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[G]TLAF-Liquid`Tyler's Double Forge PvT - Page 6

Forum Index > StarCraft 2 Strategy
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Techno
Profile Joined June 2010
1900 Posts
April 28 2011 05:22 GMT
#101
How can I know theres 2 forges without actually scanning them?
Hell, its awesome to LOSE to nukes!
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 28 2011 05:27 GMT
#102
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-28 09:13:32
April 28 2011 09:10 GMT
#103
On April 28 2011 14:27 CecilSunkure wrote:
The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done.


Hmm...I'm not sure if I agree with you on that.

Imo everything depends on whether or not the toss plays with a robo. People have started to figure out possible cloak timings better and better, which means they either add the robo very late "just-in-case" or just...well....not at all. Especially Adel forgoes the robo completely on a regular basis, though I won't recommend copying him on this since he ALSO does it blindly now and then.

Nevertheless with a 3 gate aggressive expand it's normally possible to delay the robo up to a point where you'll know if you need it at all. I'm even playing more and more with a very late 2nd gas and take only one sentry for shield...trading some zealots for scv-mining time when they repair bunkers. Without a robo and without an observer (including less minerals spent on assimilators and more probes mining minerals early) the double forge doesn't cut "that" heavily into unit count. If you say twilight council then I say robo bay + thermal lance. Meaning, if the toss goes for colossi he will spend approximately the same amount of ressources for colossus tech as a double forge player spends for TC + further tech.

Depending on the playstyle of the terran I found that I can take my third even earlier than when "waiting" for the colossi, since units can be split up more easily to defend against drops. This early heavy expo style has recently been done by Alicia, who even forgoes the early attack upgrades completely to get more armor-upgraded units (chargelots in particular) out.

Ok, this has become a way too long response....all that I originally wanted to say is, that a double forge player (or single forge fast armor upgraded chargelots) is actually very hard to scout if the toss cuts the robotics tech completely until the third is up. Imo this is the crucial point, building a reaper is essential if the scan doesn't see anything. The terran should be able to find at least either the robo or the forge(s).
"You see....YOU SEE..." © 2010 Sen
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
April 28 2011 17:45 GMT
#104
On April 28 2011 18:10 sleepingdog wrote:
Show nested quote +
On April 28 2011 14:27 CecilSunkure wrote:
The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done.

Ok, this has become a way too long response....all that I originally wanted to say is, that a double forge player (or single forge fast armor upgraded chargelots) is actually very hard to scout if the toss cuts the robotics tech completely until the third is up. Imo this is the crucial point, building a reaper is essential if the scan doesn't see anything. The terran should be able to find at least either the robo or the forge(s).

Yeah I agree with that, but I thought we were assuming a robo was going down because the OP is copying Tyler, which placed a robo.
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-04-29 09:06:48
April 29 2011 09:01 GMT
#105
On April 29 2011 02:45 CecilSunkure wrote:
Show nested quote +
On April 28 2011 18:10 sleepingdog wrote:
On April 28 2011 14:27 CecilSunkure wrote:
The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done.

Ok, this has become a way too long response....all that I originally wanted to say is, that a double forge player (or single forge fast armor upgraded chargelots) is actually very hard to scout if the toss cuts the robotics tech completely until the third is up. Imo this is the crucial point, building a reaper is essential if the scan doesn't see anything. The terran should be able to find at least either the robo or the forge(s).

Yeah I agree with that, but I thought we were assuming a robo was going down because the OP is copying Tyler, which placed a robo.


You are right, indeed I was talking more about a double forge play "in general".

Tyler's style actually is super defensive due to the vast amount of ressources that go into tech that early. Nevertheless (I think I don't spoiler anyone at this point anymore) as we could see in TSL it's "too safe" and I haven't seen anyone using this exact BO for a pretty long time. Nowadays good terrans take advantage of the protoss behind on economy AND being unable to pressure (which would be the case with a straight 3 gate).

Going double forge heavy aggression with +1/1, or going into early third with +0/1 - both while teching charge and +2 armor - seems to be the better way to go. On big maps though everything changes again with one gate FE being perfectly safe. However, everybody seems to just be figuring out how to transition into forge play properly after a one gate FE, the large maps are simply way too "new" to make any final comments on the best way to go there I suppose.
"You see....YOU SEE..." © 2010 Sen
bankai
Profile Joined November 2010
362 Posts
May 02 2011 02:08 GMT
#106
On April 28 2011 14:27 CecilSunkure wrote:
Show nested quote +
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.


During the period between putting down my 3rd gate/expanding, and then putting down the Twilight Council, i find that i never have enough resources to fully support producing gateway units (mainly zealots).

Is anyone else finding this problem being strapped for cash during this period?
bankai
Profile Joined November 2010
362 Posts
May 02 2011 06:32 GMT
#107
On May 02 2011 11:08 bankai wrote:
Show nested quote +
On April 28 2011 14:27 CecilSunkure wrote:
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.


During the period between putting down my 3rd gate/expanding, and then putting down the Twilight Council, i find that i never have enough resources to fully support producing gateway units (mainly zealots).

Is anyone else finding this problem being strapped for cash during this period?


Any thoughts TL??
Aui_2000
Profile Blog Joined October 2010
Canada435 Posts
May 02 2011 06:49 GMT
#108
On May 02 2011 15:32 bankai wrote:
Show nested quote +
On May 02 2011 11:08 bankai wrote:
On April 28 2011 14:27 CecilSunkure wrote:
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.


During the period between putting down my 3rd gate/expanding, and then putting down the Twilight Council, i find that i never have enough resources to fully support producing gateway units (mainly zealots).

Is anyone else finding this problem being strapped for cash during this period?


Any thoughts TL??


Take a later 4th gas. With double forge gateway style you really don't need as much gas as normal.
follow @aui_2000 // www.twitch.tv/aui_2000
bankai
Profile Joined November 2010
362 Posts
May 02 2011 06:52 GMT
#109
On May 02 2011 15:49 Validity wrote:
Show nested quote +
On May 02 2011 15:32 bankai wrote:
On May 02 2011 11:08 bankai wrote:
On April 28 2011 14:27 CecilSunkure wrote:
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.


During the period between putting down my 3rd gate/expanding, and then putting down the Twilight Council, i find that i never have enough resources to fully support producing gateway units (mainly zealots).

Is anyone else finding this problem being strapped for cash during this period?


Any thoughts TL??


Take a later 4th gas. With double forge gateway style you really don't need as much gas as normal.


Thanks!! I probably should have asked this first actually - am I supposed to be constantly producing Gateway units while expanding and getting the forge upgrades and colossus tech? I looked at the egincontrol vs fenix replay and noticed incontrol didnt really produce gateway units continuously?? Or did I see wrong?
bankai
Profile Joined November 2010
362 Posts
May 03 2011 00:47 GMT
#110
On May 02 2011 15:52 bankai wrote:
Show nested quote +
On May 02 2011 15:49 Validity wrote:
On May 02 2011 15:32 bankai wrote:
On May 02 2011 11:08 bankai wrote:
On April 28 2011 14:27 CecilSunkure wrote:
On April 28 2011 14:22 Techno wrote:
How can I know theres 2 forges without actually scanning them?

They are going to go down pretty early and the Toss will be both very defensive and cautious, as they can't afford to trounce around the map until at least 1/1 is done. The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done. You can also know there are two forge once 1/1 is finished super early by clicking on an enemy unit.


During the period between putting down my 3rd gate/expanding, and then putting down the Twilight Council, i find that i never have enough resources to fully support producing gateway units (mainly zealots).

Is anyone else finding this problem being strapped for cash during this period?


Any thoughts TL??


Take a later 4th gas. With double forge gateway style you really don't need as much gas as normal.


Thanks!! I probably should have asked this first actually - am I supposed to be constantly producing Gateway units while expanding and getting the forge upgrades and colossus tech? I looked at the egincontrol vs fenix replay and noticed incontrol didnt really produce gateway units continuously?? Or did I see wrong?


Help??
acgFork
Profile Blog Joined May 2011
Canada397 Posts
August 24 2011 21:58 GMT
#111
is this build still good?
acgFork 208
Blyadischa
Profile Joined April 2010
419 Posts
August 24 2011 22:01 GMT
#112
On August 25 2011 06:58 acgFork wrote:
is this build still good?


Build still works, but there are better units compositions. The recent variation of this is to get +2 armor and go zealot archon.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 24 2011 22:02 GMT
#113
On August 25 2011 06:58 acgFork wrote:
is this build still good?



Not sure myself, but if you happened to read a few posts up...

On April 29 2011 18:01 sleepingdog wrote:
Show nested quote +
On April 29 2011 02:45 CecilSunkure wrote:
On April 28 2011 18:10 sleepingdog wrote:
On April 28 2011 14:27 CecilSunkure wrote:
The cost of the forges, upgrades, and the Twilight cut into unit count pretty hard, so there will also be not so many units as usual. Also, there shouldn't be much of any sign the Toss is going to take a third until 2/2 is done.

Ok, this has become a way too long response....all that I originally wanted to say is, that a double forge player (or single forge fast armor upgraded chargelots) is actually very hard to scout if the toss cuts the robotics tech completely until the third is up. Imo this is the crucial point, building a reaper is essential if the scan doesn't see anything. The terran should be able to find at least either the robo or the forge(s).

Yeah I agree with that, but I thought we were assuming a robo was going down because the OP is copying Tyler, which placed a robo.


You are right, indeed I was talking more about a double forge play "in general".

Tyler's style actually is super defensive due to the vast amount of ressources that go into tech that early. Nevertheless (I think I don't spoiler anyone at this point anymore) as we could see in TSL it's "too safe" and I haven't seen anyone using this exact BO for a pretty long time. Nowadays good terrans take advantage of the protoss behind on economy AND being unable to pressure (which would be the case with a straight 3 gate).

Going double forge heavy aggression with +1/1, or going into early third with +0/1 - both while teching charge and +2 armor - seems to be the better way to go. On big maps though everything changes again with one gate FE being perfectly safe. However, everybody seems to just be figuring out how to transition into forge play properly after a one gate FE, the large maps are simply way too "new" to make any final comments on the best way to go there I suppose.

Micket
Profile Joined April 2011
United Kingdom2163 Posts
August 24 2011 22:04 GMT
#114
On August 25 2011 06:58 acgFork wrote:
is this build still good?

Since the discovery of ghosts and upgrades for Terran, as well as the 1 rax expand being standard, I dpnt think this build is viable anymore. I think it will also lose to the 1-1-1 (3 gate robo opener in general, ovi no one is gonna place 2 forges when seeing 1 base Terran).
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 24 2011 22:08 GMT
#115
Double forge is pretty much standard if you aren't using a colossus-based army right now. Most robo compositions have 1 forge but if you're going heavy gateways units with optional immortals, you NEED double upgrades or else you're relying too heavily on ALWAYS getting good storms which is NOT going to happen against good terran players. But yeah that style is pretty terrible against 1/1/1 types of plays simply because you don't have enough stuff even if you get your +1/+1 in time.
get rich or die mining
TL+ Member
Trusty
Profile Joined July 2010
New Zealand520 Posts
August 24 2011 22:27 GMT
#116
On August 25 2011 07:04 Micket wrote:
Since the discovery of ghosts and upgrades for Terran, as well as the 1 rax expand being standard, I dpnt think this build is viable anymore. I think it will also lose to the 1-1-1 (3 gate robo opener in general, ovi no one is gonna place 2 forges when seeing 1 base Terran).


2G robo >>>>>>> 1-1-1

Robo Build Order: Observer, immortal, Warp Prism, Immortals >>>>>
Can add 3rd gate to 'go all-in'

Poke his front with stalker + immortal +1 sentry with observer. Observer goes home before 7:30. leave 1 or 2 stalkers at home. I leave 1, and buy time for warp ins to kill banshee.

Keep poking - wait for warp prism, immortal micro. You can reactively do this on non-large maps, with observer first from Robo.

If he uses banshee's for defense, you should not try to totally kill him, just keep applying pressure till siege mode. He has nothing to kill your warp prism (WP is faster than marines).

So basically, you can open 2Gate Robo, and if you scout 1-1-1, you can 1 base him back. If he's going macro mode, you can go into tyler's 2x forge.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 25 2011 01:12 GMT
#117
On August 25 2011 07:27 Trusty wrote:
Show nested quote +
On August 25 2011 07:04 Micket wrote:
Since the discovery of ghosts and upgrades for Terran, as well as the 1 rax expand being standard, I dpnt think this build is viable anymore. I think it will also lose to the 1-1-1 (3 gate robo opener in general, ovi no one is gonna place 2 forges when seeing 1 base Terran).


2G robo >>>>>>> 1-1-1

Robo Build Order: Observer, immortal, Warp Prism, Immortals >>>>>
Can add 3rd gate to 'go all-in'

Poke his front with stalker + immortal +1 sentry with observer. Observer goes home before 7:30. leave 1 or 2 stalkers at home. I leave 1, and buy time for warp ins to kill banshee.

Keep poking - wait for warp prism, immortal micro. You can reactively do this on non-large maps, with observer first from Robo.

If he uses banshee's for defense, you should not try to totally kill him, just keep applying pressure till siege mode. He has nothing to kill your warp prism (WP is faster than marines).

So basically, you can open 2Gate Robo, and if you scout 1-1-1, you can 1 base him back. If he's going macro mode, you can go into tyler's 2x forge.


This thread isn't even remotely related to 2gate robo vs 1-1-1....
Trusty
Profile Joined July 2010
New Zealand520 Posts
August 25 2011 01:52 GMT
#118
On August 25 2011 10:12 FabledIntegral wrote:
This thread isn't even remotely related to 2gate robo vs 1-1-1....


Read what I quoted bro.

2Gate robo is a great opening to get to double forge mid game.

Someone said 2/3gate robo dies to 1-1-1, so it's not great for getting to double forge mid game.

I told him how it can deal with 1-1-1, if you open 2gate robo with the intention of getting to double forge mid game.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
August 25 2011 03:18 GMT
#119
On August 25 2011 10:52 Trusty wrote:
Show nested quote +
On August 25 2011 10:12 FabledIntegral wrote:
This thread isn't even remotely related to 2gate robo vs 1-1-1....


Read what I quoted bro.

2Gate robo is a great opening to get to double forge mid game.

Someone said 2/3gate robo dies to 1-1-1, so it's not great for getting to double forge mid game.

I told him how it can deal with 1-1-1, if you open 2gate robo with the intention of getting to double forge mid game.


I completely read what you quoted. It doesn't mean it's relevant to the topic at hand.
entaro1688
Profile Joined August 2010
Malaysia9 Posts
September 30 2011 00:00 GMT
#120
anyone has the BO 4 creator's double forge play in the GSTL where he 3-0 T?
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