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Simple Questions Simple Answers - Page 302

Forum Index > StarCraft 2 Strategy
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Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
July 29 2011 20:44 GMT
#6021
On July 30 2011 05:35 lizzard_warish wrote:
what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless].



You could counter into his main with your guys and criss-cross your flames till his mineral line dies. Hellions are generally weak to that comp, but marines or sieged tanks with bunkers should stomp. Does he have stim or is it something he lacks? What's the size and timing of the 'Rauder attacks?
When you stare into the iCCup, the iCCup stares back.
TL+ Member
lizzard_warish
Profile Joined June 2011
589 Posts
July 29 2011 20:48 GMT
#6022
On July 30 2011 05:44 Blazinghand wrote:
Show nested quote +
On July 30 2011 05:35 lizzard_warish wrote:
what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless].



You could counter into his main with your guys and criss-cross your flames till his mineral line dies. Hellions are generally weak to that comp, but marines or sieged tanks with bunkers should stomp. Does he have stim or is it something he lacks? What's the size and timing of the 'Rauder attacks?
Hit my base at 8:30, 8 mauraders and about 15 marines, w stim and concussion. I dont know how going for his mineral line would win me the game because needless to say in a base trade hes going to come out on top, and opening blue flame I cant get marines/tanks out in time.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-07-29 20:56:56
July 29 2011 20:56 GMT
#6023
On July 30 2011 05:48 lizzard_warish wrote:
Show nested quote +
On July 30 2011 05:44 Blazinghand wrote:
On July 30 2011 05:35 lizzard_warish wrote:
what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless].



You could counter into his main with your guys and criss-cross your flames till his mineral line dies. Hellions are generally weak to that comp, but marines or sieged tanks with bunkers should stomp. Does he have stim or is it something he lacks? What's the size and timing of the 'Rauder attacks?
Hit my base at 8:30, 8 mauraders and about 15 marines, w stim and concussion. I dont know how going for his mineral line would win me the game because needless to say in a base trade hes going to come out on top, and opening blue flame I cant get marines/tanks out in time.


You have a tech lab and should have a starport. Get a banshee. Mech openings almost always have a starport for viking/banshee.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2011-07-29 20:59:50
July 29 2011 20:58 GMT
#6024
On July 30 2011 05:48 lizzard_warish wrote:
Show nested quote +
On July 30 2011 05:44 Blazinghand wrote:
On July 30 2011 05:35 lizzard_warish wrote:
what the hell do you do against 3 rax marauder all in TVT, especiallyw hen opening for the mech style blue flame helions? [at that note, does anyone know where any bloody builds are, needless to say liquipedia is beyond useless].



You could counter into his main with your guys and criss-cross your flames till his mineral line dies. Hellions are generally weak to that comp, but marines or sieged tanks with bunkers should stomp. Does he have stim or is it something he lacks? What's the size and timing of the 'Rauder attacks?
Hit my base at 8:30, 8 mauraders and about 15 marines, w stim and concussion. I dont know how going for his mineral line would win me the game because needless to say in a base trade hes going to come out on top, and opening blue flame I cant get marines/tanks out in time.


I'm guessing that's the point of your bunker function: you should never stop your marine production. Even with just 1 you'll have 15 or more; a number that takes 4 bunkers to store. Assuming you scout it (with a scan or a rax) you'll want to stop hellions and repurpose your Facts: A quick tank can be out as early as 5:00, and you only need a couple against bio to survive. If your expo is quicker, and your tech is ahead, your foe must win fast or else he's quite dead. Bunkers and tech switch is a mean price to pay for a mech build to hold a stim push at bay.

EDIT:
Based on what Nuya has said I must add: making a banshee is totally rad. With hellions, marines and a banshee in play, he won't have the AA to stay in the fray.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
lizzard_warish
Profile Joined June 2011
589 Posts
July 29 2011 21:02 GMT
#6025
Bunkers and tech switch is a mean price to pay for a mech build to hold a stim push at bay.
Your a poet and you didnt even know it ;P

Alright thanks for the advice, wasnt aware that opening mech I should keep a consistent marine production.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 29 2011 21:04 GMT
#6026
On July 30 2011 06:02 lizzard_warish wrote:
Show nested quote +
Bunkers and tech switch is a mean price to pay for a mech build to hold a stim push at bay.
Your a poet and you didnt even know it ;P

Alright thanks for the advice, wasnt aware that opening mech I should keep a consistent marine production.


You shouldn't. If he's going some kind of early all in then ye, otherwise no. Your opening should have the tools to deal with what you described without constant marine pumping. If it doesn't then you need to look at what you can change to make it so.
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
July 29 2011 21:16 GMT
#6027
On July 30 2011 06:04 Numy wrote:
Show nested quote +
On July 30 2011 06:02 lizzard_warish wrote:
Bunkers and tech switch is a mean price to pay for a mech build to hold a stim push at bay.
Your a poet and you didnt even know it ;P

Alright thanks for the advice, wasnt aware that opening mech I should keep a consistent marine production.


You shouldn't. If he's going some kind of early all in then ye, otherwise no. Your opening should have the tools to deal with what you described without constant marine pumping. If it doesn't then you need to look at what you can change to make it so.


I think that part of this is also scouting well; if it's a stim allin or FE it's easy to tell. The extra marines are just a final crutch for a plan that's undone by surprise marauder rush.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
xmikeyy17x
Profile Joined April 2011
United States92 Posts
July 29 2011 21:18 GMT
#6028
On July 30 2011 05:26 Soluhwin wrote:
Show nested quote +
On July 30 2011 05:06 xmikeyy17x wrote:
i need help on my pvz so bad.

Usually i go for 3 gate expand. expand depending on enemy position (close spawn/cross map)

and whenever i put pressure, i usually win a fair battle. get my expo up and tech up during that time as well.

then the zerg constantly re builds his army faster than i can and i can't break it. i would go back to my base, re build my army but the time i get another fair amount of units and starting my 3rd expo. (15min-ish) and the zerg just completely steam rolls my army.

what do!?

I'd have to see a replay to know what exactly is the major flaw in your play, but a few notes:
If the zerg has taken a third base and you have done nothing to pressure it, then you have probably lost right there. A zerg sitting peacefully on 6 geysers can be absolutely devastating.
With all the new styles of zerg play scouting becomes more and more important, because you'll need a different end-goal composition to go for depending on what the zerg is doing.
I don't want to change your style or anything, but generally a forge expand is a more solid opener so long as the map will let you pull it off.

Other possible mistakes I could think of are either related to you just not responding to something correctly or micro-management mistakes, you may want to consider opening up a [H] thread and post a replay.


http://www.sc2replayed.com/replay-videos/10665

heres the replay of my last pvz match up. I lost. I'm Toss.

Silver league. the other guy is plat. idk match making is weird. i will never understand...
iStarKraft
Profile Joined March 2011
United Kingdom79 Posts
July 29 2011 21:30 GMT
#6029
Why is +1 armour generally considered superior to +1 weapons in PvT when playing bio, yet when playing mech the opposite is true? Please call me out if I'm wrong, it's just I have heard various casters mention it.

Thanks.
"So yeah... you've got to scout, or you'll get raped." - XaoZ
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 29 2011 21:33 GMT
#6030
On July 30 2011 06:30 iStarKraft wrote:
Why is +1 armour generally considered superior to +1 weapons in PvT when playing bio, yet when playing mech the opposite is true? Please call me out if I'm wrong, it's just I have heard various casters mention it.

Thanks.

Because mech units deal large hits very slowly. If there are less shots being fired from siege tanks, the armor of your units is applied less before the unit dies. With marines and marauders, they fire a lot of shots meaning your armor is applied a lot of times. So, just get attack since armor doesn't hardly ever make siege tanks/thors/hellions kill your units in less hits.
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
July 29 2011 21:34 GMT
#6031
On July 30 2011 06:30 iStarKraft wrote:
Why is +1 armour generally considered superior to +1 weapons in PvT when playing bio, yet when playing mech the opposite is true? Please call me out if I'm wrong, it's just I have heard various casters mention it.

Thanks.


I'm assuming you are talking about P playing against bio/mech. Terran bio has an high rate of fire. Armour increases the effectiveness of zealot as tanks because of this. Mech has a low rate of fire but very high damage. So armour doesn't have that big of an effect. Killing the units faster does.

Eitherway you eventually want both
Sm4Ck
Profile Joined August 2010
Croatia3 Posts
July 29 2011 23:13 GMT
#6032
In TvP what is the earliest time that toss can get DT in my base or when should I be building my e-bay.

I ask this question because I hate loosing to DTs when I scout toss and I'm not sure if he is going Dts then die because of my late e-bay.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 30 2011 00:08 GMT
#6033
On July 30 2011 08:13 Sm4Ck wrote:
In TvP what is the earliest time that toss can get DT in my base or when should I be building my e-bay.

I ask this question because I hate loosing to DTs when I scout toss and I'm not sure if he is going Dts then die because of my late e-bay.

I believe 6-7 minutes is a very early DT. I'd say around 7:30 is most common for a 1 base DT.
Allred
Profile Joined November 2010
United States352 Posts
July 30 2011 00:34 GMT
#6034
does anyone know how much time it takes zerg to mine its first 100 gas? i think its 110 seconds for ling speed, but want to know how much time to add to that once i see them start mining gas
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 30 2011 01:14 GMT
#6035
On July 30 2011 09:34 Allred wrote:
does anyone know how much time it takes zerg to mine its first 100 gas? i think its 110 seconds for ling speed, but want to know how much time to add to that once i see them start mining gas

Once the extractor goes down, it's 3 minutes 15 seconds until earliest ling speed.
lizzard_warish
Profile Joined June 2011
589 Posts
July 30 2011 05:41 GMT
#6036
http://wiki.teamliquid.net/starcraft2/2Rax_FE_into_4Rax_rush

Is the 4 rax followup intended to be with reactor add ons? Just straight 4 average rax? What?
Soluhwin
Profile Joined October 2010
United States1287 Posts
Last Edited: 2011-07-30 06:02:56
July 30 2011 06:02 GMT
#6037
On July 30 2011 14:41 lizzard_warish wrote:
http://wiki.teamliquid.net/starcraft2/2Rax_FE_into_4Rax_rush

Is the 4 rax followup intended to be with reactor add ons? Just straight 4 average rax? What?

I think there is a bit of a miss-description on this build, first of all. With this, you open with a heavy 2-rax pressure and then poise in a way that makes the zerg think you are building a cc in the background, but in reality you are using the minerals to construct 2 additional rax to go for an all-in marine attack. The reason you don't build reactors are:
1) you don't take any gas, reactors cost 50 gas
2) reactors have a massive 50 second build time, which is 2 marines you don't build. You just end up having more marines if build barracks rather than add-ons.
I put the sexy in dyslexia.
ZeroTalent
Profile Joined December 2010
United States297 Posts
July 30 2011 11:44 GMT
#6038
On July 30 2011 08:13 Sm4Ck wrote:
In TvP what is the earliest time that toss can get DT in my base or when should I be building my e-bay.

I ask this question because I hate loosing to DTs when I scout toss and I'm not sure if he is going Dts then die because of my late e-bay.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202400

The fastest DTs are at 6:45, you would have to start your e-Bay at 5:55.
Can we get an official definition of "all-in"? Please?
Geiko
Profile Blog Joined June 2010
France1952 Posts
Last Edited: 2011-07-30 14:04:19
July 30 2011 14:01 GMT
#6039
On July 30 2011 20:44 ZeroTalent wrote:
Show nested quote +
On July 30 2011 08:13 Sm4Ck wrote:
In TvP what is the earliest time that toss can get DT in my base or when should I be building my e-bay.

I ask this question because I hate loosing to DTs when I scout toss and I'm not sure if he is going Dts then die because of my late e-bay.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=202400

The fastest DTs are at 6:45, you would have to start your e-Bay at 5:55.


That doesn't really mean anything. In team games I get 3 DTs out at 6:00. It's all about scouting and game sense. Did he take an early second gaz? Am I seeing a lot of zealot ? How many sentries ? Expo timing ? etc...

If you manage to see a twilight council go down however, you can expect 3 DTs 2min:30 after.

If you scouted early gas, and then were driven out by a stalker while nothing suspicious was going on, fastest DTs should be at about 7:15 - 7:30.

But you should really rely on some other way of getting that information. Options are : reaper scout, barracks scout if going mech, early barracks push if going for early expand ( 2 marauders + 1 marine + 3 scv type), running scvs up the ramp while engaging somewhere in the map, and if everything else fails, throwing down a scan.
geiko.813 (EU)
Le BucheRON
Profile Joined May 2010
Canada619 Posts
July 30 2011 16:25 GMT
#6040
Not strategy as much as life advice:

Watch the GSL finals VODs from last night, or did they suck again?

No spoilers please.
Guess who`s special?!
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