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Flight
Profile Joined August 2010
Brazil163 Posts
June 23 2011 23:13 GMT
#4421
TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive?
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
June 23 2011 23:32 GMT
#4422
On June 24 2011 08:13 Flight wrote:
TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive?


You have a number of options.
  • A viking can destroy the barracks;
  • you could use a barracks of your own coupled with your own tanks and try to beat him at his own game;
  • you could make a banshee and try to pick off his tanks.
  • You could also try a secret expansion via flight
  • or using medivacs to either drop his relatively unprotected main
  • or to drop marauders and marines right onto his tanks if his marine count is low enough.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-06-23 23:36:06
June 23 2011 23:35 GMT
#4423
On June 24 2011 08:13 Flight wrote:
TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive?

1. Siege up before him.
2. Use harassment to slow down his push
3. Use Bio on the low ground to catch his forces off guard and crush his attack before he can siege up. (He is floating a building, He WILL have less bio than you)
[TLNY]Mahjong Club Thread
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
June 23 2011 23:37 GMT
#4424
On June 24 2011 08:35 Blasterion wrote:
Show nested quote +
On June 24 2011 08:13 Flight wrote:
TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive?

1. Siege up before him.
2. Use harassment to slow down his push
3. Use Bio on the low ground to catch his forces off guard and crush his attack before he can siege up. (He is floating a building, He WILL have less bio than you)


B-dawg here is right. If you're using a mobile force with fewer tanks, you want to begin engaging him as soon as he leaves his base. Force him to siege up and unsiege over and over again to slow down his push, and if he does a total unsiege and makes a sprint for it, you can engage and take him out.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Kritzkrieg
Profile Joined October 2010
United States57 Posts
June 23 2011 23:39 GMT
#4425
do crawlers lose health when moving off creep or simply mobility.
"Check 4 check 5 check 6 check 7 check money check map" -Day9, aka the voice in my head.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 23 2011 23:40 GMT
#4426
Don't use a viking to destroy the barracks. It'll take too long. Only attack the barracks if it is within range of your viking while it spots for your tanks!
I wouldn't recommend floating your own building either, it seems disadvantageous to cut your production ability, limiting your defenders advantage.

Unfortunately I can't give any direct advice, I've only played Terran at a gold/platinum level.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-06-23 23:45:43
June 23 2011 23:44 GMT
#4427
On June 24 2011 08:37 Blazinghand wrote:
Show nested quote +
On June 24 2011 08:35 Blasterion wrote:
On June 24 2011 08:13 Flight wrote:
TvT, the guy sieges his tanks in front of my base at around 9 min, with marines around, and uses a flying building to get vision. What can I do to survive?

1. Siege up before him.
2. Use harassment to slow down his push
3. Use Bio on the low ground to catch his forces off guard and crush his attack before he can siege up. (He is floating a building, He WILL have less bio than you)


B-dawg here is right. If you're using a mobile force with fewer tanks, you want to begin engaging him as soon as he leaves his base. Force him to siege up and unsiege over and over again to slow down his push, and if he does a total unsiege and makes a sprint for it, you can engage and take him out.

here's a food for thought. Nuke has a longer range than siege tanks (If you don't place the nuke dead over the tanks) [ 10 range+ 8 Blast radius ] He'll HAVE to unsiege ALL of his tanks. There, you have forced the opening that you needed for your bio to close in.
Of course that's not something for the 9 minute mark but still something to give thought to
On June 24 2011 08:39 Kritzkrieg wrote:
do crawlers lose health when moving off creep or simply mobility.

They only lose speed. here's a trivia. They used to lose health when off creep back in the alpha
[TLNY]Mahjong Club Thread
Soluhwin
Profile Joined October 2010
United States1287 Posts
June 23 2011 23:45 GMT
#4428
On June 24 2011 08:39 Kritzkrieg wrote:
do crawlers lose health when moving off creep or simply mobility.

Just movement speed. It is kinda hilarious to think that a burrowed crawler off of creep takes damage, but you can save its life by uprooting it.
I put the sexy in dyslexia.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
June 23 2011 23:48 GMT
#4429
On June 24 2011 08:40 Probe1 wrote:
Don't use a viking to destroy the barracks. It'll take too long. Only attack the barracks if it is within range of your viking while it spots for your tanks!
I wouldn't recommend floating your own building either, it seems disadvantageous to cut your production ability, limiting your defenders advantage.

Unfortunately I can't give any direct advice, I've only played Terran at a gold/platinum level.



Oh, I meant, make an extra rax. Making an extra rax and floating it over his army is gonna give you more sight for longer (early on, when marine counts are low) than using a scan, and will be cheaper (since you can mule instead for more than the rax value). Once marine counts are higher, a scan will last longer than a rax, though.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Blasterion
Profile Blog Joined October 2010
China10272 Posts
Last Edited: 2011-06-23 23:58:20
June 23 2011 23:57 GMT
#4430
On June 24 2011 08:48 Blazinghand wrote:
Show nested quote +
On June 24 2011 08:40 Probe1 wrote:
Don't use a viking to destroy the barracks. It'll take too long. Only attack the barracks if it is within range of your viking while it spots for your tanks!
I wouldn't recommend floating your own building either, it seems disadvantageous to cut your production ability, limiting your defenders advantage.

Unfortunately I can't give any direct advice, I've only played Terran at a gold/platinum level.



Oh, I meant, make an extra rax. Making an extra rax and floating it over his army is gonna give you more sight for longer (early on, when marine counts are low) than using a scan, and will be cheaper (since you can mule instead for more than the rax value). Once marine counts are higher, a scan will last longer than a rax, though.

Biocentric play makes Marauder such a necessary unit to snipe tanks. Ghosts are great for nukes to Force Tanks to unsiege or force him to engage your bio army without Tank support. Ghost are great for reducing marine count too =D
[TLNY]Mahjong Club Thread
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
June 24 2011 01:00 GMT
#4431
What unit composition do I want as P vs a 2 thor push (with marines and scv)?
terpentin
Profile Joined June 2011
21 Posts
June 24 2011 01:17 GMT
#4432
how many % of the original cost of a unit you have to pay to repair it fully if it just got 1 HP left? or is every healed point for a fixed price?
Kambing
Profile Joined May 2010
United States1176 Posts
June 24 2011 01:22 GMT
#4433
On June 24 2011 10:17 terpentin wrote:
how many % of the original cost of a unit you have to pay to repair it fully if it just got 1 HP left? or is every healed point for a fixed price?


http://wiki.teamliquid.net/starcraft2/Repair#Abilities

"To repair a unit from 1 health to maximum health costs 25% of the total unit cost."
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
June 24 2011 02:20 GMT
#4434
TvZ, the zerg goes hydralisks and ultralisks in the mid-late game. What army composition should I do?
Moderatorshe/her
TL+ Member
thnikkaman
Profile Joined October 2010
19 Posts
June 24 2011 02:28 GMT
#4435
On June 23 2011 08:45 tehemperorer wrote:
Show nested quote +
On June 23 2011 08:37 Blasterion wrote:
On June 23 2011 08:24 tehemperorer wrote:
On June 23 2011 06:03 Blasterion wrote:
On June 23 2011 06:02 Rykros wrote:
In PvT how to YOU deal with drops???

Drops are so annoying . I try alot of stufff but doesnot really work much ... If i place few stalkers the marauders kill them so easily with stim and healing from medic. Zealots get kited . And one cannon dies very quickly. What is best in the late late game where i put DTs up. But Before that like on shattered temple i was standing between my 4 bases and he keeps dropping to my main or 4th and i have to move everything here and there and then the big push comes in middle.

Also if i can ask how do u decide if we have to go templar tech or colossus . Well both are splash.Its just mood for me if im in mood for colossus i make them and if templar i make them but later on if im on 3 or 4 bases i get both. How do u decide i dont really know . Even watching top players play sometimes they get colossus tech from 2 bases and sometimes templar.

DTs hold against drops well, if you see them coming HTs are good. Zealots hold against drops better than stalkers

DTs are mostly bad against drops because of their cost and how much you put at stake praying they don't scan when they most likely have 2 OCs at that point. They're inefficient I guess you would say, and cannot kill the drop before it does massive damage to you.

Best way to put it, you need a sufficient force to stop a fromidable drop. Zealots and stalkers fare rather well. or archons

Yeah drops rarely come in anything but 1s or 2s, so since I typically go HT my stalker count is slightly less than normal, so I do 3zeals and 1HT and warp in more zeals if I can't kill the medivac with fb. The fb makes the dropped troops not as effective since no heal compounds the negative effects of stim, but if no HT, about 2-3 zeals and 4 stalkers is good. Warp in near there if it looks like it could go in the Terran's favor.


A rule that I have while playing is the more bases I have, the more cannons I should have protecting my mineral lines and high tech.

This of course applies to a late game scenario when you have the money to do so.

If its a bigger sized drop I will warp in some zealots to tank damage while cannons deal it. Stalkers are usually a bad choice to warp in unless you warp them in away from the drop and then run them in because they are so fragile so be careful of that too.
Greenduck
Profile Joined June 2011
15 Posts
June 24 2011 02:52 GMT
#4436
I've been having problems with mass muta/ling. I normally tech to blink and pair the sentry guardian shield along with trying to get some archons up. I try to get a few phoenixs up to help chase down the fleeing mutas. Normally by the this time though the zerg has taken an extra base (I can't expand since I have to be ready to defend my mineral lines) and has so many mutas and zerglings it seems to be irrelevant.

Any advice on this? Is storm my best bet?
thnikkaman
Profile Joined October 2010
19 Posts
Last Edited: 2011-06-24 03:00:03
June 24 2011 02:59 GMT
#4437
On June 24 2011 11:52 Greenduck wrote:
I've been having problems with mass muta/ling. I normally tech to blink and pair the sentry guardian shield along with trying to get some archons up. I try to get a few phoenixs up to help chase down the fleeing mutas. Normally by the this time though the zerg has taken an extra base (I can't expand since I have to be ready to defend my mineral lines) and has so many mutas and zerglings it seems to be irrelevant.

Any advice on this? Is storm my best bet?


Taking a look at that epic game by HuK against Moon on Metalopolis at Dreamhack, he was throwing down a ton of cannons around his mineral lines and making strong pushes into his opponent, sometimes splitting his stalkers from his zealot/sentries. leaving a couple HT in your base to storm muta balls is effective as well.

Just dont forget that you need to be aggressive too or else they will just take the entire map.
Datum
Profile Joined February 2011
United States371 Posts
Last Edited: 2011-06-24 03:08:59
June 24 2011 03:08 GMT
#4438
I saw that this question was been asked on something like page 2, but I couldn't find the answer.

Is it better to transfer probes when doing a nexus-first build, or should I keep my original rally point until fully saturating my main nexus?
godemperor
Profile Joined October 2010
Belgium2043 Posts
June 24 2011 03:09 GMT
#4439
On June 24 2011 11:59 thnikkaman wrote:
Show nested quote +
On June 24 2011 11:52 Greenduck wrote:
I've been having problems with mass muta/ling. I normally tech to blink and pair the sentry guardian shield along with trying to get some archons up. I try to get a few phoenixs up to help chase down the fleeing mutas. Normally by the this time though the zerg has taken an extra base (I can't expand since I have to be ready to defend my mineral lines) and has so many mutas and zerglings it seems to be irrelevant.

Any advice on this? Is storm my best bet?


Taking a look at that epic game by HuK against Moon on Metalopolis at Dreamhack, he was throwing down a ton of cannons around his mineral lines and making strong pushes into his opponent, sometimes splitting his stalkers from his zealot/sentries. leaving a couple HT in your base to storm muta balls is effective as well.

Just dont forget that you need to be aggressive too or else they will just take the entire map.

Don't commit too heavily on HT if you are not confident in your storm casting, I meet a lot of players trying to storm mutas and end up missing and sometimes storming their own units.
Jas0n
Profile Joined June 2010
8 Posts
June 24 2011 03:13 GMT
#4440
If you neural parasite an opponent's unit and then use fungal on that unit, does the fungal hit or does it negate the unit?
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