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[G] The art of TvZ Han Bang-1 Vessel 3 Tank Timing - Page 4

Forum Index > Closed
Post a Reply
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ramen247
Profile Blog Joined June 2008
United States1256 Posts
Last Edited: 2009-03-04 23:08:11
March 04 2009 23:07 GMT
#61
On March 05 2009 00:33 Piy wrote:

Show nested quote +
[B]On March 04 2009 09:39 ramen247 wrote:

i never said it had to be 1/2 rax tech. you can do 3 rax tech, but getting a factory when the spire is done is ridiculously late. many progamers get it much earlier than that even when 3 raxing with fe.

and by the way you talk about tvz, it seems like a terran should never be in the middle of a flank. sometimes, it is just inevitable. you are not always able to evade a flank.



...Not you again.

The factory timing here's is fine....Why do you keep coming onto TvZ threads and posting incorrect information? Does it make you happy or something?



no it makes me happy to be right.
i hate this ugly firebat. i want a marine.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 05 2009 00:44 GMT
#62
On March 05 2009 06:43 YPang wrote:
why is it whenever i see reps of pros playing TvZ, they always get their turrets up at 52 psi, not 62? oO isn't a factory at 60 too late for timing attack?

And for idra, i thought it was 1 rax, to 1 academy + 1 ebay, get stim + 1 attack, and then get 2 more rax totalling to 3 rax. Then you start factory with the next 100 gas....

But in your post you said you get fax before +1 attack... That must be some pretty fast factory........

'it was' ?
thats a different build designed specifically for fast upgrades
not what we're talking about
http://www.splitreason.com/product/1152 release the gracken tshirt now available
echo_O
Profile Blog Joined April 2008
United States115 Posts
March 05 2009 01:04 GMT
#63
petzergling, sick guide man. i like how i was sorta mentioned in the intro =P yeah.. its been awhile and i switched to zerg. lets game!
hmmm
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
March 05 2009 02:23 GMT
#64
Please, teach the terrans to play vs the protoss mob, stop picking on us few and noble zergs.
w3jjjj
Profile Joined April 2007
United States760 Posts
March 05 2009 03:30 GMT
#65
On March 04 2009 06:56 petzergling wrote:
46/52 Sunken Threat:
Once stim and medic+firebat finishes you can move to zerg natural to force zerg to place sunken colony. If you are against ICC or noob user this will be the first time you will know If your opponent is good. If he is playing properly he will only have 1 sunken as you leave your base and as you go he will build more. As you reach his base if he has more then 1 just hang out there for a minute and then retreat back to your base. Also as you are doing this try to do anything you can to be annoying to zerg/demoralize them/get advantage. This can mean



This is the only part I don't like. You don't want to go all the way to his nat, since there is no way for you to tell whether he has 12 speedlings ready to counter. Push out 1/3 distance is enough to force sunkens. If you really want to push, push out with first bat and medic but hang close to your nat until you have an additional bat and medic to block the ramp.

Best way to tell how good Z is at this point is to see whether his lings are keeping track of your army. Good Z will run lings close by to see exactly where you are, this is difficult for lower level or just slower Z players cuz they have to multitask while keeping contant check on his lings so they don't run into marines and die.
Chuck Norris can salvage his opponent's structures.
ramen247
Profile Blog Joined June 2008
United States1256 Posts
March 05 2009 03:38 GMT
#66
i cant even trust the guide... tl members, use stylish's guides over this one.
i hate this ugly firebat. i want a marine.
ZzZzAnG
Profile Joined May 2008
United States109 Posts
March 05 2009 03:56 GMT
#67
ok so can you push out of ur natural before you get tanks so you wont contained completly?to you have to wait for tanks and vessel?
ZoMg -,.-
Ilikestarcraft
Profile Blog Joined November 2004
Korea (South)17743 Posts
March 05 2009 03:58 GMT
#68
I always noticed forgg always moves out with 2 tanks and has the vessel and third tank catch up.
ils
"Nana is a goddess. Or at very least, Nana is my goddess." - KazeHydra
w3jjjj
Profile Joined April 2007
United States760 Posts
March 05 2009 04:08 GMT
#69
On March 05 2009 12:56 ZzZzAnG wrote:
ok so can you push out of ur natural before you get tanks so you wont contained completly?to you have to wait for tanks and vessel?


Lurker contain is not a problem, siege up ur tanks and scan to drive the lurkers back. This is a balanced build with relatively fast vessels, no need to risk pushing out early.
Chuck Norris can salvage his opponent's structures.
YPang
Profile Blog Joined April 2007
United States4024 Posts
March 05 2009 04:33 GMT
#70
why do i always think that 60 psi factory is WAY too late........
sMi.Gladstone | BW: B high| SC2: gold T_T
ramen247
Profile Blog Joined June 2008
United States1256 Posts
March 05 2009 05:49 GMT
#71
On March 05 2009 13:33 YPang wrote:
why do i always think that 60 psi factory is WAY too late........


cuz it is...
i hate this ugly firebat. i want a marine.
IdrA
Profile Blog Joined July 2004
United States11541 Posts
March 05 2009 06:05 GMT
#72
On March 05 2009 12:56 ZzZzAnG wrote:
ok so can you push out of ur natural before you get tanks so you wont contained completly?to you have to wait for tanks and vessel?

if you opened 3 rax you can move your mm out (for example on destination go out in front of your bridges, or on chupung go up to your front high ground) when +1 finishes, because their mutas wont be able to do much to you. on most maps its not really necessary though, just on maps with unique features that make it hard to push back a lurk contain.
http://www.splitreason.com/product/1152 release the gracken tshirt now available
infinity21 *
Profile Blog Joined October 2006
Canada6683 Posts
March 05 2009 06:07 GMT
#73
mmm can you post some reps of you doing this build? It can be vs comp or whatever you want.

It looks like a pretty good guide though. I'll use it to get back into TvZ
Official Entusman #21
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
March 05 2009 08:07 GMT
#74
On March 05 2009 14:49 ramen247 wrote:
Show nested quote +
On March 05 2009 13:33 YPang wrote:
why do i always think that 60 psi factory is WAY too late........


cuz it is...

As long as you get it by 60 psi, your push should come before defilers kick in.
more weight
petzergling
Profile Blog Joined August 2008
538 Posts
Last Edited: 2009-03-09 13:45:26
March 05 2009 19:21 GMT
#75
Mod Edit: Don't bold your entire post
w3jjjj
Profile Joined April 2007
United States760 Posts
March 05 2009 20:04 GMT
#76
On March 06 2009 04:21 petzergling wrote:
Show nested quote +
On March 05 2009 12:30 w3jjjj wrote:

This is the only part I don't like. You don't want to go all the way to his nat, since there is no way for you to tell whether he has 12 speedlings ready to counter. Push out 1/3 distance is enough to force sunkens. If you really want to push, push out with first bat and medic but hang close to your nat until you have an additional bat and medic to block the ramp.

Best way to tell how good Z is at this point is to see whether his lings are keeping track of your army. Good Z will run lings close by to see exactly where you are, this is difficult for lower level or just slower Z players cuz they have to multitask while keeping contant check on his lings so they don't run into marines and die.


read the spoiler under it


The spoiler isn't accurate. Z doesn't have to sacrifice anything to get 12 speedlings at that push timing. The indicators such as low drones or faster speed upgrade that you gave point to a mass lings rush, but Z can play normal and still have that counter option available. So those indicators cannot predict whether you can safely push to their nat. What I'm suggesting is that there is no need to take that risk, you can push out 1/3 distance and accomplish the goal of forcing sunkens, so why bother going to their nat and risk a counter when there is no additional gains to be made.
Chuck Norris can salvage his opponent's structures.
necros
Profile Blog Joined July 2008
United States85 Posts
March 05 2009 21:47 GMT
#77
I dont see any rangers in this build order.
sc2 yay!
imBLIND
Profile Blog Joined December 2006
United States2626 Posts
March 05 2009 23:22 GMT
#78
On March 06 2009 05:04 w3jjjj wrote:
Show nested quote +
On March 06 2009 04:21 petzergling wrote:
On March 05 2009 12:30 w3jjjj wrote:

This is the only part I don't like. You don't want to go all the way to his nat, since there is no way for you to tell whether he has 12 speedlings ready to counter. Push out 1/3 distance is enough to force sunkens. If you really want to push, push out with first bat and medic but hang close to your nat until you have an additional bat and medic to block the ramp.

Best way to tell how good Z is at this point is to see whether his lings are keeping track of your army. Good Z will run lings close by to see exactly where you are, this is difficult for lower level or just slower Z players cuz they have to multitask while keeping contant check on his lings so they don't run into marines and die.


read the spoiler under it


The spoiler isn't accurate. Z doesn't have to sacrifice anything to get 12 speedlings at that push timing. The indicators such as low drones or faster speed upgrade that you gave point to a mass lings rush, but Z can play normal and still have that counter option available. So those indicators cannot predict whether you can safely push to their nat. What I'm suggesting is that there is no need to take that risk, you can push out 1/3 distance and accomplish the goal of forcing sunkens, so why bother going to their nat and risk a counter when there is no additional gains to be made.


I always try to sneak out and scan to see if i can run up their ramp =p
If he scouts you, then he still has to put sunks up anyways
im deaf
ramen247
Profile Blog Joined June 2008
United States1256 Posts
March 05 2009 23:58 GMT
#79
On March 05 2009 17:07 alphafuzard wrote:
Show nested quote +
On March 05 2009 14:49 ramen247 wrote:
On March 05 2009 13:33 YPang wrote:
why do i always think that 60 psi factory is WAY too late........


cuz it is...

As long as you get it by 60 psi, your push should come before defilers kick in.


the 3 tanks barely make any difference if you push that late due to such late tech.
i hate this ugly firebat. i want a marine.
404.Nintu
Profile Blog Joined May 2007
Canada1723 Posts
Last Edited: 2009-03-06 01:13:24
March 06 2009 01:10 GMT
#80
On March 04 2009 06:56 petzergling wrote:
Introduction
For a while in my SC career I was D/D+ and just playing on ICC and east, but I wanted to practice a little and get better. I met a few guys and played with them almost daily and after a few days the other terran in the group asked me a few questions on my build order. The concept, being completely foreign to me, I just told him the truth -- I kind of built stuff whenever I had the money and didn't really have supply timings memorized. He was completely shocked, and afterward he showed me the standard "FD" build order for TvP, and within a few weeks I had a major increase of skill level and ICC rank (easily C- after this point) now that I had learned a build order. After this success I started researching some more BO's, and eventually I reached where I am at now, about a C+ level(still horrible).


Here's my problem with Petzergling. A few months ago I played him on day 1 of the season and raped him. He went on my youtube videos and posted irate comments.. After 25 minutes or so of him doing this, he started spamming me on iccup. Saying I suck, I just cheese newbs on iccup. (I did standard 11-rax and then bunker rushed him when I saw he was a poor zerg.)

He convinced me to give him vent info and he came into vent and said he just wanted my attention for a rematch. After I said I don't play BM players, he continued to harass me. Finally I offraced him ZvT and he lost because he didn't understand the concept of scv blocking your ramp from zerglings. (I think it was an overpool without speed. :\) He became irate again. "How did you know I was there? It was a lucky guess." "Yeah, it was lucky that my overlord skimmed your CC and then skimmed your cliffs."

I wish that was all. A month after that, he makes a post on sc2gg claiming that I suck because I downranked on the first day of the season. (playing D's as D+) He started flaming violently but it didn't really matter because he sucked and it was SC2gg... So to stand up for myself I just laddered hard for a week, got C+ and then he shut up.

He used to write Terran guides claiming to be C/C+ when he was in reality, D/D+. A lot of his guide and strategy responses on SC2gg were literally copy pastes from TL threads or other sources.

And finally, on an iccup thread where he had to list his accounts, (A week or so ago,) over 180~ games, his best account was C- with like, 50-48 stats.

So, I guess my point is.. I'm still annoyed at this kid for flaming me and being the creepiest BM sore loser I've ever played.

All that said, you seem to put a lot of work into this and it's a relatively solid build... But I'm still skeptical of you as a player/person.
"So, then did the American yum-yum clown monkey also represent the FCC?"
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