! [G] PvT - A beginner push breaker guide - Page 2
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Elwood Blues
United States261 Posts
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nM-BlacK-
8 Posts
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aeronexus
United States392 Posts
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JensOfSweden
Cameroon1767 Posts
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Bill307
Canada9103 Posts
A common mistake I see in PvT (which is not explicitly mentioned in your guide) is where the protoss sends his zealots in, and they are all clumped together into groups. Then when this group hits a mine, the whole group takes damage, and similarly tank splash hits all of them. So, I think you should mention this mistake explicitly under the part about avoiding splash damage: when your zealots run in, you should try to keep them spread apart to avoid tank and mine splash. For example, it helps to put a handful of your zealots ahead of the rest, so that the splash damage that hits them won't touch the rest of your zealots. Another trick I like to do is, whenever I have to move somewhere blindly (i.e. without obs to detect mines), I always make sure to send one or two units ahead of the rest, so that if they run into any mines, those units will be the only ones that take damage. Although I guess that's more for a general PvT guide . | ||
Equinox_kr
United States7395 Posts
On September 02 2007 23:21 Bill307 wrote: Nice guide . A common mistake I see in PvT (which is not explicitly mentioned in your guide) is where the protoss sends his zealots in, and they are all clumped together into groups. Then when this group hits a mine, the whole group takes damage, and similarly tank splash hits all of them. So, I think you should mention this mistake explicitly under the part about avoiding splash damage: when your zealots run in, you should try to keep them spread apart to avoid tank and mine splash. For example, it helps to put a handful of your zealots ahead of the rest, so that the splash damage that hits them won't touch the rest of your zealots. Another trick I like to do is, whenever I have to move somewhere blindly (i.e. without obs to detect mines), I always make sure to send one or two units ahead of the rest, so that if they run into any mines, those units will be the only ones that take damage. Although I guess that's more for a general PvT guide . Urgh, I've encountered SO many games when my Zealots clumped (I remember a game vs ilovezil, he was containing me and my Zealots were stuck behind my Dragoons; the Zealots died before the Dragoons -__-; The tip about having Zealots ahead is sometimes ineffective; what happens if they die before they get there? Anyways, I enjoyed reading BluzMan's army organization method. :O | ||
DamageControL
United States4222 Posts
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EpiK
Korea (South)5757 Posts
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Seraphim
United States4467 Posts
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vstar
Korea (South)693 Posts
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DeadVessel
United States6269 Posts
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OrderlyChaos
United States1115 Posts
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Cambium
United States16368 Posts
That's what I feel anyway. | ||
BluzMan
Russian Federation4235 Posts
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Taiche
France1963 Posts
Could you upload your UMS map somewhere please ? | ||
axel
France385 Posts
- not enough goons ( u should have always 3 groups 12 goon minimum when u are near 200) compared to zealots. - not enough upgrades ( terrans do more and more very fast upgrades and in fact in most of games i see terran usually ends the game with 3-3 when protoss got a slow 2-2-0 or 2-1-0..it should be the contrary) . If terran is 3-3 P with 3-3-3 upgrade should be a must. - not enough gates : considering u are not progammer and u dont have enough multitasking skills u may not be able to produce units constantly without queuing AND during battling .So u will need a lot more gates than progamers , If u plan to do massive ground force u should have at least 12 gates and i would say on some maps more than 20 is not abusive. last mistake (i do often) when u plan a big charge (in a midlle of luna for exemple) it's always better to put your zeallots squads on "wings" of your formation , goons hits vultures and the mines then comes the zealots from right and left to hit tanks. Usually the listake is to mix them between goons or worst under goons , so they will bug with goon "walling" line and be longer to go on tanks. | ||
Blacklizard
United States1194 Posts
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Arcanis_Li
United States37 Posts
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EmS.Radagast
Israel280 Posts
The only legitimate use for 3 shield is against gols. It might be a nice addition if you go carriers, though I doubt you'll have money for shield + dual core grades (air weapon/armor) + carriers. | ||
BluzMan
Russian Federation4235 Posts
It's all in the splash. | ||
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