|
Just wondering if there was any solid way to start the early game? Can\\\'t make a standard wall so I guess no-wall/marines are an option, but I mean, protoss has nothing to lose by anticipating no wall and sending a zlot, if only to make you focus on the micro of 2-3 marines vs a zlot. If you lose even 1 marine or just take damage in general, it gets tricker vs. dragoons cuz low-health marines and 1 tank vs zlot/goon isn\\\'t too pretty.
Any thoughts on a low-ground wall? Either two depot or one depot, if only to keep the goon out. I\\\'ve tried it a couple times and it seems like an okay idea, but don\\\'t know completely yet.
Any general advice on overall game plan on this map? The bridges make flanking easier for protoss so are there any good pushing tips? Any particular style that is better fit to this map?
Thanks.
|
if u scout and see a zealot coming, just put a scv infront of ur rines?
|
1 zealot isn't a very big problem if you're gonna get marines at all, just let some scvs help out
basicly theres no cliff so fac/port becomes worthless and tosses know this
generally fast offensive or spider mines are the only things that can make them not take a really quick expansion on those maps
you can fast expo yourself but if the toss has enough info he can expo quicker and take the advantage in a way that he wouldnt be able to on LT
so basicly I'm saying if you can't wall and theres no cliff, you have to build marines anyway so learn to play fast offensive or fake it, you need it in a lot of situations on such a map
|
i would take fast expo and make some vultures to delay expands on other mains for toss. You can take 2 more expo as terran after ur natural its all close to eachoter.. So basicly macro like a madman and some vulture groups walking around the map to prevent a sauron. Make sure u have grades ready when 4 carriers pop up.
|
GroT, thats why fact/port is a good strat, no toss expekt it. Anf or example if terran starts at 5 and toss at 11, it's damn easy. Since you can push trough the mineral only expansion and a toss cant do a shit in there, and the way leads straight to your main.. but otherwise it's very hard.
|
On March 20 2005 04:07 ZpuX wrote: GroT, thats why fact/port is a good strat, no toss expekt it. Anf or example if terran starts at 5 and toss at 11, it's damn easy. Since you can push trough the mineral only expansion and a toss cant do a shit in there, and the way leads straight to your main.. but otherwise it's very hard.
are you a korean guy?
if you wonna use the worst possible build on every map because they have surprise factor and hope u'll get lucky, be my guest
|
well maybe with optimal circumstances you could do it once in your life ;(
|
... how many times do you put goons around your main on a map like luna? thats like saying drop is worthless on LT too, since you can take your mineral only before the gas...
|
sorry grot he got a good point -.-
|
On March 20 2005 05:05 ZpuX wrote: ... how many times do you put goons around your main on a map like luna? thats like saying drop is worthless on LT too, since you can take your mineral only before the gas...
Dropship is totally useless on LT unless the protoss does some stupid build and you can take advantage of it.
|
opening with starport is possible on lt. toss makes shutle and expos while u take expo etc etc
on luna toss dont make shutle and can use the robo for more obs and expo faster
|
dude in order to make it a safe fac port on luna you'd have to get sooooo many marines, like 5-6
if you don't kill a SHITLOAD of probes with your first drop you are in bad fucking shape
and you won't if he just retreats in time
|
let's say 5 marines, ebay before cc, probably 2 turrets, tanks, siege before cc
really late cc for a 1fac build
only 1fac to start your macro from
slowest. macro. ever.
|
grot why do you need 5-6 marines? if you dont wall and the toss goes one zealot he will probobly send it to you asap, and hunt the marines, and as you said if you know how to micro your marines you will be np without any losses. and then you just need like max 3 marines to stop the first goon, if he goes another zealot you will have a tank ready so thats not a problem either.
but hey thats not the problem, since it is the same on LT I am just saying that you can go ds and got an adventage, and no it maight not be the most effective strat but since a toss dont expekt it you can pull if off!! thats the whole question.
|
On luna, it comes down to raw macro. One handy trick is to make it look like you're going for a fast gundam rush off of a 1 fact to fast expo build. Do this by "faking" an attacking of 4 or so marines with a tank and possibly mine upgrade. Remember, this is done just so toss goes defensive and goes robo double gate b4 he expos, giving you a slight advantage with your fast expo. Macro whore it up with 5 facs by minute 8 and start the first push around 10. Now since it's open ground and you won't have turret cover, zealot bombs absolutely devastate your tanks in siege mode and make your vultures victims to waves of goons. This is why I usually go 4 fac + starport, just so I can make a few wraiths to stop the zealots from popping out on top of my tanks. As longs as you keep those tanks sieged and match his macro, you'll be able to overpower toss ground on luna.
|
It truly is like whoever designed Luna was asking himself: "What would the ultimate anti-terran map look like ?".
I mean far away ramps, far away mains, no wall-in, no turret in the middle, no cliff. Come on. Not very serious.
|
On March 20 2005 12:30 ZpuX wrote: grot why do you need 5-6 marines? if you dont wall and the toss goes one zealot he will probobly send it to you asap, and hunt the marines, and as you said if you know how to micro your marines you will be np without any losses. and then you just need like max 3 marines to stop the first goon, if he goes another zealot you will have a tank ready so thats not a problem either.
but hey thats not the problem, since it is the same on LT I am just saying that you can go ds and got an adventage, and no it maight not be the most effective strat but since a toss dont expekt it you can pull if off!! thats the whole question.
if you have only 1factory you need that many marines to be safe from all possible toss openings
even if you kill quite a few probes you'll still be even/losing, that's why im saying fac/port blows on luna
|
i always thought fac cc was the 'best' build on luna
|
On March 20 2005 17:38 EAGER-beaver wrote: On luna, it comes down to raw macro. One handy trick is to make it look like you're going for a fast gundam rush off of a 1 fact to fast expo build. Do this by "faking" an attacking of 4 or so marines with a tank and possibly mine upgrade. Remember, this is done just so toss goes defensive and goes robo double gate b4 he expos, giving you a slight advantage with your fast expo. Macro whore it up with 5 facs by minute 8 and start the first push around 10. Now since it's open ground and you won't have turret cover, zealot bombs absolutely devastate your tanks in siege mode and make your vultures victims to waves of goons. This is why I usually go 4 fac + starport, just so I can make a few wraiths to stop the zealots from popping out on top of my tanks. As longs as you keep those tanks sieged and match his macro, you'll be able to overpower toss ground on luna. Very nice
But I prefer to build fast armory and +1 attack and 2-3 goliaths with good micro it will be more effective than Wrights... Armory 100M 50Gas +1 100M 100Gas So u los only 150 gas and U have a +1 siege tanks take 75 dmg. = More goons blows ^^
If u play starport u lose 100 Gas for Starport and 100 Gas for each wright and u haven't a +1 attack....
And always goliaths kill few zealots.
Btw. Playing a Gundam fake Push is very good idea, but u must remember to build a bunker in your fast natural expansion, becasue good toss will make a killer counter with his 2 gate ranged goons.
|
On March 20 2005 17:38 EAGER-beaver wrote: On luna, it comes down to raw macro. One handy trick is to make it look like you're going for a fast gundam rush off of a 1 fact to fast expo build. Do this by "faking" an attacking of 4 or so marines with a tank and possibly mine upgrade. Remember, this is done just so toss goes defensive and goes robo double gate b4 he expos, giving you a slight advantage with your fast expo. Macro whore it up with 5 facs by minute 8 and start the first push around 10. Now since it's open ground and you won't have turret cover, zealot bombs absolutely devastate your tanks in siege mode and make your vultures victims to waves of goons. This is why I usually go 4 fac + starport, just so I can make a few wraiths to stop the zealots from popping out on top of my tanks. As longs as you keep those tanks sieged and match his macro, you'll be able to overpower toss ground on luna.
I dissagree with you in a few points. 1. All tosses will go robo anyway. 2. 2/3 tosses will go 2 gate anyway. 3. When the toss see your fast exp with obb he will make his second exp. And you are still behind in 1 exp. And wraigths? sry to say it but worst ide ever. And you will never be able to macro like a toss with 1 less expansion if you are the same skill lvl. And asap you get your second a good toss wil go and get another main. On a map like this you MUST harass him in anyway, vultures tank drop, w-ever. Just make sure that he has troubles expanding while you take your second.
And GroT I really dont think you have any idea of how the game is played, and hmm I do think you can wall on Luna. And your point "the toss has alot of different openings so you need alot of marines" that doesent hold either, he cant goon rush you since your tanks will have siege cuz you go drop. So the only build left is 3 gate goon with a shuttle and 4 zeal? well that sets the toss back way to much and a good terran know how to fend it off, and anyway if he does it and not succed then you are way ahead of him in expansions. So I wonder what speciall protoss opening you are talking about?
|
ohh and btw I think you are a noob who abuse your TL.net power and think you are any better than other ppl since you have those admin rights.
|
ye grot, you talk the talk but do you walk the walk? ^^
|
hey take it easy
where do you get off saying abuse my TL.net powers? where? I banned 2 people so far, one of which TKWL wanted to ban and let me do it cause i never banned someone, the other because he was banned a million times already and he keeps making new accounts
I am trying to improve the strategy forum. This is not a power, it effectively means I am putting in time to make sure visitors can enjoy a better strat forum
and yes I guess you can call me a noob seeing as how I am far worse than the top foreigners, what's your point? why do I see so many people insisting on mentioning my lack of skill as often as possible? I see absolute retards who do not think about the game at all beating down on insightful players every single day because they are talented in other aspects of the game. Me being a low skill player does not mean I have no insight in brood war.
You come here and advertise fac/port on luna and then tell me that I don't know anything about bw, I think you need to slow your roll
|
On March 21 2005 07:44 ZpuX wrote: And GroT I really dont think you have any idea of how the game is played, and hmm I do think you can wall on Luna. And your point "the toss has alot of different openings so you need alot of marines" that doesent hold either, he cant goon rush you since your tanks will have siege cuz you go drop. So the only build left is 3 gate goon with a shuttle and 4 zeal? well that sets the toss back way to much and a good terran know how to fend it off, and anyway if he does it and not succed then you are way ahead of him in expansions. So I wonder what speciall protoss opening you are talking about?
I am talking about downright simple early aggression. You mention siege but it is completely irrelevant as it will not finish until way after the important moment.. if you do a standard fac/port build your siege will only finish while your dropship is flying to his base. You only have reinforcements from 1 factory, no mines and no siege, that's why you need a lot of marines if he has the option of early aggro which is basicly whenever he gets range
You could also not wall and go factory before 2nd supply, but for your sake I hope that's not what you're planning on
|
like i said fac port is not efficient on luna. toss isn't forced in making shut and can expo earlier as usual and will be ahead.
on lt you ll need a shutle even if u exp on ur 2d nat. u will have to take ur nat eventually and taking 2d nats is not always possible on lt. so toss makes shutle and expoes AFTER he starts shutl and it matters a lot because its the most important thing in pvt. when to take that expo as a p. timing~
|
surv yes I know what you mean, but grot's point, if he play aggressive then he will have no goons at home and he will be screwd, and a decent terran can hold off the goons prettey easy with 1 or 2 tanks. And about you abuse your power, you wanted to close the theared about that hokey problem with big armies. I think it was a very good point he had.
|
I wanted to close it and then he wrote me a convincing PM and I re opened it
now wtf are you talking about? thats not abuse
and him using early aggro builds dont prevent him from clearing your 2 tanks with minimal probe losses and beating your slowest macro ever po$$ible build, he's jus tusing his first units for this purpose while developing free goon range which annihilates tank drops in the first place
killing a few probes will not bring you the game if you have that much disadvantages and losses while he gets to accelerate his macro freely
http://www.wgtour.com/repView.php?datab=broodwar&id=6939&type=1
here's a WCG USA grand final game that illustrates my point pretty well. The game is on temple, where fac port is immeasurably better than on luna.
|
.... what are you talking about? you cant play aggressive with 2 goons vs 4 marines and a tank, I wouldent even do it vs 4 marines only. And this leaves you with max 1 goon at home if you are going to send another to the terran main.
|
it illustrates my point because even though it was on LT, assem didn't use the cliff feature
he got a record high kill count of 12 probes because rekrul reacted horribly to the drop, I'm guessing you will get to kill about 6 on average even with the surprise factor
he didn't have to build any marines at all, you will have to build 4-5 to be safe on luna
he still got outmacroed badly because fac/port's macro value blows and because you will inevitably lose the dropship if you go for the probes which is your only option on luna
|
On March 21 2005 09:47 ZpuX wrote: .... what are you talking about? you cant play aggressive with 2 goons vs 4 marines and a tank, I wouldent even do it vs 4 marines only. And this leaves you with max 1 goon at home if you are going to send another to the terran main.
OK so build 4 marines instead of 5, have it your way
jesus christ, muggezifter
|
... thats not my point that I only need 4 marines, I just said that if you are going to build marines the protoss wouldent even dare to go up to the ramp! since 4 marines would kill one of the goons, and then one tank would be out and you must retreat anyway.
And you are talking about that rekrul vs assem game, then WHY have so many pro's done fact/port in korean leagues etc? and in alot of games the main strategie of terrans was fast tank drop... but I assume you know how to play the game better than boxer!
|
im curious to know what happened in the 4 games between money and sktelecomr1 on pgtour, where money (p) beat sktelecomr1 3-1 on luna. the games were 25, 22, 12, and 30 mins long. i'd guess more macro-based games
|
It is retarded to think that you can outmacro any decent toss on luna, its so easy for them to expand and mass its not even funny. You cant push thru the middle too. Only way to win pure-macro is mass like 4 groups of units and attack him blindly, and obviously pray for him to suck.
This map requires terran to use the surprise factor OR use drops a lot because even with no cliffs toss has to put some effort to stop 4 dropships and 2 grous of vultures from raiding his expands on the other side of the map, especially when the map is so wide open that you cant stop the vultures so easily. Also, upgrades and the 2nd expand are a must.
|
On March 21 2005 10:19 ZpuX wrote: And you are talking about that rekrul vs assem game, then WHY have so many pro's done fact/port in korean leagues etc? and in alot of games the main strategie of terrans was fast tank drop... but I assume you know how to play the game better than boxer!
because fac/port does not suck on LT and it's been very very long ago
since u mention it, how many times did you see boxer go fac/port on luna? that's right, never
|
never seen any pro reps on luna. just talking about my own experiance, and as origin says, you cant outmacro a protoss on luna if you are on the same skill lvl, you must harass.
|
then find a better way to harass because opening with fac/port marines turrets siege cc on luna blows
|
|
GroT thought we were talking about the same skill lvl, not a progamer and a decent protoss...
|
on Luna... would 2 fact vults still be considered the "safe" opening for a T? or is 1 fact CC safer? and more economically correct due to the extra rines? (like 4 rines = 1 fact for mins...) Im just learning to broaden my horizons past LT now, so innocent noob question.
|
On March 21 2005 11:11 Merdyl wrote: on Luna... would 2 fact vults still be considered the "safe" opening for a T? or is 1 fact CC safer? and more economically correct due to the extra rines? (like 4 rines = 1 fact for mins...) Im just learning to broaden my horizons past LT now, so innocent noob question.
it depends on what your opponent does, generally against dark templar builds 2fac vultures is very strong and you should aim to use it even if you already had to build marines like on this map
you could also 2fac expand and use mines to defend your expansion isntead of using them to delay his expansion
|
can someone explain to me the reason why everyone thinks you can't make a wall on luna? it looks exactly the same as blade storm to me..
|
btw saying dropship is totally useless on luna is really dumb imo, there are lots of maps with no cliff where dropship is still used by good terrans vs me i find. u don't need a cliff for it to work.
i think grot is a good admin when it comes to not abusing his power but i think he can be a little harsh when he thinks he's right ^^
|
On Luna there is a piece of terrain that you can't build on in the middle of your choke, to prevent easy wall-in. Obviously its still possible to wallin, but you need like 4-5 buildings... I think boxer used a factory + rax + 2 supplies to wall in..
|
ahh un-build-able terrain, i should've guessed. i was thinking it was something about the ramp and i was like wtf? cool, i like this map ^^/.
|
I feel like the worst part about dropship on luna is after you drop the ship and port u made are almost useless. On LT there is a big after effect of cliff harass, because its very easy to make an extra ship and takeover ur cliff or harass cliff later, at the least you scare the p into waiting to expo by cliffs when he knows port. Like many strats i'd probly only use this if i felt like i knew the person and that he didn't protect main. Btw i love the geeked ramp I think that gives luna some flavor.
|
Grot is right fact/port sucks for obvious reasons. The map can be best played in a couple ways imo. One way is to fast expo and take your next expos fairly fast as you macro and eventually move out with a giant upgraded force. Another way is fast offensive. You can also turtle the top or bottom of the map while you take the other mains resources and drop whore the toss. Lastly depending on the spots you can abuse the bride from the nat with tanks and do a pretty deadly early push into the toss' nat.
|
Zpux u are saying bullshit.
Scouting probe is dancing on your main, u must use your first marine to kill it, while u are trying to kill first probe and have 3/4 of your fact u have zealot in main, now u have 2 marines against zealot. And coming first goon to your main when u have 1 tank, next goons are coming...
I don't know how u can take your two tanks and fly to his main ^^
|
Grot is right imo. Only 1 fact port is not a viable option whatsoever. I think 2 fact vulture/push/fake push expand and 1 fact expand are all fine. the 2 fact builds being better. And just because 1 fact port is not good, doesnt mean getting dorps for harrass mid-late game isn't good. It is risky, can win you game if you have excellent harrass, but it hurts your macro. And saying that because it is a surprise won't help either. Toss can transfer probes and send goons to kill tanks..
|
I've found that harass and hard expo while pushing works pretty well. Generally, I start with a 1 fac cc while fake-attacking w/marines and tank... from then, depending on positions, you can do a couple different things. If its like... 7 vs 5, you can push up the side, cover the bridge while overlooking the curving entrance to his nat w/your push. From there, you can continuously harass his min only across the bridge while taking your min only yourself. If he devotes a lot of attention to defending his min only, you just put a token holding force at the bridge and secure the entrance to his nat even more strongly. You need a ton of vults to play this, else shuttle zlots will kill. If he ignores his min only n expos to the min only on the other side (across the bridge to his left), lightly guard the bridge and harass the min only from the other side (go all around the map w/vults) while securing the entrance to his nat again. While doing this, you expo like a nut, take another gas, etc. You NEED a lot of cash to play luna vs strong toss I've found. Close pos on luna can be played like this, utilizing bridges and such. If toss expos to main early, I usually go 2 more fac after expo and port, cuz dship/vult is good vs faraway mains. In fact, you can even just tank drop the expo w/out vults if its lightly guarded, while using vults and bridges to get in and around to hit other expos. All in all, very fun and interesting to play tvp on luna I've found, as long as you get past all the possibilities of gayness in the early game. It really opens up your mind n teaches you the essentials of thinking thru a push/the basic philosophy behind harass tactics, etc. It's not just about cliff control when it comes to harass, you actually have to think and set up strategies that have layers, traps within traps, so that you can secure your own expos and kill him w/macro.
|
Luna is pretty hard to play on if you dont have momentum. But thats kind of true for everything. I go for a hanbang rush (not sure how you say that). 3-4rines, fac1, fac2, addon1, tank, addon2, now you will have 2facs with 1tank almost done, 3t4t (double tanks). go mines, then siege. move out with your 4rines 3tanks, rally the facs to the middle or as you move re-rally. vultures are fast and will be there as soon as your forces gets there. no point in waiting for them, mine out the possible expos if the toss is turtling on his cliff. Siege outside his base for a minute or two and see if you can push into the expo. Really, this strat is mean't (imo) to wack as many goons as possible and gain some ground, also it tells the toss that you're fuucking crazy and will try to suicide to take out his expo that he wants to warp in. If you keep the toss from even getting the probe into the expo spot, then WOW you are really fast. Expand yourself, move back as, the toss will probably change to tech drop into expo. Macro, and just make sure the lone probe never gets to start a nexus at the 2nd expo. I like to gain ground and just start my expo at the correct place instead of having to lift and land. Saves you alot of time, might not see it, but it does. From there play it standard, i sometimes feel that i can attack move when the toss gets his 2nd expo really early.
|
1 fac port is not a good build on luna because the base is gigantic, you cant wall-in, and you cant defend yourself with 1 fac and cant follow your drop with a fast expand on such conditions... theres so much the protoss can do that you have to prepare for...
(note: this doesnt mean you wont be needing dropships mid game. Drop harass mid game would help a lot.)
thats why fast expand doesnt work on luna either, not only you cant harass early and so toss can do whatever he wants, you also cant counter his double expand with fast push because you cant push at all, and its easy for toss to attack your expo early on, or harass with reaver on such a huge base, or dt drop since your units are too spread out because the exp is far away, etc
best build is probably 2 fac vultures as most people have said, taking your expansion as fast as possible while harassing
|
of course mid and late game you probably need dropships or you must take your 2nd nat and push with tanks towards the closest exp which is usually across the bridge on your 2nd nat
thats the only way to outmacro the toss but you still need to harass a lot because while you are pushing to the other main the bridge part of your push will be weak so the toss can attack there before you set up a lot of tanks and mines
upgrades are a must because toss WILL make carriers with so many exps and it will also help to have the upgrades to compensate the weak defences you will have (compared to protoss' huge army)
|
The best is imho to go 2 fac and attack with something like 5 scvs 3 tanks 3 vults 3 marines ( something like this ) ! You should arrive, when his expo is already running, and if you have a good micro you will kill his goons . A good gamer would have something like 6-9 goons.. You can kill them if you have good control!
Fast expansion strat for terran isnt that good in my opinion, since protoss can easily counter it! But a pro toss is always afraid of getting behind and getting his first and second expansion later than the terran. So often the toss expands even before obs, or with something like 4-5 goons and an obs beginning to scout the terran! And thats the point where u can own him with pure scv/tank/vult power..
Im not a very good player ( still something like 5000 on pgtour so far.. ) and i played like 10-15 pvts on Luna! I won like 12 out of them and lost 3 ! I lost 3 games, when the terran just builded mass units out of 2 facs and attacked after he had a real nice group of tanks, and i simply couldnt hold it and lost my expo and the game..
when the terran was playing something like 2 fac vults and expo after it, i ALWAYS won, because i didnt feel any pressure i just could mass up, and when fighting back the first attack of terran you can expo like a freak and just win..
so imho the best strat for terran is to try to decide the game very fast and kill the toss when he tries to expo or to make fast expo yourself.. but i think vs a good toss u cant win this way..
|
luna = 2 fact vults to 3 fact tanks + scanner and ebay. You can either add a 4th fact from here or expand.
|
On March 21 2005 14:24 itzme_petey wrote: Luna is pretty hard to play on if you dont have momentum. But thats kind of true for everything. I go for a hanbang rush (not sure how you say that). 3-4rines, fac1, fac2, addon1, tank, addon2, now you will have 2facs with 1tank almost done, 3t4t (double tanks). go mines, then siege. move out with your 4rines 3tanks, rally the facs to the middle or as you move re-rally. vultures are fast and will be there as soon as your forces gets there. no point in waiting for them, mine out the possible expos if the toss is turtling on his cliff. Siege outside his base for a minute or two and see if you can push into the expo. Really, this strat is mean't (imo) to wack as many goons as possible and gain some ground, also it tells the toss that you're fuucking crazy and will try to suicide to take out his expo that he wants to warp in. If you keep the toss from even getting the probe into the expo spot, then WOW you are really fast. Expand yourself, move back as, the toss will probably change to tech drop into expo. Macro, and just make sure the lone probe never gets to start a nexus at the 2nd expo. I like to gain ground and just start my expo at the correct place instead of having to lift and land. Saves you alot of time, might not see it, but it does. From there play it standard, i sometimes feel that i can attack move when the toss gets his 2nd expo really early. i like this strat this is what i do all the time and it is very effective. the time the obs gets into your base your 3tanks,3rines,3scvs are coming followed by nonstop vults.. its weaknes is reaver drop in your base.. or maybe 3gate goons(unlikely)
|
Sorry for reviving this month-old thread, but I have been recently having some TvP troubles on Luna and this wasn't able to much answer my question. My trouble is when I play TvP, I'm naturally not a super-aggressive Terran (mostly because my APM can't handle being everywhere at once), but by the time I move out, I usually have a formidable "blob" of mech. My problem is when the Protoss goes high templars and storm. I don't understand why more Protosses don't use storm on this map, because since the Terran cannot really push on this map, the bunched up units from tornado-style movement are very very vulnerable to clumping and storm. Storm just always seems to own me on this map, and when I run into the Toss army, I don't have time to spread out my tanks to prevent storms; I just instantly siege. Is there a better alternative?
Another problem I have is when the Protoss goes DT. I find DT to be INCREDIBLY difficult, especially when he uses a shuttle. Since I usually attack around the time I only have my nat, I only have 2 comsats, so while I'm moving out, the Toss will sometimes drop single DT into my metal blob, so that I have to spend a comsat to kill 1 DT. If he continues to do this, I run out of comsat and have to run back home or try to kill it with mines, which is really risky for accidentally exploding onto my other vults and tanks. Is there any real good counter for this? Goliaths, understandably, would counter the shuttle harassment if I can't use turrets, but it seems like the Toss is making me unnecessarily waste gas on making goliaths instead of vultures. However, when watching higher-tier gameplay replays, I almost never see these kinds of strats. Is there any particular reason? Am I letting the Protoss tech too freely before attacking?
Feedback would be appreciated, thanks.
|
On May 08 2005 20:47 SuperCrazyMan wrote: Sorry for reviving this month-old thread, but I have been recently having some TvP troubles on Luna and this wasn't able to much answer my question. My trouble is when I play TvP, I'm naturally not a super-aggressive Terran (mostly because my APM can't handle being everywhere at once), but by the time I move out, I usually have a formidable "blob" of mech. My problem is when the Protoss goes high templars and storm. I don't understand why more Protosses don't use storm on this map, because since the Terran cannot really push on this map, the bunched up units from tornado-style movement are very very vulnerable to clumping and storm. Storm just always seems to own me on this map, and when I run into the Toss army, I don't have time to spread out my tanks to prevent storms; I just instantly siege. Is there a better alternative?
Attack his templars with vults while moving out. Also, realize that if he has templar tech his macro is behind, so try to take advantage of that by placing your units better and then he cant attack you because of lower macro so you can advance freely (but slowly). I don't think templars are such a good idea on Luna, at least not until P has 2 or more exps.
On May 08 2005 20:47 SuperCrazyMan wrote: Another problem I have is when the Protoss goes DT. I find DT to be INCREDIBLY difficult, especially when he uses a shuttle. Since I usually attack around the time I only have my nat, I only have 2 comsats, so while I'm moving out, the Toss will sometimes drop single DT into my metal blob, so that I have to spend a comsat to kill 1 DT. If he continues to do this, I run out of comsat and have to run back home or try to kill it with mines, which is really risky for accidentally exploding onto my other vults and tanks. Is there any real good counter for this? Goliaths, understandably, would counter the shuttle harassment if I can't use turrets, but it seems like the Toss is making me unnecessarily waste gas on making goliaths instead of vultures. However, when watching higher-tier gameplay replays, I almost never see these kinds of strats. Is there any particular reason? Am I letting the Protoss tech too freely before attacking?
Feedback would be appreciated, thanks. This is like a protoss saying "if terran would drop 1 tank and 2 goliaths non stop on my cliff it would be unstoppable". But this is simply too micro intensive, its not a viable strategy. Learn to stop the dt drop losing almost nothing, and you can also place a couple of turrets to kill his shuttle, that will hurt him pretty bad and P with no shuttle = easier for you to attack.
Luna is made in such a way that it forces players into a macro game, its not necessarily bad for terran unless both players are on not a very high level. In that case it would be bad for T because most terrans who are not too good dont concentrate on macro but on micro and small attacks and most not so good P concentrate mostly on macro so obviously Luna is better for them. On higher levels I believe Luna is somewhat balanced TvP.
|
|
If you've got him on the run but his reinforcements will be enough to kill your tornado (not a properly set up push), then just stop just attack moving with your blob and set up a good push that covers some forward ground. Then expand, keep making more facs, and play from there. You don't HAVE to run and kill him because against a good toss you won't be able to just run him over. Use these small victories (forcing him to retreat a bit) to strengthen your push, expand, and set up more harass traps.
|
MaTRiX[SiN]
Sweden1282 Posts
On May 08 2005 21:53 Sorrow_eyes wrote: Just SCV float Rax. Ez? SHUT THE FUCK UP NEWBIE
|
|
Luna isnt a good map for Terran versus Toss. But actually it isnt imbalanced THAT much. To be honest, i think that terrans are just too much used to gay maps with mass cliffs and stupid terrain. I think Luna is one of the most balanced maps along with Nostalgia. You just have to change your way of playing TvP a bit. Terrans are just used to good maps, so they start crying if a map isnt perfect for them. Guys, i really think Luna is THAT imbalanced. I think TvP theres a little imbalance..
|
2) Getting dropships on this map is FUCKING STUPID. Let me rephrase that. Getting dropships on Luna is the eqvuivalent of making 3 tanks and clicking MOVE infront of the protoss army! i dont remember who exactly wrote that comment about ships, but im pretty sure he wasnt talking about 1 fac port. he was talking about how dropships can still be a great way to harass eventho there arent any cliffs to drop on, and he completely correct when he says this, cuz of slow push being impossible beyond youre min only, harassing heave with a ship and a big pack of vults while macroing hard is THE way to play luna if you dont catch the toss off guard early game or right after you expoed (e.g. the toss plays it safe)
|
get your 2nd depot before your gas, enabling you to get 2-3 marines out before you start teching if you see zealots. The protoss' tech will be delayed if he zealot rushes as well, so it works out. If you're gundam rushing, the marines come in handy anyway
|
Revived again??? oO
skyglow1
|
zpux, lol
you got owned by GroT - just realize it ok
|
Russian Federation33 Posts
i think dropping 6rines1bat1medic is pretty sexy =) but u have to drop it in time... but u have a scan to drop it in time and toss will be agressive, seeing that u have low tank and rine count
|
Well what can be worst for the terran then this map ?? maybe make the natural without gas ? ) or make it harder to defend the 2'nd expo ? . I like to mm rush him with +1 armour ) most don't expect it and get scared like shit ...( not that greate vs a good player but still works ) ... sometimes
|
Probably the bast build I've seen on luna and similar maps is : One fact with 5 marine 1 vulture 1-3 tanks. Research mines, start building CC while pushing, add e-bay + research siege. It is bad to be concerned that the map is Luna = no dropships. Sometimes if I manage to contain terran early(so no marine/tank/vulture) rush is possible, terrans tend to use 4 vult drop which is fatal if u don't have enough units at home. Therefore a wise toss should always return his goons after a while defending his home from possible drops. On cliffless maps I tend to go eigher expand without robo, robo for obs or dt tech. Observers are not that necessary if u use your units wisely. Imho Luna is balanced, because compared to LT the mainbase distances are far shorter making it harder for toss to expand safe. Though LT is still easier for Terran. Nostalgia is not very balanced, PvT seems to be lot easier due to no gas at nat, and second gas base is easily abused. PvZ is a nutshell, for same reasons as PvT + large map is really good for zerg.
|
basically everythign grot said was pretty much right. that retard, zputx, should be banned for stupidity and extreme aggression to a mod that did nothing to merit being yelled at and told he sucks at BW. Zputx is completely out of line.
|
iNcontroL
USA29055 Posts
On November 22 2005 10:40 Thengel wrote: zpux, lol
you got owned by GroT - just realize it ok
Its funny your telling someone to realize something when you yourself didnt realize this was a revived thread from months, even years ago muaha
|
On November 22 2005 19:20 {88}iNcontroL wrote:Show nested quote +On November 22 2005 10:40 Thengel wrote: zpux, lol
you got owned by GroT - just realize it ok Its funny your telling someone to realize something when you yourself didnt realize this was a revived thread from months, even years ago muaha
well maybe after a month zpux is hungry becuz he was SERVED.
I've started playing luna for the first time because PGT made it motw. So, could someone give me a good double gate range goon build? Normally I'll 28 rob like I did on lt when I was goon rushing, but then my three goons face off against 4 marines a tank and a vult and I run back home occasionaly firing without really damaging his army. So?
|
On November 24 2005 19:56 -_- wrote:Show nested quote +On November 22 2005 19:20 {88}iNcontroL wrote:On November 22 2005 10:40 Thengel wrote: zpux, lol
you got owned by GroT - just realize it ok Its funny your telling someone to realize something when you yourself didnt realize this was a revived thread from months, even years ago muaha well maybe after a month zpux is hungry becuz he was SERVED.
or maybe hes too busy playing in GGL's americup 2 ;D
haha hes on the list of the 64 gamers
|
|
Well, the 1 fac cc build is generally pretty strong. I've seen terrans go 1 fac mines in order to expand, but the FD seems to be the most popular. If they toss seems weak when they scout, you attack, if they seem to have enough guys early, you expand. After you expand, you go nada/oov style and power a bunch of men really fast, to hopefully push the toss right outside of his choke point from his exp to the middle of the map before he can get many units off of his expand (or two).
|
|
MaTRiX[SiN]
Sweden1282 Posts
On November 24 2005 19:56 -_- wrote: I've started playing luna for the first time because PGT made it motw. So, could someone give me a good double gate range goon build? Normally I'll 28 rob like I did on lt when I was goon rushing, but then my three goons face off against 4 marines a tank and a vult and I run back home occasionaly firing without really damaging his army. So? 8 pylon 10 gate 12 gas 14 core 15 pylon 1st goon range 2nd gate 2nd goon 3rd pylon
you can usually expand before robo on luna so that's all the bo u need pretty much, just keep making goons and xp when u can etc
|
On November 24 2005 19:56 -_- wrote:Show nested quote +On November 22 2005 19:20 {88}iNcontroL wrote:On November 22 2005 10:40 Thengel wrote: zpux, lol
you got owned by GroT - just realize it ok Its funny your telling someone to realize something when you yourself didnt realize this was a revived thread from months, even years ago muaha well maybe after a month zpux is hungry becuz he was SERVED. I've started playing luna for the first time because PGT made it motw. So, could someone give me a good double gate range goon build? Normally I'll 28 rob like I did on lt when I was goon rushing, but then my three goons face off against 4 marines a tank and a vult and I run back home occasionaly firing without really damaging his army. So?
if you got range, you sould be able to chip away his entire army / target tank and stop him easilly. 2 gate ranged goons into robo is the best and if they fast expo, goon + zeal shuttle charge and even if you dont kill him with that you would be able to level his army down to at least 1 tank if not everything and then follow that with double expo and start to pump out the goon zeal
p.s. tip - many terran on luna go expo and then wait for like 3 minutes and mass up a tank vult army, get storm and as soon as they walk out of there base (attackign before he sets up and still has his army clumped) storm the living hell out of all of it, if you can finish him there, if not expo another 2 times and just out power him
|
OK, even though the motw will change soon (GODDAMN I WANT ANOTHER OGN BETA!), when terran tries to grab his second expo, should you, like LT, try to attack it if the troop counts are roughly even and you will delay it but not probably not be able to kill his army totally and force him to turtle in his base again? Because often to get a good angle you have to walke a long ways around, and you open yourself to vult raids, and a whole bunch of other gay shit.
I ask this because I have some trouble with terrans who get that base and turtle to 200, and I don't know how agressively I should attack that mineral only.
|
MaTRiX[SiN]
Sweden1282 Posts
I dont think you should be attacking his mineral only unless you have alot more units than him, with the bridge etc it's very easy for the terran to hold so u're better off just expanding. about trouble with the turtle,limit,attack etc I think that on luna carriers are weak because of how open the map is so u're better off going arbiter/templar with triple forge (upgrades).
what's important is to make enough gateways and to not let him take more expands past his mineral only, expanding to both mains is a good idea imo, makes it harder for him to expand and gives you more potential expands.
|
Well what about arbiters ... it sucks for me .... i seem to lose to arbiters more then i lose to any other build ... any sugestions ? ( because my scan reaction time sucks )) )
|
On November 27 2005 10:19 Insearchofsunset wrote: Well what about arbiters ... it sucks for me .... i seem to lose to arbiters more then i lose to any other build ... any sugestions ? ( because my scan reaction time sucks  )) )
Do you hotkey your scans?
|
|
On March 20 2005 19:03 Dl33ter wrote: It truly is like whoever designed Luna was asking himself: "What would the ultimate anti-terran map look like ?".
I mean far away ramps, far away mains, no wall-in, no turret in the middle, no cliff. Come on. Not very serious. this is so true
|
On November 28 2005 18:39 prOxi.swAMi wrote:Show nested quote +On March 20 2005 19:03 Dl33ter wrote: It truly is like whoever designed Luna was asking himself: "What would the ultimate anti-terran map look like ?".
I mean far away ramps, far away mains, no wall-in, no turret in the middle, no cliff. Come on. Not very serious. this is so true I agree. I was thinking. this is the reason why they called courage maps.. courage maps
|
so those of u who think luna is so anti-T, what map do you prefer? let me guess, it starts with a lost and begins with a temple.
|
Sweden33719 Posts
Those who think luna is hard for terran are not korean.
|
it's racist to point out that one race is weaker at terran than the better one (koreans).
|
there are soo many maps better than luna.. r-point, gaia, azalea, dhalia, bifrost even blood bath is better than luna imo.
|
On November 28 2005 18:39 prOxi.swAMi wrote:Show nested quote +On March 20 2005 19:03 Dl33ter wrote: It truly is like whoever designed Luna was asking himself: "What would the ultimate anti-terran map look like ?".
I mean far away ramps, far away mains, no wall-in, no turret in the middle, no cliff. Come on. Not very serious. this is so true Except the mains are not so far away... Have you ever thought that no cliff means advantage for terran lategames vs carrier? No wall is no big deal, many players don't tend to wall on maps where you can do it...
|
|
|
|