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iopq
Profile Blog Joined March 2009
United States1031 Posts
November 29 2021 03:45 GMT
#9421
On November 28 2021 15:33 DyEnasTy wrote:
What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks!


I think the simplest is one barracks expand directly into goliath if you can wall natural
Or vulture expand into goliath, either one works

you make 3 factories and +1 armor and move out at 12 goliaths, macro behind it and get tanks eventually

decide if you want to timing attack with siege or take a third and tech up, get more upgrades

This is viable to the pro level, but doesn't require high APM or going all in, you can play just expanding and taking bases style without much strain
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
November 29 2021 06:23 GMT
#9422
Thanks for the responses! I was looking on liquipedia and the TvZ builds seemed so convoluted and had so many branches compared to TvP which has always been by far my best matchup.

Is there an easy way to download different maps in remastered? I just stumbled across Flash vs Action on Roadrunner and dang that got the nostalgia flowing, so Id like to introduce my friends to it. They are all very unfamiliar with the old BW scene, but absolutely love the game.
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Jealous
Profile Blog Joined December 2011
10260 Posts
November 29 2021 07:02 GMT
#9423
On November 29 2021 15:23 DyEnasTy wrote:
Thanks for the responses! I was looking on liquipedia and the TvZ builds seemed so convoluted and had so many branches compared to TvP which has always been by far my best matchup.

Is there an easy way to download different maps in remastered? I just stumbled across Flash vs Action on Roadrunner and dang that got the nostalgia flowing, so Id like to introduce my friends to it. They are all very unfamiliar with the old BW scene, but absolutely love the game.

http://www.panschk.de/mappage/newsscript/viewnews.php

1.16 melee maps should work in RM without issue.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
November 30 2021 01:21 GMT
#9424
On November 29 2021 15:23 DyEnasTy wrote:
Thanks for the responses! I was looking on liquipedia and the TvZ builds seemed so convoluted and had so many branches compared to TvP which has always been by far my best matchup.

Is there an easy way to download different maps in remastered? I just stumbled across Flash vs Action on Roadrunner and dang that got the nostalgia flowing, so Id like to introduce my friends to it. They are all very unfamiliar with the old BW scene, but absolutely love the game.

There should be an ICCup map pack that you can download. You can also download the maps directly from TLPD by right-clicking the link and using save as to save it. On that note, roadrunner is a great fun map so good call.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
Last Edited: 2021-11-30 02:46:37
November 30 2021 02:26 GMT
#9425
On November 29 2021 16:02 Jealous wrote:
Show nested quote +
On November 29 2021 15:23 DyEnasTy wrote:
Thanks for the responses! I was looking on liquipedia and the TvZ builds seemed so convoluted and had so many branches compared to TvP which has always been by far my best matchup.

Is there an easy way to download different maps in remastered? I just stumbled across Flash vs Action on Roadrunner and dang that got the nostalgia flowing, so Id like to introduce my friends to it. They are all very unfamiliar with the old BW scene, but absolutely love the game.

http://www.panschk.de/mappage/newsscript/viewnews.php

1.16 melee maps should work in RM without issue.



Unfortunately that site didnt have the cool version for melee, only the last version that lost all its style. But thanks for the link, I am downloading other maps too!



EDIT: How do I get those maps into remastered?
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
Jealous
Profile Blog Joined December 2011
10260 Posts
November 30 2021 13:14 GMT
#9426
On November 30 2021 11:26 DyEnasTy wrote:
Show nested quote +
On November 29 2021 16:02 Jealous wrote:
On November 29 2021 15:23 DyEnasTy wrote:
Thanks for the responses! I was looking on liquipedia and the TvZ builds seemed so convoluted and had so many branches compared to TvP which has always been by far my best matchup.

Is there an easy way to download different maps in remastered? I just stumbled across Flash vs Action on Roadrunner and dang that got the nostalgia flowing, so Id like to introduce my friends to it. They are all very unfamiliar with the old BW scene, but absolutely love the game.

http://www.panschk.de/mappage/newsscript/viewnews.php

1.16 melee maps should work in RM without issue.



Unfortunately that site didnt have the cool version for melee, only the last version that lost all its style. But thanks for the link, I am downloading other maps too!



EDIT: How do I get those maps into remastered?

If you're on Windows, they should be in something like C -> Documents and Settings -> StarCraft -> Maps.

BigFan above was right, TLPD is a great resource for pro maps, not sure how I forgot that since that is where I always got my tourney maps 😂
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Magic Powers
Profile Joined April 2012
Austria4478 Posts
December 01 2021 22:09 GMT
#9427
This video just got recommended to me. It was uploaded in 2009, so this has been known for a long time. Can anyone explain the mechanics behind this?

If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
December 02 2021 14:59 GMT
#9428
Why do some terran players not wall in during tvp. I thought it denies the scout and zealot aggro, so why do some not bother with it?

Next question, at very low ranks in pvt, I often play against a terran that walls in. So I have no scouting information and can only leave some units at his nat. Then he floats cc to his nat while pushing out my units with upgraded tanks and turtling up. Usually, they will then do blind turret rings around the base, so I can't do any drops at all or send an observer in. Finally after turtling for a while, he will start to push out and end up containing me while slowly choking me to gg.

Now because obviously I'm very low skilled, I often miss supply/macro/upgrade etc so my unit count is low etc and I believe that's why I lose. My question is, given how obviously ineffecient the terran is playing (late expo, blind unnecessary turret ring etc even if I don't have a shuttle), theoretically how would a competent protoss player beat this?

Lastly, what is pusagi? I know it's protoss related, but I'm not sure what's the origin.
Jealous
Profile Blog Joined December 2011
10260 Posts
Last Edited: 2021-12-02 15:49:18
December 02 2021 15:42 GMT
#9429
On December 02 2021 23:59 DucK- wrote:
Why do some terran players not wall in during tvp. I thought it denies the scout and zealot aggro, so why do some not bother with it?

Next question, at very low ranks in pvt, I often play against a terran that walls in. So I have no scouting information and can only leave some units at his nat. Then he floats cc to his nat while pushing out my units with upgraded tanks and turtling up. Usually, they will then do blind turret rings around the base, so I can't do any drops at all or send an observer in. Finally after turtling for a while, he will start to push out and end up containing me while slowly choking me to gg.

Now because obviously I'm very low skilled, I often miss supply/macro/upgrade etc so my unit count is low etc and I believe that's why I lose. My question is, given how obviously ineffecient the terran is playing (late expo, blind unnecessary turret ring etc even if I don't have a shuttle), theoretically how would a competent protoss player beat this?

Lastly, what is pusagi? I know it's protoss related, but I'm not sure what's the origin.

1) Walling is simply inefficient for many modern builds. Consider the travel time it takes for an SCV to get to the walling location and then back to work. If you're a strong player, it's simply unnecessary as you have sim city options next to your CC. For walls that need two Depots, you may have to place the second Depot earlier than you need it in order to actually stop a Zealot rush/pressure, incurring further opportunity cost. Also, you will still have to make Marines to either defend your wall, or invest SCVs into repairing the wall, because Protoss units will often arrive to harass before you have a Tank to prevent them from doing so. Finally, walling can cause clutter at your ramp long-term, preventing your units from getting out (or in) efficiently. I'm sure there are other reasons that are above my pay grade, so to speak, but this is just a few.

EDIT: Another consideration is that it is simply unnecessary when with proper control, you can improve your expansion timing by building the CC directly in the nat with relatively safe builds like Fac Bunker expand.

2) If the Terran is adding so many Turrets, he is wasting a lot of early minerals, which is incurring opportunity cost. That means you could be ahead in tech, eco, macro, or a combination of those things. However, it should be relatively rare for Terran to prevent your Observer entirely; maybe try going in by hugging one of the edges of the map, or probing for an entry point. I doubt they can make a full ring all at once in time if your Observer timing is sound. Maybe review your BO to see if you are getting Obs too late? Compare your replays with progamer timings.

Your answer is in your question; you need to get better at getting ahead of a slow Terran player. A competent Protoss will out-expand, out-macro, and/or out-tech the turtle Terran. Builds like 2 base Arbiter can keep the Terran on the back foot for a while. Having a large Gateway army with Shuttles can keep Terran contained on 2-3 bases forever because you got a unit advantage early on and can stomp out their attempts at moving out. You have to make sure you are engaging well and killing their Tank count, while resupplying your army. It just comes down to fundamentals, which will come with concerted effort and practice.

TLDR: I don't think there is some magic formula or secret technique that competent Protoss players have, they just do the same things you are doing but better. So, you have to get better.

3) Pusagi = Protoss OP in Korean slang basically
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
Freakling
Profile Joined October 2012
Germany1529 Posts
December 02 2021 18:08 GMT
#9430
On December 02 2021 07:09 Magic Powers wrote:
This video just got recommended to me. It was uploaded in 2009, so this has been known for a long time. Can anyone explain the mechanics behind this?

https://www.youtube.com/watch?v=atv2DNixLwk

Just gonna copy-paste my reply from somewhere else here:

I think the explanation behind this is that BW pathfinding, as we all know, is marginally less than perfect. Interestingly, here, as on top of the ramp to the NE main of La Mancha, where the same bug can happen with a Barracks, it happens on the top left corner of the building with the gap between the building collision box and the terrain being exactly the width (16px) as the Zergling. So there might be a pattern here if you want to try and reproduce it and investigate further. I have not looked into the finer details of collision detection (yet? O_o), so I cannot tell you what exactly does not work out as expected here…
DucK-
Profile Blog Joined January 2009
Singapore11447 Posts
December 03 2021 01:49 GMT
#9431
On December 03 2021 00:42 Jealous wrote:
Show nested quote +
On December 02 2021 23:59 DucK- wrote:
Why do some terran players not wall in during tvp. I thought it denies the scout and zealot aggro, so why do some not bother with it?

Next question, at very low ranks in pvt, I often play against a terran that walls in. So I have no scouting information and can only leave some units at his nat. Then he floats cc to his nat while pushing out my units with upgraded tanks and turtling up. Usually, they will then do blind turret rings around the base, so I can't do any drops at all or send an observer in. Finally after turtling for a while, he will start to push out and end up containing me while slowly choking me to gg.

Now because obviously I'm very low skilled, I often miss supply/macro/upgrade etc so my unit count is low etc and I believe that's why I lose. My question is, given how obviously ineffecient the terran is playing (late expo, blind unnecessary turret ring etc even if I don't have a shuttle), theoretically how would a competent protoss player beat this?

Lastly, what is pusagi? I know it's protoss related, but I'm not sure what's the origin.

1) Walling is simply inefficient for many modern builds. Consider the travel time it takes for an SCV to get to the walling location and then back to work. If you're a strong player, it's simply unnecessary as you have sim city options next to your CC. For walls that need two Depots, you may have to place the second Depot earlier than you need it in order to actually stop a Zealot rush/pressure, incurring further opportunity cost. Also, you will still have to make Marines to either defend your wall, or invest SCVs into repairing the wall, because Protoss units will often arrive to harass before you have a Tank to prevent them from doing so. Finally, walling can cause clutter at your ramp long-term, preventing your units from getting out (or in) efficiently. I'm sure there are other reasons that are above my pay grade, so to speak, but this is just a few.

EDIT: Another consideration is that it is simply unnecessary when with proper control, you can improve your expansion timing by building the CC directly in the nat with relatively safe builds like Fac Bunker expand.

2) If the Terran is adding so many Turrets, he is wasting a lot of early minerals, which is incurring opportunity cost. That means you could be ahead in tech, eco, macro, or a combination of those things. However, it should be relatively rare for Terran to prevent your Observer entirely; maybe try going in by hugging one of the edges of the map, or probing for an entry point. I doubt they can make a full ring all at once in time if your Observer timing is sound. Maybe review your BO to see if you are getting Obs too late? Compare your replays with progamer timings.

Your answer is in your question; you need to get better at getting ahead of a slow Terran player. A competent Protoss will out-expand, out-macro, and/or out-tech the turtle Terran. Builds like 2 base Arbiter can keep the Terran on the back foot for a while. Having a large Gateway army with Shuttles can keep Terran contained on 2-3 bases forever because you got a unit advantage early on and can stomp out their attempts at moving out. You have to make sure you are engaging well and killing their Tank count, while resupplying your army. It just comes down to fundamentals, which will come with concerted effort and practice.

TLDR: I don't think there is some magic formula or secret technique that competent Protoss players have, they just do the same things you are doing but better. So, you have to get better.

3) Pusagi = Protoss OP in Korean slang basically


Thanks for the replies!
DyEnasTy
Profile Blog Joined October 2009
United States3714 Posts
December 03 2021 23:52 GMT
#9432
On November 29 2021 12:45 iopq wrote:
Show nested quote +
On November 28 2021 15:33 DyEnasTy wrote:
What is the simplest/easiest build for Terrans in TvZ? I play casually with my friends and family and I have 1 younger member who has passed me in APM and multitasking (Im an old ass man now give me a break!). TvZ has always been my weakest matchup and now that I only play occasionally, I need something thats easy to execute. Thanks!


I think the simplest is one barracks expand directly into goliath if you can wall natural
Or vulture expand into goliath, either one works

you make 3 factories and +1 armor and move out at 12 goliaths, macro behind it and get tanks eventually

decide if you want to timing attack with siege or take a third and tech up, get more upgrades

This is viable to the pro level, but doesn't require high APM or going all in, you can play just expanding and taking bases style without much strain



Is this Flash's 5 factory goliath build in liquipedia? There isnt much on mech builds in liquipedia. I wonder if because the matchup can go in so many different ways compared to TvP, that its better to just go by relative timings and making a lot of adjustments based on what you scout?
Much better to die an awesome Terran than to live as a magic wielding fairy or a mindless sac of biological goop. -Manifesto7
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
Last Edited: 2021-12-10 04:43:16
December 10 2021 04:39 GMT
#9433
Do Interceptor shields recharge when the Interceptors are OUTSIDE of the Carrier?

And if so, is it at the ‘standard’ speed? (aka as fast as all other Protoss units regain their shields)
User was warned for being hilarious
MeSaber
Profile Joined December 2009
Sweden1235 Posts
December 11 2021 06:43 GMT
#9434
Yes but why worry about that? Once interceptor loses its shield it will go into Carrier for super healing.
-.-
iopq
Profile Blog Joined March 2009
United States1031 Posts
December 11 2021 09:34 GMT
#9435


what could Soma have done differently? The only "adjustment" I could think of is to focus on getting the last mining base on the map instead of killing the Protoss' main

he wasted money on ultralisk drops and guardians, but he had to try SOMETHING, right?

But even then, archon/dark archon/reaver seems unbeatable since they just feed back the defilers

You can broodling the templars, but technically they can just load them into shuttles and keep the shuttles over cannons
[[Starlight]]
Profile Joined December 2013
United States1578 Posts
December 13 2021 01:58 GMT
#9436
On December 11 2021 15:43 MeSaber wrote:
Yes but why worry about that? Once interceptor loses its shield it will go into Carrier for super healing.

Yes, but I was curious.
User was warned for being hilarious
quaristice
Profile Joined February 2021
114 Posts
December 15 2021 10:00 GMT
#9437
now that it's become more common to open PvT with zealot -> nexus or rangeless goons -> nexus, why don't we see more 2 factory openings from terrans?
quaristice
Profile Joined February 2021
114 Posts
January 26 2022 08:31 GMT
#9438
does anyone know precisely what inputs causes the stuck goons (and hydra/gols/marines) glitch? i notice it happens more when my execution isnt clean, like if im anxious or trying to go faster than i can be precise

technically a double post but it's been over a month so, yeah
prosatan
Profile Joined September 2009
Romania8514 Posts
January 26 2022 12:56 GMT
#9439
On January 26 2022 17:31 quaristice wrote:
does anyone know precisely what inputs causes the stuck goons (and hydra/gols/marines) glitch? i notice it happens more when my execution isnt clean, like if im anxious or trying to go faster than i can be precise

technically a double post but it's been over a month so, yeah


quaristice i only see that with goons! But let me give you a tip: when goons get stuck (cause they are so clumsy) press S 3 times and it's all good! but, if they are stuck on a ramp , like some ramps on FS, then it's a bit harder !!
Lee JaeDong Fighting! The only church that illuminates is the one that burns.
quaristice
Profile Joined February 2021
114 Posts
January 26 2022 15:11 GMT
#9440
On January 26 2022 21:56 prosatan wrote:
Show nested quote +
On January 26 2022 17:31 quaristice wrote:
does anyone know precisely what inputs causes the stuck goons (and hydra/gols/marines) glitch? i notice it happens more when my execution isnt clean, like if im anxious or trying to go faster than i can be precise

technically a double post but it's been over a month so, yeah


quaristice i only see that with goons! But let me give you a tip: when goons get stuck (cause they are so clumsy) press S 3 times and it's all good! but, if they are stuck on a ramp , like some ramps on FS, then it's a bit harder !!


oh it definitely happens with hydras and marines and goliaths and medics too. just for some reason it happens more with goons.

i know how to get them unstuck but what im wondering is what makes them stuck in the first place, and how to avoid it?

it definitely seems to not just be random because i've noticed when im precise and slow and clean with my inputs it doesnt happen as much.
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