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Hey guys, I'm just wondering, I'm a Terran player and I did this TvP earlier where I got completely steamrolled.. I am just looking for some advice.
I'm currently a D/D+ Terran (Well, TvP: D, TvZ: D+ TvT: D/D+) and I can't figure out how I could have won this game. He goes for DT's and delays my natural for awhile and then techs straight into Arbiters.. I was going for a 3 base macro game, then do some big pushes etc.
What I think I did wrong: 1. I had no Vessels to help with the Arbiters, so that means no EMP either. 2. I upgrades were really bad, I had 1/1 he had 3/0/3 3. My Macro wasn't very good. 4. I wasn't aggressive enough? I let him just get to Arbiters + Recall and I had an opening in my defense and he took advantage of it.
I think I played a pretty bad game, but I would like to know where exactly I went wrong.
Note: I didn't think I had enough units to make a successful push in this game, I think he would have just rolled over my army if I even tried, but then I was on the defensive for the whole game..  Also, I know I made way too many turrets early, but I knew he would me teching to Arbs and I saw a shuttle so I wanted to get them a bit earlier.
Anyway, thanks in advance! Any help is appreciate! 
Replay: http://www.repdepot.net/replay.php?id=29262
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Hi
You managed to get some Vults past my guys and to my natural, but I got lucky with units spawning and blocked the ramp. You should have just aimed for the probes there to do some damage.
If you see early DTs, you need to expect fast Arbs and get Vessels maybe a bit sooner than you would in a regular game.
In the early and mid game after my initial Recall, I was really worried about a counter. I didn't have obs out like I should have and was really shooting in the dark.
I haven't watched that rep yet myself but that's what I remember from that game.
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You got the idea of the build down but you don't have the build nor execution down yet.
For example you built your 2nd depot so early, like at 11 or 12 supply and then your 3rd depot really early as well...
Grab a good build from liquipedia or download the pro leak pack and use the pro's builds.
As you said your macro wasn't so great and your upgrades were very late and you didn't have any science vessels. You also didn't build any turrets after the first recall to stop his arbiters from coming in that way, most terrans mine that patch on the ramp and build turrets behind their natural, that's usually enough to stop an arbiter just flying in from behind. Mines and turrets is usually adequate against recalls.
Also in a month's time we'll have Idra's replay pack, definately get that, but for now just get your hands on that pro pack and watch how they defend against recalls and how to do the 3 base macro style and the push.
Good luck = ]
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yarkO Yeah, true, thanks. I didn't feel like I could counter because I did not have that many units, so I pulled some back to defend from the recalls. You just kept recalling all my expansions. I was at like 100 supply while you were always 150-200... Bad game by me, I don't know how to beat your strategy.
GG anyway yarkO.
Thanks Toyota,
Good advice, I will work on that. Even with Turrets in that spot though, he can still sneak around into my base, I placed mines after his first recall but they still didn't do much to his next recall in my main.. Also yeah that Depot was early, but I just was trying to deny his scout, make him think maybe a 2 fact.. Heh, although he could probably see my CC making.. :S.
I guess I needed Vessels, upgrades and turrets in that spot, I'll try remember that.
- Thanks for the input.
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Pro leak pack? Hell yes, where can I find it?
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i think the best way to deal with dt into arb is to just defend the dt as well as you can getting a semi early acad for scan and doing some kind of strong mid game timing push.
Of course you going to need to know where his army is and how soon the first arbs are going to pop but as long as you continue to re-enforce/upgrade/take a 3rd you should come out on top (as long as you dont let his arbs get energy for stasis before you can do significant damage to put you ahead)
edit: haven't watched the rep cause i'm in class
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I played some tvp games today: [url blocked] You could give that style of play a try. I'm not big on making turrets because of how much it can hurt your macro, but if you are going to make them, you have to make sure dt's are not delaying your expos, as that only exacerbates the problem. Work on your turret timing and placement so that doesn't happen again.
It's hard to stop arbiters if you don't have a vessel or an awareness of their presence on the map; you need to lay some mines behind your natural and/or float a building that will likely spot incoming arbiters to your base. I see flash a lot of times have a wraith waiting to intercept arbiters. You can either turtle like flash or you can keep with toss in supply and you can play aggressively once the arbiter comes out -- treat it like tvz vs hive play, basically. When you force toss to play defensively with arbiters, you take recall out of the equation, which helps your macro due to not needing mass turrets right away.
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United States2186 Posts
Don't worry about all that other stuff. Let's make this really simple:
On January 20 2010 20:57 Timetopractice wrote:3. My Macro wasn't very good.
This is your problem. Nothing else matters if you can't macro/execute a build correctly. In the game
Here is the leaked games:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=106115
Watch every game of Flash in there. Repeatedly. Use that as your guide of not only exactly what build to do but also why he does what he does. Watch from his POV too and ask yourself what you would do at each point, then see what he would do and compare. Try to think of why he would do it.
But above all practice the correct build in single player till your macro goes off without a hitch. No skill in starcraft is more important and easy than macro.
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For me,
Scouting is crucial to practice when dealing with Protoss. Usually, it is Terrans who change their game play accordingly vs. them.
Zerg>Protoss>Terran is more or less the standard reaction times.
If you scout and sense that one of the pylons are missing, then he must be hiding a DT/Reaver tech somewhere the map. Thats when you'll need to respond with Turrets.
If you scout and see he went for a fast expansion, better do a two-factory timing push.
It's more like figuring out the counters for each build order. Usually its a sure sign that when Protoss went for fast DT tech, assume Arbiter tech will arrive cause thats their build order which many Macro Protoss players go for.
BTW, if you still lack Macro skills... PRACTICE MACRO before anything else. 
*"Starcraft is a game of seconds" people say which I agree. It usually comes down to 1. Which build order is stronger against the other 2. Whose Macro is better 3. Whose Expansions are better built at the perfect time (while being in the offence)
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well. at least you know where you played wrong it is a good idea to get star + science facility by your 4/5th fac
Getting your third base is hard if the P has arbiters out so that early sci vessel is imperative Bogus vs Violet is such a good game go watch it
All the timings are perfect and Bogus shows us what to do , when the P starts recalling go blow for blow by sending in speedvults control the middle , mine up and set up a huge maggiot line of tanks to fuck shit up
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