ask me about Terran - Page 7
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whatusername
Canada1181 Posts
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Day[9]
United States7366 Posts
I have a super weird question! Whenever I'm in a game that I feel "tense" about (ie important tourny games, playing vs a pro for the first time, vs a build I don't like etc), I make certain zerg-specific mistakes: I mess up my overlord placement for drops, my macro falters, I accidentally misclick macro too (like making 9 drones instead of 9 mutas when spire finishes haha). Over time, I've developed my own methods to either feel less "tense" or to avoid such mistakes when they come about. That said, considering you've had a wide range of experience, what sorts of problems do you occur when you're feeling particularly tense? Also, how do you deal with them? Sort of a weird one, but i think its cool!!! :D | ||
Artosis
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United States2140 Posts
On March 08 2009 16:44 radar14 wrote: Assuming there is still an SC1 scene in 2 years, in what ways do you think the top terran player at that time will have improved upon Flash's current skillset? With your own current skillset, in what year of BW history do you think you would have been the best player in the world (assuming everyone else's skills were consistent with that year)? really hard to say on that. probably lots of things that i cant really think of. i guess execution is the biggest improvement year to year. people will be microing perfectly i guess. the second question i dont really want to answer or im sure testie will descend upon the thread and talk about his own greatness. | ||
Aurious
Canada1772 Posts
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Artosis
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United States2140 Posts
On March 08 2009 16:48 merach wrote: In the replay of Flash vs oo3 (TvP) on Python, His build is mostly standard (9 depot, the SCV that built the depot starts the rax, gas at 12.5) but it takes an odd turn when he drops the acad at 19. Then when the acad is done, he builds 1 medic to support the 3 rines blocking the ramp, and uses the time building the comsat to cut SCV's for his fast CC. (He pushes out with his first tank but has a seizure and loses the tank! the 2nd tank comes out in time, but an interesting push) Every time I've done this build, it's stopped DT's cold, confused some of the P's (i show the medic, because it's not a true bio rush) and love the early scans, but everyone thinks it's just too fast. He does scout way late in that reply, but I always go faster, and with the 2 scans it seem like better recon, at what I feel is only a minor eco disadvantage. What do you think are the pros/cons to this build?(definitely NOT viable on rampless maps, 10/15 rapes this build raw, but makes DT's less effective, as comsat starts at 3:46 etc) What would you even call it? its definitely cool in the fact that it tricks the hell out of the protoss. that is by far the strongest part of it. overall if they see through it its just slower than more standard builds. one thing i would like to point out is that no one should ever copy how flash scouts. he has the best game sense and understanding of terran ever and scouts so little its almost unfathomable. fast scan builds can be cool and are mostly good tho when ur playing someone who u are much better than. they add a huge feeling of security and safety. | ||
Artosis
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United States2140 Posts
On March 08 2009 17:38 Kinky wrote: When is a good time to get your 3rd against Zerg and Protoss? not specific enough. | ||
Artosis
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United States2140 Posts
On March 08 2009 17:54 Divinek wrote: If you could summarize your feelings about dt's in one word without using any word synonymous with "gay" or "unfair" how would you do it? Also when playing against 13 nexus what is your preferred way to play against it? wow this is such a hard first question. does "skill-less" count? how about "retarded"? i prefer to scout it first location and scv/marine all-in it. | ||
Artosis
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United States2140 Posts
On March 08 2009 17:57 AltaiR_ wrote: could you name the top 3 most aggravating moments you've had/strategies used against you during tvp? 2 gate proxy zealot when i don't wall. has to be the most skill less pile of shit build in the universe. people who run shit into mines on purpose. dt drop. | ||
Artosis
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United States2140 Posts
On March 08 2009 17:57 whatusername wrote: do you build supply depot at 8 or 9? are there any real differences between the two? i build it when my supply is 9/10 (9th scv is making). theres not a huge difference. i prefer 9/10 as it feels smoother. | ||
iNcontroL
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USA29055 Posts
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Artosis
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United States2140 Posts
On March 08 2009 18:11 Day[9] wrote: Hey Dan!!! I have a super weird question! Whenever I'm in a game that I feel "tense" about (ie important tourny games, playing vs a pro for the first time, vs a build I don't like etc), I make certain zerg-specific mistakes: I mess up my overlord placement for drops, my macro falters, I accidentally misclick macro too (like making 9 drones instead of 9 mutas when spire finishes haha). Over time, I've developed my own methods to either feel less "tense" or to avoid such mistakes when they come about. That said, considering you've had a wide range of experience, what sorts of problems do you occur when you're feeling particularly tense? Also, how do you deal with them? Sort of a weird one, but i think its cool!!! :D when i'm under a lot of stress in a game for similar reasons normally i forget to make scvs and lose all my patience while attacking (both of which you've slain me for countless times) roflrofl. i've found the best way in dealing with them is just having been through them countless times. nowadays i will just calm myself down and say to myself "play your absolute best solid game. they will have to play a really good game to beat you and they are as nervous as you are." that normally helps me out nowadays. its really hard still when you play a TON of sc tho and your identity is wrapped up in your skill! luckily looks like im past that stage finally though =P | ||
Artosis
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United States2140 Posts
On March 08 2009 18:26 {88}iNcontroL wrote: Dan quick question.. why did you leave us tonight? Posting on tl.net instead of playing with us? i needed a break. my brain almost melted from our last 2 games you lucky feek. | ||
roadrunner_sc
United States1220 Posts
On March 08 2009 16:00 NeVeR wrote: + Show Spoiler + Sometimes if you're behind, it's not smart to move out at 2-1. Well if you watched really vs yoon on Tau Cross the other night (it was a rematch, since really's computer crashed in the first game or something; I don't think the VOD has been uploaded to youtube yet), Really takes a fourth base before he makes a move (note that really was not behind prior to taking a fourth base). I've seen other progamers do this before as well. If I find a youtube vid I'll post it. Never please do not spoil an entire series not everyone keeps up with the live stream For Artosis: What are some of the early-mid game timing windows you would recommend for a mech tvz opening? More specifically, if the z takes 3rd and mass muta, is there a timing window to move out with goliath to kill his expo, before mutas reach critical mass? Or is it always just better to slow push and take a 3rd gas, max out and get 2/1 before moving out? Unlike Katrina, a lot of mech I've seen on modern maps tend to revolve around 2 base timed pushes. But I can't seem to find that ideal time to catch the z off guard, as it seems to change dramatically every game. I usually manage quite well with vulture harassment but always struggled with finding a good timing window for the 1-1 push. Either I push out too late and he has waaayyy more hydras or he hides mutas away from scans and overwhelm me when I have too many tanks and not enough goliath. Everything seems more variable with mech without the typical pressure game you play with m&m. Is this purely a matter of mass gaming and develop better game sense to decide when to move out, or are there some guidelines to timing pushes in mech as well? | ||
ketomai
United States2789 Posts
After you've hotkeyed your main units, do you hotkey reinforcements as they come as well (if you have room)? I usually find that I don't have time to do that and just select and a click them to the battle/expansion). Late game, do you keep a hotkey on 1 unit producing structure (to help you macro)? Other questions: How do you prevent like...say a group of lings randomly late game from killing your 3rd+ expansions. Do you keep a group of marines/bunker there? I find that another problem of mine is keeping my expansions alive since terran's mobility is so low. | ||
DeLoAdEr
Japan527 Posts
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Artosis
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United States2140 Posts
On March 08 2009 18:38 roadrunner_sc wrote: For Artosis: What are some of the early-mid game timing windows you would recommend for a mech tvz opening? More specifically, if the z takes 3rd and mass muta, is there a timing window to move out with goliath to kill his expo, before mutas reach critical mass? Or is it always just better to slow push and take a 3rd gas, max out and get 2/1 before moving out? Unlike Katrina, a lot of mech I've seen on modern maps tend to revolve around 2 base timed pushes. But I can't seem to find that ideal time to catch the z off guard, as it seems to change dramatically every game. I usually manage quite well with vulture harassment but always struggled with finding a good timing window for the 1-1 push. Either I push out too late and he has waaayyy more hydras or he hides mutas away from scans and overwhelm me when I have too many tanks and not enough goliath. Everything seems more variable with mech without the typical pressure game you play with m&m. Is this purely a matter of mass gaming and develop better game sense to decide when to move out, or are there some guidelines to timing pushes in mech as well? wow im actually really glad that you asked this thx! in a standard mech game vs zerg who is going mass mutas, THERE IS NO TIMING TO MOVE OUT WITH GOLIATHS TO KILL HIS 3RD BASE. it blows my mind when progamers try this. its made of pure epic fail. if you don't do any damage originally with your vulture harass (really quite common) then there IS NO TIMING. you absolutely CAN NOT combat mass muta with pure goliath if u didnt get a bunch of drones. you NEED either valks OR vessels with irradiate. there's no ifs ands or buts about it. now if you do damage with initial vults then you may have a timing, but that will depend exactly upon what happened in the particular game. when meching against zerg, pretend that you are doing the flash build TvP. do not move out until you are sure its time. if hes going for pure muta its not time till you have enough irradiates to destroy them. if hes going hydras its not time until you have a great number of tanks to just plaster them. its really important to keep on top of his tech switches and just follow what he's making with the appropriate counter. if you lose one army of mech against zerg, you will lose. keep your army together and only move when you have enough. its so important. | ||
Artosis
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United States2140 Posts
On March 08 2009 18:41 nevake wrote: My biggest problem in TvZ is probably keeping track of all the marines I produce. After you've hotkeyed your main units, do you hotkey reinforcements as they come as well (if you have room)? I usually find that I don't have time to do that and just select and a click them to the battle/expansion). Late game, do you keep a hotkey on 1 unit producing structure (to help you macro)? Other questions: How do you prevent like...say a group of lings randomly late game from killing your 3rd+ expansions. Do you keep a group of marines/bunker there? I find that another problem of mine is keeping my expansions alive since terran's mobility is so low. another awesome question. as reinforcements come out to my rally point, i add them into my existing army. for instance if i have 1 marines 2 marines 3 marines 4 medics, and i have anotehr group ready, i simply hit 4 CTRL+5, select my new group, CTRL+4. once you practice this a LOT you will become so fast at it it will surprise you. late game i use the F keys. in a super late game tvz i only have vessels/comstats/marine+medic hotkeyed on the normal keys. the anti ling question is a bit more complex. it really matters on the map. if its python for example, i will put a couple bunkers and/or a marine medic FIREBAT group near it. normally you are being so aggressive all over the place TvZ that its hard for them to really attack it, but its definitely worth leaving a full group there to defend it. the third base is the hardest part about TvZ IMO. | ||
deathgod6
United States5064 Posts
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Biff The Understudy
France7888 Posts
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. Best post of the year. I rofl'ed | ||
roadrunner_sc
United States1220 Posts
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