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On April 12 2011 07:46 eunheeseung wrote: Hey I am in bit of a trouble. How do i defen against roach hydra? Also my marine maruader medivacs get pwned by psy storm and sentry forcefields so i cant back up. what should i use? marine tank medivac works fine against roach/hydra. MMM should be fine too...hydras are kinda lol against T, imo.
don't just charge into FFs, poke around at his front, and then your not-stellar P opponent will probably throw some not ideal FFs. and if you have been aggressive and not turtling, your non-stellar P opponent won't be able to mass up HTs with max energy like he is probably doing.
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On April 10 2011 03:09 zhengsta wrote: Why does TL forums not have separate strategy sections for each race?
"To know your enemy, you must become your enemy" -- Sun-Tzu
Just guessing here, but if, for example, you're a Terran player asking for help with TvZ, it's often times very useful to see what Zerg players say they have trouble with. Or if you post a ZvP guide and some protoss player comes up with counters, etc.
Also TL hates balance discussions and having separate race strat sections would probably make balance whining even more of a problem than it already is.
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Hi, I'm in silver, play toss, and I have problem in PvP, dealing with 2 bases-mass void rays, they put a lots of cannons so I can´t blink under the VR, I bring some colossi to win the game one time, but I wonder if there is another way. I usually start with 3gates exp.
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On April 12 2011 08:17 IceEnd wrote: Hi, I'm in silver, play toss, and I have problem in PvP, dealing with 2 bases-mass void rays, they put a lots of cannons so I can´t blink under the VR, I bring some colossi to win the game one time, but I wonder if there is another way. I usually start with 3gates exp.
You have to attack before he gets a mass of voidrays. If you see he is cannoning his base, you will be ahead not only in probes but probably expansions + gateway producing units. Either 4-Gate him, or timing attack before he has a chance to mass up voidrays. Usually a Colossus timing attack will work, but I hear an Immortal/Gateway unit ball can rip through cannons.
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I have two questions.
1. What are the obvious pro/cons of using 3 Gate Expand vs 2 Gate Robo Expand in PvT. Is it preference or is one better for certain maps, because I almost exclusively go 2gate robo.
1. In PvZ, 3gate sentry expand, are you supposed to expand at 6+ sentries or 1 zealot 2 sentries/ 1 zealot 1 stalker 1 sentry. I saw Minigun instruct a student to do a much earlier Nexus than I ever do, and was wondering which is more beneficial or safer.
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On April 12 2011 08:37 CardinalSC wrote:
1. In PvZ, 3gate sentry expand, are you supposed to expand at 6+ sentries or 1 zealot 2 sentries/ 1 zealot 1 stalker 1 sentry. I saw Minigun instruct a student to do a much earlier Nexus than I ever do, and was wondering which is more beneficial or safer.
I think standard is to expand after your first round of sentries after warpgate finishes. 1 zealot 2 sentries I think is for situations where you have scouted and feel more safe, like if you see hatch before pool. Other reasons might be a map with a more easily defended natural, or very far distances?
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How do you defend against a proxy hatch pvz? Assume a gate/core wall in.
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On April 12 2011 08:37 CardinalSC wrote: I have two questions.
1. What are the obvious pro/cons of using 3 Gate Expand vs 2 Gate Robo Expand in PvT. Is it preference or is one better for certain maps, because I almost exclusively go 2gate robo.
1. In PvZ, 3gate sentry expand, are you supposed to expand at 6+ sentries or 1 zealot 2 sentries/ 1 zealot 1 stalker 1 sentry. I saw Minigun instruct a student to do a much earlier Nexus than I ever do, and was wondering which is more beneficial or safer.
3 gate is extremely strong against any early push by terran. You can choose to be aggressive with your 3 gates instead of expanding. Cons would be defending banshees, you should probably go for a gas steal if you're going 3 gate expo. It can work on any map but depending on the map size you might prefer another build like 1 gate fe on a large map for example.
1 zealot and 2/3 sentrys depending on how much you chrono boosted your warpgate plant your nexus and warp in 3 sentrys
On April 12 2011 09:02 Stipulation wrote: How do you defend against a proxy hatch pvz? Assume a gate/core wall in.
Go gate/forge and get a cannon at your ramp. Even if the hatch is in your base I think you should still do this so you can hold your ramp with a cannon and just deal with the proxy hatch. Not 100% sure about this stuff but i think it should work >.>
On April 12 2011 00:29 Eeryck wrote: What is most efficient way to break units out from your main army for a drop and assign them to a new hotkey?
IMO the best way is to "clone" your units. Basically cloning is just telling some units to do something, deslecting a couple units and telling the rest to do something else.
So what you would do is say you have 10 stalkers in a control group. Move all 10 stalkers to where the drop is. Deselect the # of stalkers you want to send to defend the drop, so for example deselect 3. With the 7 you still have selected rehotkey them and send them to move somewhere else. Then just box and hotkey the 3 stalkers that are still heading the the drop.
http://wiki.teamliquid.net/starcraft/Cloning
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you can also select your army, click on medivac, click-shift somewhere else. the units that don't get in go where the shift-click is. tho you won't hotkey the stuff in your drop that way.
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=/ oops I thought he was talking about defending a drop lol. Oh well now he has answers for defending from a drop and loading units for one :D
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well your way would hotkey those units too, which might be what he wants. iuno, i just hotkey the medivac or hotkey the drop units once they unload.
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Why do a number of Zerg players rally drones to an expansion rather than maynard, while almost no Terran or Protoss players do this until the late game when their main or natural is almost mined out and they are probably rebuilding lost workers rather than? Has someone crunched the numbers on this one or is it just a stylistic preference?
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On April 12 2011 07:46 eunheeseung wrote: Hey I am in bit of a trouble. How do i defen against roach hydra? Also my marine maruader medivacs get pwned by psy storm and sentry forcefields so i cant back up. what should i use?
To answer the latter part of your questions: EMP from ghosts will zap the energy from those High Templar and sentry unit.
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On April 12 2011 10:29 ZeroTalent wrote: Why do a number of Zerg players rally drones to an expansion rather than maynard, while almost no Terran or Protoss players do this until the late game when their main or natural is almost mined out and they are probably rebuilding lost workers rather than? Has someone crunched the numbers on this one or is it just a stylistic preference?
Like many Zerg-related things, the difference is in the macro mechanics. Zerg, unlike the other 2 races, produce units out of the same production building. This makes it more efficient to mass produce either workers or army units at one point in time as well as have more bases than the opponent because the unit-producing structure is, of course, the hatchery. So, once a new base is up a good Zerg will realize he needs to saturate his new expansion and will hit s and then hold d down spawning a good amount of drones to immediately saturate the new base. This makes it much easier to keep track of saturation then sending drones to the minerals nearest to individual hatches at each base. This is also unique for Zerg as neither Terran nor Toss have the ability to produce 10+ workers as quickly as Zerg. If other bases end up over saturated anyway, just like with Terran or Toss, Zerg will move some over to the new base.
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How many energy does a HT and a sentry have?
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On April 12 2011 09:02 Stipulation wrote: How do you defend against a proxy hatch pvz? Assume a gate/core wall in. blink stalkers or go air is very effective against a proxy hatch
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I'm sure this has been asked before but I'm too stupid to look through each page.
What is a good viking : collosi ratio to have when dealing with late game toss?
also, when a terran lifts his buildings and flies them around instead of gging what is the best way to scout them all out?
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On April 12 2011 11:28 eunheeseung wrote: How many energy does a HT and a sentry have?
200 200
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On April 12 2011 12:11 Infinite Lurker wrote: I'm sure this has been asked before but I'm too stupid to look through each page.
What is a good viking : collosi ratio to have when dealing with late game toss?
also, when a terran lifts his buildings and flies them around instead of gging what is the best way to scout them all out? for 2, vikings, search corners especially. also as soon as the CC lifts, try to kill it so he's revealed, don't worry about rax or anything right then.
have a marine or something at every expo. if he can't mine, there's really no way he can beat you.
..and SCAN THE ISLAND
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On April 12 2011 12:11 Infinite Lurker wrote:What is a good viking : collosi ratio to have when dealing with late game toss? I guess, all colossi dead and some ground units left in your army.
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