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matrius
Profile Joined February 2011
100 Posts
October 19 2011 20:51 GMT
#8581
"Collosus, because phoenixes stop viking fire unless the terran target fires..at which point you outright kill all of his vikings and his medivacs."

Yes, that was where I was going as I use VR a lot vs zerg, but wasn't sure about vs T. Last game vs Terran I lost due to vikings killing off my colossi (mixed with gateway units), and I wasn't sure if I should make air to combat it. He basically went MMM (a lot of marauders) and then threw in vikings. Stalkers get eaten up, so I was zealot heavy, but didn't know what to do vs the vikings. I was thinking phoenix could be good, or should I just go storm and be done with it?
Skwid1g
Profile Joined April 2011
United States953 Posts
Last Edited: 2011-10-19 20:54:57
October 19 2011 20:53 GMT
#8582
On October 20 2011 04:37 alcaras wrote:
Any tips for macroing better?

When I have just one CC and one Barracks, I can tap between them and see the progress bar on the currently training SCV/Marine, so I know when to queue another one so that's smooth construction without having the minerals tied up too long.

But when I have more than 1 rax, I no longer see the pretty progress bar -- instead I just see uninformative dots. How do I know when to queue up another unit? Right now I either queue way too early, effectively tying up minerals, or way too late (waiting for the marine done sound), which leads to gaps in production, neither of which are ideal.

What's a better way?


You can tap 44 (or whatever your rax are hotkeyed to) and look at the bar, but generally you just need to get the rhythm of *about* when marines are going to finish building. It becomes second nature after a while.


On October 20 2011 05:51 matrius wrote:
"Collosus, because phoenixes stop viking fire unless the terran target fires..at which point you outright kill all of his vikings and his medivacs."

Yes, that was where I was going as I use VR a lot vs zerg, but wasn't sure about vs T. Last game vs Terran I lost due to vikings killing off my colossi (mixed with gateway units), and I wasn't sure if I should make air to combat it. He basically went MMM (a lot of marauders) and then threw in vikings. Stalkers get eaten up, so I was zealot heavy, but didn't know what to do vs the vikings. I was thinking phoenix could be good, or should I just go storm and be done with it?


Storm is usually better because it is a more versatile tech choice. You open yourself up to HTs, Archons, and can easily access DTs. Not only that, but storm is useful against just about everything, whereas phoenix are not. It depends a lot on the build you use and the Terran's composition though.
NaDa/Fantasy/Zero/Soulkey pls
AmericanUmlaut
Profile Blog Joined November 2010
Germany2597 Posts
October 19 2011 23:29 GMT
#8583
On October 20 2011 05:53 Skwid1g wrote:
Show nested quote +
On October 20 2011 04:37 alcaras wrote:
Any tips for macroing better?

When I have just one CC and one Barracks, I can tap between them and see the progress bar on the currently training SCV/Marine, so I know when to queue another one so that's smooth construction without having the minerals tied up too long.

But when I have more than 1 rax, I no longer see the pretty progress bar -- instead I just see uninformative dots. How do I know when to queue up another unit? Right now I either queue way too early, effectively tying up minerals, or way too late (waiting for the marine done sound), which leads to gaps in production, neither of which are ideal.

What's a better way?


You can tap 44 (or whatever your rax are hotkeyed to) and look at the bar, but generally you just need to get the rhythm of *about* when marines are going to finish building. It becomes second nature after a while.

Also, keep in mind that if you queue a unit, it always gets queued to the building that will finish production first. So if you have 6 rax and don't want to ever have a break in production, you don't have to queue 6 units, just make sure one unit is always queued up in the group of buildings. I use this trick to make sure I never have breaks in Probe production and it's pretty useful.
The frumious Bandersnatch
tuestresfat
Profile Joined December 2010
2555 Posts
October 20 2011 01:11 GMT
#8584
On October 20 2011 05:50 ayaz2810 wrote:
Show nested quote +
On October 20 2011 05:11 tuestresfat wrote:
On October 19 2011 19:52 HavokTheorem wrote:
Should I hunt down scouting workers with a probe of my own, or just leave it until I have a stalker?

no it's a waste of time, just make sure to scout your own base every game. only chase workers if you sense something really weird / cheesy going on (common in pvp, not common in pvt, LOL pvz).

it's like asking "should i stack probes on close minerals, or leave them alone?". yes, it's not a big deal but since you're asking, the answer is you might as well play the right way. there's no point to chase a drone with your probe in any pvz.

On October 20 2011 05:05 ayaz2810 wrote:
Do any Protoss players have issues with just flat out not having enough units to hold off an early terran push? For example, if I have something like 5 zealots, 5 stalkers, and 5 sentries, it seems that every time the terran will have 25 marines, 10 marauders, and 5 medivacs. I'm not asking because it happened once or twice. It seems to happen like nearly every game. I just get flat out outproduced. Does this happen to anyone else? If so, what did you find your problem to be?

tell us what opening you use in pvt.

at lower levels i noticed a lot of protoss players neglect producing units from their gateways until warpgate research was complete. then all of a sudden terran (who has been producing from his barracks) pushes before warpgate is done and you have nothing. this is a really random answer, but yea tell us what opening you use and we can discuss it.

1gate FE (~4:30) is very popular, it holds 3rax or 1raxFE into 4rax pressure decently. it has trouble with 2rax though. if you scout aggressive play (like proxy 2-rax or something like that) 2gate FE is a pretty good response, cut probes spend chrono's on units. may have to pull probes against a proxy but you shouldn't come out behind.


I typically do something 3gate-ish. Be it 3 gate robo or 3 gate expand. The builds you have mentioned rarely make it into my games. I'm so paranoid about not having enough units early on, that I pump out everything I can off 1 base, or alternatively, I expand quite late and fall behind economically. I seem to be favoring getting "a lot" (for early game at least) of units over planning for the mid-game. There's only so much you can do with 3-5 gates and 1 base or 2 shitty unsaturated bases. Your random answer was actually way more insightful than you think. I'll look up the exact order of the builds you mentioned. If you have any more advice, feel free to pass it on.

3Gate expand (Nexus ~6:00) is pretty solid, can definitely take you all the way to diamond and probably higher if you refine it. I'm surprised you're having trouble with terran early game if you 3gate expo, if anything you should be able to put pressure on them. 3Gate Robo FE (Nexus ~6:20) is a little weird, i used to do it a long time ago (copied liquidtyler's build) because I didn't like getting immortals. So in that sense, I never used the robotics as a unit producing structure, which is why I throw down a 3rd gateway. Now that immortals are buffed, I tend to 2gate robo and just skip the 3rd gate.

If ever you don't understand why you lost a game, post a replay!
Emporio
Profile Blog Joined December 2010
United States3069 Posts
October 20 2011 01:57 GMT
#8585
In PvZ, is there anything wrong with going FFE into dt then Zealot/Archon? I guess you would have to be careful about roach all-in and your observer would be late, but you could probably research hallucination instead. I was thinking that if you purposefully showed additional gateways to the scouting overlord, the Zerg would mistake it for a 6gate.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
October 20 2011 05:40 GMT
#8586
2 Quick Questions:

1) Can you fungal growth units coming out of a vortex? Will the temp invulnerability affect the rooting property of fungal?
2) What happens when you surround a vortex with infested terran eggs? Will the units glitch out?

Reps would be amazing.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
rsvp
Profile Blog Joined January 2006
United States2266 Posts
October 20 2011 06:33 GMT
#8587
On October 20 2011 10:57 Emporio wrote:
In PvZ, is there anything wrong with going FFE into dt then Zealot/Archon? I guess you would have to be careful about roach all-in and your observer would be late, but you could probably research hallucination instead. I was thinking that if you purposefully showed additional gateways to the scouting overlord, the Zerg would mistake it for a 6gate.


Nothing really wrong with it, but you'll have a tough time with anyone who makes a lot of roaches.
TrickyGilligan
Profile Joined September 2010
United States641 Posts
Last Edited: 2011-10-20 06:56:19
October 20 2011 06:55 GMT
#8588
Edit: stupid search function, misleading me ><
"I've had a perfectly wonderful evening. But this wasn't it." -Groucho Marx
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
October 20 2011 07:01 GMT
#8589
can you actually maximize thor's dps by manually switching from air to ground targets? thor's aa attack period is 3.0, ats attack period is 1.28, so theoretically you can fire in a cycle of 2 shots at ground targets - 1 shot at air target, can't you?
monk
Profile Blog Joined May 2009
United States8477 Posts
October 20 2011 07:31 GMT
#8590
On October 20 2011 16:01 Ganseng wrote:
can you actually maximize thor's dps by manually switching from air to ground targets? thor's aa attack period is 3.0, ats attack period is 1.28, so theoretically you can fire in a cycle of 2 shots at ground targets - 1 shot at air target, can't you?


Nope, both cds reset when thor attacks.
Moderator
monk
Profile Blog Joined May 2009
United States8477 Posts
October 20 2011 07:32 GMT
#8591
Can anyone teach me how to make a graphic similar to the one in this thread? I'm trying to rewrite an updated version of that guide, but can't figure out the best way to make that graphic.
Moderator
dynwar7
Profile Joined May 2011
1983 Posts
October 20 2011 09:37 GMT
#8592
1. Why is it that many players , when building, lets say, 2 rax or gateways, always wait till they have 300, so they can build both at the same time. Is this only for looks because it looks nice? Why not just build one as soon as you have 150?

2. Also, I saw this in the first page. Why do pros not mine middle mineral at the beginning?

Thanks
Regarding the imbalance, hilarious to see Zergs defending themselves....
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
October 20 2011 09:52 GMT
#8593
On October 20 2011 18:37 DontLoseSightOfIt wrote:
1. Why is it that many players , when building, lets say, 2 rax or gateways, always wait till they have 300, so they can build both at the same time. Is this only for looks because it looks nice? Why not just build one as soon as you have 150?

It depends. Often you're waiting for a marine or stalker to get out to remove the scout so you don't reveal your production or tech.

For rax, sometimes it's better to have the extra scv mining time. With gateways this could also be to time with when warpgate finishes (since a gateway finishing like 10 seconds before warpgate finishes just sits idle for 10 seconds) so you only have to pull the probe off mining once to make the gateways, rather than 2-3 times.



On October 20 2011 18:37 DontLoseSightOfIt wrote:
2. Also, I saw this in the first page. Why do pros not mine middle mineral at the beginning?

Thanks

On January 26 2011 21:21 Durp wrote:
Show nested quote +
On January 26 2011 19:37 SpiciestZerg wrote:
On January 26 2011 17:45 zatic wrote:
Got a simple question?<ul>
<li>Why do some pros not mine the middle minerals at the beginning of the game?</li>
<li>Why do I see players not scouting the close positions first?</li>
<li>How many workers should I transfer to my new natural?</li>

I'd like to know the answer to these three.

I do not know the answers to all of these, but every map has at least 2 (though I think its 3-4) mineral patches that are slightly closer. If you have your worker begin mining while a separate worker returns minerals, they will not be automatically sent to an empty patch. The slight closer return distance does at some point give an advantage (seen in an interview/post somewhere, will post link when I find it)

As zerg, scouting the close air positions with your overlord is always advisable. On Shakuras, you can only spawn on the opposite side of the map. I have no idea why anyone would not scout close positions first (on maps like LT or Meta close positions would change whether or not I want to go hatch first, so scouting close pos first makes more sense)


When you stare into the iCCup, the iCCup stares back.
TL+ Member
Greth
Profile Blog Joined November 2007
Belgium318 Posts
Last Edited: 2011-10-20 10:11:12
October 20 2011 10:06 GMT
#8594
So I searched for 'fast nukes' first. Didn't yield any usable results, then I searched 'nukes' and found what I needed:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250845
If anyone has better suggestions, I'm all ears

+ Show Spoiler +
This is just a silly recreational activity if anyone is interested. I've been playing some 4v4 as terran (main Z) just so I can nuke people. Now, I've been trying to perfect the nuke rush. Depending on a map I've devised a safe and a 'allin' version of it. I'm just posting here to find out if anyone has a build or an idea to get these out as fast as possible.

The setup is usually this:
2 ghosts in a medivac, with cloak (no energy upgrade) and 2 nukes building when they leave home.
'Safe' would be I include one/two tanks with siege to discourage any early attacks.

I usually manage to get quite a few (30-40) worker kills with the first drop. Or at least a pylon or depot stash. I'm playing at gold level 4v4 with my terran so it's more exploiting newbs for big booms.

My BO is all over the place, so if any actual terran players are feeling the itch to nuke asap. I'd be grateful to hear your suggestions.
http://youtube.com/grethsc
Mr.SoloDolo
Profile Joined June 2011
American Samoa90 Posts
October 20 2011 11:19 GMT
#8595
Why do I see a lot of pro terrans opt for weapons upgrade for mech in TvZ play (talking about standard marine+tank composition) ?

Faster mech armor seems better because:
1.) Helps tanks absorb more baneling hits
2.) A tanks main purpose in TvZ is absorbing baneling hits, killing banelings, and forcing engagements when you have their natural sieged. A tank with 0 weapon upgrades still one shots banelings even if they have 3 armor. Marines deal the majority of the damage and the weapons upgrade doesn't really help vs buildings anyways.
Incontrol+Idra+Tyler Fighting
secretary bird
Profile Joined September 2011
447 Posts
October 20 2011 11:32 GMT
#8596
On October 20 2011 20:19 Mr.SoloDolo wrote:
Why do I see a lot of pro terrans opt for weapons upgrade for mech in TvZ play (talking about standard marine+tank composition) ?

Faster mech armor seems better because:
1.) Helps tanks absorb more baneling hits
2.) A tanks main purpose in TvZ is absorbing baneling hits, killing banelings, and forcing engagements when you have their natural sieged. A tank with 0 weapon upgrades still one shots banelings even if they have 3 armor. Marines deal the majority of the damage and the weapons upgrade doesn't really help vs buildings anyways.


+1 Attack is very important because tanks need to kill zerglings in 1 hit and if the zerg gets +armor
they cant and you shouldnt underestimate a ton of 1/1 zerglings. Also tanks shouldnt get hit by banelings if the zerg is good and I dont think +1 armor would help even a little bit in that situation.
warismoney
Profile Joined October 2011
Austria8 Posts
Last Edited: 2011-10-20 11:53:56
October 20 2011 11:53 GMT
#8597
I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately.

He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^

Can u give me some tipps for that?
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2011-10-20 12:01:37
October 20 2011 12:01 GMT
#8598
On October 20 2011 20:53 warismoney wrote:
I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately.

He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^

Can u give me some tipps for that?

I'm not a protoss myself, but I see a lot of my protoss opponents go for a hallucinated phoenix to scout. They're quick enough to scout the whole base before getting killed by a turret/spore. It's very common in PvZ, but I do not know if it's normal to get the upgrade in PvT.
-Celestial-
Profile Joined September 2011
United Kingdom3867 Posts
Last Edited: 2011-10-20 12:04:47
October 20 2011 12:03 GMT
#8599
On October 20 2011 20:53 warismoney wrote:
I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately.

He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^

Can u give me some tipps for that?


I assume you're referring to your first observer? That is to say this is fairly early in the game and you've got your robo either as part of a 2-gate robo, 3-gate robo or right after a 3-gate expand?


If so then consider this: in order to completely surround his base with turrets or spores to the extent that you can't even get in with an observer he has dumped a ton of resources into static defence structures that are useless against a ground army. If you've been keeping up on your macro and gateway unit production and have been chronoing out an immortal then you should have a huge army advantage and ought to be able to just go kill him.


If you don't want to try that you could try hallucinations. Hallucinated Phoenix should be fast enough to get at least a peek into their base before getting blasted down.
"Protoss simultaneously feels unbeatably strong and unwinnably weak." - kcdc
Excludos
Profile Blog Joined April 2010
Norway8281 Posts
October 20 2011 12:09 GMT
#8600
On October 20 2011 20:53 warismoney wrote:
I have Problems with my Scouting as Protoss (top silver). Sometimes i want to scout my opponents Base for check his tech. If he has many turrets, or spore crawler what happens sometimes im not able to check what he is teching to because my observer dies immediately.

He places his turrets around his base, doesent matter from wich direction i try to get in, the observer dies ^^

Can u give me some tipps for that?


If you're so late in the game that you have observers, and he has his base(s) covered in turrets, then you should not need to scout his base anymore. You'll be able to know everything you need by poking, seeing his army move around, how many bases he has etc. I know this can be a hard for silver players, as a lot of this relies on experience. But I never send in a second observer if my first gets sniped inside his base. I'd rather put it outside to scout for drops, expos and where his army is moving.

If you're worried about him "suddenly" coming out with 10 battlecruisers, your strategy is either wrong or you're not doing it quite right. That late in the game, you should be ready for anything your enemy can throw at you.

Quick example: If your army consists of gateway units and collosus vs a zerg player with hydras, roaches, infestors and corrupters. You can with almost certainty know that he will transition to broodlords after an engagement. This you'll know without having an observer anywhere near his base.
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