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On September 11 2011 10:31 recoil56 wrote: What Terran builds call for gas on 8?
use to be fast reapers, but you shouldn't see them anymore. Barracks didn't use to require a supply depot first, so you could go fast gas at 8 and then a rax at like 9.
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United Kingdom20326 Posts
I just played vs a zerg on Typhon Peaks (PvZ) and scouted him last, he 9pooled me. He was able to guess my spawn location first and get 6 lings through my wall just before the zealot popped from 13gate, and picked it off immidiatly without losses by pulling injured lings away. He then immidiatly killed my first and second pylons, unpowering my gateway. I tried pulling probes, but every time i got close to the ramp, he would just run his lings in circles... He just stopped me re-powering my gate for 30 sec or so, and then he had 12-14 lings in my base and i was dead... What is the best way to deal with this situation?
Edit: I can deal with 6/7pool and >10pool fine, but 9 is a weird situation where he got in before my zeal and he could reinforce too much for me to win by sacking most of my probes to get zeals out
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On September 11 2011 10:45 phiinix wrote:Show nested quote +On September 11 2011 10:31 recoil56 wrote: What Terran builds call for gas on 8? use to be fast reapers, but you shouldn't see them anymore. Barracks didn't use to require a supply depot first, so you could go fast gas at 8 and then a rax at like 9.
Thanks. Yeah I see a lot of Terrans get gas on 8 I thought maybe it was a better idea in TvT because you get out the tanks earlier.
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Why is it always encouraged to engage an army as zerg whilst on creep? Is there some other benefit other than the added speed increase?
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On September 11 2011 13:05 Xelyxiz wrote: Why is it always encouraged to engage an army as zerg whilst on creep? Is there some other benefit other than the added speed increase?
Vision as well which allows you to know how to engage optimally. But other than that, the speed increase is very important in order for lings/bling/ultra to close distances, roach/hydras to get optimal concaves, and all units (in particular infestors) to run away as necessary.
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On September 11 2011 13:05 Xelyxiz wrote: Why is it always encouraged to engage an army as zerg whilst on creep? Is there some other benefit other than the added speed increase?
The speed increase gives you such a ridiculous advantage given, as zerg, a core disadvantage of the race is that your units have lower range than your opponent's. This indirectly gives you a DPS increase, because the faster you can be attacking your opponent the more damage you'll do. For one example of why the creep speed is so critical: In ZvT, banelings with speed are slower than stimmed marines off of creep, but faster than stimmed marines on creep. This means that if you engage marine/tank off of creep, then marine splitting becomes much more effective, and the marines can theoretically kite the banes infinitely.
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do archons do extra damage vs zerg buildings? I mean, they are biological...
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On September 11 2011 13:36 heroofcanton wrote: do archons do extra damage vs zerg buildings? I mean, they are biological... Yes.
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What happens if a Nydus canal and the exit are both destroyed and their are still units inside?
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versus zerg, when is better for protoss to go colossus and when is zealot-archon better?
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On September 11 2011 14:24 lee365 wrote: What happens if a Nydus canal and the exit are both destroyed and their are still units inside?
The units die
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Terran Question: Basically 75% of my games go to late game on 4-5 bases because I like to play into the late game instead of 1-2 base timing pushes.
When I get to a point where I need to free up some supply how many scv's should I sack per Orbital created I ususally end up just not sacking any scvs because I usually only make 50-70 but in a recent TvZ I had 91 workers off 4 bases so I thought I should start doing it sacking supply or my army is going to be weak?
TL;DR How many SCV's should I sack per orbital created late game?
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On September 11 2011 16:01 benthekid wrote: Terran Question: Basically 75% of my games go to late game on 4-5 bases because I like to play into the late game instead of 1-2 base timing pushes.
When I get to a point where I need to free up some supply how many scv's should I sack per Orbital created I ususally end up just not sacking any scvs because I usually only make 50-70 but in a recent TvZ I had 91 workers off 4 bases so I thought I should start doing it sacking supply or my army is going to be weak?
TL;DR How many SCV's should I sack per orbital created late game? Depends on how many minerals are left on the map in my opinion. Only one line of minerals, sack them all except 20 or so. Other than that, I can't really give any info except for the recent hasu vs satiini game. That game was like 60 minutes long and Satiini was saccing a lot of SCVs for orbitals. Go watch it.
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How come in a lot of TvTs, players aren't scouting too much (most times not seeing gas timings) and don't make vikings or engi bays (most times with just 3-4 marines as they are going mech) for possible fast banshees with cloak popping out at around 6:20 that would make them lose the game? Do they just hope the opponent doesn't do that?
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Italy12246 Posts
Lately often times you see zergs taking a fast third vs a sentry expand. Why is that? Doesn't that make you extremely weak against a fast 5-6 gate push?
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Just quick question. How good/viable is a "mix everything" army? For example as Terran, I go MMM. But also I incorporate a few tanks, thors and banshees. Basically using almost every single unit. Is this good?
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Italy12246 Posts
On September 11 2011 22:14 DontLoseSightOfIt wrote: Just quick question. How good/viable is a "mix everything" army? For example as Terran, I go MMM. But also I incorporate a few tanks, thors and banshees. Basically using almost every single unit. Is this good?
It's not. If you spend a lot of money on random tech choices rather than units, you will have a smaller army eventually. In your case you need vehicle upgrades and extra tech labs, siege mode, more factories and more starports as opposed to spending what you have on your core units, so you will inevitably have a LOT less.
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On September 11 2011 21:07 twdan wrote: How come in a lot of TvTs, players aren't scouting too much (most times not seeing gas timings) and don't make vikings or engi bays (most times with just 3-4 marines as they are going mech) for possible fast banshees with cloak popping out at around 6:20 that would make them lose the game? Do they just hope the opponent doesn't do that?
I'm not super sure of this but I'll try to help. I think part of it has to do with either fast expand plays or the fact that if you get cloak, then you have to commit to the banshee play. Day9 once said something about if you take these opportunities to do cloak banshee play, then you are seriously delaying tank production and that can cost you in TvT. However, you say that players aren't getting vikings, and I don't know what to tell you. If you watch MMA I think (One of the very good Korean Terrans) he always goes 111 and then gets a fast viking just for the very reason of banshee play. Now on the topic I said about fast expand plays: If you get an early Orbital up at your natural and you have a handful of marines then cloak banshee becomes much harder with the additional energy for scans. If he can't kill enough workers or force enough mis-scans, you would be way ahead. At that point he can either dedicate himself completely to banshees (extremely risky off a 2-port but can win) or try to match your natural CC immediately. Either way his banshees are not paying off and he is falling behind.
TLdr: Cloak banshees are a high risk, high reward play that can get shutdown easily in the current metagame of getting a fast viking that we have been seeing.
Oh and If I'm completely wrong..... I'll just crawl up and die.
Hope that helped.
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On September 11 2011 22:19 Teoita wrote:Show nested quote +On September 11 2011 22:14 DontLoseSightOfIt wrote: Just quick question. How good/viable is a "mix everything" army? For example as Terran, I go MMM. But also I incorporate a few tanks, thors and banshees. Basically using almost every single unit. Is this good? It's not. If you spend a lot of money on random tech choices rather than units, you will have a smaller army eventually. In your case you need vehicle upgrades and extra tech labs, siege mode, more factories and more starports as opposed to spending what you have on your core units, so you will inevitably have a LOT less.
Any other reason mate? I mean, I think it is quite nice to incorporate many varieties of units in one army. Sure upgrades may be expensive but your enemy will be confused as well, having to think about each unit to counter because you have so many different types of units?
I just remember Warden's Biomech guide. It is very nice. and it uses bio and mech? http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753
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