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redsniper
Profile Joined February 2013
Germany8 Posts
June 13 2013 14:47 GMT
#15701
how can i defend with a cc first against 2hatch mass ling baneling attack ?? they attack alwayws when i got my first 2 helions out wall in but crush bunker or supply depot with abnelings and get in with mass zerglings ?? how can i defend that ??
YDidUAbortMe
Profile Joined November 2012
Sweden3 Posts
June 13 2013 19:44 GMT
#15702
I use space to make the camera cycle through my hatcheries which I'm sure many of you do to help with injects. Now I want to save other camera locations in a similar cycle, if you understand what I mean. I don't want to have additional control groups for different camera cycles cause that's too many keys for me, but would rather be able to add new camera locations into a single cycling key, much like base camera cycle but for my own custom camera locations. Is that possible?
hearters
Profile Joined May 2013
Singapore224 Posts
June 14 2013 04:44 GMT
#15703
On June 14 2013 04:44 YDidUAbortMe wrote:
I use space to make the camera cycle through my hatcheries which I'm sure many of you do to help with injects. Now I want to save other camera locations in a similar cycle, if you understand what I mean. I don't want to have additional control groups for different camera cycles cause that's too many keys for me, but would rather be able to add new camera locations into a single cycling key, much like base camera cycle but for my own custom camera locations. Is that possible?


Not possible.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
hearters
Profile Joined May 2013
Singapore224 Posts
June 14 2013 04:46 GMT
#15704
On June 13 2013 23:47 redsniper wrote:
how can i defend with a cc first against 2hatch mass ling baneling attack ?? they attack alwayws when i got my first 2 helions out wall in but crush bunker or supply depot with abnelings and get in with mass zerglings ?? how can i defend that ??


Make bunkers behind the wall and put marines in them. Try to save your marines in the first bunker and evacuate them to the bunkers behind.

If the natural is broken, bring home scvs, lift the natural and defend at the ramp.

But first you have to scout it.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Yourmomsbasement
Profile Joined February 2012
Canada87 Posts
June 14 2013 12:02 GMT
#15705
Would starting with 200 mins make SC2 and overall faster and more exciting game? Hatch first really could be hatch first. 6 pool starts right away seems to be the only problem, small problem to fix for the gains.
hearters
Profile Joined May 2013
Singapore224 Posts
June 14 2013 14:46 GMT
#15706
On June 14 2013 21:02 Yourmomsbasement wrote:
Would starting with 200 mins make SC2 and overall faster and more exciting game? Hatch first really could be hatch first. 6 pool starts right away seems to be the only problem, small problem to fix for the gains.

If you're planning to make a custom with this, just note that zerg would be rather happy, being able to make 3 drones at the start compared to 1 at a time for toss and terran.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
Last Edited: 2013-06-14 16:54:03
June 14 2013 16:35 GMT
#15707
Hey all.

I been experimenting with air terran. When casting multiple yamato cannons with bcs, once you run out of energy, you end up selecting the unit you left click on (deselecting your control group). Is there any way around this?


On June 13 2013 23:47 redsniper wrote:
how can i defend with a cc first against 2hatch mass ling baneling attack ?? they attack alwayws when i got my first 2 helions out wall in but crush bunker or supply depot with abnelings and get in with mass zerglings ?? how can i defend that ??

If it's a 20 drone ish attack, it's basically a build order loss imo. That's why I don't cc first.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
hearters
Profile Joined May 2013
Singapore224 Posts
June 15 2013 03:58 GMT
#15708
On June 15 2013 01:35 TRaFFiC wrote:
Hey all.

I been experimenting with air terran. When casting multiple yamato cannons with bcs, once you run out of energy, you end up selecting the unit you left click on (deselecting your control group). Is there any way around this?


Hold shift and issue the yamatos.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
June 16 2013 00:40 GMT
#15709
On June 15 2013 12:58 hearters wrote:
Show nested quote +
On June 15 2013 01:35 TRaFFiC wrote:
Hey all.

I been experimenting with air terran. When casting multiple yamato cannons with bcs, once you run out of energy, you end up selecting the unit you left click on (deselecting your control group). Is there any way around this?


Hold shift and issue the yamatos.

ah nice


Anyone know where to find dreamhack vods?
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Yusei
Profile Joined December 2012
Canada27 Posts
June 16 2013 01:45 GMT
#15710
Is there still a Blizzard Cup? Or is that cancelled due to WCS?
unknown soldier
Profile Joined May 2013
38 Posts
June 16 2013 09:45 GMT
#15711
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers
being an unknown soldier is the ultimate sacrifice you fight you die and no one knows
hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-06-16 23:36:55
June 16 2013 12:19 GMT
#15712
On June 16 2013 18:45 unknown soldier wrote:
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers


the phase after tank lines are set is skyterran. battlecruisers are your answer, with Vikings against his vikings

edit: whoops didn't read to the end.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
unknown soldier
Profile Joined May 2013
38 Posts
June 16 2013 13:39 GMT
#15713
protoss sir protoss i mentioned carriers and immortals i dont do terrain much
being an unknown soldier is the ultimate sacrifice you fight you die and no one knows
FoxyQuik
Profile Joined April 2013
1 Post
June 16 2013 19:13 GMT
#15714
Does the overseer's contaminate ability stop a cc from lifting off? Could be pretty useful when doing a speed roach all in to snipe their 3rd or natural.
HelioSeven
Profile Joined February 2012
United States193 Posts
June 16 2013 19:36 GMT
#15715
On June 16 2013 18:45 unknown soldier wrote:
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers


To be honest, carriers are the answer to Terran Mech but it's a bit difficult to get there correctly. You need to rely less on the templar tech path and more on the robo-stargate, but too many immortals is honestly not helpful. You want just a couple in combination with a warp prism and some phoenixYou need a few colossi as necessary to deal with marines, but mostly a bunch of phoenixes to survive the mid-game while you build the carrier fleet. The phoenix will give you map control, a buffer against vikings, and drop management. Mineral dump into zealot/stalker as necessary, keep up with economy, and then once you have the gas income lay down a few stargates and pump full carrier production.

Warp prism speed is helpful but not a must. Use the colossi/gateway force to zone out major power points on the map, and have carrier production rolling by the time your opponents' thor/viking production can catch up to the phoenixes. If you can bait stims with the phoenixes, all the better.

tl;dr use robo (immortal/colo) against bio, stargate (phoenix/carrier) against mech. Templar should be a moneydump.
If I smite you, have you been smitten?
hearters
Profile Joined May 2013
Singapore224 Posts
Last Edited: 2013-06-16 23:35:40
June 16 2013 23:08 GMT
#15716
On June 17 2013 04:13 FoxyQuik wrote:
Does the overseer's contaminate ability stop a cc from lifting off? Could be pretty useful when doing a speed roach all in to snipe their 3rd or natural.


good idea, but nope.

you could do a drop instead, add in a queen, tumor underneath the lifted cc, then do burrow micro in his main to overload his scans.
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
unknown soldier
Profile Joined May 2013
38 Posts
June 17 2013 14:58 GMT
#15717
On June 17 2013 04:36 HelioSeven wrote:
Show nested quote +
On June 16 2013 18:45 unknown soldier wrote:
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers


To be honest, carriers are the answer to Terran Mech but it's a bit difficult to get there correctly. You need to rely less on the templar tech path and more on the robo-stargate, but too many immortals is honestly not helpful. You want just a couple in combination with a warp prism and some phoenixYou need a few colossi as necessary to deal with marines, but mostly a bunch of phoenixes to survive the mid-game while you build the carrier fleet. The phoenix will give you map control, a buffer against vikings, and drop management. Mineral dump into zealot/stalker as necessary, keep up with economy, and then once you have the gas income lay down a few stargates and pump full carrier production.

Warp prism speed is helpful but not a must. Use the colossi/gateway force to zone out major power points on the map, and have carrier production rolling by the time your opponents' thor/viking production can catch up to the phoenixes. If you can bait stims with the phoenixes, all the better.

tl;dr use robo (immortal/colo) against bio, stargate (phoenix/carrier) against mech. Templar should be a moneydump.


sadly this can not occur while playing with people of high level ( which i sometimes meet in unranked matches on SF they simply go bio with viking when i do the robo they increase viking and collosi become useless so i have to use templar but after they start tanking a little all goes away
being an unknown soldier is the ultimate sacrifice you fight you die and no one knows
HelioSeven
Profile Joined February 2012
United States193 Posts
June 18 2013 02:59 GMT
#15718
On June 17 2013 23:58 unknown soldier wrote:
Show nested quote +
On June 17 2013 04:36 HelioSeven wrote:
On June 16 2013 18:45 unknown soldier wrote:
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers


To be honest, carriers are the answer to Terran Mech but it's a bit difficult to get there correctly. You need to rely less on the templar tech path and more on the robo-stargate, but too many immortals is honestly not helpful. You want just a couple in combination with a warp prism and some phoenixYou need a few colossi as necessary to deal with marines, but mostly a bunch of phoenixes to survive the mid-game while you build the carrier fleet. The phoenix will give you map control, a buffer against vikings, and drop management. Mineral dump into zealot/stalker as necessary, keep up with economy, and then once you have the gas income lay down a few stargates and pump full carrier production.

Warp prism speed is helpful but not a must. Use the colossi/gateway force to zone out major power points on the map, and have carrier production rolling by the time your opponents' thor/viking production can catch up to the phoenixes. If you can bait stims with the phoenixes, all the better.

tl;dr use robo (immortal/colo) against bio, stargate (phoenix/carrier) against mech. Templar should be a moneydump.


sadly this can not occur while playing with people of high level ( which i sometimes meet in unranked matches on SF they simply go bio with viking when i do the robo they increase viking and collosi become useless so i have to use templar but after they start tanking a little all goes away


Convince yourself. I play this style fairly consistently at diamond level, and there are tons of flaws in my mechanics. I haven't the least doubt in my mind it could be adapted to suit even the highest levels of play.

The thing with Terran is that they have the same production facility for vikings and medivacs. If they overproduce vikings to deal with the colossus/phoenix, their ground army evaporates against a gateway warp-in follow-up. If they underproduce vikings to have a beefy-enough bio/medivac force, the phoenixes will at least get in the way long enough for the colossi to do their thing.

I don't know. Maybe I'm biased. I think stargate-based play is really underrated in WoL, particularly in PvT. All I'm saying is that it's at very least a viable option, and I've had plenty of success with it even against higher level players than myself. And I definitely have a much better time against drop play with phoenix than I do with HTs and cannons. Just saying.
If I smite you, have you been smitten?
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
June 18 2013 05:48 GMT
#15719
In air terran battles what's the point in getting ravens? To my understanding yamato cannon has 10 range in comparison to seeker missile which is 6. Am I missing something?
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
unknown soldier
Profile Joined May 2013
38 Posts
Last Edited: 2013-06-18 12:47:42
June 18 2013 06:12 GMT
#15720
On June 18 2013 11:59 HelioSeven wrote:
Show nested quote +
On June 17 2013 23:58 unknown soldier wrote:
On June 17 2013 04:36 HelioSeven wrote:
On June 16 2013 18:45 unknown soldier wrote:
in WOL how to deal with terrain turtling using tanks (like 7 on ramp in natural and 5 on main in antiga shipyard with some vikings like 15 and some thors and marines and full turrent ring i for my self contained him making him unable to move as i strike him when he is unsieging with immortals and templar + stalker then when he was running out of minerals i rushed with carriers


To be honest, carriers are the answer to Terran Mech but it's a bit difficult to get there correctly. You need to rely less on the templar tech path and more on the robo-stargate, but too many immortals is honestly not helpful. You want just a couple in combination with a warp prism and some phoenixYou need a few colossi as necessary to deal with marines, but mostly a bunch of phoenixes to survive the mid-game while you build the carrier fleet. The phoenix will give you map control, a buffer against vikings, and drop management. Mineral dump into zealot/stalker as necessary, keep up with economy, and then once you have the gas income lay down a few stargates and pump full carrier production.

Warp prism speed is helpful but not a must. Use the colossi/gateway force to zone out major power points on the map, and have carrier production rolling by the time your opponents' thor/viking production can catch up to the phoenixes. If you can bait stims with the phoenixes, all the better.

tl;dr use robo (immortal/colo) against bio, stargate (phoenix/carrier) against mech. Templar should be a moneydump.


sadly this can not occur while playing with people of high level ( which i sometimes meet in unranked matches on SF they simply go bio with viking when i do the robo they increase viking and collosi become useless so i have to use templar but after they start tanking a little all goes away


Convince yourself. I play this style fairly consistently at diamond level, and there are tons of flaws in my mechanics. I haven't the least doubt in my mind it could be adapted to suit even the highest levels of play.

The thing with Terran is that they have the same production facility for vikings and medivacs. If they overproduce vikings to deal with the colossus/phoenix, their ground army evaporates against a gateway warp-in follow-up. If they underproduce vikings to have a beefy-enough bio/medivac force, the phoenixes will at least get in the way long enough for the colossi to do their thing.

I don't know. Maybe I'm biased. I think stargate-based play is really underrated in WoL, particularly in PvT. All I'm saying is that it's at very least a viable option, and I've had plenty of success with it even against higher level players than myself. And I definitely have a much better time against drop play with phoenix than I do with HTs and cannons. Just saying.


alright i will try although i do not use air in PvT much so can u give me a thread or simplified build order ( i was thinking of MC 1 gate FE then going normally on that build order after the robo bay i put down a stargate and start phoenix then when i take my 3rd i go for carriers right?

and a new question what is the optimum number of collosi against mass hydra + roach and what units should act as buffer and with what numbers?
being an unknown soldier is the ultimate sacrifice you fight you die and no one knows
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