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On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them.
vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs.
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On July 04 2011 09:01 pedrotrv wrote: After defending a Two fact push as toss, it's always safe to counter the terran? do you mean counter attack? i think it depends on the situation and when you counter his attack. if you break off his contain with minimal losses and you didn't lose your nat, then you are far far ahead in the econ game. it would be wise to macro up a bit first then pushing out with a shuttle loaded with zealots to deal with tanks on the cliffs and stuff.
if you destroy his attack before he manages to get a contain, then you can probably win it if you manage to snipe off all the tanks and not step on mines.
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Hey, quick question.
If I use cloning with my vessels to irradiate more lufkers at once, can I scan a far away area under the fog, and use cloning there? Or do my vessels lose their target once the fog grows back on after the scan expires?
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On July 05 2011 01:59 Dagon wrote: Hey, quick question.
If I use cloning with my vessels to irradiate more lufkers at once, can I scan a far away area under the fog, and use cloning there? Or do my vessels lose their target once the fog grows back on after the scan expires? You can do it, they will irradiate regardless.
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On July 04 2011 23:55 JMave wrote:Show nested quote +On July 04 2011 09:01 pedrotrv wrote: After defending a Two fact push as toss, it's always safe to counter the terran? do you mean counter attack? i think it depends on the situation and when you counter his attack. if you break off his contain with minimal losses and you didn't lose your nat, then you are far far ahead in the econ game. it would be wise to macro up a bit first then pushing out with a shuttle loaded with zealots to deal with tanks on the cliffs and stuff. if you destroy his attack before he manages to get a contain, then you can probably win it if you manage to snipe off all the tanks and not step on mines.
Usually no. 2 fact usually consists of mines, with seige followup. Goons cannot break even 1 properly placed seige tank after a push. Best choice is to get a 3rd up, and sit outside his natural..
A more uncommon but effective choice is to bulldog to victory right after
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On July 04 2011 18:53 JMave wrote:Show nested quote +On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them. vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs.
vZ definitely not main. Zealots are the main part of your composition, and goons are really only to counter lurkers, keeping ovies out of the open, and deal extra damage to kiting units
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On July 05 2011 08:43 Danger_Duck wrote:Show nested quote +On July 04 2011 18:53 JMave wrote:On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them. vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs. vZ definitely not main. Zealots are the main part of your composition, and goons are really only to counter lurkers, keeping ovies out of the open, and deal extra damage to kiting units
did you read what i said? i didn't say it was the main composition. and you are wrong as well. zealots are not your main composition in pvz. when you reach late game, you hardly ever make more than 1 group of them.
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On July 05 2011 08:27 Danger_Duck wrote:Show nested quote +On July 04 2011 23:55 JMave wrote:On July 04 2011 09:01 pedrotrv wrote: After defending a Two fact push as toss, it's always safe to counter the terran? do you mean counter attack? i think it depends on the situation and when you counter his attack. if you break off his contain with minimal losses and you didn't lose your nat, then you are far far ahead in the econ game. it would be wise to macro up a bit first then pushing out with a shuttle loaded with zealots to deal with tanks on the cliffs and stuff. if you destroy his attack before he manages to get a contain, then you can probably win it if you manage to snipe off all the tanks and not step on mines. Usually no. 2 fact usually consists of mines, with seige followup. Goons cannot break even 1 properly placed seige tank after a push. Best choice is to get a 3rd up, and sit outside his natural.. A more uncommon but effective choice is to bulldog to victory right after
edit: on second thought, i think countering 2 fac and all is very situation dependent and it would be hard to give a solid answer.
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What's more standard/better/macro-oriented/popular; the TvZ 9 Minute build or the 1 Vessel 3 Tank Push? I want a more macro intensive and standard build that's good for beginners for TvZ and these are the best two I've heard about.
answers anybody? or has this already been asked.
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On July 05 2011 10:08 JMave wrote:Show nested quote +On July 05 2011 08:43 Danger_Duck wrote:On July 04 2011 18:53 JMave wrote:On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them. vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs. vZ definitely not main. Zealots are the main part of your composition, and goons are really only to counter lurkers, keeping ovies out of the open, and deal extra damage to kiting units did you read what i said? i didn't say it was the main composition. and you are wrong as well. zealots are not your main composition in pvz. when you reach late game, you hardly ever make more than 1 group of them. Late game armies are primarily zealot/archon/templar with a few goons...
Plague and swarm and cracklings >>> Goons.
Early and midgame is all about zealots and storm too.
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On July 05 2011 17:35 Magus wrote:Show nested quote +On July 05 2011 10:08 JMave wrote:On July 05 2011 08:43 Danger_Duck wrote:On July 04 2011 18:53 JMave wrote:On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them. vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs. vZ definitely not main. Zealots are the main part of your composition, and goons are really only to counter lurkers, keeping ovies out of the open, and deal extra damage to kiting units did you read what i said? i didn't say it was the main composition. and you are wrong as well. zealots are not your main composition in pvz. when you reach late game, you hardly ever make more than 1 group of them. Late game armies are primarily zealot/archon/templar with a few goons... Plague and swarm and cracklings >>> Goons. Early and midgame is all about zealots and storm too.
it all really, REALLY depends on the game, but most of the time when you are on 4 bases you start massing reavers and goons compliment reavers well
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On July 05 2011 17:35 Magus wrote:Show nested quote +On July 05 2011 10:08 JMave wrote:On July 05 2011 08:43 Danger_Duck wrote:On July 04 2011 18:53 JMave wrote:On July 04 2011 18:01 edc wrote: Is the Dragoon the main part of the Protoss army composition? I am very new with BW, and I'm very sorry if my question is terribly obvious to answer. Yes. most seen in PvT where goons are around until mid-game where you throw in different units to complete your most effective composition against them. vP and vZ also constitutes dragoons but also doesn't entirely depend on them depending on your opening. vZ doesn't usually gets goons until after templar tech and vP doesn't get goons out that fast if you open with DTs. vZ definitely not main. Zealots are the main part of your composition, and goons are really only to counter lurkers, keeping ovies out of the open, and deal extra damage to kiting units did you read what i said? i didn't say it was the main composition. and you are wrong as well. zealots are not your main composition in pvz. when you reach late game, you hardly ever make more than 1 group of them. Late game armies are primarily zealot/archon/templar with a few goons... Plague and swarm and cracklings >>> Goons. Early and midgame is all about zealots and storm too. again, its zealot/archon/templar and not strictly zealots. zealots are so inefficient once zerg gets hive and his upgrades. cracklings are also > zealots btw.
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If you are protoss and you go 1 gate core double expand against siege expand terran, what are you most afraid of?
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On July 05 2011 23:17 don_kyuhote wrote: If you are protoss and you go 1 gate core double expand against siege expand terran, what are you most afraid of? Either the fast 2 fact follow up or a fast vulture drop.
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Is there a widely approved method of Observer control in PvT? I used to have them grouped with my Dragoon control groups but they tend to fly into Turrets as I engage fortified positions. On the other hand, if I let them follow a goon of the group I have to recollect and allocate them after each engagement and they tend to be to sluggish so that goons risk running into mines until Obs catches up.
In addition, how much Damage has a Reaver-Harass into Expand Opening to deal (PvT) in order to be at least equal (Econ) versus 2 Gate Range Expand (Bisu/Oov opening). Assuming that the T is Siege Expanding or 1 Rax Expanding.
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On July 06 2011 03:00 Xanatoss wrote: Is there a widely approved method of Observer control in PvT? I used to have them grouped with my Dragoon control groups but they tend to fly into Turrets as I engage fortified positions. On the other hand, if I let them follow a goon of the group I have to recollect and allocate them after each engagement and they tend to be to sluggish so that goons risk running into mines until Obs catches up. I think people generally group them with the dragoons, 1 per group of 11 goons, but you still have to micro it a bit manually, especially before you get obs speed.
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On July 05 2011 23:17 don_kyuhote wrote: If you are protoss and you go 1 gate core double expand against siege expand terran, what are you most afraid of?
It depends on the map but if they anticipate/scout well a fast 2fact can be killer. Hardcore vulture harass can be very difficult to deal with on some maps/positions especially if they went quick dropships.
wups beaten
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On July 06 2011 03:00 Xanatoss wrote: In addition, how much Damage has a Reaver-Harass into Expand Opening to deal (PvT) in order to be at least equal (Econ) versus 2 Gate Range Expand (Bisu/Oov opening). Assuming that the T is Siege Expanding or 1 Rax Expanding.
It's tricky to tell since you are ostensibly getting a tech advantage as well, but you have to do some pretty serious damage nowadays. Especially with the popularity of Rax-Expand, Terran can have such an enormous econ advantage that it's very difficult to catch up with a fast Reaver into expand these days, and it's just a lot less common than it used to be. Take a look at Stork's build leading up to his last OSL silver for a good idea of what has to happen for a fast Reaver opening to work.
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Hey guys, Where can I find a guide on how to use ICCUP? (Channels, Friends, Messages, etc.) Thanks in advance
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When i scout an early pool as T should i always send scvs to block the ramp? If yes how many? And how should i control the blocking SCVs?
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