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On October 10 2011 07:45 julius33 wrote: Quick question: what is the proper response to a roach(ling) push after i have FFEd? I always seem to do something wrong :3
Scout it and make cannons.
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Hi all, I'm a mid-level diamond player (terran) and I'm curious to know if I'm playing a macro game how many production buildings can I support off of 1 base? 2 base? 3 base? is there a pattern to it? Also is there an ideal ratio for medivacs to marines/marauders, if so what is it? Is it better to rally additional units to your army if you're doing a timed push or should you rally in your base so if your push gets killed you have a force ready to defend any counter attack? Thanks.
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Can the 3 Gate robo build on Liquidpedia hold one base Zerg attacks? I can't seem to how 7RR or heavy ling builds off one base.
Also, is that build really all that good, everything seems really slow to me?
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Is there ever a reason to revert a warpgate back into a gateway?
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On October 10 2011 16:07 Glitch890 wrote: Can the 3 Gate robo build on Liquidpedia hold one base Zerg attacks? I can't seem to how 7RR or heavy ling builds off one base.
Also, is that build really all that good, everything seems really slow to me? I don't think 3gate robo is ever used vs zerg. No reason to get robo before nexus afaik. I'd say just 3gate expo instead.
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Hi, this is a very specific question :
In some situations, it's requires to remove units from selection, to harass an expansion for example.
I know the Shift-Left click on the selection pannel method. But I am a Zerg player and sometimes I would like to remove like 20 lings from selection to send them somewhere else. I feel the Shift-left click method is slow if you want to remove more than 5 units and I was wondering if there was something faster than that ? (Square Boxing for un-selecting doesn't seem to work).
Thanks.
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On October 10 2011 16:52 Shade_CsT wrote: Hi, this is a very specific question :
In some situations, it's requires to remove units from selection, to harass an expansion for example.
I know the Shift-Left click on the selection pannel method. But I am a Zerg player and sometimes I would like to remove like 20 lings from selection to send them somewhere else. I feel the Shift-left click method is slow if you want to remove more than 5 units and I was wondering if there was something faster than that ? (Square Boxing for un-selecting doesn't seem to work).
Thanks. Doesn't exist as far as I know (I could be wrong), you can either ctrl-shift-click to select ALL lings in that group, or maybe just box ~20 lings?
On October 09 2011 12:09 Yoshi Kirishima wrote: Hey guys I would like an opinion ^0^ it would be great if you can help me.
I'm planning on making the following guides:
1. [G]TvZ Hellion/Banshee Expo <---- Opener Description: Reactor Hellion Expand into hellions and a couple banshees; contain/delay the zerg from taking his third, while you are ready to take your third (before his!) at 9:10. 27 characters, 2 over the limit, though you would still see "Exp..." at the end... 2. [G] TvZ Thor/Hellion/Ghost <---- General guide 3. [G] TvZ Mech Air <---- General guide 4. [G] TvZ Raven/Marine <---- General guide 5. [G] TvP 2Port PF Expo->Air <---- Opener + General guide Description: Gas first 1-1-1 banshee opener into 2 Port, into PF Expand, into mass air units. Title is 25 characters (preview limit is 26 I believe). 6. [G] TvT BF Drop Thor Poke Alternate names? [G] TvT BF Drop + Thor Poke into Mech [G] TvT Rainbow's Mech Opener etc.?
Guides #3 and #4 use #1 as an opener. However, I plan on making #3 and #4 to be full, in depth guides. Would it be reasonable to keep them as separate threads, and just link them in Guide #1 under "transitions"? As an opener, Guide #1 won't be that long, but it'll still cover the basics like Scouting, Build Order, Replays, Mindset, Adaptation, Timings, etc. If I put #3 and #4 into it it would be very very long, but I'm not planning on including more than 1 opener for #3 and #4 other than the opener in Guide #1, and I don't want to put more transitions/follow-ups into Guide #1 aside from the #3 and #4. I think I would like to keep them separate but I'm not sure what TL mods would prefer. On one hand, it's more organized to separate them into threads (like on Liquipedia), but on the other, it can be in 1 thread and be a very "complete" thread. My Guide #5 is just 1 opener and 1 follow-up so I'll keep it as one thread.
Also, can anyone give general feedback to the names of these potential threads? I want them to fit in the preview, if you think that is important. I don't think people would appreciate ~10 threads by the same person pop up all of a sudden (but then again I could be wrong). So I'd say make one thread or maybe put each in a blog post or something and have 1 thread linking to everything?
On October 10 2011 15:22 Notapieceofmeat wrote: Hi all, I'm a mid-level diamond player (terran) and I'm curious to know if I'm playing a macro game how many production buildings can I support off of 1 base? 2 base? 3 base? is there a pattern to it? Also is there an ideal ratio for medivacs to marines/marauders, if so what is it? Is it better to rally additional units to your army if you're doing a timed push or should you rally in your base so if your push gets killed you have a force ready to defend any counter attack? Thanks. Depends on what units you're building, how many upgrades you're getting, if you're going to expand etc. generally on 2base you have 4-1-0 or 3-1-1 or 3-2-0 in tvz, 4-0-1 in tvp (you could get 5 rax if you want to 2base heavily, or just 3 if you want to expand faster). I have no clue about tvt but something similar I suppose. If you mech you can generally support 3fac+ups, but sometimes you'll see pros build up to 5fac off 2base if they are going for a timing attack.
hope that helped somewhat..
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Hello
In TvZ against a 2-base muta zerg, what is the standard timing when: — he starts the lair — the spire finishes — the mutas arrive at your base
Thanks
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On October 10 2011 16:52 Shade_CsT wrote: Hi, this is a very specific question :
In some situations, it's requires to remove units from selection, to harass an expansion for example.
I know the Shift-Left click on the selection pannel method. But I am a Zerg player and sometimes I would like to remove like 20 lings from selection to send them somewhere else. I feel the Shift-left click method is slow if you want to remove more than 5 units and I was wondering if there was something faster than that ? (Square Boxing for un-selecting doesn't seem to work).
Thanks.
No. What I end up doing, e.g., if I need to split off my army to harass and defend at the same time is simply box a new selection, send them off, and then rebox the remainder.
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Hello. I have a question. First off, I play Terran, I played a Protoss who did a 3Gate Stargate and made a proxy pylon on my base. He went Voids, and I was going for a 2Rax 1 Fact 1Port Hellion Drop build (Just a crappy build I made myself). I have a tech lab on one of my rax which is researching Stimpack when I got attacked by 2 Voids and 4 zealots. Now, since I was going for a Hellion Drop, I have only a little amount of marines to defend. I think it's practically impossible to hold off with the forces I have at that moment. What is the best time should I scout the Protoss to avoid losing to a 3gate stargate?
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On October 10 2011 22:11 neozxa wrote: Hello. I have a question. First off, I play Terran, I played a Protoss who did a 3Gate Stargate and made a proxy pylon on my base. He went Voids, and I was going for a 2Rax 1 Fact 1Port Hellion Drop build (Just a crappy build I made myself). I have a tech lab on one of my rax which is researching Stimpack when I got attacked by 2 Voids and 4 zealots. Now, since I was going for a Hellion Drop, I have only a little amount of marines to defend. I think it's practically impossible to hold off with the forces I have at that moment. What is the best time should I scout the Protoss to avoid losing to a 3gate stargate?
If your SCV sees early second gas, and a medium to high amount of chronoboost saved up, the chances of it being a stargate build are large. He'll probably proxy it, try to scout the more obvious areas with an scv. since you have a starport you should build a viking ASAP. check the edges of your base so he can't place a proxy pylon and warp into your main. put down an engi bay if you see stargate or void ray.
It's usually done with stalkers rather than zealots though. With a depot-bunker-depot wall and scvs pulled, you should be able to outrepair him imo. since you have 2 rax you shouldn't really have a small amount of marines, either. why do you get stim early when you are going for a hellion drop, though?
in general starport builds are pretty good at defeating this kind of pressure, although it sure is maddeningly frustrating.
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On October 10 2011 20:20 Carlotto wrote: Hello
In TvZ against a 2-base muta zerg, what is the standard timing when: — he starts the lair — the spire finishes — the mutas arrive at your base
Thanks
http://www.teamliquid.net/forum/viewmessage.php?topic_id=202400 Useful thread that lists a few different timings.
On October 10 2011 15:22 Notapieceofmeat wrote: Hi all, I'm a mid-level diamond player (terran) and I'm curious to know if I'm playing a macro game how many production buildings can I support off of 1 base? 2 base? 3 base? is there a pattern to it? Also is there an ideal ratio for medivacs to marines/marauders, if so what is it? Is it better to rally additional units to your army if you're doing a timed push or should you rally in your base so if your push gets killed you have a force ready to defend any counter attack? Thanks.
To answer your first question, go to sc2calc.org
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Question: How do I hold Immortal pushes before the 10 minute mark with an expansion as Terran, without pulling massive amounts of SCVs? (Mid-Masters)
I was watching sixjaxMajor yesterday, and even he seems unable to hold it. Note that this isn't a 1 base all-in from Protoss either, the guy has a second base.
Ghost tech doesn't seem feasible, as after scouting the Robo I feel teching to Starport is safer- as Medivacs at least help vs Immortals, but Ghosts don't at all vs Colossi.
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On October 10 2011 16:39 Kishin2 wrote: Is there ever a reason to revert a warpgate back into a gateway?
No, only if your W key suddenly breaks in the middle of a game.
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On October 11 2011 03:00 Scare_Crow wrote: Question: How do I hold Immortal pushes before the 10 minute mark with an expansion as Terran, without pulling massive amounts of SCVs? (Mid-Masters)
I was watching sixjaxMajor yesterday, and even he seems unable to hold it. Note that this isn't a 1 base all-in from Protoss either, the guy has a second base.
Ghost tech doesn't seem feasible, as after scouting the Robo I feel teching to Starport is safer- as Medivacs at least help vs Immortals, but Ghosts don't at all vs Colossi. perhaps you should start a thread about this, including a replay or three. I'm not sure there's a simple answer besides ghosts, which as you say risky unless you somehow know for sure he's going immo.
I've heard that besides ghosts, +1 wep and marine heavy composition helps. Bunkers won't help too much, especially against the 3-5 immortal rush (T_T) , but maybe you can focus the immortals down with stimmed +1 rines?
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On October 11 2011 03:00 Scare_Crow wrote: Question: How do I hold Immortal pushes before the 10 minute mark with an expansion as Terran, without pulling massive amounts of SCVs? (Mid-Masters)
I was watching sixjaxMajor yesterday, and even he seems unable to hold it. Note that this isn't a 1 base all-in from Protoss either, the guy has a second base.
Ghost tech doesn't seem feasible, as after scouting the Robo I feel teching to Starport is safer- as Medivacs at least help vs Immortals, but Ghosts don't at all vs Colossi.
You say that ghost tech doesn't seem feasible, however it's the only way to stop well executed immortal pushes. It's up to you to be able to scout the number of immortals he has by suicide marines/scanning to be able to tech to starport incase of incoming colossi. Bunkers are useless as immortals tear through them. And even if he goes colossus tech, your ghosts will still be useful for its EMPs. Mid masters toss here.
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Why do the terran pro players like Mvp, MMA, Bomber and Puma their MediVacs with Bio in one control group?
In this case while stutter stepping they don't get healed by the MediVacs because they are on move command and don't heal.
I have big troubles to engage a 200/200 Protoss Deathball army. Can maybe someone explain a perfect engage in theory? Maybe with a replay?
Thanks
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Thanks, guys. I'll give Ghosts another rethink, as I realized that a 2 base Colossus timing push would come way later than a 2 base Immortal timing push. I'll try to get Ghosts before 10 and then rush Starport after 2 Ghosts. If I'm still having trouble, I'll start an actual thread with replays.
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On October 11 2011 04:13 saaaa wrote: Why do the terran pro players like Mvp, MMA, Bomber and Puma their MediVacs with Bio in one control group?
In this case while stutter stepping they don't get healed by the MediVacs because they are on move command and don't heal.
I have big troubles to engage a 200/200 Protoss Deathball army. Can maybe someone explain a perfect engage in theory? Maybe with a replay?
Thanks
Likely it's just to keep the Medivacs moving with the Bioball. If your Medivacs are healing while you're kiting, they get left behind and targeted by the Stalkers. In a Bioball, they're the hardest to replace (because your Starports have to also make Vikings in most cases), so I imagine the seconds of lost healing time is worth still having Medivacs at the end of a fight (they also can't heal if they're dead).
Engaging large Protoss Deathball armies: ideal engagement is:
Vikings over a cliff or chasm (ie. the center of Xel'Naga, the cliff between third and main on Shakuras), constantly picking at the Colossi. This minimizes the amount of Stalker retaliation, and also gets them jammed up and hopefully lets you peel off the Chargelots.
Bioball/Medivacs are located in an open space that is off to the side of where the Vikings are, kiting back over and over to kill the meat shield Chargelots while minimizing the amount of free shots he can get on you while you're dealing with the Zealots, and make sure you minimize the amount of Colossi shots/Force Fields/Storms you're exposed to while doing this.
Ghosts should be spread out. Ideally you want about half of them up front to knock out shields as Protoss moves in, before it can fan out to engage you. You want to fire your EMPs and then run your Ghosts behind your bioball. Important to keep a Ghost or two in the back, not participating, so you have an extra few EMPs to deal with the HTs that are likely also hanging back until the Protoss thinks you're out of EMP.
Your bioball should ideally only commit after you pick off over half the Zealots and all the Colossi. Storms can be dodged if Chargelots are thinned out, but engaging while more than 2 Colossi are alive is murder unless he has no Chargelots and you have a ton of Marauders.
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On October 11 2011 04:13 Scare_Crow wrote: Thanks, guys. I'll give Ghosts another rethink, as I realized that a 2 base Colossus timing push would come way later than a 2 base Immortal timing push. I'll try to get Ghosts before 10 and then rush Starport after 2 Ghosts. If I'm still having trouble, I'll start an actual thread with replays. personally I prefer to do some dropping and only add ghosts as I take my third, so I'd really prefer if we could stop immortal pushes with starport tech, or at the very least find a reliable way of scouting it before putting down starport.
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