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[G] Doc's Somewhat Definitive Guide to TvZ - Page 11

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 9 10 11 12 13 16 Next All
ilovelings
Profile Joined January 2011
Argentina776 Posts
Last Edited: 2011-07-27 05:32:25
July 27 2011 05:31 GMT
#201
oh fuck wrong thread.

edited.
People is diying.
vaderseven
Profile Joined September 2008
United States2556 Posts
July 27 2011 06:27 GMT
#202
Here is two examples of me trying some things to deal with the infestor play I was speaking of.

1. http://replayfu.com/r/6Lndrg

I go for a bit too strong of pressure with the 2 rax (should have let some of the marine numbers build in the waves following the first but I was trying to abuse his lack of speed) though he does make alot of defense. I would say it was not the best trade for me but it was by no means game ending or deciding. I try to add a ghost academy as I take my 3rd to allow faster ghosts.

2. http://replayfu.com/r/NNpXFq

I did a reaper expand this game and went for a lot of drop play. The drops are very much shut down and I do not put any pressure on his 3rd really. The game is clearly over as I try to take my 4th and he gets a good hit on my 3rd.

There was several other games vs Bubba but I can't find them. I did not include any of the games were I went for a siege contain as I understand that style vs this but I don't feel like I can always prepare to do that style by the time I have confirmed this build. I want a more passive management style that works. I know that my game plan appears either disorganized or poorly optimized but that is because I really cant decide on when, timing window wise, I should be focusing on aggression and expanding vs turtling and/or harassing.

With the tips people have posted so far in the thread in regards to my post i feel like I should probably look at devising a timing that punishes his 3rd but a quick glance at the replays doesn't make that the obvious answer.

I am very curious as to what you guys have input wise. Do keep in mind that Bubba is one of those players that really will punish any mistake (as you can see in the replays any spotted movement on the minimap is taken in and reacted to) so I would love to devise a plan that is able to play vs that kind of style.

His style is to fast expand with fairly late gas into double evo chambers and speed (and often multiputle queens). He takes a very fast 3rd due to the map being favorable to him defending it. He transitions to infestor tech as he does this and uses infestor/ling/upgrades to safely get 1-2 more bases as he transitions into hive and ultra/ling.

I have seen many similar styles on the ladder but it has never actually been done to me in an elegant fashion. He uses his simple tools so correctly at each of the timings and I just am lacking the insight to see the exact weaknesses vs my game plan's strengths.
EmilA
Profile Joined October 2010
Denmark4618 Posts
July 27 2011 13:43 GMT
#203
Is the OP bunker rush thing worth it? I can never get my bunker to more than 30 % hp before lings pop. I noticed it could be done on the new nerazim crypts as well - worth trying? Or is it solely for close pos?
http://dotabuff.com/players/122305951 playing other games
Tenks
Profile Joined April 2010
United States3104 Posts
July 27 2011 14:19 GMT
#204
Doctor: Could you go over your mindset when performing a rine/tank push?

Such as:
*Where do you position your tanks?
*When do you siege your tanks? At the creep's edge?
*How do you forward scout in attempt to find the Ling horde?
*How many tanks do you need?


I'm a mid Masters myself but I am having *huge* issues TvZ. It isn't a build nor macro issue I just need to shore up how to effectively attack a Zerg.
Wat
The.Doctor
Profile Joined February 2010
Canada333 Posts
July 27 2011 19:10 GMT
#205
On July 27 2011 15:27 vaderseven wrote:
Here is two examples of me trying some things to deal with the infestor play I was speaking of.

1. http://replayfu.com/r/6Lndrg

I go for a bit too strong of pressure with the 2 rax (should have let some of the marine numbers build in the waves following the first but I was trying to abuse his lack of speed) though he does make alot of defense. I would say it was not the best trade for me but it was by no means game ending or deciding. I try to add a ghost academy as I take my 3rd to allow faster ghosts.

2. http://replayfu.com/r/NNpXFq

I did a reaper expand this game and went for a lot of drop play. The drops are very much shut down and I do not put any pressure on his 3rd really. The game is clearly over as I try to take my 4th and he gets a good hit on my 3rd.

There was several other games vs Bubba but I can't find them. I did not include any of the games were I went for a siege contain as I understand that style vs this but I don't feel like I can always prepare to do that style by the time I have confirmed this build. I want a more passive management style that works. I know that my game plan appears either disorganized or poorly optimized but that is because I really cant decide on when, timing window wise, I should be focusing on aggression and expanding vs turtling and/or harassing.

With the tips people have posted so far in the thread in regards to my post i feel like I should probably look at devising a timing that punishes his 3rd but a quick glance at the replays doesn't make that the obvious answer.

I am very curious as to what you guys have input wise. Do keep in mind that Bubba is one of those players that really will punish any mistake (as you can see in the replays any spotted movement on the minimap is taken in and reacted to) so I would love to devise a plan that is able to play vs that kind of style.

His style is to fast expand with fairly late gas into double evo chambers and speed (and often multiputle queens). He takes a very fast 3rd due to the map being favorable to him defending it. He transitions to infestor tech as he does this and uses infestor/ling/upgrades to safely get 1-2 more bases as he transitions into hive and ultra/ling.

I have seen many similar styles on the ladder but it has never actually been done to me in an elegant fashion. He uses his simple tools so correctly at each of the timings and I just am lacking the insight to see the exact weaknesses vs my game plan's strengths.


Quick glance at first replay, your early game pressure went really poorly but you already know that so I'm gonna skip on to the later parts.

If you're doing the bio heavy transition, the point is to STAY on the map preventing creep spread and preventing too early expansions and keeping map control. You know how BF helions are used to deny creep in certain builds, with this build, marines serve that purpose. If he's going infestors you CAN'T let him get his 3rd up without any pressure.

+1 before factory btw.

In that space above your main base, there are a million overlords spotting your drops coming and you know he's going infestors, get a viking or two and take them ALL out. Dropping through overlord vision might work against bad players but against better players it won't.

You also fell way behind on upgrades.

If he has all his units defending drops, don't be scared to push out on the map, clear towers and creep and fall back.

That should help a lot, from a quick glance.

2nd game, don't just sack your reaper, take the tower and keep hopping up and down when zerglings come, they shouldn't be able to pick it off. Don't delay on sending out your BF helions and pay attention to the helions. Losing them AND the reaper gives map control back to a Z without Z having to go a different tech route to get it (i.e. roaches).

When I see a fast third like he did, I personally do a 3 tank push with marines afterwords with the helions marines and tanks and always take it out. You waited far too long to push and then just stayed camped up in your base when you needed to be aggressive, again letting Z get their 3rd fast while going infestors, didn't watch the rest afterwards. Creep was everywhere. Metal cross positions shitty in general though.
The Boss.
terencecah
Profile Joined April 2010
United States7 Posts
July 28 2011 07:40 GMT
#206
Nice guide. Anything like this for the other match-ups?
socal
TheQforce
Profile Joined May 2011
United Kingdom48 Posts
July 28 2011 23:27 GMT
#207
Whenever i go marine/tank the the zerg just kills my tanks with banelings and the zergling surrond + the banelings just kill all my marines, how do i avoid this?
Najda
Profile Joined June 2010
United States3765 Posts
July 29 2011 04:49 GMT
#208
Wow this is such an amazing guide, has helped me so much! Thank you for the post, and I love your organization
Baby_Seal
Profile Joined August 2010
United States360 Posts
Last Edited: 2011-07-29 17:31:13
July 29 2011 17:30 GMT
#209
On July 29 2011 08:27 TheQforce wrote:
Whenever i go marine/tank the the zerg just kills my tanks with banelings and the zergling surrond + the banelings just kill all my marines, how do i avoid this?


If the Zerg overwhelms you in that way and just has so much ling-baneling that you can't really stop him, then you're doing something completely different wrong, be it poor macro, or letting zerg build up a massive economy without harassing. Basically, if that happens, then it means that you're probably behind anyway.
safetuna
Profile Joined April 2010
United States5 Posts
July 30 2011 12:14 GMT
#210
To defend against mutalisk harass it can help to keep your turrets spread out a little so that you reduce the glaive damage from larger groups. Also you can put a depot or other building in an adjacent space to the turrent and that building will soak up all the first bounce damage.
IDK
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2011-07-30 15:30:16
July 30 2011 15:14 GMT
#211
Mindblowingly fantastic guide. You deserve a MVP poster status for this.

That said, small black mark for your implied BM to the Emperor >
He proxies because he is good enough to make them stable - and he does them consistently, so doesn't get massive surprise value out of them, just pressure, and 50% of the time tempts his opponents into all-ins he has specifically prepared for.

Question: Once a Z commits to BLs, do you stay with ghost pack or squeeze out a few vikings? Do you ever get a large pack of vikings? My style has been to avoid Viks altogether, but I'd love your opinion.
The.Doctor
Profile Joined February 2010
Canada333 Posts
July 31 2011 01:08 GMT
#212
On July 31 2011 00:14 DaemonX wrote:
Mindblowingly fantastic guide. You deserve a MVP poster status for this.

That said, small black mark for your implied BM to the Emperor >
He proxies because he is good enough to make them stable - and he does them consistently, so doesn't get massive surprise value out of them, just pressure, and 50% of the time tempts his opponents into all-ins he has specifically prepared for.

Question: Once a Z commits to BLs, do you stay with ghost pack or squeeze out a few vikings? Do you ever get a large pack of vikings? My style has been to avoid Viks altogether, but I'd love your opinion.


Woah woah by no means was I BMing boxer. He's one of the reasons I play Terran. I simply meant to show as an example of how you can proxy barracks and who does it. I meant for players not to do it on ladder though as straight up practice might be better as boxer often does the proxy rax in a calculated manner eg. Him VS idra in nasl. He knows idra plays macro and is less likely to counter cheese and has a weaker early game. I guess I should edit it o clarify though.

I personally get both ghosts AND Vikings. I find just Vikings is bad because of fungals and just ghosts is very volatile so I use both. I'm going to up 2 more vods playing against late game z and dealing with this when I get home.
The Boss.
cskalias.pbe
Profile Joined April 2010
United States293 Posts
July 31 2011 02:42 GMT
#213
Definitely the best TvZ guide on TL. Much thanks!

I'm a little surprised you relegate the gas first reactor hellions for more one-off situations. I've found that it is:
-extremely safe, even for fast roaches after FE (not sure if it still works on one base... but i can't remember the last time someone has done that to me), for which you definitely have time for at least one bunker and at least 1 marauder.
-map control
-larva/drone harass (not many seem to expect the larva harass if the zerg is relying purely on queen ramp blocking for the earliest stages of defense
Is there a particular opening you feel this is very weak to? Or are zergs at your level just especially competent at defending relative to the rax openers you've mentioned?

You don't really emphasize upgrades that much in this guide, but that could be because upgrading hard is just understood. That said, I find that vZ I'm double upgrading earlier and with higher priority relative to vP and vT.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
July 31 2011 18:39 GMT
#214
It might be worth noting that although Metalopolis is no longer in the pool, Your bunker tip is also possible on these Ladder maps.

Typhon Peaks (4)
Nerazim Crypt (4)
Searing Crater (4)
Antiga Shipyard (4) ( 11 and 5 O'clock positions.)

Zurachi
Profile Blog Joined October 2010
Canada289 Posts
August 01 2011 03:53 GMT
#215
AMAZING post! I have been completely lost in the world of TvZ in the past couple of months. Having this as a reference will do wonders to the understanding of the matchup.
@ZurachiTV | www.youtube.com/ZurachiTV | "Satisfaction is the beginning of regression."
noobasaurus
Profile Joined November 2010
8 Posts
August 01 2011 19:22 GMT
#216
Hey taking the time to put together this post. For a while I've been stuck in a rut similar to yours except for that my weakness has been zerg rather than protoss. I feel like reading this post has done a lot to help my understanding of TvZ and hopefully I will now be able to improve it well beyond what I thought was possible before. Good luck getting into GM this season With the help of this guide I hope to get there as well.
DocM
Profile Blog Joined June 2010
United States212 Posts
August 02 2011 01:43 GMT
#217
I second my esteemed colleagues suggestions.
yaRus
Profile Joined February 2011
Russian Federation68 Posts
August 02 2011 08:02 GMT
#218
TheDoctor, what do you think about 1-1-1 opener in TvZ? Is it viable in this matchup? Can we somehow be not far away from zerg's economy?
The.Doctor
Profile Joined February 2010
Canada333 Posts
August 02 2011 10:17 GMT
#219
On August 02 2011 17:02 yaRus wrote:
TheDoctor, what do you think about 1-1-1 opener in TvZ? Is it viable in this matchup? Can we somehow be not far away from zerg's economy?


It's definitely good in certain situations and depending on the units you make. I just find this is a LOT easier way to play against Z as you're not relying on your few units (helions, banshees) to get a lot of kills early on and even the playing field.
The Boss.
The.Doctor
Profile Joined February 2010
Canada333 Posts
August 02 2011 10:17 GMT
#220
On August 02 2011 10:43 DocM wrote:
I second my esteemed colleagues suggestions.


Yes, quite.
The Boss.
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