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! [G] PvT guidelines - Page 4

Forum Index > Brood War Strategy
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Holorin
Profile Joined April 2005
France227 Posts
June 24 2005 23:41 GMT
#61
carriers + arbs + cliffs ... yeaaaah
invisble carriers and unreachable arbs ...
must be a pain
i just watched some nal_ra replays in the replay section he went carriers all the times, but he's crazy, i mean stopping a 30 goliat attack with 3 carrs and 3 HT !!!
he countered with micro a terran that out-macroed him ...
for every player that fall behind on eco war pvt it is hard to get back without air units, and carrs are the only units with high damage
Yes, templar ? errr ... nothing [ je t ai casser la ]
FroZZoR
Profile Joined October 2002
China925 Posts
June 24 2005 23:57 GMT
#62
storm doesn't suck it's incredibly good if you can use it.
then again it's easier to be a newbie protoss and just get goon/zealot the whole game and get your timing down and the game is pretty simple
but seriously if you can use storm like reach in the middle of a battle it will help you so much because once terran gets enough units, pure ground without storm won't stop them.
There can be only one
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
June 25 2005 00:07 GMT
#63
obviously storm is good and has many uses, but i think the audience of this guide should NOT use storm and just stick to basics.

ideally, a player wants to constantly storm drop, have temps along with their armies (especially carriers) storming any sort of tornado and whatnot, but i think most players will just end up losing most of their temps to small vult raids and not end up doing any damage with them.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
LastWish
Profile Blog Joined September 2004
2013 Posts
Last Edited: 2005-06-25 00:29:56
June 25 2005 00:27 GMT
#64
By now in my PvT, storm has a big meaning. I mean I use ht a lot in shuttles or just guarding the cliff. So if I manage to take some expands and build some defence, I can go straight carriers(though 3 gas is often needed). Mostly holding of my enemy by storm(while dragoons/cannons protect temps) and annoying dt/zeal bombs. And of course storming enemy mineral line. With carriers and ht it is much more easier to win especially on maps with too many cliffs.
- It's all just treason - They bring me down with their lies - Don't know the reason - My life is fire and ice -
Holorin
Profile Joined April 2005
France227 Posts
June 25 2005 00:48 GMT
#65
On June 25 2005 09:07 BigBalls wrote:
obviously storm is good and has many uses, but i think the audience of this guide should NOT use storm and just stick to basics.

ideally, a player wants to constantly storm drop, have temps along with their armies (especially carriers) storming any sort of tornado and whatnot, but i think most players will just end up losing most of their temps to small vult raids and not end up doing any damage with them.


true for me, i ll often go into archons like 2-3 just not enough to make him get emp
archon drop the mineral line, it's not better than reaver nor storm, it's just a personal touch
Yes, templar ? errr ... nothing [ je t ai casser la ]
jjun212
Profile Joined December 2004
Canada2208 Posts
June 26 2005 14:04 GMT
#66
actually, you covered up ALOT of stuff.. goodjob

but to comment about the gundam thingy..
what about the variations of gundam?

such as gundam fake to fast expo..

most people are use to seeing fast expo but with only 1-2 fact tank
but instead gundam fast expo will result in early vultures...

and depending on where the obs are and when they are, the vultures could scout the map pretty well and could even decide whether you will be able to move out or not cuz if u decide to take 2 expos against the T's fast expo and the terran decides to push fast with vultures and few tanks, it could be trouble for people who aernt good with micro or judgement

i know this because i usually always do gundam variations and protosses often get confused of whether to take a 3rd expo or not
rpf289
Profile Joined October 2004
United States3524 Posts
June 27 2005 06:24 GMT
#67
I really agree with almost everything he's said, but I wanted to offer the build I use for fast obs:

¤ Do the usual 8 pylon, 10 gate, 12 gas, 14 core, 15 pylon, 17 goon build.

¤ At 20, add a robo.

¤ Goon at 21, and pylon at 24 (Approximate numbers; sometimes it's 22 goon, sometimes it's 21.)

¤ When the pylon finishes, start another goon, and when the robo finishes, start an observatory.

¤ Add a gate before the observatory finishes.

¤ Keep making goons, probes, and don't under-pylon.

¤ When the observatory finishes, build an observer.

¤ Start goon range when the first observer is about half-done.

¤ Send the first observer to the Terran main, and start a second observer.

From there, just follow what BigBalls said about reacting to their build.

Anyways, BigBalls, I have some questions for you:

1.) If they 1fact cc, you need to double-expo to keep up with them in terms of econ and unit production. Now obviously you need to balance getting those 2 nexuses, and then you eventually want to get to 5gates, citadel, and a forge (cannons really help when you're on your second expo). How do you decide what to build? What takes priority? I find that the citadel can really wait until you've got at least a total of 5 gates, and the forge takes last priority by far.

2.) When you go for arbiters, do you prefer to get stasis or recall, and why?
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
June 27 2005 06:36 GMT
#68
If they 1 fact cc, depending on the map, you DONT need to double expo to keep up with them. You can get dt first, power a little, then expo again. As long as you prevent them from slowly taking expansions then you can afford to not expo a second time right away.

However, if you do, what i like to do is get 3 gates pumping goons, then make citadel, then add a few more gates and get legs, then keep adding gates and work your way to DT. I get cannons last, you only really need them if your opponent starts pushing, you move out to slow it and he runs vults around.

When I go arbiters, I always go for stasis first. You need to be able to stop their frontal attack before you can even worry about attacking their mains or defended bases. I eventually get recall and when I have 3-4 arbiters, I can safely recall units into their base. If they counter attack me, I can stasis everything in sight and stop the attack.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
June 27 2005 06:39 GMT
#69
also remember, i havent played a game of bw in about 9 months, i dont remember every little detail perfectly, haha. i bet my pvt and pvp could probably still compete decently though, pvz would be just horrid
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
rpf289
Profile Joined October 2004
United States3524 Posts
June 27 2005 06:43 GMT
#70
I just came back from a 2 month break...my PvP and PvT are the same, if not better, but my PvZ went down the drains. T_T

Thanks, BigBalls, for the advice.
sith
Profile Blog Joined July 2005
United States2474 Posts
July 28 2005 09:53 GMT
#71
hey i'm really having trouble vs terran when i'm toss, i start off and make goons and stuff but he immedianty seals up with like a billion sieged tanks and vultures. Then i start to mass with the occasional storm on his workers. by the time i get enough men to do something though he has contained me with mass mines and spread out tanks.

1. how do i get passed that early seal

2. how do i get rid of all the mines if he is covering them with seiged tanks

thanks!
artofmagic
Profile Blog Joined March 2005
United States1951 Posts
July 28 2005 22:19 GMT
#72
same here sith. almost exactly the same... it seem that after i have ob, i know what he doing... however he keep massing vultures and tanks (turret later on)... later do you kno,w he can overpower you with simple micro.

my question is : What unit to build to face the push.. zlot goons just dies... unless he have poor micro and/or positioning.

evolve or die
sith
Profile Blog Joined July 2005
United States2474 Posts
July 28 2005 23:22 GMT
#73
glad to know i'm not alone lol, i also would like to know what unit to use to counter the push. i remember one time i tried to break out of the push with about 20 zels and 13 goons and they all got completely destroyed with maybe one or two losses on his side. damn those mines!

yeah i can find out exactly what he's doing ,but keep in mind this is lost temple usually and he puts his tanks on the edge and just blows everything up that comes close
exalted
Profile Blog Joined March 2004
United States3612 Posts
July 29 2005 00:58 GMT
#74
Work on your macro, watch your replays, do you have nonstop probes? Are you missing an obscene amount of pylons? Watch when he expands and when you do, is he expanding the same time as you or much earlier? Watch how you spend your money, is it going up unnecessarily? Are you using shuttle to get a 3rd aerial flank on him?
too easy
iD.SuGoSu
Profile Joined November 2004
Turkey77 Posts
January 04 2006 13:22 GMT
#75
Here are some tips of myself :
-Never Dual Exp right away versus Fast CC order of Terran. Get an expansion first, make like 12 goon 4 zea in shuttle then maybe expo. Dual Expo can be killed so easy with 7 tank 12 vulture push.
-Dont make range or Robotics till you kill the scouting scv in your base with dragoon. Those 2 thing can wait and it makes terran to play deffenssive.
-Dont be lazy to make 2 cannon in each expansion.
-Always upgrade when you get forge.
-Give numbers like 12 zealot, 11 goon and obs instead of 7 goon 5 zea or things like this. You can kill mines easy with this.
-You can kill mines without observer if you have at least 2 dragoon. Just move a bit and use hold command. If any mine comes up goons will kill it right away.(hold command makes goon attack much faster if any of you still dont know)
-Never attack Terran if you are not sure.
-Reaver strat versus terran is one of the most weakest cheese in the game.

I ll write more when more comes to my mind right now. All i can say is dont trust BigBalls strats %100. Make your own strat while playing the game (unless you wanna cheese or something). So you can understand the situtation.
Die
NeoIllusions
Profile Blog Joined December 2002
United States37500 Posts
January 04 2006 14:46 GMT
#76
Bigballs made this thread over half a year ago. And it is simply as he stated, a guideline. And for the most part, he gave very sensible advice. I agree with most of what you've said as well SuGoSu, except that last one.
ModeratorFor the Glory that is TeamLiquid (-9 | 155) | Discord: NeoIllusions#1984
Doctorasul
Profile Blog Joined October 2004
Romania1145 Posts
January 05 2006 02:53 GMT
#77
I thought this was going to be an update to better accomodate the 6 marine vult tank - fast cc rush.
"I believe in Spinoza's god who reveals himself in the harmony of all that exists, but not in a god who concerns himself with the fate and actions of human beings." - Albert Einstein
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
January 05 2006 05:27 GMT
#78
iisnub
what's iirc mean?
Do your best, God will do the rest.
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
Last Edited: 2006-01-05 05:29:23
January 05 2006 05:28 GMT
#79
More or less if you follow SuGoSu's advice, it is. Don't doubl expo, 12 goon shut/zeal. You're set, Expo once secure... check with unit/production status with obs -_-;; ez said.

IIRC = If I recall correctly
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
RiSE
Profile Joined April 2004
United States3182 Posts
January 05 2006 11:17 GMT
#80
REVIVAL GO!


Was a pretty good revival though
heavy hand upon the land, feel it's weight inside you
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