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On December 30 2011 14:15 Starshaped wrote: I've been developing a mech TvP style recently, and it's been going really well (won something like 7 out of 8 games I've done it so far). Do you think there is enough interest in mech TvP that I should write a guide? Top 8 master EU btw.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=297346
This is the level of guide you should be making if your sending to Day9. Also take a look at that guide for some mech perspectives. Its sky mech so its clearly different but worth a look.
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What happened to the TL Hacker Database? I searched for it and cant find anything after Season 3.
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On December 31 2011 01:30 treekiller wrote: What happened to the TL Hacker Database? I searched for it and cant find anything after Season 3. It was shut down once it became clear that Blizzard had no intention of following up on the information that the thread's organizers were gathering. It was a lot of work to analyse all the replays that were being submitted, and without the hope that the hacking players would be banned, there was no real reason for those guys to continue putting in the effort.
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On December 31 2011 04:36 AmericanUmlaut wrote:Show nested quote +On December 31 2011 01:30 treekiller wrote: What happened to the TL Hacker Database? I searched for it and cant find anything after Season 3. It was shut down once it became clear that Blizzard had no intention of following up on the information that the thread's organizers were gathering. It was a lot of work to analyse all the replays that were being submitted, and without the hope that the hacking players would be banned, there was no real reason for those guys to continue putting in the effort. Which is a bit ridiculous in my opinion. We should at LEAST have the database just so people can use it as a refrence if they are unsure if the person is a hacker or not.
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What is the best zerg army composition to go against stalker/immortal/zealot/sentry composition that strikes of two bases at around the 12:30 min mark? I am talking about 5immos/3sentries/10-12stalkers/15zealots with 1-1.
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So, how is Mech in TvT? I just went a 3 rax expand against a T, and when my stim finished I pushed up his ramp. Lo and behind, 3 tanks already fucking me up. So I quickly retreated and set up my expansion. He pushed with ~8 tanks and 15 marines, and with his marines faceblocking my bio, he shredded me to pieces and sieged my expansion as I had to lift off and push out with medivacs to clean it up and retake my expo. I tried to drop him, but like 20 vikings + 4 tanks did quick work of that, and he did a push with ~20 tanks and all them vikings a few minutes later.
Is Mech good in TvT or am I just bad? It really seems more like my style, I just don't do it since I heard it was no longer that good.
EDIT: And what maps to veto?
I did Arid, Entombed, and Shattered.
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Losing to 6 gate from protoss again. Even worse when they mix in immortals. If I put down a spire to deal with colossi (which doesnt come when they just stick to gateway + mortal) it puts me even more behind in gas. Any suggested counter?
Also should I just forget pressuring forge FE? Not even 14 pool gets lings there in time. I usually lose 400 minerals worth of lings for maybe 4 probes ;/
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Hi I am plat Zerg. I bored of playing zerg. I just want to have fun with toss. If I rush to blink stalkers in every match against plat players, will it work? I'm not changing my race just a little action in my life :D I chose blink rush because it's easy to do and it's fun. ^_^
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I played Brood War casually as a kid, but I was wondering; If I was to play Brood War right now, would it help me get better at SC2? (Currently Mid-Masters protoss)
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On December 31 2011 18:27 MutaKingPrime wrote: I played Brood War casually as a kid, but I was wondering; If I was to play Brood War right now, would it help me get better at SC2? (Currently Mid-Masters protoss)
Not really. The way to get better at SC2 is to play SC2
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On December 31 2011 18:34 Tobias wrote:Show nested quote +On December 31 2011 18:27 MutaKingPrime wrote: I played Brood War casually as a kid, but I was wondering; If I was to play Brood War right now, would it help me get better at SC2? (Currently Mid-Masters protoss) Not really. The way to get better at SC2 is to play SC2  Don't think it would hurt, but I don't see why you would do that instead of practising at SC2 instead if that's what you want to get better at.
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K so anytime I do a Roach opening vs Terrans to try and do some aggression, they already have a tonne of marines or enough forces to have made me waste my time. Should I just stick to banelings and transition into Mutaling Infestor?
Anytime I go Roaches, I find that I never have enough gas for other things. Whereas a Baneling opening which which requires alot of gas, makes me get enough extractors up to support the lair tech and eventually Hive units.
Also, when is it feasible to get Hydras vs Terrans? I understand the need for them vs Protoss because they > gateway units, but when vs Terran?
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On December 31 2011 12:05 Fruscainte wrote: So, how is Mech in TvT? I just went a 3 rax expand against a T, and when my stim finished I pushed up his ramp. Lo and behind, 3 tanks already fucking me up. So I quickly retreated and set up my expansion. He pushed with ~8 tanks and 15 marines, and with his marines faceblocking my bio, he shredded me to pieces and sieged my expansion as I had to lift off and push out with medivacs to clean it up and retake my expo. I tried to drop him, but like 20 vikings + 4 tanks did quick work of that, and he did a push with ~20 tanks and all them vikings a few minutes later.
Is Mech good in TvT or am I just bad? It really seems more like my style, I just don't do it since I heard it was no longer that good.
EDIT: And what maps to veto?
I did Arid, Entombed, and Shattered.
Mech is quite good in TvT, but you really need to take your expandtions much slower, than your opponenent and you need to secure your base for Drops. What your problem is going for a 3 Rax Expandtion is pretty much allin, because you delay tech that much and you have your expandtion really late. If you go for a Bio Build you should go for something like a 1 Rax Fast Expand or Reaper Fast Expand or what i do right now Reactor Barracks Fast Expand. But be carefull for the lot´s of pressure and attacking builds terran can throw at you while you are expanding. The goal aggainst Mech is trying to trade as much as possible and get your expandtions up much faster than your opponent, that you can replace your Bio very quickly.
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PvZ: I can't handle mutalisks.. they easly dodge all my storms.. So I was wondering, try to put some observers around base to see them comming and put myself there so they would go back home... while on 3 bases I get maxed and mass cannon one of my nexus base than just go and trade base? Is that viable..
I really can't hit mutas 
PvZ: When Is the best timing to do sentry drops?
PvT: How to deny terran drops. I put observers around but when my army is outside he drops in my main... My gateway warped in units just can't handle medivac MM 2-3 medivacs of drops.. what to do here? How to properly split units to defend stuff? I know If I have tower I just put my army in my main, but when I don't have tower it's pretty hard.
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On December 31 2011 23:56 whereismymind wrote:PvZ: I can't handle mutalisks.. they easly dodge all my storms.. So I was wondering, try to put some observers around base to see them comming and put myself there so they would go back home... while on 3 bases I get maxed and mass cannon one of my nexus base than just go and trade base? Is that viable.. I really can't hit mutas 
A bunch of observers, like 4-6, is vital when against mutas.
PvZ: When Is the best timing to do sentry drops?
fairly early.
PvT: How to deny terran drops. I put observers around but when my army is outside he drops in my main... My gateway warped in units just can't handle medivac MM 2-3 medivacs of drops.. what to do here? How to properly split units to defend stuff? I know If I have tower I just put my army in my main, but when I don't have tower it's pretty hard.
Bunch of ways. Leave some stalkers or a few HTs in the base and take the medivacs out before the units drop. HTs WRECK fully charged medivacs with feedback, stalkers kill them fairly quick as well. The bonus with HT is that you can storm directly after feedbacking in order to kill the medivac if it isn't dead yet plus kill the dropped units.
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On December 31 2011 20:25 Sianos wrote:Show nested quote +On December 31 2011 12:05 Fruscainte wrote: So, how is Mech in TvT? I just went a 3 rax expand against a T, and when my stim finished I pushed up his ramp. Lo and behind, 3 tanks already fucking me up. So I quickly retreated and set up my expansion. He pushed with ~8 tanks and 15 marines, and with his marines faceblocking my bio, he shredded me to pieces and sieged my expansion as I had to lift off and push out with medivacs to clean it up and retake my expo. I tried to drop him, but like 20 vikings + 4 tanks did quick work of that, and he did a push with ~20 tanks and all them vikings a few minutes later.
Is Mech good in TvT or am I just bad? It really seems more like my style, I just don't do it since I heard it was no longer that good.
EDIT: And what maps to veto?
I did Arid, Entombed, and Shattered. Mech is quite good in TvT, but you really need to take your expandtions much slower, than your opponenent and you need to secure your base for Drops. What your problem is going for a 3 Rax Expandtion is pretty much allin, because you delay tech that much and you have your expandtion really late. If you go for a Bio Build you should go for something like a 1 Rax Fast Expand or Reaper Fast Expand or what i do right now Reactor Barracks Fast Expand. But be carefull for the lot´s of pressure and attacking builds terran can throw at you while you are expanding. The goal aggainst Mech is trying to trade as much as possible and get your expandtions up much faster than your opponent, that you can replace your Bio very quickly.
Hm, alright.
So far I just 3 rax Protoss, do no gas rax expand + bunker pressure against Z, and thinking about Mech in TvT. Pretty sure I should refine that a bit, but hey, haven't played in months 
Any suggestions?
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In ZvZ I know upgrades are huge in winning fights, but is it better to get +1 range attack or should i go +1defence against a roach infestor based army
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What is a safe PvT 1GateFE build order that can convincingly hold off reactor-techlab 2rax?
Right now I use a 27Nexus one: Zealot-Stalker-Nexus-Sentry-Stalker. I get 2 more gates as my sentry is in construction and they finish when warpgates do (6:10, chrono'ed once). Scouting on gateway, I did not scout him first and was unable to scout his gas. I didn't even see his barracks because he placed it near the corner of his base.
Reactor-techlab hits me with their first marauder, and around 7(?) marines, and an scv before the 6min mark. My sentry does not have enough energy for guardian shield and I am forced to burn the forcefield because I cannot fight that army. He then throws down a bunker beside my nexus, should I:
a) Pull ~8probes to try and kill it as soon as my 2nd stalker pops b) I let the bunker complete and wait for a warp in of units c) Cancel Nexus
Is there a better 1Gate FE I can do to deal with this? Is this possible to hold off if you tried doing a 20nexus? How does MC's version deal with this? I feel like a 20nexus would be forced to cancel while MC's would have a 'slightly' easier time in dealing with this, but still have trouble with it. Am I wrong in thinking this?
My build order if I was unclear: + Show Spoiler +13Gate - scout 15 Assimilator 16 Pylon 17 Core 18 Zealot 22 Warpgate - chrono x1 22 Stalker - chrono 25 Pylon 27 Nexus 28 Sentry 30 Gateway x2 30 Stalker - chrono 6:10 - Nexus, warpgates, and gateways finish.
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On January 01 2012 20:01 Forbidden17 wrote:What is a safe PvT 1GateFE build order that can convincingly hold off reactor-techlab 2rax? Right now I use a 27Nexus one: Zealot-Stalker-Nexus-Sentry-Stalker. I get 2 more gates as my sentry is in construction and they finish when warpgates do (6:10, chrono'ed once). Scouting on gateway, I did not scout him first and was unable to scout his gas. I didn't even see his barracks because he placed it near the corner of his base. Reactor-techlab hits me with their first marauder, and around 7(?) marines, and an scv before the 6min mark. My sentry does not have enough energy for guardian shield and I am forced to burn the forcefield because I cannot fight that army. He then throws down a bunker beside my nexus, should I: a) Pull ~8probes to try and kill it as soon as my 2nd stalker pops b) I let the bunker complete and wait for a warp in of units c) Cancel Nexus Is there a better 1Gate FE I can do to deal with this? Is this possible to hold off if you tried doing a 20nexus? How does MC's version deal with this? I feel like a 20nexus would be forced to cancel while MC's would have a 'slightly' easier time in dealing with this, but still have trouble with it. Am I wrong in thinking this? My build order if I was unclear: + Show Spoiler +13Gate - scout 15 Assimilator 16 Pylon 17 Core 18 Zealot 22 Warpgate - chrono x1 22 Stalker - chrono 25 Pylon 27 Nexus 28 Sentry 30 Gateway x2 30 Stalker - chrono 6:10 - Nexus, warpgates, and gateways finish.
There is no 1gate FE that is safe against ALL builds the terran can do, you need to go poke at him with a few units right after you get up your nexus to see what you need to do. In case you spot a marauder rocket or the techlab you need to get the robo up fast.
Have a look at http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136 for way more in-depth information.
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Can someone explain to me why, in muta vs muta, +1 carapace is better than +1 attack. Someone made a thread before showing how the attack upgrade works for mutas. The first upgrade brings it from 9/3/1 to 10/4/2 but each subsequent upgrade only adds 1 to the first attack, giving you 11/4/2 and 12/4/2 for +2 and +3 respectively. Obviously anyone can see that the carapace will be better than getting +2 or +3 but +1 attack vs +1 carapace should be equal shouldn't it? The +1 carapace mutas will do 9/3/1 and the +1 attack will do 10/4/2 (-1) giving 9/3/1, meaning that the fight should be equal with equal numbers and full health. This was why I decided that I could go for +1 attack in muta vs muta and then go for carapace and 1/1 should be as good at 0/2 but after a lot of testing it is obvious that the carapace is always superior and I don't understand :S
Could someone please enlighten me?
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