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Thanks so much Blazinghand and Galtdunn. <3<3<3
Just one question unanswered: At what point do I throw down a scan/scout to figure out whether he's going Collosus or HT/Archon? What game time, or after building what should i throw down this scan?
Also, the only reason the BO goes on past 30ish supply is that its assuming no major engagement has taken place yet.
Thanks again guys, I really appreciate it. :D
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On August 02 2011 04:31 -Aura- wrote: Thanks so much Blazinghand and Galtdunn. <3<3<3
Just one question unanswered: At what point do I throw down a scan/scout to figure out whether he's going Collosus or HT/Archon? What game time, or after building what should i throw down this scan?
Also, the only reason the BO goes on past 30ish supply is that its assuming no major engagement has taken place yet.
Thanks again guys, I really appreciate it. :D Well like I said I don't play terran (or protoss) so i'm not sure exactly when. I'd guess ~8 minutes, maybe 7:00. With 7:00 you might only get the robo or twilight tho, although that's a pretty big indicator in itself. So about when youre first medivacs are popping out? That might be too late. I'm really unsure about the timings.
The best way to do it is to go watch a replay of a protoss. See when they throw down their tech, then see what's going on in your base at the exact time he does that.
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On August 02 2011 04:40 galtdunn wrote:Show nested quote +On August 02 2011 04:31 -Aura- wrote: Thanks so much Blazinghand and Galtdunn. <3<3<3
Just one question unanswered: At what point do I throw down a scan/scout to figure out whether he's going Collosus or HT/Archon? What game time, or after building what should i throw down this scan?
Also, the only reason the BO goes on past 30ish supply is that its assuming no major engagement has taken place yet.
Thanks again guys, I really appreciate it. :D Well like I said I don't play terran (or protoss) so i'm not sure exactly when. I'd guess ~8 minutes, maybe 7:00. With 7:00 you might only get the robo or twilight tho, although that's a pretty big indicator in itself. So about when youre first medivacs are popping out? That might be too late. I'm really unsure about the timings. The best way to do it is to go watch a replay of a protoss. See when they throw down their tech, then see what's going on in your base at the exact time he does that.
Ah, thanks alot.
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What is the reason terran never mass marauder in TvT? Marauders seem to eat everything a terran normally goes, tanks helions and vikings
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On August 02 2011 05:17 Fist wrote: What is the reason terran never mass marauder in TvT? Marauders seem to eat everything a terran normally goes, tanks helions and vikings
They don't shoot air and tanks in high number do fine against marauders. Marauders are good defensively but you can't really use them to attack into high tank counts. They also don't hold positions as well as tanks do. So all round they not something you want to strictly mass. They good as a supplement to an army though.
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Blazinghand
United States25558 Posts
On August 02 2011 05:17 Fist wrote: What is the reason terran never mass marauder in TvT? Marauders seem to eat everything a terran normally goes, tanks helions and vikings
Although marauders are acceptable in small numbers against tanks, or away from chokes, their strength is in their mobility and against unsieged tanks. In large numbers, their short range causes them to trip over each other and get splashed down by tanks pretty easily. Their ability to assert map/space control is lesser, as well. You'll see terran players going for mass maruader with tank support against hellion/tank, and try to use tanks for space control, and either drop with marauders, or engage small numbers / unsieged tanks.
At some point, though, if you have to attack into a defended position of tanks with marauders, there will be terrible terrible death for your bio.
Also, unlike marines they don't shoot air, and unlike hellions they don't crush marines. they're often used specifically against hellions.
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zvt how do you stop a marine scv all in on typhon peaks? Can't scout with overlord in this position and he didn't reveal anything to my zerglings when i ran them up his ramp. I even made 2 extra spine crawlers before i scouted it just because all terran does lately are all ins. He just ran up my ramp and won. If I build more zerglings preemptively I lose to any macro play
Replay
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On August 02 2011 07:13 jshnaidz wrote:zvt how do you stop a marine scv all in on typhon peaks? Can't scout with overlord in this position and he didn't reveal anything to my zerglings when i ran them up his ramp. I even made 2 extra spine crawlers before i scouted it just because all terran does lately are all ins. He just ran up my ramp and won. If I build more zerglings preemptively I lose to any macro play Replay
There was a thread on this a while ago, someone who cheesed their way up to high masters with this build. The only thing you can do is try and get an ovie there asap, otherwise its nigh unscoutable. You probably didn't do anything wrong, it's just an extremely effective cheese.
Best thing to do is keep a ling outside his ramp and scout it coming and hope you have time to react. and practice your gosu micro
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On August 02 2011 07:13 jshnaidz wrote:zvt how do you stop a marine scv all in on typhon peaks? Can't scout with overlord in this position and he didn't reveal anything to my zerglings when i ran them up his ramp. I even made 2 extra spine crawlers before i scouted it just because all terran does lately are all ins. He just ran up my ramp and won. If I build more zerglings preemptively I lose to any macro play Replay You'll want to use your drones and scvs to keep the terran near the spine crawlers. Just constantly block the terran from moving where you don't want him/her to.
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Been a while since I've played. PvP is back to 4gating from what I gather. What's the updated version build order of the fast 4gate?
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On August 02 2011 09:49 Snoogle wrote: Been a while since I've played. PvP is back to 4gating from what I gather. What's the updated version build order of the fast 4gate? One less chrono on Nexus and one more on WG research.
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How do I make infestors launch multiple infested terrans instead of one at a time? When they're burrowed, I give them the move command and then shift-T and click everywhere I want the terrans to go. The infestors drop them slower than I've seen people do in games. Is there a correct way to micro infested terran harass?
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On August 02 2011 10:21 ReptarS wrote: How do I make infestors launch multiple infested terrans instead of one at a time? When they're burrowed, I give them the move command and then shift-T and click everywhere I want the terrans to go. The infestors drop them slower than I've seen people do in games. Is there a correct way to micro infested terran harass?
You have the right idea. One thing that can as you say, make the eggs "drop slower" is if all the infestors cant reach where you've shift queued the move command. For instance if you shift queue in a narrow spot between two depots and minerals, only one infestor might reach the move command point. Therefore, only that infestor will launch eggs as his buddies circle him like brain dead sharks.
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whats a solid answer to a tank push before mutas come out in zvt?
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On August 02 2011 10:39 flamoose wrote: whats a solid answer to a tank push before mutas come out in zvt?
having a good idea of when the terran plans to push. Delay as much as you can while he moves across the map, see if you can get him to siege up. Other than that get lots of units.
If this is a reoccurring issue for you, try getting either melee or carapace +1 quickly, and faster bling speed. Your mutas will be slower but if a terran has a good read on your timing they can kill you if you get too greedy.
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What are you suppose to do in PVT on Xelnaga? Assuming it gets to the mid game [ I refuse to cheese as I want to improve] it seems like the terran can just grab his gold third, virtually uncontestably and then has a two foot rush distance into my side of the map. How am I suppose to harass or exert any degree of pressure?
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For all zerg builds, when should I do my drone scouting (other than the obvious OL scout)?
I'm confused because I saw some posts saying not to scout vs. T, but also, I was watching Destiny's stream, and he said not to drone scout vs. P. So I'm confused.
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On August 02 2011 12:26 PenguinWithNuke wrote: For all zerg builds, when should I do my drone scouting (other than the obvious OL scout)?
I'm confused because I saw some posts saying not to scout vs. T, but also, I was watching Destiny's stream, and he said not to drone scout vs. P. So I'm confused. It depends when you see need to see something that you'll need to adjust for. If you do the same thing every game, you probably don't need to scout at all, though this is such a rare occurrence for zerg in particular. I rally my 12th drone to scout against terran because if I scout them first or second with that drone, it should make it through the wall off in time so I can see if my opponent took a gas geyser. If I send my drone the complete wrong direction and scout last, well it's okay because that's the direction I sent my overlord. As for what I'm looking for and why I need to see the gas timing: I always hatch first vs terran, so if I see a no gas opener then it is either 2rax, in which case I'll need my pool quicker, or a one rax expand, in which case it is okay to get zergling speed later so I can skip on my own gas. So if I see no gas, then I'll make my pool before my extractor on 16. If I do see a gas from my opponent, then it will most likely be hellion pressure so I'll need a fast ling speed to re-take map control as soon as possible, so I'll put my gas down before pool on 16.
Anyways, don't be confused about what other people say. Take it as your own personal preference, you don't need to copy every single element about your play from these forums, just do what works out for you.
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On August 02 2011 10:39 flamoose wrote: whats a solid answer to a tank push before mutas come out in zvt? The key in this case is patience, and delaying the terran. This is one reason creep is so important to spread in the early game, because a terran player who pushes onto creep against banelings is pretty much dead. Another thing to remember is that siege tanks don't kill structures too fast, so even if the terran is in range of your hatch, you still have plenty of time left as long as you don't panic. Just wait for baneling speed to finish and go for it as soon as you have a good angle set up against the terran. You never engage unless you absolutely have to, so even if the terran is on your creep and right in front of you, that's still no excuse to get hasty and throw units at the opposing army.
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On August 02 2011 10:39 flamoose wrote: whats a solid answer to a tank push before mutas come out in zvt?
Something else that you can do to actually deal with it when the time comes is to get a good flank. what you want to do is to roll banelings in the front as a group of lings runs around behind and traps the marines. Its still pretty tough to do but with practice it will become pretty easy. If you do manage to kill all the marines with the flank the tanks should be pretty easy to clean up.
When you send the banelings in i like to send a group of 3-5 lings within the tank range first to soak up a volley of tank shots. It helps the banes stay alive more until they contact the terran.
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