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On July 18 2018 11:07 funnybananaman wrote: 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 I like Flash's 1-1-1 recently, that means going for a factory-expand right into starport, few vultures with mines and (one) wraith into vessel-muta-defense. If everything works out nicely, you have a super early, 8.30 - 9.30 minute marine-medic-tank-vessel push that can kill Zerg or open up the lategame for you.
It's pretty hard though to learn all the counters to all the stuff Zerg can do to punish your lack of sheer unit-mass in the midgame. You have to learn to defend with minimal unit count, most notably without the usual 3-5 rax-bio-production.
If you're interested:
Thread about Flash's 1-1-1 (including an interview about it with God himself. Scroll down for the build-order-info; also check out lemmata's first post below the article for additional info on the build-order and on how to react to counters)
And here's an even earlier discussion about Flash's 1-1-1 when it was still evolving on his stream.
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On July 18 2018 11:07 funnybananaman wrote: 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 Sorry, you're the only Terran player on all of TL.
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On July 19 2018 03:42 Jealous wrote:Show nested quote +On July 18 2018 11:07 funnybananaman wrote: 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 Sorry, you're the only Terran player on all of TL. Hahahahaha ! I think that is correct , all others being protoss
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How can I stop ling rushes as terran if he manages to get them into my base before my first barracks is done? I've tried scv block on ramp (destination 1) but it doesn't buy enough time T.T
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are you talking about 11rax vs 4pool? u should only have to hold for a few seconds
if u went cc first u just lose
on desti u can full wall vZ it's quite safe
+ Show Spoiler [11rax vs 4pool] +
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I guess I need better sim city. Dude on the video had much better building position than I usually have, because I put my depots behind the mineral line and if I get bunker up in time they just rally their zerglings to kill my depots instead lol.
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On July 19 2018 21:19 Jan1997 wrote: How can I stop ling rushes as terran if he manages to get them into my base before my first barracks is done? I've tried scv block on ramp (destination 1) but it doesn't buy enough time T.T
If it's 4-5 pool you need a bunker at mineral line, your marine will not be done when the lings come. Once you know this is coming, immediately start a bunker in your mineral line, grab 6-7 scvs and block the ramp for as long as possible, when the lings eventually get into your main make your to fight them at your barracks to ensure your marine gets to the bunker safely. If you manage to get one marine in you're safe. Float your barracks back to the mineral line, make more marines and play normally and it should be a pretty straightforward win.
Walling in works but it is not a good practice for other maps where your marine will potentially spawn on the other side.
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I know hydra lurker/heavy overlord drop style is 'out of date' in zvt, but I've seen players open with it successfully even against players like Artosis, so, theres out of date and then theres out of date. Does anyone have familiarity with good opening builds that transition into hydra lurker well? I've been going back and forth between a 2.5 hatch lurker drop build [blackman] or a 3 hatch double den lurker drop build that I got off jinnam. Both of them I feel very much like i have to trick the terran in order to break out and do a decent amount of damage, but as I said, ive seen artosis lose to this style in straight up games, even when he knew it was coming in back to back games. Gotta be something more to it?
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Hydra/Lurker is probably just not as effective as Lurker/Ling/Defiler as core army composition. At some point you have to engage the Terran army head on and if you didn't deal damage with your drops earlier and don't have defilers, you are likely to lose the battle and the game.
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if you have a vod you might be able to rip a build from it but let's try making one. this is a rough build so it probably needs some tweaks. an economic hydra lurker should be a lot more robust than a 3 hat allin
overarching idea: lair-heavy hydralurker midgame with drops
baseline build (opener): 3 hatch lurker 3 Hatch Lurker (vs. Terran) lurkers by 700, 3rd placed by 800, 0-1 is done 900 (so 1-2 is done 1200, just in time for hive)
at 700 we have ~33 drones, 2-4 lings, 6-7 lurkers, and +1 is on the way. we'll use the lurkers to take a 3rd (close 3rd because we won't be able to take map control without mutas).
midgame: midgame is gas-limited. 3 bases will give you 900 gas per minute. we'll need about 200-300 a minute for tech which leaves us with 600-700 gas/min. so we can support about 3 lurkers and 13 hydras per minute (700 gas). that also requires ~3 ovies. in total that's 19 larva and 1650/700 total cost on raw units; each hatch supports 4 larva a minute so that's 5 hatches. we'll also need around 400/200 for tech so about 2050/900 per minute
in order to support that cost we need 33 drones on minerals and 9 on gas (see link below). in total that's 42 drones. so we need to build 9 more drones plus the drones necessary for buildings. once we reach our goal number of 42 drones total we go into hydra/lurker pump until we can secure a 4th base or reach hive tech Mining
Early game (mostly from the standard 3 hat lurk build): 9 - Overlord 12 - Hatchery at Natural Expansion 11-13 - Spawning Pool 13 - Hatchery @100% Spawning Pool - 2-4 Zerglings 16 - Overlord 16 - Extractor @100 Gas - Lair 22 - Overlord @60% Lair - Hydralisk Den @90% Lair - Expansion Extractor @100% Lair - Lurker Aspect @100% Lair - Evo Chamber @100% Evolution Chamber - +1 Carapace Upgrade @50% of Lurker research - 6 Hydralisks (may be able to make 7 or 8. make as many as gas allows) @100% of Lurker Aspect - 6 Lurkers
Once lurkers are out, move to take the closest gas 3rd (slow push if necessary). Make only drones at this point, up to about 55~60 supply (whenever you reach the target 42 drone count). Add a 5th hat as money allows.
Rough followup (rough timings): @150 Gas - Hydra Speed (~700) @150 Gas - Ovie Speed Hatch (4th hat) Hatch (5th hat) @100% of Hydra Speed - Hydra Range @100% of Ovie Speed - Second evolution chamber (~830) @100% of Ovie Speed - Ovie Drop @100% of Carapace - Start 1-2 (~900). Begin producing only hydra/lurker at this point. Pressure and take a 4th/5th @30% of Carapace - Place Queen's nest (~1000). Spire around now as well.
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I can't understanding this quote. Explain it for me please!
When a hovering Terran building lands on Interceptors, they instantly die. If a Carrier attacks something, moves away before Interceptors get back in and a building lands on it, all its Interceptors will die.
Interceptor
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On July 25 2018 19:50 bovienchien wrote:I can't understanding this quote. Explain it for me please! Show nested quote +When a hovering Terran building lands on Interceptors, they instantly die. If a Carrier attacks something, moves away before Interceptors get back in and a building lands on it, all its Interceptors will die. https://liquipedia.net/starcraft/Interceptor
Holy cow, another mind-breaker. I never imagined floating buildings could crush air-units (well, interceptors).
The quote describes two things that I just tested in the singleplayer:
1) When an interceptor is flying around and is right under a floating building in the moment that the building lands, the interceptor gets crushed/dies.
I made some GIFs (I'm not good at it though) + Show Spoiler +
2) You know the basic technique of carrier-micro where you keep the carrier moving at all times so that the interceptors return to the carrier when he gets too far out of range of the target but they keep hovering under the carrier, don't return back inside the carrier? If such a carrier with hovering interceptor-cloud underneath it flies right over a landing building then all the interceptors will get crushed at once. + Show Spoiler +
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^ thanks for your help. I can know what you said to me. It's so clearly.
To be honest, I can understand a little it. But I didn't believe what I understand. Unbelievable when I see your 2 pictures. Starcraft is so logical which looks like real life.
I am trying to translate everything about Starcraft by English that become Vietnamese language. Vietnam have more than 90 million people. I want to develop Starcraft so It's my life in the many years ^^!
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What a great effort, I wish you best of luck.
I just hope Vietnam doesn't turn into another Peru... all that laggy cheese... xD
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Why do protosses not open reaver against 1 rax fe more, either to push and smash the bunker or harass the main? surely if reaver is OK against siege or mine openings, it should brutalize an opening with a delayed tank?
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I think by the time toss has a shuttle with it, terran should have enough to defend the reaver without taking much damage. The earlier CC means t will have more units and be able to build turrets earlier and with less impact on their build.
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On July 28 2018 04:12 Dazed. wrote: Why do protosses not open reaver against 1 rax fe more, either to push and smash the bunker or harass the main? surely if reaver is OK against siege or mine openings, it should brutalize an opening with a delayed tank?
Stylistic choice...
is there a good counter, that is not proxi reaver to 12 nexus > cannon in protoss vs protoss?
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On July 28 2018 09:53 XenOsky- wrote:Show nested quote +On July 28 2018 04:12 Dazed. wrote: Why do protosses not open reaver against 1 rax fe more, either to push and smash the bunker or harass the main? surely if reaver is OK against siege or mine openings, it should brutalize an opening with a delayed tank? Stylistic choice... is there a good counter, that is not proxi reaver to 12 nexus > cannon in protoss vs protoss? its not stylistic choice... trying to bust a terran natural when hes sitting with a couple siege tanks is extremely risky, even if you do break the bunker. busting the natural before tanks is out of the question because you simply wont have a shuttle reaver ready in time. your only option is to harrass with the reaver (which is seen fairly commonly), but realistically youre not gonna get 10 scv kills with your reaver anyway. reaver defense is so good nowadays.
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On July 25 2018 21:57 Highgamer wrote:Show nested quote +On July 25 2018 19:50 bovienchien wrote:I can't understanding this quote. Explain it for me please! When a hovering Terran building lands on Interceptors, they instantly die. If a Carrier attacks something, moves away before Interceptors get back in and a building lands on it, all its Interceptors will die. https://liquipedia.net/starcraft/Interceptor Holy cow, another mind-breaker. I never imagined floating buildings could crush air-units (well, interceptors). The quote describes two things that I just tested in the singleplayer: 1) When an interceptor is flying around and is right under a floating building in the moment that the building lands, the interceptor gets crushed/dies. I made some GIFs (I'm not good at it though) + Show Spoiler +2) You know the basic technique of carrier-micro where you keep the carrier moving at all times so that the interceptors return to the carrier when he gets too far out of range of the target but they keep hovering under the carrier, don't return back inside the carrier? If such a carrier with hovering interceptor-cloud underneath it flies right over a landing building then all the interceptors will get crushed at once. + Show Spoiler + lol i thought this was fixed in an old patch, many years ago it was not uncommon that Ts would use this to crush interceptors and for example win against end game "100%" carriers with mineral exhaustion or something haha (on LT for example).. havent seen it for a long time i thought it was fixed along with sliding CC or something huhu.. (cause there was a bug where you could slide a CC to stick close to minerals^^) IIRC if you just hit stop so your interceptors go back to your carriers you can easily dodge landings though since its quite slow and predictable interestingly this is unique to interceptors? no other air units get crushed by landing, only sieged tanks? do lurkers die if they come and burrow beneath landing too? lul so it must be intended mechanic o_o
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Guys, how can I reset or recover my defiler.ru info?
There's no password reset link or anything. I went ahead and simply created a new username "SuGo." (with a period at end), figured that'd be fine. But, when I go to create a new stream, it says my stream already exists (obviously from my old user name). So it won't let me add it or anything. It kept saying that twitch ID is already in the database. Maybe just move whatever Twitch entry exists with old username and just move it to this new one?
Any way to help fix this? Thanks.
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