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Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
Last Edited: 2011-07-04 14:44:01
July 04 2011 14:38 GMT
#4861
What PvZ strategy is now considered modest and viable? Link to a replay/guide works, too.
Excludos
Profile Blog Joined April 2010
Norway8233 Posts
July 04 2011 15:06 GMT
#4862
On July 04 2011 23:38 darkness wrote:
What PvZ strategy is now considered modest and viable? Link to a replay/guide works, too.


You mean in early phase? I believe 3gate sentry-expand is still the most used in this matchup. Of course, there are variations of it, or other cheesy builds. But to my knowledge, this is the most stable.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
July 04 2011 16:56 GMT
#4863
On July 04 2011 23:27 BobMcJohnson wrote:
When you 2 rax pressure / expand in TvZ, how do you manage to not get your expand denied for ages by the zerg after the pressure has stopped? The zergs i play tend to overreact quite a lot to 2Rax and I end up not being able to move my OC out before having BFH or Siege mode, because of the high number of slings waiting outside.

During a two rax pressure expo you should begin your expo already, either in base or at the nat. If he overreactd and makes so many speedkings that you cant move out of your base without tanks or stim, then he will be someshst berhind economically. If you sense that hes overreacting afnd you wont be able to fky out later, start bunkers in your nat, load them and fly out before he arrives.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
AustinCM
Profile Joined May 2011
Canada275 Posts
July 04 2011 17:09 GMT
#4864
Should I drone scout ZvZ? I go 14g 14p 21 hatch.
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
AustinCM
Profile Joined May 2011
Canada275 Posts
July 04 2011 17:38 GMT
#4865
okay and how the fuck do i beat a 2 rax on tal darim with like 5 scvs and 5 marines and a bunker, fucking impossible. there was nothing i could do
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
cleecks
Profile Joined March 2011
Netherlands109 Posts
July 04 2011 17:57 GMT
#4866
On July 05 2011 02:09 AustinCM wrote:
Should I drone scout ZvZ? I go 14g 14p 21 hatch.
I'd recommend it, yeah. Just to keep yourself safe from possible cheese.

On July 05 2011 02:38 AustinCM wrote:
okay and how the fuck do i beat a 2 rax on tal darim with like 5 scvs and 5 marines and a bunker, fucking impossible. there was nothing i could do
At what time did this attack hit your base? Did he get the bunker up without you noticing or were the 5 marines there from the start?
AustinCM
Profile Joined May 2011
Canada275 Posts
July 04 2011 18:20 GMT
#4867
5 marines from the start and bunker was not up, also just got raped by a 2 rax into 4 rax
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
Geordie
Profile Blog Joined April 2011
United Kingdom653 Posts
July 04 2011 18:20 GMT
#4868
in TvP at the early game what are the advantages and disadvantages on either getting a tech lab or a reactor on your first barracks?
Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-07-04 18:55:07
July 04 2011 18:50 GMT
#4869
On July 05 2011 03:20 AustinCM wrote:
5 marines from the start and bunker was not up, also just got raped by a 2 rax into 4 rax

We can't point out what you did wrong from some unnecessarily profane simple questions posts, this may be a case where we need to see the replay.

On July 05 2011 02:38 AustinCM wrote:
okay and how the fuck do i beat a 2 rax on tal darim with like 5 scvs and 5 marines and a bunker, fucking impossible. there was nothing i could do

Bad assumption, calling something impossible and then venting on these forums is not how you improve. For general advice:
Hatch first works better than gas/pool first against a 2rax, more larva and the creep is at your natural faster.
Don't be afraid to pull up to 12 drones if your opponent pulls that many scvs. He may have mules but you have the larva system, so you can pull a massive drone pump as soon as the pressure is over.
Building a spine against a 2rax is always helpful, with proper micro you can use your units to keep the opponent near it and prevent him from running into your main.
I put the sexy in dyslexia.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
July 04 2011 20:36 GMT
#4870
On July 05 2011 03:20 Geordie wrote:
in TvP at the early game what are the advantages and disadvantages on either getting a tech lab or a reactor on your first barracks?


So each addon cuts a certain number of marines due to how long it takes to make. A tech lab cuts about one marine, and a reactor cuts about two. The tech lab makes uo for the cut by giving access to marauders and the bio upgrades. This will help prevent kiting and with your stim timing, and making use of these takes gas. If you make marauders you are more fulnerable to a void ray allin.

The reactor makes up for the cut after two prod cycles, or one minute. However, unless you get stim or a marauder, it will be hard to deal with stalker pokes and kiting, at first on your ramp until you have plenty marines, then in the open field or at your nat choke until you have bunkers.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
JMC4
Profile Blog Joined August 2010
United States261 Posts
July 04 2011 22:14 GMT
#4871
When playing in a PvT and I scout when I see the attachment on the barracks what should I at that point think. I have heard other players adapt their strategies based on whether or not they see a tech lab, or reactor and I wondered why. What should I be thinking at the first sight of that tech lab/reactor and why should I be thinking that?
Diamond Protoss ~
arcadia.sc2
Profile Joined December 2010
3 Posts
July 04 2011 22:51 GMT
#4872
What is the correct response as protoss when you scout an early pool (6 7 or 8 pool)?
AustinCM
Profile Joined May 2011
Canada275 Posts
July 04 2011 22:54 GMT
#4873
What's the best way to get banelings out when doing a speedling expand or is it better to skip banelings and go roaches when going speedling expand?

Should I leave 1 drone on gas when I get my hundred for speed or should I put 3 back on once I drop my expo? Maybe just 2 once I drop my expo? Should the banelings come before the expo? Should drones ever be taken off gas? And will I be able to get banelings out in time against aggressive 1 base banelings?
"Somewhere, Something incredible is waiting to be known." -Carl Sagan
Mr Showtime
Profile Joined April 2011
United States1353 Posts
July 04 2011 23:05 GMT
#4874
On July 05 2011 07:51 arcadia.sc2 wrote:
What is the correct response as protoss when you scout an early pool (6 7 or 8 pool)?


Wall in ASAP and get a forge up, so you can build cannons for static defense against the rush. I'm no Grandmaster or even Master for that matter, but I think this is the best approach to the situation.
Mr Showtime
Profile Joined April 2011
United States1353 Posts
July 04 2011 23:11 GMT
#4875
On July 05 2011 03:20 Geordie wrote:
in TvP at the early game what are the advantages and disadvantages on either getting a tech lab or a reactor on your first barracks?


Tech lab is your best bet most of the time to start. It builds fast, allows the research of stim and combat shields, and allows the production of marauders. Reactor builds very slow and will halt marine production for a while, but if you get it up safely without much pressure on you it's worthwhile, assuming you go mass marine. Plus, it saves time for building a reactor for a starport if you end up using a tech lab on a factory.
w1nter
Profile Joined March 2011
Lithuania73 Posts
July 04 2011 23:24 GMT
#4876
Is naniwa considered to be the best pvp player in europe?
OhMyGawd
Profile Joined February 2011
United States264 Posts
Last Edited: 2011-07-04 23:43:43
July 04 2011 23:42 GMT
#4877
On July 05 2011 08:05 Mr Showtime wrote:
Show nested quote +
On July 05 2011 07:51 arcadia.sc2 wrote:
What is the correct response as protoss when you scout an early pool (6 7 or 8 pool)?


Wall in ASAP and get a forge up, so you can build cannons for static defense against the rush. I'm no Grandmaster or even Master for that matter, but I think this is the best approach to the situation.


Chrono that 1st zealot and rally him inwards, never stop making probes if you can.

When he 1st breaks in pull 4-6 probes with the 1st zealot and then re wall while the 6-8 lings are on the inside.

After you hold transition into a 4 gate/one base collo. 6 pool normally transitions into massing drones with a queen or a baneling bust. so be prepared after.
zomg
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 02:40 GMT
#4878
On July 05 2011 08:24 w1nter wrote:
Is naniwa considered to be the best pvp player in europe?


Subjective, but arguably yes atm.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 02:42 GMT
#4879
On July 05 2011 07:51 arcadia.sc2 wrote:
What is the correct response as protoss when you scout an early pool (6 7 or 8 pool)?


It depends on what you were going for (forge first or gate first), and how early you scout it. If you opened with 13 gate and started walling at your ramp, you should completely block off the ramp with another building and chrono the zealot out asap. Generally the zerglings should arrive there before you get your first zealot out, walling in will give you the extra time needed to get the zealot out. Then pull some probes and defend with zlot+probes. The most important thing is to keep rewalling as soon as the wall breaks! Don't let additional reinforcements come in.

If you opened forge first for a FFE, sometimes you'll have to sacrifice the forge+pylon at your natural, and instead go pylon+cannon in your main mineral line.
rsvp
Profile Blog Joined January 2006
United States2266 Posts
July 05 2011 02:49 GMT
#4880
On July 05 2011 07:14 JMC4 wrote:
When playing in a PvT and I scout when I see the attachment on the barracks what should I at that point think. I have heard other players adapt their strategies based on whether or not they see a tech lab, or reactor and I wondered why. What should I be thinking at the first sight of that tech lab/reactor and why should I be thinking that?


Here's what I think:

Reactor: most likely 2 rax expand. Could be 3 rax. Respond with 3 gate expand or similar, key thing here is that you can delay robo. Safe to do 1 zeal 1 stalker poke since marauder will be out slower.

Tech lab: pretty much same as reactor, except could be a 1 rax marauder expand. React same way including delaying robo. Be careful with 1 zeal 1 stalker poke, send in probe first to make sure no marauder with conc shells.

No addon, but has gas: some sort of tech build. Can respond with 1 gate expand (or 2 gate robo if you prefer), get robo pretty fast. Safe to do 1 zeal 1 stalker poke.

No addon, no gas: marine/scv all-in or 1 rax expand. There are a number of things you can do here, my favorite is just to chrono out stalkers and then 1 gate expand so you're safe against the marine/scv all-in, and can pressure marines with stalkers.
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