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How do you deal with good muta harass? It seems like marines just get outrun (unless stimmed) and I slowly lose one building or some workers here and there. Turrets don't really seems like an option if it's a 5 muta harass.
When walling off vs zerg, how do you deal with the problem of needing different sorts of walls vs early pool and vs banelings? If you're in a bad starting position, baneling-proof walls prevent tech labs.
How do you maintain map vision/control vs zerg? Any suggestions at breaking out of being contained to 1 base? It seems like a lot of zerg players either have mutas, which prevent me from expanding, or else have a ground force outside my main.
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On September 14 2010 04:20 dudeman001 wrote: Yosho, I have a question for Diamond level play:
What do you do to punish Protoss for getting a fast expo followed by 4gate + robo.? It feels like 4gate's incredible aggression potential is used as a defensive measure instead of offense, and an attack on the Protoss (be it 3rax mmg or 1/1/1) comes too late to take down the nexus or deliver a killing blow.
Go straight for a helion drop maybe,
I have countered this by dropping units in their main and sniping them. My 9 rax 10 depo build counters this on 2 playered maps, on 4 player maps, expo fast as well or go a very early attack. planning for early aggression with the capability to fall back and not die is usually good.
Scout it. go all in with an army + scvs sometimes work.
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On September 14 2010 04:20 AraqirG wrote:I've been 9 raxing since early in the beta. You are best off going for 9 rax 10 depot 11 OC 11 marine 12 gas Since you are cutting scvs for the earlier rax, you want the orbital ASAP to make up for the missing scvs. The timings work out well. You'll have ~150 minerals when the rax and depot finish (they finish around the same time). This 9 rax build is only slightly less economical than a 12 rax. You can a thread about it here: http://www.teamliquid.net/forum/viewmessage.php?topic_id=124014
That's the same build I do Never read your thread though.
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On September 14 2010 04:20 KaiserJohan wrote:Show nested quote +On September 14 2010 04:11 Vegasminion wrote:On September 14 2010 04:07 KaiserJohan wrote:On September 14 2010 03:49 Vegasminion wrote:On September 14 2010 03:47 Moja wrote:What is your preferred unit composition against muta/ling/baneling in the midgame on a standard map (say xel naga caverns or cross positions on metalopolis)? On those maps, do you like to fast expand (build cc before 30 food)? If so how do you hold it against early pressure (specifically vs zerg)? In TvT, how do you play against tank-viking? What's your favorite unit in SC2?  I like to go with hellions and marines + thors, it's my favorite composition. I sometimes go thor marauder hellion viking, not as viable but it really messes with their heads. I greatly enjoy tank - viking, I add marines and I have a really solid play as it, I never lose when someone differs as I am well practiced. I try to confuse the player with multiple battles as multi tasking is a strong suit of mine. My favorite unit is the mutalisk. About the hellion/rine/thor; how... are you supposed to survive the blings? Harass lings early on if they don't go roaches, Move the marines behind the hor when the lings / banelings arrive and the hellions up front, if he only has lings / blings / muta you can move the hellions behind too, it's a mow down. Can you upload a replay doing that? I just have a hard time imagining it :p
I will upload replays when I have access to my other computer that I use to play on. At this moment I don't.
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On September 14 2010 04:24 Papajan wrote: How do you deal with good muta harass? It seems like marines just get outrun (unless stimmed) and I slowly lose one building or some workers here and there. Turrets don't really seems like an option if it's a 5 muta harass.
When walling off vs zerg, how do you deal with the problem of needing different sorts of walls vs early pool and vs banelings? If you're in a bad starting position, baneling-proof walls prevent tech labs.
How do you maintain map vision/control vs zerg? Any suggestions at breaking out of being contained to 1 base? It seems like a lot of zerg players either have mutas, which prevent me from expanding, or else have a ground force outside my main.
2 turrets spread out behind mineral line, 1 in front of CC , 1 in unit production facility + a thor. marines to snipe out muta's if they go near thor.
They don't prevent my tech labs as I place more buildings behind it, sometimes depo's, sometimes other stuff.
Try to get a bunker up outside your base, a siege tank is good on occasion. If they have enough to keep you out of your natural they are sacrificing economy.
Hellion running through the map, taking towers constantly. scanning sometimes in key locations. small drops.
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On September 14 2010 04:15 Vegasminion wrote:Show nested quote +On September 14 2010 04:08 YoiChiBow wrote: at high level diamond early TvT seems to be all about the early marine/hellion drop or pushes. wat build do you think is the most solid?
I tend to get a reactor on my barracks and get hellions but i seem to lose or get contained by a quick/tank + medivac push is the marine/tank/medivac a more solid opening?
thanks I never really get hellions in TvT, my build I just form a concave at my ramp and it shuts down any aggresive hellion play. I think 1-1-1 is most solid with marines, tanks, raven, vikings. It is if you have air control, but if you don't you need vikings.
im assuming that if u play at the 1500 level u see marine drops alot in TvT.
do you think tank viking is still a solid build? it seems too defense oriented vs the new style of marine hellion drops. You really cant leave until ur sure these drops wont own ur mineral line.
Do you just sit back and turtle till u have ur expo up vs this style?
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Yosho, I <3 you. That's all. Wait, just kidding, what build would you do for a ghost drop that makes zerg cry inside.
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Nice info Yosho, it was fun watching you play against Trump the other day.
BTW, You're not from Vegas are you? Just curious since it's part of your user name.
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On September 14 2010 04:28 Vegasminion wrote:Show nested quote +On September 14 2010 04:24 Papajan wrote: How do you deal with good muta harass? It seems like marines just get outrun (unless stimmed) and I slowly lose one building or some workers here and there. Turrets don't really seems like an option if it's a 5 muta harass.
When walling off vs zerg, how do you deal with the problem of needing different sorts of walls vs early pool and vs banelings? If you're in a bad starting position, baneling-proof walls prevent tech labs.
How do you maintain map vision/control vs zerg? Any suggestions at breaking out of being contained to 1 base? It seems like a lot of zerg players either have mutas, which prevent me from expanding, or else have a ground force outside my main. 2 turrets spread out behind mineral line, 1 in front of CC , 1 in unit production facility + a thor. marines to snipe out muta's if they go near thor. They don't prevent my tech labs as I place more buildings behind it, sometimes depo's, sometimes other stuff. Try to get a bunker up outside your base, a siege tank is good on occasion. If they have enough to keep you out of your natural they are sacrificing economy. Hellion running through the map, taking towers constantly. scanning sometimes in key locations. small drops.
Usually I do two turrets, but if they're spread enough to cover both sides of the mineral line, then the 5 mutas kill the turrets one at a time. When the marines or thor arrive, they simply fly away and skirt the base enough to scout the army, then poke in somewhere unprotected until they have to move again.
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damnit I want a protoss Q&A
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On September 14 2010 03:00 Vegasminion wrote:Show nested quote +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.
Good because I'd hate to think the blood of millions of innocent puppies is on your hands.
On a more serious note:
How do you feel about TvP in general at that point level? I'm still playing mostly 1200ish players and I find PvT to be generally pretty easy, especially if it's not a close rush distance. I just expand, get HTs if bio or robo/stargate if not (with the exception of mass banshee where HTs are still pretty sweet). It's just hold off the aggression until tech kicks in then collect a free win 90% of the time.
Everyone does a 1 base allin vs the 1 gate FE which is my standard opener. What do you do vs that strategy? What do other terrans at that level do?
Lastly and most importantly: Do you think voidrays are broken? It's so easy to switch to them midgame/lategame, get speed, and run into their main with 8 voidrays and just end the game cause you can shut down their starports and wipe out vikings super fast due to already being charged.
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Updated with a replay pack
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On September 14 2010 04:33 YoiChiBow wrote:Show nested quote +On September 14 2010 04:15 Vegasminion wrote:On September 14 2010 04:08 YoiChiBow wrote: at high level diamond early TvT seems to be all about the early marine/hellion drop or pushes. wat build do you think is the most solid?
I tend to get a reactor on my barracks and get hellions but i seem to lose or get contained by a quick/tank + medivac push is the marine/tank/medivac a more solid opening?
thanks I never really get hellions in TvT, my build I just form a concave at my ramp and it shuts down any aggresive hellion play. I think 1-1-1 is most solid with marines, tanks, raven, vikings. It is if you have air control, but if you don't you need vikings. im assuming that if u play at the 1500 level u see marine drops alot in TvT. do you think tank viking is still a solid build? it seems too defense oriented vs the new style of marine hellion drops. You really cant leave until ur sure these drops wont own ur mineral line. Do you just sit back and turtle till u have ur expo up vs this style?
No I am very aggresive and I use marines often myself. If they try to drop me I push on their line a little and I always keep scouts in the area to spot them, or units in my base to stop them.
I am a very aggressive terran player.
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On September 14 2010 04:36 Crazypyro1 wrote: Yosho, I <3 you. That's all. Wait, just kidding, what build would you do for a ghost drop that makes zerg cry inside.
If it's a ghost rush, 1 gate into bunker to ghost tech. Other then that a normal bio ball build with ghosts and 3-4 hellions. Medivacs eventually to incorporate drops or just hellion drop them at the start into expo then go ghost play.
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On September 14 2010 04:36 moonkei wrote: Nice info Yosho, it was fun watching you play against Trump the other day.
BTW, You're not from Vegas are you? Just curious since it's part of your user name.
My beta name was Vega, beta 2 it was vegasminion, now it's Yosho.
Thanks! I enjoy playing vs trump, cool guy. Doesn't talk much lately though.
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On September 14 2010 04:44 Papajan wrote:Show nested quote +On September 14 2010 04:28 Vegasminion wrote:On September 14 2010 04:24 Papajan wrote: How do you deal with good muta harass? It seems like marines just get outrun (unless stimmed) and I slowly lose one building or some workers here and there. Turrets don't really seems like an option if it's a 5 muta harass.
When walling off vs zerg, how do you deal with the problem of needing different sorts of walls vs early pool and vs banelings? If you're in a bad starting position, baneling-proof walls prevent tech labs.
How do you maintain map vision/control vs zerg? Any suggestions at breaking out of being contained to 1 base? It seems like a lot of zerg players either have mutas, which prevent me from expanding, or else have a ground force outside my main. 2 turrets spread out behind mineral line, 1 in front of CC , 1 in unit production facility + a thor. marines to snipe out muta's if they go near thor. They don't prevent my tech labs as I place more buildings behind it, sometimes depo's, sometimes other stuff. Try to get a bunker up outside your base, a siege tank is good on occasion. If they have enough to keep you out of your natural they are sacrificing economy. Hellion running through the map, taking towers constantly. scanning sometimes in key locations. small drops. Usually I do two turrets, but if they're spread enough to cover both sides of the mineral line, then the 5 mutas kill the turrets one at a time. When the marines or thor arrive, they simply fly away and skirt the base enough to scout the army, then poke in somewhere unprotected until they have to move again.
Cut off the army where you think they will escape too as well. and if they spend time taking down a turret, repair. They are still taking damage. 1 turret for 1 muta is worth it.
You also lose more money from muta's harrasing your mineral line without that turret.
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Updated with a replay pack
• The file you are trying to access is temporarily unavailable.
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On September 14 2010 04:51 Jayrod wrote: damnit I want a protoss Q&A
I'll give you 1 question since my protoss is nearly even.
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On September 14 2010 05:03 Floophead_III wrote:Show nested quote +On September 14 2010 03:00 Vegasminion wrote: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. Good because I'd hate to think the blood of millions of innocent puppies is on your hands. On a more serious note: How do you feel about TvP in general at that point level? I'm still playing mostly 1200ish players and I find PvT to be generally pretty easy, especially if it's not a close rush distance. I just expand, get HTs if bio or robo/stargate if not (with the exception of mass banshee where HTs are still pretty sweet). It's just hold off the aggression until tech kicks in then collect a free win 90% of the time. Everyone does a 1 base allin vs the 1 gate FE which is my standard opener. What do you do vs that strategy? What do other terrans at that level do? Lastly and most importantly: Do you think voidrays are broken? It's so easy to switch to them midgame/lategame, get speed, and run into their main with 8 voidrays and just end the game cause you can shut down their starports and wipe out vikings super fast due to already being charged.
I enjoy PvT, collasai are strong but easy to counter. High templars are good but a great ghost micro play is fun as well. It comes down to the players controls.
1 base all in is ok however I sometimes try to match expo's or a drop. It depends on position, units, where his army is, what money I have or if i'm about to push anyway.
Voidrays are strong on charge, I do feel like their charge should only last so long. Like a railgun that has to cool down. However I don't think it's broken. You can usually scout out void rays though and I haven't lost by that.( I have won doing that as protoss ).
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On September 14 2010 05:19 Jaal wrote:• The file you are trying to access is temporarily unavailable.
One moment.
Edit: Works for me just fine. Try again?
[url blocked]
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