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Liquipedia Q&A - Questions - Page 2

Forum Index > Brood War Strategy
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lazz
Profile Blog Joined January 2009
Australia3119 Posts
September 08 2009 16:47 GMT
#21
hey idra why don't you use mech?
50bani
Profile Blog Joined June 2009
Romania480 Posts
September 08 2009 18:29 GMT
#22
This has been asked before in strategy forum but still has not received competent answers: how do you scout effectively with no comsat? You need to respond to the Z and it is hard to balance your army correctly. Don't just say "oh you opened 3 vultures run them around and see what they make"

Lurkers. Don't say Lurkers suck vs. mech cause they don't when there are back doors/Destination cliffs. How should we approach the game and especially the imminent tech switch, meaning we need to know it when it happens, and as said previously scouting is limited.

Taking the third base. We have seen a few games where the Terran turtles hardcore and wins 40+minute games, featuring Flash, Ruby, Mong also turtled well in his Masters Cup game but also some recent replays(Nada vs. Effort Blizzcon for example) show a very late third allowes the Zerg to overpower the little humans. So when do we expand?
I'm posting on twoplustwo because I have always been amazed at the level of talent that populates this site --- it's almost unparalleled on the Internet.
gk_ender
Profile Joined October 2008
United States717 Posts
September 10 2009 04:21 GMT
#23
why is it that you don'y see hive tech as often with mech games, for the most part the game doesnt get out of lair tech.
Taek Bang
Senx
Profile Blog Joined March 2008
Sweden5901 Posts
September 12 2009 11:45 GMT
#24
Can you actually turtle up using mech strat before moving out, or do you need to apply pressure with vultures early in order to make the strategy viable and not a complete gamble?
"trash micro but win - its marine" MC commentary during HSC 4
qaswedfr25
Profile Blog Joined July 2008
United States212 Posts
Last Edited: 2009-09-12 14:26:32
September 12 2009 14:25 GMT
#25
This is a kind of general question that kind of relates to mech. Is there some sort of ideal drone saturation that a zerg should be going for if they are given the opportunity to expand unimpeded? Is that the reason why the zergs in the destination games stopped mass expanding at 3 gas bases or does the pressure from the terran moving out force them to immediately switch to unit production?

From the Destination games, I felt that zerg seems to have better map awareness by staying closer to the terran base, or at least more onto the terran's side of the map (across the middle bridges). Is this being too aggressive?

Also, is dropship play more risky in mech TvZ? Why do the terrans opt to do run-bys into the zerg main or other expansions rather than somewhat safely drop the vultures into the main or other undefended expansions? Is the mobility afforded to terran by dropships worth utilizing when meching vs zerg? Why or why not?

A dumb question: my friend told me that keeping your gas spent is more important than keeping minerals spent. Why is that not the case in most games I see involving progamers? More often than not, they will have invested more into mineral units than gas units and start accumulating large amounts of it (like 200 minerals to 700 gas).
KP_CollectoR
Profile Blog Joined November 2008
United States744 Posts
September 12 2009 15:32 GMT
#26
Who is the best mech TvZ progamer in the world? What has been the greatest pro-game featuring mech TvZ?

Let's say you open 1 factory vulture into command center, then get mines and tech to Goliaths/defend against muta. Under what circumstances is it wiser to get ion thrusters and harass before getting siege mode?

Because TvZ mech requires such a gas-heavy unit composition (similar to that of many TvTs,) is it ever wise to only upgrade vehicle weapons (as you would in TvT?) How do both weapon and armor upgrades factor into mech TvZ?

What are the notable upgrades to have (for example, +2 weapons in TvT kills tanks in two hits, +1 infantry armor keeps marines alive against lurkers for an extra hit etc.) in mech TvZ?
English Brood War Commentaries - Please Subscribe! youtube.com/dimecollectorsc... Winner of The "LeBron" Award for Best Rookie (FPL 5)
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
Last Edited: 2009-09-12 19:04:06
September 12 2009 16:06 GMT
#27
in flash v effort, i noticed that flash had several mining bases (usually no less less than 1 base behind effort) up and running before effort attacked head on. Despite the fact that effort had half the map and remade his army quickly, flash was able to hold his ground and slowly creep his way to effort's half of the map.

in contrast, in skyhigh vs jaedong, jaedong had around the same number of bases than effort did in the other match, while skyhigh stayed on 2 base.

this leads me to ask, does the meching terran usually gain an advantage if hes able to get more than 2 mining bases?
I like haikus and / I can not lie. You other / brothers can't deny
Aaerian
Profile Joined September 2009
21 Posts
September 12 2009 16:32 GMT
#28
With the Flash vs Effort game in mind, what do you feel are the best ways to deal with a Terran who slowly pushes out, digging himself in. He basically has a whole line of well defended Tanks holding a bunch of expansions, and I don't know what is the most effective way to deal with this.. are crackling drops/harrass (ala ZvP) a good choice? And with Hive tech are Guardians a strong choice for dealing with an entrenched Terran?

Also, in this situation do I want to be constantly pressuring/attacking so he can't secure those bases, or just macro up, surround and kill the push like PvT generally plays out?
gumbum8
Profile Blog Joined December 2008
United States721 Posts
September 12 2009 16:40 GMT
#29
On September 13 2009 01:32 Aaerian wrote:
With the Flash vs Effort game in mind, what do you feel are the best ways to deal with a Terran who slowly pushes out, digging himself in. He basically has a whole line of well defended Tanks holding a bunch of expansions, and I don't know what is the most effective way to deal with this.. are crackling drops/harrass (ala ZvP) a good choice? And with Hive tech are Guardians a strong choice for dealing with an entrenched Terran?

Also, in this situation do I want to be constantly pressuring/attacking so he can't secure those bases, or just macro up, surround and kill the push like PvT generally plays out?

Yeah I've had a lot of problems in my play when I'm playing a vessel-light SK force and he suddenly busts out with 12+ tanks in late game. It seems that the splash and marines just clean me out. I was wondering what the appropriate response would be upon noticing how few vessels there are.
but really, has anyone REALLY been far even as decided to use even go want to do look more like?
Ideas
Profile Blog Joined April 2008
United States8122 Posts
September 12 2009 17:19 GMT
#30
Do you think 2hatch or 3hatch is the better opening vs mech?

Why is it that progamers still get ultras vs mech even though they are so bad vs it?

If I opened 2hatch vs mech, is it ever a good idea to make my 3rd hatch in my main or nat, or should it always be an expo?

Is there any way to play vs mech that actually makes it fun?
Free Palestine
Muff2n
Profile Blog Joined March 2009
United Kingdom250 Posts
September 12 2009 17:49 GMT
#31
Please can you give some advice on factory to shop ratios and subsequently tank to goli ratios against different Z unit compositions?

Thank you.
konadora *
Profile Blog Joined February 2009
Singapore66224 Posts
September 12 2009 17:52 GMT
#32
How do you break a Terran going turtle mech with turrets, mines, vessels, tanks, goliaths and depot walls?
POGGERS
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
September 12 2009 18:51 GMT
#33
SImple question. I am a newbie terran that want to decide the approach to the game. In this forum i read that bio is really hard and that I should try only mech at low level. Is it true?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Chux
Profile Joined June 2009
Peru255 Posts
September 12 2009 18:57 GMT
#34
1.From what i know about this mu (almost nothing) i can say it is crucial to make the T build what you want. Is it worth to suicide several overlords to scout and see if its goin as expected? Non-Air scouting seems almost imposible in this mu. Suiciding mutas is quite expensive and they dont have the vision range ovs hav.

2.What do you think about a 2/3 hatch muta into a fast guardian?
MSL 2052-2053, here we go!
gjg.instinct
Profile Joined May 2009
144 Posts
September 12 2009 19:07 GMT
#35
In the Canata vs Jaedong game on Heartbreak ridge, it looks that Canata was prompted to transition into bio by something Jae dong did...(I would assume it was from the mutalisk tech but Canata already had valkyries). During the Skyhigh vs Jae dong game, it looks like the zerg takes a more economically greedy approach and the terran continues with a pure mech build.

Are fake mech into bio builds normally planned from the start? Or are they adaptive based upon zerg strategy? If they are adaptive, what kind of indicators should a terran play look for?
Signus
Profile Joined February 2009
United States269 Posts
September 12 2009 19:17 GMT
#36
Will we see more Bio/Mech transition builds or Bio/Mech combo builds as Terrans strive for innovation in this age of stagnation?
Guss
Profile Blog Joined November 2007
Sweden712 Posts
Last Edited: 2009-09-12 19:22:09
September 12 2009 19:19 GMT
#37
.
Bisu[Shield] FIGHTING!
Grobyc
Profile Blog Joined June 2008
Canada18410 Posts
September 12 2009 19:22 GMT
#38
IdrA said mech is preferred for him on Heartbreak if they go for a more macro oriented build(I.E. 3hatch), but bio is better against a more aggressive build(2hatch, etc). How do you know whether or not to go mech in time based on this? Is the fact that you can't scout in time to place your gas just a downfall of the map?
If you watch Godzilla backwards it's about a benevolent lizard who helps rebuild a city and then moonwalks into the ocean.
generic88
Profile Joined December 2008
United States118 Posts
Last Edited: 2009-09-12 20:28:05
September 12 2009 19:24 GMT
#39
A few simple questions:

1. In its most basic form what are the Strengths and Weaknesses of Mech vs Bio?

2. If the Terran player focuses on early Goliath Mech, which would mean later/less Vessels (Detection), would this open up the possibility of using burrowed Zerglings at key desirable Siege Tank positions for ambushes?

3. How effective is Plague against Mech?
NonY
Profile Blog Joined June 2007
8749 Posts
Last Edited: 2009-09-12 19:30:25
September 12 2009 19:26 GMT
#40
For IdrA and Artosis:
Is Protoss as a race more respectable by using 1r instead of 1a2a3a4a5a? On one hand, Protoss players are quite clever for using Arbiters in such a genius fashion. But on the other hand, the physical skill required is much less than the traditional 1a2a3a4a5a.
"Fucking up is part of it. If you can't fail, you have to always win. And I don't think you can always win." Elliott Smith ---------- Yet no sudden rage darkened his face, and his eyes were calm as they studied her. Then he smiled. 'Witness.'
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