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Gundam Push VS Reaver and/or DT Drop - Page 10

Forum Index > BW General
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-_-
Profile Blog Joined November 2003
United States7081 Posts
November 20 2003 06:16 GMT
#181
`-`_`-` Interestingly I believe I'm the opposite of obselete logic, or at least what he says he is. I macro/micro solidly, with 140-160 APM, but my knowledge of the game is *extremely* lacking. I have gotten somewhat better lately, but still. I would genuinly appreciate anyones advice on how to learn how to counter strategies, better read BO's etc.

Are there any websites with a hypothetical build scouted for the enemy and what you should do? Or are RWA's a better bet. Sadly, VOD are out of the picture because my Dialup. If there are none of the above expect me to make a thread on many different BO's you can scout, and question the counters. I will also request that you put down normal builds and explain them, I hope this board doesn't get pissed at a questioning newbie.
ObsoleteLogic
Profile Joined February 2003
United States3676 Posts
November 20 2003 06:32 GMT
#182
)=

I'll buy a microphone and do 3 RWA's, TvT, TvP, and TvZ, vs fairly credible players.

(Froz, JiB-Tako [#11 WSL], and Lim[Yo]Jang [#6])
sMi.Silent // Siz)Silent
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
November 20 2003 06:34 GMT
#183
No, you'll be banned before they get pissed off. J/K!
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
SS
Profile Joined May 2003
United States63 Posts
November 20 2003 07:17 GMT
#184
You can macro and micro absolutely perfectly have 200 apm and still lose consistently.. It's about Timing and Reading your opponent..

You have to know what he is going to do before he does

The initial build is telling of the direction the next 20 minutes of the game will flow In my opinion.
I got da soup for ya!
STIMEY d okgm fish
Profile Joined August 2003
Canada6140 Posts
November 20 2003 08:39 GMT
#185
when both players have adequate knowledge then apm makes the huge difference, talking about actual speed of multitasking here, not the "raw/real" apm that can be distorted by situation and style
NeverTheEndlessWiz
Profile Joined November 2003
Singapore827 Posts
Last Edited: 2003-11-20 14:38:14
November 20 2003 09:36 GMT
#186
Lets note the following:
-fastest reaver/shuttle and DT/shuttle both are done at 530 and toss has 1-2 goons
-mine research done at 500
-assumming the map is LT; far distance to travel time in order to get to toss main is 30 secs and for close spots is 10 sec
-ebay done at 530 (34 ebay, turrets up at 600). i like to build ebay behind toss main to lift and use 2 SCVs to find out how many goons toss has. The number of goons give u a good idea what toss is doing (teching 1-3 goons/expanding 2-5 goons/2 standard gating 4-6 goons)
-basically there are 3 types of 2 fact builds
-all 3 uses up to 2-4 rines
-mine + speed research are done at 530
-mine + seige research are done at 540 (lack of money)
-u need mininal 2 vults (6 mines planted around CC CORRECTLY),3 turrets (1 at choke pt and 2 at CC) and 1 tank to stop reaver or dt drops
-turrets alone won't make the cut; smart toss drop DT at blind spots of ur main.As for reaver, its range is used to pick ur SCVs off with some luck.

1)
1st tank=>6 vults =>2rd tank (players who use it;nada,heaven)
get mine + speed
attack once mine reasearch is done (timing is 500)

2)
vult from fact and tank fact with addon (players who use it;elky,assem,gundam)
get mine + seige
attack 1 tank,1 vult,2-4 rines (timing is 445)

3)
3 tanks=>3 vults (players who use it;joyo-remember wcg?)
attack once have 2nd tank (timing is 500)
get mine + speed

I find all 3 work well but all have their own weaknesses

1)
-strong vs all teching toss due to speed of vults and plenty of mines to use (mine placement is impt through)
-weak vs standard 2 gate goon ob toss or 1 gate goon ob conditional expand

Timing is impt.If u and toss are close spots, attacking straight isn't a good idea so u need to defend first as the drop comes fast (shuttle leaves base at 530 and reaches u at 540). Watch the game breeze vs nada on LT 3 vs 12. The blessing is that mines are wonderful at defending against such early drops and also it gives u the option to attack toss later (even through its delayed).Note that even ur mine+ speed research are done at 530, the drop is more threatening then ur vults; vults alone can't really do much till u have 2 or more but u need ur first 2 this early to defend.

If u and the toss are far, what u do is to use the first 4 vults to attack the toss. Ur 4 vults be done at 530 and will reach the toss main at 600. At the same time, toss will get his reaver done at 530 and reach ur main at 600. This 30 secs is the key to give u time to make 2 more vults and 3 turrets to defend.

2)
-generally ok vs all toss builds but sometimes too reactive, esp vs 1 gate goon ob conditional expand. reacts slow at far spots and fast at close spots.
-VERY dependent on map location and distance. the main weakness of a mixed but safe build

A good build for all terrans but needs ALOT of recon and some luck to be effective. Far spots are something this reactional build don't like. THAT is the main weakness of a safe and standard build. :hs Sometimes, initiative is more impt. Experience will tell u that.
Notice this build has the fastest attack; 445. This means u pressure the toss first, forcing him to defend. The bad thing is that if u are doing this at far spots, u can't get to fully pressure the toss. The toss can afford to do some dancing to delay ur attack to buy time for his reaver or dt too. By the time u reach there, dt/reaver is out to stop u (530) and ur attack is screwed. HovZ thank u so much and i have to agree with u with a slight exception; if the toss is at far spot.

Also, gundam build like this one isn't so successful today anymore coz the terran player often overpressures and forgets his main; leaving it open to drops. Therefore when using this build, don't over devote urself to attack, unless u are sure u can reach the toss main and do enough damage before 530. Calling off the attack and retreating as soon as possible on order to defend and then secure the expo is the right answer. Map distance counts alot in that so if u are playing close LAND (note not AIR) spots, u have a chance.

A good toss can make a 2 goon gate build look like a 1 gate build due to the timing on when the 2rd gate is placed. By the time u find out its abit too late i guess, unless u are at close spots then reacting will be more faster. if u want a closer look, look at the standard 2 gate goon builds and compare it to 1 gate goon builds.

The blessing of this build is that it can react to all toss builds somehow well enough. Its goal is to actually expand as early as possible (perfect for elky ) while using troops to even out the toss if he's ahead OR hitting the toss as much as u can but u can't kill him.

3)
-great vs all goon based toss builds
-somehow weak vs tech builds

Great vs all goon based toss builds; why? goons < tank+ rines. Simple.

Joyo did win one game vs eros.rage who tried to proxy robo; the main prob is that the the reaver didn't get back in time to defend. If rage didn't proxy reaver, he could have helf off everything joyo threw at him and eventually start to do shuttle tricks at joyo's main.

Not much i can commment on this build; i don't like it so much as i don't find it very flexible. But this build is great for any map that relies the terran to wallin and get tanks fast due to the lack of cliffs. I don't use this build often but i feel this build can't fight reavers and dt well unless u got lucky and fight a toss at close spots and somehow managed to push to his main and do damage at before his dt or reaver is out. The toss still do some dancing....but tanks out range goons and with this many tanks, it might be hard for toss but once reaver or dt is out, its saved!

I hope this will clear something up and open some questions for some logical thinking.
Retired Brood War player / WCG SG Top 8 for 2002, 2003, 2004, retired, then made minor comeback to Top 8 at 2008. 2009 = bleh xD
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
November 20 2003 09:59 GMT
#187
YOu didn't mention Gundam on #2 (The fucking creator :O!).
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
XaI)CyRiC
Profile Joined October 2002
United States4471 Posts
November 20 2003 10:54 GMT
#188
Very nice analysis. I especially like how you backed up everything you said, a very complete outlining of the strategies. Now it'll be interesting to hear any opinions...
Moderator
baal
Profile Joined March 2003
10708 Posts
November 20 2003 11:13 GMT
#189
Exellent post...

i think there is a way of stopping it beting a lil on luck...

turret by couples on the edges, we know that 2 turrets can kill a shuttle in an instant, if the P do not reacts very quick his DTs reavers will die, and if he retreats to enter on other side of the base his shuttle will be very damaged and any other turret can kill it.

id say like 4 turrets very well placed can surprise him and if they do its actually GG
Im back, in pog form!
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33723 Posts
November 20 2003 15:04 GMT
#190
On November 20 2003 20:13 baal wrote:
Exellent post...

i think there is a way of stopping it beting a lil on luck...

turret by couples on the edges, we know that 2 turrets can kill a shuttle in an instant, if the P do not reacts very quick his DTs reavers will die, and if he retreats to enter on other side of the base his shuttle will be very damaged and any other turret can kill it.

id say like 4 turrets very well placed can surprise him and if they do its actually GG

There's very few situations where you should try to enter from the side (close to mineral line). I always enter by 'broad side' and drop of one zealot to scout out base/attack turret or tank and see if it's safe.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Casper...
Profile Joined October 2002
Liberia4948 Posts
August 28 2004 18:40 GMT
#191
"I macro/micro solidly, with 140-160 APM, but my knowledge of the game is *extremely* lacking."

this is the new breed of bw player. focused on speed, copies builds off reps, thinks slayer is a band, braindead.

why are buzzwords and apm the first words out of your mouth?
JAM THE FUCKER!
Casper...
Profile Joined October 2002
Liberia4948 Posts
August 28 2004 18:41 GMT
#192
just think about the game. that's all there is to it. it ain't some hard shit to figure out.
JAM THE FUCKER!
SpuniasauR
Profile Joined September 2003
Australia1500 Posts
August 28 2004 18:59 GMT
#193
i never figured you would dig up a thread like this.
many people use buzzwords and apm, at wcg sydney people kept saying to me "i suck i have only 100 apm". but you can be very deadly with it if you are efficient.
A firebat to your Zergling.
NeverTheEndlessWiz
Profile Joined November 2003
Singapore827 Posts
August 28 2004 19:09 GMT
#194
*gulp*

*me thinks*

Retired Brood War player / WCG SG Top 8 for 2002, 2003, 2004, retired, then made minor comeback to Top 8 at 2008. 2009 = bleh xD
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