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On January 26 2011 02:05 natewOw wrote:Show nested quote +On January 26 2011 01:56 Starshaped wrote:
Try reading my post before responding. I did read your post. You are clearly new to the game, so I'll give you a little slack. Please see this person's post, which proves me right.
Nope, he said TvT was hard to all-in (relative to TvP and TvZ no doubt). He meant that TvT was his hardest matchup to all-in.
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On January 26 2011 02:58 natewOw wrote:Show nested quote +On January 26 2011 02:53 b0urne420 wrote:On January 26 2011 02:43 natewOw wrote:On January 26 2011 02:05 natewOw wrote:
Ummmmmm, Terran are incredibly easy to all-in with. Also, "your" strat is the same strat being used by half the Terrans in GSL. Frankly, I'm pretty sure everyone is a little sick of it by now.
Try playing a real game for once. I did read your post. You are clearly new to the game, so I'll give you a little slack. Please see this person's post, which proves me right. Your strategy is far from original. You need to chill out. Is somebody raging? I don't believe so. Contribute to the conversation please.
And you are?
Anyway, understandable that you want to all in in a TvT, those games can be a hit or miss. Also, thanks for posting, i'll try it sometime.
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On January 26 2011 06:29 thesmoosh wrote:Show nested quote +On January 26 2011 04:50 Mowr wrote:On January 26 2011 04:16 thesmoosh wrote: Have you tried going rax > gas then mine only 125 gas for stim? I'm not at my desktop to check, but I think you can have stim hit around 6:30 to 7. I would think stim wouuld be even better since you'll have SCVs to tank the damage.
The tech lab opener is also less vulnerable to super early cheeses meaning you'd be able to use it against other races as well. What do you think? Well barracks finishes at roughly 2:45, maybe a few seconds earlier if you're good. A marine takes 25 second, tech lab 25 s and stim 140. With three SCV:s at a geyser you have the minerals for stim. So at ~6 min you could have your stim. You actually don't have the money to get stim immediately if you go rax > marine/oc > techlab, unless you let your rax idle which isn't ideal. I would say get two marines then tech lab then stem. That way the two marines can deny a scouting worker as well, and you end up with no idle time and exactly enough money to get stim right after the tech lab finishes. Then your macro isn't good enough. I even just tried it myself and the timings line up nicely.
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proxying a rax with a reactor is such a bad idea. I mean, its so terribly terrible, i dont understand why you would even come up with it.
Good Terran will scout => oh nice a barracks for my marines to pick off (which you cant even defend since you have no marines because you decided to build reactors instead of them) => you lose your timing, you are behind since he knows exactly what you are doing.
Doing all ins in TvT especially is counter productive, because the more you win with it the worse it becomes since T has such an easy time defending with bunkers + siege tanks later. So in all essence youre investing time into a strategy that is bound to become worse with time.
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Zurich15353 Posts
Can you add replays of this to the OP please.
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on the korean ladder there is a 4 rax of this sort of allin after 16scv's u attack with the marine u made in the process (should be around about 8-12) mules can susport 4 rax constant producton if ur ontop of the muling, i've had it done vs me and not done myself
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Didn't have time to read through the thing entirely so I apologize if this sounds redundant. I am almost certain that the reactors build time is that of a barracks, and that this build would produce at a similar rate as getting 5 barracks. With 5 barracks you do not need gas, and you do not need to have non functioning barracks while you wait for a reactor to pop. I believe the mass of marines will be greater with 5 barracks, and suggest it to anyone trying this.
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On January 27 2011 00:06 mAnarch wrote: Didn't have time to read through the thing entirely so I apologize if this sounds redundant. I am almost certain that the reactors build time is that of a barracks, and that this build would produce at a similar rate as getting 5 barracks. With 5 barracks you do not need gas, and you do not need to have non functioning barracks while you wait for a reactor to pop. I believe the mass of marines will be greater with 5 barracks, and suggest it to anyone trying this.
The point of reactor is to disguise your all in Also 5 barracks seems alot to support in an all in strategy
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And for the record, a barracks takes 60 seconds, whereas a reactor takes 50.
I was gonna upload two replays, but the replay site I use is down. Can anyone recommend a site?
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"I'm going to post the Maka all-in word for word and name it after myself."
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On January 26 2011 01:56 Starshaped wrote: Hi there!
I'm a big fan of all-ins, and I also play Terran. You'd get along well with.... Every other Terran.
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I think it would be better if you put these replays at the original post, so that newcomers may see it.
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On January 27 2011 07:10 TALegion wrote:Show nested quote +On January 26 2011 01:56 Starshaped wrote: Hi there!
I'm a big fan of all-ins, and I also play Terran. You'd get along well with.... Every other Terran.
^_^''
On January 27 2011 07:12 Autunno wrote:I think it would be better if you put these replays at the original post, so that newcomers may see it.
I already did.
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I`m a terran, and I don`t usually wall-in in TvT but hell, I might as well start doing it =P.
Builds posted in TL spread like crazy, just the other day the ultra lisk build was out, a guy use it against me on the same day.
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In one of your replays, your second barrack finished right when you had 50 gas, that was when my eyes shined in admiration :D (in a very anime like fashion)
I think it's be very useful if you explained what you are paying attention to when you are scouting. What do you do if he has walled in, what if he didnt, what if he has two gas etc. Is there any chance that he might have a sieged tank when you attack.
Is it a good idea to fight for xel nagas that could spot your push
Also the positions for proxies would help.
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On January 27 2011 21:05 DestroManiak wrote: Is there any chance that he might have a sieged tank when you attack.
With racks first and If you make the techlab on the factory one tank will be out at ~5:50 and siege mode at ~6:30. So I don't think hitting later than that is a good timing. But of course, it depends on how good the rest of the defense is too.
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I know I'm not the best but I spotted a similar build when my scouting SCV was returning. luckily I picked the right xel'naga to go to on my way back to my base. more of a marine rush than an all in but meh here it is anyway
http://www.sc2replayed.com/replays/129213-1v1-terran-blistering-sands
Thought this would apply since someone mentioned the siege tanks. I know I'm not diamond or anything but I figured I could contribute. and for some reason sc2replayed has this as my old name? not sure why...
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hey guys sorry for hijacking this topic but i do this build where i go 10 supply 12 racks and instead of 13 gas i go 14 gas. I named it the danielsan build.
then i build a 15 cc and later a factory. this one is the extended danielsan build.
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On January 27 2011 21:05 DestroManiak wrote: In one of your replays, your second barrack finished right when you had 50 gas, that was when my eyes shined in admiration :D (in a very anime like fashion)
I think it's be very useful if you explained what you are paying attention to when you are scouting. What do you do if he has walled in, what if he didnt, what if he has two gas etc. Is there any chance that he might have a sieged tank when you attack.
Is it a good idea to fight for xel nagas that could spot your push
Also the positions for proxies would help.
Sure, I can explain a bit. The scout is just to make sure he isn't doing anything strange. I want to see a barracks and a gas, then move back and build my proxy barracks. Most high-level Terrans won't wall off in TvT, since the cons outweigh the pros. However, if the Terran discovers what's up, he can easily lift his barracks and build bunkers/depots to block and yes, that can cost you the game.
If it's just a wall-off with no bunker, it is still doable. Focus a depot and once killed right-click one of his mineral patches with your SCVs, then attack-move as they are on his marines (to circumnavigate any movement issues you might otherwise encounter) and micro your marines etc. If he didn't wall-off, like I said before, surround bunker(s) and go for the kill.
And yes it's great to fight for the towers, as long as you do it subtly, i.e send a marine or two to yours. Don't show him 5+ marines just to take control of a tower, but definitely bare in mind their importance.
The positions aren't set in stone. Just pick a spot where (you think) your opponent is unlikely to scout. Some good example are the gold expansions on Delta Quadrant, near the third expansion on Jungle Basin, the high-ground just outside the natural ramp on Steppes of War etc. Experiment for yourself to see what seems to work and what seems to get scouted more easily. Avoid natural scout-paths and anything in-range of a tower, of course. Also avoid too obvious positions, e.g. inside the natural expansion on Jungle Basin.
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