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Blazinghand
United States25558 Posts
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?
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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.
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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.
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Blazinghand
United States25558 Posts
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.
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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.
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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.
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Blazinghand
United States25558 Posts
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.
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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...
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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.
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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.
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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
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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.
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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.
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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
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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.
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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.
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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.
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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=202400The 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.
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Not strategy as much as life advice:
Watch the GSL finals VODs from last night, or did they suck again?
No spoilers please.
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