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Hey Stylish, what do you think of Daze's guide in the recommended threads, strategy section. Is it obsolete? Cuz that's pretty much what I'm doing right now.
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Oh I haven't read that one, but I've watched Daze vs Naugrim play recently and judging from what I saw his strategies are abit out of date. And his post is over a year old.
Im sure most of the tips and tricks are still good, but the overall strategies needs updating. For example 2 rax FE isn't standard anymore etc.
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Idea for a new guide or as an addition to the FAQ:
I think us Terrans desperately, DESPERATELY need a guide for getting a third base against Protoss.
Certain maps allow for very fast third bases where the Flash style can be employed. However, I would like to humbly request a guide applicable to most maps with a more specific emphasis on TIMING, in other words when and how to take a third without falling behind economically or getting crushed while trying to establish it.
I'm talking about starting out the game with a set plan/build order intended on getting three bases and cutting the map in half from there - this will allow us to develop solid late-game/endgame styles of play. Thanks in advance for considering my idea.
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quistion about 5fac push ,do you start a push from your natural?or you try to go as far as you can ?ofcourse you scout with scv how far can you go and start a push from there.
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On March 26 2009 09:21 KP_CollectoR wrote: Idea for a new guide or as an addition to the FAQ:
I think us Terrans desperately, DESPERATELY need a guide for getting a third base against Protoss.
Certain maps allow for very fast third bases where the Flash style can be employed. However, I would like to humbly request a guide applicable to most maps with a more specific emphasis on TIMING, in other words when and how to take a third without falling behind economically or getting crushed while trying to establish it.
I'm talking about starting out the game with a set plan/build order intended on getting three bases and cutting the map in half from there - this will allow us to develop solid late-game/endgame styles of play. Thanks in advance for considering my idea.
This.
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On March 26 2009 09:23 ZzZzAnG wrote: quistion about 5fac push ,do you start a push from your natural?or you try to go as far as you can ?ofcourse you scout with scv how far can you go and start a push from there.
You move out as far as possible before siegeing tanks. However you mst siege the tanks if the protoss decides to clash.
Collector, sure i will make a guide. I will also do another 5factpush VOD because the one already existing isn't really the 5fact push. It includes what your talking about, taking a third and be able to play lategame from there.
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This is really good work. My only criticism is that sometimes you need to talk a little bit louder. o: Thanks for helping newbie Terrans like me learn stuff ~
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On March 26 2009 13:41 H wrote: This is really good work. My only criticism is that sometimes you need to talk a little bit louder. o: Thanks for helping newbie Terrans like me learn stuff ~
I have the highest volume on and I talk normally, it would be wierd to shout However if you download the VODs and run them in media player classic there should be a problem. If you stream them the volume is rather low.
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Stylish, do you always do the 5 fact push build order if you scout the same thing? I've seen replays where the terran gets his CC right after his machine shop starts building and the player cuts siege mode for a bit to get it. What is your opinion on CC before tank?
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On March 26 2009 14:03 SiegeTanksandBlueGoo wrote: Stylish, do you always do the 5 fact push build order if you scout the same thing? I've seen replays where the terran gets his CC right after his machine shop starts building and the player cuts siege mode for a bit to get it. What is your opinion on CC before tank?
CC after machineshop is what we call siege expand. It includes a wallin and is good in many situations. Check out my TvP Flash Build VOD. I like both openings. But atm I'm mostly using the Strong FD opening.
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Just a random q - when on a map like Longinus, Othello etc would take you third when you're not doing the flash build? After your armory/acad? How many facs? Does it change as to when they take their third?
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Always make your armory/acad before taking your third. The timing of your third depends on what the Protoss does, if they double expand very quickly then you can either do the 4/5/6 fact timing pushes, delaying your third a lot but either killing them or causing some good damage or you can take your 3rd ASAP off just 1 or 2 facts. Edit:On longinus and othello anyway since the third base is so close to your natural, trying to take a 3rd on Python with just a couple of factories is really hazardous.
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Hundredth:
Usually, when not doing any sort of Flashbuild. You rely on a timingpush, wether its 4fact 5fact or 6fact it is generally produced from 2bases. When you move out to do the actual push, you can decide wether you want to add another factory, to make the reinforcements stronger, or to add an expansion while pushing.
So to answer your question; Lets say you have 5factorys and start moving out, then take any expansion thats in position of your push-path when you simply have cash for it without stopping unitproduction. This is generally done on 5 factories, and its after academy and armory.
From three bases, you can add a starport, second armory and 3 more factories.
I'm working on the TvP FAQ and hopefully it will be up sometime soon.
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Hmm I wasn't really meaning a timing push, I just like to play a build where I don't get my armory straight after my CC, but get vulture speed and another fac and harass with those while doing a sort of 4 fac 3rd CC. I'm looking to know when I should mix up the build when I see certain things (if I see a fast double expo off 1/2gate do I skip armory acad and get my third off 2 facs?)
Always make your armory/acad before taking your third
Is it not a good idea to get them later in favour of a quicker 3rd CC when I see he's put mot of his money into double expanding? It makes sense to me ;p
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By making those two buildings it really doesn't delay your 3rd CC much at all, and getting a slightly faster +1 and having those early scans are both very useful for you, because even when a toss double expands very quickly they can still have the fast DTs out and you want to be prepared for that.
Try making the CC of just 2 or 3 facts instead of 4 and then you can just keep adding more as the CC is coming and end up with like 6-7 by the time it's been up and mining for a minute.
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On March 26 2009 00:45 StylishVODs wrote: Zekk:
Well first of all the word Counter might be overused in this thread, most of these things are not counters or hard counters at all but just pretty good builds to use vs some builds. Anyway yesthe Strong FD is good vs 10 15 gate, but you cannot be too agressive with the mines.
You'll be able to push the protoss half way back across the map while you lay mines outside your natural. Protoss are cutting probes to execute his strategy and you will get economically ahead. If you notice that he takes expansions, by scouting with vults that has already laid mines, you usually dont need to add ebay and stuff before adding factorys but otherwise i would suggest that you follow it up by adding ebay, armory and siegemode and go for a 2-1 lategame blob since you will be economically ahead. Ok. I have a follow up question to this. Since im not at home I can't test this myself. How many goons will P have outside ur base and how many marines will u have to defend with at that timing when u get ur first tank out at 4:15? I just feel like he will have enough goons to pick of my marines, but it matters of course too when he has he's range done.
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On March 27 2009 00:15 ZeKk wrote:Show nested quote +On March 26 2009 00:45 StylishVODs wrote: Zekk:
Well first of all the word Counter might be overused in this thread, most of these things are not counters or hard counters at all but just pretty good builds to use vs some builds. Anyway yesthe Strong FD is good vs 10 15 gate, but you cannot be too agressive with the mines.
You'll be able to push the protoss half way back across the map while you lay mines outside your natural. Protoss are cutting probes to execute his strategy and you will get economically ahead. If you notice that he takes expansions, by scouting with vults that has already laid mines, you usually dont need to add ebay and stuff before adding factorys but otherwise i would suggest that you follow it up by adding ebay, armory and siegemode and go for a 2-1 lategame blob since you will be economically ahead. + Show Spoiler +Ok. I have a follow up question to this. Since im not at home I can't test this myself. How many goons will P have outside ur base and how many marines will u have to defend with at that timing when u get ur first tank out at 4:15? I just feel like he will have enough goons to pick of my marines, but it matters of course too when he has he's range done.
3 goons vs 5marines 1 tank 5goons vs 8marines 2tanks
with proper micro you can handle it. Watch Nada vs JangBi set 1 @ byzanthium.
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Awww i just created the FAQ for TvP. Took me 2 hours, pressed "preview" and then it dissappeared.
Also the colours of some text in the TvZ FAQ was not added properly..
Mods: Is there any reason for this? Is the post too big or something?
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write it down in word first?
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