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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On June 21 2012 03:19 repulsive wrote:Show nested quote +On June 20 2012 13:31 Belial88 wrote: ^ Use boxing over parts of your army instead of a hotkey to split and maneuver your army in battles (unless you are literally MKP and can micro each individual unit, even most pros, including MKP, will often box 2-3 units sometimes as opposed to micro'ing individual units - pulling back 3 roaches that are hurt is better than nothing at all, much better).
Otherwise, you should watch replays of pro players to see what they do and get your question answered in 5 minutes, which is less time than it would take for me to write a response to you...
Using patrol is a great way to split up your army as well. For example, if terran is pushing westward toward you, patrol north/south and a balled up army is instantly well spread out. A-move or move command then a-move as necessary, the larger the patrol route and more time you give it to fan out the better.
Go in unit tester and play around with ctrl, shift, and ctrl+shift in combination with right click and left clicking on units in a balled up army of multiple unit types to learn how the mouse works. Using that, you can do things like ctrl+left clicking on a baneling in the army to select all of them so you can move them in the front, or ctrl+left clicking on a baneling in the portait box in the bottom middle, and have them all selected so you can move them up to the front...
You could also of course spread out your units, boxing over a portion and set up a flank (you can even still 1a as they are all are on the same control group and are equidistant from the enemy army). In fights, pros tend not to use hotkeys, but will instead box over units to control them (for example, they dont put lings on 1 and banes on 2, instead, they 1-right click move command, then 1a when got a surround, then quickly box over the banelings, even if they get a bunch of lings in that box, and move command them past so they dont blow up on those siege tanks they are about to run into).
Spend hours in unit tester. Hours. I dont think you understood my question. I'm asking what kind of formation should my units be in when I engage. I'm not asking how to move units around. Unless... you're telling me it doesn't matter as long as I attack from multiple directions.
He said to watch pro players and copy their "formations" (they don't really use formations because formations don't exist in sc2, everything runs around and piles up constantly), because your question is answered more quickly and thoroughly that way. The rest of it is him answering what generally gives people problems, mechanically, with microing, which is a problem most players have.
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When I ladder, most Terrans go marine-tank.
What unit composition should I have against that..
Please PM me instead, since it is very difficult to reply to posts in this thread, thank you!
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Bosnia-Herzegovina261 Posts
On June 21 2012 09:30 imEnex wrote: When I ladder, most Terrans go marine-tank.
What unit composition should I have against that..
Please PM me instead, since it is very difficult to reply to posts in this thread, thank you!
Ling/Bling/Infestor or Ling/Bling/Muta if you can get a good engagement and snipe tanks with Mutas.
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How do you defeat protoss if he goes sentry immortal with 10 sentries. I feel its only possible to win if protoss screws up. If he has perfect ff its game over.
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What do you do against early zealot pressure (6-8 minutes)? Spines? Before I get roaches out my lings just melt.
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On June 21 2012 20:43 Corsica wrote: How do you defeat protoss if he goes sentry immortal with 10 sentries. I feel its only possible to win if protoss screws up. If he has perfect ff its game over.
You need to engage him mid map / close to his base with lings. Immortals don,t do so well against lings and sentrys don't do a lot of DPS either. And with lings his forcefield action becomes harder to do. The whole idea is to have him use FF as much as possible so when he is at your base you can safely engage him without having to deal with too much force field. Wither that or the push is kinda late and you have mutas to snipe the sentries....
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On June 21 2012 21:21 Tritone wrote: What do you do against early zealot pressure (6-8 minutes)? Spines? Before I get roaches out my lings just melt.
Let me elaborate a little
if it's any kind of 2gate build / gateway first, lings and spines (2) with queens will deal with it, the only thing you have to worry about is scouting it and making sure the zealots don't get a surround on your spines, using your ling to slow their advances (not fully engaging). with 1-2 queen for transfuse on the spines / kite the zealots as the spines rain on them.
As for the 8 min zealot push (assuming off FFE and 7-8 gates) you should have roach warren up by then (if you scouted up with sac OV around 6:30). Roaches can kite zealot on creap even if you don't have speed (glial reconstitution) so your creep spread is important once again. Lings will not do a good job as they will most likely have +1 and this 2 shots lings. roaches and queen with 1-2 spines MAX should do the trick, the important part is the creap spread...
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How can i give a killing blow to a terran? I seem to be right with him the whole game and then once we're both 3/3 he somehow takes the lead when i go line bane infestor. should i be transferring to something else at this point? I seem to have this problem a lot.
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On June 22 2012 01:51 HKdawg wrote: How can i give a killing blow to a terran? I seem to be right with him the whole game and then once we're both 3/3 he somehow takes the lead when i go line bane infestor. should i be transferring to something else at this point? I seem to have this problem a lot.
Simple as it might seem, broodlords are the best finisher ZvT. Once you get broodlords over his natural or over his production he cannot come back. If you're both 3-3 you should already have this tech, as your upgrades should be faster than the terran's
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Let's say I'm in the lategame of a ZVP or ZVT, and I'm completely maxed out, 200/200 I got all my broodlord ready but I'm maxed, and I can't make any corruptors to morph. How should I kill off supply in order to make space for the broodlords? Make a giant attack, turn all my drones into spines, or what?
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On June 22 2012 04:02 Monsyphon wrote: Let's say I'm in the lategame of a ZVP or ZVT, and I'm completely maxed out, 200/200 I got all my broodlord ready but I'm maxed, and I can't make any corruptors to morph. How should I kill off supply in order to make space for the broodlords? Make a giant attack, turn all my drones into spines, or what?
There are different ways to go at this. If you have ling, make a run by. If you have a TON of floating mins make a bunch of spines (14-16 = 1.6k minerals banked) then transform your curroptors into broodlords, THEN cancel your spines, that way you will go above 200 supply limit and still have your drones to mine... but you need a ton of banked mineral for that to work....
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So I decided to go back to SC2 after roughly 4 months without playing and I'd like to know the basic safe openings for a low Diamond players. Back in the day, I was doing: 14 hatch / 16 pool / 16 gas vT 15 pool / 18 hatch /? gas vP 14 gas /14pool vZ I'm not entirely sure of what I did back then, but it was something like that. I'm completely lost on the gas timing and sutff, so I'd like to know what's the current 'trend' on openings.
Thanks in advance.
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On June 22 2012 05:35 Hoon wrote: So I decided to go back to SC2 after roughly 4 months without playing and I'd like to know the basic safe openings for a low Diamond players. Back in the day, I was doing: 14 hatch / 16 pool / 16 gas vT 15 pool / 18 hatch /? gas vP 14 gas /14pool vZ I'm not entirely sure of what I did back then, but it was something like that. I'm completely lost on the gas timing and sutff, so I'd like to know what's the current 'trend' on openings.
Thanks in advance.
ZvT i would go 15 hatch 14 pool... just because of bunker harass and other cheese like that... ZvP i would not go for 15 hatch because of the 3 pylon wall of and the possibility of cannon @ your natural... 14p/16h into fast 3rd if he FFE is usually the standard ZvZ 14g/14p or 15h are defendable, depending of your style.
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I still haven't figured out the ZvP match up. I'm masters level and it just confuses the hell out of me. I tried doing stephanos roach max, however I feel that most toss just go immortals builds. I never liked the roach max style, I feel it is difficult to transition from. I've always liked ling/bling drops, and after seeing dimaga use it successfully I'm trying to get that style figured out. I do have a few questions though. How do you deal with 2 base all ins/pushes? For example against 6 gate, just having lings and slow blings is pretty much gg unless you can get an amazing engage, or the protoss messes up the FF.
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On June 22 2012 05:51 Chinesewonder wrote: I still haven't figured out the ZvP match up. I'm masters level and it just confuses the hell out of me. I tried doing stephanos roach max, however I feel that most toss just go immortals builds. I never liked the roach max style, I feel it is difficult to transition from. I've always liked ling/bling drops, and after seeing dimaga use it successfully I'm trying to get that style figured out. I do have a few questions though. How do you deal with 2 base all ins/pushes? For example against 6 gate, just having lings and slow blings is pretty much gg unless you can get an amazing engage, or the protoss messes up the FF.
You HAVE to scout the protoss main and his natural gasses in order to see what kind of build he's going for. Although the comp for your style is ling/bling, you still have to build the roach warren and evo chamber at 6:45-7:30 in order to defend the timing as efficiently as possible.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=320038 , click here for more information about scouting the protoss, because it pretty much determines how many roaches you will make, and be sure to thank the creator of the guide when you can
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I'm in bronze so maybe this only works in bronze but recently against Protoss iv just been going mass roach with little to no other offensive units starting 7roach rush on 1 base then double expanding after the initial rush though continuing to only make roaches. This has gotten me a lot of wins recently so I was wondering as I continue to climb the ladder will this strategy continue to work or is it just because I'm in bronze that it's working?
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On June 22 2012 11:56 Catatonic wrote: I'm in bronze so maybe this only works in bronze but recently against Protoss iv just been going mass roach with little to no other offensive units starting 7roach rush on 1 base then double expanding after the initial rush though continuing to only make roaches. This has gotten me a lot of wins recently so I was wondering as I continue to climb the ladder will this strategy continue to work or is it just because I'm in bronze that it's working?
Short answer? Only works in bronze.
Long answer: 7rr is not great, you'd be better served by learning the 3hatch into 12min roach max, or just going pool-hatch then adding roaches after. 7rr is all-in, the others are not, and they are arguably more potent and less reliant upon not being scouted. 7rr will likely get scouted due to the prevalence of the early anti-6pool scout that most protoss do these days. I don't know the proper toss response, but I believe it involves building above their ramp and shutting down the roach aggression with FFs? Anyway, once scouted it gets countered. Expect it to start losing very consistently in plat/diamond.
See belial's zvp guide for the basics of the 3hatch vs toss FFE (and everything else in ZvP, ever, until mid-masters): http://www.teamliquid.net/forum/viewmessage.php?topic_id=320038re
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On June 22 2012 05:35 Hoon wrote: So I decided to go back to SC2 after roughly 4 months without playing and I'd like to know the basic safe openings for a low Diamond players. Back in the day, I was doing: 14 hatch / 16 pool / 16 gas vT 15 pool / 18 hatch /? gas vP 14 gas /14pool vZ I'm not entirely sure of what I did back then, but it was something like that. I'm completely lost on the gas timing and sutff, so I'd like to know what's the current 'trend' on openings.
Thanks in advance.
zvt: 14h/16p and gas when you feel like you need it. now with the queen ground attack range buff, you can go gasless much longer, because an extra queen or two means you can tangle with hellions without roaches or ling speed.
zvp: 14-16p seems fine and mostly differs on preference--I now 16pool every game and feel no less safe than 14p, and it just flows better for me. As long as you take your natural ASAP (i.e. you'll likely need lings to clear the pylon block), the build is fine. generally, for 3hatch vs FFE, double gas at 6min is stephano-standard, then lair with first 100 gas.
ZvZ i would strongly recommend going 15 hatch. i used to be very afraid of losing to early pools with 15 hatch, but 14/14 is just not as strong against sling/bling pressure and all-in. 15 hatch, 14 pool, double queens to block the ramp. makes a world of difference. Otherwise if you really dislike 15 hatch, 14/14 is still a standard opening that thrashes early pools.
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Hey guys, im in bronze and i need some help agaisn't terrans who play extremly defensivly. How should i go about breaking through their defensive line? I mainly have trouble trying to get past a wall of bunkers and tanks.
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Russian Federation81 Posts
Brood Lords with Corruptors for Vikings.
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