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Dr. DMG
Profile Joined October 2011
Belgium6 Posts
January 11 2012 01:58 GMT
#10461
yes, but sometimes you see pros build 3 at once
StarGalaxy
Profile Joined March 2011
Germany744 Posts
January 11 2012 02:02 GMT
#10462
On January 11 2012 10:06 blinkblue wrote:
Having a lot of problems vs 1-base allins as Zerg.

Lost to a 3-gate blink-allin and to a 1-base colossus allin.

I repeatedly poked his front with a ling and saw that he was only making zealots. I knew some sort of all-in was coming. I figured mass stargate units was possible, or 1-base DTs. Because I had to defend against these, my drone saturation was very poor as I made an extra queen + 4 sporecrawlers. By the time I realized he wasn't hitting with any of that (my spore saw his observer so I figured colossus all-in) it was too late.

I tried to rush mutas but I had ~4 out and no income by the time he hit, and his couple of stalkers+1 sentry or so completely crushed them. Do I just go mass, mass, mass roach in this case? How much am I supposed to be droning to? I felt really undersaturated because I was tryig to defend against so many possibilities.

Similar problem vs the blink all-in. I actually scout it pretty early with an overlord suicide, but then have no idea how to react. I tried to tech to infestors but again this is clearly the wrong answer as my infestation pit finished as he was at my front door. Spines can't defend against it, and I spent way too much in tech so I had no economy and not enough units. People keep saying "lings and roaches" but is that really the answer -- making both of them? I've read that blink all-ins are supposed to be very good against scattered ling/roach armies.

It seems like I'm out-smarting myself, trying to tech to counter, but I don't really see why it doesn't work. Maybe because by the time it takes to scout and react, my tech is useless and he has already used his? I feel like cutting economy is the correct thing to do but then again I'm probably cutting it way too much, despite being on two bases.


If there is no expantion after 6 min you should send in an overloard to scout. An All-in is very likely. Even if your overlord gets killed before he seese the buildings you can see what units he has. someone who goes 2 stargates wont have 3+stalkers etc...
Don't blindly build too many spores. If you expect air but u are not sure u can build 1 spore per base and also build queens. They help against ground aswell. Don't tech too much if u face all ins. You dont need these high tech units to defend.

Against blink stalker all ins: Yes ling/roach armies are good. Creep spread helps a lot too. Don't engadge off creap. The stalkers are too mobile there. I guess your problem is your macro here, if ling/roach does not work out.

Cj hero | Zest
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-01-11 02:24:41
January 11 2012 02:24 GMT
#10463
On January 11 2012 09:52 Blazinghand wrote:
Show nested quote +
On January 11 2012 09:29 DontLoseSightOfIt wrote:
On January 11 2012 01:17 Fadobo wrote:
On January 10 2012 23:54 DontLoseSightOfIt wrote:
Hi guys

I know it may sound random, but do you guys think that Tanks are good? There is a thread in strategy section discussing Tanks. Yes they are immobile etc., but I think they are pretty good if you know how to position them well....which brings me to the question:

When people say"place/position your tanks well", what do they really mean? Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?

So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?


I am not a super-high level pro but I try to answer anyway:

Yes, tanks are very good. In TvT it's great if you also have the air advantage. Tanks can shoot further than they see, so having more Vikings often means you can fire at your opponent while he can't (unless he scans). Against Zerg you should constantly scout or even scan when moving your tanks, since one moment of not paying attention can often cost you the game. If you see a ball of banelings make sure to right-click your (sieged)tanks on them, since they are usually top-priority to take out if you go tank/marine.

A good position is usually
1)near a watch-tower (since tanks have full vision within their range,
2) a high-ground (since it's hard to attack them with melee units),
3) safe against flanks (since tank-efficiency decreases a lot when they fire in different directions.

I'm not sure about the concave. Sometimes it might be better for your tanks to fire all at once, but sometimes I've seen multiple lines stacked behind each other. Maybe a better player can explain that.

In TvP tanks can be viable, but as far as I heard Marine/Marauder/Medivac with Ghosts for Templar / Viking for Colossus is consider the better composition. Oh, and tanks without Marine Support (or Thor if you go Mech only) are very vulnerable to drops / mutas.



Thank you very much for the answer, I hope to get more opinions.


I consider the Siege Tank to be the signature unit of the Terran race, much like the Mutalisk or Carrier for Zerg and Protoss respectively. I'll try to address your questions one by one and offer my thoughts on the usage of this beautiful unit.

Show nested quote +
On January 10 2012 23:54 DontLoseSightOfIt wrote:
When people say"place/position your tanks well", what do they really mean?


Well-positioned tanks are in locations that cover chokes, restrict enemy run/walkbys and movement, and don't allow the enemy to get close without getting shelled starting at maximum range. A classic example of this would be about 9 Range away from the bottom of the Nat ramp on Antiga Shipyard, cutting off a dude's nat from his third, and closer to his third than his main so he can't shoot you from the high-ground.

A couple MU-specific things: against Zerg, try to engage in chokes but not have your tanks physically hugging walls, cliffs, or open areas-- his mutalisks will get access to them, and the reduced surface area on your tanks is negligible. Trying to reduce the surface area that tanks will have vs zerglings is like trying to put anti-virus software on voting machines. I reference you to this XKCD comic to understand my point: http://xkcd.com/463/

Against Terran, You need to avoid any possibility of him picking off your tanks for free-- keep your marines and tanks together, and use your viking fleet to keep visiong around the periphery of your tanks. A large part of this is the air battle for sight control, but you can "sidestep the issue" by making a thor to keep his vikings away-- this will annoy him a great deal and he won't be able to kill the thor easily without battlecrusisers

Show nested quote +
On January 10 2012 23:54 DontLoseSightOfIt wrote:
Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?

Concaves only have some relevance to tanks. Due to their enormous range, as long as they're fairly closer together they'll all be able to shoot anyways. The only matchup where this sort of thing makes a difference is TvT since he will have tanks that have the same range as your tanks.

Show nested quote +
On January 10 2012 23:54 DontLoseSightOfIt wrote:
So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?


Leapfrog, keep them together (they are much stronger in groups), always support them with marines (or marauders vs hellions). Against Zerg, use them to focus-fire banelings and infestors primarily-- your marines will clean up everything else. Against Protoss, use them to focus fire non-zealot gateway units. You can shoot at Colossi if they're standing over stuff, or non-charge zealots before they hit melee. You can shoot at immortals if they have no shields, or if they're really clumped up and it becomes a good idea to do so as a result. Do not shoot zealots in melee with your marines.



Thank you very much Blazing.

One last question. YOu mentioned tanks in clumps together are much stronger. Does this mean I should not separate them, instead keep them together as a clump? Isn't this bad and dangerous for when the enemy has splash damage?

But in general for other units, it is always better to spread before battle to get maximum coverage right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
therepublik
Profile Joined March 2011
United States7 Posts
January 11 2012 03:42 GMT
#10464
What's the best way to micro against storms? I play Terran, plat, and I always seem to get caught with my ball in a ball and I can't tell if it'd be better to split, or just run in one direction

Also, should I not have medivacs in my army control group since if I do any prolonged stutter stepping or running away, the medivacs won't be constantly healing and stuttering with my army? I never see people seperating them though, so maybe I shouldn't be concerned with it mid battle, maybe I just can't see them tabbing out. Thanks for the help.
blinkblue
Profile Joined May 2010
United States119 Posts
Last Edited: 2012-01-11 03:44:08
January 11 2012 03:44 GMT
#10465
On January 11 2012 11:02 OrbitalPlane wrote: *words*

Thanks
lorestarcraft
Profile Joined April 2011
United States1049 Posts
January 11 2012 03:54 GMT
#10466
On January 11 2012 05:35 stenver wrote:
Why do the zerg build 2 spires right next to each other? It would make sense to build them far apart, to prevent sniping, but why next to each other?


The same reason people build 2 forges together, it makes it easy to keep track of the double ups
SC2 Mapmaker
Fameslayer
Profile Joined January 2012
Canada1 Post
January 11 2012 04:27 GMT
#10467
What's a good build order for a bronze player seeking 100% win rate?
Whether 'tis nobler in the mind to suffer The slings and arrows of outrageous fortune, Or to take arms against a sea of troubles And by opposing end them.
ChristianS
Profile Blog Joined March 2011
United States3295 Posts
January 11 2012 04:35 GMT
#10468
On January 10 2012 02:13 Cattlecruiser wrote:
Show nested quote +
On January 09 2012 16:39 ChristianS wrote:
Why does Naama build extra scv's before orbital, rather than making the orbital immediately after the barracks is done (or at least after the next scv finishes)?

He doesn't want to waste any scv production time from the CC. He does sacrifice like 1/4 mule in return though. The best timing to get to the orbital is still debatable, I've seen Bomber,Jjakji, Teaja, and ForGG do it with and without the extra 16th scv. I think with the correct mineral stacking you shouldn't waste more than around 3-5 game time at most to get the OB after 15th scv.
Personally, I go for the faster OB, early mules are so key to hitting some great timings as a terran. We should start taking MULES as seriously as the zerg takes larva injects.

No, but he doesn't even build the OB on 16. He waits until 17 or 18, and apparently he did it even before the barracks build time was changed. Is there some timing on the next supply depot that he's trying to hit or something? Or is Naama just weird?
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
Last Edited: 2012-01-11 04:48:03
January 11 2012 04:47 GMT
#10469
On January 11 2012 11:24 DontLoseSightOfIt wrote:
Show nested quote +
On January 11 2012 09:52 Blazinghand wrote:
On January 11 2012 09:29 DontLoseSightOfIt wrote:
On January 11 2012 01:17 Fadobo wrote:
On January 10 2012 23:54 DontLoseSightOfIt wrote:
Hi guys

I know it may sound random, but do you guys think that Tanks are good? There is a thread in strategy section discussing Tanks. Yes they are immobile etc., but I think they are pretty good if you know how to position them well....which brings me to the question:

When people say"place/position your tanks well", what do they really mean? Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?

So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?


I am not a super-high level pro but I try to answer anyway:

Yes, tanks are very good. In TvT it's great if you also have the air advantage. Tanks can shoot further than they see, so having more Vikings often means you can fire at your opponent while he can't (unless he scans). Against Zerg you should constantly scout or even scan when moving your tanks, since one moment of not paying attention can often cost you the game. If you see a ball of banelings make sure to right-click your (sieged)tanks on them, since they are usually top-priority to take out if you go tank/marine.

A good position is usually
1)near a watch-tower (since tanks have full vision within their range,
2) a high-ground (since it's hard to attack them with melee units),
3) safe against flanks (since tank-efficiency decreases a lot when they fire in different directions.

I'm not sure about the concave. Sometimes it might be better for your tanks to fire all at once, but sometimes I've seen multiple lines stacked behind each other. Maybe a better player can explain that.

In TvP tanks can be viable, but as far as I heard Marine/Marauder/Medivac with Ghosts for Templar / Viking for Colossus is consider the better composition. Oh, and tanks without Marine Support (or Thor if you go Mech only) are very vulnerable to drops / mutas.



Thank you very much for the answer, I hope to get more opinions.


I consider the Siege Tank to be the signature unit of the Terran race, much like the Mutalisk or Carrier for Zerg and Protoss respectively. I'll try to address your questions one by one and offer my thoughts on the usage of this beautiful unit.

On January 10 2012 23:54 DontLoseSightOfIt wrote:
When people say"place/position your tanks well", what do they really mean?


Well-positioned tanks are in locations that cover chokes, restrict enemy run/walkbys and movement, and don't allow the enemy to get close without getting shelled starting at maximum range. A classic example of this would be about 9 Range away from the bottom of the Nat ramp on Antiga Shipyard, cutting off a dude's nat from his third, and closer to his third than his main so he can't shoot you from the high-ground.

A couple MU-specific things: against Zerg, try to engage in chokes but not have your tanks physically hugging walls, cliffs, or open areas-- his mutalisks will get access to them, and the reduced surface area on your tanks is negligible. Trying to reduce the surface area that tanks will have vs zerglings is like trying to put anti-virus software on voting machines. I reference you to this XKCD comic to understand my point: http://xkcd.com/463/

Against Terran, You need to avoid any possibility of him picking off your tanks for free-- keep your marines and tanks together, and use your viking fleet to keep visiong around the periphery of your tanks. A large part of this is the air battle for sight control, but you can "sidestep the issue" by making a thor to keep his vikings away-- this will annoy him a great deal and he won't be able to kill the thor easily without battlecrusisers

On January 10 2012 23:54 DontLoseSightOfIt wrote:
Is it just spreading units? But that applies to every unit, to spread them to give them better concave, correct?

Concaves only have some relevance to tanks. Due to their enormous range, as long as they're fairly closer together they'll all be able to shoot anyways. The only matchup where this sort of thing makes a difference is TvT since he will have tanks that have the same range as your tanks.

On January 10 2012 23:54 DontLoseSightOfIt wrote:
So....specifically for tanks, what advice do you have to use them to full advantage? Leapfrog is a good strategy, but what else?


Leapfrog, keep them together (they are much stronger in groups), always support them with marines (or marauders vs hellions). Against Zerg, use them to focus-fire banelings and infestors primarily-- your marines will clean up everything else. Against Protoss, use them to focus fire non-zealot gateway units. You can shoot at Colossi if they're standing over stuff, or non-charge zealots before they hit melee. You can shoot at immortals if they have no shields, or if they're really clumped up and it becomes a good idea to do so as a result. Do not shoot zealots in melee with your marines.



Thank you very much Blazing.

One last question. YOu mentioned tanks in clumps together are much stronger. Does this mean I should not separate them, instead keep them together as a clump? Isn't this bad and dangerous for when the enemy has splash damage?

But in general for other units, it is always better to spread before battle to get maximum coverage right?


Don't clump them, just keep them close together. If a zerg player is using banelings on your tanks that's actually fine, your tanks trade cost-effectively with being killed by banelings.


On January 11 2012 13:35 ChristianS wrote:
Show nested quote +
On January 10 2012 02:13 Cattlecruiser wrote:
On January 09 2012 16:39 ChristianS wrote:
Why does Naama build extra scv's before orbital, rather than making the orbital immediately after the barracks is done (or at least after the next scv finishes)?

He doesn't want to waste any scv production time from the CC. He does sacrifice like 1/4 mule in return though. The best timing to get to the orbital is still debatable, I've seen Bomber,Jjakji, Teaja, and ForGG do it with and without the extra 16th scv. I think with the correct mineral stacking you shouldn't waste more than around 3-5 game time at most to get the OB after 15th scv.
Personally, I go for the faster OB, early mules are so key to hitting some great timings as a terran. We should start taking MULES as seriously as the zerg takes larva injects.

No, but he doesn't even build the OB on 16. He waits until 17 or 18, and apparently he did it even before the barracks build time was changed. Is there some timing on the next supply depot that he's trying to hit or something? Or is Naama just weird?


He builds the OC with 16 scvs, but it's 17 food because you've started a marine.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ohampatu
Profile Joined July 2010
United States1448 Posts
January 11 2012 09:32 GMT
#10470
The LR thread will not answer, and i really want to see Idra play.

I am unable to login to GOM right now or reset my pw, so I can't 'launch' the link to the gom player. I have seen in the past in the LR thread people post links you can use to manually open in the GOM player, but I can't find it by the search function. Any help?
I am become death, for I am the destroyer of worlds.....You will be missed KT Violet!!!
Mzh
Profile Joined June 2011
16 Posts
January 11 2012 09:46 GMT
#10471
What is the "standard" 1 Gate Expand in PvZ?
Vod.kaholic
Profile Blog Joined August 2010
United States1052 Posts
Last Edited: 2012-01-11 19:54:43
January 11 2012 09:52 GMT
#10472
On January 11 2012 09:18 Blazinghand wrote:
Show nested quote +
On January 11 2012 09:12 i)awn wrote:
On January 11 2012 04:05 i)awn wrote:
Not sure if this is the right place to ask for replays but can anyone refer me to high lvl PvZ replay where the zerg goes mass muta/ling (and loses ofc)? Replays I found in the PvZ guides here had the zerg player building like 6 mutas just before losing to protoss; I'm searching for bit longer replays to learn from.


I found this replay on blizzard forums, might not be the best play from the zerg but it was good enough for me to see the general play of handling mass muta; observers come in handy. grubby(P) v aaanerchio(z)


If you want to see a really awesome PvZ where the zerg player goes mutas for a long period of the game but the Protoss prevails eventually, I highly recommend the exciting + Show Spoiler [GSL Novemeber Code A Spoiler] +
Game 1 of the HerO vs CrazymovinG GSL November Code A Ro48:
http://www.gomtv.net/2011gslsponsors7/vod/66499


+ Show Spoiler +
Um, unfortunately he doesn't prevail eventually. He wins the series, but not that set.
._. \: |: /: .-. :\ :| :/ ._. They see me rolling...
nytz
Profile Joined November 2011
United Kingdom25 Posts
January 11 2012 10:30 GMT
#10473
How do terrans put factories, barracks and starports on one single hotkey then build from all of the buildings on the hotkey at the same time?
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2012-01-11 12:23:20
January 11 2012 12:23 GMT
#10474
On January 11 2012 19:30 nytz wrote:
How do terrans put factories, barracks and starports on one single hotkey then build from all of the buildings on the hotkey at the same time?
You can press tab to select a different type of buildings/units.
br0t0ss
Profile Joined February 2010
Australia92 Posts
Last Edited: 2012-01-11 12:34:55
January 11 2012 12:34 GMT
#10475
I've started using an all-in in PvP a lot (2gate Chargelots + 2 voids) and I was curious as to whether you guys think it's a viable build or not. I've got about a 70-80% win ratio with it I think, and was just curious as to whether I should ditch it before I get too attached and start losing with it.

http://drop.sc/89430
AmericanUmlaut
Profile Blog Joined November 2010
Germany2591 Posts
January 11 2012 13:22 GMT
#10476
On January 11 2012 13:27 Fameslayer wrote:
What's a good build order for a bronze player seeking 100% win rate?

Any safe build order will get you pretty close to a 100% win rate in bronze if you execute it correctly.
The frumious Bandersnatch
ROOTIllusion
Profile Blog Joined August 2010
United States1060 Posts
January 11 2012 14:32 GMT
#10477
How long does it take to mine 100 gas - How long does it take to mine 100 minerals?
www.twitter.com/rootillusion & www.facebook.com/illusionsc2
Zoid1
Profile Joined December 2011
South Africa8 Posts
January 11 2012 15:03 GMT
#10478
On January 10 2012 11:44 MingoDynasty wrote:
Noob here. So I went through this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=208343 and it recommends choosing 1 basic build order per matchup and learn those thoroughly before doing anything else.

Well, it only gives examples for Protoss. If I'm playing Terran, what builds do you guys recommend? I've gone through the Terran strategy section on Liquipedia but I have no idea which builds are standard, or which builds are optimal for beginners to learn the game.


Check this out: http://www.teamliquid.net/forum/viewmessage.php?topic_id=290295
All the build orders there are pretty solid
"Always remember to believe in yourself and dream big" - Day[9]
warismoney
Profile Joined October 2011
Austria8 Posts
January 11 2012 15:27 GMT
#10479
I have big problems at making decissions. I dont know when its good (and mostly safe) to expand, i dont know when the best timing to tech (forge upgrades or robo bay etc...) is...

I always watch Casts (live and youtube) - but somehow its always different and i think it depends more on situations than on ingametime.

How can i proof this, i think its a big point of playing starcraft to read the game and recognize if u are in lead or behind....
Mementoss
Profile Blog Joined February 2011
Canada2595 Posts
January 11 2012 16:11 GMT
#10480
Not game related, but anyone know of a website where I could find a cool starcraft toque (winter hat)? Thanks for the help.
http://www.youtube.com/watch?v=uu96xMwFVXw
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