imo its just giving the toss free speed shuttles.
off course if he doesnt see it coming hes fucked, but you wouldve probably owned him anyway if he doesnt see it coming.
Forum Index > Closed |
pfff
Belgium1352 Posts
imo its just giving the toss free speed shuttles. off course if he doesnt see it coming hes fucked, but you wouldve probably owned him anyway if he doesnt see it coming. | ||
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uhjoo
Korea (South)1740 Posts
![]() second, the thing that's really annoying about this strat is that unless i know it's coming, 2 dropships of 4 goli/2tank are on my cliff at the timing that i usually have only 1 shuttle of zeals and perhaps around 9 goons. this first drop is the killer for me-- if i can stop it, i know he is going yangachi and i can take another expo faster, prepare speed shuttles, get templars earlier than i would normally, etc. but if that first drop is a success, i'm basically screwed even before i've even fought a decent center fight, especially if the terran has vultures running all around. at least this is what i feel like the timing is 90% of the time. third, when i see yangachi i get self-conscious about falling behind in upgrades and immediately throw down another forge early to upgrade... is this a bad idea? fourth, if the terran has enough turrets up sometimes it's hard to get a sense of when he is going to switch to pure vult tank, so i also feel pressure to add gates. so the priorities in my mind are: 1) stop the first two dropships 2) tech to templar or speed shuttle 3) add gates 4) upgrade 5) expand how does this ordering of priorities sound? thanks for the advice so far ^^ | ||
Cambium
United States16368 Posts
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wishterran
United States1045 Posts
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exalted
United States3612 Posts
Definitely put expanding ahead of that, forge + upgrade is already 250/100 which is basically an expand, that enables you to get +40 control over him in the same time that upgrade would have finished, much more important. | ||
ihatett
United States2289 Posts
fuck i just wasted 35 minutes playing a fucking gay terran that turtled on islands i had to kill all my probes to get supply for carriers why do fags do that and it turns out he wasn't even there anymore he had tanks and turrets everywhere fucking peice of shit | ||
pooper-scooper
United States3108 Posts
I'm an imperfect player, much like you are probably. This helps me a lot. If I have a temp in the area, I storm him, and send (usually mostly zeals) to mop up. I send the rest of my army (mostly goons)to try to get the ships returning to his main (your army should be central, and you should watch the general path of his leaving droppers). If you can kill his ships, even the empty one's returning, it greatly slows the time till he can drop again. In addition I also find that people don't watch their ships returning as closely as they watch them unloading. If his ships are already hurt from storm, sometimes you can get a BUNCH of them, while he is trying to micro his pathetic drop. Feel free to discredit this, any top players. | ||
jjun212
Canada2208 Posts
helped a little because it scared terran | ||
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NeoIllusions
United States37500 Posts
On March 15 2005 21:27 jjun212 wrote: i remember in a replay toss got some sairs.. helped a little because it scared terran Cause... the terran couldn't float building recon anymore? >_> | ||
Liquid`Nazgul
22427 Posts
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stimpack[pG]
Philippines88 Posts
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LastWish
2015 Posts
Only problem is combined droping with vulture abuse. Building cannons and blocking entrances with buildings(so there is only a small passage) is always a good idea. | ||
Louder
United States2276 Posts
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Heen
Korea (South)2178 Posts
Gol since they prevent dropships from unloading on top of siege tanks. | ||
fEAthEr
Canada482 Posts
"Turbo Newbie" btw ![]() | ||
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uhjoo
Korea (South)1740 Posts
On March 16 2005 15:11 fEAthEr wrote: we call it "Turbo Newbie" btw ![]() err no "turbo newbie" is 3 rine 1 scv 1 tank dropship, usually performed against zergs and not tosses -__-;; | ||
SCFraser
Canada1534 Posts
On March 16 2005 02:26 stimpack[pG] wrote: why build gols? u can hav vults surrounding your tanks wen you drop. for cliffs u can bring a few gols to pick off shuttles. Or bring a couple of scvs for turrets. | ||
Louder
United States2276 Posts
On March 16 2005 16:55 SCFraser wrote: Show nested quote + On March 16 2005 02:26 stimpack[pG] wrote: why build gols? u can hav vults surrounding your tanks wen you drop. for cliffs u can bring a few gols to pick off shuttles. Or bring a couple of scvs for turrets. turrets are better, they don't require that you use extra supply to hold the cliff, unlike goliaths. also, goliaths can be stormed, turrets obviously cannot | ||
BullocH
Canada51 Posts
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m3th
United States19 Posts
First of all, scouting is extremely important because you don't want him to take any expansions and if he does, you don't want him to be able to hold it without a significant investment which somewhat diminishes the value of the expansion. After fending off the initial drop (which is something everyone does his own way), keep a good amount of observers in the air to scout out what your opponent is doing. The point is to take over the map while containing him in his main and possibly his natural. Don't use excessive units for defense because you need to be harrassing him (even though it will cost you a couple of units to do so). Keep some Templar on cliffs and at your base to prevent from drops and use cannons at vital locations such as chokes, cliffs, and ideal drop locations. Templars can deal massive damage for little cost with their psi storm and cannons are just extremely effective at deterring dropships or at least making them alter their course. The general idea is, take your time, build a few nexuses, be a cannon-whore to discourage drops and set him back. I generally build about 6 cannons at each of my expansions and 1/2 cannon(s) or at least an observer at each location my opponent can possibly expand to. Many lower skilled terrans tend to panick when they find that drops will be ineffective so they either invest in costly wraiths, hoping that maybe it will help them bypass the cannons, or get careless and start neglecting their base defenses to invest in a more significant ground army and expansion attempts. As long as you have expansions and he doesn't, that gives you a definite production advantage and then you should be in more of a better situation to out-upgrade him and essentially, out-turtle him. You want him to waste an excessive amount of money both taking and holding every expansion he has. Be sure to attack any expansion attempts right away and prevent him from being able to just run one or two SCVs to build an expansion by keeping either cannons or military units at each expansion. Force him to spend money on a small army to fight his way through to each expansion and you should be fine. Play a solid, timed, and conservative game and you should win. It's a mistake to rush things and risk spreading your forces too thin. Remember that if he's a turtle, he's stressing defense (as long as you're either attacking or making him know that you're in a position to), not taking over the whole map. Take your time. I know, it's a really long route and I personally hate having to wait till a guy starves himself out of minerals and leaves the game, but I've really found no other really effective option vs. a turtle terran simply because terrans make the absolute best turtles... =T Oh, and you might want to try out some stuff with Arbiters (Stasis/Recall) and Dark Archon (Maelstrom) later in the game. It'll hamper any attack attempts by effectively dividing his force into two different attacks. | ||
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