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Simple Questions, Simple Answers - Page 364

Forum Index > Brood War Strategy
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Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 23 2017 15:01 GMT
#7261
I have a question about TvP anti-arbiter spider mining. Whenever I get to the point when I should mine, it's such a time consuming process and it feels like I am not being efficient in how I lay mines and how I lay out my base. I've been thinking of massing turrets in specific areas so that the arbiter has no choice but to recall in certain areas.

But I don't know, I don't know if there is some optimal setup that pros use or if it's just haphazard mine laying and there's not specific process. Could you guys give me some advice in how you go about it?
Sero
Profile Joined October 2010
United States692 Posts
November 23 2017 15:06 GMT
#7262
I think you need enough turrets spread out so that obs can't get in to see mine placement, and the arbiter can't fly past without dying. Then you can mostly lay mines around the edges where there's space to recall.
<3 FlaSh HiyA Stats HoeJJa
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 23 2017 15:48 GMT
#7263
what about supply depots? do I clump them all together or space them out? i usually build all my depots in one specific area, but I don't know if this is a good idea. sometimes i feel like the depots take up too much space so that I don't have room for enough turrets.

the base in FS is pretty small but a turret ring all round it is what I need to do? that's a lot of turrets. but i mean if flash does it (he goes nuts) I guess I should as well
Cryoc
Profile Joined July 2011
Germany912 Posts
Last Edited: 2017-11-23 17:43:41
November 23 2017 17:39 GMT
#7264
The only area where you have to build turrets in your main on FS is near the ramp to cover the little air path behind the natural. The main is already covered by having enough turrets in your natural and 3rd and the walking path in between them. Only at the top right position you need some extra turrets in your main to cover the flight path in between natural and 3rd.

I would always build depots as close together as possible, because as you noticed, space in your main as Terran gets rare pretty fast.

And you should just build enough turrets that the arbiter dies when recalling and not more, because additional turrets won't prevent a recall in like 90% of the time and they will usually all die when a recall comes and mines don't wipe out the army.
http://www.twitch.tv/cryoc
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 23 2017 18:23 GMT
#7265
On November 24 2017 02:39 Cryoc wrote:
The only area where you have to build turrets in your main on FS is near the ramp to cover the little air path behind the natural. The main is already covered by having enough turrets in your natural and 3rd and the walking path in between them. Only at the top right position you need some extra turrets in your main to cover the flight path in between natural and 3rd.

I would always build depots as close together as possible, because as you noticed, space in your main as Terran gets rare pretty fast.

And you should just build enough turrets that the arbiter dies when recalling and not more, because additional turrets won't prevent a recall in like 90% of the time and they will usually all die when a recall comes and mines don't wipe out the army.


thank you Cryoc. That's hella smart, making turrets in the walking path. By the way, when do you usually start setting down mines for anti recall? I feel like setting down mines is very necessary since a recall can completely screw you over.
Cryoc
Profile Joined July 2011
Germany912 Posts
November 23 2017 20:04 GMT
#7266
I begin to build a turret ring shortly after the first arbiter finished building and when I am not about to start a major push. I lay the mines at the usual recall locations during or right after I build the turret ring. On FS it is usually sufficient to mine your 3rd and the top of the main ramp.
http://www.twitch.tv/cryoc
james1024
Profile Blog Joined March 2017
118 Posts
November 24 2017 04:03 GMT
#7267
What do you do at the point where your mutas are popping as zerg vs a terran? I need sunken, but I don't wanna pay for em! And then how do I get time to get three hydra to ramp? I honestly have more luck with 2base ultra.
Woke this morning to the stinging lash///Every man rise from the ash/// Each betrayal begins with trust/// Every man returns to dust///
Ty2
Profile Blog Joined March 2013
United States1434 Posts
Last Edited: 2017-11-24 04:44:59
November 24 2017 04:37 GMT
#7268
--- Nuked ---
Writer
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
Last Edited: 2017-11-24 17:57:16
November 24 2017 17:44 GMT
#7269
I have some questions about Terran versus Zerg.

1. During the mechanic switch, are you supposed to slow down SV production? Why? Is it because the tanks cost too much? But isn't having a fleet of SVs a good thing since irradate is so powerful against defilers, lurkers, mutas, and ultras? I just watched flash vs. soulkey and flash got man handled when he went mech (https://www.youtube.com/watch?v=jQVOBK26DHM). Why didn't he just stay on SVs and slow push with mass bio and a couple tanks? He had double Starport.

2. In PvZ, the gas timing is generally right when you put down the cybernetics. In the TvZ game I linked above, Flash takes his gas after starting the 3rd depot (25 supply). And then he makes an engineering bay when the refinery is nearly done. is that the timing for gas in TvZ? Or is there another cue and rule that I should follow? I am asking this question because it seems like when you go Rax FE in TvZ, you always 100% take the gas at 25 supply. I am wondering if this is true or if there is another viable build.

3. Again in the game above, I see Flash taking engineering bay for fast +1 and then going Academy. But why not take academy first and get a faster stim? I see why he went engi-bay first, since he was doing a +1 timing, but in what other circumstances would a terran go aca first? Or is there no real point going aca first? In my games, I've been going aca first since I don't need turrets that early and I like doing a medic stim push to force sunks. But my games are not 2500 MMR, so I am not sure if this is smart.

4. In TvP, I have like 6 control groups to control my army. Kinda like how flash does. He has two groups of tanks, 3 for vults (I think), and the rest in whatever. But what about TvZ bio? How does he group his units? Because it's a real mess when I play bio. So many damn marines and medics, it's like I'm playing Zerg. I noticed that he doesn't group the medics and marines together (which is smart). I tried doing this but I found it easier to just box shit as quickly as possible and group them to send them into battle. I am very curious how you veteran terrans do it.

Thank you.
Dead9
Profile Blog Joined February 2008
United States4725 Posts
Last Edited: 2017-11-24 18:37:32
November 24 2017 18:29 GMT
#7270
1. yes you stop SV production in order to get tanks/factories out. flash says to stop after 4 SVs but really you can stop whenever you switch to mech. don't delay too long if you're not getting double ebay though, otherwise your upgrades are going to fall too far behind.

2. i think pvz should be 15gate 16py 17gas 18core 19z

flash is opening 5rax +1. +1 finishes around when 3hat muta reaches your base (~7:00), which makes marines much stronger against the standard 3hat muta. your other option is to open rax cc rax aca, which moves out before mutas spawn to force sunkens then backs off before mutas reach your base or wipe your marines

5rax +1 is strong against 3hat muta, rax cc rax is strong against 2hatch play in general. stim/range timings are about the same, but rax cc rax ends up with more marines in exchange for a delayed +1.

5rax +1: 9sup 11rax 14sup 18cc 22sup 24gas 26ebay 28aca
timings: 5:15~5:30 ~8 marines 1 medic, 6:30~6:45 stim+range; 7:00 +1, ~24 mnm
rax cc rax: 9sup 11rax 14sup 18cc 22sup 24rax 26gas 28aca
timings: 5:15~5:30 move out, ~12 mmf, 6:30~6:45 stim+range

3. see above

4. i do 1 marines 2 medic 34 marines 56 tank/vessel

edit: typo on bo
Ty2
Profile Blog Joined March 2013
United States1434 Posts
Last Edited: 2017-11-24 18:36:01
November 24 2017 18:33 GMT
#7271
--- Nuked ---
Writer
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 25 2017 06:02 GMT
#7272
Thank you Dead9 and Ty2 for the terran lesson. it was very enlightening.

I have another question but this time it is about a specific TvP scenario. Let's say that you are on the standard 3 base mechanic and the Protoss is on 2 base. You are clearly winning and have a massive tank/vult ground army, you push out and you will surely win. But your scans missed something, carriers. There are now 4-5 carriers beating down on your vults and tanks that are sieged very close to the natural (just about to reach it).

1. What do you do? Do you unsiege and try to push the Protoss natural and do as much damage as possible? Or do you high tail it back? The protoss still has a decent ground force of zealots and goons, on top of the carrier force. So I can't just A-move and expect to win. I have to siege and push them back. Do I sacrifice my ground force, knowing they will die to carriers, and try to kill of the protoss ground army and hope my goliaths clean up once I have enough of them? Sacrificing my ground force also gives me time to rack up the gol numbers.

2. Of course you also start massing goliaths, but how do you position the goliaths and use them in a way so that the carriers aren't cliffbombing you and the goliaths are all freaking out in a very cramped base. My problem is that I don't really know how to get the most out of my goliaths. I have enough of them, but since I use them poorly, their capabilities are severely hampered. Sending them to chase carriers also seems like a bad idea. It's a wild goose chase and basically suicide if the area is cramped and the gols cannot clump together.

Well, in the above scenario, I feel like I made the wrong move. As soon as I saw the carriers, I just unsieged and tried to kill the protoss natural. I lost all my tanks and vults. Back home, I had all my facs pumping goliaths. Carriers attack my backdoor 3rd (this is outsider), so I send my goliaths there. They do very little to defend that base and the carriers just kite all day long. Carriers back off and I send all my goliaths to attack the protoss natural again. This time I get stopped by a small ground force with carrier support. my Goliaths chase off the carriers in the open field, but they die to zealots and goons.

In hindsight, I think saving my tanks would have been the right move. Run home with my tanks and sacrifice my 3rd. Push back out with the tanks once my goliaths are massed. That way, the carriers are forced to concentrate on my push and can't keep on attacking my bases. Still, the hardest thing for me is knowing how to position my goliaths so that they don't get picked off while inside my base. they are all bumping into shit and cannot be massed together due to limited space. That's how they get picked off one by one and I lose my goliath count.

How do you folks manage? Do you reset rally points, build turrets, wait for a specific number of goliaths, lift buildings, etc.?
evilfatsh1t
Profile Joined October 2010
Australia8785 Posts
November 25 2017 06:39 GMT
#7273
saving your army would have been the first thing to do. unsiege and leg it home or to other areas of the map if you think youre gonna lose all your units being chased down anyway.
youre on 3 bases vs 2 bases, so the 2nd thing to do would have been to slow his 3rd base from going up. send a couple vultures to mine the 3rd expo and sit there to pick off the probe that comes to build. if toss is good he'll come with units but its still the best you can do at that point.
in the midst of this obviously you are trying to get turrets and goliaths up. if he comes for your 3rd with the carriers you either stall and hope that your goliaths come quickly enough to defend, or you just buy enough time so that the carriers cant advance on another base immediately after. losing the 3rd is more likely though.
after this its pretty hard to say what you could do. by the time you have a sizable goliath army he will also have maybe another 4 carriers and you would be a base down. assuming you still have your main tank army, you should be forcing the carriers away from your base. your option then is to split the map and try and win a war of attrition or just trade bases if you know you have a massive well upgraded goliath army that could take the carriers on if he tries to man fight.
tbh though id say discovering carriers when hes already got 4-5 means its a lost game for the terran. you would have to be significantly better than your opponent to claw your way back.
mishimaBeef
Profile Blog Joined January 2010
Canada2259 Posts
Last Edited: 2017-11-25 12:08:05
November 25 2017 12:01 GMT
#7274
Yeah I just watched Last play TvP on his stream and I just have to voice my concern as I am seeing far too often the same patterns.

In my humble opinion, protosses are mistaken in the correct strategy against terran. I don't understand why they think attacking into terran is a good idea. I understand that when they reach 200 supply they want to trade inefficiently and then remax faster to gain a lead but it just doesn't work out when considering the economics of the situation.

Instead of trading into the terran when maxed first, they should focus on establishing two production sites of approximately 15 gateways each.

Protoss should not be the first to attack into terran, they should be preparing a counter attack as soon as terran moves out. They should be always trying to target the production site and also use recall tactics on the 4th+ bases.

Also, turrets don't stop arbiter if they use a hallucination templar as they should.
Dare to live the life you have dreamed for yourself. Go forward and make your dreams come true. - Ralph Waldo Emerson
Golgotha
Profile Blog Joined January 2011
Korea (South)8418 Posts
November 25 2017 13:46 GMT
#7275
On November 25 2017 15:39 evilfatsh1t wrote:
saving your army would have been the first thing to do. unsiege and leg it home or to other areas of the map if you think youre gonna lose all your units being chased down anyway.
youre on 3 bases vs 2 bases, so the 2nd thing to do would have been to slow his 3rd base from going up. send a couple vultures to mine the 3rd expo and sit there to pick off the probe that comes to build. if toss is good he'll come with units but its still the best you can do at that point.
in the midst of this obviously you are trying to get turrets and goliaths up. if he comes for your 3rd with the carriers you either stall and hope that your goliaths come quickly enough to defend, or you just buy enough time so that the carriers cant advance on another base immediately after. losing the 3rd is more likely though.
after this its pretty hard to say what you could do. by the time you have a sizable goliath army he will also have maybe another 4 carriers and you would be a base down. assuming you still have your main tank army, you should be forcing the carriers away from your base. your option then is to split the map and try and win a war of attrition or just trade bases if you know you have a massive well upgraded goliath army that could take the carriers on if he tries to man fight.
tbh though id say discovering carriers when hes already got 4-5 means its a lost game for the terran. you would have to be significantly better than your opponent to claw your way back.


got it, thanks! awesome info and yeah I need to scout a lot better.
Liquid`Drone
Profile Joined September 2002
Norway28733 Posts
November 25 2017 14:37 GMT
#7276
On November 25 2017 21:01 mishimaBeef wrote:
Yeah I just watched Last play TvP on his stream and I just have to voice my concern as I am seeing far too often the same patterns.

In my humble opinion, protosses are mistaken in the correct strategy against terran. I don't understand why they think attacking into terran is a good idea. I understand that when they reach 200 supply they want to trade inefficiently and then remax faster to gain a lead but it just doesn't work out when considering the economics of the situation.

Instead of trading into the terran when maxed first, they should focus on establishing two production sites of approximately 15 gateways each.

Protoss should not be the first to attack into terran, they should be preparing a counter attack as soon as terran moves out. They should be always trying to target the production site and also use recall tactics on the 4th+ bases.

Also, turrets don't stop arbiter if they use a hallucination templar as they should.


Yeah agreed entirely on this. Protosses tend to just attack into the terran to trade unfavorably once they are at 200-200 and have enough money for a production cycle or two, but there's no point in that. On most maps it seems like a far superior strategy to take two distinctly different production sites so terran has to choose which one to attack into, and then go all out on the backstab when they go for one of them. P full army can't fight full terran army, but it can destroy half terran army.

Hallucinations are underused in the late late game, too, and this would allow p to recall further into t bases to avoid mine fields. EMP does counter though, so it's not something that always works, at least the best koreans tend to have vessels in the important spots.
Moderator
Soulforged
Profile Blog Joined February 2007
Latvia935 Posts
November 25 2017 18:46 GMT
#7277
Watch Best play. When he feels he can trade ineffeciently but 'well enough', he will charge.
When not, he will take extra bases, add extra gateways, HTs, move probes from original bases to the new ones sometimes entirely(so that he doesn't take too much army supply in probes, but focuses on mining difficult to hold/easy to push expansions, and retreat probes when push reach those bases and still mine), etc - and he won't make any serious commitment aggressive moves, until terran moves out.

Watch Bisu play, and he'll charge around the first 200/200 almost every time, regardless of how solid T's setup is at the moment.
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
Last Edited: 2017-11-26 15:56:06
November 26 2017 15:48 GMT
#7278
When watching the stream of pretty much any ex pro, you can see that they're using HD but their screen isn't 16 : 9. They play at the old 4:3 (or atleast close to it) screen with HD graphics. I can't seem to find out how to do this, could anyone enlighten me?

Playing at 4:3 is so much easier because you don't have to move your mouse as far etc...

As you can see, when the game starts, his mouse cursor starts exactly over the CC and the minimap square clearly shows that this isn't 16: 9.
[image loading]
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
Sero
Profile Joined October 2010
United States692 Posts
November 26 2017 15:56 GMT
#7279
On November 27 2017 00:48 StylishVODs wrote:
When watching the stream of pretty much any ex pro, you can see that they're using HD but their screen isn't 16 : 9. They play at the old 4:3 screen with HD graphics. I can't seem to find out how to do this, could anyone enlighten me?

Playing at 4:3 is so much easier because you don't have to move your mouse as far etc...

As you can see, when the game starts, his mouse cursor starts exactly over the CC and the minimap square clearly shows that this isn't 16: 9.
[image loading]

I think they're using the pill box option in graphics settings.
<3 FlaSh HiyA Stats HoeJJa
StylishVODs
Profile Joined December 2005
Sweden5331 Posts
November 26 2017 16:00 GMT
#7280
Thank you so much.
According to Reach, he is the fastest learner he has ever seen. He start bw only like 2/3 years ago. Infact, his bw history knowledge is so limited, he didn't even know what the map Guillotine was.
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