|
I watched. 5 immortals and 50 stalkers is not a solid composition vs mech. Your mechanics and your opponents canceled each other out, leaving army composition. And generally his army comp was more balanced, then more tailored to killing yours than you were to him.
You had no templars for feedbacking ghosts; You had no zealots to swarm thors and keep them off your stalkers. You didn't do anything with the sentries you made. Your DTs were not effective.
Your composition could theoretically kill a terran mech play but the execution was far from the level required.
Sorry for being negative. Next time diversify what you build.
|
Does anyone remember what episode of the GSL it was where Tasteless goes on a rant about camping and is like, "Are the computers in the woods, how does a squirrel check email"?
That entire thing was absolutely halarious and I wanted to show it to a friend but I can't find it.
|
looking for a solid tvt build that is not focused on tanks for a diamond league terran
|
I created a new build/strategy (may be already created) ONLY AGAINST TOSS 1. 12 pool (no gas) 2. 14 hatch (in opponents base)- should be hidden 3. Ping the map and tell your opponent you have a proxy hatch 4. The first zealot of the toss and some probes are likely to attack hatchery (The toss would of walled off) 5. While this was happening, you should of been pumping zerglings. Stop drone production when you get the hatchery. 6. When the wall off zealot or units is not there, flood in with your zerglings 7. i primarily try to snipe the pylon, but you could do something else 8. The game should be yours if he had only 1 zealot out. ( Dance with the probes while more come)
Well thats my build/strategy.... It could definitely improve... You should get a queen when your pool finishes... if you have enough minerals Please comment below to criticize my build. Practiced this against gold players.... there might be difficulty pulling this off :D glhf
|
How many real time seconds is a full larvae inject?
|
|
|
How many warp gates are necessary for toss late game as in 3-4 bases stockpiling minerals and gas upgrading and maxed out late game? ( I know it's horribly phrased sry)
|
i figured out that it's probably the abyssus driver unbinding my CTRL 4 group!
|
First Post! 2 Questions:
- What value should be placed in mech attack upgrades (and when) compared against mech armor upgrades? Specifically in a TvZ (or Grubby style TvP) using marines + all factory units, with a core of tanks, should i be prioritizing +2 and +3 armor before +1 attack. Seems to me that +1 damage to an already high number doesnt help alot at all.
- In a TvZ if i have a mid game composition of marine/tank/medivac and see ling infestor and scout/suspect a likely addtition of ultras to his infestors, what is the appropriate response or soft counter in unit composition, timing attacks / aggression?
(currently high plat SEA player with acceptable macro and weaker micro/multitasking)
|
On May 09 2011 11:32 bowserjratk wrote: How many warp gates are necessary for toss late game as in 3-4 bases stockpiling minerals and gas upgrading and maxed out late game? ( I know it's horribly phrased sry)
In general ~3 gates per base is pretty good when you're still expanding and building probes. However in the late game you want to throw down a ton of warpgates. Part of the reason for this is in sc2 it's really common for players to get to max supply (unlike in bw where it was rare for anyone to be maxed) and so once you get to that late game don't be afraid to have a ton of unit producing buildings so you can quickly rebuild your army say. I wanna say you should have at least 15-20+ gates but really it depends on your macro and how many robos/stargates you have.
|
oh, how do u ignore a player who keeps messaging u?
|
On May 09 2011 13:35 repsac wrote: oh, how do u ignore a player who keeps messaging u?
Right-click their name in the chat box -> More... -> Block Communication
|
On May 09 2011 12:27 NoMercyOracle wrote: First Post! 2 Questions:
- What value should be placed in mech attack upgrades (and when) compared against mech armor upgrades? Specifically in a TvZ (or Grubby style TvP) using marines + all factory units, with a core of tanks, should i be prioritizing +2 and +3 armor before +1 attack. Seems to me that +1 damage to an already high number doesnt help alot at all.
- In a TvZ if i have a mid game composition of marine/tank/medivac and see ling infestor and scout/suspect a likely addtition of ultras to his infestors, what is the appropriate response or soft counter in unit composition, timing attacks / aggression?
(currently high plat SEA player with acceptable macro and weaker micro/multitasking)
Question 1) Composition has a lot to do with it. Are you trying for a harass style? Definitely attack upgrades. Blue flame hellions, for instance, don't benefit that much from armor, arguably.
In TvZ I might recommend armor for tanks. Think about muta harass. Tank numbers are crucial, and even with just plus one, they one shot zerglings. The most important thing is to gather information and stay one upgrade ahead of your opponent. If you're getting lots of thor, the attack upgrade is very useful, especially when you're relying on that one good volley.
Question 2) Build barracks on your starport reactor for more marines. Get your starports onto tech labs. Try to take out the infestors with a good spread of banshees. Then you'll have control. Also SCVs building CC walls is a strategy that has been used by Trump to slow Ultralisks/limit mobility. Map choice has a big effect. Micro becomes important, as well. If you can handle ghosts go for them to counter the infestors (I can't, APM too low, mechanics not solid).
|
Is there a way to completely turn off the keyboard repeat delay in XP?
(I ask because it would help me with placing forcefields - if you hold down F and start click-spamming right away you can de-select your sentries during the repeat delay time on your keyboard.)
|
|
|
Why do zergs expand far away against terran and close against protoss? You'd think it'd be the other way around as terran can drop and protoss tend to say in a ball.
|
On May 09 2011 14:28 jeeneeus wrote: Why do zergs expand far away against terran and close against protoss? You'd think it'd be the other way around as terran can drop and protoss tend to say in a ball.
Zerg actually favor expanding away from protoss as well. As a rule of thumb, zerg wants to expand away from their opponent in all match-ups order to maximize the rush distance to their bases, exploit their unit's on-creep mobility for defense, and force the opponent to commit more resources than they would like to harass an expansion. That being said, it is a rule of thumb, and sometimes it may make more sense to take an expansion towards your opponent, e.g., capitalizing on a strong lead by applying pressure.
Also it is worthwhile to note that warp-ins can be as deadly (if not more so) for an expansion than drop. So you have to be diligent about creeping to your expos and scouting for activity in both match-ups.
|
- What value should be placed in mech attack upgrades (and when) compared against mech armor upgrades? Specifically in a TvZ (or Grubby style TvP) using marines + all factory units, with a core of tanks, should i be prioritizing +2 and +3 armor before +1 attack. Seems to me that +1 damage to an already high number doesnt help alot at all.
If you're going mech mech (late game etc.) then you should get both of them ASAP; mech upgrades help SO much (relative to others' upgrades too).
|
|
|
You need solid, solid, micro to pull this off.
|
|
|
|
|
|