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On July 08 2018 03:23 TaardadAiel wrote: I'm not sure if I should make a separate thread for this, so I'll ask here first. I was looking, but I couldn't find anything on this : how do you do a 4fac timing push after 1 rax FE in TvP? I saw Scan doing it once in STPL (I think it was), but I have no idea what the game was and who it was against. Anyone have a specific BO or it is very circumstantial?
in my experience that mostly works when the protoss player goes for a greedy/quick 3rd nexus. The push is designed to punish a lack of gateways. (3gate, 1 robo, observer -> citadel -> arbiter)
don't know the actual build order tho
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Goon/templar pvz, when and why?
Zealot/ht composition, when and why?
How should I be shifting my compositions based on what the zerg is doing? I had a long pvz game the other day on python, zeal/ht was a bitch to use against hydras in such an open map, should I of immediately mixed in a goon army? Goon templar?
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u always want the core of your midgame army to be goon/ht, especially vs hydra-heavy builds. zeals are a supporting unit and u need them too but ur main damage dealers are goon/ht
vs mutaling you'd want to mix in more zeal/archon
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On July 11 2018 02:28 Dazed. wrote: Goon/templar pvz, when and why?
Zealot/ht composition, when and why?
How should I be shifting my compositions based on what the zerg is doing? I had a long pvz game the other day on python, zeal/ht was a bitch to use against hydras in such an open map, should I of immediately mixed in a goon army? Goon templar? pvz is easy in that there is little decision making when it comes to army composition. pretty much every game starts off with zealots/ht/archon and your mid game starts when you add goons and get your robotics up. a typical zerg gets lurkers at this timing, but even if they skip it you still get your mid game going regardless. your late game is just the addition of reavers and more archons to your army, assuming you can keep your gas units alive and you mainly expend zealots during engages.
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Anyone have any good TvP builds for standard maps like Fighting Spirit, Python? been struggling alot with that lately
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1 rax FE (not on python), FD, siege expand, or 2 factory. 1 rax is best on FS, but python's natural is too wide to use it there.
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Thanks. ive been experimenting useing those i use FD alot 1-rax cc is something i havent tried due to fear of goon pressure. Where i really find trouble is in the later early game into mid and mid-late game, getting overrun by a simple 3base toss macroing and pushing at me, right down my throat sometimes even on FS or other maps. Dont know how to play the double armory - 3base style well enough to beat good tosses
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On July 15 2018 15:40 funnybananaman wrote: Dont know how to play the double armory - 3base style well enough to beat good tosses That will never change.
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ِAnyone knows more recent replay+FPV altogether ?
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On July 15 2018 16:31 Cryoc wrote:Show nested quote +On July 15 2018 15:40 funnybananaman wrote: Dont know how to play the double armory - 3base style well enough to beat good tosses That will never change. Wow, thanks for your vote of confidence in my style
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python plays pretty differently from FS. i like fac cc port on python and typical 3base 2-1 on fs
some p standard builds:
fac cc port aca fac arm cc into 9fac 3base 2-1 (take the island 3rd) make sure you sim city the nat cus its massive. ebay timing depends on what P does, normally i put it down sometime between first cc and second fac. if P is close by air you can slow push into their main using dropships it's very fun
fac cc aca/ebay fac ebay/aca arm cc into 9fac 3base 2-1
on both maps take a 4th as you move out. since mid is buildable mine/turret it a lot
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u can also do 2base builds on both maps they're reasonably strong (especially on python)
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Yea i like dropship play on python. Seems really good but arbiter can wreck that 3rd in the island if u dont move quickly enough to slow push the toss. I should work on 2fac timings a bit more for both maps.
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On July 15 2018 23:52 funnybananaman wrote:Show nested quote +On July 15 2018 16:31 Cryoc wrote:On July 15 2018 15:40 funnybananaman wrote: Dont know how to play the double armory - 3base style well enough to beat good tosses That will never change. Wow, thanks for your vote of confidence in my style That was more of a general comment in the direction that you won't beat good protosses with it. But it helps vs mediocre Protosses.
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i like 5-6 fac timing push instead of 2xarmory 2/1 though cause you can catch the toss when he is weak besides letting him macro on 4-5 base without worrying about defending. Does anyone know any tips to properly do a 2base 5fac?
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On July 15 2018 15:40 funnybananaman wrote: Where i really find trouble is in the later early game into mid and mid-late game,
Those are basically the most important 10 minutes of the game from 5 to 15 minutes xD
On July 15 2018 15:40 funnybananaman wrote: getting overrun by a simple 3base toss macroing and pushing at me, right down my throat sometimes even on FS or other maps. Dont know how to play the double armory - 3base style well enough to beat good tosses
How are you at scouting and reading what Protoss is doing?
Some people have a big misconception about TvP: They think Terran can "turtle on 3 base and doom push to victory" - and they couldn't be more wrong about it. That style is actually very vulnerable to pretty much anything Protoss can do if you don't scout what he is doing and adjust your build. They can punish your relatively low unit count by all kinds of harrass, strong early-midgame attacks on natural or 3rd, or by just rushing to 4 bases and/or arbiter-tech. If Protoss puts a big enough dent into your tank-count or economy at some point it's easy for him to crush your push later. The same is true if you just let him get away with 3-4 bases too fast (without expanding faster yourself); your push will roll out in time but against a much stronger Protoss than usual. It's very important to gain as much intel as possible constatly: how many bases (and when?), how many gates, what kind of tech, where is Protoss' army? And then to make little adjustments to cut corners and end up ahead.
This is not the place to explain every possible situation but the nice thing about that style is that you learn the MU in so many ways, you learn to be resilient as F. Once you somewhat master it, it is very flexible. If you watch Flash's stream he is constantly varying the core build-up: how fast he takes his 3rd, when he opts for more tanks or earlier vulture-upgrades, when he plays it safe with ebay and (semi-)walls, when he pushes seemingly out of nowhere with a few tanks+rines+vultures, when he adds an academy to gain additional intel.
And if you do all that right the game is by no means won. Controlling your 5-6 ctrl-group army, spreading and sieging your tanks, laying lots of mines in the right places, EMPing well and macroing, expanding and defending counter attacks... it's really the master-class of TvP and will take a few hundred attempts until you understand why Flash can roll over Protoss like he does.
edit: best way to gain advise specific to your own games/mistakes is to post a replay of a game for which you cannot figure out exactly why you lost.
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Hey guys,
Why is SnoW (by other pros) considered such an annoying player to play against? I understand that they mean he is a strong protoss, but during the video for when pros were drawing pools for KSL S1, many players were not only afraid of being inside of SnoW's group, but also were talking about how his playstyle is intentionally infuriating.
Can anyone explain what part of his protoss makes other professionals feel that way?
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On July 15 2018 15:40 funnybananaman wrote: Thanks. ive been experimenting useing those i use FD alot 1-rax cc is something i havent tried due to fear of goon pressure. Where i really find trouble is in the later early game into mid and mid-late game, getting overrun by a simple 3base toss macroing and pushing at me, right down my throat sometimes even on FS or other maps. Dont know how to play the double armory - 3base style well enough to beat good tosses
If Protoss is doing a 3 base push and you are doing the 3 base timing they key to beating it is scouting. Scan his bases to look for citadel, leg speed, shuttles, lack of 4th base etc. Once you know an attack is coming you need to wall off your entrance, build additional turrets, get ready to pull scvs and most importantly target goons with your tanks. Usually if you know it's coming and have a wall + turrets set up Protoss will just suicide everything. You will take some damage as well but if you keep your tank count healthy you will come out ahead.
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On July 17 2018 15:47 Galtath wrote: Hey guys,
Why is SnoW (by other pros) considered such an annoying player to play against? I understand that they mean he is a strong protoss, but during the video for when pros were drawing pools for KSL S1, many players were not only afraid of being inside of SnoW's group, but also were talking about how his playstyle is intentionally infuriating.
Can anyone explain what part of his protoss makes other professionals feel that way?
Watch Flash's stream when he plays against Snow, his reaver play is just dirty. If I were playing against him I would quit immediately when his shuttle flies into my base.
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How do you guys like playing TvZ for any terrans here lately, i usually go bio style and mech or wraith anyone have new insights into that MU? idk if i got any other fellow terran players on here
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