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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 December 30 2012 22:38 obis wrote: Sorry, for the match ups i meant all of them zvz, zvt and zvp. but why do you say 17 supply for zvt? why that number, is that when you are because you are fully saturated in your main?
in zvz, you either 14/14 or hatch first. Hatch first @ 15, then pool at 14 or 15 (whatever you prefer) and then make a drone, and then take gas. In zvp take 2 gas at 6:00.
This is for standard play, for all in shenanigans you might want to take your gas earlier or later.
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I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it?
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On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it?
add a few speedbanes into the mix and the marines and scvs will evaporate.
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On December 31 2012 03:13 sCCrooked wrote:Show nested quote +On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate.
Yes - adding banelings is a good idea.
Could you add a replay though? Generally, just going roaches will hold off the push just as easily
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On December 31 2012 03:13 sCCrooked wrote:Show nested quote +On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Is speedbane something I should generally get vs mech builds? My scouting usually only goes so far as to tell he is going mech so I usually have a roach warren and no baneling nest when he moves out. This is something I can't do reactively to this specific build, I can only do standard against mech in general.
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On December 31 2012 03:15 Glon wrote:Show nested quote +On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Yes - adding banelings is a good idea. Could you add a replay though? Generally, just going roaches will hold off the push just as easily
http://drop.sc/289313 Please keep in mind this is very low level of play... 
I just noticed that at around 12:20, I have a few roaches that pop and move to the rally point before they start shooting. Since this happens to me sometimes, I'd like to use this opportunity to also ask how to prevent this and make sure new units are immediately targeting the enemy.
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On December 31 2012 03:20 Azoryen wrote:Show nested quote +On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Is speedbane something I should generally get vs mech builds? My scouting usually only goes so far as to tell he is going mech so I usually have a roach warren and no baneling nest when he moves out. This is something I can't do reactively to this specific build, I can only do standard against mech in general.
Generally you'll have a roach warren and a baneling nest while you're trying to determine if he's continuing hellion production or if he's transitioning back to bio. Whichever one your overlord sac scout sees determines which upgrades you start getting.
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On December 31 2012 03:20 Azoryen wrote:Show nested quote +On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Is speedbane something I should generally get vs mech builds? My scouting usually only goes so far as to tell he is going mech so I usually have a roach warren and no baneling nest when he moves out. This is something I can't do reactively to this specific build, I can only do standard against mech in general.
You should have a baneling nest by default unless you are absolutely sure he isn't going bio, and for that you generally need to have an overseer (sometimes the slow overlord scouting around 7:00 will be enough, sometimes it will be denied before you can see anything useful). If you recognize mech don't go baneling speed but you should still have that nest.
Even if you do get that scout off and recognize mech, still scout with an overseer (although you now can scout later), if you see he is getting the infrastructure up for the push you talked about and the third is delayed be ready to stop that push and get baneling speed. Baneling speed is a plus to have in that situation but if you don't have it's not as bad as not having speed against bio, it won't make you lose the game right here.
Since your primary target is the scvs and thors and the roaches will easily clean up a bunch of stimless marines and hellions, you don't need fast banelings to chase slow thors, either he will pull those scvs and the roaches should now win, or he will keep them repairing and the banelings will kill with the added bonus of pushing the hellions and marines away.
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On December 31 2012 03:28 Azoryen wrote:Show nested quote +On December 31 2012 03:15 Glon wrote:On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Yes - adding banelings is a good idea. Could you add a replay though? Generally, just going roaches will hold off the push just as easily http://drop.sc/289313Please keep in mind this is very low level of play...  I just noticed that at around 12:20, I have a few roaches that pop and move to the rally point before they start shooting. Since this happens to me sometimes, I'd like to use this opportunity to also ask how to prevent this and make sure new units are immediately targeting the enemy.
Are you rallying eggs into your control group? Like are you adding eggs into your control group of units?
I'll take a look at the replay in a bit
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On December 31 2012 03:28 Azoryen wrote:Show nested quote +On December 31 2012 03:15 Glon wrote:On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Yes - adding banelings is a good idea. Could you add a replay though? Generally, just going roaches will hold off the push just as easily http://drop.sc/289313Please keep in mind this is very low level of play...  I just noticed that at around 12:20, I have a few roaches that pop and move to the rally point before they start shooting. Since this happens to me sometimes, I'd like to use this opportunity to also ask how to prevent this and make sure new units are immediately targeting the enemy.
One thing that is incredibly helpful, but might take a few games to get used to is the following: Say you're up against mech and pumping roaches. What you want to do is when you make a wave of roaches, CTRL+click the eggs and shift+1 them into your other group of roaches. (That is, I assume you put your roaches on hotkey 1). Doing this, your eggs will rally to wherever you roaches are moving or attacking. You won't have to greenbox them to add them to your group.
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On December 31 2012 22:38 Henk wrote:Show nested quote +On December 31 2012 03:28 Azoryen wrote:On December 31 2012 03:15 Glon wrote:On December 31 2012 03:13 sCCrooked wrote:On December 31 2012 03:10 Azoryen wrote: I'm having trouble against a terran 2base timing attack that hits around 11 min with 5 thors, SCVs for repair and a few marines/hellions. I usually have an army of roaches of similar value or more and they just melt without killing a single thor. SCVs make them last forever. I supposed this is a known terran build since I've had different terrans doing it to me in my last games.
Anyone knows the build and the best way to defeat it? add a few speedbanes into the mix and the marines and scvs will evaporate. Yes - adding banelings is a good idea. Could you add a replay though? Generally, just going roaches will hold off the push just as easily http://drop.sc/289313Please keep in mind this is very low level of play...  I just noticed that at around 12:20, I have a few roaches that pop and move to the rally point before they start shooting. Since this happens to me sometimes, I'd like to use this opportunity to also ask how to prevent this and make sure new units are immediately targeting the enemy. One thing that is incredibly helpful, but might take a few games to get used to is the following: Say you're up against mech and pumping roaches. What you want to do is when you make a wave of roaches, CTRL+click the eggs and shift+1 them into your other group of roaches. (That is, I assume you put your roaches on hotkey 1). Doing this, your eggs will rally to wherever you roaches are moving or attacking. You won't have to greenbox them to add them to your group.
Your eggs will not re-rally with ur existing army when you attack-move. Because you cant give an attack-move command to an egg, so they will ignore the order. You will have to issue some move command between your attack-move to get your eggs to the fight. It's usually not a problem though, since micro usually involve some move command here and there
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Hi guys,
When is the ideal Hive timing in ZvT?
Up until now I was always winning this matchup purely on lings/banes/mutas. Now that I play mostly vs Diamonds the game can go to 3-4 bases easily and my army is not that impressive anymore.
The issue is that I can`t never find the time to put my spire and transition to Broods. Are there tips to understand this timing? This is mostly against Bio+tanks armies and Mech armies.
Also, should I begin aiming more at Infestors than Mutas for mid-game?
Tnx!
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twelve minutes is pretty good time no muta their isn't time for em just the only thing you'll have to really have a problem with are drops and if you position your courrupters and catch them you should be fine.
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Hey everybody!
Short and quick question, how to react the best against 2 gate into expand openers from Protoss? especially when the Protoss gets aggressive with his first few units? I can't seem to find a way to react correctly, without falling behind ... Mid-high masters player here btw.
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On January 01 2013 04:12 b0ub0u wrote: Hi guys,
When is the ideal Hive timing in ZvT?
Up until now I was always winning this matchup purely on lings/banes/mutas. Now that I play mostly vs Diamonds the game can go to 3-4 bases easily and my army is not that impressive anymore.
The issue is that I can`t never find the time to put my spire and transition to Broods. Are there tips to understand this timing? This is mostly against Bio+tanks armies and Mech armies.
Also, should I begin aiming more at Infestors than Mutas for mid-game?
Tnx! Not sure about your complaint about spire since you obviously have a spire for mutas... but the most popular strat in today's meta is to skip mutas entirely and go straight for infestors. Infestors allow you to hold most midgame pushes pretty safely, enabling you to tech to hive quickly. Once you get a few infestors out you can go ahead and tech to hive (roughly 12-14 minutes into the game I guess).
Generally you want to start your hive and spire at the same time since both take 100s; this allows you to get a greater spire as soon as your hive finishes.
On January 01 2013 05:38 FeelTHeBluEZ wrote: Hey everybody!
Short and quick question, how to react the best against 2 gate into expand openers from Protoss? especially when the Protoss gets aggressive with his first few units? I can't seem to find a way to react correctly, without falling behind ... Mid-high masters player here btw. I'm probably not quite at that level so take my advice with a grain of salt, but generally I'll open 14p/15h regardless of his opening. If it's 2gate then I start pumping lings and morph a spine in my main base, then walk it down to my expansion once it finishes. Eventually you should be able to overwhelm him with lings and then go back to droning, and the spine helps a ton. Just make sure to keep up your injects and build your queens and you should be fine.
Also keep an eye on his front; everything will be delayed for him so you may have an opening to hit him with roaches if you choose to go early gas, but if you prefer to play defensive this is not necessary.
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Working on ZvT of the OP now
Stay tuned for it tonight (I will be making a new thread w/ all 3 and linking to that thread)
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Yes sorry meant Greater spire not spire! Thanks for the tip!
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On January 01 2013 05:38 FeelTHeBluEZ wrote: Hey everybody!
Short and quick question, how to react the best against 2 gate into expand openers from Protoss? especially when the Protoss gets aggressive with his first few units? I can't seem to find a way to react correctly, without falling behind ... Mid-high masters player here btw.
When a protoss goes gate first, you should put down an extractor when you first scout it, and then get speed. Speed pretty much stops the aggression. Be sure to drone up, just getting a few lings ans possibly a spine at your third to stop his units, don't let the toss get you out of your mojo with this unusual opening!
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On January 01 2013 09:58 Henk wrote:Show nested quote +On January 01 2013 05:38 FeelTHeBluEZ wrote: Hey everybody!
Short and quick question, how to react the best against 2 gate into expand openers from Protoss? especially when the Protoss gets aggressive with his first few units? I can't seem to find a way to react correctly, without falling behind ... Mid-high masters player here btw. When a protoss goes gate first, you should put down an extractor when you first scout it, and then get speed. Speed pretty much stops the aggression. Be sure to drone up, just getting a few lings ans possibly a spine at your third to stop his units, don't let the toss get you out of your mojo with this unusual opening!
So basically I should try to play a standard three base opening, just with speed and a few more lings?
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