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I want to see this but it doesn't exist 
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in terran vs toss how fast do you push?where do you push?toss 3rd,main or to your expo?how do you harass toss propertly and when is good time to harrass,and last how to stop toss from taking over the whole map and just massing up quickly and you kno...just over powering terran what are you looking for in replay of your self losing?like you died cuz....
thnx
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I thought Inc was making a different one.
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How do I deal with reaver harrass <_<
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Is it viable to follow up a FD-Expand with a fast armory and then basically do the FlaSh build?
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On March 09 2009 14:06 DoctorHelvetica wrote: Is it viable to follow up a FD-Expand with a fast armory and then basically do the FlaSh build?
I belive it just depends on what happend after the FD. If you incountered 2 gate range, and got rolled, then going ups fast would put you at a position where you cant take a 3rd.
If you are successful in taking some map control, I would act apon his actions. If he is doing a quick expand build, react in the proper mannor. Ex. You could do a 4-6 fac push, and an armory would not be nessary. This would give you the extra men to push him, and secure a 3rd while you push. The ups prob would not be done the time you pushed, so why up so fast? The other route is to take a quick 3rd yourself, and yes this would be a good idea to get fast ups, if you play the macro game then get fast ups.
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On March 09 2009 13:50 GhostKorean wrote: How do I deal with reaver harrass <_<
Assuming you did a FE build, get ur first 2 tanks or so at ur natural with a wall infront.( the wall will slow down eny kind of bull dog he tries) Make a turret behind ur main mineral patch, and also a bit closer to ur facs. Have 1-2 tanks in between turrets, and make sure they are out of shuttle path. This will force him to drop away, also its good to have 1 of the tanks u protect ur nat with on the cliff(with a turret on it), so he can protect home and natural.
The key is to scout, and know what he is doing. If you know he delayed his expansion to get a fast reaver drop, then you can invest in a few extra turrets to defend, since you will have the eco advtage already. Also if you think it could be reaver, or a all in 1 base, make sure to have a scv or something around his base to see what his action is.
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On March 09 2009 14:12 Tbake wrote:Show nested quote +On March 09 2009 14:06 DoctorHelvetica wrote: Is it viable to follow up a FD-Expand with a fast armory and then basically do the FlaSh build?
I belive it just depends on what happend after the FD. If you incountered 2 gate range, and got rolled, then going ups fast would put you at a position where you cant take a 3rd. If you are successful in taking some map control, I would act apon his actions. If he is doing a quick expand build, react in the proper mannor. Ex. You could do a 4-6 fac push, and an armory would not be nessary. This would give you the extra men to push him, and secure a 3rd while you push. The ups prob would not be done the time you pushed, so why up so fast? The other route is to take a quick 3rd yourself, and yes this would be a good idea to get fast ups, if you play the macro game then get fast ups.
I'm just doing the FlaSh build (the one TvP build I'm practicing atm)
but it's hard to siege FE for instance on Tau Cross, Blue Storm, Python, etc.
On Collo and Andromeda I'll just siege expand. But FD is safer.
thanks for the advice though
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On March 09 2009 11:50 ZzZzAnG wrote: in terran vs toss how fast do you push?where do you push?toss 3rd,main or to your expo?how do you harass toss propertly and when is good time to harrass,and last how to stop toss from taking over the whole map and just massing up quickly and you kno...just over powering terran what are you looking for in replay of your self losing?like you died cuz....
thnx
You do a "timing push". Every push should have a reason, not just OHH I feel like pushing out.. Get the scv scout out and run around the map, see when he takes a 3rd. Scan his base what are his actions?? If he takes a 3rd, You want to push his natural, becuase youll take his natural nexus + cut off his gateways. Harrass is a thing you need to learn, generally harras is with vulture raids, and tank drops near nexus. You want to get all the probes you can. SCAN SCAN for openings. If you see him moving out of his base, scan it and look for opening. Good tactic is to run by his nexus and mine up his gateways and hit his main probes if opening is their.
Mine up the map, and put pressure. On open maps like Python, you want to push to stop him from taking map control. When you push toss, or push a area, this is when you expand. You generaly always want to expand asap when you push out. Dont forget to mine up the map. This slows down the protoss, he has to have obs with him at all times. In replays you look for ur mistakes, did I miss a timing becuase of macro problems.... DID i fail a micro?? You want to mine up the path you push out with ur tanks. You never want to get flanked. How do you not get flanked?? Use ur scans to scan the area you push. If you see goons/lots on the left. you mine up the left side and push along the other side.
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Please some advice on mine control with vults esp vs. zealots. I'm D player and I've been ripped apart mid game by transition from mostly goons to mostly z's against my tank/vult. i dont really feel moving to fbats macro mid game. is there a more reliable way to combat this. I dont think my mine placement is near the ideal but i do create a wall and tanks behind, problem is getting a good proximity on their army (by their choke usually, but wherever) so that the tanks can tickle them. also. Any advice as to when to get sci vess versus pro? I watched a few replays and they have an arbiter up around 80> if we're using supply so im gonna get it around 80. im thinking of getting a single wraith as well to harrass it. but any word from you? thanks.
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On March 09 2009 14:19 DoctorHelvetica wrote:Show nested quote +On March 09 2009 14:12 Tbake wrote:On March 09 2009 14:06 DoctorHelvetica wrote: Is it viable to follow up a FD-Expand with a fast armory and then basically do the FlaSh build?
I belive it just depends on what happend after the FD. If you incountered 2 gate range, and got rolled, then going ups fast would put you at a position where you cant take a 3rd. If you are successful in taking some map control, I would act apon his actions. If he is doing a quick expand build, react in the proper mannor. Ex. You could do a 4-6 fac push, and an armory would not be nessary. This would give you the extra men to push him, and secure a 3rd while you push. The ups prob would not be done the time you pushed, so why up so fast? The other route is to take a quick 3rd yourself, and yes this would be a good idea to get fast ups, if you play the macro game then get fast ups. I'm just doing the FlaSh build (the one TvP build I'm practicing atm) but it's hard to siege FE for instance on Tau Cross, Blue Storm, Python, etc. On Collo and Andromeda I'll just siege expand. But FD is safer. thanks for the advice though You can siege expand on all those maps
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Hey Artosis, need some help with a general way of playing.
My usual practice partner tower abuses (he plays random because he's not exactly serious about SC, has ~90 APM with maybe 150 peak while I have ~120 with 180 peak or so) and when I mean abuse, I mean abuse hard. When he's P you can be sure for every building he makes there's 4-5 cannons, basicly mass cannon + DT drop. when he plays Z he has his base surrounded in spore colonies and his chokes with sunkens. With T he tends to mass turrets + tanks and goes for fast BC.
we usually play on Destination or Sin Chupung-Ryeong so:
in TvT: how the hell am I supposed to break siege tanks with mass turrets if I can't get vision to counter siege?
in TvZ: how do you counter crackling/ultra drop when he goes mass expo+mass colonies?
in TvP: cannons and DTs. how. the. hell. do. you. stop. that. can't push cause he has vision and anti air, and he goes shuttle 2 DTs...timing EBay? I just don't know anymore, unconventionnal play boggles me.
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On March 09 2009 19:33 SwEEt[TearS] wrote: Hey Artosis, need some help with a general way of playing.
My usual practice partner tower abuses (he plays random because he's not exactly serious about SC, has ~90 APM with maybe 150 peak while I have ~120 with 180 peak or so) and when I mean abuse, I mean abuse hard. When he's P you can be sure for every building he makes there's 4-5 cannons, basicly mass cannon + DT drop. when he plays Z he has his base surrounded in spore colonies and his chokes with sunkens. With T he tends to mass turrets + tanks and goes for fast BC.
we usually play on Destination or Sin Chupung-Ryeong so:
in TvT: how the hell am I supposed to break siege tanks with mass turrets if I can't get vision to counter siege?
in TvZ: how do you counter crackling/ultra drop when he goes mass expo+mass colonies?
in TvP: cannons and DTs. how. the. hell. do. you. stop. that. can't push cause he has vision and anti air, and he goes shuttle 2 DTs...timing EBay? I just don't know anymore, unconventionnal play boggles me.
It would help to see a replay, but if he's investing so much in static defense a well timed tank rush should kill him. I don't know any build orders, but when I play TvZ I find that rax->fact->acad will kill most D and below zergs hands down with no resistance because they trust their sunkens to save them until mutas or lurkers are out. Your tank will have their sunks down long before then.
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Speaking of recent games... I had just been reading through this thread and was watching some games that reminded me of some things Artosis was talking about. If you'd like to see an example of why you can't lose your tanks in your push vs P. + Show Spoiler + And it's not completely related but there was recently a game which involved a T trying to defend against 4pool. + Show Spoiler +
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On March 09 2009 19:33 SwEEt[TearS] wrote: Hey Artosis, need some help with a general way of playing.
My usual practice partner tower abuses (he plays random because he's not exactly serious about SC, has ~90 APM with maybe 150 peak while I have ~120 with 180 peak or so) and when I mean abuse, I mean abuse hard. When he's P you can be sure for every building he makes there's 4-5 cannons, basicly mass cannon + DT drop. when he plays Z he has his base surrounded in spore colonies and his chokes with sunkens. With T he tends to mass turrets + tanks and goes for fast BC.
we usually play on Destination or Sin Chupung-Ryeong so:
in TvT: how the hell am I supposed to break siege tanks with mass turrets if I can't get vision to counter siege?
in TvZ: how do you counter crackling/ultra drop when he goes mass expo+mass colonies?
in TvP: cannons and DTs. how. the. hell. do. you. stop. that. can't push cause he has vision and anti air, and he goes shuttle 2 DTs...timing EBay? I just don't know anymore, unconventionnal play boggles me. Yamato. :D
Btw for TvZ, if he goes mass expos and mass sunks + spores, take out his expos before he gets any adequate defense.
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lol at the 4 pool game at 4:50
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as a protoss i'm asking something indirectly related to terran. what do you hate as a terran player when playing against protoss? what kind of things just really get to you. or, what kind of things do you really fear when playing protoss?
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On March 10 2009 06:37 D4EMON wrote: as a protoss i'm asking something indirectly related to terran. what do you hate as a terran player when playing against protoss? what kind of things just really get to you. or, what kind of things do you really fear when playing protoss? I feel I can speak on Artosis' behalf here: DTs
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When you're doing a 6 factory push against a P when should you build your 2nd machine shop?
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