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On November 14 2011 14:34 NrGmonk wrote:Show nested quote +On November 14 2011 08:13 coL.rsvp wrote:On November 13 2011 22:05 NrGmonk wrote:On November 13 2011 21:04 Alpina wrote: Is hydra den is must in ZvP vs. FFE toss if you scout double stargate producing voids? Because it looks like spores and queens are comepletelly useless so just better go straight into hydras, or? Yes. Infestors/spire take too long. Hmmm I disagree, lately I've been doing a lot of double stargate void play and I find that players who don't go hydras are the toughest to beat. If I go voids my goal is to force you to make hydras, because they it plays right into my HT or colo transition. I've seen some players just stick to spore/queen for defense while using roach/ling counter attacks to stop me from setting up a 3rd, as well as forcing me to use voids defensively while they get a big eco lead with full saturation of 3 base vs my 2 or even getting a 4th as well. Then later on they can make a big muta tech switch or just use roach/infestor/queen to kill me. Note this does not mean to rush to infestor/spire, monk is right in that sense because infestor/spire does take too long to react to the initial void harass. Spire doesn't necessarily take too long but it's easily scouted and then I just switch to phoenix. Let me rephrase. I've seen queen/spore be viable but only if you either know the 2 stargate is coming or if you just got a bunch of queens for some reason. I don't think mass queen/mass spore is very good reactively once the 3-4 voids are in your base. At that point, a panic hydra den is your only option.
100% agree that Zerg's only reactive move at that point is Hydra. What about a zerg who holds while getting corpts out? Is blink into HT the next good move as the toss?
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On November 18 2011 09:51 DarkTavion wrote: Am I incorrect in thinking that in a pvz it is ony a matter of time before the zerg begins producing mutas. You never want to walk into a game metagaming your opponent's tech path... just scout, you don't have to explicitly see the spire (though it'd be pretty easy to scout if you just get halluc after FFE for example), look at his unit composition, timings of his gas if possible, and timing of his 3rd base.
For example if the zerg doesn't get a really fast 3rd in response to your FFE, but instead stays on lings and spines, there's a really good chance they have a spire on the way and tons of gas stockpiled for mutas
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Does the cooldown on Warp-in keep ticking when a warpgate loses pylon power?
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On November 18 2011 23:49 fdsdfg wrote: Does the cooldown on Warp-in keep ticking when a warpgate loses pylon power?
No, it stops and resumes only when the Gateway is powered back.
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In ZvT...what's the proper response to a 4 rax stim marauder/medivac rush. Comes out before muta usually. Even if you get muta, you will lose your natural. Speedlings are ok, but the medivacs will heal up marauders pretty fast. Not to mention, at a critical number of marauders, speedlings become moot. I've tried infestors, but again medivac out heals fungal.
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Blazinghand
United States25558 Posts
On November 19 2011 02:24 neoghaleon55 wrote: In ZvT...what's the proper response to a 4 rax stim marauder/medivac rush. Comes out before muta usually. Even if you get muta, you will lose your natural. Speedlings are ok, but the medivacs will heal up marauders pretty fast. Not to mention, at a critical number of marauders, speedlings become moot. I've tried infestors, but again medivac out heals fungal.
Are we talking about a 1 base attack or a 2 base attack? If he's attacking off of 2 bases with a big bio attack, your best defense is probably going to be a lot of lings and banelings. Even if you did get mutalisks out, you'd be hard-pressed to use them against stimmed marines with medivacs-- their chief role is against tanks and as map control or harass. Try to use your banelings to kill his marines while using lings to prevent kiting.
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On November 19 2011 02:32 Blazinghand wrote:
Are we talking about a 1 base attack or a 2 base attack? If he's attacking off of 2 bases with a big bio attack, your best defense is probably going to be a lot of lings and banelings. Even if you did get mutalisks out, you'd be hard-pressed to use them against stimmed marines with medivacs-- their chief role is against tanks and as map control or harass. Try to use your banelings to kill his marines while using lings to prevent kiting.
This is performed on 1 base. Some annoying maps for these scenarios include Abyssal Caverns close spawn, Narazim close spawn, Xelnaga Caverns.....and to some extent, Antiga close spawn.
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Blazinghand
United States25558 Posts
On November 19 2011 02:36 neoghaleon55 wrote:Show nested quote +On November 19 2011 02:32 Blazinghand wrote:
Are we talking about a 1 base attack or a 2 base attack? If he's attacking off of 2 bases with a big bio attack, your best defense is probably going to be a lot of lings and banelings. Even if you did get mutalisks out, you'd be hard-pressed to use them against stimmed marines with medivacs-- their chief role is against tanks and as map control or harass. Try to use your banelings to kill his marines while using lings to prevent kiting. This is performed on 1 base. Some annoying maps for these scenarios include Abyssal Caverns close spawn, Narazim close spawn, Xelnaga Caverns.....and to some extent, Antiga close spawn.
So to be clear-- this is a 1 base stim rush with 4 barracks producing mostly marauders, and a starport producing medivacs? It SOUNDS like this could be cleaned up just with lings, crawlers and queens defending (have your queens shoot at the medivacs). Make sure you have zergling speed finished, and connect your two bases with creep so that your can move quickly between them.
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question: "can you localize a nuke with pressing the spacebar?" i know it was possible in beta, but isnt right now.. i always tried it, it never worked for me.. but a lot of players up to low gm level keep telling me it works for them.. (please only 100% sure answers)
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Blazinghand
United States25558 Posts
On November 19 2011 04:08 Stoffelhase wrote: question: "can you localize a nuke with pressing the spacebar?" i know it was possible in beta, but isnt right now.. i always tried it, it never worked for me.. but a lot of players up to low gm level keep telling me it works for them.. (please only 100% sure answers)
I would not rely on this. There are a lot of things that use the spacebar-- and if something happens between "nuclear launch detected" and you pressing spacebar, you might jump to a refinery that just got mined out, or a scout that just got attacked, or something. There's a lot of possibility for error.
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you can avoid that with hitting space multiple times.. then you see the last few events.. you can also leftclick the events at the top left of your monitor to let you see where your (i.e.) pylon finishes.. but nothing of these works for nukes when i try it..
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Blazinghand
United States25558 Posts
On November 19 2011 04:21 Stoffelhase wrote: you can avoid that with hitting space multiple times.. then you see the last few events.. you can also leftclick the events at the top left of your monitor to let you see where your (i.e.) pylon finishes.. but nothing of these works for nukes when i try it..
Well then, I suppose you have your answer, don't you? It doesn't work for you, despite repeated attempts. If you're really worried, go into a custom game with a friend and give it a try repeatedly. Even if it did work, I still don't use the "view last event" button because it's so unreliable. Hitting it multiple times seems like it would be slower and less helpful than quickly checking on your army and mineral lines.
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yes, i am quite sure it does not work at all with nukes (and nydus, whats similar).. i even tried it in a custom game.. once with vision of the cloaked ghosts, once without... but on another esportssite they said multiple times it works for them.. so i'm watching for some people here to confirm who is right on this ;-)
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On November 19 2011 02:58 Blazinghand wrote:Show nested quote +On November 19 2011 02:36 neoghaleon55 wrote:On November 19 2011 02:32 Blazinghand wrote:
Are we talking about a 1 base attack or a 2 base attack? If he's attacking off of 2 bases with a big bio attack, your best defense is probably going to be a lot of lings and banelings. Even if you did get mutalisks out, you'd be hard-pressed to use them against stimmed marines with medivacs-- their chief role is against tanks and as map control or harass. Try to use your banelings to kill his marines while using lings to prevent kiting. This is performed on 1 base. Some annoying maps for these scenarios include Abyssal Caverns close spawn, Narazim close spawn, Xelnaga Caverns.....and to some extent, Antiga close spawn. So to be clear-- this is a 1 base stim rush with 4 barracks producing mostly marauders, and a starport producing medivacs? It SOUNDS like this could be cleaned up just with lings, crawlers and queens defending (have your queens shoot at the medivacs). Make sure you have zergling speed finished, and connect your two bases with creep so that your can move quickly between them.
If this is 1-base this push is coming really, really late and terran is behind bigtime if they don't do damage. Be VERY ready to pull your drones in the first engagement and sac a few if you think you've over droned. Remember to drone micro (aggro then fake back, then aggro again) just to tank dmg until your slings/blings can crash in.
Your natural has been up for a while and this should be easily scouted, either by a pure numbers count or a saccd ovie. It's really hard to hide 4rax+no-addon fact + starport + big bio ball. You realistically should have tons of time to be well prepared for this, and as stated before, the best response is mass ling/bling (+1 really helps too).
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On November 18 2011 12:42 DadE wrote: How does going mech in TvP make any sence? can someone please explain it to me because i must be doing something wrong. how do you counter a mass immortal? please help! oh and mech is "doable" in all m/u's correct? If a Protoss commits too much to immortal u need ghost support with your mech army emp the immortals once there shields are down they take normal damage from tanks
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Blazinghand
United States25558 Posts
On November 19 2011 06:20 IamPryda wrote:Show nested quote +On November 18 2011 12:42 DadE wrote: How does going mech in TvP make any sence? can someone please explain it to me because i must be doing something wrong. how do you counter a mass immortal? please help! oh and mech is "doable" in all m/u's correct? If a Protoss commits too much to immortal u need ghost support with your mech army emp the immortals once there shields are down they take normal damage from tanks
Mech in TvP is very difficult. You need to scout aggressively and have good positioning and be sieged up before major fights. Against immortals, as said, you need ghosts. Make sure to scout for other dangers to mech, such as chargelots and void rays/carriers, and react appropriately with hellions or anti air.
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Hi TL,
I have not won a single TvT lol...with Z and P i am decent. but with T I am sooo annoyed... I am a T btw.
I dont know, all they do is the boring 1-1-1. or marine tank viking...it is so boring to watch..
Anyway, I have been thinking of doing bio early-mid and transition to battlecruiser viking, is this viable?
I hope so since I love BC and vikings
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I faced a ZvT opening where he did a fast techlab into reaper. I did 14 hatch 14 pool. His first reaper showed up a little before my first queen hatched.
He built bunkers outside of my nat's creep, and would run the reapers out to do damage, kite my queens, attack the hatch, and run back to the bunkers before I could do any damage to the reapers. Spine crawlers were obliterated obviously.
I built roaches, but by the time they were out he had a few bunkers up and would simply move the reapers from bunker to bunker as I destroyed them, and pick off my roaches in the process.
I was way outclassed this match, but I still have no idea what the proper response to this is if I know he's going to do it. -When do I start getting gas? -Does my first gas go to roaches or ling speed? -Do I bother with spines?
Thanks
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On November 19 2011 13:41 DontLoseSightOfIt wrote:Hi TL, I have not won a single TvT lol...with Z and P i am decent. but with T I am sooo annoyed... I am a T btw. I dont know, all they do is the boring 1-1-1. or marine tank viking...it is so boring to watch.. Anyway, I have been thinking of doing bio early-mid and transition to battlecruiser viking, is this viable? I hope so since I love BC and vikings 
Learn to use tanks. Pure bio vs Mech (including Bio-mech) is only viable on the bigger maps (doing it on a map like sya, Xel Naga Caverns, is suicide), and if the Mech player is superior to you then they'll outright destroy you.
Bio straight transition to air is possible. But it's highly reliant on your opponent not scouting your tech switch and getting complacent on Viking production.
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How does fungal growth affect immortals?
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