PM me if you are curious.
[Terran Q+A] 2200 Diamond - Page 4
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Antisocialmunky
United States5913 Posts
PM me if you are curious. | ||
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b0red111
United States48 Posts
I do not see this strategy at higher levels though, is immobility the main reason for this or is there some gamebreaking counter which I am not aware of that is going to force me to relearn TvZ once I get to higher levels of competition? Also, when going mech, is it best to upgrade armor or damage? | ||
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Hider
Denmark9448 Posts
On November 08 2010 04:59 b0red111 wrote: In ZvT I normally go nearly pure mech play (FE into 150 food push + taking a third with lots of thor, blue flame hellion, siege tanks, and some marines) and have been successful vs Zergs at my level (high plat to low diamond). I do not see this strategy at higher levels though, is immobility the main reason for this or is there some gamebreaking counter which I am not aware of that is going to force me to relearn TvZ once I get to higher levels of competition? Also, when going mech, is it best to upgrade armor or damage? Mech is actually not that strong, as they are weak vs air, weak vs boordlords, weak vs ultras, to some extent not that good vs roaches unless you have a very high tank count. And yes the mobility is so easy to abuse as zerg. | ||
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MadisonStreet
United States161 Posts
On November 07 2010 21:53 reaqwe wrote: how do you defend against 1 base zerg baneling all in? usually hits 6.30ish and even if i know its coming and bunker up, still busts through. should i make 2 bunkers at ramp? Hatchery timing is an important part of tvz. If your initial scout reveals delayed hatch you should check for gas - possible lair tech. If not keep your scouting scv alive and ready to check again for a hatch. By your second mule timing if still no hatch burn your scan and check for a baneling nest / roaches. Bunker / thick wall as needed. | ||
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MadisonStreet
United States161 Posts
On November 07 2010 21:54 quarkle wrote: MadisonStreet, some pretty cool replays you provided. i like your style of harass. your micro is well up to snuff too. i'll certainly be trying your early bunker push harass if zerg goes fe on me as it looks like a very good strat. normally i'd say its kind of risky but as you say just sitting back and allowing zerg to fe and drone up is even riskier. have you any replays of how you deal with zerg 1 base ling and roach style play.? anyway thanks for posting the replays i am sure there's a lot of terrans who will get a lot of inspiration from them. In general you'll want to play more defensively against 1 base play. Scout heavily burn scans if your completely in the dark. Dont be afraid to tech to air after securing your front. Expand when safe. | ||
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MadisonStreet
United States161 Posts
On November 07 2010 23:02 FrayzZeUsher wrote: 1500~ diamond terran. lately i have felt like I have stopped improving or something, now that I have a firm grasp of the game's mechanics i don't feel as if I am going over further. What is the best way to practice and lean and improve from games? Everyone goes through slumps. The thing to remember is to continue to identify your sticking points whether this be micro macro or build order. If you feel like your mechanics are progressing try to watch your replays and find out specifically what is causing you to lose. If you cant identify it post up a replay. | ||
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MadisonStreet
United States161 Posts
On November 08 2010 04:33 Senorcuidado wrote: Hey Madison, great replays. Your tvp looks a lot like mine, with the floating factory and everything. I'll usually kill a couple probes and maybe a pylon but not much else. I follow up that poke with a marine banshee raven push, but I usually keep the banshees with the marines, but do you think it's better to harrass first to pull their forces back? I noticed that this allowed you to catch some colossi out of position on scrap station which totally seemed to have won that game. The build always feels like a toss up on blistering sands, where I feel pretty boned if they 4 gate. You went for it anyway, was that a product of scouting or were you confident from the beginning you could defend the 4 gate? I love the maka rax bunker play against Zerg, it looks like a pretty consistent way to pressure or kill that fe. It always felt risky to me but skipping the gas let's you back it up enough to really do damage. However, do you feel like you are set back too much if they just shut it down cold? What kind of transition do you do if that happens? On using the banshees for harass - any unit you make is an investment. I like using my intial banshees to harass. If I sense my opponent has trouble multi tasking i'll poke harder - continue to invest in banshees - get cloak. At this point i'll dual prong harass until I can expo then I'll research stim and begin to secure a forward position with my bio standing army. Once I've secured my expansion I'll a) regroup my banshees b) leave 1 - 2 to continue harassing the main c) push the front of his expo with my army and 5 - 6 scv's for repair / turret / bunker 4 Gate on a map like blistering sands is dangerous. This is especially so against a tech oriented bo like 2 port banshees. However your priority lies in stalling out for your tech and preparing a proper defense. I usually opt for a bunker at the empty front ramp and placing a secondary bunker at my rocks if I scout a push in that direction. In retrospect though a bunkering inside my base might be a safer response. So to answer your question specifically I dont believe 2 port is a bo loss to a 4gate on blistering sands it does put you in a defensive situation which i dont like so sometimes I will opt for a 3 gate stim push or some early marauder pressure. Against early bio pressure a zerg is forced to make lings. If you notice him not engaging your marines and pulling back you should do the same. A smart zerg is going to wait for you to overextend and out mass you with lings. Forcing him to make lings then backing up is wasted larva. As far as transitioning once I get my command center up I'll throw down a 3rd rax take 2 refineries and begin my factory. A common response w/ this mass of wasted lings is to attempt a baneling bust. Its important you keep as much map control as possible either with xel naga towers or scv scouting. | ||
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MadisonStreet
United States161 Posts
On November 08 2010 04:59 b0red111 wrote: In ZvT I normally go nearly pure mech play (FE into 150 food push + taking a third with lots of thor, blue flame hellion, siege tanks, and some marines) and have been successful vs Zergs at my level (high plat to low diamond). I do not see this strategy at higher levels though, is immobility the main reason for this or is there some gamebreaking counter which I am not aware of that is going to force me to relearn TvZ once I get to higher levels of competition? Also, when going mech, is it best to upgrade armor or damage? For me personally mech allows zerg to play a macro based game. It concedes map control to the zerg player and allows them to effectively drone / play aggresive / outexpand you. Depending on positions though sometimes a 2 base heavy mech build is doable. For the above reasons I feel like a mech oriented build isnt as strong as bio simply because your fighting an uphill battle on maps where your unable to b - line straight for the z base. I dislike being flanked or conceding map control. | ||
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unknown.sam
Philippines2701 Posts
what kind of units should i be getting from rax/fact/starport?? do you have any replays that utilize this build? thanks a bunch | ||
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Xanczor
United States254 Posts
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SoftSoap
United States170 Posts
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alan25
United States379 Posts
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whomybuddy
United States620 Posts
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Zoltan
United States656 Posts
Anyway, my question is at high high diamond level (i'm currently ~1500, but dropping lately) can you seriously open 15cc against FE zerg or am i setting myself up for disaster at the higher ranks? | ||
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MadisonStreet
United States161 Posts
On November 08 2010 11:54 unknown.sam wrote: ok i'm really clueless to this 1-1-1 build. what kind of units should i be getting from rax/fact/starport?? do you have any replays that utilize this build? thanks a bunch The strength of 1 - 1 - 1 and my reason for reccomending it to aspiring players is the diversity. Allowing yourself multiple tech structures gives you a solid base in which to counter cheese, with proper scouting, and set yourself uip with a safe natural. More specifically marines - tanks - vikings. Ill try to get a few tvt games in with a 1 1 1 but generally the units arent as important as the fact your getting the structures to account for whatever might be thrown at you. | ||
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MadisonStreet
United States161 Posts
On November 08 2010 11:59 Xanczor wrote: What's your opinion on the state of TvP as of now, do you think like antisocialmunky said protoss is terran, and terran is protoss, and terran has to respond to protoss, and terran must make just boring MMMG? I skimmed through antisocialmunky's post I believe he's referring to Brood War and my experience in BW is fairly limited. However I dont believe either race has the initiative. There are build orders which allow either race to force the other to react and my style of early banshee harass is a good example. Also the strength of mass bio is greatly diminished the towards the end of midgame. Unlike tvz which I feel mass bio grow exponentially towards late game protoss seems better equipped to handle bio based play that lacks air or mech support. | ||
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MadisonStreet
United States161 Posts
On November 08 2010 12:12 SoftSoap wrote: As a Zerg player, I haven't found a strong unique strategy against terran. What is the most pain about the Zerg class to you? I know the standards like mutaling, roach/hydra. I'm a 1500 Zerg. But once that terran gets the choke down, its hard to stop whats in his back base. Honestly zerg isnt a race that requires a "unique" strategy. Its definately centered around more macro style of play. You win by outmacroing your opponent not by playing cute. All zerg units can be countered quite easily. Dont be over eager to stop whats in the back of his base. Your units are meant to swarm not be overly cost effective. If a terran player is trying hard to turtle on two base - first secure your natural. Do your best to scout his compositon - sack overlords - changelings - pressure his front - slight muta harass. You will find out what hes building. This being said a turtler is conceding map control to you. Take advantage of this and expand. You can get by with being more greedy against someone who isnt moving out. | ||
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MadisonStreet
United States161 Posts
On November 08 2010 15:36 Zoltan wrote: I've been trying to work 15cc --> mech on jungle shrine vs Z. It seems that maps natural is just too easy to hold even with a FE. I'm sending my scout on 8 to make sure they dont pool before hatch, or i just throw down my rax and gas and get a rax fac style wall to prevent busts. Anyway, my question is at high high diamond level (i'm currently ~1500, but dropping lately) can you seriously open 15cc against FE zerg or am i setting myself up for disaster at the higher ranks? What early threats do you feel the zerg has against a 15 cc? Start with the immediate ones... early pool - early roach - baneling bust. Rule those out with precautionary play try it on ladder or get a Z practice partner. Once you have the early game threat figured out work on your midgame. What repercussions does a 15 cc force on you - lack of early pressure - ability for z to power drone. Onto your specific build scouting on 8 isnt really necessary. You can do your standard scout on 10 and hit his base in time to see any early lings. I dont know the exact timing on a 15 cc but you shouldnt have 400 banked minerals before your scout reacher the Z base. Maybe consider playing bio with your FE build. Letting a Z power drone while you wait for mech to move out is basically setting him up for an even economy with you. | ||
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Funkmunk
United States278 Posts
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derykyim
Canada3 Posts
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