark swarm. -terran wins by protecting their main army and trading efficiently big army of mech- so you cannot lose your army at once. -its both easy to win and lose because of this- if you start getting overwhelmed, you lose. -queens->Its effective to combat queen with valkaryie but no air defence means ultra so you make vessels -keep your eye on your main army. TvT vulture FE notes + Show Spoiler + flash TvT notes -20 cc+2 at gas after factory -marine hitting rax that early means pressure, make 2 vultures -vulture vs vulture- its important to focus fire (marine first) -as you saw, its better to target fire and put your focus on important aspects such as precise focus fire, rather than useless micro (vulture patrol) -tank+mine up to get 2 vulture 2 tank -people seem to be mistaken that fancy micro is great micro. But starcraft isn't like that. Having precise and right focus fire is the best form of micro -see my opponent for example: if he focus fired right, he would have won right there due to having more units, but as he tried to overmicro, he lost even though it looks fancier. -put down mines with academy and siege mode -You don't get 2nd gas right away- its important to keep mineral income -when you feel that theres enough mines burrowed and you have advanced sufficiently, you put on add ons+2nd gas -when you see opponent dont have mine upgrade, you dont need to put on scans- use that gas on tanks instead -put mines up at opponent expansion so you can delay theirs. -estimating tank range comes with lot of ingame experience- it doesn't come with just watching tutorial- rather you need to gain it through playing -in tvt, if you manage to siege up and contain opponent first, you have big advantage as you are able to take your expansion safely- as opponent needs to take his expansion while simultaneously defending the front -you get +1 after getting 3rd base -in my situation, you don't take the 9 oclock base but 12 o'clock. Why? he needs to attack into your army to attack that. 9 oclock base needs part of your army there to defend,which subtracts from main tank line -you need to scan for dropship -even if opponent has lot of vultures, the tank count is important since its easy to catch up with vulture count -focus firing on mine is important in case of runby -just like in tvp, when +1 has 30% left, you build starport to prepare for +2 -at this point when you have 3 bases going and sieged up opponent you have few choices @science facility going up -wraith- get add on for starport, get 2 starport, cloak -only get attack upgrade. No armor since gas usage. -double armory vessel- and go up to 7 factory with +2 weapons -people said in past that armor upgrade is useless in tvt; this is not true in modern tvt. -yes, tanks still get 2 shot by sieged tanks after +2, but in vulture vs vulture, theres huge difference. -keep scanning for opponent starport- if no starport, there is no need to defend for drops, therefore, can delay ebay -after you feel that you have sufficient amount of vultures, just research goliath range upgrade- 4 goliaths can handle control group of wraiths by itself. You don't need to make goliaths when there is no starport. In this case, flash makes 2 goliath for safety. -There is no need to rush bases in tvt. when map is split in half, you just need to maintain 1 more base to gain the benefits. -why go ground focused in tvt? Vessel defensive matrix. -After +2 researched, put defensive on vulture while attacking with your ground army. The vulture can soak entire volley from line of tanks so you are able to pierce enemy defensive line easily -when going on offesnive after breaking line, its better to go in with unsieged tanks -its important to understand and digest your build order. In pro level, theres different class between terrans such as S-level, A-level ect. These differences are because of understanding of their build. For example, look at Leta's 2 port wraith. Do you think he just used it because his micro was good? No, its because he understood the build and the concept of build itself. Thast why its important to play a lot and understand the build TvP Factory FE + Defending vs 2 base Dark Templar Drop + Show Spoiler + -in 12 gas, you search with your 13-14 supply scv -build depo with scv that was building rax -always take out 2 scv at 88 gas when going fe -make 2 marines -you need to always look for dragoon range upgrade+ 3 pylons -when you see 3 pylon, you can put dark templar out of equation. Even if it is, you can defend it easily -put academy up off 1 factory -if 2 pylon, you need to take it into equation. -its good to make more marines as you make tank. -if you are confident in your micro, when you see 3 pylons, you get mine upgrade with 2 tank. If you are not comfortable with your micro, you get siege up. In this case, I will be getting siege upgrade -if siege mode, keep making tanks. -2 factory->speed upgrade+vulture -when academy is done, get scan asap. -never scan immidiately after getting scan. You don't need to be so curious about what opponent is doing. Get ebay up after 2 factory. -When ebay is 70-80% done, and you have 70-80 scan energy, you scan then for opponent tech. -this way, you have a scan left over, and can build turrets on time. Now if there is dark templar drop, you have a scan to defend as well as turrets up -build armory as you look at opponent's tech. -when dt drop, 3rd cc builds near turret -your vulture needs to be out of the base near your opponents entrance. You prevent contesting for your 3rd by delaying protoss pressure with vultures. -in FS, you can get 3rd by having safe sim-city that prevents dragoon from getting in. -take 2 scv with you when taking 3rd. One makes supply wall, one makes bunker. -add on factory as your money allows. There is no real set time. -Get 3rd gas as you take 3rd. -after 40% +1 upgrade, get a starport and armory -just leave bunker (with 4 marine) and 1 tank at your 3rd. -ideal scv saturation is 1.5 control group -go up to 9 factories. -after establishing 9 factories, you start to inch out of your base and build forward turrets -this is to hide the vulture path. If you don't move out of your base and have forward turrets up, one observer infront of your base can see all the vulture routes. Forward turrets hide vulture route. -before 200/200 fight, you need to see opponent's tech. If arbitor, you need to make 3 turrets per arbitor path as it kills arbitor. -you get goliath+goliath range right before you hit 200/200. Goliath is always last as terran is gas starved. Terran only has gas left over only towards end of 200/200. -Your 200/200 army composition should have 2 control group of tanks,3 control groups of vultures/goliath and vessels. If you don't have 5 control group of army, you have too much scv. -key to good fight is emp (on priority target such as templar/archon/arbitor) and good focus fire with tanks. -Its not over just because you won a fight. As toss has more expansions, its critical to attack to closest expansion. In this case, flash attacks 6oclock base first. - Its important to move in way that you can put mines into attack path so when you engage, youhave mine field infront. -if protoss tries to backstab, you leave 4 tank and vessel attacking opponent expansion and follow protoss army with remainder of your army. Thanks a lot! ![]() | ||
Xpres
France10 Posts
TvT : https://www.youtube.com/watch?v=lo-_7NCJgfk TvZ : https://www.youtube.com/watch?v=maiQLskbuHg TvP: https://youtu.be/STvspTUYlsU Thanks a lot , it would mean a lot for me ! | ||
dark.matter
177 Posts
Yes thanks jin jin already useful :D | ||
orvinreyes
577 Posts
On August 17 2017 22:01 Xpres wrote: Hi , would it be possible to translate the latest video from Flash on TvP , TvZ and TvT? TvT : https://www.youtube.com/watch?v=lo-_7NCJgfk TvZ : https://www.youtube.com/watch?v=maiQLskbuHg TvP: https://youtu.be/STvspTUYlsU Thanks a lot , it would mean a lot for me ! He already did above, please check again | ||
Alpha-NP-
United States1242 Posts
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riotjune
United States3392 Posts
I'm interested because I see some players either manage "clean" (only one type of unit in one control group) or "messy" (a clusterfuck of different units in all control groups), and everything in between. Seeing as how I fall into the messy end of the spectrum, I want to try and see if I can learn the other style without losing any speed. Any help? | ||
Starlightsun
United States1405 Posts
On August 21 2017 09:47 riotjune wrote: Most of these videos are build orders and stuff, are there any that teaches unit and control group management? Specifically what keys to press and what to do with new units and current groups, if at all, and what routine they follow. I think Ctrl and Shift or its combination are being pressed, but it's still hard to figure out just from 1st person perspective, even if I slow down the video. I'm interested because I see some players either manage "clean" (only one type of unit in one control group) or "messy" (a clusterfuck of different units in all control groups), and everything in between. Seeing as how I fall into the messy end of the spectrum, I want to try and see if I can learn the other style without losing any speed. Any help? Someone JUST made a video on this very topic: | ||
riotjune
United States3392 Posts
On August 21 2017 11:25 Starlightsun wrote: Someone JUST made a video on this very topic: + Show Spoiler + https://youtu.be/vh5mJ7I_mQI Cool, thank you! | ||
broodwarisback
37 Posts
i just wanted to say thankyou to all the donators who have made this project possible. without you, frogmelter would have footed most of the translation cost that went well into the 100's of dollars very quickly. | ||
jinjin5000
United States1379 Posts
Guide split into FS/CB as they require 2 different kind of playstyle ---Fighting Spirit--- (0:00-18:00) + Show Spoiler + ---FS--- ****style in FS and CB are entirely different so tutorial is split into 2 parts**** -before 10th scv, at 80 mineral, send a scv down before the 10th scv produces -scout @ 12~13 supply -at 15 supply, using the scv that was buliding rax, make 2nd CC -IF first scout, with the 15th scv (16 supply), send it to natural to wall it off. 17 supply, take 1st gas -first scout means that you can delay marine to make scv. -if not first scout, instead of scv at 16, you make a marine first and then scv -using the scv that was making depo at natural, make a bunker. -@1250 hp, send scvs down to natural until there is 9 scv at your main mineral line -as theres 7 mineral nodes at natural, you need to keep sending scv down to your natural until you get 7 scv at natural mineral line to match it. -after 7 scv at natural, you can rally your main scvs to your main mineral line -2 factory after balancing out mineral line -search one more time with scv to check for opponent main while building factories- why? Because you need to choose between academy and ebay. -1) There is no natural nexus: Ebay -2) There is natural nexus: Academy -send scvs to repair bunker: Always match dragoon count. -with the 2 factory, if protoss is playing standard, you make SIEGE TANK LAST. you first: -1) Research siege mode -2) Put add on at 2nd factory -3) make a Siege tank. -why? Siege mode research time takes the longest, and you want to get add on faster since you can research vulture tech -4) Research Vulture speed+Mine upgrade when 2nd add on is complete -when academy is complete, add 1 scanner sweep add-on, then build an ebay. -with the first sieged, tank, focus fire on the lowest hp dragoon. If there isn't low hp one, focus on the middle -After vulture speed+Mine upgrade is being researched, add the second scanner sweep add on. -this is to utilize the gas to produce 1 tank+vultures+upgrades by delaying the 2nd scanner sweep. -Flash scans and sees standard play. However, if it is reaver, you put up the FS 4 turret ring (back of natural, infront of natural, 2 at edge of bases) -after making 3rd cc, take the 2nd gas, then armory. -in this case, the vulture was supposed to be able to get out, but the opponent did well containing him with dragoons. But at a cost: His 3rd expansion is late due to him focusing on getting enough army to contain his vultures -since his vultures were not able to get out of the contain, he needs to focus on taking the 3rd. -even if you are forced to take a small trade, in order to establish 3rd, you need to block the entrance bridge with sim city while getting 4 factories up. -if the entrance is sim-city'd, you can take 3rd with just 1 defensive tank at the bridge. -when taking 3rd, take 8 scv from main+8 scv from natural. -in this case, he already pulled 4 scv up defending his bridge, so he brought 8 from main, 4 from natural -when armory is over ~30% +1, you make starport* -scan at 3rd goes up as late as possible for optimization. -tvp is all about optimization, so putting up scan last on 3rd in order to make scv is the best course of action -having too much scv isn't a good thing either,so you need to control scv production -if templar archive is up at 10th min, (around this time), it is not carrier, so you don't need to worry about it -if it is, you can just walk across map and win. -when the 3rd is safe and operating, you increase your factory count from 5 to 9 all at once. -you put on starport add on at this time as well as well as 2/1 upgrade. -when 9 factory is built, you need to start pushing out of your natural to claim the territory infront of the bridge -why? Because there were dragoon at 11'oclock bridge (protoss expansion) -you should never have supply block. If you get supply blocked, its incredibly hard to win. -when there is spare gas, make a vessel -when there is spare gas after making vessel, get goliath range -goliath production is gotten last, it should be the last production cycle from factory before hitting 200. -FS is different than CB. In CB, its fine to contest with vultures, but in FS, its incredibly hard to take 4th. Its so hard that most terrans need to take 4th right beside the protoss main (3'oclock) -Q:then what do you do since its so hard to take 4th? -A: You need to get 200 as soon as possible and finish it all at once. -in FS, you MUST go out before 2/1 is complete with 200/200. -you need to reduce the lost loss as much as possible while moving out as soon as possible -during battle, you need to ALWAYS be sieged. Even if I was bit careless during this fight, it is imperative that your tanks are sieged. -always focus fire templar first. -In FS, its important that you win the 200/200 fight. If you can't, you can not establish the 4th expansion as it is towards the protoss expansion/main. -even if you win the 200/200 fight and pushed up to protoss natural, you can not be careless. This is one of places that you can throw the game, even if it seems like you have already won the game. -your vultures always need to be used effectively: they need to be moving to constantly protect siege tanks from zealots or focus firing on templars. -put mines and some tanks at protoss natural to contain the protoss: By doing this, you limit protoss's ability to harass your 4th. -you wont be able to use all the vulture's mines, but use it as much as possible. -you need to be able to defend protoss's attempt to break your contain at his nat while sending as least army as possible to break protoss's outer expansions. -your goal after winning the 200/200 fight is to push up to opponent's natural, break it and then breaking protoss's other expansion. -in other words, your main goal is to break 2 expansions after winning fight. -although it looks easy to win with mech, its extremely importan tto maintain the unit ratio. if there is too much of one type of unit and your ratio becomes unbalanced, its incredibly easy to lose with mech. ---Circuit Breaker--- (18:00-35:00) + Show Spoiler + ---CB--- FlaSh's standard Terran vs standard Protoss -12 scout. -in CB, you need to scout the middle first for proxy gates first, and scout horizontal natural first for nexus first as horizontal is closer. Then you search the vertical base, the cross position last. -this is to punish nexus first by pumping marines -wait until 15 cc to make marine -16 supply, 17+18 SCV+marine-> This is to kill nexus first. If you search horizontal natural and there isn't nexus first, you cancle the 2nd marine and build gas -even if the nexus first is the cross position on cb, if you can succeed with rax FE, you aren't at a bad position at all. So it does not matter as much if protoss is going nexus first in cross position at CB. -its 21 nexus in this game, so you can build tanks bit slowly this game. -academy after 2 factory (as you saw the 2nd nexus) -you need to build supply depo ahead of time. -***Add-on before tank*** -Terran is always scared of DT or Reaver drop. But when protoss is hitting the bunker with range, you can be assured. -if it is ranged dragoon, you have the scan. Reason you don't use the first scan is to block dragoon range+DT -with 4th vulture getting out, you can get 3rd cc+2nd gas+armory -as it is cross position, you can get away with being bit greedy. -in cross position at CB, as the distance is large, you get less pressure from protoss. However, at the same time, you are weaker to carriers -you can negate this weakness by taking 4th cc at low ground and taking ebay at same time. -you dont need to be afraid of 4th being overrun by protoss. Since you already have 3rd up, hou can take your time taking 4th. If taking the 4th pays off, you benefit. If you can't protect it, you don't take much loss. -In cb, you need to be always be aware of protoss's army movement and contain him using mines. -having fast 4th command will alow you to get the 3rd gas up asap. -***30% +1 = getting starport up*** -after getting 4 cc up, and you have confirmed beforehadn with scan that protoss is not going reaver or dt, you start putting turrets up. -armory+science facility after starport -you need to layer up with supply on the 4th and leave at least 2 tanks at 4th. -in CB, unlike FS, you need to keep making factories as you have much more bank left over. FS, you are limited as your resources are extremely limited, but in CB, you can get 4 bases up and running easily, so you can afford to make more production buildings -you cant maintain, say 20 factories, but it can be said that you keep making factories with 2 scv as it gets done. (much like supply depo) -you need to keep check of protoss composition at all times. in this case, you see that protoss produced zealots even if he is straining his resources. In this case, he is trying to do war of attrition, so you need to put mines at entrance of your bridge as well as you can't negate the posibilty of him overrunning the bridge -in cross position cb, you can always assume protoss took the 3 o'clock base. No need to scan there. -when theres left overgas: vessel+goliath range. -if opponent went arbitor, you need to make turret at natural and at 4th. -since you haven'ttaken much loss, you can keep making factory in cb. -you need to leave defensive tank at 4th while taking 9 o'clock base -since protoss was not goign arbitor, its important to focus fire templar with vultures. After templars are taken care of, you can just look away from fight to focus on producing out of your massive amount of factories. -see: when you have 2 layers of depo wall at 4th, it buys much needed time. You just need to surround the protoss backstab with your main army since double layer of supply depo buys so much time. -in cb, unlike in FS, there is very high chance that the game will go on extremely long time, so 3/2 upgrade is very important. Armory needs to be constantly researching -in cb, you need to go for protoss 3rd first as it allows you to contest 4th at same time. | ||
Jae Zedong
407 Posts
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CecilSunkure
United States2829 Posts
The process for getting a video translated is: - Find video to translate - Find a translator that agrees to a price. Typically this is per hour of content translated - Use the OP for resources for the translator. There are actual steps linked to by the OP that can be linked to translators so they can understand how to upload a video and type in translations into youtube's captions (link: https://docs.google.com/document/d/13Iv9gMyNn2nBzxcnRshZdWaKCOSHZG6kREEebUHgdIg/edit?usp=sharing) - Post the translated video here. It can be on your personal channel for now since frog is mia, at least until frog gets back or someone gets access to the youtube channel's login credentials | ||
broodwarisback
37 Posts
encase you guys wondering who the fug i am, heres the original thread that started this thread. http://www.teamliquid.net/forum/brood-war/522746-jaedong-escape-from-f-translation | ||
CecilSunkure
United States2829 Posts
![]() -find translator -pay them to translate video -get video to broodwarisback | ||
frogmelter
United States971 Posts
I'm not accepting any crowdfunding until I get a consistent translator. On August 20 2017 01:47 Alpha-NP- wrote: The OP is probably busy with school or something ![]() Sorry dude. I'm actually working as an engineer right now and not in school. I just started a side business so time has been super limited now that I have investors to answer to. On August 23 2017 11:36 broodwarisback wrote: i run the youtube page with frogmelter, i can update anything you guys need ^^^ encase you guys wondering who the fug i am, heres the original thread that started this thread. http://www.teamliquid.net/forum/brood-war/522746-jaedong-escape-from-f-translation Yep broodwarisback is my co-pilot. On August 25 2017 04:37 CecilSunkure wrote: Well that makes it easy ![]() -find translator -pay them to translate video -get video to broodwarisback #1 is harder than you might think even at $50 per hour of content. The thing is they have to understand StarCraft as well otherwise the translations come out funky as they don't understand the slang. | ||
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