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On May 19 2011 09:41 dicedicerevolution wrote: What is the proper response in ZvT for 14gas/14pool vs. 11/11 2rax?
For example: 14gas 14pool drone scout after pool to determine if T went 2rax (if you get there and both are done already on a ~30s rush distance spawn then it's an 11/11 2rax) 21hatch like normal, but pump lings, pull 6-8 drones, flank with lings
Notes: don't let the bunker complete as you cannot afford to fight it off economically after going 14/14 and pulling drones.
I'm not sure what the proper response is, please help!
EDIT: 14/14 is supposedly safer than hatch first for fighting off the initial bunker rush, but why exactly? I feel that Terran can just wait a little longer and still scale fine vs. your earlier lings (vs. later for hatch first) and still force you to pull drones if they decide to commit to the attack (moving out with 2-3 SCVs minimum, 4-5 marines vs. 14/14). I don't like drone scouting in a 14/14 opening. You'll have lings in time to see what he's basically doing. It would really help if you could post a replay, the specific amount of scv's he pulls is a big deal. If you don't suspect that terran is transitioning into an expansion, shortly after you get your expo up put guys back on gas and get a baneling nest. Make sure to only engage on creep and one suggestion I've improved on myself is to keep the spine a little farther back on the creep. That way if marines try to engage the spine, your lings get to engage/disengage on creep instead of off of creep.
Sorry if this wasn't much help, I much prefer 15 hatch or 14 hatch in zvt because you have more total larva to make zerglings and you get 2 queens faster so it makes it much easier to engage.
One trick to harassing the scv building the bunker is to right click on the scv, then hold shift and spam click the scv with your drone so your drone will re-engage if the scv hops around the bunker.
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People say that a cannon rush WILL beat zerg fast expand (hatch before pool basicalyl) if done correctly, every single time. Is this because of the delayed pool or because I can't prevent his cannons from going up and they'll eventually take down my expansion? I ask this because of two reasons - I get cannon-rushed a lot (high diamond/master) without not even going hatch before pool and still end up getting contained inside my base, even though I scout it as soon as that first pylon goes up. The other reason I'm asking is because I simply want to know if it has anything to do with getting up spine crawlers fast enough or getting zerglings.
Thanks!
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@Nightbiscuit
Night if you scout the cannon rush before a cannon is over half way you can always stop it with drones. It really shouldn't be a problem. Maybe you are pulling too few drones?
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QUESTION:
What is the best way to repair? The ways I know of are...
Hit 'R' then click on the building or unit.
Have your units next to something and right click the repair icon to enable "auto repair"
Right click on the building or unit you would like to repair.
SPAM right click on the building or unit you would like to repair.
I don't know if its just me but I swear spamming right click works the best, and the faster you click the faster the repair. I notice this mostly when repairing turrets and planetary fortresses. I may be delusional.
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I'm not a Terran player but I may dabble again. What I want to know is... if I issue an attack command for my army and then stim, will the stim command cancel the attack command? For example... if I'm A-moving some Marines and hit stim, will they stop moving and not attack if they aren't close enough to enemy units yet?
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Blazinghand
United States25550 Posts
On May 19 2011 16:22 NihiloZero wrote: I'm not a Terran player but I may dabble again. What I want to know is... if I issue an attack command for my army and then stim, will the stim command cancel the attack command? For example... if I'm A-moving some Marines and hit stim, will they stop moving and not attack if they aren't close enough to enemy units yet?
stim does not interrupt actions. A-moved marines will continue to run and will attack as normal per previous commands when stimmed.
[Video of Test]
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Another Question: Does fungal growth stack? I know most things like Storm dont so just checking. Seems like fungal growth does so much damage to my units, hehe.
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Blazinghand
United States25550 Posts
On May 19 2011 17:36 Tommylew wrote: Another Question: Does fungal growth stack? I know most things like Storm dont so just checking. Seems like fungal growth does so much damage to my units, hehe.
Fungal growth does not stack. If you use Fungal on previously fungaled units, it just refreshes the remaining duration.
EDIT: didn't see this question
On May 19 2011 15:59 iwillnotfail wrote: QUESTION:
What is the best way to repair? The ways I know of are...
Hit 'R' then click on the building or unit.
Have your units next to something and right click the repair icon to enable "auto repair"
Right click on the building or unit you would like to repair.
SPAM right click on the building or unit you would like to repair.
I don't know if its just me but I swear spamming right click works the best, and the faster you click the faster the repair. I notice this mostly when repairing turrets and planetary fortresses. I may be delusional.
Hitting "R" then clicking on the target is the same as right clicking. This strategy is as good as the others. Auto-repair might cause your units to repair things other than what you want repaired, which could lead to inefficiency. Spam clicking has no impact on repair speed. HOWEVER, should your units fully repair their target, they will cease repairing, so you'll need to tell them to repair again, or the unit will take damage and die without them repairing. Perhaps it is this effect you observed that led you to believe that the spam-clicking was in any way good.
The strategy I use is turning on auto-repair then right-clicking the target once.. This way, if they fully heal it and it takes damage, they'll start repairing it again without me issuing additional commands.
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As zerg, how do I minimize the damage dealt by 2 unscouted early reapers?
I hardly see people use the reapers, but when they do, I take way too much damage as they can just cliffjump right in my mineral line on some maps.
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Blazinghand
United States25550 Posts
On May 19 2011 18:28 cleecks wrote: As zerg, how do I minimize the damage dealt by 2 unscouted early reapers?
I hardly see people use the reapers, but when they do, I take way too much damage as they can just cliffjump right in my mineral line on some maps.
A famous question from sailing safety examinations: "What should you do if you are caught on a lee shore in a hurricane?" The correct answer was: "You never get caught on a lee shore in a hurricane!"
As a general rule, you should be able to scout the terran before he manages to make a supply depot, a rax, a tech lab, and 2 reapers. Make a couple pairs of lings and move them, your queen, and an overlord overlord to your cliff, and intercept him as he jumps up. Assuming he's waiting for 2 reapers, this is easy money. If he comes in with his first one, he might kill a drone, but your queen should be able to kill it before any serious economic damage, or at least scare him away until you have lings. He wont have reaper speed without a factory, so just lings should take care of it.
If he gets a reaper in your base without you scouting it, and you don't have a spawning pool, make one. pull a few drones to chase the reaper, and each time a drone takes one shot, send it back to the mineral line (it takes 3 to take one down). Micro your undamaged drones and zone the reaper into a corner. If you have a queen, use that to kill the reaper-- it shouldn't be a real problem. Micro damaged drones away from the reaper. If there are two, micro drones away from them before they get shot, and keep on attacking with the queen. one strategy is to build your pool behind your mineral line to reduce the number of ways he can escape.
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Alright thanks, maybe I'm scouting too late, so to follow up:
At what supply should I generally send a dronescout out vs Terran on Tal'Darim? I used to send my 9th drone out in the past, but I've been told that's too early vs terran.
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On May 19 2011 18:15 Blazinghand wrote:Show nested quote +On May 19 2011 17:36 Tommylew wrote: Another Question: Does fungal growth stack? I know most things like Storm dont so just checking. Seems like fungal growth does so much damage to my units, hehe. Fungal growth does not stack. If you use Fungal on previously fungaled units, it just refreshes the remaining duration.
Thanks for the link, i think fungal growth should affect your own units in my own personal opinion like storm and emp does. makes people have to acutally micro the infestors more like we do with ghosts and templars then just spam fugnal accross the baord without thiking.
EDIT:Also just noticed that a templar can pretty much kill a infestor if they have over 80 energy.... with feedback not bad, forgot to check which is faster though off creep I know that tempalrs are really slow... so im rpesuming ud never catch up with them anyway!!!
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On May 19 2011 12:50 Argyle_DK wrote: @Nightbiscuit
Night if you scout the cannon rush before a cannon is over half way you can always stop it with drones. It really shouldn't be a problem. Maybe you are pulling too few drones?
How many should I pull? The last game, I pulled 5 to kill his pylon as soon like just when after it started. I killed it, but not before he was able to place 2 cannons and two pylons blocking me from killing them right beside my ramp.
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On May 19 2011 20:33 Nightbiscuit wrote:Show nested quote +On May 19 2011 12:50 Argyle_DK wrote: @Nightbiscuit
Night if you scout the cannon rush before a cannon is over half way you can always stop it with drones. It really shouldn't be a problem. Maybe you are pulling too few drones? How many should I pull? The last game, I pulled 5 to kill his pylon as soon like just when after it started. I killed it, but not before he was able to place 2 cannons and two pylons blocking me from killing them right beside my ramp.
It takes 4 workers to DPS down a warping in building, so 4 to deny the pylon, and another one or two to chase the probe around. If you are ramp blocked, you're pretty fucked as it is though. Either a roach bust or a 1 base nydus allin is your best bet.
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On May 19 2011 21:16 Synystyr wrote:Show nested quote +On May 19 2011 20:33 Nightbiscuit wrote:On May 19 2011 12:50 Argyle_DK wrote: @Nightbiscuit
Night if you scout the cannon rush before a cannon is over half way you can always stop it with drones. It really shouldn't be a problem. Maybe you are pulling too few drones? How many should I pull? The last game, I pulled 5 to kill his pylon as soon like just when after it started. I killed it, but not before he was able to place 2 cannons and two pylons blocking me from killing them right beside my ramp. It takes 4 workers to DPS down a warping in building, so 4 to deny the pylon, and another one or two to chase the probe around. If you are ramp blocked, you're pretty fucked as it is though. Either a roach bust or a 1 base nydus allin is your best bet.
Well, 4 if you start attacking the pylon as soon as it starts. But if you see it start, then pull drones from your mineral line, you'll need more than 6 (which isn't going to be possible if he's not completely retarded) to take it down. Sure it'll go down soon after it finishes, but he can still throw down a couple cannons before it dies and then block them with pylons.
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Are there any pro games where a Terran trapped units in a supply depot bubble with creative raising and lowering? Just wondering.
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looking for a simple protoss build, that fits against all races decently. Bronze league player looking to work solely on my mechanics. :|
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On May 19 2011 23:41 bobwhiz wrote: Are there any pro games where a Terran trapped units in a supply depot bubble with creative raising and lowering? Just wondering.
TSL Ro16 Boxer vs Sen G2 is what comes to mind here.
![[image loading]](http://i.imgur.com/27KDW.png)
On May 19 2011 23:53 RobotPants wrote: looking for a simple protoss build, that fits against all races decently. Bronze league player looking to work solely on my mechanics. :|
Welcome to TeamLiquid! Try doing a search function for something a little more specific. I can also redirect you to this thread where you may or may not find what you are looking for:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=192233
Good luck!
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I heard about some crazy nuke that has been launched by Boxer and successfully landed in a recent tournament game, does anyone have a clue of what I am talking about?
Thank you very much !
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On May 19 2011 20:33 Nightbiscuit wrote:Show nested quote +On May 19 2011 12:50 Argyle_DK wrote: @Nightbiscuit
Night if you scout the cannon rush before a cannon is over half way you can always stop it with drones. It really shouldn't be a problem. Maybe you are pulling too few drones? How many should I pull? The last game, I pulled 5 to kill his pylon as soon like just when after it started. I killed it, but not before he was able to place 2 cannons and two pylons blocking me from killing them right beside my ramp. What map? It's actually a little map-specific. It also depends on the build you're trying to do. 14 pool 15 gas is pretty different in its reaction than 14 gas 14 pool. However, if you're going hatch first, you need to make sure you don't get walled off. I think I remember reading that the earliest they can afford 3 pylons at once was around 2:30 (you should check this from one of your replays). Stick a drone on the probe just before that time and if you see him try to start blocking you, move a drone in the way on hold position and immediately pull 4 probes (this is not unreasonable in pool first either, but your opp shouldn't even try it as often in that case. You can also stop it with really quick reactions. If you see the probe moving towards your choke at that time (you should probably have something spotting your natural, but on Tal'Darim I like to dual overlord scout so I know sometimes I get suckered in by this) you can quickly pull a drone to block, and if you see pylons go down pull 3-4 more.
It doesn't make sense once it's already blocked to pull more than 3 drones because only 3 drones can attack the pylon at a time in a wall-off. If you can't break it, get 150 gas, build 6 roaches, bust out, expand and go pressure.
Again, a lot of this is pretty map dependent. On Tal'Darim, you can get a lot of surface area to attack the pylons from, this isn't true on Shakuras.
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