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[G] Doc's Somewhat Definitive Guide to TvZ - Page 13

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 11 12 13 14 15 16 Next All
gastro54
Profile Joined October 2010
23 Posts
August 19 2011 17:57 GMT
#241
A simple wall + good sim city will stop any sling all in.
The.Doctor
Profile Joined February 2010
Canada333 Posts
August 19 2011 18:17 GMT
#242
On August 19 2011 19:46 DH_Remorse wrote:
I dunno , as a Masters Random/zerg player I find that your builds seem kinda bad , vs any allin-ish play , If i for example did the fake speedling expand on Tal'Darim Alter , im not sure how you would stop it ? Maybe add a thread / spoiler for "How to stop speedling flood all-in"?


Lol but I'm not teaching one single build. I'm teaching diffferent openers and transitions and what to look for from zerg before transitioning so you can have the best counter to what they're doing.
The Boss.
Sovern
Profile Joined March 2011
United States312 Posts
Last Edited: 2011-08-19 21:13:16
August 19 2011 21:12 GMT
#243
This guide is definitely good but the better that I get the more I feel that straight up macro play is the best way to play, relying on good mechanics and micro vs getting tech that you wont be using throughout the game (blue flame).
RamonMcGrady
Profile Joined July 2011
33 Posts
August 23 2011 23:55 GMT
#244
Upon reading you, i got a better sense what to transtion to, as I usually open 12/14 rax, usual pressure, xpand at 23 or so and then usually go for the tanks.

I'm a high gold T, so I mostly suck, but still, a question came up on a situation I found myself in on playing a game just now.

So I play this game in Shakuras, crossed positions (me 11 o'clock, him 5 o'clock), where i do the usual bunker, i manage to get 2 of them up between his main and his natural and kill a lot of zerglings and even the hatch, without losing a single marine. I go up the ramp and i see two spines done and i see roaches amassing, so i get down the ramp immediatly with my 12 or so marines, salvage the bunkers and get the hell out of there, leaving an scv at his entrance to see when he gets out with his roaches, and to get a count to.

He gets out eventually and it felt all-inish.

Going back to my main, i have a factory up, without techlab, and 3 rax, one working on stim already. 2 gases are up, but i just have less than 100gas. So i have to make a decision and i put a couple of bunkers when i see about 8 roach on the middle of the map, while pumping up several marauder to help defend, as I thought I wasn't able to get enough tanks in time, and that my marines would have gotten crushed by that force.

My question is: what do you think about the decision making? Did I read it bad and had enough time to get a couple of tanks up or was it ok to get the marauder?

Thanks a lot for your time and patience!
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-08-24 01:22:09
August 24 2011 01:20 GMT
#245
I still await your TvP.
pa-lease

@ the guy above me, upload the replay impossible to tell from what you described. For one, we have no idea at what point in time all this happens. Upload the replay and it will tell us alot!
RamonMcGrady
Profile Joined July 2011
33 Posts
August 24 2011 08:38 GMT
#246
Done, there you have the replay.

http://drop.sc/29119

Beware of it...i'm bad!

I just need some validation from other players that i'm doing ok, or not and what should i change.
RockStarCrft
Profile Joined February 2011
Turkey470 Posts
August 24 2011 14:18 GMT
#247
Thank you Doc! Very good guide, i will definetely use ur guide because my TvZ sucks
sobchak
Profile Joined May 2011
Germany3 Posts
Last Edited: 2011-09-02 16:27:21
August 27 2011 23:00 GMT
#248
Hello Doctor, great guide.

Just wanted to add two things for the reactors.

1) Regarding the good old marine-tank timing push, I believe that the emperor made a pretty good job with the reactors at TSL. If you analyze his play a little bit, you can see that he always gets a third rax with his first 150 minerals and adds two refineries right after that (you need to have a good number of marines so you can defend if the zerg goes for something tricky). Now, Boxer gets his tech lab immediately on this third rax for stim and then goes for two reactors on the first two raxes. After the standard three barracks, he adds the factory/tech lab for siege tanks and makes the first medivac from a naked starport. You can now pressure with the standard mix and throw down two additional reactor-barracks and take your third.

Take a look at Boxer's play on Xel'Naga Caverns and Metalopolis (he had more losses on metalopolis and his timing attack was one minute late but it's good to compare). Also, someone asked for a one rax play. Boxer does the same build on Shakuras Plateau but with one rax (he did one rax on Crevasse but he made a fast factory there). I would like your opinion on that...

I believe that with this style, you can have better waves and replenish better your army in time. I agree that mutalisks could be a problem but as you can see, the first two reactor-barracks are always landed to make a wall to the natural, thus you need less turrets at your main and you're mostly protected at your expansion from the marines and the bunker/s.

In late game marauder play can be problematic though, if the zerg player transition to ultras. All the above go for the "old school" marine-tank-medivac timing push. Obviously the metagame changed since then but they are still applicable.

2) Regarding the Korean transition, I have seen Nada but especially Bomber (I believe you saw his match vs Idra at MLG Raleigh but he does this at GSL), to add reactors and pump out marines like crazy. Especially Bomber who likes to add two additional Tech Labs instead of one, in order to get combat shield faster and also to produce two marauders simultaneously for the second wave so he can absorb damage from banelings. Then he always adds reactors. Obviously this is adding reactors later on, compared with my first comment on Boxer's BO, since with that kind of pressure, the zerg can't produce easily mutalisks because he's defending his base from your pressure.

Thanks.
Vertical
Profile Joined July 2011
Indonesia4317 Posts
August 29 2011 06:56 GMT
#249
On August 04 2011 07:05 The.Doctor wrote:
Show nested quote +
On August 03 2011 13:31 Vertical wrote:
im wondering whats your view about marauders
i like to put marauders into play
getting them from about 1 or 2 rax
i used the to tank blings
so i just need to pull my marine a bit and let marauders be the tank
is it effective or just a waste of money ?

cool guide anyway
can u give more in depth guide like this with other match up ?
plat player stumbling here


Tanks tank better than marauders. Save gas for higher tank count and build more marines.

i saw bomber vs DRG earlier today in MLG
and he did use Marauder in his composition
and he did won the game

any thought about it ?

i kinda prefer marauder first instead of go straight to tank
since marauder have better mobility
-Terran-
The.Doctor
Profile Joined February 2010
Canada333 Posts
September 06 2011 02:00 GMT
#250
Mmm MVP v July g2, MVP showing the noobs how it's done. So, so sexy.
The Boss.
LeoA
Profile Joined August 2010
Canada108 Posts
September 06 2011 03:46 GMT
#251
I love this build
Before you say anything, remember...I bite.
Clbull
Profile Blog Joined February 2011
United Kingdom1439 Posts
Last Edited: 2011-09-06 04:40:15
September 06 2011 04:31 GMT
#252
There's a good timing attack in TvZ you can do from a 2 rax bunker FE (bunkers depending on what you scout but you may need 3 to hold off a 7RR, in which case if the Zerg is one-basing and pumping roach you should abandon the timing attack altogether and go for a long macro game post-expand anyways.

It more favours maps where you can wall off your natural and prevent access to your main i.e. Nerazim Crypt, Abyssal Caverns, Backwater Gulch and to a lesser extent the huge GSL maps like Terminus, Tal'darim Altar and Crevasse.because of their rush distance.

Open 2 rax.

Expand with a bunker or two safely guarding your natural and make marines.

Make 2 extra barracks and a single refinery, move 3 scvs to the refinery.

When the expansion goes down, continue to pump marines and research Stimpack at 100 gas.

When Stimpack is near completion, push out.

The only real thing that can hold this timing push is:
  • A fuckton of spine crawlers at your natural (and your main if the natural can be bypassed. This will set back the Zerg HUGELY in economy as he sacrifices the 100 mineral cost for a Spine Crawler, the 50 mineral cost of the Drone and the opportunity cost of the mining that drone could have done, or the opportunity cost of the larvae which could have been more units.
  • Loads of lings and banes. Marines are at such a critical mass where a load of lings alone are not going to improve your chances.of winning. You NEED banelings to hold this off, but Marines can be microed to make Banelings less efficient.
  • Roaches. Marines are considerably weak against roaches, but you'll need quite a few to hold off.

I am not exactly sure why it's a good timing but I had success with it. I think it's something to do with hitting at a time where lair tech's benefits (i.e. speedbanes, high muta numbers, infestors etc) haven't quite kicked in yet.

It's meant to hit before mutas can come out and wreck your mineral line, that's for sure.
TerranMeApart
Profile Joined April 2011
United States27 Posts
September 07 2011 18:00 GMT
#253
Awesome guide.
vaderseven
Profile Joined September 2008
United States2556 Posts
Last Edited: 2011-09-10 07:08:50
September 10 2011 07:05 GMT
#254
I have switched to Protoss for reasons of my wrist hating this matchup (TvZ) and tendonitis is something that scares me so Im taking it serious.

I figured I would share this with this thread, I made it after I added a lot of elements of this guide to my play. I am a visual person so this kind of thing helps me even if I don't look at it during a match.

[image loading]

http://imageshack.us/photo/my-images/84/2raxdocchart.png/

Some of the items are not what this guide says to do and were instead my own style but those are very rare bits.

Also, thanks "TheDoctor," once I practiced and understood the transitions you outlined in this thread, as well as learned how to abuse the small things like the gas timing of the Zerg and knowing what kind of transition was best vs what, my win rate in TvZ on ladder (both KR and NA) went from 47% to just a bit over 60%.

If playing a 25 minute TvZ didn't make me unable to play for the rest of the day if he made any banelings (boxing things fast hurts yo) I would be building upon these concepts for a long time.
jlai
Profile Joined February 2011
Hong Kong63 Posts
September 12 2011 13:26 GMT
#255
On September 10 2011 16:05 vaderseven wrote:
I have switched to Protoss for reasons of my wrist hating this matchup (TvZ) and tendonitis is something that scares me so Im taking it serious.

I figured I would share this with this thread, I made it after I added a lot of elements of this guide to my play. I am a visual person so this kind of thing helps me even if I don't look at it during a match.

[image loading]

http://imageshack.us/photo/my-images/84/2raxdocchart.png/

Some of the items are not what this guide says to do and were instead my own style but those are very rare bits.

Also, thanks "TheDoctor," once I practiced and understood the transitions you outlined in this thread, as well as learned how to abuse the small things like the gas timing of the Zerg and knowing what kind of transition was best vs what, my win rate in TvZ on ladder (both KR and NA) went from 47% to just a bit over 60%.

If playing a 25 minute TvZ didn't make me unable to play for the rest of the day if he made any banelings (boxing things fast hurts yo) I would be building upon these concepts for a long time.

Surprised no one replies this post. Vaderseven made a wonderful flowchart for everyone! Great thx!
Avan
Profile Joined March 2011
Brazil121 Posts
September 13 2011 01:28 GMT
#256
I love you with all my heart <3
"I have never tasted Death, Zeratul. Nor shall I". Liquid'HerO FIGHTING!
Avril_Lavigne
Profile Joined April 2010
United States446 Posts
September 15 2011 03:21 GMT
#257
can you explain or give us a demonstration on how to defend mass muta harrass, mutas can sometimes just have a terran scrambling to defend and it's really frustrating even after getting a ton of turrets. When you get a thor it seems a little inefficient to keep him in yr main at all times. what is your opinion on that?
gloryofgreece
Profile Joined December 2008
United States29 Posts
September 15 2011 18:59 GMT
#258
thanks it is very helpful!
GO Husky!!
zenith8
Profile Joined October 2010
55 Posts
Last Edited: 2011-09-24 15:50:58
September 24 2011 15:33 GMT
#259
Thanks Doc for the great guide. TvZ has always been one of my weakness but it has improved quite a bit after reading this guide. This thread should be on the SC2 Recommended Lists thread.
awakenx
Profile Joined May 2011
United States341 Posts
Last Edited: 2011-09-30 12:05:06
September 30 2011 11:55 GMT
#260
So what's your opinion on making reactors with the barracks nerf? Seemingly now from only 10 seconds longer, it's become 15 seconds longer, and that sounds a bit longer and less appealing to not be without production for those 15 extra seconds. Shouldn't really make a difference for me, though, as a gold player. Just wondering if reactors are still kinda useless.

EDIT: any new replays with the new patch?
WorstMicroNA
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