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On September 14 2010 02:15 awu25 wrote:+ Show Spoiler +On September 14 2010 01:58 xxWhistler wrote: I've got a quick one for you. I'm still in bronze, largely because I play a lot on unreliable internet and so have very many "losses". I feel that I have a solid beginner's grasp of the mechanics though. Today, however, I was totally blindsided and roflpwned.
I played a match on Steppes against Zerg. Things were rolling along well, I managed to preserve my scout SCV and the other guy just let it go so I got a good second look into his base and saw 3 roaches. I figured this was np, as I was already mixing in marauders and had just finished blue flame upgrade.
I was about to go for my first push, had almost finished my second CC to expand along with the push, when BAM, 10 roaches unburrow in my mineral line. He would micro burrow/unburrow with a smaller group attacking random supply depots to keep me from just sitting next to the mineral line. Long story short, I hung on a while longer but with such a devastating econ hit I finally had to give up as I just couldnt get detectors out and was long behind him expansion wise.
Should I respond to scouted roaches with detectors? The thought had never occurred to me before. If so, ravens or a turret or two?
tl;dr Should getting detectors be part of my standard response to scouted roaches? I've been going at least 4/5 (in bronze, i know..) since getting halfway decent internet but was totally blindsided by burrow-move roaches. did you have an orbital command at all?
Yes, I'm bronze, but I do lurk on TL. I'd be pretty remiss if I hadn't figured out that was a necessity yet. Every time I would scan he would move his roaches away and then bring them right back. I'd have to look at the replay again, but unless I'm just giving myself the benefit of the doubt, I'm pretty sure I'd just used a MULE, so no energy.
Admittedly, I should have had more troops next to the mineral line, instead of in a newb ball right behind the entrance to my base.
EDIT: Missed response while typing. What do you use as the basis for your timing? Game time, supply count?
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The most effective way to counter a banshee TvT opening?
Thor seems to be one way, but I'm wondering if you prefer to counter that with turrets at all. Or go for early harass to delay banshee timing?
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Russian Federation82 Posts
k yosho i have a couple of questions
high ranked gold Terran
1) whats counter to banelings if you dont want to get siege tanks (unfair units) 2) if my enemy is makin alot of zealots should i add in ravens for auto turret and missile launcher? 3) it eveyr viable to make first command cenre into Fortress against Zergling rush?
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I can answer number 3 JamieDukes.
No.
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On September 14 2010 02:15 truckerdaves wrote:Show nested quote +On September 14 2010 02:11 Bair wrote:On September 14 2010 02:09 truckerdaves wrote:On September 14 2010 01:56 SocialFilth wrote: ummmm ya..... you shouldnt be aloud to make posts You shouldn't be allowed to criticize others. Your mind must be altered if you think that person doesn't deserve criticism.
I never said that he did not deserve criticism, but that is what our mods are for.
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Hyrule19054 Posts
On September 14 2010 02:36 JamieDukes wrote: k yosho i have a couple of questions
high ranked gold Terran
1) whats counter to banelings if you dont want to get siege tanks (unfair units) 2) if my enemy is makin alot of zealots should i add in ravens for auto turret and missile launcher? 3) it eveyr viable to make first command cenre into Fortress against Zergling rush?
1) Marauders and/or baller micro 2) No. 3) Only if you want to lose.
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On September 14 2010 02:07 Goliath-sc wrote: How to counter 2-3 gates + 1 robo push as a terran? Bunkers are pretty bad against immortals. Should i go siege or just go bioball stim with medivac? Zemotes are devastating agaonst bioball...
Anotjer question, countering blink stalkers : non sieged tanks or marauders? Also do you use ghost as a part of the 2gates1robo countering strategy. Those are vey theoric questions but even as a high platine player i don't know the answers.
I enjoy ghosts against immortals but I always make sure I can prepare for collasai too as if immortals don't work they usually try that next, I do keep up 2 bunkers and more marines then marauders.
Zealots I try pre igniter hellions. (if they are going the tech route to templars)
against blink stalkers bio is good, try to keep the battles away from your base.
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On September 14 2010 02:11 Man.Magic wrote: Go back to Trump and test it out. Post replays please.
I have won against trump with my strategy yesterday. replays of a few games will be coming later.
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Whats the best way to open aggressively and stay aggressive against a fast FEing player who is turtleing?
I've found that a pair of quick hellions works sometimes but only if the other player isn't paying even the slightest attention.
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very simple question: Did you pick terran because of the terran campaign? What do you think about the idea that Terran dominates the rankings due to the Terran campaign?
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How do you deal with TvZ if the Z gets to midgame muta/bling? My only hope right now is to go for mass reaper and do enough damage to buy time to get marines/turrents and hopefully an expo before the mutas pop.
Also how do you expo safely on oasis if you don't have total map control (unlike, say, LT where it's easy).
And what is your plan for dealing with mass chargealot/storm with possible robo support or a VR transition? Push push push with hellions?
Finally do you believe in walling your choke in TvT against the threat of a stimmed marauder rush?
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On September 14 2010 02:20 Floophead_III wrote: How do you live with yourself knowing that every time you make a reaper a puppy is decapitated?
haha i laughed
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On September 14 2010 02:10 wxwx wrote: Hi, i am a protoss looking to start playing terran! (1300 diamond as toss)
Can you give me the build orders (more specific the better) for the stuff I've seen from GSL listed below? 1. TvZ tank drop on LT 2. TvZ marine/tank imba-ness 3. TvP dual proxy rax MM rape 4. TvP dual proxy rax marine/bunker rush.
much <3 if you can help me! I trust that it will be detailed and most efficient.
I don't really have the exact build order for these, as I don't watch GSL and I come up with mostly my own strats. The things I research are map specifics and timings. The rest I come up naturally, the only strategy I use that I haven't tested out myself is the 1-1-1 and even that I have come up with my own variation.
I do not know the GSL exact timings that these players use.
I would guess;
1- 1-1-1 into a tank drop, 2 - barracks 12 factory 15 add 2 more barracks and expo into ading another factory then slowly pushing (depends on map) 3 - barracks at 9 barracks at 11, depo when you can afford it and mass marines in. 4 - same thing just make bunkers.
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On September 14 2010 02:54 sikyon wrote: How do you deal with TvZ if the Z gets to midgame muta/bling? My only hope right now is to go for mass reaper and do enough damage to buy time to get marines/turrents and hopefully an expo before the mutas pop.
Also how do you expo safely on oasis if you don't have total map control (unlike, say, LT where it's easy).
And what is your plan for dealing with mass chargealot/storm with possible robo support or a VR transition? Push push push with hellions?
Finally do you believe in walling your choke in TvT against the threat of a stimmed marauder rush?
has anyone played with the idea of bunker leap frogging a slow push to help marines not die from banelings so hard?
maybe play around with forwards sensor tower?
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On September 14 2010 02:13 truckerdaves wrote: Hey, im a 700 random platinum player and i have a question about TvZ gameplay. What can T do to fight early blings from Z? This has been very problematic for me as lings eat up marauders and Blings fucking rape my wall and marines to pieces. I suppose i could possibly get hellions out in time, but that would not work to the zerg who really really gets early Blings, which has the possibility of being around 4 or 5 minutes into the game depending on the variation. What can i as a random player do to make myself better in this MU?
Against banelings I try to wall off until i have something that counters that, for example hellions. But I rarely ever use depo's to wall off against a zerg as that can be problematic. I use more of a 1-1-1 variation.
Practice walling off better and harassing, don't be too afraid to expand but don't do it if you know the expo will just die. Practice build orders and get out a feel for when the zerg transitions into different things.
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On September 14 2010 02:20 Floophead_III wrote: How do you live with yourself knowing that every time you make a reaper a puppy is decapitated?
I rarely ever make reapers, sometimes I practice the strat, sometimes I do it late in the game. However I rarely, EVER make reapers.
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What Vegas talking about in term of 9 rax is dead on.
You can 9 Rax 11 Depot 12 Refinery with almost identical economy by 17 scvs or so, because having the mule run longer evens out the minerals you have pulled in. I think 9 Rax 10 Depot 11 Refinery is quite a bit worse... you really scrape together minerals.
Anyone who is still blindly 10 Depot, 12 Rax, 13 Refinery'ing without thought to other strategies is limiting themselves significantly.
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On September 14 2010 02:54 sikyon wrote: How do you deal with TvZ if the Z gets to midgame muta/bling? My only hope right now is to go for mass reaper and do enough damage to buy time to get marines/turrents and hopefully an expo before the mutas pop.
Also how do you expo safely on oasis if you don't have total map control (unlike, say, LT where it's easy).
And what is your plan for dealing with mass chargealot/storm with possible robo support or a VR transition? Push push push with hellions?
Finally do you believe in walling your choke in TvT against the threat of a stimmed marauder rush?
I can answer that last one. It depends on the map. sometimes it is good if you are on a map like steppes of war or desert oasis, but on maps like Kulas Ravine, the marauders will have the distinct advantage simply because they have sight of your first extremely vulnerable supply depot, and all the army in the world wont help you because marauders will outrange everything at that point of the game if it is behind a wall. Your army has to reach his army, but his marauders only have to reach your wall.
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do you sometimes have an uncontrollable evil chuckle or the urge to pet your naked cat when you drop blue flame hellions in mineral lines?
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Hey Yosho. I just wanna know, what is (one of) your main build orders against protoss? And why do you use it? Any comments as far as transitioning as the game goes on?
I'm not looking for any noob proxy BS. Just what you normally go with for solid game play. Same thing vs zerg would be cool, but I'm most concerned about TvP.
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