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Artosis
United States2140 Posts
On March 08 2009 14:47 WindCalibur wrote: Wat is the most fearsome unit to u in ZvT? What strategy in ZvT do you lose to most? If you were zerg, and the terran was camping, How would you kill the terran if has shitload of vessels and tanks?
How often does your dropship get scourged?
defiler is scariest unit. late game plagues ruin my life.
in TvZ i enjoy SK Terran the most. i like to open with the build IdrA used a lot in the early games of broodsport vs f91.
take the map. mass ultra ez.
if i dont lose at least 2 dropships to scourge in a game vs zerg then i didnt make enough dropships.
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iNcontroL
USA29055 Posts
how do you sleep at night artosis?
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Artosis
United States2140 Posts
On March 08 2009 14:48 oxidized wrote: In TvP, is it possible to do an aggressive 2 base strategy that does NOT involve cutting SCVs? If so, what is it? Would I be able to take my third while doing this aggression?
yeah theres a lot of aggressive 2base strategies you can do, depending upon the map and the flow of the game. the most generic one would be a 6fact timing push. you can easily expand behind this, but be careful. if you do expand behind it then it will be easier for protoss to break, and if it breaks then you are dead.
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how do you beat 24 carriers
thats a trick question because its impossible
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On March 08 2009 14:54 {88}iNcontroL wrote: How do you sleep at night?
I mean.. you play a race where you have super weapons at tier two. Spider mines (nevermind the obvious reference to SPIDERMAN) bury themselves under the ground (DT?) to become invisible then they literally get up and run at anything that gets near them and deal more damage than any 1 unit in the entire zerg army save for an infested marine.. oh and they do that damage to multiple units.
Your tanks do as much damage as an ultralisk.. but wait? They then decide to sit the fuck down and deal more than double the damage and oh yeah I almost forgot: they hit everything on the map. I believe they call it the arclite cannon. I know this, because I wake up each night screaming and clawing at the wall to the sound of a tank sieging. That is just when I sleep.. normally I don't sleep because cloaked air units are on my mind smashing overlords and raping my mineral line cause a terran felt like being cheesy..something a zerg player doesn't even have the option of save for "making too much of 1 unit (lings)" and praying the T is a fucking moron.
But hey, it isn't like you have nuclear weapons. Nah, they wouldn't give you that and and a giant air unit capable oflaunching a super weapon and hitting everything else with weapons stronger than anything the Zerg has save for again: the infested marine (which has to kill itself to do that much damage mind you). Nah they wouldn't do that.
Hey dan, how do you sleep at night? How do you sleep knowing that vultures out run everything in the game? How do you sleep knowing that marines, medics and maybe a science vessel or two (really only needed to find the zerg units smart enough to hide in the dirt from a terran army) are needed to kill a sophisticated, mixed and advanced zerg army? How do you sleep?
Better yet.. how angry must you be when you play with this race and lose. How angry? Would you logically assume the imbalance is otherwise? You must. You must do that or else you'd come to the scary realization that this entire game.. the whole game's concept is about stealing wins from terran players. That's all we are trying to do. I mean you have a fucking decade of terran players dominating kespa.
How
Do
you
Sleep. Don't forget the flying silver orb that can kill virtually every unit in the Zerg army with a swift swoop and a single click. It's no surprise that the strongest Zerg unit in terms of damage output is STOLEN FROM THE TERRANS!
Clearly if he does sleep it's only by squeezing that poor name clan puppy so hard all it can smell is the fetid stench of Terran scum.
I still forgive and love you though Artosis.
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Artosis
United States2140 Posts
On March 08 2009 14:51 Strayline wrote: Why do Terran not harass/be as annoying with their scouting SCV as frequently as protoss is with the scouting probe? I see this in my own noob games and I think it seems to carry though all the way to pro games. Is there a good reason? Am I wrong? Tradition?
probe has more range than scv. probe ACCELERATES FASTER than the scv (the big reason) probe heals its shields automatically.
scv simply cannot harass well like the probe.
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you forgot that probe drops down buildings that self build
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Artosis
United States2140 Posts
On March 08 2009 14:51 Scaramanga wrote: Whats the best way for a D terran to get better?
get some friends who are similar/slightly better than you and play them a ton. discuss what happens in the game. build your knowledge pool.
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When doing the Flash build and moving out at the 3-2 timing at 200 supply, why is it that I see a lot of progamers taking a fourth base before they hit 200 supply? I had thought that you would want to get to 200 supply as fast as possible, before their arbiter count gets too high, and I'm pretty certain that you will reach 200 supply faster if you stay on three bases.
Edit: Would it be that the 3-2 upgrades finish a while after 200 supply is reached? So they take a fourth base before 200 supply because they know that the upgrades won't be finished by the time they hit 200 supply on 3 bases anyway? I wouldn't really know since I rarely use the Flash build.
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iNcontroL
USA29055 Posts
On March 08 2009 15:06 Artosis wrote:Show nested quote +On March 08 2009 14:51 Scaramanga wrote: Whats the best way for a D terran to get better? get some friends who are similar/slightly better than you and play them a ton. discuss what happens in the game. build your knowledge pool.
But how did you do this artosis? You were always the best player, your friends just cheesed and used DT's?
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Artosis
United States2140 Posts
On March 08 2009 14:55 x89titan wrote: how do you see yourself in 10 years?
still happy as fuck
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On March 08 2009 15:09 {88}iNcontroL wrote:Show nested quote +On March 08 2009 15:06 Artosis wrote:On March 08 2009 14:51 Scaramanga wrote: Whats the best way for a D terran to get better? get some friends who are similar/slightly better than you and play them a ton. discuss what happens in the game. build your knowledge pool. But how did you do this artosis? You were always the best player, your friends just cheesed and used DT's? He fought from being set back by those cheeses and got better that way.
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iNcontroL
USA29055 Posts
Artosis does terran have a unit that can launch nuclear weapons, turn invisible, outrange lurkers and lockdown mechanical units?
I heard about it and laughed at the person. I told em if that were true everyone playing terran would make them. They'd have to be fucking retarded mindless drones to not make that unit. They'd have to copy other retarded mindless drones.. surely that isn't the case.
roflfl I know right? Fucking preposterous.
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terran also has a unit that is ridiculously hard to use that can launch nuclear weapons, turn invisible, outrange lurkers and lockdown mechanical units
sadly zerg has no mechanical units
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When a I try to abuse a timing push in TvP or TvZ, it never ever works out for me no matter how good my micro is. I looked at my reps and saw that my timing was a little too slow. I looked at the time where i was supposed to push, but then i realized the other guy stayed on lair for longer or he added 3 gates before his 3rd nexus. Is it okay to push out at an incorrect timing to just take an expo or something? Do my expos needed to be timed too, like timing pushes? What about doing both at the same time?
In TvT, I am trying to change my unit composition around, and i find that i'm having the hardest time using tank/gol. I can fend tank/wraith off well enough so that i have my 3rd and 4th gases, but mass vultures w/ mines and seiged tanks seem to melt my forces because they made a good position with the vultures before hand. I know tank/vult is weak to wraiths and dropship usage, but i cannot abuse that advantage because by the time i get a 5 dropship force, he switched over to tank/gol and also has a large dropship force. How would i take my 3rd gas on a non-island map and how do i attack and secure a position against tank/vult without dropships?
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in chess, a piece that is overworked is useless... pretty much the same thing with ghosts, those bastards are very overworked -__-
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On March 08 2009 15:03 Artosis wrote:Show nested quote +On March 08 2009 14:48 oxidized wrote: In TvP, is it possible to do an aggressive 2 base strategy that does NOT involve cutting SCVs? If so, what is it? Would I be able to take my third while doing this aggression? yeah theres a lot of aggressive 2base strategies you can do, depending upon the map and the flow of the game. the most generic one would be a 6fact timing push. you can easily expand behind this, but be careful. if you do expand behind it then it will be easier for protoss to break, and if it breaks then you are dead.
Can you do a 6 fact timing push without cutting scvs? What is the main goal with a 6 fact timing push? That is, what do I need to do to still be even in the game (do I actually need to kill a base to still be in the game)?
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iNcontroL
USA29055 Posts
artosis is it true the important terran buildings can fly? I wish hatcheries flew.. course.. I wish I didn't have to lose a drone each time I made a building. Be it important or otherwise. Hell, did you know I have to pay additional money to make a defensive structure? I know right? Not only do I need to lose a drone and pay for the structure, I have to then pay more minerals to make it do something. As if I would ever want just a creep colony you know? Like who the fuck makes something that does nothing but shit creep around?
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United States2186 Posts
For TvT, what is the best opening to use assuming one doesn't understand early game RPS and is much stronger in midgame play? Right now all I do is 14cc but I would think this is kind of a crutch.
How do you feel about the old 2 rax acad FE versus 2 hatch muta? It would logically make sense because the 2 hatch build has a very weak economy and forcing them to put down 4 sunkens or make an absurd amount of lings + sunks against the early aggression would mess up everything. Is it not being used in pro matches just because everyone's so interested in mech right now? Or is there a problem of defending the mutas themselves with a later expansion even if the Zergs econ gets rocked?
Also, if one were to do this, which is the more efficient method? Cutting scvs to get refinery at 16, acad 17, and depot 18, and then a cc at around 27 or so (Nada did this a bunch)? Or a build without cutting scvs, thus a later acad and cc (I would think mid-30's)?
Consider this scenario in TvP on a map with a hard to take 4th...say Colosseum. Terran does normal Flash style fact cc armory fact cc, Protoss 3rd is delayed and is finished after Terran's 3rd is mining by about 15-30s, and once it's done they immediately take a 4th. Is there a timing window here for the Terran to exploit before a +1/2 push based upon the early 4th? Or should Terran just turtle up and get vessels?
Another TvP timing question. In the Bisu vs Flash game on Medusa (proleague), Bisu did a 12 nexus -> attempted goon break/zeal drop (failed miserably), then took his 3rd/4th at the same time while getting arbiters. While Flash was playing somewhat sloppily after his initial defense (the mine bomb, lack of emps early, 4th expo delayed), it felt like Bisu's build just had a nice advantage even after the disaster of his bulldog. I was just so shocked seeing him break that defense the first time. Would there have been a timing window for Flash to exploit? What did he do wrong aside from getting a late 4th? Besides playing on Medusa obviously.
Lastly, how strong is the build Flash showed against Bisu on Destination (fact cc armory cc/port wall off the ramped 3rd). I thought it seemed great even though Bisu played so well against it but pros don't really seem to use it much there (I haven't seen the latest matches there might be wrong)? That map just feels absurdly hard to move on because of a contain at the nat bridges (among other things) and honestly I don't know how the pro record evened out to like 55-60 P favored on it. If Terran does do that build, can they feasibly push up the side near their 3rd to take the high ground expansion before getting close to max?
Thanks a bunch!
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