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My Question: When and how should i go about getting the add-ons i want without putting big dent in my army.
In TvP i use my fact to make add-ons then just shuffle my buildings as i dont make factory units in TvP often. but in TvT and TvZ where im using all my buildings i honestly have no idea when to get what add-ons.
In TvZ especially i usually end up just putting 3-4 reactors onto my buildsings at the same time and then for the next 50 seconds im making no units out of them buildings and my resources are sky rocketing.
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Why does the 2nd unit after blocking zealot being a stalker in a 1 base protoss increase possibility of the p doing a 4gate?
Or, why does a 4gating P build a stalker as 2nd unit?
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Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?
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On November 03 2011 19:33 straycat wrote: Why does the 2nd unit after blocking zealot being a stalker in a 1 base protoss increase possibility of the p doing a 4gate?
Or, why does a 4gating P build a stalker as 2nd unit?
There are actually a ton of reasons, first of all they're working off 1 geyser, gas is already pretty limited, secondly, the stalker lets you clear the starting worker or overlord faster to throw down your gateways and get out on the map, perhaps most importantly, part of the strongest 4 gate timing relies on you staying on 2 pylons (around 26 supply), and using your third pylon as the proxy pylon, this means you get the zealot, 20 probes and 4 more supply worth of units before you need that proxy pylon. Stalkers merely pack in more punch per supply than sentries do.
On November 03 2011 19:34 straycat wrote: Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?
Denying the probe is a big part of it, ultimately they're just better than drones at killing pylons, cannons and probes, you literally don't have a choice, even if roaches are better than lings at killing cannons, the sooner the pool comes out the better in either case.
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how do u deal with zergs, who go mass muta, and walloff behind many spikes&some units. i try to put a few cannons and leave an arcon or 2 and a high templar with psy. but for a long time until i get those upgrades out. i am stuck 2 , 2 bases, and the zerg is onlike 3-4 bases by the time i am able to go out. but then he has like a massive cloud of muta's. and they just wreck my base., why i go for an attack and i am forced to base race.
how can i effectivly counter , this muta cloud?
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On November 03 2011 19:42 Dingobloo wrote:
There are actually a ton of reasons, ... pack in more punch per supply than sentries do.
Denying the probe... the sooner the pool comes out the better in either case.
Excellent answers, thanks a bunch!
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On November 03 2011 20:05 xEther wrote: how do u deal with zergs, who go mass muta, and walloff behind many spikes&some units. i try to put a few cannons and leave an arcon or 2 and a high templar with psy. but for a long time until i get those upgrades out. i am stuck 2 , 2 bases, and the zerg is onlike 3-4 bases by the time i am able to go out. but then he has like a massive cloud of muta's. and they just wreck my base., why i go for an attack and i am forced to base race.
how can i effectivly counter , this muta cloud? 4-5 Tempest and replicate a couple Infestors to hold the Mutas still, and you're good.
Until that becomes a possibility, though, the basic idea you describe is reasonable. You camp on 2 (3 is better on maps where it's possible) bases and just defend and defend with blink stalkers, storm and archons until you have a powerful maxed army, then you move out and bring a couple probes with you. His Mutas can base race you, but you can build a few buildings near your army as you take out his tech and production, and if he tries to engage your army with Mutas you'll be able to just melt them. The whole conflict in this type of game is about time: He wants to slow you down as much as possible so that he's got enough bases and tech to hold your push when it finally comes, and you want to move out with an unstoppable army as soon as possible. If you can defend without taking too much direct damage (probes/tech) or indirect damage (overbuilding cannons), then you should be okay.
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Does anyone have a good guide or tips on how to beat a 6/10 pool in ZvZ? if I don't rush.
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PvP If I know my opponent is going to go 3 gate/Robo (no fast expansion) to an observer and then immortals leading to a couple of colossi, what is the ideal counter?
This happens all the time and I keep feeling like its a mirror match, which is very boring. I usually try and 3 gate rush to warpgate, but if that doesn't succeed, then I always switch to robo due to observers - kinda hard to sneak up on your opponent with something if he has an observer watching everything...unless I proxy some of my buildings?
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what is the proper way to defend a hatchery in your base pvz? pulling probes or building a cannon(s)?
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On November 04 2011 04:45 Grampz wrote: what is the proper way to defend a hatchery in your base pvz? pulling probes or building a cannon(s)?
Don't pull probes to kill the hatch. Build 2 cannons next to it such that they won't finish until after the hatch completes (I think wait until the hatch is about 2/3 or 3/4 done?), so that if he cancels the hatch you can cancel your cannons. Chrono out a zealot to help. If he saves up eggs and makes stuff, then you'll have to pull some probes to surround the eggs so that when roaches pop out they can't just run past the cannons into your mineral line.
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How do you deal with zerglings as Terran?
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On November 03 2011 18:16 Serelitz wrote: Is an expand build (other than FFE) viable in PvZ on Tal'Darim Altar?
Still waiting for an answer
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On November 04 2011 03:06 matrius wrote: PvP If I know my opponent is going to go 3 gate/Robo (no fast expansion) to an observer and then immortals leading to a couple of colossi, what is the ideal counter?
This happens all the time and I keep feeling like its a mirror match, which is very boring. I usually try and 3 gate rush to warpgate, but if that doesn't succeed, then I always switch to robo due to observers - kinda hard to sneak up on your opponent with something if he has an observer watching everything...unless I proxy some of my buildings?
There really is no "ideal" counter since it's a fairly safe and standard build. However, it is too safe, so you can easily gain an advantage by doing any of the following:
Copy his build but skip immortals and go straight to colossus.
Do a fast expand PvP build.
Learn robo blink.
Phoenix play can also work.
Check out NrGmonk's guides for more info on these builds.
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On November 04 2011 04:56 Serelitz wrote:Show nested quote +On November 03 2011 18:16 Serelitz wrote: Is an expand build (other than FFE) viable in PvZ on Tal'Darim Altar? Still waiting for an answer 
I don't really like calling a certain build "viable" or not on a certain map. FFE is viable on all maps and gateway expands are also viable on all maps. Some maps are just better suited for one type of expand than the other, and in this case FFE is much stronger on tal darim than gateway expands even though both types are "viable."
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On November 03 2011 19:34 straycat wrote: Why is it considered anti-cannon rush to go pool first in zvp? Zerglings die to cannons like... creatures that die very easily to cannons. Is it because it's considered harder to get the pylons and stuff up in the first place?
Hatch first gives the protoss an excellent target to cannon, lings come out too slowly to help deal with cannons warping in. Drones die to cannons like... creatures that die even more easily to cannons than lings.
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Look at coL.RSVP go! He's an answering machine!
On November 04 2011 04:54 riverkim09 wrote: How do you deal with zerglings as Terran? Well-upgraded marines are a good counter to them, but if Infestors or Banelings get out in any amount of numbers, then you need ghosts or siege tanks to deal with them, respectively. Try target firing with your tanks on the banelings so that your marines don't have to run away and can do maximum damage.
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On November 04 2011 04:54 riverkim09 wrote: How do you deal with zerglings as Terran?
This might be one of the simplest questions ever with the least simple answer, because it depends so much on what part of the game, what mid-game you want to go for, and what you're immediate goals might be. As the person above said, well upgraded marines in the middle and high numbers are good, but in low numbers when zerg delays his gas then reapers do very well against them with proper control, likewise hellions do very good against medium to high numbers of speed zerglings as long as they're off-creep. On top of that, just good general building placement that constricts movement is helpful for defending against them.
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My minerals always seem to float very high as zerg. I never get supply blocked too often, and i barely miss injects, but i still always float at 3000 mins midgame and no idea how to spend it because i have no larva How can i spend these minerals?
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On November 04 2011 11:23 Monsyphon wrote: My minerals always seem to float very high as zerg. I never get supply blocked too often, and i barely miss injects, but i still always float at 3000 mins midgame and no idea how to spend it because i have no larva How can i spend these minerals?
Ensure that you're mining gas efficiently according to what you're building, and build an additional macro Hatchery or two simply for the larva as needed.
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