|
On August 17 2011 02:25 Gwaltgw wrote:When is a good time to attack in PvT if I open 1_Gate_FE_(vs_Terran) and he does standard bio stuff? Basically, what is a good timing attack to do in PvT? A cool timing to use is when your second Colossus comes out, assuming you have a decent ground force and lance. This is before the opponent should have any Vikings, and the Colossus have great utility at this point. Just don't try to kill him, just force yourself around, try to pick off a part of his army, try to take your third. If you do this you must be very map-aware for drops, as once the first 4 medivacs come out is a very common time for drops to occur.
|
Did they ever release the MLG Anaheim replays? I heard they were gonna release them and I keep wondering if I missed them.
|
1. Is there any effective way to play TvT without being forced into a mech vs. mech situation? 2. What race seems to be topping te mot in high level play?
|
On August 17 2011 08:53 XeronatesBad wrote: Is there any effective way to play TvT without being forced into a mech vs. mech situation.
Early all in?
|
Blazinghand
United States25558 Posts
On August 17 2011 08:53 XeronatesBad wrote: Is there any effective way to play TvT without being forced into a mech vs. mech situation.
The most common style of Tankless TvT is iEchoic& which is notorious for its hilarious, harassy play, focusing on using hellions to eliminate ground-based AA and maintaining a viking advantage, allowing banshees to mop up unprotected tanks.
You could go for marauder/marine play with a limited number of tanks, but going for bio and drops without any tanks at all makes it very difficult to hold ground.
|
What is best way to stop a cannon rush in back of mineral line PvP?
|
On August 17 2011 09:31 Contractor wrote: What is best way to stop a cannon rush in back of mineral line PvP? As far as I know, the 2 ways to best combat it are: 1) don't let it happen, if you see a probe sneak its way behind your mineral line on a map where cannon rushing is possible, pull a probe to block a possible pylon. 2) build your own forge and try to just out-cannon them, I'm not sure how well this works with a cannon rush that is already in range of your nexus, though. Option number one is more optimal.
|
On August 17 2011 10:31 Soluhwin wrote:Show nested quote +On August 17 2011 09:31 Contractor wrote: What is best way to stop a cannon rush in back of mineral line PvP? As far as I know, the 2 ways to best combat it are: 1) don't let it happen, if you see a probe sneak its way behind your mineral line on a map where cannon rushing is possible, pull a probe to block a possible pylon. 2) build your own forge and try to just out-cannon them, I'm not sure how well this works with a cannon rush that is already in range of your nexus, though. Option number one is more optimal.
In addition, 4 workers outdamage a pylon/cannon in the making, so you can delay or even outright deny his cannon rush with that. Killing the probe also stops the cannon rush, unless the opponent sends another one at you, which gives you additional time to recover.
|
On August 17 2011 10:58 ThreeStep wrote:Show nested quote +On August 17 2011 10:31 Soluhwin wrote:On August 17 2011 09:31 Contractor wrote: What is best way to stop a cannon rush in back of mineral line PvP? As far as I know, the 2 ways to best combat it are: 1) don't let it happen, if you see a probe sneak its way behind your mineral line on a map where cannon rushing is possible, pull a probe to block a possible pylon. 2) build your own forge and try to just out-cannon them, I'm not sure how well this works with a cannon rush that is already in range of your nexus, though. Option number one is more optimal. In addition, 4 workers outdamage a pylon/cannon in the making, so you can delay or even outright deny his cannon rush with that. Killing the probe also stops the cannon rush, unless the opponent sends another one at you, which gives you additional time to recover. Are you sure about the pylon one? A pylon has a 25 second build time with 400 total hp, so that's 16 hp per second. A harvester does 5 damage every 1.5 seconds, so that means 3 harvester do around 10 damage per second. You'd need 5 if and only if you hit the pylon the instant it starts warping in, which is impossible given you didn't block it. So that's 6, 7 to be totally safe.
|
In a TvP on Shattered Temple, if the Terran floats his first CC expansion to the blocked off expo rather than the natural, is there really anything the Protoss can do about it? It seems like the only thing that can happen to punish that expo is warp prism drops, or attacking through the rocks on the other side to attack the base.
Warp prism seems easy enough to counter or at least it would lead to a much weaker main army since it uses up valuable robo build time which means that the Terran could punish by countering with an attack on the main. Whereas if the Protoss sends his main army to attack through the rocks, it seems like that would be easily abused to gain good army positioning.
|
OK so when I have a raven or a ghost in the same control group as marine/marauder (obv solution is if theyre not in same group as this doesnt apply but that shits hard to seperate) im having a problem. If i hit 2 to select control group 2 and then hit 'T' for stim nothing happens. I thought it was cuz raven had another command set to 'T' for autoturret. However I changed this in hotkeys and im having the same problem. Drives me crazy. Any way around this?
2nd question. When using Raven and looking at range circle do we lay down pdd by our units getting attacked or by enemy units attacking us?
|
On August 17 2011 08:56 Blazinghand wrote:Show nested quote +On August 17 2011 08:53 XeronatesBad wrote: Is there any effective way to play TvT without being forced into a mech vs. mech situation. The most common style of Tankless TvT is iEchoic& which is notorious for its hilarious, harassy play, focusing on using hellions to eliminate ground-based AA and maintaining a viking advantage, allowing banshees to mop up unprotected tanks. You could go for marauder/marine play with a limited number of tanks, but going for bio and drops without any tanks at all makes it very difficult to hold ground.
iEchoic TvT dies insta to Mech in TvT. Thors destroy both Banshees and Hellions. As for MMTank. Its good at lower levels where people aren't as sturdy and often unsiege all their tanks. Often you can 1a your MM into their Mech ball. The issue is Higher levels where Terrans are good at slow pushing and are including PDD in their Mech to counter Marauders.
Mech v. Mech can be very fun. You just have to be creative about it. Watch some BW TvT. Note the things they do such as constant harass, and drops. They also aggressively break each others tank lines.
We also see this in Korean Mech play. Which they are light years ahead of NA an EU. Note how aggressive their games are. With hellions and Thor Breaks.
Personally I'm happy every match up isn't Marine Tank. But that's just me.
|
I will make a quick question that is not purely Starcraft 2 related but more ladder related: I used to play on Latin America servers but quit SC for some months. Now, some friends of mine told me that Latin America merged with US server. If it is so, can I play with against US players non-laddering? Like, practice training and stuff. I am not sure. Thanks in advance
|
On August 17 2011 11:57 McPricE wrote: OK so when I have a raven or a ghost in the same control group as marine/marauder (obv solution is if theyre not in same group as this doesnt apply but that shits hard to seperate) im having a problem. If i hit 2 to select control group 2 and then hit 'T' for stim nothing happens. I thought it was cuz raven had another command set to 'T' for autoturret. However I changed this in hotkeys and im having the same problem. Drives me crazy. Any way around this?
2nd question. When using Raven and looking at range circle do we lay down pdd by our units getting attacked or by enemy units attacking us?
Hit 2, then tab to switch between units in a selection, then t to stim.
Regarding PDD, you place it where you feel the battle will most likely take place. If you are going to come out out ahead, place it more torwards his side so as to ba able to push forward. If you feel he might overpower you, place it over your army and kite back while retreating.
|
If I make a nydus, can my allies units travel through it? The logic behind this is that I know that I can build a extractor and my allies scvs mine it. Thank you in advance. Could you also PM me response please, =)
|
[QUOTE]On February 03 2011 04:43 Torte de Lini wrote: [QUOTE]On February 02 2011 20:06 Roblin wrote: question 1: if I use neural parasite on a medivac/warp prism/overlord that is carrying units, and then unload them, who controls the unloaded units?
B: the original owner of the "dropship"
I thought you couldnt neural parasite a dropship that was loaded????
|
On August 17 2011 16:08 LvTran1987 wrote: If I make a nydus, can my allies units travel through it? The logic behind this is that I know that I can build a extractor and my allies scvs mine it. Thank you in advance. Could you also PM me response please, =)
Nope.
On August 17 2011 16:12 LvTran1987 wrote: I thought you couldnt neural parasite a dropship that was loaded????
Correct. You can't neural a dropship with units in it.
|
why does teamliquid dislike eg so much?
|
On August 17 2011 08:14 Djeez wrote: Did they ever release the MLG Anaheim replays? I heard they were gonna release them and I keep wondering if I missed them.
The grand finals are accessible through battle.net by clicking on the MLG Anaheim news article. The rest of the replays are still in the air. The only information we have is through tweets from sundance that news about this would be incoming from MLG.
|
Just a random question so I assume it goes here; I played against a diamond zerg on ladder the other day (though he hadn't played many games recently so I don't think he was really diamond level). Anyway long story short he didn't scout me all game, and when I asked him why he didn't scout he said 'the build I'm doing doesn't require it'. It was some sort of hatch 1st, slow gas, heavy queen and spine (spanishiwa?) style, into infestor (I hit him with a 6 gate blink push before infestors were out).
Anyway I was just wondering if such zerg build where scouting was not needed actually existed? And by not scouting I mean NOTHING, I checked his end game vision and he didn't even know what position I spawned in, let alone any tech I went for.
|
|
|
|
|
|