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rayNimagi
United States34 Posts
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Shadyf0o
63 Posts
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Shadyf0o
63 Posts
On March 08 2012 01:50 rayNimagi wrote: How do I stop zerg from taking map control? I am Terran. They usually get lings at every expansion and mutas fly around periodically. Thors are quite slow, and marines are confined to the ground and must be protected with other units or else zerglings and roaches can surround and kill the marines. From what I've read and experienced myself, you need to engage the Zerg frequently whether or not you are playing with a macro style. If the Zerg are left to drone up unopposed, you will lose. The Zerg expand and increase their economy faster than the other races. You will not beat them by turtling and trying to match their economy. You need to harass them. A lot. My solution used to be ending games early. Which works, but develops bad habits. Most Zergs cannot withstand early banshees. You can end the game pretty early, pretty consistently, with early marines, tanks, and banshees. Banshees allow you to harass them easily and sometimes just the distraction stops them from making a lot of drones. Also, a banshee will beat a queen in a standoff, even if the Queen gets a couple shots off first. Considering that one queen is all most zergs usually have for anti air in the early game, even one banshee can be devastating. If they survive they usually tech to Mutas, but if your army is strong enough you can punish him pretty bad for it, because Mutas die fast and there is usually little ground army backing them up, because of their cost. | ||
pphp
Brazil24 Posts
On March 08 2012 05:38 Shadyf0o wrote: What are the easiest ways to acquire vision as a Terran player? As Zerg it's very easy. With Protoss it's as easy as popping out an observer. Drops are my number one downfall in SC2. A lot of the time I will lose because I have most of my units out in the middle of the map when a drop (even a small drop) hits my base. If i played Protoss I could simply warp in some units for defense, but as a Terran player it's pretty much curtains. Scan is great for scouting bases, but obviously not as good for detecting drops. I don't want to spread out my vikings, because they end up never being there in time when I need them. I could make hellions just for scouting purposes, or I could make sentry towers. These are really the only ways I can think of. Are there any more? Which race is dropping stuff at you? That doesn't usually happens till late late game. Unless its TvT. In that case you gotta patrol with vikings. Put all of them on a hotkey, then select 1, put it on patrol. Select another, put it on patrol. When you need them just press that hotkey and call em back. The point of air units is to maintain map control. Terran air control is shit, I know, but there is no excuse to have 1 viking patrolling the close air positions. And protoss is not that easy as you think, its not like we're zerg and have 9 observers surrounding our base. Everything depends of the matchup and the match so if you could tell us which matchup you're having problems to detect drops, that'd be cool. | ||
Shadyf0o
63 Posts
Posting from phone | ||
ticklishmusic
United States15977 Posts
On March 08 2012 08:57 pphp wrote: Which race is dropping stuff at you? That doesn't usually happens till late late game. Unless its TvT. In that case you gotta patrol with vikings. Put all of them on a hotkey, then select 1, put it on patrol. Select another, put it on patrol. When you need them just press that hotkey and call em back. The point of air units is to maintain map control. Terran air control is shit, I know, but there is no excuse to have 1 viking patrolling the close air positions. And protoss is not that easy as you think, its not like we're zerg and have 9 observers surrounding our base. Everything depends of the matchup and the match so if you could tell us which matchup you're having problems to detect drops, that'd be cool. Turrets pretty good too. | ||
pphp
Brazil24 Posts
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PinheadXXXXXX
United States897 Posts
On March 08 2012 05:38 Shadyf0o wrote: What are the easiest ways to acquire vision as a Terran player? As Zerg it's very easy. With Protoss it's as easy as popping out an observer. Drops are my number one downfall in SC2. A lot of the time I will lose because I have most of my units out in the middle of the map when a drop (even a small drop) hits my base. If i played Protoss I could simply warp in some units for defense, but as a Terran player it's pretty much curtains. Scan is great for scouting bases, but obviously not as good for detecting drops. I don't want to spread out my vikings, because they end up never being there in time when I need them. I could make hellions just for scouting purposes, or I could make sentry towers. These are really the only ways I can think of. Are there any more? just make a bunch of sensor towers everywhere. It may be expensive but it does really work. | ||
rayNimagi
United States34 Posts
On March 08 2012 09:34 pphp wrote: To protect your base vs a drop you will need like 6 turrets Yeah, I usually end up having to line the edges of my bases with turrets when I play against Zerg. | ||
MBHeezy
6 Posts
Terran is walled off (one base) Overlord didn't get in (slain by a couple marines) What defenses / units do you prepare? Should I have tried to go around to see how many gas he took to decide if it was a stim timing or banshees? | ||
-Cyrus-
United States318 Posts
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Odds
Canada1188 Posts
Or is it too distracting? | ||
JiYan
United States3668 Posts
On March 08 2012 16:49 Odds wrote: Do pro players practice with music to help keep their mood up? Or is it too distracting? im not a pro player but im high masters. i find music too distracting. | ||
rd
United States2586 Posts
On March 08 2012 01:50 rayNimagi wrote: How do I stop zerg from taking map control? I am Terran. They usually get lings at every expansion and mutas fly around periodically. Thors are quite slow, and marines are confined to the ground and must be protected with other units or else zerglings and roaches can surround and kill the marines. Mutas kinda take map control uncontested. Theres nothing you can do about it other than manipulate his mutas into a favorable position; i.e. push out and siege an expansion and force him to engage it. | ||
Iyerbeth
England2410 Posts
On March 08 2012 14:13 MBHeezy wrote: You are Zerg Terran is walled off (one base) Overlord didn't get in (slain by a couple marines) What defenses / units do you prepare? Should I have tried to go around to see how many gas he took to decide if it was a stim timing or banshees? Well first you still want a better idea of what's going on. Did you get a Drone scout in to see gas timings? That can help you decide if it's going to be something like a Banshee, or more common these days a Reactor Hellion attempt at containing you. Assuming you didn't have any scouting at all, run a Ling up the ramp, usually you will see at least one building. With the current meta game you'll probably see a Barracks with a reactor or a Factory having swapped on to that Reactor, depending on the timing of your scout. If you still haven't seen anything, what killed your Ling? Was there a Bunker? If there are 20 Marines there, you can bet it's some kind of early push and you're obviously going to need Lings and Banelings because of the sheer amount your opponent has put in to early Marines and the amount of infrastructure they would have had to build to get out that many by that point. Equally, if there's a bunker and he's trying very hard to keep you out of his base by denying scouting he is probably going to expand later and so is putting up static defense in order to buy himself time to tech up, so at that point maybe expect a Banshee play or something a little cheesey. Finally, even if you somehow don't manage to find out a single piece of information, your opponent still needs to cross the map to get to you, and the longer they're not showing anything or expanding, the more likely it is you're going to be needing to produce Spine Crawlers and some units, but even then you should have Lings outside his base and on towers and Overlords spread around that can give you time to react. Suddenly see 20 Hellions and you only have Lings? Start a roach warren at your front and Evo chambers to block and as many Spine Crawlers as you need to not die, and get your Queens to your front to buy time. It's all about piecing together a story of what your opponent can have based on what you've seen and how far in to the game it is, and 99 times out of 100 your opponent will show you something before he leaves his base. If you've not seen anything but a few marines and a bunker (all minerals) and don't know what his gas timing is and it's coming up to the 6 minute mark, be sure you have an Evolution Chamber down and provided you have good Overlord and Ling coverage, if it's Banshee's you will have time to put Spores down in response. If you go up the front and see a Reactor on a Factory you will have to make a decision on whether you want a Roach Warren or if you think you can deal with it with Spines and Lings/Queens, though you probably will want a Spine or two up. I guess in short what I'm saying is, it's amost impossible for a push to come completely out of no where with no hint ahead of time, even if all you can do is scout the front and have good map awareness and control. So yes, if you can get in early to see gas timings and what buildings are going down even that will help but as to what units you prepare, you should always be able to work out a rough idea of what might be coming, and at least be reasonably prepared or able to just kill him before that point. | ||
xxgeffxx
United States119 Posts
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AmericanUmlaut
Germany2577 Posts
On March 08 2012 22:15 xxgeffxx wrote: why do high masters-professional players build their 9 pylon right next to the nexus(not diagonal, and for other reasons that is not mining minerals faster) in pvp? I don't wall off in pvp, but I like to build my pylon close enough to the ramp so that 12 gateway will see all activity going on around my ramp. I don't exactly understand what you're getting at. You want a reason, but it can't be to mine minerals faster? Because that's actually the reason; building your 9 pylon further than absolutely necessary from your mineral line costs more money, and can make a big difference in the kind of super tight PvP builds that are currently common. Reasons to put it flush against your Nexus instead of diagonal: (1) it's slightly closer and (2) you can put a Gateway next to it in such a way that it walls half of your mineral line off, which can be very useful if you get Zealot rushed. | ||
Nibirue
United States17 Posts
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Gomox
32 Posts
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Kerm
France467 Posts
On March 09 2012 02:33 Gomox wrote: Hey there TL. I'm searching for a kind of "flow chart" about scouting. I'm playing Protoss and struggle with knowing what my opponent tries to go for depending on his gas timing / add-ons / chrono boosts / zerglings. I know that there are some threads about scouting in general (not that many, I think) but I would really appriciate a visual aid. If you are into visual aid, I suggest to draw one yourself, getting the information from within each game replay you've played. That way you will get information that are accurate regarding the league you are playing in, you can expand it each time you find something new, and it will be easier for you to recall what's actually on the chart. Plus i'm not sure what you want actually exists ![]() | ||
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