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Newbie Mini Mafia XXIV - Page 3

Forum Index > TL Mafia
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Prev 1 2 3 4 5 55 56 57 Next
Keirathi
Profile Joined May 2012
United States4679 Posts
August 13 2012 00:42 GMT
#41
Mafia day, aka 48 hours.
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Solarsail
Profile Joined July 2012
United Kingdom538 Posts
August 13 2012 00:43 GMT
#42
On August 13 2012 09:42 Keirathi wrote:
Mafia day, aka 48 hours.


Thanks.
Everyone left over is a member of the OP race and you have to figure out which one of them is the least OP. - CosmicSpiral
Dandel Ion
Profile Joined November 2010
Austria17960 Posts
August 13 2012 01:10 GMT
#43
On August 13 2012 09:42 Keirathi wrote:
Mafia day, aka 48 hours.

"day/night cycle" implies 72 hours, no?
A backwards poet writes inverse.
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 13 2012 01:16 GMT
#44
/in
Что?
Keirathi
Profile Joined May 2012
United States4679 Posts
August 13 2012 01:17 GMT
#45
On August 13 2012 10:10 Dandel Ion wrote:
Show nested quote +
On August 13 2012 09:42 Keirathi wrote:
Mafia day, aka 48 hours.

"day/night cycle" implies 72 hours, no?

I'm not really sure what you're asking.

Yes, a day/night cycle is 72 hours. But since you are required to vote during the day, then you are therefore required to post during the day (to post your vote).
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Hopeless1der
Profile Blog Joined November 2010
United States5836 Posts
August 13 2012 01:21 GMT
#46
I think the full question is if a player posts to vote during the day, do they need to post during the night?
Keirathi
Profile Joined May 2012
United States4679 Posts
August 13 2012 01:31 GMT
#47
AFAIK you aren't technically REQUIRED to. Marv may correct me on that though

Anyways, I would hope that people wouldn't be trying to post just the absolute bare minimum to avoid being modkilled. Let's not make it a problem, mmkay? :D
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Z-BosoN
Profile Blog Joined May 2007
Brazil2590 Posts
August 13 2012 02:21 GMT
#48
im /in as well, u skipped me!
Stutters695
Profile Joined July 2012
2610 Posts
August 13 2012 04:52 GMT
#49
/in
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-08-13 05:20:26
August 13 2012 05:19 GMT
#50
/coach town

Town-aligned players, feel free to PM me for coaching and advice!

I'll be checking on the thread about once every 8 hours. and reasonably often between 17:00 PDT (-07:00) and 01:00 PDT (-07:00). The scum coach will be constantly available in the scum thread, proffering advice of his own free will and generally helping out, but I can't help you unless you ask me for help-- I will not initiate contact with you.

Things I'll be glad to help out with:
>When to defend yourself from attacks, what to do to demonstrate you're town, and how to avoid getting sidetracked.
>How to look for clues and what kind of things mark someone as scum, or as town, and how to attack people to generate clues.
>How to formulate a case and get other people on board.
>Where to aim your saves, nightkills or roleblocks if you're blue.

Things I'll help a medium amount with:
>"I think this guy is scummy. How do I confirm this?"
>Refining reads, how to distinguish a bad town player from a scum player.
>Speculating on the setup.
>Omg Terran OP how do I stop a 1-1-1

Things I won't help out with at all:
>Telling you who else I'm coaching.
>Telling you what's going on in any QTs
>"wut r ur reads dewd"
>Girls
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Keirathi
Profile Joined May 2012
United States4679 Posts
August 13 2012 05:24 GMT
#51
How DO you stop a 1-1-1 btw!?
My dear friend if I have gone pants on head, you have gone socks on ears!!! -ShiaoPi
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 13 2012 05:27 GMT
#52
15nex?
Что?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 13 2012 06:07 GMT
#53
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Ochrow
Profile Joined November 2011
United States110 Posts
August 13 2012 06:10 GMT
#54
/in
Played with some TL guys lately but never via forums
HITE Sparkyz #1 in BW, #1 in my <3
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 13 2012 06:10 GMT
#55
On August 13 2012 15:07 Blazinghand wrote:
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.


BH is mostly right here. The hardest part about dealing with the 1-1-1 is how easily it can be disguised as a 1rax FE if you don't get an early scout in.
Что?
DarthPunk
Profile Blog Joined July 2010
Australia10857 Posts
August 13 2012 06:35 GMT
#56
On August 13 2012 15:10 Shady Sands wrote:
Show nested quote +
On August 13 2012 15:07 Blazinghand wrote:
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.


BH is mostly right here. The hardest part about dealing with the 1-1-1 is how easily it can be disguised as a 1rax FE if you don't get an early scout in.


Why are you buddying BH so hard? are you that desperate to establish your town cred before the game has even started?!?!? Blatant scum slip. SS IS SCUM! you heard it here first kids.

"If I wanted your opinion, I'd have told you what it was."
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 13 2012 07:21 GMT
#57
On August 13 2012 15:35 DarthPunk wrote:
Show nested quote +
On August 13 2012 15:10 Shady Sands wrote:
On August 13 2012 15:07 Blazinghand wrote:
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.


BH is mostly right here. The hardest part about dealing with the 1-1-1 is how easily it can be disguised as a 1rax FE if you don't get an early scout in.


Why are you buddying BH so hard? are you that desperate to establish your town cred before the game has even started?!?!? Blatant scum slip. SS IS SCUM! you heard it here first kids.



BH isn't even playing

OMGUS ##FoS Darthpunk
Что?
Shady Sands
Profile Blog Joined June 2012
United States4021 Posts
August 13 2012 08:44 GMT
#58
On August 13 2012 15:07 Blazinghand wrote:
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.


Just as an aside, if you do go for this build, all the T has to do to cold counter you is blind switch reactor to factory, then go for a fast 4 hellion drop. 4 hellions will rack up at least 10-12 probe kills, and a banshee followup will instakill you.
Что?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-08-13 09:10:09
August 13 2012 09:08 GMT
#59
On August 13 2012 17:44 Shady Sands wrote:
Show nested quote +
On August 13 2012 15:07 Blazinghand wrote:
1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots.

As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive.

This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots.


Just as an aside, if you do go for this build, all the T has to do to cold counter you is blind switch reactor to factory, then go for a fast 4 hellion drop. 4 hellions will rack up at least 10-12 probe kills, and a banshee followup will instakill you.


A fast 4 hellion drop is a blind counter, but depending on when he catches you during your warp-in cycle, it might not work at all, and you don't go completely without stalkers, for exactly this reason. If he comes in and your warpgates are on cooldowns, you get to party on his head. As a general insurance policy, just keep most of your army near/in your mineral lines-- you'll know if he moves out by ground because of your scouting stalker in front of his base.

Typically, 1-1-1 is considered a "dead" build at the top level of TvP play. The only player who still uses it in pro play consistently is IM-Mvp, and he uses both a hellion drop 1 gas variant and a straight-up 1-1-1, to great effect. Oddly enough, no other Terrans do this. I suspect this is the case because IM-Mvp is simply skilled enough that he exists outside the standard TvP meta, and no other players are capable of doing what he does.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
August 13 2012 12:18 GMT
#60
On August 13 2012 11:21 Z-BosoN wrote:
im /in as well, u skipped me!


Sorry Smurfette, got you this time!
[15:15] <Palmar> and yes marv, you're a total hottie
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