Text recap
Ohana LE ZvP
Hawk gets creep at P's ramp by 7 min, and gets spines lings and (later) roaches to back it up.
The only way i see getting creep that far that early is through lair tech, but that means a 7min lair so a 5:40 you start lair ...
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Maxamix
Canada165 Posts
August 23 2012 03:04 GMT
#13861
Text recap Ohana LE ZvP Hawk gets creep at P's ramp by 7 min, and gets spines lings and (later) roaches to back it up. The only way i see getting creep that far that early is through lair tech, but that means a 7min lair so a 5:40 you start lair ... | ||
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Dingobloo
Australia1903 Posts
August 23 2012 04:42 GMT
#13862
On August 23 2012 12:04 Maxamix wrote: Any1 has the BO hawk used in the 2nd game VS quantic black? I really want to try this style and mess around with it (2nd game starts at around 22min) Text recap Ohana LE ZvP Hawk gets creep at P's ramp by 7 min, and gets spines lings and (later) roaches to back it up. The only way i see getting creep that far that early is through lair tech, but that means a 7min lair so a 5:40 you start lair ... http://www.youtube.com/watch?v=MpRVefpdUWE&feature=youtu.be Reminds me a lot of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=219556#17 But that looks like a ton of creep, unless he sends his queens cross map and starts spreading creep immediately back towards his base. | ||
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Maxamix
Canada165 Posts
August 23 2012 05:48 GMT
#13863
On August 23 2012 13:42 Dingobloo wrote: Show nested quote + On August 23 2012 12:04 Maxamix wrote: Any1 has the BO hawk used in the 2nd game VS quantic black? I really want to try this style and mess around with it (2nd game starts at around 22min) Text recap Ohana LE ZvP Hawk gets creep at P's ramp by 7 min, and gets spines lings and (later) roaches to back it up. The only way i see getting creep that far that early is through lair tech, but that means a 7min lair so a 5:40 you start lair ... http://www.youtube.com/watch?v=MpRVefpdUWE&feature=youtu.be Reminds me a lot of this: http://www.teamliquid.net/forum/viewmessage.php?topic_id=219556#17 But that looks like a ton of creep, unless he sends his queens cross map and starts spreading creep immediately back towards his base. I messed around with the timings and stuff and you can take your gaz as late as 4:00 and still have lair up in time, if you inject with your 1st queen and send it straight over it will get there on time and that's where you start plating the tumors and the cralwers, you won't have lingspeed but it's not that bad when 2 spines take down the entire frontwall + prevent a protoss's 3rd and lets you macro fairly effectively behind it.... More testing tomorrow | ||
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Epishade
United States2267 Posts
August 23 2012 10:07 GMT
#13864
I play protoss btw but was just thinking this. | ||
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Maxamix
Canada165 Posts
August 23 2012 13:31 GMT
#13865
On August 23 2012 19:07 Epishade wrote: Has anyone thought in TvZ using an army that has tanks in it, to fly buildings with his army and land them in front of the tanks to create a really quick durable wall? Do walls matter that much against the zerg army if they are out in the middle of the battlefield (as opposed to being at home)? Does anyone think this is a good idea? I just remember that this was done in broodwar in TvP when pushing a protoss. I play protoss btw but was just thinking this. By the time you could have that flying wall your Z opponent should not be stuck with only melee units. (he should have at least some T2 units) and the wall could not be landed all at the same time and not quick enough to completely wall off. Probably you could get a harder choke but that's about all i can see. | ||
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Butterz
688 Posts
August 23 2012 13:51 GMT
#13866
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rd
United States2586 Posts
August 23 2012 15:52 GMT
#13867
On August 23 2012 22:51 Butterz wrote: after CC u go 2 rax first or 2 refinery first in standard game? Bunker, 2 rax, then 2 refinery. If you're confident in what you scouted you can delay/skip the bunker. | ||
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koffeinfrei
26 Posts
August 23 2012 16:41 GMT
#13868
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Raggamuffinoo
United Kingdom117 Posts
August 23 2012 16:46 GMT
#13869
On August 24 2012 01:41 koffeinfrei wrote: can nukes destroy larvae? Yes and also creep tumors. | ||
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koffeinfrei
26 Posts
August 23 2012 16:52 GMT
#13870
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ATOMICfy
Canada16 Posts
August 23 2012 22:48 GMT
#13871
I have been having troubles with ZvP (i am zerg player). The biggest problem is when protoss expands early with forge opening. And i know i either try to kill early game or try to take 1 more base than the protoss. However i have been having trouble with holding off the agression and timing pushes is there any ways of applying pressure on the protoss or any kind of zerg timing push? plzplzplzpzlzplz help T^T ty <3 | ||
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Mavvie
Canada923 Posts
August 23 2012 22:53 GMT
#13872
On August 24 2012 07:48 ATOMICfy wrote: Hi i am in gold league right now and almost in plat. I have been having troubles with ZvP (i am zerg player). The biggest problem is when protoss expands early with forge opening. And i know i either try to kill early game or try to take 1 more base than the protoss. However i have been having trouble with holding off the agression and timing pushes is there any ways of applying pressure on the protoss or any kind of zerg timing push? plzplzplzpzlzplz help T^T ty <3 Even though there's no replays, I'm pretty sure that you have a rough, unrefined opening. This makes timing pushes really hard to defend -- when I'm even 10 food below usual @ 8:00 I pretty much give up if they aren't delayed as well. Here's 2 guides that covers everything, from the opening, to scouting, to reacting to what you see. Stephano's style:http://www.teamliquid.net/forum/viewmessage.php?topic_id=324733 Belial's Comprehensive Guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=320038 The content in these guides is more than enough to enable you to beat mid+ masters Protoss, and this is speaking from experience ^^ | ||
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BlackVelvet
51 Posts
August 24 2012 03:01 GMT
#13873
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Mavvie
Canada923 Posts
August 24 2012 04:03 GMT
#13874
On August 24 2012 12:01 BlackVelvet wrote: I know this is somewhat a matter of personal preferance, but what's the best way to hotkey and micro a late-game brood lord/corruptor mix? Specifically whether to group both units in one hotkey or keep them seperate. With my current hotkey style I end up binding broods to 8 and corruptors to 2, and have corruptors following unless I need to 2a to keep my stuff alive. But with everything else I have this seems cluddered, maybe doable with practice, but I see top-level players keeping them on one hotkey. Is the gist just to keep attack-moving tiny distances forward and keep control-clicking corruptors if they get too isolated against ground armies? Some thoughts on this much appreciated. Hopefully we get other people's opinions too, personally I have both on hotkey 2, infestors on 3, and some other units on 1. Usually lings, banes, and/or ultras. I usually do a-clicking small distances, boxing to split if ravens, and I control+click to move broodlords back. Generally you want the corruptors in front imo. I would have them seperated if my hotkeys allowed it, I recommend checking out some of the alternative/custom hotkey layouts. Not sure of the names, but I think there's Chameleon, Darkgrid, and probably another few. Edit: Search "layout" and there's TheCore, Darkgrid, and Chameleon if you're interested! | ||
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galaxybird
United States12 Posts
August 24 2012 14:59 GMT
#13875
On August 24 2012 13:03 Mavvie wrote: Hopefully we get other people's opinions too, personally I have both on hotkey 2, infestors on 3, and some other units on 1. Usually lings, banes, and/or ultras. I usually do a-clicking small distances, boxing to split if ravens, and I control+click to move broodlords back. Generally you want the corruptors in front imo. I would have them seperated if my hotkeys allowed it, I recommend checking out some of the alternative/custom hotkey layouts. Not sure of the names, but I think there's Chameleon, Darkgrid, and probably another few. Edit: Search "layout" and there's TheCore, Darkgrid, and Chameleon if you're interested! What does control+click do? | ||
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Iyerbeth
England2410 Posts
August 24 2012 15:05 GMT
#13876
On August 24 2012 23:59 galaxybird wrote: Show nested quote + On August 24 2012 13:03 Mavvie wrote: Hopefully we get other people's opinions too, personally I have both on hotkey 2, infestors on 3, and some other units on 1. Usually lings, banes, and/or ultras. I usually do a-clicking small distances, boxing to split if ravens, and I control+click to move broodlords back. Generally you want the corruptors in front imo. I would have them seperated if my hotkeys allowed it, I recommend checking out some of the alternative/custom hotkey layouts. Not sure of the names, but I think there's Chameleon, Darkgrid, and probably another few. Edit: Search "layout" and there's TheCore, Darkgrid, and Chameleon if you're interested! What does control+click do? Selects all nearby units that are the same as what you clicked on. It also works for buildings and will select an entire type of unit in a unit group if done through the selection panel. | ||
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Mavvie
Canada923 Posts
August 24 2012 15:19 GMT
#13877
On August 24 2012 23:59 galaxybird wrote: Show nested quote + On August 24 2012 13:03 Mavvie wrote: Hopefully we get other people's opinions too, personally I have both on hotkey 2, infestors on 3, and some other units on 1. Usually lings, banes, and/or ultras. I usually do a-clicking small distances, boxing to split if ravens, and I control+click to move broodlords back. Generally you want the corruptors in front imo. I would have them seperated if my hotkeys allowed it, I recommend checking out some of the alternative/custom hotkey layouts. Not sure of the names, but I think there's Chameleon, Darkgrid, and probably another few. Edit: Search "layout" and there's TheCore, Darkgrid, and Chameleon if you're interested! What does control+click do? Same thing as double click; selects all units of a certain type. Control+clicking a broodlord selects all broodlords on screen | ||
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galaxybird
United States12 Posts
August 24 2012 15:25 GMT
#13878
Thanks! | ||
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fds
Slovenia258 Posts
August 24 2012 15:54 GMT
#13879
Protoss had: 12 zealots 14 stalkers 2 sentries 8 colossus 7 high Templar 2 immortals 2 observers I have built (Terran): 24 marines 23 marauders 17 ghosts 11 vikings 6 medivacs Both of us had 3/3 upgrades. When we engaged i was erased ![]() Was my army composition OK and I have just terrible mis-micro or should I change my composition? (if so..what to) | ||
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Mavvie
Canada923 Posts
August 24 2012 16:38 GMT
#13880
On August 25 2012 00:54 fds wrote: TvP question Protoss had: 12 zealots 14 stalkers 2 sentries 8 colossus 7 high Templar 2 immortals 2 observers I have built (Terran): 24 marines 23 marauders 17 ghosts 11 vikings 6 medivacs Both of us had 3/3 upgrades. When we engaged i was erased ![]() Was my army composition OK and I have just terrible mis-micro or should I change my composition? (if so..what to) 8 colossi....only 11 vikings....You should get enough vikings to 1-shot a colossus or two with each volley. 17 ghosts vs 7 high templar is overkill. It only takes like, 10, to carpet snipe/emp. If you had 7 less ghosts and 7 more vikings you may have won. Would need to see a replay to determine if you got eaten by storms or something lol. Generally you poke around, abusing the huge range of vikings and ghosts' spells, and /if/ you can get a really good emp, or get a few free colossi with vikings then, and only then, can you engage. It's better to lose some economy and win the fight, than keep your economy and lose your army (and then the game). Just remember, colossi fall because of imbalance! jokes, but a replay would help to see if it's a micro problem. Lategame TvP is all about the engagements and positioning, less so army composition. It is true that +range colossi counter every ground unit in the game, however. Gotta kill them before they kill you. I thought the general rule was 3 vikings : 1 colossus, because those both cost 6 supply. However, I don't play either race intensely; this is all based off what I've seen in pro games and on other TL posts. | ||
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