On December 06 2011 13:44 NumberSeven wrote:
Much thanks, i did not know it was called Ladder Fear.
Much thanks, i did not know it was called Ladder Fear.
yeah it's fairly common. Those threads should provide some good advice
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Blazinghand
United States25558 Posts
On December 06 2011 13:44 NumberSeven wrote: Much thanks, i did not know it was called Ladder Fear. yeah it's fairly common. Those threads should provide some good advice | ||
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HypertonicHydroponic
437 Posts
On December 06 2011 13:43 MutaKingPrime wrote: Show nested quote + On December 06 2011 12:27 HypertonicHydroponic wrote: Ok, so this is a build that I've been messing around with as a random player when I roll Terran and I have been having decent success with it. Basically it is supposed to approximate a 6rax without being an all-in attack, although I'm sure the people I've played must of thought it was. Basically, instead of 6 barracks, I make three and reactor all of them. When I have about 15 marine I make a push to see what my opponent has and I rally the next waves to my army. The reason this is not all-in is that the money I save from only building three rax I use to build a second in-base orbital which I try to expand with around the time I push out or maybe slightly after. I don't know if what I'm doing is optimal theoretically, but I do try to keep constantly on top of SCV production (I only purposely cut briefly about twice), and I try to make marines constantly out of non-add-on-building barracks and have gotten this decently crisp. I only use a single SCV on gas the whole time I am doing this and the rest go to minerals. I was wondering if anyone has tried anything like this before or if there is an actual pro version of this build (none that I could find on liquipedia). Also, what is the general timing on the 6rax moving out? I'm sure my build hits a bit later, but I'm trying to figure out how much later. I transition out if the attack does not win the game by adding another rax with a tech lab for stim and shield, as well as teching up. My expansion is usually up at this point. still an all in because you have minimal tech, you have no starport, no factory, no upgrades, and your expo is late. if your initial push "succeeds" and u keep rallying but it turns out he was just chillin for better position, then ur even more behind I do not see how it is all in since I have been able to defend the natural with bunkers and I tech up immediately and take all my gas (kind of like the old spanishiwa style). The expansion being late has only seemed to help with the attack timing more often than not. Also, I'm not sure how late you think it is, certainly later than 1rax expand, but I do not think it is later than an expansion off a 1-1-1, probably eariler. Did you try this or are you just saying it seems late? | ||
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MutaKingPrime
Korea (South)43 Posts
On December 06 2011 14:03 HypertonicHydroponic wrote: Show nested quote + On December 06 2011 13:43 MutaKingPrime wrote: On December 06 2011 12:27 HypertonicHydroponic wrote: Ok, so this is a build that I've been messing around with as a random player when I roll Terran and I have been having decent success with it. Basically it is supposed to approximate a 6rax without being an all-in attack, although I'm sure the people I've played must of thought it was. Basically, instead of 6 barracks, I make three and reactor all of them. When I have about 15 marine I make a push to see what my opponent has and I rally the next waves to my army. The reason this is not all-in is that the money I save from only building three rax I use to build a second in-base orbital which I try to expand with around the time I push out or maybe slightly after. I don't know if what I'm doing is optimal theoretically, but I do try to keep constantly on top of SCV production (I only purposely cut briefly about twice), and I try to make marines constantly out of non-add-on-building barracks and have gotten this decently crisp. I only use a single SCV on gas the whole time I am doing this and the rest go to minerals. I was wondering if anyone has tried anything like this before or if there is an actual pro version of this build (none that I could find on liquipedia). Also, what is the general timing on the 6rax moving out? I'm sure my build hits a bit later, but I'm trying to figure out how much later. I transition out if the attack does not win the game by adding another rax with a tech lab for stim and shield, as well as teching up. My expansion is usually up at this point. still an all in because you have minimal tech, you have no starport, no factory, no upgrades, and your expo is late. if your initial push "succeeds" and u keep rallying but it turns out he was just chillin for better position, then ur even more behind I do not see how it is all in since I have been able to defend the natural with bunkers and I tech up immediately and take all my gas (kind of like the old spanishiwa style). The expansion being late has only seemed to help with the attack timing more often than not. Also, I'm not sure how late you think it is, certainly later than 1rax expand, but I do not think it is later than an expansion off a 1-1-1, probably eariler. Did you try this or are you just saying it seems late? ur still way too behind on tech................. 1-1-1 has "all" tech paths already. (starport factory, probably siege mode too maybe cloak) | ||
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Asmodeusz
193 Posts
On December 06 2011 07:24 Teoita wrote: Generally in PvZ i have been shying away from straight up colossus builds because that tech path is just god-awful against mutas. Atm i feel like you should only ever get colossus if you scout an infestation pit and can safely rule out mutas, otherwise it feels like playing 1base colossus vs a competent robo-blink player: harass all day long, if you attack you get forced into a base trade you will lose, if you don't you are behind in economy. I feel like a smart zerg player should build a spire for mutas when scouting a robo bay before committing a lot of gas (ie making infestors and/or hydras), because they just slow down the protoss so much, you can get a really strong infestor/broodlord army before the protoss has the economy and/or the ability to harass to fight that kind of army; does anyone agree with that statement? How good do you feel a muta response is vs colossus play in pvz? If you scout the spire and you already have gone colossi - here is what you do: 1. Warp only stalkers 2. Stop colosi production after you get 2 or 3 3. Put down twilight council ASAP 4. Start blink and depending on the map try to secure your 3rd with perfect sim city, preventing ling runbys to your nat and 3rd 5. Be smart about your stalkers positioning and when you have more than 12-14 split them in 2 groups. One guarding main, one guarding 3rd and colossi,sentry,any other units guarding natural. 6. put down templar archives and research storm 7. Keep defending 8. When you're maxed and have accumulated energy on templars move out, leaving few templars in your bases, and start killing his fresh bases (don't forget to bring sentries with you and block all your bases from lings with zealots or pylons. 9. Never leave your base unprotected, because you should always lose in base race vs zerg (or teran) 10. Oh and when you move out you should have at least 3/0/3 upgrades (i'm experimenting now with shield upgrades cuz upgraded archons are the sickest shit vs muta/ling 11. If zerg is smart he should have infestors when you attack him but that's why you have colossi with range and sentries. | ||
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Tukker
Canada13 Posts
anywho - why do a lot of players (pro's and others) bind like 4 or 5 keys to the nexus and 4 or 5 keys to probes / pylons etc. at the beginning of the match? Is it just so they can spam they keys (warm up their hands etc. I presume)? or is there some rational for this? Also I notice that a lot of players much better than me (that would be....all players lol) will usually set a rally from the Nexus to a spot where as I just keep my rally on my mineral line and then grab a worker (as I need one) - typically right at the start I have a worker hot keyed that I can call on to build stuff and scout etc. but is there an advantage to setting the rally instead of just grabbing one of the line? Thanks so much. | ||
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scorch-
United States816 Posts
On December 07 2011 01:28 Tukker wrote:Also I notice that a lot of players much better than me (that would be....all players lol) will usually set a rally from the Nexus to a spot where as I just keep my rally on my mineral line and then grab a worker (as I need one) - typically right at the start I have a worker hot keyed that I can call on to build stuff and scout etc. but is there an advantage to setting the rally instead of just grabbing one of the line? It is always better if you can rally off the nexus so that you don't interrupt a mining cycle. If you pull a probe out of the mineral line, you will lose some time invested in a mining cycle. If you have microed multi-probes onto near patches you want to keep them in that mining pattern. Also, it is less travel time to rally off the opposite side of the nexus than to travel a worker from the mineral line to the building location. | ||
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Corvi
Germany1406 Posts
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mando777
United States14 Posts
On December 07 2011 02:18 Corvi wrote: when you are unloading your dropship while it is moving (by not clicking on the ground, but directly on the dropship), is it possible to stop that process and not unload everything but only 3 units or so? you can probably just click the unit wire frames to drop them while the drop ship is moving. | ||
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Blazinghand
United States25558 Posts
On December 07 2011 04:24 mando777 wrote: Show nested quote + On December 07 2011 02:18 Corvi wrote: when you are unloading your dropship while it is moving (by not clicking on the ground, but directly on the dropship), is it possible to stop that process and not unload everything but only 3 units or so? you can probably just click the unit wire frames to drop them while the drop ship is moving. Another strat is to move the dropship over impassable terrain / airspace after it drops the first three. I don't know of a manual command to stop the self-drop mechanism, but I wouldn't be surprised if it existed. | ||
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Aewawa
Brazil4 Posts
A, Right Click, Shift Right Click??? If I use A will hit the precise target? | ||
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WeedRa
Germany815 Posts
Is there a special command for the variables.txt? I've had it disabled but somehow it is back and it really distracts me... i have all graphic settings on low except textures (high) and effects (med). | ||
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Kambing
United States1176 Posts
On December 07 2011 04:26 Blazinghand wrote: Show nested quote + On December 07 2011 04:24 mando777 wrote: On December 07 2011 02:18 Corvi wrote: when you are unloading your dropship while it is moving (by not clicking on the ground, but directly on the dropship), is it possible to stop that process and not unload everything but only 3 units or so? you can probably just click the unit wire frames to drop them while the drop ship is moving. Another strat is to move the dropship over impassable terrain / airspace after it drops the first three. I don't know of a manual command to stop the self-drop mechanism, but I wouldn't be surprised if it existed. Hit stop (default 's'). Applies to dropships as well as nydus worms (since they are considered as dropships). | ||
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Teoita
Italy12246 Posts
On December 06 2011 22:47 Asmodeusz wrote: Show nested quote + On December 06 2011 07:24 Teoita wrote: Generally in PvZ i have been shying away from straight up colossus builds because that tech path is just god-awful against mutas. Atm i feel like you should only ever get colossus if you scout an infestation pit and can safely rule out mutas, otherwise it feels like playing 1base colossus vs a competent robo-blink player: harass all day long, if you attack you get forced into a base trade you will lose, if you don't you are behind in economy. I feel like a smart zerg player should build a spire for mutas when scouting a robo bay before committing a lot of gas (ie making infestors and/or hydras), because they just slow down the protoss so much, you can get a really strong infestor/broodlord army before the protoss has the economy and/or the ability to harass to fight that kind of army; does anyone agree with that statement? How good do you feel a muta response is vs colossus play in pvz? If you scout the spire and you already have gone colossi - here is what you do: 1. Warp only stalkers 2. Stop colosi production after you get 2 or 3 3. Put down twilight council ASAP 4. Start blink and depending on the map try to secure your 3rd with perfect sim city, preventing ling runbys to your nat and 3rd 5. Be smart about your stalkers positioning and when you have more than 12-14 split them in 2 groups. One guarding main, one guarding 3rd and colossi,sentry,any other units guarding natural. 6. put down templar archives and research storm 7. Keep defending 8. When you're maxed and have accumulated energy on templars move out, leaving few templars in your bases, and start killing his fresh bases (don't forget to bring sentries with you and block all your bases from lings with zealots or pylons. 9. Never leave your base unprotected, because you should always lose in base race vs zerg (or teran) 10. Oh and when you move out you should have at least 3/0/3 upgrades (i'm experimenting now with shield upgrades cuz upgraded archons are the sickest shit vs muta/ling 11. If zerg is smart he should have infestors when you attack him but that's why you have colossi with range and sentries. Oh i know the reaction to mutas, my question was more like, how far behind are you (if at all) if he reacts to 2base colossus builds with mutas? You will have a later third than usual (ie, trying to get it only with blink stalker tech and/or immotal tech for example), storm tech with a high stalker count is extremely expensive, and with a thousand or so gas invested in colossi, you will get your muta defense up sooo much slower than if you hadn't. | ||
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FortuneZerg
United States90 Posts
What are the advantages and disadvantages to both? Regarding the following builds: 1 Rax FE (CC after 2nd Depot) 1 Rax FE (CC before 2nd Depot) (ty for any input) | ||
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Monsyphon
Canada190 Posts
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Vod.kaholic
United States1052 Posts
On December 07 2011 04:40 Aewawa wrote: What is the best way to focus fire banelings with tanks?? A, Right Click, Shift Right Click??? If I use A will hit the precise target? You can A+click banelings, or just right click them with the tanks and then shift-click through the pack as necessary. Just make sure you don't accidentally attack ground with the tanks and waste the attack cooldown. | ||
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alphafuzard
United States1610 Posts
On December 07 2011 09:35 SynergiX wrote: Which situations and follow-ups (bio/marine+tank/mech) best suit the below 1 Rax FE builds? What are the advantages and disadvantages to both? Regarding the following builds: 1 Rax FE (CC after 2nd Depot) 1 Rax FE (CC before 2nd Depot) (ty for any input) Generally, the point of the 2nd depot before CC is two-fold: 1. Deny scouting 2. Allow for a few earlier marines Consider these points as you are putting together your follow-ups. If you don't need either of these things, then cc before 2nd depot is obviously superior. I find that TvZ, cc after 2nd depot is more common, while TvP and TvT, cc before 2nd depot is more common. Use your judgement for situation specific scenarios, but the difference is usually not enormous. Edit: actually I'm not sure I answered your question exactly. If this helps, when going mech it is usually not as necessary to have the early marines to do things like pressure, but you don't want your quick double gas to be scouted. Thus it is a trade-off. If you can deny the double gas being scouted then cc before 2nd depot would be better. | ||
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Asmodeusz
193 Posts
On December 07 2011 08:55 Teoita wrote: Show nested quote + On December 06 2011 22:47 Asmodeusz wrote: On December 06 2011 07:24 Teoita wrote: Generally in PvZ i have been shying away from straight up colossus builds because that tech path is just god-awful against mutas. Atm i feel like you should only ever get colossus if you scout an infestation pit and can safely rule out mutas, otherwise it feels like playing 1base colossus vs a competent robo-blink player: harass all day long, if you attack you get forced into a base trade you will lose, if you don't you are behind in economy. I feel like a smart zerg player should build a spire for mutas when scouting a robo bay before committing a lot of gas (ie making infestors and/or hydras), because they just slow down the protoss so much, you can get a really strong infestor/broodlord army before the protoss has the economy and/or the ability to harass to fight that kind of army; does anyone agree with that statement? How good do you feel a muta response is vs colossus play in pvz? If you scout the spire and you already have gone colossi - here is what you do: 1. Warp only stalkers 2. Stop colosi production after you get 2 or 3 3. Put down twilight council ASAP 4. Start blink and depending on the map try to secure your 3rd with perfect sim city, preventing ling runbys to your nat and 3rd 5. Be smart about your stalkers positioning and when you have more than 12-14 split them in 2 groups. One guarding main, one guarding 3rd and colossi,sentry,any other units guarding natural. 6. put down templar archives and research storm 7. Keep defending 8. When you're maxed and have accumulated energy on templars move out, leaving few templars in your bases, and start killing his fresh bases (don't forget to bring sentries with you and block all your bases from lings with zealots or pylons. 9. Never leave your base unprotected, because you should always lose in base race vs zerg (or teran) 10. Oh and when you move out you should have at least 3/0/3 upgrades (i'm experimenting now with shield upgrades cuz upgraded archons are the sickest shit vs muta/ling 11. If zerg is smart he should have infestors when you attack him but that's why you have colossi with range and sentries. Oh i know the reaction to mutas, my question was more like, how far behind are you (if at all) if he reacts to 2base colossus builds with mutas? You will have a later third than usual (ie, trying to get it only with blink stalker tech and/or immotal tech for example), storm tech with a high stalker count is extremely expensive, and with a thousand or so gas invested in colossi, you will get your muta defense up sooo much slower than if you hadn't. You're not behind at all if you do the correct thing - don't leave your base and add the right tech. He can take as many bases as he wants but he still can't kill you if you play correctly and don't let lings in etc. After that you have maxed army so powerfull that he can max 3 times vs you and you still kill him (unless you're playing DRG with Nestea whispering him what to do in his ear). If he puts down spire as a reaction to robo bay he has to invest 200/200 and 100/100 per every muta, so your blink/stalkers and added later templars while making stalkers have similar cost. | ||
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NightHawk929
79 Posts
On December 07 2011 10:30 Monsyphon wrote: In zvz if mutas start killing everything in my base and i didn't scout it, how should it react? (other than the immediate evo+spores) This is very situational. If you have lair, you should immediatly put a hydralisk den, or possibly an infestation pit down (if you haven't put one down already) and get some AA out to clean up the mutas, while pulling drones to minimize damage. If your opponent is doing so much damage that even if you kill the mutas you can't recover you should probably go for a base race, since mutas aren't very effective at killing roaches. That's all i can really say on the matter, as it is fairly situational. | ||
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llKenZyll
United States853 Posts
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