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I'm not going to lie, we have people who are downright amazing at making OPs. We also have a lack of good discussion about strategies that should be discussed. And finally, we have the same threads that pop up over and over again because there's no definitive place people can look for discussion on that topic. So I'm going to try a little experiment. Here's how it will work:
If you have a certain strategy that you would like discussed or have a guide written for, request it here. Then, anyone can post in the thread "claiming" the strategy. This means he'll write a guide or start a discussion thread on the strategy. Of course, we here at TL have pretty high standards: http://www.teamliquid.net/forum/viewmessage.php?topic_id=194376 http://www.teamliquid.net/forum/viewmessage.php?topic_id=170096 If it doesn't meet our standards, I'll close it and you can try again, or I'll ask someone else to write it. Hopefully, the thread will get added to the Recommended Threads thread so it'll be there for all to see. Don't forget to add it to Liquipedia!
If this doesn't work, then oh well no harm done (I hope).
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I would love to see a guide or discussion on the viability of 14 or 15 Nexus in PvT (adelscott vs MVP in TSL, or MC vs MKP in GSL WC for example). I've been trying it out recently and am having mixed results. Is it a legit strat or is it dependant on your opponent not knowing how to react ?
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Very cool idea, I'll try it with this suggestion:
I'm working on a basic PvZ 3 gate expo stargate opening guide right now, so I don't have much time investigating another strategical problem that has interested me recently: The build Kiwikaki used at recent MLG in his PvP that proved quite successful: it's an early stalker opening into a defensive 4-gate into robo AND TC. The last one is especially important. I've written a thread some time ago how PvP becomes a coinflip after the 4-gate vs 4-gate stalemate. Playing the 4-gate defensively and adding both the robo and the TC for observer and blink never seemed reasonable to me.......but Kiwi made it work in an impressive fashion. Maybe someone could look into it?
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On April 08 2011 20:27 sleepingdog wrote: Very cool idea, I'll try it with this suggestion:
I'm working on a basic PvZ 3 gate expo stargate opening guide right now, so I don't have much time investigating another strategical problem that has interested me recently: The build Kiwikaki used at recent MLG in his PvP that proved quite successful: it's an early stalker opening into a defensive 4-gate into robo AND TC. The last one is especially important. I've written a thread some time ago how PvP becomes a coinflip after the 4-gate vs 4-gate stalemate. Playing the 4-gate defensively and adding both the robo and the TC for observer and blink never seemed reasonable to me.......but Kiwi made it work in an impressive fashion. Maybe someone could look into it?
I would definitely be interested in looking into this- I don't know if I could make a full guide but I would definitely be comfortable with making an in-depth replay analysis of the strategy and how it works, how KiWi decided to execute it, etc - if you feel it may do the job. I currently play at master's, and I feel that I have a solid enough grip on the game to understand the build.
edit: also, do you know which game(s) he did it in? I have pretty much all of his reps from MLG Dallas 2011, so I could fish through them if you don't know the exact one.
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I've been trying to work infestors into my ZvP game since the 1.3 patch. But I have been mostly unsuccessful.
So, I request a ZvP guide using infestors as your primary lair tech. I would assume either roach/infestor or ling/bane/infestor due to the high gas cost, but really any guide on how to effectively use infestors in high-level ZvP would be very much appreciated.
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On April 09 2011 03:18 BlasiuS wrote: I've been trying to work infestors into my ZvP game since the 1.3 patch. But I have been mostly unsuccessful.
So, I request a ZvP guide using infestors as your primary lair tech. I would assume either roach/infestor or ling/bane/infestor due to the high gas cost, but really any guide on how to effectively use infestors in high-level ZvP would be very much appreciated.
Yeah I'd like this as well. I'd also like to see any good guides on how to setup more aggressive mid-game Zerg ZvP styles like the drop focused play we've seen recently from IdrA and Mondragon or hydra-push style plays.
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That's a good idea, not everyone is good at writing things like really detailed threads, this gives a chance for the people who are to help those who aren't while cleaning up the strategy forums. Good work.
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I know it sounds crazy, but there is still no good "How to analyze/improve my macro" for low level (let's say, mid-diamond and below?) players. There are a couple of day9 episodes that focus on mechanics, but someone really ought to put these in writing.
There were a couple of attempts but they seem to be evolutionary dead ends, especially since they focus heavily on one-base play.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=191745 http://www.teamliquid.net/forum/viewmessage.php?topic_id=182518
The "macro your way to diamond" OP doesn't actually say anything about what to look for when analyzing macro for errors, nor does the Replay Analysis OP. I'd volunteer to write this up but I'm almost certain I don't have enough cred .
There should be some sort of culling of outdated/less useful guides, or at least prioritizing them so that us newbs know which of the fifteen things in the Beginner sections we should read/watch first.
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I'm still trying to find a viable Phoenix opening in PvZ. Just can't find a opening where I'm also safe to early pressure. If anyone can write a nice guide in SG opening in PvZ, it will be much appreciated
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I would like to see guides for FFA and team games. This is coming from a player who plays 1v1 almost exclusively.
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On April 08 2011 20:24 Geiko wrote: I would love to see a guide or discussion on the viability of 14 or 15 Nexus in PvT (adelscott vs MVP in TSL, or MC vs MKP in GSL WC for example). I've been trying it out recently and am having mixed results. Is it a legit strat or is it dependant on your opponent not knowing how to react ?
VERY interested in this. I vote for this as well.
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There have been several discussions about the Million Man march TvP style of play and in those ppl have talked about how to counter but I havnt really seen a complete counter guide to this.
How to recognize it early. How to handle the first couple attacks while trying to secure your natural. What are some early game hard counters to this? To answer my own question, sentry, but some discussion on the proper use of them and how to keep the terran from successively focus firing them. What to tech to and how to tech to it. How to respond to losing your sentries if you get out microed and lose them. What the terran can transition to when you manage to get your tech up.
This is a strategy forum, I feel like you can find decent guides on how to execute certain strategies but not that many guides on how to deal with specific strategies. I usually spend so much time reading threw numerous thread only to find a handful of useful posts. A counter guide to any popular strategy would really help your lower level members and hopeful help put a stop to all the help threads that get filled up with useless spam.
I would write the guide myself but I don't have the knowledge.
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I'd like to see a discussion about the benefits of spending gas on Mutas vs. Infestors when playing against a Tank heavy T army. I personally feel that they each have their individual merits, but I'm nowhere near good enough to post replays of me showcasing the two.
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I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE
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I'd like to see a discussion about mutas in ZvT, particularly contrasting styles played by people like mOOnGlade vs Losira. Some people like the map control and opportunity to harass that mutas give, but it seems to sacrifice a lot in terms of sheer army strength to put that much gas into something that has a hard time holding its own in a battle. People like Losira play roach heavy only get as many mutas as are neccesary to deal with drops. With the remaining gas you can get a ridiculous amount of banelings that make your army really powerful in a straight up fight against a bio Terran. Then again as I play ZvT I feel without a good muta count, whenever I trade armies with a Terran (which is almost always cause banelings don't exactly survive a battle either way) I have to way to press my advantage and the Terran just ends up rebuilding undetered. If mutas survive a fight you can really punish Terran for his absence of units and he has to build more turrets, run away scvs, lose add ons, etc.
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i would love to see a good guide on 3 gate blink stalker
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id like a guide on 2 base hydra ling allin with the opener 14 pool 16 hatch 21 gas
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Would love a forge fast expand with detailed follow ups such as into 6 gate, into collo, into phoenix.
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On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE
This is a great idea for a thread, and these are the ones that id definitely love to see (Especially for TvZ, ive been watching MVP VODs to get a better idea of what to do on the 1 rax FE and i saw his gas timings and Rax timings which helped me quite a bit). Id be glad to help, but sadly i'm probably not qualified
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I'd like to see a good concussive shell guide, with variations and different follow ups for tvp.
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I would like to see a thread on the viable ways to play protoss, while avoiding deathball usage.
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On April 10 2011 06:18 eFonSG wrote:Show nested quote +On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE This is a great idea for a thread, and these are the ones that id definitely love to see (Especially for TvZ, ive been watching MVP VODs to get a better idea of what to do on the 1 rax FE and i saw his gas timings and Rax timings which helped me quite a bit). Id be glad to help, but sadly i'm probably not qualified
I agree, I would love to see some in depth TvZ guides/discussions, there also seems to be a dearth of TvT guides (other than iEchoic)
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On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE
So, if I'm right about how this works, I'd like to "claim" the right to write a guide on TvT 1 rax FE. It's actually a build I've exclusively used in the matchup for the past several weeks, playing in the top 100 on NA and top 50 before reset. I know every possibly response by the opponent, how to scout it, and how to respond. So I guess I just need to write it 
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United Kingdom38150 Posts
I would like to see a discussion thread on appropriate transitions out of the recent marine/tank/raven timing pushes we've seen become more popular in TvP lately.
Having seen a number of people throw around the idea that the push itself is semi all in, I was particularly interested in seeing (formerly root) Kitty's replay pack where he experiments with transitions into both Mech and heavy air following a push that isn't game ending (one way or another). We also witnessed MVP do another variation where he started shifting back into Marauders in the GSL WC's I believe (?).
I was hesitant to venture into this myself since I'm not confident my understanding of the match up is deep enough to initiate the right points of discussion, but if someone wished to take it on I'd be willing to track down a few relevant replays from the afforementioned replay pack.
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On April 10 2011 09:15 lizzuma wrote:Show nested quote +On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE So, if I'm right about how this works, I'd like to "claim" the right to write a guide on TvT 1 rax FE. It's actually a build I've exclusively used in the matchup for the past several weeks, playing in the top 100 on NA and top 50 before reset. I know every possibly response by the opponent, how to scout it, and how to respond. So I guess I just need to write it  Awesome This would be much appreciated
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On April 10 2011 09:15 lizzuma wrote:Show nested quote +On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE So, if I'm right about how this works, I'd like to "claim" the right to write a guide on TvT 1 rax FE. It's actually a build I've exclusively used in the matchup for the past several weeks, playing in the top 100 on NA and top 50 before reset. I know every possibly response by the opponent, how to scout it, and how to respond. So I guess I just need to write it 
I'm a newly Terran player and I've chosen this as my mainstay TvT build since it's all anyone seems to do in the replays I have other than cloaked banshees. Please write this guide!
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Less for me in particular and more something I noticed when I was learning myself:
I have always been of the opinion that the resources available to learn how to 4gate (as laughable as that may sound) are worse than they could be with a little effort. Especially with regard to PvP, where tiny differences and mistakes can cause a game to swing wildly in one direction, an in-depth guide to/discussion of 4gates, and variations thereof, would be very interesting to me, and I suspect very helpful to those struggling with PvP.
[edit] To be clear, I realize there is a good Liquipedia article, but it pales in comparison to the build guides created by, for instance, CecilSunkure.
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I would also like to see some definitive 1 rax FE guides, particularly in TvP. I've been watching lots of replays trying to find good examples to work from, especially for the variants that get a fast factory after the CC. But it seems a lot of the players that do this are just gambling that the protoss will not play aggressively, since their build does not seem safe.
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I would like to discuss the Proxy Gate play by Naniwa. He does it in ~10% of his games. The special thing is that he doesn't play it as an all-in. He relies that the damage will get him ahead. And it usually does even if he gets scouted early. I've seen it in PvP and PvT. Don't know about PvZ.
Replay 1 (MLG vs Pokebunny): http://s3.majorleaguegaming.com/141-11411.sc2replay Replay 2 (TSL vs Goody): VOD will be up soon
The game vs Goody was especially interesting because Goody scouted it very early and was able to destroy the Gateways with his workers. Because of a lot of missed mining time Naniwa was not behind after this and he even missed to cancel one Gateway.
Edit: To add, Huk tries a build like this atm, watched it on his stream. Probably saw Naniwas games.
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I'd really like to have someone really look at Supernova style Marine/Tank TvP in depth in a guide. I think that it's a really dynamic style to play and I'd like someone to delve into it further and break it down.
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Great thread, I was thinking about setting up a discussion thread (with the aim of it becoming a guide eventually), however im only a high diamond so I wasnt sure it would be wise for me to tackle this solo as I'd definitely miss a lot
However this is what I wanted it to be on:
Marine tank in TvZ. Seems easy enough however I think we all know that this is a really flexible midgame composition and there are so many ways to open for it, transition from it and react with it so I thought it would make a great topic for a guide to what could be considered the standard TvZ style as I feel like I've only just started scratching the surface.
I'd be more than happy to help write any guide or set up some kind of disussion, but for it to really be a fully comprehensive post / guide, applicable to all players I'd need assistance from multiple much higher level players to get as many different styles of Marine Tank into one guide and give a good impression of its flexibility so players can not only begin to understand the style but also learn how to adapt it to their own style of play (as I feel this is the most compelling feature of the marine tank style).
If anyone would be interested in this please pm me
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I'd applause any attempt at a guide to getting a decent army in the mid/late-game TvZ or TvP.
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Hi...
I'd really like to see a "guide" of any sort on HOW TO SCOUT THE FRONT!!
You know, just to sorta know what's going on just by scouting the front with a hellion, lings, zealot stalker pokes... what do u guys suggest?
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On April 10 2011 08:45 Sir Snoopy wrote: I would like to see a thread on the viable ways to play protoss, while avoiding deathball usage.
I agree. I hate going for deathball in any of the match-ups. I saw White-Ra doing something like in a PvT on his stream. His army make-up was all tiers of gateway units (Zealot, Stalker, HTs), a few Immortals and two Warp Prisms. I"m pretty sure this was just an experimentation in "Special Tactics", but it looked really fun to play and viable for ladder, but probably not for tournaments. It was strange to watch because cost efficiency with units was obviously not part of the plan. Archons were used in drops as well as in the main army (looked like he used them to buy time for his HTs to charge up) and he had blink Stalkers running all over the map. While he didn't sacrifice units (often), he sure as hell didn't play safe. It was like watching the Protoss version of MMM.
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Would really like to see a PvP guide (similar to the ones done for PvT and PvZ based on the current 'metagame')
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I wouldn't mind seeing a Terran 1 rax FE like many others in this thread. Also some 'Terran standard play' that encompass a few of most common Terran builds would be great, since I've seen a couple made for both Z and P.
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I was also thinking about writing a guide on the 'reactive' nature of the Zerg race, and how to play that way effectively.
Possibly a Zerg scouting guide has been on my mind. Zerg plays blind a lot- a good guide might clear up some of this problem.
Which is the better idea?
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On April 18 2011 09:20 bankai wrote:Would really like to see a PvP guide (similar to the ones done for PvT and PvZ based on the current 'metagame')  i think the problem with the current pvp is that the pros havent really figured it out yet, while incontrol believes phoenix are gonna take over, mc just 4gate his way to victory. I really want a 'standard play' series for terran, the protoss really have an unfair advantage with iamke55 and cecilesunkure lol. There is this 2rax into inbase CC with a quick starport that seems to be standard now, but it seems like 3gate aggresive expand by protoss is really good against it. In my humble opinion expaning in your natural instead of in your main should be possible.
Also watching some korean streams a very marine heavy play seems way more standard there, while i recently read about Supanova going fe with cloacked banshee, while others swear by the thor push to fast expand... A lot of semi mainstream styles with other words. Also a guide on jinro style tvz mtm would be awesome. Since there is a lack of stuff like that im considering to grabe a typewriter and do it myself :3, dont know if i have the arrogance though since im a pretty low level player...
edit :
On April 10 2011 10:39 kzn wrote: Less for me in particular and more something I noticed when I was learning myself: I have always been of the opinion that the resources available to learn how to 4gate (as laughable as that may sound) are worse than they could be with a little effort. Especially with regard to PvP, where tiny differences and mistakes can cause a game to swing wildly in one direction, an in-depth guide to/discussion of 4gates, and variations thereof, would be very interesting to me, and I suspect very helpful to those struggling with PvP. [edit] To be clear, I realize there is a good Liquipedia article, but it pales in comparison to the build guides created by, for instance, CecilSunkure. http://www.teamliquid.net/forum/viewmessage.php?topic_id=177569 its not really that fleshed out but its a very detailed description on how to do it like the pros
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Requesting a guide for terran mech vs zerg.
Also a guide for the "supernova style" in TvP and how it transitions if the 2-base timing push is held.
Thanks! Terran fighting!
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I would love to see a topic about how to properly deal with (marine/hellion) drops as zerg, especially on maps like scrap station. I feel like I can't play properly against it, because there's almost no time to react or to make units as you would normally do when you see the Terran move out of his base. I would have to make a blind army, which seems counterintuitive.
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Less so a single specific guide, but I would like to see two things:
1) More posts along the lines of iamke55's excellent "Standard Play" threads (here and here, for reference) covering every matchup with the most common standard/safe openings and styles, since I feel that any sort of good discussion on these is difficult to find. For instance, if I want help in TvT, I can find a lot of really interesting one-off builds like iEchoic, but virtually nothing on the good old mainstay of 111 tank/marine/viking.
2) Either a dedicated section in the "recommended posts" sticky, or even a dedicated sticky for such builds. I think this step alone would cut down on a lot of the "I need a good build for ZvT" type posts, and make important information much easier to find for us unwashed masses =)
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I agree with a much earlier poster that there should be a guide written down exclusively for Macro below diamond.
I doubt Day 9 as the time to write it, but perhaps some of his gems from Mechanics and other Newbie Tuesdays could, with his permission and crediting him obviously, be put down in written form? The reason i say this is that though I love Day 9's style, he often talks about random things and repeats himself, which is great for the show (watching and listening being a great way to learn) and I think it would take less than a quarter of the time to absorb that info through text and image captures. Plus, of course, it would be much easier to go back if you want to recall a specific piece of advice rather than thumbing through a long video.
Other threads which deal with subpar Macro tangentially (like the stalkers-only no-micro run to diamond) could be linked to it.
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On April 09 2011 04:25 ZeroTalent wrote:I know it sounds crazy, but there is still no good "How to analyze/improve my macro" for low level (let's say, mid-diamond and below?) players. There are a couple of day9 episodes that focus on mechanics, but someone really ought to put these in writing. There were a couple of attempts but they seem to be evolutionary dead ends, especially since they focus heavily on one-base play. http://www.teamliquid.net/forum/viewmessage.php?topic_id=191745http://www.teamliquid.net/forum/viewmessage.php?topic_id=182518The "macro your way to diamond" OP doesn't actually say anything about what to look for when analyzing macro for errors, nor does the Replay Analysis OP. I'd volunteer to write this up but I'm almost certain I don't have enough cred  . There should be some sort of culling of outdated/less useful guides, or at least prioritizing them so that us newbs know which of the fifteen things in the Beginner sections we should read/watch first. I think a big issue with such a request is that it requires quite a lot of in depth knowledge for all three races as macro differs somewhat between them (I have no clue how to play as zerg for example, where larvae injections and the way you use your larva is crucial and that is the majority of zerg's macro play).
Generally though, there are a couple of things all races must keep an eye on, being supply, constant unit production unless you opt for a build that requires less than a saturated base to be truly effectful (then again, being able to stop at the right time is also part of good macro), building buildings on the right time and continue building buildings when you can (i.e. supply, production buildings after an expansion) and the energy level of their racial special ability (i.e. chrono boost, mule/scan and inject larvae). However, these things differ, particularly for zerg since supply is a part of their unit production for example. I would happily write up such a guide would I not be so bad when it came to zerg mechanics. Then there are areas where macro also interconnects with micro, that your units for example are actually being useful after they are finished. Producing works to a place near the mineral patch is not helping you in any way.
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I would love to see a thread that is dedicated to organizing all the good guides that are already out there. I play zerg and know that there are a lot of really good resources such as 12 weeks with mr bitter, etc. I remember seeing a couple threads 3-4 months ago outlining basic zerg play against terran and protoss that had flowcharts that outlined a couple basic openings, all the openings he could think of from the other race and how to deal with them, leading to a set of 2-3 midgame goals (ie 3 base, +1 roach w/ speed) and led to their midgames and how to counter them then to a end game army and how to get there. the only problem is i lost it in my bookmarks and can't find it again. When I was just starting, I saw at least 50 threads asking questions that were answered in this one in-depth guide to a match-up and think a stickied thread with links to the best guides for different openings, playstyles, and matchups would go a long way, and also give some incentive for people to write better, more comprehensive guides in the hopes of getting linked in a stickied thread.
EDIT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=149113 this is the kind of guide I was talking about, except it's not as in-depth in explaining the counters for what the other player is doing and doesn't have as many pictures.
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I'd personally love to see a definitive end-all guide to several variations of 4-gates that protoss can do. Something that goes into 7 or 8 variations:
econ (no probe-cutting) korean 4g basic 6stalker 1zealot etc etc
I'd like to learn how to execute these well when I play protoss, and at least I've had trouble searching this forum for a pros/cons/in-depth analysis on why each build exists etc
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Saracen, have you considered a "peer review" approach like Scholarpedia? Scholarpedia is a wiki where a respected expert is invited to write an article. The article is then reviewed by other experts for accuracy and offer suggestions before it is published. As a result, the articles tend to have a much higher quality than other wikis that can be created and modified by non-experts. This would address my biggest problem in extracting useful information from the TeamLiquid site, which is that I often can't be confident in the accuracy of what I read.
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I've been doing a Reactor Hellion FE strat in my TvZ
The build normally goes as such
10 Supply Depot (The scout is normally sent as I cue up the 11th SCV but before he starts being constructed) 12 Barracks 13 Refinery 15 Orbital + Marine (Bringing the supply to 16) 16 Supply Depot @100 Gas Factory (constant Marine production) @50 Gas Reactor at the Barracks (Pull SCVs off of the Refinery) @400 Minerals Command Center
This allows me to push with 4 Hellions + 3-6 marines while my Command Center is being built. However, transitions are difficult since I pull guys off of gas.
A guide on how to properly transition out of this position would be nice since my lowly Platinum rank doesn't really know when to send SCVs back into the refinery, when to build the 2nd Refinery, when (and on which building) should the tech lab be built and what to scout for to let me know which of those choices to make. I've tried searching the site but other than Blueflame builds and mech transitions, I haven't found anything helpful.
EDIT:
I'd also like to include a request for a bare bones guide on how to scout.
How does one count workers Tricks on how to check amount of minerals mined Building placement tells Red Herrings etc....
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I would kill many men for a standard TvP guide.
Esp one centered around holding 3/4 gates with a FE and coming out strong afterwards, and also the 'standard' midgame army comps and stuff. Sometimes it's EZ and sometimes I have jack shit in terms of units and just get rolled lol. I'd make a thread myself but I can't be assed to put enough content into a quality OP atm.
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In game 1 in NASL with Rainbow v Morrow. Morrow won by a 2 base baneling/ling/roach bust. I would love if someone would analyse the replay, make a guide and dicuss the timings of that build.
Thx in advance
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Something I think everybody would love to see, is a Terran nuke analysis, I should not do it because I don't know the builds that would be needed, but it seems like something that is powerful, and underused. If it is too broad, I think it would be most effective in TvT, and should focus on that.
Because there is so much to be said about the positional advantage you can get with nukes, and how they are worth doing, even tough pros usually don't.
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I would like someone to write a guide on TvZ mech this is my startegy and if someone could comment it also i an dimaond player 5th in EU server and win 65% TvZ but i need to improve it
can someone do a guide on mech play vs zerg how to setup for it how to secure 3rd expo what army composition when to push out are attack or armor upgradesbetter??' how to harras?? ----------------------------------- i will say my strat it is reactor hellion expand do factory,reactor on racks then CC in base then gas when i have 4 hellions i go out and harras (dont suicide) when i push out i land CC make 1 fact 1 starport and armory and ASAP 2xrefinery on expo from then i do 2 thors and 2xfactory ----------------------- i do it on 2 base allin style when i push out i have 8 tanks 4 thors and 12 hellions 2+attack upgrades raven(2xPDD) medivac viking and 30 scv at 15;00 my problems are that i need to be more aggresive cause sometimes i lose when i allow zerg to have sick eco and tech to hive extra fast,have 4,5 bases,kill me with like 70,80 banelings can someone suggest another opening or what am i doing wrong?? i cant unfortunantely add replays cause im on holidays now but i described my build order
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[QUOTE]On April 19 2011 13:22 lorkac wrote: I've been doing a Reactor Hellion FE strat in my TvZ
The build normally goes as such
10 Supply Depot (The scout is normally sent as I cue up the 11th SCV but before he starts being constructed) 12 Barracks 13 Refinery 15 Orbital + Marine (Bringing the supply to 16) 16 Supply Depot @100 Gas Factory (constant Marine production) @50 Gas Reactor at the Barracks (Pull SCVs off of the Refinery) @400 Minerals Command Center
This allows me to push with 4 Hellions + 3-6 marines while my Command Center is being built. However, transitions are difficult since I pull guys off of gas.
A guide on how to properly transition out of this position would be nice since my lowly Platinum rank doesn't really know when to send SCVs back into the refinery, when to build the 2nd Refinery, when (and on which building) should the tech lab be built and what to scout for to let me know which of those choices to make. I've tried searching the site but other than Blueflame builds and mech transitions, I haven't found anything helpful.
EDI I'd also like to include a request for a bare bones guide on how to scout. How does one count workers Tricks on how to check amount of minerals mined Building placement tells Red Herrings
look at my question above ,but the same strat brought me to diamond with good follow up to mech and i had 80& TvZ wins in platinum
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I'd really like to see some dedicated discussion threads for a specific pro player's play style. There are regularly discussion threads for a specific game and some for a build order such and such pro has perfected/discovered, but rarely one that follows someone like Idra's Builds as the metagame changes and discoveries are made. It would be a great way to find the "next big thing" when a strategy starts to become a build order loss.
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How much percent does corrupt reduce dmg?
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I would really appreciate an in-depth analysis of AdelScotts' playstyle. I prefer it, but it seems almost out of reach to copy it from replays. I would love it if someone could transfer what I myself cannot replicate in game into words that can be interpreted into a comprehensive guid for people that want to stray away from deathball PvT.
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Not sure if Day9 mentioned it before, but I'd love to see a discussion about using DTs to defend drop play and force scans in PvT as a mid-late game transition.
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would people be interested in me writing a guide on getting competent (not good, merely competent) at the game? that awesome CecilSunkure guide seems more designed getting diamond players into masters and masters players into high masters and to a semi pro level. day9 is awesome of course and a far better teacher, player and probably writer than me but i think to some extent hes too good at the game and RTS in general to maybe be that helpful sometimes. i have been thinking about doing this for a while and there have been a few threads from bronze/silver players here recently asking for advice so it resurrected the idea for me somewhat. i managed to get from bronze into diamond in season and at one point peaked relatively high in diamond so i think its something i might be able to do. what do you think?
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I would like to see a guide containing strategies on early / midgame Zerg aggression that is not all-in. I would love to see timing attack builds for Zerg. A lot of what people have been focusing on lately is how to counter this and how to deal with that. Most strategies have been revolving around the staying alive mentality and how to deal with late game compositions. However, I think a good solution to this is more midgame, economic pushes.
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To bump this, I'd really just like to see more Terran guides, specifically ones about standard play. I feel like new Zerg and Protoss players have really good resources for learning to play, I feel like most of the Terran guides sort of revolve around non-standard play and gimmicks. My Terran play is much weaker than my other races because I don't know what the hell I'm doing.
If anyone takes this up or is working on this, you're awesome.
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On April 10 2011 05:15 vaderseven wrote: I would love to see some really well thought out 1 rax FE guides that take into account scouting and reactions.
Something like KCDC's 1 gate expo or cecil's 2 gate robo threads. There seems to be a lack of Terran FE guides that are centered around some of the staple builds at the higher levels.
Some examples :
TvZ 1 Rax FE (gas or no gas) TvZ 2 Rax FE TvZ CC First FE TvT 1 Rax FE TvP 1 Rax Tech Lab first FE TvP 1 Rax Reactor first FE TvP 2 Rax Tech Lab first FE TvP 2 Rax Reactor first FE
I went ahead and did one for TvZ 1 or 2 Rax FE.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=222366
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I think a good Guide and discussion thread would be about what the best Tournament LR thread would be.
I have made a few NASL ones and I would be very interested on what I could do to make it bette.
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