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Hey everyone - since i am without a decent terran mentor and am very unimpressed by my tvt i've decided to turn here for help. A few questions I have regarding TvT-
- When do you scout? Earlier/Later?
- When are certain strats viable (ex. no vults vs wall? when to use gols? when to fast exp)
- How to effectively use and branch off from the basic strats
thx in advance to anyone who replies - and please no flames in this topic either to me or anyone who attempts to help me <3
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scout always--> early and late, know what your opponent is doing, then you can know what strategy to use to counter it. If your opponent seems to be walled up in there main, and content to stay in there, you can bet they are massing some troops...and so on...
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When I play tvt i usually go 2 fact double shop no-wall vultures. This ensures that he cannot attack my main unless he gets drop or vults himself. I think tvt is simply about firstly preventing the other player from attacking you early. You can do this: By mining the way from his base to yours then going gols, this stops drops too and when you add 2-3 tanks you can expo. You can also prevent him from attacking you by fast siegeing his or your choke, this way he needs drop to get to you so you can go turret+tank+expo. Another thing you can do is to go 2 port wraiths. This will prevent drops but you have to get at least 1 sieged tank quickly or else he can just siege up and kill your wall if he has 1-2 gols. You may choose to go for cloaked wraiths too, this is a good strat if the other guy doesn't have turrets up quickly.
To summarize, we can say that 1.Your first goal must be to prevent him from attacking you early, thus earning yourself an expo. 2. Vults are a good opening unless you see fast drop. 3. Tank/Gol--> expo can be good if you secure your choke with tanks asap. 4. You can choose to wall and tech to drop if you want, this will not necessarily earn you an expo (e.g. vs 2 port wraith) but if you can hurt the opponents econ enough it can compensate.
I know I haven't covered any late game stuff, basically because Im so tired, but late game is important to drop alot and def your cliffs/min lines while getting many expo. Hope that helped, plz don't complain to me again Marshall
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umm i scout intially when scv finished first depot, the other 2 questions are impossible to answer, it always varies
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I like to vult rush, lay mines, and set up tanks to keep him from leaving his base. Than I continue to turret along a giant line in order to keep drop ships from leaving. So if he is at 12 for example. I turret 3's main, 9's ledge, and I turret outside of his base and I put lots of tanks to keep him contained. I would say a good 20 tanks along the outsides of his base and a few tanks at 3 main and 9 ledge. Watch out for those D ships with D matrix though. They can be tricky.
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Blackjack, not everyone can see the whole map when they play, so dont bother giving useless info.
my opinion, msg Hovz and listen to him. he can show up for events and win them.
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Castle, do a search on this subject. I recall it being brought up before. In a considerably larger thread i might add. Have fun
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explore fast, i explored late until i got bunkered with marines, i learned my lesson and now i explore fast ^_^
IMO the most secure tech is 2 fact gols and starport, that way you can stop tanks with good micro, and vults with a good amounts of gols and RAPE 2 starport tech, there are several styles of playing, the most known are 2 types, the one who drops and harasses expos and mains to destroy his economy or trying to shut him in his base with the well known siege tanks and across the map the turret wall, or you just can make the gay BCs tech.
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hm since when does 2 fact gol drop rape 2 port? =\
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It all depends on position and sometimes the map your on
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If he is going Siege make sure you get stim really quick otherwise your marines will die before getting close enough to kill the tanks.
Against vultures you should get firebats. Firebats do a pretty good job of taking out mines with their splash damage.
Against BC tech you should probably expand 3x, protecting each base with 23 turrets and a tank, and go mass 3/3 marines, don't worry about medics too much because if the terran is really good he will micro his BCs to make medics useless.
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On August 02 2003 07:40 Hades wrote: If he is going Siege make sure you get stim really quick otherwise your marines will die before getting close enough to kill the tanks.
Against vultures you should get firebats. Firebats do a pretty good job of taking out mines with their splash damage.
Against BC tech you should probably expand 3x, protecting each base with 23 turrets and a tank, and go mass 3/3 marines, don't worry about medics too much because if the terran is really good he will micro his BCs to make medics useless.
ahahahaha, im hoping im right and this is a joke
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Me too, or I will find it hard to believe someone is that dumb.
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.... TvT is the most straightforward matchup. It makes ZvZ look like a labyrinth with endless possiblities.
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On August 02 2003 09:38 Shockey wrote: .... TvT is the most straightforward matchup. It makes ZvZ look like a labyrinth with endless possiblities.
Shows how much you know about TvT.
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lol im hoping the marines suggestion is a joke too LOL...
and ya 2 fact gol and starpot ownz wraiths...
and even better, if you are pretty sure your enemy is going 2 star make 3 fact gols, one guy did it to me once and he just trampled over me like i wasnt even there
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I remember that funny game (Xellos or Nada was terr) vs other terr guy - and our korean hero ^^ make fast wrightes then at 9-11min switched to barrack units m&ms + ghosts ... Rather efective - I remember - locking down the opposite terr army - tanks and gols (with insane micro) and finishing it with those upgraded m&m ... was really fun ^^
-Zaks
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wasnt this the rape replay from bw.co.yu where nada lockdowned all of the tanks of some newbie enemy?
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Wtf are you guys talking about? "I hope it's a joke". Now I hope THAT is a joke. Doesn't take a fucking genius to know if he was kidding or not.
Forget vults. When you think your tvt is solid see if you like them or not. Remember to build a lot of turrets all over the place, this is where you can use your extra mins you allways get. Early game turrets is just about coverage, later maybe not. 2 port wraith is very nice, and risky. If the opponent does it, prepare for hard time with expanding. Don't make too many gols when he goes wraith. If you want your natu, try to turret it fast if he has wraiths. Wall in is not required, but it is still useful. TvT is about where the units are, and that's why drops own. There are allways holes in defence, empty places, find them and put your guys there.  Watch out for fast exp in the 2 empty starting locations, when they are built it's usually too late. Allways be aware, use scanners wisely.
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