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On December 21 2011 10:15 imEnex wrote: How do I deal with a Terran going Maruader Marine Tank all-in?
Also, kinda related, marine banshee tank all-in?
I have almost never seen marauder marine tank. It is normally marauders or tanks. But on the few occasions than I have faced MMM-Tank I have destroyed it with storms. If the bio kites back then the tanks die to your zealots, and if they dont kite back then you can land a couple of forcefields behind them and two storms will basically end the game in your favour. Just make sure to split your templar in case he manually targets them with tanks when they move in.
Currently, the standard way to beat marine tank banshee is with two base gateway units + immortals. Basically, if you scout gas (or cant get your scout in) then you should make a robo before you expand. This allows you to identify their one base play quickly. You have detection available in case of cloak and can begin immortal production as soon as your obs scouts the tanks. Have your immortals shoot their tanks while your gateway units shoot their marines and SCVs. Personally I find that they can pull the banshees back too easily, so I wait until I have a group of stalkers underneath them before I attempt to kill them (instead of killing marines).
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I've faced around 10 Terrans who did the MM-Tank and they attacked at the 7-9ish mark, so I can't get HT in time.
And yeah, immortals are good against tanks, but my stalkers fall apart so quickly to the tanks so the banshees kill my other units :/
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I would give both of my balls if someone gave me a semi-detailed list of common stupid all ins zerg can do to a 12 forge, 17 nexus player. I also would love it if I was given a proper response to each and what to look for in scouting these all ins.
I have lost literally 5 games in a row to 5 different all ins that I don't know how to scout and I'm super mad bro...
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Hey, im new to the forums and fairly new to starcraft. I can't make a new post for 3 days so im looking for people who want to play with me and teach me some protoss strats as the ones on here are pretty complex and hard to understand.
Im top 8 silver add me, ign: DubbTom, cc: 948
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Any counter to MM ball at beginning?
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On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Sentry/Zealot/Stalker!
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On December 21 2011 10:26 imEnex wrote: I've faced around 10 Terrans who did the MM-Tank and they attacked at the 7-9ish mark, so I can't get HT in time.
And yeah, immortals are good against tanks, but my stalkers fall apart so quickly to the tanks so the banshees kill my other units :/
Go more immortal zealot heavy first and warp more stalkers after cleaning up the ground to finish the banshees. If they're going maruaders and tanks I can't imagine they have much gas left over for many banshees.
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On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Any point in the beginning you find yourself struggling with unit composition, try adding more sentries. The shield reduces ranged damage, and their damage output is close to marines. For standard i open with 1zeal,1stalk,4sentries.
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On December 21 2011 16:45 DanceSC wrote:Show nested quote +On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Any point in the beginning you find yourself struggling with unit composition, try adding more sentries. The shield reduces ranged damage, and their damage output is close to marines. For standard i open with 1zeal,1stalk,4sentries.
I would say that this is bad advice. Guardian shield is strong, but you do not need 4 sentries for that. The hp of sentries is way too low to be a strong fighting unit.
For example, in kcdc 1 gate FE, he recommends, 1 sentries, 2 zealots, 3 stalkers. With your composition, 2 rax with concussive shell will kill the stalker and kite the rest.
I'm only low master though -- so I'm willing to admit my fault if a better player contradicts.
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I do a 2 Gate FE vs Terran (1 assim and multiple chrono on WG so I can push/poke hard off 2 gates at 5.45 - 6 if I think he is doing something 'weak'. Otherwise, I fall back and defend if I think a push is coming whilst securing my expo. IIRC, Naniwa used to do a similar build a few months ago). However, it seems that 1 Gate FE is now the standard. Is there any reason that 2 Gate openings do not seem popular anymore? Other than, I guess, the economy boost from a 1 Gate FE?
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On December 21 2011 17:03 Quochobao wrote:Show nested quote +On December 21 2011 16:45 DanceSC wrote:On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Any point in the beginning you find yourself struggling with unit composition, try adding more sentries. The shield reduces ranged damage, and their damage output is close to marines. For standard i open with 1zeal,1stalk,4sentries. I would say that this is bad advice. Guardian shield is strong, but you do not need 4 sentries for that. The hp of sentries is way too low to be a strong fighting unit. For example, in kcdc 1 gate FE, he recommends, 1 sentries, 2 zealots, 3 stalkers. With your composition, 2 rax with concussive shell will kill the stalker and kite the rest. I'm only low master though -- so I'm willing to admit my fault if a better player contradicts. Why do you stack guardian shields? 1z 1s 4sentry is a fast expand opener that holds off every early game aggression and preps into safe mid game. Worst case scenario your sentries force field and buy you time till a couple immortals pop out or warpins. "For example, in kcdc 1 gate FE, he recommends, 1 sentries, 2 zealots, 3 stalkers. With your composition, 2 rax with concussive shell will kill the stalker and kite the rest." "I would say that this is bad advice.".
Dont judge if you have never tested.
On December 21 2011 17:16 aZealot wrote: I've been working on 2 Gate FE vs Terran (1 assim and multiple chrono on WG so I can push/poke hard off 2 gates at 5.45 - 6 if I think he is doing something 'weak'. Otherwise, I fall back and defend if I think a push is coming whilst securing my expo. IIRC, Naniwa used to do a similar build a few months ago). However, it seems that 1 Gate FE is now the standard. Is there any reason that 2 Gate openings do not seem popular anymore? Other than, I guess, the economy boost from a 1 Gate FE? Mainly Economy boost, if you are not comfortable expanding off 1g, 2g is much safer. Usually when you go 2g, you place the robotics in the middle and either expand on the first immortal, or push out with a second one queued.
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Thanks, I'll keep working on it. I usually expand off 2 Gates with a robo/gates going down after expo depending on what I see with the initial poke/push (with either 2 or 4 units) while sentries charge up at the natural. I do feel a lot safer with 2 Gates.
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What maps would you guys veto in Season 5? I'm seriously confused what to choose from.
Those that I had vetoed in Season 4 was XNC and Metalopolis, XNC because it's such a old map and only 2 player map which requires different kind of build orders than usual. And metalopolis because of close air and gold. TT
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How do i stop mutalisk harrass? I am having major problems actually stopping the harrass, especially against abnormally large clouds of muta. (i usually all in if my economy gets wrecked, if the muta cloud is quite large i can usually win with HTs (my much loved tech) storming zerglings and the eventual muta cloud that comes to attack my army.
However if he keeps just coming in, attacking, and flying away i cannot do anything, i just shut down moving my units here and there. I'm a plat player but my major weakness is all ins from terran and muta harrass from Z >:|
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On December 21 2011 10:58 SLenDeRlol wrote: I would give both of my balls if someone gave me a semi-detailed list of common stupid all ins zerg can do to a 12 forge, 17 nexus player. I also would love it if I was given a proper response to each and what to look for in scouting these all ins.
I have lost literally 5 games in a row to 5 different all ins that I don't know how to scout and I'm super mad bro...
Basically they can get any units from one or two bases, 1base baneling bust, mass speedlings, 7rr or some gimmicky muta tech as well as the 1base lair rush for giraffe migration pushes or nydus worms. These can the be done on 2base instead for a more economic and powerful attack which hits later.
What you want to scout is 1) Does he expand?, 2) Does he mine more gas than 100? and 3) Can you scout any units or tech?.
If the zerg didn't expand It's most likely a baneling bust or roach rush. You can defend both of them with a proper wall, cannons and forcefields. You must also have probes patrolling all the areas in your base you can't see to make sure no unwanted nydus worms pop up and destroys your main. If he is pushing you with spine crawlers the best response is to make a second wall behind your first one made out of mainly cannons. There's no way for you to hold the first wall. Also get a new cybernetics core because it's gonna go down and WG research will be taken out. You also want to throw down a stargate to get voidrays to take out the spines and/or attack his main as he don't have much anti air, follow up with more air units. 1base mutas is rarely seen but you can probably defend it with cannons and running your probes until you get some stalkers out, I have no idea Then for mass speedlings, just make a proper wall and he can't touch you.
Now to cover 2base all ins. Mainly you want to watch out for the roach ling all in, it's by far the most popular one. Scout zerg around the 6 minute mark with a probe and see if you can scout any amount of lings, roaches or the roach warren/gas. To defend this just make a ton of cannons and get forcefields :p This is the best way to defend almost anything. Baneling busts, mass speedlings and giraffe migration pushes lose their potential at this stage in the game because you will have the means to defend. Just make sure you keep scouting for nyduses if you cannot confirm his strategy. Mutalisks are also more common from 2base than 1base and while this is not an all in it can ruin your day if it goes unscouted. Just make sure you get blink and stalkers if you scout a ton of spines building or you can just +1 6gate for the win. Then we have all ins such as 2base hydra ling or hydra doom drop. To defend these you kind of want a colossus if possible but it's also ok if you have some phoenixes or a lot of gateway units and maybe a few extra cannons at your wall.
I covered everything I can remember here :p Feel free to ask for additional advice if you have problems with any other all ins.
On December 21 2011 22:04 NumberSeven wrote: How do i stop mutalisk harrass? I am having major problems actually stopping the harrass, especially against abnormally large clouds of muta. (i usually all in if my economy gets wrecked, if the muta cloud is quite large i can usually win with HTs (my much loved tech) storming zerglings and the eventual muta cloud that comes to attack my army.
However if he keeps just coming in, attacking, and flying away i cannot do anything, i just shut down moving my units here and there. I'm a plat player but my major weakness is all ins from terran and muta harrass from Z >:|
Get stalkers with blink and and cannons in your mineral lines, take a third and get HTs or get them on 2 bases if you have to. As the muta cloud grows your stalkers will not be able to engage in cost efficient battles against them so you need high templars. If he has a lot of them and doesn't stop producing you want to have maybe 5-6 cannons + a HT or two at each mineral line. Then push out when you are maxed and don't forget to chronoboost a lot of upgrades before that. Your army composition should be something like stalkers, 3-5 HTs with storm, a few sentries for guardian shield, some zealots to tank the lings initially and some archons to help against both the mutas and lings but forcing him to never stack the mutas near your army or he'll instantly lose.
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Latedi, I love you.
That is all.
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On December 21 2011 16:20 CecilSunkure wrote:Show nested quote +On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Sentry/Zealot/Stalker! Actually stalkers are bad vs MM army. While pure zealot+sentry (zealots do fine when under guardian shield and when good ffs can be landed) is quite good it lacks units which would actually do damage to kiting mms and ff trapping is not always possible. Personally when early mm pressure is suspected I constantly chrono immortals. Under guardian shield they do fine vs marines and absolutely destroy marauders. The downside is less mobility and no antiair. But thats not what sikender1 is asking for here.
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On December 21 2011 23:31 Cheerio wrote:Show nested quote +On December 21 2011 16:20 CecilSunkure wrote:On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Sentry/Zealot/Stalker! Actually stalkers are bad vs MM army. While pure zealot+sentry (zealots do fine when under guardian shield and when good ffs can be landed) is quite good it lacks units which would actually do damage to kiting mms and ff trapping is not always possible. Personally when early mm pressure is suspected I constantly chrono immortals. Under guardian shield they do fine vs marines and absolutely destroy marauders. The downside is less mobility and no antiair. But thats not what sikender1 is asking for here.
I disagree in the early game on most maps. It is difficult to get enough sentries in the early stages of the game out of a one gate expand without dying to any non-bio build. Even if you have enough sentries in the early game to prevent bio pushes, this means your forcefields have to be well placed.
Stalkers fare decently well vs small amounts of bio without medivacs. Ensure you always have a zealot or two to tank initial shots while the stalkers kite forward to deal damage.
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On December 21 2011 22:49 SLenDeRlol wrote: Latedi, I love you.
That is all.
Love you too 
On December 21 2011 23:52 JonnyLaw wrote:Show nested quote +On December 21 2011 23:31 Cheerio wrote:On December 21 2011 16:20 CecilSunkure wrote:On December 21 2011 16:04 sikender1 wrote: Any counter to MM ball at beginning? Sentry/Zealot/Stalker! Actually stalkers are bad vs MM army. While pure zealot+sentry (zealots do fine when under guardian shield and when good ffs can be landed) is quite good it lacks units which would actually do damage to kiting mms and ff trapping is not always possible. Personally when early mm pressure is suspected I constantly chrono immortals. Under guardian shield they do fine vs marines and absolutely destroy marauders. The downside is less mobility and no antiair. But thats not what sikender1 is asking for here. I disagree in the early game on most maps. It is difficult to get enough sentries in the early stages of the game out of a one gate expand without dying to any non-bio build. Even if you have enough sentries in the early game to prevent bio pushes, this means your forcefields have to be well placed. Stalkers fare decently well vs small amounts of bio without medivacs. Ensure you always have a zealot or two to tank initial shots while the stalkers kite forward to deal damage.
While this is true I also believe it depends on what build you are doing. For example a standard 1gate 1gas FE will need zealot stalker to deal with 2 raxes but if you go 1gate 2gas FE you will have a lot more gas so you will be able to get more sentries.
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A lot of my pvz are going like this. Do you have any advice for what I could do better?
http://drop.sc/77712
I keep on dieing to roach ling attacks.
TLDR: my nat dies, but he has really low drone count, I kill his third, lose a couple sentries, get busted.
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