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United States1433 Posts
On September 15 2016 03:13 StarFoxeR wrote:Show nested quote +On September 14 2016 15:23 evilfatsh1t wrote:On September 14 2016 10:39 StarFoxeR wrote:On September 14 2016 07:30 Cryoc wrote:On September 14 2016 06:36 Highgamer wrote:
any advice ? From glancing over the replays you don't seem to know that a +1 4/5 Rax build is usually only viable vs a 3 Hatch opening. Your opponent went gas after 2 Hatch in both games, so you should switch to a 2 Rax Academy build (see here). If you cannot handle that yet, go for 2 Rax Academy every game, that is viable vs 2 and 3 Hatch play. Another general advice is to build a couple of medics as soon as your academy finishes. Only with medics your marines will become scary. see these are the little things I dont know about trying to copy koreans I miss little pieces of crucial info thankfully you guys helping me to clear this up for me before it takes me 1000 games to figure out every time I post here I get so much new/necessary info thanks again when you watch pros and you read stuff here always question the reasoning behind it. you learn slower and you struggle because you blindly copy builds and advice without knowing why youre doing what youre doing. instead of saying "ok next time ill just go 2 rax academy" your post should have been "why is +1 4/5 rax not viable against 2 hatch?". well I didnt ask because it made sense to me it felt like I never had the tech quickly enough to deal with the mutas and lurkers showing up early It really helps to analyze your own play. Then you can have other people analyze your analysis.
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In most pro TvP games where the Terran goes for drops, I often see them using at least 1 tank. Why is this? It feels like 2 vultures are a much cheaper investment and would do just as much if not more damage.
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On September 19 2016 05:05 neobowman wrote: In most pro TvP games where the Terran goes for drops, I often see them using at least 1 tank. Why is this? It feels like 2 vultures are a much cheaper investment and would do just as much if not more damage.
I wonder this too at times, such as set 3 in Shuttle vs. Sharp of the ASL finals on fighting spirit where sharp does a 2 tank drop when a 4 vult drop seems like it'd have been more effective anyway.
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On September 19 2016 05:11 Jonoman92 wrote:Show nested quote +On September 19 2016 05:05 neobowman wrote: In most pro TvP games where the Terran goes for drops, I often see them using at least 1 tank. Why is this? It feels like 2 vultures are a much cheaper investment and would do just as much if not more damage. I wonder this too at times, such as set 3 in Shuttle vs. Sharp of the ASL finals on fighting spirit where sharp does a 2 tank drop when a 4 vult drop seems like it'd have been more effective anyway. I think, the tank has a burst potential more than vults, if P has a few goons to defend but T gets a funky position for the tank, he might snipe at least 4 probes in 1 shot, maybe get a second shot. Tank drops are rly difficult to stop for P, because even if you react quickly to draw probes the tank has huge range and can position in advantage so in a few seconds a strong shot could be guaranteed (and negate canon as a defence to an extent). I would say, that's the reason why we don't play on LT anymore P
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On September 19 2016 05:37 ProMeTheus112 wrote:Show nested quote +On September 19 2016 05:11 Jonoman92 wrote:On September 19 2016 05:05 neobowman wrote: In most pro TvP games where the Terran goes for drops, I often see them using at least 1 tank. Why is this? It feels like 2 vultures are a much cheaper investment and would do just as much if not more damage. I wonder this too at times, such as set 3 in Shuttle vs. Sharp of the ASL finals on fighting spirit where sharp does a 2 tank drop when a 4 vult drop seems like it'd have been more effective anyway. I think, the tank has a burst potential more than vults, if P has a few goons to defend but T gets a funky position for the tank, he might snipe at least 4 probes in 1 shot, maybe get a second shot. Tank drops are rly difficult to stop for P, because even if you react quickly to draw probes the tank has huge range and can position in advantage so in a few seconds a strong shot could be guaranteed (and negate canon as a defence to an extent). I would say, that's the reason why we don't play on LT anymore P
I get that it might be tough to deal with but I rarely ever see the Terran get more than 2 probe kills with the tank, even when the Toss doesn't scout it. Is it just a move that forces the Protoss to pay more attention to the drop rather than A-moving some dragoons and an observer? That's the only explanation I can think of but it seems like a bit of a flimsy reason to give up a tank when you're trying to build up tank numbers.
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It's just a bit harder to stop, so it's worth risking a tank. 1 Tank is not huge deal, and if you kill at least 2-3 probes its like worth it, maybe you kill more and you threaten P growth which is his main asset.
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If you go expos (mid-late game) you need a tank because:
- you can snipe canons - you obviously snipe probes that run away - with 2 vultures you can put plenty of mines and this tank is somewhat difficult to deal with (you need a shuttle or send some more units)
If you go for early drop (like early mid game) you can go 4 vulture as there are most likely no cannon. Especially if you go to the main you can mine gateways to get some free kills.
Obviously if map support nice tank dropping spots you take a tank (ramps, attacking the mineral line from behind etc.).
You can also take 2 tanks and mix it with vultures on the ground. This can do tons of dmg (big mine field + 2 tanks in a difficult possition supported by vultures)
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yes also if you drop earlier P has less observers, it's not easy to have an observer in the right spot always, so then mines may have extra potential
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Afreeca streams aren't working for me since they changed their URL I believe. After 15 seconds wait getting this: Any clue?
EDIT: Damn, now it's working after I checked Bisu's and Sea's streams. Seems like Flash's stream got problems, it never shows up for me lately.
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Regarding Gate count for protoss. Is there a general rule I should follow? Not sure how many gates I need to keep up production. I usually just wing it based on how much I am spending and if I have anything left over. but I'd like to know a more efficient manner instead of just guessing. Thank you!
I am speaking of macro gates
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let's say 4 gates is like your max for a base (ofc it depends on probe count too), but sometimes you'll want more than 4 gates per bases such as PvT where you often need to replenish army count super fast before T moves accross the map after an engagement. Actually building 4 gates per base before starting a new nexus seems sorta all-in cause it's going to slow down your growth (if you actually produce off those 4 gates per base), it's like putting all your money in gateway unit production right now (depends on the type of unit you make though ofc^^ zeal least consuming resource/time/gate). So depending on how much you want to spend on growth, tech or another type of production facility, you'll make less gates.
If you're really speaking of macro gates like mid/endgame stuff, I think it's better to have a little too many gates than too few, they are not so expansive. So eventually at least 3-4 per base.
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On September 23 2016 21:04 ProMeTheus112 wrote: let's say 4 gates is like your max for a base (ofc it depends on probe count too), but sometimes you'll want more than 4 gates per bases such as PvT where you often need to replenish army count super fast before T moves accross the map after an engagement. Actually building 4 gates per base before starting a new nexus seems sorta all-in cause it's going to slow down your growth (if you actually produce off those 4 gates per base), it's like putting all your money in gateway unit production right now (depends on the type of unit you make though ofc^^ zeal least consuming resource/time/gate). So depending on how much you want to spend on growth, tech or another type of production facility, you'll make less gates.
If you're really speaking of macro gates like mid/endgame stuff, I think it's better to have a little too many gates than too few, they are not so expansive. So eventually at least 3-4 per base.
Thank you! I will go off that for now unless there is a better method.i will adjust based on the numbers you gave me. Now I have a good sort of idea on what I should expect and plan for
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Question about autohotkey. Is it allowed to use on Fish? I want to remap the camera hotkeys. is it allowed to use on fish? Thanks!
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This isn't necessarily a strategy question, but more a question regarding the game itself or rather trends within the player base. I notice that there are no "ladder" maps that are larger than 128 X 128. Why has no one taken the liberty of creating a ladder map that is 192 X 192, or even 256 X 256? It would be interesting to see how people would play knowing that their troops need to traverse longer distances in order to engage the enemy than what is "normal". Just something I thought of whilst reading a map thread.
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Zerg would probably dominate on larger maps, as they can play really greedy and T/P cannot do anything against it because of the long distances. And on the other hand zerg armies are so much faster than T/P that they would still remain somewhat of a threat to too greedy expanding themselves. T/P can probably only win, if there are very few bases and those are close together.
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Norway28517 Posts
at least back in the day, the reality was that terran had no chance on those huge maps. Could be that the game has evolved a bit, but I doubt it. The reason is quite simple - terran can't defend expansions without having a lot of units there. Terran is also less mobile. So the bigger the map and the more expansions, the more terran struggles with mounting attacks while holding onto their bases. In addition they can't really attack with small armies. Basically everything works against them - they can't attack with small armies (or the army gets destroyed), but if they attack with their entire army, they can easily be backstabbed. And while it's fairly easy for a hive zerg to just plop down 4 hatches and an ultraden to save the spent up money they accumulate, it's very difficult for terran to rebuild supply depots and 10+ production facilities.
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Norway28517 Posts
And yeah, balance on big maps basically went z >> p >> t. I do think protoss has some ways of playing vs zerg (sair/reaver is mobile, reaver+templar+cannon can defend expansions without huge supply commitments, and a protoss endgame army can be really cost efficient), but I don't think the game has evolved in any way that makes terran have a real shot.
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Is there an optimal way to hotkey a terran army or do I just find what works for me? I'm struggling with army control/hotkeys in late game TvP.
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United States1433 Posts
On September 27 2016 23:57 Scaramanga wrote: Is there an optimal way to hotkey a terran army or do I just find what works for me? I'm struggling with army control/hotkeys in late game TvP. 1-2 tanks 3 vultures 4 vulture + Goliath 5 science vessel 6 3rd command center 8-0 comsats
Sea uses this hot key layout. Some coach had some progaming team copy sea's hotkey layout cuz it's so good
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On September 28 2016 00:29 Ty2 wrote:Show nested quote +On September 27 2016 23:57 Scaramanga wrote: Is there an optimal way to hotkey a terran army or do I just find what works for me? I'm struggling with army control/hotkeys in late game TvP. 1-2 tanks 3 vultures 4 vulture + Goliath 5 science vessel 6 3rd command center 8-0 comsats Sea uses this hot key layout. Some coach had some progaming team copy sea's hotkey layout cuz it's so good Thanks :D
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