Simple Questions, Simple Answers - Page 276
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Ty2
United States1434 Posts
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neobowman
Canada3324 Posts
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Jonoman92
United States9104 Posts
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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ProMeTheus112
France2027 Posts
On September 19 2016 05:11 Jonoman92 wrote: 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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neobowman
Canada3324 Posts
On September 19 2016 05:37 ProMeTheus112 wrote: 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 PI 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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ProMeTheus112
France2027 Posts
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kogeT
Poland2041 Posts
- 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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ProMeTheus112
France2027 Posts
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outscar
2832 Posts
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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Golgotha
Korea (South)8418 Posts
I am speaking of macro gates | ||
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ProMeTheus112
France2027 Posts
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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Golgotha
Korea (South)8418 Posts
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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Golgotha
Korea (South)8418 Posts
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Saturnize
United States2473 Posts
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Cryoc
Germany909 Posts
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Liquid`Drone
Norway28706 Posts
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Liquid`Drone
Norway28706 Posts
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Scaramanga
Australia8091 Posts
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Ty2
United States1434 Posts
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Scaramanga
Australia8091 Posts
On September 28 2016 00:29 Ty2 wrote: 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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P![[image loading]](http://i.imgur.com/Ej7B1Z0.jpg)