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Hey guys, This is my first post and I hope you can give me a simple answer as i think, it may be a simple question. If not, then I am sorry, I just can't start my own post yet. Silver league, i still consider myself noob
See the attached replay, I win this replay vs a terran (ZvT) and I am using a Spanishiwa style strategy. Nothing I do is perfect, or even close, but I am still getting down the core parts (scouting, early build timers, etc) Basically, if i had been playing against a different opponent with a little more skill I probably would have lost. This was probably the best game I have had, ever, in terms of all around performance, but I think that has a lot to do with my opponent. I tried to scout earlier, but didnt work, but I tried. I expanded succesfully and quickly. I fended off a weak scout. I saw the type of force he was trying to mass (MM) so i quickly went banelin and burrow so i could baneling mine kill the bulk of their force, which worked. Basically, I can't figure out how to spend minerals fast enough. Should I just build more and more hatcheries? I find teching to be gas exhaustive, perhaps hatcheries so i can build extractor bases? then if i run short on minerals move my mains force there? I dunno. Thanks for the simple help.Download Replay
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What are standard openers and gas timings etc for each match up?
I know im gona be using 2 rax fe against zerg and maybe the 2 rax fe with 2 marauders conc shells and 1 marine against toss but idk if that is standard.
I just need to know the most standard builds for TvT and TvP, preferably the expand builds if there are ones.
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On July 25 2011 14:19 soccercasanova wrote:Hey guys, This is my first post and I hope you can give me a simple answer as i think, it may be a simple question. If not, then I am sorry, I just can't start my own post yet. Silver league, i still consider myself noob See the attached replay, I win this replay vs a terran (ZvT) and I am using a Spanishiwa style strategy. Nothing I do is perfect, or even close, but I am still getting down the core parts (scouting, early build timers, etc) Basically, if i had been playing against a different opponent with a little more skill I probably would have lost. This was probably the best game I have had, ever, in terms of all around performance, but I think that has a lot to do with my opponent. I tried to scout earlier, but didnt work, but I tried. I expanded succesfully and quickly. I fended off a weak scout. I saw the type of force he was trying to mass (MM) so i quickly went banelin and burrow so i could baneling mine kill the bulk of their force, which worked. Basically, I can't figure out how to spend minerals fast enough. Should I just build more and more hatcheries? I find teching to be gas exhaustive, perhaps hatcheries so i can build extractor bases? then if i run short on minerals move my mains force there? I dunno. Thanks for the simple help. Download Replay If you want to spend your minerals more you just need to learn to inject better, most pros I see rarely have macro hatches, and if they do it is one or two.
If you feel your minerals too high anyway, take another base and defend it with 3 spine crawlers if it is far away, this will give you the extra few seconds to react to a drop without losing your hatch/drones.
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On July 25 2011 14:21 AustinCM wrote: What are standard openers and gas timings etc for each match up?
I know im gona be using 2 rax fe against zerg and maybe the 2 rax fe with 2 marauders conc shells and 1 marine against toss but idk if that is standard.
I just need to know the most standard builds for TvT and TvP, preferably the expand builds if there are ones. There is no simple answer to that T.T
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On July 25 2011 14:32 Jesushooves wrote:Show nested quote +On July 25 2011 14:21 AustinCM wrote: What are standard openers and gas timings etc for each match up?
I know im gona be using 2 rax fe against zerg and maybe the 2 rax fe with 2 marauders conc shells and 1 marine against toss but idk if that is standard.
I just need to know the most standard builds for TvT and TvP, preferably the expand builds if there are ones. There is no simple answer to that T.T Yes there is, like for zerg the standard ZvT is 15 hatch 14 pool 17 ovy 17 gas lair at 6:30 baneling nest next grab all ur gases around that time, if there is no pressure.
but i don't know anything about terran so im just triyng to get started i just did a 2 rax and it got crushed because i didnt know if i shud rally in marines 1 at a time or what.
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On July 25 2011 12:56 bankai wrote:In PvP, I use the korean 3 stalker robo build and have 2 questions: 1) When I see the enemy probe putting a pylon down to ready a 4gate push, do I use my stalkers to attack the probe or destroy the proxy pylon? 2) I got beaten by someone on taldarem altar where I used this build, and he went 13 gate 17 gate, then CB'ed mass zealots and attacked my probe line. Although I could kite them with my zealots, I ran my probes away from his zealots, but eventually I lost so much mining time and my stalkers take awhile to kill the zealots (there was like 6 of them at least) that he just outmacroed me. What should I do to respond to this? Forge and cannon defense to stop him then tech up?? Sorry no replay saved so just asking this question in a typical situation 
1) Obviously the probe, the probe can make more proxy pylons and it only takes 4 shots to kill it. Don't chase after it too far though.
2) Can't say for sure without replay, but it sounds like your micro is what's failing you.
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Does Blizzard take into account a race change when calculating your MMR and finding you a game?
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On July 25 2011 16:37 Genesiss wrote: Does Blizzard take into account a race change when calculating your MMR and finding you a game? No, but if you end up losing some games in a row your MMR will drop quite fast and it will eventually match you against people that are around the same level.
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Blazinghand
United States25560 Posts
On July 25 2011 16:37 Genesiss wrote: Does Blizzard take into account a race change when calculating your MMR and finding you a game?
no. your mrr is independent of what race you choose when matchmaking.
EDIT: ninjad rather heavily
I might as well add a question, then:
when do / should you get ravens in TvP when the protoss player does a fast expo with DTs
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What is the best army against PvZ (I am P) when they go mainly roaches with some hydras and a bunch of corruptors / broodlords?? Lately I've been going voids, hts, and zealots
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What is good against PvT?? When they either go even marines and marauders???? or when they go super marauders heavy with vikings and a few medivacs?? I usually go zealot, stalker, colossus, and eventually ht, but this is always a super close battle. Would voids be good here?? or something else?
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PvZ you should go for standard Collossus/Stalker/Zealot and a few Sentries until the Zerg has about 8 Corruptors. At that point you should switch into an Immortal HT Zealot combination with some archons to tank. Remember that Blink is almost always viable depending on how good you can multitask and micro.
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1. Scout it 2. Depending on how he does it, you'll probably need to pull some probes to delay it. 3. From here you can either rush for stalkers (which stops it dead in the water if it has not already reached your nexus, or place down a forge on your own and stop his canons with a canon on your own.
I do not recommend pulling all of your probes to stop it, as even if you stop it, you'll probably be behind afterwards. But then again, a canon rush can come in so many varieties, there could be some situations where you need to do it to survive..
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On July 25 2011 17:12 Tyman wrote: What is good against PvT?? When they either go even marines and marauders???? or when they go super marauders heavy with vikings and a few medivacs?? I usually go zealot, stalker, colossus, and eventually ht, but this is always a super close battle. Would voids be good here?? or something else?
Voids is not a good option PvT, unless you open with them. zealot, stalker, sentry and collosus is a good armymix. Just make sure to pick your battles. You want to engage him in chokes if possible. And use your forcefields to make chokes/block of half of his army.
Remember upgrades (easy to forget in PvT)!
In lategame I would probably transition into ht with the collosus. One is good, but if you have both you'll be unstoppable in a straight up battle.
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On July 25 2011 14:21 AustinCM wrote: What are standard openers and gas timings etc for each match up?
I know im gona be using 2 rax fe against zerg and maybe the 2 rax fe with 2 marauders conc shells and 1 marine against toss but idk if that is standard.
I just need to know the most standard builds for TvT and TvP, preferably the expand builds if there are ones.
Here. Searching is your friend. Also, if you're gonna 2rax vs Zerg, read this guide at the opener tag, and for 2raxing in TvP, I recommend Qxc's 2 rax, which is... 10depot 12rax 15gas @100%rax OC, marine- and another marine after that @150 mineral start 2nd rax (try not to let protoss see it) depot When your second marine done, build a reactor and start pumping marines @100% 2nd rax build a tech lab depot @100% techlab get marauder and slow.-when slow done, get stim depot non stop after this
Push with 2 marauder, 2 SCV, and all marines you have. You want to scare the protoss and contain him with 2 bunkers while you get your expansion. If you are lucky, protoss might go for early expand or gets his unit in a bad position and you will win outright. Just remember to micro, macro, get expansion at some point, and RETREAT when your expansion is almost done+build 2 bunker and turret at natural for safety reasons.
When build 3rd rax, factory, engineerbay, and 2nd gas while you are building your expansion and transition from there Video reference: http://blip.tv/learn-from-the-pros-with-mr-b/the-next-12-weeks-week-4-tvp-with-qxc-5156030
Hope this helps 
EDIT: For TvT, I use this build. It's very solid and allows you to transition to many things. In addition, I find it very hard hold many aggressive build variants off when I fast expand vs a good terran.
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Is the reason PvP on Tal'darim is always 4gate because there is no ramp heading into the main and so you always have the vision necessary to warp from the natural directly into the main even with a forcefield in the way?
Or is there something else that makes the matchup an auto-4gate on this map?
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On July 25 2011 18:28 Emporio wrote: Is the reason PvP on Tal'darim is always 4gate because there is no ramp heading into the main and so you always have the vision necessary to warp from the natural directly into the main even with a forcefield in the way?
Or is there something else that makes the matchup an auto-4gate on this map?
Not so much about vision, and more about the fact that you need 2 sentries to ff the "ramp" once. Most people going for a tch related build will only be able to queeze out one sentry in time. If you rush for 2 sentries, its safe to say you wont have any stalkers, thus your opponent can just crash in and kill you right after the first set of ff wears off.
Its not impossible though. I think there was a Day9Daily showing MC holding a 4gate on Tal'Darim with 2 sentries, and an exceptionel godly build.
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On July 25 2011 18:46 Excludos wrote:Show nested quote +On July 25 2011 18:28 Emporio wrote: Is the reason PvP on Tal'darim is always 4gate because there is no ramp heading into the main and so you always have the vision necessary to warp from the natural directly into the main even with a forcefield in the way?
Or is there something else that makes the matchup an auto-4gate on this map? Not so much about vision, and more about the fact that you need 2 sentries to ff the "ramp" once. Most people going for a tch related build will only be able to queeze out one sentry in time. If you rush for 2 sentries, its safe to say you wont have any stalkers, thus your opponent can just crash in and kill you right after the first set of ff wears off. Its not impossible though. I think there was a Day9Daily showing MC holding a 4gate on Tal'Darim with 2 sentries, and an exceptionel godly build.
Indeed this is correct. The reason 4-gate is so extremely common on Tal'darim is that the chokes are so insanely big. There probably are other reasons as well, maybe the fact that these is no high ground comes into play as well, but the main reason is as Emporio stated the size of the chokes both up to the natural and into the main base!
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In Game 1 of TT1 vs MC at Dreamhack (replay here: http://sc2rep.com/replays/download?id=10573)
MC goes for a 3gate DT rush.
My question is this:
How does he defend against a 4gate with this build? Is there something he scouted that assures him he is not being 4gated? Doesn't he just auto lose to 4gate?
Also, does he do this build as a reaction? Or is this pre-planned?
I'm just learning protoss as an offrace and would like to find builds that are not generic 4gates to learn, but it seems that this 3gate DT build will make me lose a ton of games on ladder if I start blind using it. It seems like TT1 is going for some sort of 3gate expand build? And he gets a reactionary robo, but its too late?
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hi sorry i'm new here so maybe they did already ask this.
what can a zerg do against a Thor,hellion and tank army ?
did tray roaches + broods but didden't really work out....
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