Against what kind of army should I go for infestor ? MMM/ Terran Tech/ Toss gateway units?
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vahgar.r24
India465 Posts
Against what kind of army should I go for infestor ? MMM/ Terran Tech/ Toss gateway units? | ||
Blazinghand
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United States25550 Posts
On May 29 2011 04:55 vahgar.r24 wrote: As zerg when u take the 3rd expo at about 10 mins u have only drones and are very vulnerable to a timing attack of a 1 base toss/terran. What is the best way to deal with it? Against what kind of army should I go for infestor ? MMM/ Terran Tech/ Toss gateway units? If you know your opponent is on one base and is planning a timing attack, I'd recommend against taking a 3rd base-- 2 bases will give you a very strong macro advantage, and assuming you can hold off his attack on 2 bases, you should automatically secure a win, since he will get mined out. taking a 3rd base will only make you more vulnerable if you haven't made army units, and isn't necessary for maintaining your lead unless you notice that he's taken his 2nd base. On May 29 2011 04:11 Bertyo wrote: How many probes do I want on minerals to be fully saturated? I've read a few different numbers and would like to know for sure. Full saturation is at 3 probes per mineral patch. Maximum efficiency is as 2 probes per mineral patch (the third probe increases your income slightly, but not as much as the first 2). At a mineral line of 8 minerals, this means full saturation at 24, and max effeciency at 16. | ||
Probe1
United States17920 Posts
Learn to read what your opponent is trying to do. If he's doing an all in attack, make a all in defense. Don't expand. If your opponent expands, take a third though. If you know he's doing a fast or safe expand THEN make nothing but drones. He won't pressure you heavily and you can get 3 fully saturated bases while he's trying to make his 5th worker on his 2nd. | ||
iStarKraft
United Kingdom79 Posts
If not, what is? | ||
Dariusz
Poland657 Posts
On May 29 2011 04:11 Bertyo wrote: How many probes do I want on minerals to be fully saturated? I've read a few different numbers and would like to know for sure. 2 per mineral patch is optimal, 3 is maximum. 1 probe on mineral patch 100% eficiency 2 probes ~200% 3 probes ~250-270% depends on how far the mineral patch is. so you want 16 probes on minerals and 6 on gas in all bases first then you can get up to 24 probes on each mineral line (asuming there are 8 mineral patches). Ofc you can make more if you know you will expand and transfer them. | ||
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Teoita
Italy12246 Posts
On May 29 2011 06:15 iStarKraft wrote: Is the 3-Gate Sentry Expand no longer the 'standard' way of opening PvZ? If not, what is? It's still doable; i do it 90+% of the time in diamond. You just need a forge and cannon at least before teching up, as well as very good forcefields; a 4th gate to finish your simcity also helps. | ||
Retgery
Canada1229 Posts
Am I allowed to post a topic asking for replays of a specific build? | ||
Handfoot
United States62 Posts
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vahgar.r24
India465 Posts
Against what kind of army should I go for infestor ? MMM/ Terran Tech/ Toss gateway units? | ||
dynwar7
1983 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=123717 It is very interesting read, however unfortunately the replays are all not working... :'( Anyone maybe have any ideas where I can get them and watch the replays? Thanks in advance. | ||
AlphaQUp
United States7 Posts
(sorry if it's not a simple question; don't kill me D: ) | ||
johanngrunt
Hong Kong1555 Posts
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AlphaQUp
United States7 Posts
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AlphaQUp
United States7 Posts
On May 28 2011 20:10 DontLoseSightOfIt wrote: Hi all Few questions regarding terran: 1. What is MMM really good against? Is it like more of general-purpose group? 2. What is the ratio of MMM? 3. I heard MMM is ok vs P but not Z. Why is that? 4. Out of the Rax tech lab, which one is most commonly researched first? Is it concussive? Followed by shield then stimpack? Thanks 1. MMM is a heavy hitting general-purpose assault group. Since marines do a ton of dps (and that's not including stim), marauders tank and dps armored units (again, not including stim), and medivacs heal, it's a deadly combination that's difficult to counter without heavier units (roach hydra, gateway + colossi army[easier route]/high templar storms[micro intensive]) 2. I'm not entirely sure what the ratio is, but from what I've heard it's 8 marines to 4 marauders to 2 medivacs. Don't trust my word on it explicitly though! I'm not really a terran player (I dislike their macro) but I have a little bit of experience with them (i often go random) 3. MMM is great versus P during early-mid game if P hasn't scouted because MMM melts protoss bio balls (marines stim eats zealots, marauders stim eats stalkers, forcefields are only good with proper micro and energy is usually used on guardian shield). Versus Z is a whole different thing. The zerg are a very adaptive and reactive race, with not that many armored units and very speedy units. The common counter to MMM is Sling Bling Muta or Speedling Baneling Mutalisk, the reason being speedlings engage marauders, banelings eat marines, and mutalisks can snipe medivacs/add to the chaos) Marauders don't fare well versus light units such as speedlings but can tank banelings well. Honestly there's a ton more that I'd be happy to explain to you in a follow up post and/or PM but I'm tired and I'm competing in the Hotkeyit.com May Arizona 2011 Tournament tomorrow (er today) 4. Generally stimpacks are the first to go (in my experience) as the increased speed, attack damage, and overall combat value of the marine marauder ball is increased greatly (not even including the kiting and stutter step that could take place). then either shields or shells depending on scouts of the enemy composition. Honestly it just depends on the enemy composition, as you're not gonna get combat shields versus a zerg going mass roaches when concussive shells can get rid of the roach speed advantage. (Don't take my word on a whim! I am a simple Gold player who simply doesn't have the time to play SCII [or the hardware for that matter]) | ||
dynwar7
1983 Posts
As for my other post... http://www.teamliquid.net/forum/viewmessage.php?topic_id=123717 I would love to bump the thread but its locked :'( I just want to see the replays that is all....but the links dont work anymore..and the thread is locked. I found it...but its really old, it says T_T cannot even open replays. Or maybe anyones got good, recent ghost mech replays? | ||
Mowr
Sweden791 Posts
What is a reasonable timing for 1 stalker and 1 zealot to come and begin poking my base? | ||
Geiko
France1939 Posts
On May 29 2011 21:10 Mowr wrote: Hi TL! What is a reasonable timing for 1 stalker and 1 zealot to come and begin poking my base? Hi ! Your question is a little vague... I'm assuming that you play terran and are referring to the standard 13 gate build with one chrono boost on stalker on a standard map like xel naga caverns. I did the test myself and with decent execution (could be maybe 5 seconds faster ?) I arrived at his ramp at 5:00 exactly on XNC. If he is going 12 gate, remove a couple of second, if he isn't chronoboosting his stalker, add 10 seconds. This result can also change for other maps, cross position ore close etc... Hope this helps. (even at master level, some people don't have this timing right... You'd be surprised the amount of times I walk up the ramp and the bunker is only 3/4th done !) Tip : A good way to delay that poke is to put your scouting SCV on the opposite side of your opponent's ramp so he has to walk a long way to kill it before being able to move out (or simply ignore it, in which case you get free scouting info) | ||
Mowr
Sweden791 Posts
On May 30 2011 02:44 Geiko wrote: Hi ! Your question is a little vague... I'm assuming that you play terran and are referring to the standard 13 gate build with one chrono boost on stalker on a standard map like xel naga caverns. I did the test myself and with decent execution (could be maybe 5 seconds faster ?) I arrived at his ramp at 5:00 exactly on XNC. If he is going 12 gate, remove a couple of second, if he isn't chronoboosting his stalker, add 10 seconds. This result can also change for other maps, cross position ore close etc... Hope this helps. (even at master level, some people don't have this timing right... You'd be surprised the amount of times I walk up the ramp and the bunker is only 3/4th done !) Tip : A good way to delay that poke is to put your scouting SCV on the opposite side of your opponent's ramp so he has to walk a long way to kill it before being able to move out (or simply ignore it, in which case you get free scouting info) Wonderful, thank you! I'm working on a CC first build, with those timings I should have plenty of time. A zealot you can deal with, but a stalker will easy pick off the constructing SCV. | ||
imnotkorean1
United States3 Posts
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Blazinghand
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United States25550 Posts
On May 30 2011 08:14 imnotkorean1 wrote: How many scvs and mules should i have at each base? Should I save mules for high yield if i can? 3 scvs on each gas, 2 on each mineral patch for maximum effeciency, 3 on each mineral patch for maximum income on a given number of bases. Use mules regularly unless you have a high yield expo about to come up. | ||
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