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Artosis
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United States2140 Posts
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rel
Guam3521 Posts
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Saracen
United States5139 Posts
On March 08 2009 14:10 rel wrote: What does UED stand for? united earth directorate! win! ![]() | ||
ZZangDreamjOy
Canada959 Posts
I'm a B rank Terran, but I can never get any higher then that. Do you have any tips / build recommendations to maybe further my iCCup rise? The thing I'm MOST having trouble with is korean Muta micro. I just can't seem to deal. That and Colloseum TvP, mid/late game. | ||
Ingenol
United States1328 Posts
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Drium
United States888 Posts
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Boblion
France8043 Posts
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ZzZzAnG
United States109 Posts
what are you looking for in replay of your self losing?like you died cuz.... thnx | ||
EsX_Raptor
United States2801 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:15 ZZangDreamjOy wrote: Ok. I'm a B rank Terran, but I can never get any higher then that. Do you have any tips / build recommendations to maybe further my iCCup rise? The thing I'm MOST having trouble with is korean Muta micro. I just can't seem to deal. That and Colloseum TvP, mid/late game. analyze whats wrong with your game. likely your timings are all garbage. study progamer timings. look at VODs and really analyze WHEN and under what circumstances they are making certain things. if you can understand this then you should be able to apply it to your own game. in addition your macro is probably quite poor. work on keeping up your scv production//keeping up with depots//not over-queing. its better to have extra barracks/factories/etc then to have extra money or extra units in each of them. vs muta micro just mirror what they do exactly. if the mutas are running away from your marines then run away from the mutas. when he turns around you stim and turn around. make sure you TARGET mutas. if you just attack move into them you will get destroyed. you must thin the muta numbers. make sure to refill your medic supply. you have to stim so much vs mutas that you will run out of energy. just make some more medics instead of marines every now and then. colosseum tvp is really annoying. you have to get really good at controlling a maxed army and you must be really good with vessels. just takes tons of practice. its pretty self explanatory. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:20 Lysdexia wrote: What is the best way to utilize Dark Templar against Terran players? shuttle. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:16 Ingenol wrote: Why did you choose Terran as a race? true story: i asked the best players i knew at the time what the hardest//worst race was. everyone agreed it was terran. being the cocky little nerdy video game player i was i decided i was up for the challenge. | ||
ZZangDreamjOy
Canada959 Posts
On March 08 2009 14:23 Artosis wrote: analyze whats wrong with your game. likely your timings are all garbage. study progamer timings. look at VODs and really analyze WHEN and under what circumstances they are making certain things. if you can understand this then you should be able to apply it to your own game. in addition your macro is probably quite poor. work on keeping up your scv production//keeping up with depots//not over-queing. its better to have extra barracks/factories/etc then to have extra money or extra units in each of them. vs muta micro just mirror what they do exactly. if the mutas are running away from your marines then run away from the mutas. when he turns around you stim and turn around. make sure you TARGET mutas. if you just attack move into them you will get destroyed. you must thin the muta numbers. make sure to refill your medic supply. you have to stim so much vs mutas that you will run out of energy. just make some more medics instead of marines every now and then. colosseum tvp is really annoying. you have to get really good at controlling a maxed army and you must be really good with vessels. just takes tons of practice. its pretty self explanatory. Thanks, I've noticed my timing is pretty poor. My macro is decent I'd say, I'm always making scvs, keeping up with depots. etc. Just my unit control is terrible mid/late game, especially vs swarm/arbiters/carriers. You are a inspiration to me, as I've always followed your games in the foreign scene, and getting some advice really encourages me. Could you possibly tell me some good non-fe openings TvP on maps like Destination? | ||
mastuh
United States64 Posts
Thanks! | ||
huameng
United States1133 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:22 EsX_Raptor wrote: How would you describe the mindset Terran players should get into when playing against every race? it really matters what style you want to use. in super general terms: be aggressive vs zerg killing drones/hatcheries as much as possible. the game is going to be a battle over the 3rd + 4th bases of zerg. deny them the 3rd base and its an easy win. deny them a 4th base and its a really hard fought win. vs a protoss make sure you don't lose your tanks. really its that simple. keep all your tanks alive and don't let them catch you off guard with somehting stupid like carriers. take it nice and slow and KEEP THOSE TANKS ALIVE. vs terran nowadays its all about map control. if you get a good contain on your opponent you will generally win. don't let yourself get contained! | ||
Athos
United States2484 Posts
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Boblion
France8043 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:26 ZZangDreamjOy wrote: Could you possibly tell me some good non-fe openings TvP on maps like Destination? Destination is a really good map to practice dropship openings on. 2fact isnt too too good there so i dont suggest it really. 1fact expand sadly is normally required on destination due to the strangeness of the map. | ||
De4ngus
United States6533 Posts
On March 08 2009 14:29 Athos wrote: How do you cope with the clear protoss imba? Oh, I know the answer to this one. Play protoss and stop complaining. | ||
ZZangDreamjOy
Canada959 Posts
On all these new maps, are there really any AGGRESSIVE openings I can use? TvZ/TvP. Now I'm not trying to be like Strelok TvZ overaggression, but I do want to try to dictate/control the game. And I want to try and finish them in mid game, as I am not too confident late game at this moment. | ||
EsX_Raptor
United States2801 Posts
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KP_CollectoR
United States744 Posts
Terran vs Protoss on Python: What is the optimal style of play to get a third base and eventually cut the map in half? Do you recommend playing aggressively/push oriented off of 2 bases first? Is there a Flash/upgrade based style that works on maps w/out 'easy access' third bases? Should I build 4 facs and slow push to the third? Should I make it in a 'safe' location and float it? There are probably varying scenarios that decide what Terran should do, so what are they? What are the most viable locations for taking the third (mineral only? I've seen replays of you taking the island as your third) and how do you secure them (if I want to 'push out' towards my third, what is the timing window to do so before Protoss gets too big?) My biggest problem in macro games against Protoss is that I can't keep up with their base count during late game, as they can just cannon up and/or warp in mass gateways at their fresh expos while my expansions seem exceedingly vulnerable. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:27 mastuh wrote: Do you know any top tier siege expand/fd terran builds vs protoss? The translated guides are really nice in the strategy section, but we don't have an fd/siege expand one yet. Thanks! siege expand build that i ripped off sea[shield]: 9 depot 12 rax 12 gas 15 depot take 2 off gas factory cc 2 back on gas before fact is done tank depot ebay siege mode tank fact vulture speed at this point if they dont have a 3rd base making get armory+academy. of course u will have to change this build slightly based upon what you scout and your game senses. don't blindly copy this. its just a guideline. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:27 huameng wrote: How do I stop proxy rax (7 rax or so) in my natural on destination TvT? Should I be scouting after depot on that map? I've already abandoned 12/12 for 11/11 but I always either lose my ramp and have rines terrorizing my city or end up surviving after heavy losses, letting my opponent crush me with higher tech units of his choice. currently on iccup i scout with my 9th scv around my base and into my natural. its worth the lost minerals on iccup because everyone cheeses. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:30 Boblion wrote: What's your apm btw ? 220-300 depending upon map/practice amount/current shape/matchup. | ||
Artosis
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United States2140 Posts
On March 08 2009 14:32 ZZangDreamjOy wrote: Well, since your giving out mucho advice, I'll keep on this train then. On all these new maps, are there really any AGGRESSIVE openings I can use? TvZ/TvP. Now I'm not trying to be like Strelok TvZ overaggression, but I do want to try to dictate/control the game. And I want to try and finish them in mid game, as I am not too confident late game at this moment. the new TvZ opening (idra did it a lot vs f91...1rax expand then 2nd rax => gas => academy => 2bats 2meds stim) is really an awesome game that gives you a lot more control than previous tvz builds. you can be out on the map for a long time pressuring and its hard for z to get his 3rd up against this. tvp you can always 2factory or 1fact 1star. maps like medusa are perfect for this. destination is horrible for 2fact. don't do it there. | ||
anTi_
United States499 Posts
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ZZangDreamjOy
Canada959 Posts
What's the BIGGEST difference between foreign Terrans and Korean Terrans? And who do you think are the best Foreign Terrans. Also, any amateur/B team Terrans you think will make it big? Views on PianO? lol. | ||
fusionsdf
Canada15390 Posts
![]() did I react properly to this 4pool? What is the proper way to react? If I defend, how do I follow up? It seems even if I'm satisfied with how I defended, I come out far behind | ||
WindCalibur
Canada938 Posts
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? | ||
oxidized
United States324 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:36 KP_CollectoR wrote: Thank god a thread like this has finally come into existence. Terran vs Protoss on Python: What is the optimal style of play to get a third base and eventually cut the map in half? Do you recommend playing aggressively/push oriented off of 2 bases first? Is there a Flash/upgrade based style that works on maps w/out 'easy access' third bases? Should I build 4 facs and slow push to the third? Should I make it in a 'safe' location and float it? There are probably varying scenarios that decide what Terran should do, so what are they? What are the most viable locations for taking the third (mineral only? I've seen replays of you taking the island as your third) and how do you secure them (if I want to 'push out' towards my third, what is the timing window to do so before Protoss gets too big?) My biggest problem in macro games against Protoss is that I can't keep up with their base count during late game, as they can just cannon up and/or warp in mass gateways at their fresh expos while my expansions seem exceedingly vulnerable. Realistically you shouldn't be playing python anymore. i wish people would stop playing that map. its so old and no one good plays it anymore. but ill answer the questions anyways. About the flash build on maps without an easy access third: the simple answer is no. its designed for a map you can easily take a 3rd base on. python is NOT A MAP FOR THE FLASH BUILD. if you are doing the flash build on that map you are bad and so are your opponents. its totally weak there and should never win vs a good protoss. about how to play python correctly: 2 factory openings are pretty strong on this map. do NOT 2factory all the time. if you are known as a 2fact player then it won't work. 2fact is a build you mix in to add way more power to your game. constant 2facts are so easy for protoss to stop. random ones are nearly impossible. 1fact 1star openings are awesome on python. if protoss is 12 or 6 you can harass their mineral lines pretty well. also many protoss players love to make reaver and take the island as their 3rd base. a well played out dropship opening will crush this by elevatoring enough units into their island to destroy it despite a reaver. also if you defend your island reasonably well (normally 3 vultures and 2 scvs dropped down there to lay mines + make turrets is good enough) then it won't be broken during the game...making it almost a free 3rd base. also you can harass a protoss who takes the mineral base. there are 3 locations you can drop tanks into that will be hard for protoss to defend that expansion with. normally for your third base you will take one of the corners as you are pushing out. this is especially true for when you are doing a 2 base 6factory timing (no academy or armory with this build). the 6fact will need turrets as you near the protoss base as they should have a shuttle by then. in close positions its really hard for protoss to stop. the most robust and in my opinion best build on this map (the build i use the most) is the 1factory siege expand build. after you take your natural you get a 2nd factory + speed. once you have about 4 vultures and speed you move out with them and search for expansions. kill any probes going to make bases just to slow your opponent down. slow him as much as is possible. lay mines all over the place and try to catch probes which are transfering. based upon tons of factors you will either sit and mass // expand towards them while taking the mineral base or the corner base // cut diagonally away from them taking a corner expand (never mineral if you are half-mapping it) or a few other things. | ||
Strayline
United States330 Posts
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Scaramanga
Australia8090 Posts
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iNcontroL
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USA29055 Posts
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. | ||
x89titan
Philippines1130 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:43 ZZangDreamjOy wrote: Final question(s), then I'll leave you alone lol. What's the BIGGEST difference between foreign Terrans and Korean Terrans? And who do you think are the best Foreign Terrans. Also, any amateur/B team Terrans you think will make it big? Views on PianO? lol. foreigner terrans have NO IDEA how to play terran. i think that nyoken and skew in practice are the best foreigner terrans. as for amateur / b team terrans, none stand out to me. if you are still an amateur in korea you are kind of bad to be honest. people who pick up the game really quickly, or have any real feel//skill are grabbed up by the proteams so fast it would make your head spin. the others just have to work hard and build that skill slowly. as for the b teamers, im not too too familiar with them overall. i know a good deal but i don't get to analyze them too much. piano...... i used to really like this guy's style in reps way back when. nowadays i look at him and the thought of mediocrity comes to mind. | ||
anotak
United States1537 Posts
2) What helped you learn the most when you were the equivalent of D/D+ skill level? Just sheer practice? 3) What mental obstructions do people have with regards to improving mechanically (I play games every day (not always against people though)) and I've only seen a minor increase in my mechanics in the past 6 months (yet somehow in the 3-4 months before that my mechanics increased greatly it felt like)? 4) How do I best work on my macro/multitask and not worry about my strategy because I'm too mechanically bad to do good strategies for the most part anyway? 5) Most importantly, how do you (as in you specifically not as in anyone) memorize a build order? Just massgame it? | ||
Artosis
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United States2140 Posts
On March 08 2009 14:45 fusionsdf wrote: not sure if you're willing to look at replays, soo ![]() did I react properly to this 4pool? What is the proper way to react? If I defend, how do I follow up? It seems even if I'm satisfied with how I defended, I come out far behind sorry, for some reason i really hate the time commitment inherent in watching replays. if you describe it i'll take a shot at it though. | ||
Artosis
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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. | ||
iNcontroL
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USA29055 Posts
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Artosis
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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. | ||
REKROLLD
Bangladesh22 Posts
thats a trick question because its impossible | ||
Ingenol
United States1328 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. 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. | ||
Artosis
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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. | ||
REKROLLD
Bangladesh22 Posts
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Artosis
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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. | ||
NeVeR
1352 Posts
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. | ||
iNcontroL
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USA29055 Posts
On March 08 2009 15:06 Artosis wrote: 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? | ||
REKROLLD
Bangladesh22 Posts
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Artosis
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United States2140 Posts
On March 08 2009 14:55 x89titan wrote: how do you see yourself in 10 years? still happy as fuck | ||
REKROLLD
Bangladesh22 Posts
On March 08 2009 15:09 {88}iNcontroL wrote: 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. | ||
iNcontroL
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USA29055 Posts
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. | ||
REKROLLD
Bangladesh22 Posts
launch nuclear weapons, turn invisible, outrange lurkers and lockdown mechanical units sadly zerg has no mechanical units | ||
imBLIND
United States2626 Posts
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? | ||
EsX_Raptor
United States2801 Posts
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oxidized
United States324 Posts
On March 08 2009 15:03 Artosis wrote: 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)? | ||
iNcontroL
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USA29055 Posts
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Ver
United States2186 Posts
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! | ||
REKROLLD
Bangladesh22 Posts
On March 08 2009 15:16 {88}iNcontroL wrote: 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? kinda like making a big useless thing that costs 100 minerals and just blocks all your units? i wish those things just made creep around them or something. While you make this thing you lose mining time too wtf is that? | ||
Artosis
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United States2140 Posts
On March 08 2009 14:59 anotak wrote: 1) What build should I play every practice game in TvT (like the http://www.teamliquid.net/forum/viewmessage.php?topic_id=88894 and the 5fac Timing push build I do every game in TvP)? Could you give some supply numbers and not just a name like "1fac1port" ? 2) What helped you learn the most when you were the equivalent of D/D+ skill level? Just sheer practice? 3) What mental obstructions do people have with regards to improving mechanically (I play games every day (not always against people though)) and I've only seen a minor increase in my mechanics in the past 6 months (yet somehow in the 3-4 months before that my mechanics increased greatly it felt like)? 4) How do I best work on my macro/multitask and not worry about my strategy because I'm too mechanically bad to do good strategies for the most part anyway? 5) Most importantly, how do you (as in you specifically not as in anyone) memorize a build order? Just massgame it? 1) the best // safest // most versitile build in tvt is the 1factory 1starport build. there are tons of ways to do it and if you become really really good at executing it then you will be one scary mofo. the 2 big builds for it are the 12gas and the 10gas. 10gas allows you to get 2tanks + siege and 2wraiths + cloak before you start to get low on gas and have to wait before buying more tech units. the 12gas one allows you only siege or cloak. its really up to you which you want to practice. just know that you can't lose any units with this build. most people go for fast expands in tvt and if you use this, keeping your units alive is absolutely key. losing even 1 tank will give them the momentum to roll you over. 2) i started playing this game like 10 years ago. i was really really lucky and met this guy called Eriador AKA Liquid`Drone right off. he took assem and i under his wing. he would sit in the game observing me and telling me what i was doing wrong. he as well as a few others gave me some very general tips that i still keep with me 10 years later. he also helped me a lot by building my rhythm telling me to make scvs each time they finished. he went over all parts of the game, everything he knew with me all the time, never asking for anything in return. i really owe a lot to that guy, as sc has literally become my career and passion. 3) being good at mechanics is NOT NATURAL. it takes lots of hard work. if you really want to become good mechanically, you have to push yourself EVERY MOMENT OF THE GAME. you have to concentrate so hard. really if you are super serious about becoming good mechanically, you should be mentally exhausted at the end of every game. 4) get the most basic and safe builds and know them by heart. 1factory expand tvt/tvp and 1rax expand tvz. once you know these builds basically you can pretty much play out a game vs anything and just practice your other skills, even if you arent reacting 100% correctly to anyhting that comes up. 5) when i am in serious practice, i keep a notepad next to my computer. i actually have the build order written down like i've written them out in a few posts here already. i will just practice the build over and over, making notes and adjustments. after a while you become so used to it you can recite the build. takes a lot of games though. | ||
fusionsdf
Canada15390 Posts
On March 08 2009 14:59 Artosis wrote: sorry, for some reason i really hate the time commitment inherent in watching replays. if you describe it i'll take a shot at it though. ok I'm 6 vs him at 3. I scout it coming when I 11 scout. Block the ramp with 6 scvs, build a bunker asap in my minline. Lose 4 scvs at my ramp and retreat the other 2 + Show Spoiler + ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I follow up with 2rax acad off one base while he goes muta->lurker, but I feel behind all game How would you recommend responding? | ||
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On March 08 2009 15:02 {88}iNcontroL wrote: how do you sleep at night artosis? fitfully. the heat is always on too much in the estro house. i wake up dehydrated every single fucking morning. | ||
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On March 08 2009 15:06 REKROLLD wrote: you forgot that probe drops down buildings that self build im beginning to like u lol | ||
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On March 08 2009 15:26 Artosis wrote: fitfully. the heat is always on too much in the estro house. i wake up dehydrated every single fucking morning. Much like sleeping on a leather couch in NY? The things you do for bw.. | ||
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On March 08 2009 15:07 NeVeR wrote: 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. on most maps you don't move out on the 3-2 timing. that takes decades. they will have so many arbs by then. originally the flash build moved out on the 2-1 timing. by the time you are hitting 3-2 you really need that 4th base. you will be going dry in your main and natural and the additional base will allow you to keep up production. if you are really gonna sit there playing by yourself till 200 supply and 3-2 then protoss will have the whole map. move out on 2-1 and take your 4th behind it. | ||
alphafuzard
United States1610 Posts
Some questions that went unanswered in a previous "gimme questions" thread. For TvT -Strengths and weaknesses of various opening builds -Transitioning (Tank/wraith to tank/gol, or tankvult to tank gol) -When to make bc's -When to contain, where to contain -What maps encourage what unit combinations (specific or rule-of-thumb) -How to keep map control when army sizes are fairly equal -Upgrade timings -Ideal drop ship counts Some are pretty broad, but feel free to go over whichever ones you want and to whatever depth. | ||
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On March 08 2009 15:36 AttackZerg wrote: Artosis as a b-/b zerg I would like to know specific timing windows and build transitions that terran american or korean find hard to adapt. Basicly what is the easiest way to beat a terran that is better then you mechanically? 4 pool 5 pool 6 pool 7 pool 8 pool 9 pool over pool speed | ||
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On March 08 2009 15:12 imBLIND wrote: 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? timing pushes by definition are timed to kill certain builds. they hit a point where vs the particular build they were made vs they will be extremely effective. you are trying to use timing pushes as a general strategy. you must learn to see if they are doing the build that your particular timing push is aimed against. i made a vod about destroying protosses who make an additional 3gates before their 3rd base. i think it was merz vs drieven. i suggest you go dig that up on scforall. if they stay lair extra long then just counter the extra mutas with extra vessels + rines or the extra lurkers with a 2nd factory and more siege tanks. this is really basic strategy. just ask yourself "how can i destroy what he's doing easily?". siege tanks > lurkers. irradiate and upgraded marines > mutas. expos of course need to be timed. it takes a while for an expansion to pay itself off and then add additional income into your economy. here is a really valuable statement for any terran players out there about TvT. get out a pencil and paper and write it down. im not even kidding. here it is: The more Goliaths you make TvT, the more likely it is that you will lose the game. Goliaths are good in dropships. goliaths can be useful late game when you have a sick economy. in the early and mid game goliaths are not very strong. you should practice vulture tank instead of goliath tank. vulture tank should kill goliath tank without dropship. you will only secure a position against tank/vult without dropships if your opponent doesn't know what he's doing. | ||
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On March 08 2009 15:15 oxidized wrote: 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)? you can do a 6fact timing without cutting scvs. you just have to go slow. if they bust you its gg. 6fact pressures and gains you position. if you kill their 3rd with it and dont get busted you generally win. regardless it makes them macro a ton instead of teching too much or expanding too much. if you can keep the push going, even if it turns into a contain, then you are at least even. you really can't afford to fall back with this strategy because your upgrades are too late. | ||
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On March 08 2009 15:17 Ver wrote: 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! i wrote about 1fact 1star tvt in a previous post. learn about that and vulture expansion builds. opening up 2rax acad then expand is not so good against 2hatchery muta. yes it forces them to sunken up a bit which hurts, but you then get stuck in your base because its so hard to afford turrets with your later expansion. if you were to cut scvs in a 2rax acad before expansion build TvZ, it would become all-in vs muta openings. already you will have a hard time affording muta defense. it will become too poor with a lack of scvs. the flash build is teh best build overall for colosseum 2. the 2-1 timing is your best bet. as for turtling up to get vessels, if you are getting +2 attack it means you already have everything you need to get a vessel. i suggest getting one right away so you have energy for when the arbs come out (he will probably get one just about same time you get your first vessel.) be really careful with the push. make sure you have plenty of factories before you go (right at the 2-1 finishing.) rally tons of vultures. your upgrades should carry you, but if you lose your tanks you are screwed. to be honest, i don't feel comfortable answering the question about bisu and flash's game. the map medusa is insanely hard TvP, and is like 80% wins for P > T if you take out flash's stats. flash clearly knows how to play this map better than any terran on the planet. bisu's build was hugely abusive and thus gave flash a super hard time. sorry i cant help more on this one. its basically the highest level terran understanding ever vs the highest level protoss understanding ever. not too too much i can add to it without rewatching the game (which i dont want to do atm sry) the build flash did there is really hard to execute. the problem comes when terran is getting ready to move out. bisu really abused flash's greediness and slowness in that game. i think vs any other protoss (aside from perhaps jangbi) flash would have pulled that game off. | ||
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On March 08 2009 15:31 Artosis wrote: on most maps you don't move out on the 3-2 timing. that takes decades. they will have so many arbs by then. originally the flash build moved out on the 2-1 timing. by the time you are hitting 3-2 you really need that 4th base. you will be going dry in your main and natural and the additional base will allow you to keep up production. if you are really gonna sit there playing by yourself till 200 supply and 3-2 then protoss will have the whole map. move out on 2-1 and take your 4th behind it. 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. | ||
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On March 08 2009 15:26 fusionsdf wrote: ok I'm 6 vs him at 3. I scout it coming when I 11 scout. Block the ramp with 6 scvs, build a bunker asap in my minline. Lose 4 scvs at my ramp and retreat the other 2 + Show Spoiler + ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() I follow up with 2rax acad off one base while he goes muta->lurker, but I feel behind all game How would you recommend responding? ahahah ok. well i would NOT put scvs on the ramp. i would consider putting 2 there. just stop position them at the bottom. the lings will attack and the scvs will run away a little bit. stop position them again. repeat this but dont let them die. this will slow the lings down as they try to get up the ramp. finish that bunker up and keep rallying marines into it. all you have to do is dance lots of scvs around. do not lose scvs. you should be able to get the bunker up pretty easily using mining commands on your scvs blocking your marines. i would definitely stay 1 base vs a 4pooler. infact i would consider rushing to a wraith so i could be absolutely sure what he was doing. also the punishment of killing a couple overlords will hurt him really badly due to the bad economy of the 4pool (low on minerals). if he is going for a lurker followup get spider mines and vultures off of 1 factory. the wraith will ahve killed any overlords near by so he wont be able to hurt you. my end game vs this bastard would be 2 tanks a group and a half of marine medic and a vessel. at that timing if you didnt lose too many scvs he shouldnt be able to stop you. just play safe + one strong push. | ||
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On March 08 2009 15:28 {88}iNcontroL wrote: Much like sleeping on a leather couch in NY? The things you do for bw.. LOL no im not stuck to my bed in the morning. i do not feel moist in the morning. i am DRY. it feels like a hangover. | ||
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dropships get scourged and sniped or sunkened. vessesl numbers arent amazingly high. | ||
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On March 08 2009 14:05 Artosis wrote: i feel like helping some people. ask me some questions about terran. be as SPECIFIC as you can. i'll answer anything that is asked correctly (and that i feel qualified to answer) as best i can. I've been playing terran for a while now and I only ever made it to D+, my problem is I seem to lose track of my macro and miss a building here and there or not produce enough units. So I've started making games with no players and just going through my builds over and over again to try and memorise them. 4 questions: 1. Is there any better way to memorise builds? 2. Should I scrap my idea and just start playing regular matches? 3. What builds should I learn first? I'm currently trying to memorize flash strat and a 3tank 1 vessle timing push for tvp and tvz, are these decent builds to focus on? 4. How do you hotkey your units and buildings? | ||
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firebat, siege tank, spider mine, nuke, Valkyrie, irradiate.. and we can make an argument for EMP which does have damage to all P units (basically). For a grand total of 6 (7 if we count emp) Zerg has: lurker attack, infested marine, plague, muta devourer. For a grand total of 5. Should be noted that infested marines have to be stolen from terrans, devourers only attack air and the splash doesn't actually damage units by itself, plague is a stronger version of emp so I will count it. Protoss: storm, reaver, corsair. | ||
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On March 08 2009 15:33 alphafuzard wrote: Need some help on my TvT Some questions that went unanswered in a previous "gimme questions" thread. For TvT -Strengths and weaknesses of various opening builds -Transitioning (Tank/wraith to tank/gol, or tankvult to tank gol) -When to make bc's -When to contain, where to contain -What maps encourage what unit combinations (specific or rule-of-thumb) -How to keep map control when army sizes are fairly equal -Upgrade timings -Ideal drop ship counts Some are pretty broad, but feel free to go over whichever ones you want and to whatever depth. -Strengths and weaknesses of various opening builds 1fact 1star: execution based. if you can't execute it well you will get run over. otherwise very robust + strong. 2fact tank: dies to anything with a starport + 2fact vultures. 2fact gol/tank: not that good against vulture openings. very poor against 1factory expand, especially if he scouted you doing this build. 1factory siege expand: very slow and can be contained somewhat easily. 1factory vulture expand: can be super weak to a 2factory build or a delayed 1factory vulture expand with marines. also it can be hard to properly scout what your opponent is doing. 2factory vulture (no addons): destroys 1factory vulture expand quite hard. not particularly good vs anything else. 2factory vulture (addons): very bad vs 1factory vulture expand. you will get overwhelmed by 3-4 fact vultures with speed. 14cc: dies to 8rax. 8rax: kind of random. you don't really have a say over whether or not it works unless they went 14cc. -Transitioning (Tank/wraith to tank/gol, or tankvult to tank gol) it takes lots of games to figure this out exactly. its really hard for me to put into words. gol/tank isnt that good. normally you will transition from tank/wraith into tank/vult or pure tank nowadays. the transitions matter upon so much its really hard for me to just explain it in general terms, sorry. -When to make bc's BCs only work on some maps. normally easily defensible maps. maps like Blue Storm, Python, Shin Chupung-Ryeong are good examples of BC maps. you go BC on these maps when it becomes impossible to die or to attack successfully. these maps are really easy to defend on and games often times go to that level. on the other hand some maps are very very very hard to defend well. 2 good examples would be Tau Cross and Medusa. Medusa is a really twisty map with that high ground around your base. it would be useless to have units up there. theres just too much ground to cover. that makes dropship based late-game play very strong. you just cannot defend everywhere. likewise on tau cross the main bases are hugely long, and there are cliffs over expos. are you really going to keep a ton of units in your main base to defend your depot clumps at the back? no of course not. theres just too much ground to cover. this is another example of a late game dropship map. -When to contain, where to contain kind of hard to explain exactly as theres so much involved. it really depends upon so much lol really hard to explain this. i guess a good example of a good place to contain would be on Shin Chupung-Ryeong. You can set up an area that is going to be near-impossible to break. its a thin map so its going to force your opponent into dropships. when you know hes forced into dropships, you can really prepare yourself for them to minimize the damage he will do to you. sorry i can't go too indepth here, its a bit too complex. -What maps encourage what unit combinations (specific or rule-of-thumb) ramped maps like dropships tanks and goliaths. open//flat maps like vultures and tanks. easily defensible maps like late game bcs. poorly defensible maps like late game dropship/tank/gol. -How to keep map control when army sizes are fairly equal if you have similar army sizes, siege up. sieged tanks > tanks without siege. keep an eye out for dropships. follow his dropship movement with your own. -Upgrade timings all you care about TvT (for the most part) is +2 attack to mech. get it fasttttttt. not as fast as in TvP with the flash build, but i suggest that after you have your first four facts or so you should start your journey to +2 attack and never stop it. also in a game that goes to BCs, its important to upgrade BCs fully. armor and attack are both quite important, moreso than an extra couple BCs. -Ideal drop ship counts 1 dropship is a nuisance. 2 dropships is a real and serious harass. in the super late game u could possibly get like ~8 dropships on a map like tau cross. other than that you have to be careful. if you make too many dropships in the early game, an opponent with no dropships but good unit movement will be able to overwhelm you. | ||
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On March 08 2009 16:19 {88}iNcontroL wrote: Interesting fact: The race with the most splash damage(I define this as a spell, attack or anything that damages enemy units): terran firebat, siege tank, spider mine, nuke, Valkyrie, irradiate.. and we can make an argument for EMP which does have damage to all P units (basically). For a grand total of 6 (7 if we count emp) Zerg has: lurker attack, infested marine, plague, muta devourer. For a grand total of 5. Should be noted that infested marines have to be stolen from terrans, devourers only attack air and the splash doesn't actually damage units by itself, plague is a stronger version of emp so I will count it. Protoss: storm, reaver, corsair. we also have the mot useful spell ever ensnare that is so useful in fact id say it rivals irradiate thats why sc is so great all the spells are so equal | ||
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On March 08 2009 15:36 AttackZerg wrote: Artosis as a b-/b zerg I would like to know specific timing windows and build transitions that terran american or korean find hard to adapt. Basicly what is the easiest way to beat a terran that is better then you mechanically? defilers. it doesn't matter how many marines he has if you are really good at defiler use. check out as many ToT)XiaOzI( replays as you can. i've seen him beat lots of top terran players with 1/3rd their supply due to defiler stalling + plagues. | ||
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On March 08 2009 15:40 n.DieJokes wrote: What is the most annoying thing a zerg can do to harass a terran? running tiny amounts of zerglings around to harass turret making at your expansion (and when you go to kill them running a couple into your main.) when xiaozi does this to me i want to die. | ||
Splendour
Bulgaria129 Posts
2) Is it worth it getting more than 3 comsat stations ? 3) In situations where ur enemy is a protoss who has 8-12 carriers and the rest dragoons and high templars, from how many factories should u make tanks (assuming ur initial tank count has been really lowered from the carriers) | ||
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On March 08 2009 15:40 Kinky wrote: In a TvT, when should you opt for Vultures first instead of Gols/Tanks? And if you do, when's a good time to transition higher into the tech tree? Also, how do you go up against a Gol/Sieged Tank army with Vultures? I feel like they melt too easily before they even get mines out. by opening vulture/tank vs gol/tank, you are the one who should have map control. it is he who will have to worry about engaging you and your contain. if he opens gol/tank don't open pure vulture. vulture/tank will smash that to bits. | ||
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On March 08 2009 15:48 Sprite wrote: Artosis do you prefer Mech builds TvZ or do you stick straight with the bio/SKterran action? (depending on map of course.) i prefer sk terran. mech builds...eh. i already use them in the other matchups. marine medic is more fun, and more robust overall. | ||
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On March 08 2009 15:51 SkepTicAL wrote: As a fellow Terran Artosis, I would like to know the diet one should take in order to increase their skill 3 ranks. vegetarian gogo. | ||
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On March 08 2009 16:09 ramen247 wrote: how do you kill a zerg after he gets a defiler? dropships get scourged and sniped or sunkened. vessesl numbers arent amazingly high. you really should have a good number of vessels. keep them pumping. stop making siege tanks. you need 2 ports 100%. if you start to gain a real lead but just cant break through, make some extra firebats to exacerbate the lead. (similar to making mass goons vs zerg when you are already a little bit ahead). you need to harass constantly with dropships + moving your army back and forth. he will be using nydus so make him use it a lot. pick off ANYTHING you can. make sure you have 3 gasses running at this point as well. | ||
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On March 08 2009 16:32 reform wrote: How do you build supply depots? BS | ||
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On March 08 2009 16:12 extracheez wrote: I've been playing terran for a while now and I only ever made it to D+, my problem is I seem to lose track of my macro and miss a building here and there or not produce enough units. So I've started making games with no players and just going through my builds over and over again to try and memorise them. 4 questions: 1. Is there any better way to memorise builds? 2. Should I scrap my idea and just start playing regular matches? 3. What builds should I learn first? I'm currently trying to memorize flash strat and a 3tank 1 vessle timing push for tvp and tvz, are these decent builds to focus on? 4. How do you hotkey your units and buildings? 1. i write them down in a notebook and practice them over and over. 2. playing some in single player can be helpful. i practice a few mechanics here and there in single player although not too much. more recently nony made good use of single player practice before going to korea. anything that you feel helps you probably does. 3. dont learn the flash strat yet. theres so much timing involved with it. i think it would just frustrate such a new player. i suggest you play some more aggressive builds. you would learn more that way. maybe a 6factory timing push. the 3tank 1 vessel timing push tvz is probably the smartest thing for u to practice in that matchup atm. ive written 50x about tvt already in this thread so go look for those ones. 4. its different throughout the game. normally its something like this 1 scout 2 cc 3 cc 4 fact 5 fact 6 fact 7 fact 0scan 9scan as i get ready to move out i put units on my hotkeys and use the F keys over my production buildings. i love dropships on 2 for whatever reason. i must suggest though dropships on 7 or 8 so u can unload easily. | ||
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Some people build depots in huge clumped lines and some people use checkerboard patterns. Which method is better? | ||
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United States2140 Posts
On March 08 2009 16:24 CanT.ThinK.oF wrote: 1) How do u push out in TvsP with ~200 supply(upgraded) against arbiter heavy armies ? 2) Is it worth it getting more than 3 comsat stations ? 3) In situations where ur enemy is a protoss who has 8-12 carriers and the rest dragoons and high templars, from how many factories should u make tanks (assuming ur initial tank count has been really lowered from the carriers) 1) keep on top of where the arbiters are. emp if you can. otherwise keep some goliaths up front to punish them coming in. keep your tanks spread out as best you can. i know its hard and frustrating. im sorry. 2) may as well if you have more ccs. you can always just scout a bit more and get a bit more information. especially if you have no vessels and they are using dts/arbs late game. 3) you need actually a lot of tanks. you need to be able to CREAM the goons and templars. ur gols CAN NOT fight vs gols + templars with that many cars. keep your gol groups BEHIND your tanks. let the tanks take the hits + the storms. just pick off interceptors and let him lose his army against teh tank force. i cant give exact #'s as it would be different in every situation. | ||
Artosis
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United States2140 Posts
On March 08 2009 16:30 {88}iNcontroL wrote: artosis: What does robust mean? i now understand how you have almost 20 000 posts. | ||
Artosis
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United States2140 Posts
On March 08 2009 16:32 reform wrote: How do you build supply depots? angrily. | ||
Artosis
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United States2140 Posts
On March 08 2009 16:37 reform wrote: Hm, let me rephrase. Some people build depots in huge clumped lines and some people use checkerboard patterns. Which method is better? checkered is good vs reavers. clumped is good in a small main base. you have to decide in each game which will be better for the game. sometimes i start out checkered and when reavers are no longer an issue i will clump them. | ||
Artosis
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United States2140 Posts
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extracheez
Australia151 Posts
On March 08 2009 16:35 Artosis wrote: 1. i write them down in a notebook and practice them over and over. 2. playing some in single player can be helpful. i practice a few mechanics here and there in single player although not too much. more recently nony made good use of single player practice before going to korea. anything that you feel helps you probably does. 3. dont learn the flash strat yet. theres so much timing involved with it. i think it would just frustrate such a new player. i suggest you play some more aggressive builds. you would learn more that way. maybe a 6factory timing push. the 3tank 1 vessel timing push tvz is probably the smartest thing for u to practice in that matchup atm. ive written 50x about tvt already in this thread so go look for those ones. 4. its different throughout the game. normally its something like this 1 scout 2 cc 3 cc 4 fact 5 fact 6 fact 7 fact 0scan 9scan as i get ready to move out i put units on my hotkeys and use the F keys over my production buildings. i love dropships on 2 for whatever reason. i must suggest though dropships on 7 or 8 so u can unload easily. Cheers dude, by the way google tells me that scforall has been hacked and had malicious software uploaded to it, might wanna check that out ![]() | ||
iNcontroL
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USA29055 Posts
On March 08 2009 16:41 Artosis wrote: i now understand how you have almost 20 000 posts. You are probably referring to how I don't dodge questions and you do. Yes, I answer shit. Your lack of answering my shit would explain your low post count. | ||
radar14
United States1437 Posts
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)? | ||
merach
United States182 Posts
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? | ||
decafchicken
United States20019 Posts
On March 08 2009 16:19 {88}iNcontroL wrote: Interesting fact: The race with the most splash damage(I define this as a spell, attack or anything that damages enemy units): terran firebat, siege tank, spider mine, nuke, Valkyrie, irradiate.. and we can make an argument for EMP which does have damage to all P units (basically). For a grand total of 6 (7 if we count emp) Zerg has: lurker attack, infested marine, plague, muta devourer. For a grand total of 5. Should be noted that infested marines have to be stolen from terrans, devourers only attack air and the splash doesn't actually damage units by itself, plague is a stronger version of emp so I will count it. Protoss: storm, reaver, corsair. Also, the zerg are the only race that don't have an area of effect spell that can actually kill something, compared to the spells that wreak havoc and destruction the other races have, like irradiate and storm. | ||
ramen247
United States1256 Posts
On March 08 2009 16:24 Artosis wrote: running tiny amounts of zerglings around to harass turret making at your expansion (and when you go to kill them running a couple into your main.) when xiaozi does this to me i want to die. lmfao. i hate zergs who do that xd... | ||
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Kinky
United States4126 Posts
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Ilikestarcraft
Korea (South)17726 Posts
I pretty much lose every single tvz against my friend on destination that way ![]() | ||
Divinek
Canada4045 Posts
Also when playing against 13 nexus what is your preferred way to play against it? | ||
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AltaiR_
Korea (South)922 Posts
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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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DREAM-JOY
Australia53 Posts
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Patriot.dlk
Sweden5462 Posts
Motivate answer! | ||
Geo.Rion
7377 Posts
To me it seems kinda stragne, that a zerg does some damage wiht his muta, gets his 3rd up and defends it against an mnm attack, techs to defilers to make his advantage a win...And suddenly he not only loses his lead, but the whole game. textbook example, in a recent game: + Show Spoiler + The other thing, what should a Zerg player do to be safe against the countless chees options on Destination? There are like 4-5 kind of cheeses which will kill you off if you cant scout it. (Leta vs Luxury, Skyhigh vs Jaedong etcetcetc) 9th drone scout to his main could reveal some of them, but not most of it | ||
bias-
United States410 Posts
1. Games like Flash's recent one, versus free[gm] in Winner's League where he did the M&M timing along w/ tanks TvP, like 4-5 barracks in a mid-game timing rush, take that for example (he happened to lose to DTs which I'm pretty sure free just got lucky on..). Is there a large potential for SC to take on more creativity? Or is it all gonna be "robust" builds from here on out that are refined and refined.. and anyone that deviates from them in some act of creativity in all likelihood will be beat out because the 'standard' player will have a more solid foundation and be able to react UPON that solid foundation? This goes back to your observations about foreigners versus pros thread. + Show Spoiler + Take today's game of GGplay on Destination, risking 4 drones on Kal not scouting him mining out his back. That was awesome and I didn't even know the multiple drones would auto-select the minerals underneath. This relates to the question 2 as well. "Fantasy's new builds," Jaedong's queen usage, recent burrow usage, earlier dark archons, etc. come to mind, these new tactics are exciting. Long question I know, but trends in SC like the TvZ bunker innovation, Savior's TvZ revolution, Bisu's PvZ revolution, make me think a lot of this "standard" play is really more popular trend and people being scared to deviate from the norm? 2. How much innovation in map architecture do you think there is left to explore that might change the way games are played? I feel this really relates to terran more than any other race because I feel they're more dependent upon this map convention for some reason, though certainly so are all three races. Maps like Monty Hall, Neo Requiem, Medusa and memorably 815 have had huge impacts on the way races are played. Are we doomed to forever be confined by ramps and initial one-base-opening chokes? Does wide-open main lend itself that much to zerg? Island maps ever gonna come back? I miss games like Nal_ra's epic hallucination recall on GoodFriend and insane air battles. Will that bring some rejuvination to the SC proscene or is it gonna be mechanics and the rock-paper-scissors feel that has me feeling somewhat jaded as of late (I blame the maps, as you can see). Another complex question sort of and I realize this is sidetracking into wider questions outside just Terran, but I'd like to hear your opinion when you get the chance (and any 'qualified' others afterward). | ||
LuckyFool
United States9015 Posts
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axle135
33 Posts
Artosis, can you check my other thread? I'll edit in a link there. More of general questions, but since I'm terran so far, I'd like to hear your thoughts. http://www.teamliquid.net/forum/viewmessage.php?topic_id=89152 | ||
Zoler
Sweden6339 Posts
On March 08 2009 14:22 EsX_Raptor wrote: How would you describe the mindset Terran players should get into when playing against every race? "When you play, you have to start off with a mind to turn the game into a rape" -iloveoov | ||
Zoler
Sweden6339 Posts
On March 08 2009 22:52 axle135 wrote: 'I'd guess trhe best way to stop fast arbiters is to have goliaths/M&M with Stim at hand and ready with turret cover. If you know they're going arbiter. If not, then I'd like to see why it wouldn't work (no sarcasm). Couldn't you also go mass aerial game / overpower on land with tanks? IMO, valkyries/ aren't used enough. How long is 12 minutes? Battlecruisers? EMP? Lockdown? Siege mode? Artosis, can you check my other thread? I'll edit in a link there. More of general questions, but since I'm terran so far, I'd like to hear your thoughts. Fast arbiter doesn't always mean fast recall, they can stasis too you know. The fastest way to max in TvP straight up is around 13 minutes I think. | ||
Hundredth
United Kingdom142 Posts
what's the best way to deal with a double expand (off say 2 gates) in TvP? on a map where taking a 3rd yourself in this siutation is hard because you have to stretch yourself so much. it's especially annoying in cross positions, because a fast timing attack will arrive a lot slower. also, do you have any replays for this fac port 10 gas build? i'd like to know the full build and how it's executed | ||
Zoler
Sweden6339 Posts
On March 08 2009 23:10 Hundredth wrote: not sure if this has been answered but: what's the best way to deal with a double expand (off say 2 gates) in TvP? on a map like python where you can't really take a 3rd in this situation. You can take a third no problem on Python. Watch some replays, there's a lot on GG.net for example. | ||
Tehinf
United States192 Posts
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axle135
33 Posts
Why does nobody use ghosts anymore? Do you know any really good ghost VODs and reps? Not just the boxer nuke rush videos, but like, the entire game where it happenned. | ||
Hyperionnn
Turkey4968 Posts
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YPang
United States4024 Posts
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EniraM(CA)
Canada160 Posts
Also Which option is best? | ||
jello_biafra
United Kingdom6635 Posts
On March 08 2009 23:10 Hundredth wrote: not sure if this has been answered but: what's the best way to deal with a double expand (off say 2 gates) in TvP? on a map where taking a 3rd yourself in this siutation is hard because you have to stretch yourself so much. it's especially annoying in cross positions, because a fast timing attack will arrive a lot slower. If they're double expanding off just 2 gates then either a 4 fact or 5 fact timing push will take them to pieces. On March 08 2009 23:24 Hyperionnn wrote: What is most annoying thing besides DT's in TvP? (From your perspective) Arbiters no doubt. | ||
Hyperionnn
Turkey4968 Posts
On March 08 2009 23:52 EniraM(CA) wrote: What are your options vs a Protoss who nexus before gateway? Also Which option is best? Go for marine-scv rush to destroy that nexus OR double expand if map permits | ||
iD.NicKy
France767 Posts
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Phyre
United States1288 Posts
1) Why would you go mines first FD style when using the TvP 5 fac push instead of Siege expand? Pros/cons of siege vs fd openings when going for a 5-6 fac push? 2) Could you explain when some of the most popular BOs are best used? Like "This siege expo is the ideal choice against 2gate goon" or "This build is best on close positions on maps with ramps" or something like that? Might be a bit much, but can't hurt to ask. ![]() | ||
axle135
33 Posts
How can I improve my vessel/ vulture micro and macro? I usually end up running out of hotkeys for production. | ||
aLmOst
United States13 Posts
General~ Timing - I have been following SC but not playing it as much as I would like but I know this word came about sometime ago. Exactly what is "timing". Is it hitting your opponent when he is at his weakess point or you are at your strongest? Example I think I know of one in most TvP where the terran will push out and assume he will engage his army by the time his +1 Weapon finishes. Can you give an example of a more specific "timing" attack. Mechanics - I see this word used a lot too. Is this just the bare basics and knowledge of the game? Micro Macro and management of the entire game or what exactly is this? 1. If your economy is booming and your macro is getting you up to the 1k area *mostly in the tvz area* is it a better idea to just make extra barracks or starports/facts? TvP~ 1. what builds are good for what type of maps? I saw that you said some builds just won't work on certain maps for example the "Flash" build won't work on Python you said because you can't secure your third easily. I also saw that you said you can't use 2 fact opening on Destination because the map is weird for that build. But why? Is it because of the bridges in the middle and the bridges to get to your opponents base? 2. I see this a lot in TvP games, once they feel comfortable and move out (not sure if its timing based?) I see pro gamers or amateurs move out and either try to go for the kill or they put up a defense from their natural to their third to secure it. Or they either go out to attack and take their third while attacking. What is the right mind set and time to do either one? When do you know if it's good to go attack or stay and make a third and take it into late game? 3. *Scenario* You got your tanks seiged and he is in front of you, you got your mines laid down and you see exactly where his units are. either he bites on you moving up a bit or he keeps backing up until he sees it fit to attack. now my question is when moving your tanks up should you get rid of those mines that are left on the ground or just build more turrets to stop zealot bombs and running zealots in there. also when you have your vultures do you run back to tanks and HOLD them or do you actually target zealots? I have read the both before and am not sure exactly which one I should be doing. Also do you move your tanks up one by one or the entire group? 4. So you get your expansion up and you got mine and speed for vultures. But he has his Dragoons waiting in front of your base and you can't get out and get map control. Would you just move up tanks and seige to get them away and then rush out and take map control? Or just stick to turtling and push out. I find that if you do this they just take the entire map and by then you are way too behind to even win. 5. I have been struggling a lot with this and it is the rallying of your units to your push. I either miss the hotkeys sometimes or I don't think I am doing it fast enough. How do you do this and in exactly what steps do you take to do this. I am pretty sure you are using Fkeys and CTRL your unit buildings but is it just practice that will do the trick? Any way that is better? TvZ~ 1. You scout and he is going a 2 hatch build. And you are already doing your 1 Rack FE build. Would you just add your engineering a bit earlier and make 1-2 turrets with the same scv at your nat and your expo? 2. You scan and see that he is getting a hive up while he is doing his harrass. What should my mind set be. Should I go out and search for his third or for his main? But then again what if I don't have enough units to take out his base. 3. What maps/type of maps are good for what certain builds. Just generalized would be fine. For example what maps are good for SKT or MECH. 4. Since the huge revolution of MECH vs zerg has arose, are a lot of koreans using it over there? Or are most games still bio? TvT 1. How the fuck do you play this match up? 2. What are good build orders on what type of maps? 3. What BO are better against others, which ones are weak vs others? 4. If you are contained and you only have your natural what is one to do instead of nerd rage and slam your keyboard? Maybe more later thanks for answering~ | ||
jello_biafra
United Kingdom6635 Posts
On March 09 2009 00:51 axle135 wrote: Is the campaign really all that useful for practice? I've just gotten past the one with Duke as a battlecruiser, but I know all the units. How can I improve my vessel/ vulture micro and macro? I usually end up running out of hotkeys for production. Personally I wouldn't bother with the campaign, there's nothing in it that you wouldn't learn in a few quick 1v1s. For micro it just comes down to practice, play many games and use your vultures or vessels as much as physically possible and you will notice yourself getting better with the control. As for macro you can use hotkeys to an extent but when you have too many facts/barracks you'll need to double tap one of your hotkeys to take you to your factories and then just click on each one as quickly as possible and hit 'T' or 'V' to get them all making stuff. | ||
ProjectVirtue
Canada360 Posts
Lately i've been destroyed by mass goons on multiple accounts. I know i need more map awareness but aside from that, i'm even being out produced and out manuvered in the early game. I played two games this morning, the toss went 14 nex both games. On the first one, i got gas stealed so i switched to a MM build and try to push out to his nat. I got there, but then in the instant i went to macro my base he used his probes + goons to kill my MM. I figured this was ok and proceeded to my tank while pumping MM from 3 rax.but by the time he moved out to my base, i only had 1 control group of MM and 1 tank when he had about 10 goons. Second game, was more of a standard build. Wall scv on 8, 11 rax, 11 gas, 3 scv on gas for fast fac. I scouted the FE again from the toss so i decided to switch to seige expand to try to keep my economy up. By the time my first tank came out, he had a probe and zealot atking my wall, so i got rid of them and continued to take my nat. At this point he was outnumbering my units 2:1 already. and this is while he built 4-5 pylons around the map. thats a lot of minerals, gone, and i was still being out numbered. i scouted mass goons so i pumped tanks from 2 facs and gollies from 3 and vultures from 1. he rallied them outside my base, and when i tried to move out, most of them were killed. thats when i comsated 2 more expos on his half. I dont know how to make my build any faster, fast gas with 3 scv + fac is the quickest i can get tank, but i still seem to be outdone by goons every game i play | ||
Zoler
Sweden6339 Posts
On March 09 2009 01:32 ProjectVirtue wrote: Hi there Artosis, Lately i've been destroyed by mass goons on multiple accounts. I know i need more map awareness but aside from that, i'm even being out produced and out manuvered in the early game. I played two games this morning, the toss went 14 nex both games. On the first one, i got gas stealed so i switched to a MM build and try to push out to his nat. I got there, but then in the instant i went to macro my base he used his probes + goons to kill my MM. I figured this was ok and proceeded to my tank while pumping MM from 3 rax.but by the time he moved out to my base, i only had 1 control group of MM and 1 tank when he had about 10 goons. Second game, was more of a standard build. Wall scv on 8, 11 rax, 11 gas, 3 scv on gas for fast fac. I scouted the FE again from the toss so i decided to switch to seige expand to try to keep my economy up. By the time my first tank came out, he had a probe and zealot atking my wall, so i got rid of them and continued to take my nat. At this point he was outnumbering my units 2:1 already. and this is while he built 4-5 pylons around the map. thats a lot of minerals, gone, and i was still being out numbered. i scouted mass goons so i pumped tanks from 2 facs and gollies from 3 and vultures from 1. he rallied them outside my base, and when i tried to move out, most of them were killed. thats when i comsated 2 more expos on his half. I dont know how to make my build any faster, fast gas with 3 scv + fac is the quickest i can get tank, but i still seem to be outdone by goons every game i play TvP replays | ||
HiOT
Sweden1000 Posts
And. I've seen so many vods/replays with pros and other players who do 3-4 turrets only at main/nat and keeps loosing scvs anyways. lets say you lose 3 scvs at main and 2 at nat = 250 minerals + lost mining time. Is it not better to get 2-3 turrets more so you have 5 at each mineral line? It will if you are pro but lets face it none is pro in here who asks questions to you so does it really affect my economy that much if I get 2-3 more turrets instead of loosing 2-3-4-5-6-more scvs? | ||
Mikami
21 Posts
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EGMachine
United States1643 Posts
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ramen247
United States1256 Posts
On March 09 2009 03:22 Mikami wrote: why did Idra lost against F91 ? you said that TvZ is he's best matchup and it is at progamer level.. lol. good question. | ||
EGMachine
United States1643 Posts
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anotak
United States1537 Posts
On March 09 2009 03:14 Lobbo wrote: Most standard TvZ/TvP build order (now) to practice with? try this: On March 09 2009 03:44 anotak wrote: tvz: http://www.teamliquid.net/forum/viewmessage.php?topic_id=88894 for tvp: from http://www.teamliquid.net/forum/viewmessage.php?topic_id=78677¤tpage=13 for tvt: I wish I had more exact supply numbers like the other two builds for TvT I'll go watch a few replays and post up on it i guess. | ||
jello_biafra
United Kingdom6635 Posts
On March 09 2009 03:14 Lobbo wrote: Most standard TvZ/TvP build order (now) to practice with? And. I've seen so many vods/replays with pros and other players who do 3-4 turrets only at main/nat and keeps loosing scvs anyways. lets say you lose 3 scvs at main and 2 at nat = 250 minerals + lost mining time. Is it not better to get 2-3 turrets more so you have 5 at each mineral line? It will if you are pro but lets face it none is pro in here who asks questions to you so does it really affect my economy that much if I get 2-3 more turrets instead of loosing 2-3-4-5-6-more scvs? For me Fnatic.Never's 11/11 7 marine FD build has worked very nicely for TvP, I recommend you download his replay pack which can be found here: http://www.scforall.com/staminareplaypacks/Stamina1FnaticNeverLadderReplays.rar For TvZ the standard 1 rax CC build is very strong, see the "Difference between Koreans and Foreigners" thread for that. And as for the turrets, if you think you need 5 then by all means make them. On March 09 2009 03:22 Mikami wrote: why did Idra lost against F91 ? you said that TvZ is he's best matchup and it is at progamer level.. Because IdrA is not at progamer level, at least not yet... | ||
Tehinf
United States192 Posts
On March 09 2009 03:47 Machine[USA] wrote: Artosis why is it that scv's have 60 hp and all of the other races mining units have 40? SCVs can't regenerate their health or shield. Drones and Probes can. | ||
jello_biafra
United Kingdom6635 Posts
On March 09 2009 04:03 Tehinf wrote: SCVs can't regenerate their health or shield. Drones and Probes can. I'm pretty sure his question was a joke but your answer is half correct, it's also because they have to sit and construct buildings which leaves them open to more harass than Probes and Drones. | ||
Dante08
Singapore4128 Posts
Also, what do you do if the protoss is camping at all directions (e.g. in python) waiting for you to push one of his expos and proceeds to flank the hell out of your army. Thanks loads! | ||
eatmyshorts5
United States1530 Posts
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YPang
United States4024 Posts
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ramen247
United States1256 Posts
On March 09 2009 05:17 YPang wrote: LOL artosis ain't going to answer all that questions... but i hope he does... Maybe idra can answer some.. XD that would be REALLY nice. | ||
Creationism
China505 Posts
On March 09 2009 03:47 Machine[USA] wrote: Artosis why is it that scv's have 60 hp and all of the other races mining units have 40? cuz theyre black | ||
Phrogs!
Japan521 Posts
On March 09 2009 05:15 eatmyshorts5 wrote: Do you agree with this video: http://www.xtranormal.com/watch?e=20090308045511881 genius | ||
Biochemist
United States1008 Posts
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Ideas
United States8097 Posts
On March 08 2009 15:51 {88}iNcontroL wrote: http://www.xtranormal.com/users.php?mode=profile&uid=118472&op=0 Video conversation of artosis and I I want to see this but it doesn't exist ![]() | ||
ZzZzAnG
United States109 Posts
what are you looking for in replay of your self losing?like you died cuz.... thnx | ||
eatmyshorts5
United States1530 Posts
This one? http://www.xtranormal.com/watch?e=20090308045511881 | ||
Ideas
United States8097 Posts
On March 09 2009 12:20 eatmyshorts5 wrote: This one? http://www.xtranormal.com/watch?e=20090308045511881 I thought Inc was making a different one. | ||
GhostKorean
United States2330 Posts
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DoctorHelvetica
United States15034 Posts
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Tbake
United States71 Posts
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. | ||
Tbake
United States71 Posts
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. | ||
DoctorHelvetica
United States15034 Posts
On March 09 2009 14:12 Tbake wrote: 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 | ||
Tbake
United States71 Posts
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. | ||
alexpnd
Canada1857 Posts
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Ilikestarcraft
Korea (South)17726 Posts
On March 09 2009 14:19 DoctorHelvetica wrote: 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 | ||
SwEEt[TearS]
Canada1575 Posts
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. | ||
Biochemist
United States1008 Posts
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. | ||
Moletrap
United States1297 Posts
+ Show Spoiler + CJ vs KTF Game 3 And it's not completely related but there was recently a game which involved a T trying to defend against 4pool. + Show Spoiler + CJ vs KTF Game 6 | ||
dhe95
United States1213 Posts
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. | ||
freelander
Hungary4707 Posts
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p4ge
Canada160 Posts
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littlechava
United States7218 Posts
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 | ||
Ramsing
Canada233 Posts
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dhe95
United States1213 Posts
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l10f
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United States3241 Posts
On March 10 2009 10:41 dhe95 wrote: Is there a difference between right clicking on an enemy unit and a clicking on that same unit? One takes two hands, the other takes one | ||
YPang
United States4024 Posts
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H
New Zealand6138 Posts
On March 10 2009 13:23 YPang wrote: artosis doesn't feel like hleping us anymore. I wonder if it has anything to do with the influx of absolutely retarded questions | ||
EGLzGaMeR
United States1867 Posts
Why are you so bad with terran??? | ||
iNcontroL
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USA29055 Posts
On March 10 2009 13:23 YPang wrote: artosis doesn't feel like hleping us anymore. only took you 5 pages of him not replying to figure this out? Move along people.. he has a short attention span. That's why he plays terran. | ||
VorcePA
United States1102 Posts
What is the most lurkers you want to engage with a simple M&M army before it's time to consider bringing in tanks? | ||
Tbake
United States71 Posts
On March 10 2009 16:13 VorcePA wrote: Assuming you've run in to lurkers that do not have any backup, how do you properly (and quickly) split your marine force to minimize casualties? Do you know of any FPVODs in which you can see an example? What is the most lurkers you want to engage with a simple M&M army before it's time to consider bringing in tanks? I would like to know the trick to this also. | ||
MiStAh
United States98 Posts
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Zoler
Sweden6339 Posts
On March 09 2009 03:22 Mikami wrote: why did Idra lost against F91 ? you said that TvZ is he's best matchup and it is at progamer level.. Because F91 beat Stork right? | ||
ilistis
United States828 Posts
On March 10 2009 13:45 H wrote: I wonder if it has anything to do with the influx of absolutely retarded questions Or could it be the "ask me anyhing about artosis thread" or the video by Machine? Not that I don't like them since they're funny but.... | ||
Intothebreez
Canada11 Posts
Any ideas? Ive been told bringing vults far ahead of tanks helps, and scanning ahead too. Anything else would be appreciated, thanks. | ||
Cloud
Sexico5880 Posts
Isnt f91 a progamer too? | ||
ySoLaMe
United States51 Posts
asaply | ||
JMave
Singapore1803 Posts
Just wondering, how effective do you find one-base play for terran to be these days? More specifically, not just for cheese builds but say like how BoxeR played standard 10 rax 12 rax TvZ during his time but using that strategy into the macro age today? | ||
Pillars
United States147 Posts
Artosis - 10 SCVs Boxer - 9 SCVs Who wins? Also, what's the most creative use of the Medic's restoration ability you've ever seen? | ||
Stuslegend
Canada168 Posts
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jello_biafra
United Kingdom6635 Posts
On March 13 2009 01:28 Stuslegend wrote: why did you die to early goon presure on colosseum2 ,TL vs YG (vs hon_joon? i think) I didn't see the game but I'm assuming the Protoss was some kind of gosu going 2 gate power goon against Artosis going Siege Expand on a map with a really cheese cliff right outside the wall. | ||
boxer fan
Romania51 Posts
On March 11 2009 07:13 Intothebreez wrote: Somehow due to army positioning I get crushed a lot when 200/200 in TvP. I know an upgraded 200/200 terran army SHOULD be able to beat a maxed protoss army, but I always seem to get SERVED by stasis, storm, and zealot bombs. I usually get pretty hardcore flanked and dont get to set up an optimal tank spread, so then the stasis just ruins my tanks. Any ideas? Ive been told bringing vults far ahead of tanks helps, and scanning ahead too. Anything else would be appreciated, thanks. If you noticed for example Flash uses his scans to keep track of the protoss army and mainly the vessels for detection ... something risky but don't be afraid to abuse scans if you got more then 1 vessel in your army composition ... it's better to be prepared and know where the enemy is coming from ![]() | ||
Stuslegend
Canada168 Posts
On March 13 2009 02:40 jello_biafra wrote: I didn't see the game but I'm assuming the Protoss was some kind of gosu going 2 gate power goon against Artosis going Siege Expand on a map with a really cheese cliff right outside the wall. 1hour+20 mins into the vid | ||
jello_biafra
United Kingdom6635 Posts
On March 13 2009 05:21 Stuslegend wrote: http://www.youtube.com/watch?v=JEOrRq0uxzU 1hour+20 mins into the vid Ah ok not exactly what I was expecting. It seems he just made some micro mistakes, let that tank die and from that point you're pretty much fucked when toss is going mad goons early like that. :/ | ||
TheFoReveRwaR
United States10657 Posts
On March 10 2009 16:13 VorcePA wrote: Assuming you've run in to lurkers that do not have any backup, how do you properly (and quickly) split your marine force to minimize casualties? Do you know of any FPVODs in which you can see an example? What is the most lurkers you want to engage with a simple M&M army before it's time to consider bringing in tanks? You make little boxes with your mouse over your marines and then move them horizonitally so they form a line. Then you stim. Then you attack move with them. While they are moving forward select the ones that clump up and move them to the side, running forward just in range of the lurks to draw fire out to the sides. Oh and you're gonna wanna scan before you do that. It's not really somethin that can be explained, its more of a feel thing. | ||
Zurles
United Kingdom1659 Posts
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BalliSLife
1339 Posts
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Insane
United States4991 Posts
Do you do the same with goliaths and tanks? Is it the same key for air/ground with goliaths? | ||
Cloud
Sexico5880 Posts
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StylishVODs
Sweden5331 Posts
On March 13 2009 08:45 HnR)Insane wrote: I know you use patrol for vulture micro. Do you do the same with goliaths and tanks? Is it the same key for air/ground with goliaths? Goliath, attack click. Tanks, hold pos if running away attack click if chasing (unsieged ofc). anyway its been like 6-7 pages and artosis hasn't answered so im amazed people still flood this thread with questions ![]() | ||
Archaic
United States4024 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. Amazing troll. Just amazing ![]() Anyways, Artosis: How do you *not* dominate Terran and still win the game? Every single ZvT I *ever* play is either complete domination from start to finish, or I get quick contained/lose entire army/get raped in general, and on the backfoot for the whole game, until I lose. What does an even, swinging ZvT consist of? | ||
StylishVODs
Sweden5331 Posts
On March 13 2009 10:48 Archaic wrote: Amazing troll. Just amazing ![]() Anyways, Artosis: How do you *not* dominate Terran and still win the game? Every single ZvT I *ever* play is either complete domination from start to finish, or I get quick contained/lose entire army/get raped in general, and on the backfoot for the whole game, until I lose. What does an even, swinging ZvT consist of? Zerg trying to break the terran push, equal strenght zerg survives adds another exp same thing again, terran push and zerg tries to survive. After a while if zerg keep surviving like that terran has to move on to harrassplay which is one attack here and one attack there while trying to irradiate everything possible. either that harass is successful and you win or sooner or later zerg will have enough to make ultralisks and kill you. Thats a pretty standard long tvz. | ||
TheFoReveRwaR
United States10657 Posts
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entropos
United States11 Posts
1) How do you macro the 8+ rax you have in lategame tvz? It takes all my concentration assigning reinforcements to control groups and keeping my vessels away from scourge and my marines away from lurkers. When I move my screen to my rax, my army in the field often gets owned. I usually end up losing with 3000 min in the bank. I have ~135 apm. 2) How do you secure your third in python tvp against the 1a2a3a protoss army? If I split my army to cover both the huge ramp and my nat, I'll have the entire toss force against half my army. If I concentrate my army, they attack where it's not. 3) More generally... any general tips for how to place your army to keep map control? If I'm not containing someone, I'm usually at a loss for how to defend my spread out bases. 4) Can somebody link a good guide on turret placement? I can't count how many tvp games I've lost where I get a nice contain up, and then get my base owned by reaver harass slipping through my swiss-cheese turret field. | ||
WildRed
Vatican City State21 Posts
On March 13 2009 15:11 entropos wrote: I have a few noobish questions: 1) How do you macro the 8+ rax you have in lategame tvz? It takes all my concentration assigning reinforcements to control groups and keeping my vessels away from scourge and my marines away from lurkers. When I move my screen to my rax, my army in the field often gets owned. I usually end up losing with 3000 min in the bank. I have ~135 apm. 2) How do you secure your third in python tvp against the 1a2a3a protoss army? If I split my army to cover both the huge ramp and my nat, I'll have the entire toss force against half my army. If I concentrate my army, they attack where it's not. 3) More generally... any general tips for how to place your army to keep map control? If I'm not containing someone, I'm usually at a loss for how to defend my spread out bases. 4) Can somebody link a good guide on turret placement? I can't count how many tvp games I've lost where I get a nice contain up, and then get my base owned by reaver harass slipping through my swiss-cheese turret field. 1) Get faster. If you can't get faster, then just queue 5 marines in each rax. 2) Timing push is a more common and stronger build on this map barring certain positions, e.g. 6 vs 12, you can expo to the min only more easily. Otherwise if you insist on taking a third you need to lay a ton of mines and turret it up and play it old school style. Another alternative is to take your island after a little dropship harass play and macro up. 3) TvP you are either sitting in static mode macroing and defending bases, slow pushing, or tornadoing. If you are afraid of backstabs, lay a lot of mines along the backstab and flank paths to buy time or kill careless units without obs. 4) You don't usually see a contain being set up in TvP of the nature you are describing. However, if you are ahead economically and you want to sit and macro for a bit you can place turrets around the edges of your base, each 1 turret's range from one another. This will guarantee a kill on a slow shuttle before it gets a few feet into your base (2 turrets shoot the shuttle at once). You just need to have a feel for the turret's range, it's not very difficult to grow used to. | ||
entropos
United States11 Posts
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extracheez
Australia151 Posts
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Zoler
Sweden6339 Posts
On March 13 2009 15:25 entropos wrote: 4) Maybe swiss cheese was the wrong word. I can do the turret perimeter... with that and a vessel I'm awesome against recalls. What gives me trouble is the early shuttle with the first reaver and 2 lots, when you've just got your ebay up and don't have time/min to build too many turrets. Have 1-2 turrets covering your main mineral line and around 2 tanks with your marines guarding it. One sieged tank on your cliff is enough to defend your natural (ofc if he attacks you move your reaver defence units back). Then you must scout too, if you scout three gates or something ofc he won't be going reaver and you can focus on defending your natural and if you feel he's going reavers just defend against that. | ||
Zoler
Sweden6339 Posts
On March 13 2009 21:06 extracheez wrote: TvP on andromeda. I want to push when the toss gets his third, but I cant see if he is getting his third because its up his ramp. How should I best deal with this? Early acad or something? You can float your barracks there if he is at the position which is below you. Pretty early scans is needed for fast push anyway because DTs will own you otherwise and especially on Andromeda where can you can't build turrets the whole way. | ||
XxEliteXx
Afghanistan2 Posts
Anyways i have problems with PvT they crush me everytime.. with bigball of vultures and tanks.. what can i do against that ?.. as soon as i try to flank they just siege up and Boom my army is gone.,.. | ||
imBLIND
United States2626 Posts
On March 15 2009 02:54 XxEliteXx wrote: It took my while to find out how to make a topic and then i can't before 10 days.. Ohh I hate you spammer because of you **** i need to wait Anyways i have problems with PvT they crush me everytime.. with bigball of vultures and tanks.. what can i do against that ?.. as soon as i try to flank they just siege up and Boom my army is gone.,.. There's a reason you have to wait for 10 days...its so you can take those 10 days and memorize the Strategy forum guidelines. | ||
Zurles
United Kingdom1659 Posts
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Louder
United States2276 Posts
Actually I was wondering under what circumstances in tvp does it actually hurt Terran to have vultures stasised? I almost always regret stasising vults even though it always seems smart at the time ![]() See you on vent tonight????????? | ||
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