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On February 14 2012 06:22 Trusty wrote:Show nested quote +On February 14 2012 06:00 name_lock wrote:On February 13 2012 16:52 name_lock wrote: I'm lost when facing 1 base medivac stim all ins from Terran. These can range from vvvRuff's marine +1 timing to 3 rax marauder marine. Usually they pull SCVs and I just fall right over. Either that or I slowly get whittled away as his medivac count grows and my army dwindles. I'm not sure how much time I have to tech before his attack either. Is it possible to hold with just gateway units, ff and forcefield? Or do I need some kind of upgrade/charge/aoe? help! Assuming you've done nexus first / 1 gate FE, if they pull scvs, pull probes. Not sure about vvvRuff's marine +1 ( I don't know it), but 3rax stim can be held with 1gate FE with just gates (or 3gate + robo? - I usually delay my robo vs suspected 2 or 3 rax) It's hard if it's hidden well, as you need to realise it's a stim timing, and not miss any warp-in cycles. You can usually get them to show a Marauder if you open 1gate FE zealot/stalker/stalker before Nexus.
Well usually what happens is my observer scouts him and I see 3 rax and usually a starport building or already producing medivacs depending on the travel distance. I'm not sure what to do from here... I'll be on 3 gate + robo after a 1rax fe. Unsure if I can get colossus out in time.
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The other day, i was playing PvT on shattered and i just got completely destroyed by drops, i was moving my army back and forth etc. and kept losing probes and in the end, he came with a large army and just destroyed me. How do i deal with just constant drop harass?
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On February 15 2012 10:05 Eliwood5837 wrote: The other day, i was playing PvT on shattered and i just got completely destroyed by drops, i was moving my army back and forth etc. and kept losing probes and in the end, he came with a large army and just destroyed me. How do i deal with just constant drop harass?
Leaving some HT for feedback is useful but there is no point sending your whole army back... just warp in enough units to defend the drop and attack the Terrans main base, because he might be distracted by the drop.
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What is a 'standard' build order for FFE into zealot/voidray pressure that is tailored against a 2-base zerg?? Guides I have read so far suggest it should only be used against scouted 3-base play?
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Oops, I just saw this so ignore my previous post 
However, I still wanna know, would you do this build against a 2-base zerg??
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It seems like in the current trends on the ladder, at least where I am, Terran has adopted 1 barracks-expand as the counter to 1 gate expo. What sort of aggression best counters this? Would a 3 gate zealot/sentry pressure into expo be appropriate?
EDIT: I just saw iamke's build, so I think I'll play around with that.
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Canada13379 Posts
On February 16 2012 08:07 Jerubaal wrote: It seems like in the current trends on the ladder, at least where I am, Terran has adopted 1 barracks-expand as the counter to 1 gate expo. What sort of aggression best counters this? Would a 3 gate zealot/sentry pressure into expo be appropriate?
EDIT: I just saw iamke's build, so I think I'll play around with that.
Keep in mind though you don't need to "punish" them if you can scout early enough and get something like a 20 food expand down. iamke55's build is more for those situations you scout last or 2nd last unfortunately but believe (maybe you know) they have expanded.
Its also not easy to pull off just reading that makes me think I won't be able to keep up with all the multitasking required. Further, at high diamond/low master level where I am at I am fine expanding at around 24 and getting fast collossus based on what I scout. If I see a fast third, and late starport then I take my 2 collossi and attack into the third while taking a third of my own. I can usually force the CC to lift off or kill a portion of the terran army thanks to my collossi and then back off safely before medivacs or vikings even start to pay for themselves.
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Plat Toss here.
What's the best response to Terrans doing a 'sky terran' build, where they get 3-4 stargates up off of 2 bases and make a load of cloaked banshees, a raven, and a bunch of vikings. Then they can just sort of poke into my army, kill observers and chase me back to cannons.
The best result I've had was where I managed to hold them off, tech to templar and phoenix and tried to expand, but it was incredibly difficult to push into their expansions when they spread tanks, turrets and marines everywhere in combination with their air death ball. I ended up losing too much economy to banshee harass while they expanded.
This doesn't come up too often on the ladder, but whenever it does I just don't know how to react.
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On February 16 2012 09:04 SlackerSC wrote: Plat Toss here.
What's the best response to Terrans doing a 'sky terran' build, where they get 3-4 stargates up off of 2 bases and make a load of cloaked banshees, a raven, and a bunch of vikings. Then they can just sort of poke into my army, kill observers and chase me back to cannons.
The best result I've had was where I managed to hold them off, tech to templar and phoenix and tried to expand, but it was incredibly difficult to push into their expansions when they spread tanks, turrets and marines everywhere in combination with their air death ball. I ended up losing too much economy to banshee harass while they expanded.
This doesn't come up too often on the ladder, but whenever it does I just don't know how to react.
Many observers with your army at all times, High templar for storms and feedback. Archons also because they are great at tanking and dealing damage in splash. You also want blink stalkers and (optional) phoenix
Basically the same type of army you would want to deal with a flock of mutas, with the addition of multiple observers so you dont get caught by cloaked banshees
of course upgrades are important as are sentries for gaurdian shield
cannons in all your expoes.
One thing I've learned when fighting all styles of terran, If you dont feel comfortable attacking into them. Just try to defend and do your best to deny expansions (proxy pylons all over the map with DT/Zealot warp ins) While mass expanding yourself, if you see him floating a command center, dont be afraid to push out as he likely hasnt set up his defensive position yet.
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Anyone has a working solution against 1/1/1 Allin with Reactor-Hellions instead of Tanks? Only thing I can imagine on the spot are a couple of cannons at my natural-entrance to cover me long enough while teching to colossi.
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On February 16 2012 09:36 Xanatoss wrote: Anyone has a working solution against 1/1/1 Allin with Reactor-Hellions instead of Tanks? Only thing I can imagine on the spot are a couple of cannons at my natural-entrance to cover me long enough while teching to colossi.
This will get raped by sentry stalker if you kite.
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On February 16 2012 07:28 bankai wrote:Oops, I just saw this so ignore my previous post  However, I still wanna know, would you do this build against a 2-base zerg??
I would avoid it against a 2 base zerg, you might wanna "poke" to get an idea of what he's doing, but it will usually be muta ( and you dont want zealot/voidray vs. muta)
If a zerg has a heavily delayed third, I would tell you to just tech to blink and add more gateways (6-8 total)
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Hey. For the first time I managed to beat off a cannon rush. This was due to poor positioning by my opponent I think. If he somehow manage to place cannons by my mineral line(shouldn't happen though if I scout), would it be more efficient to long distance mine from my 2. and then set up my own cannons and beat off the attack etc? If not, where would I send my probes?
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On February 16 2012 09:37 fighter2_40 wrote:Show nested quote +On February 16 2012 09:36 Xanatoss wrote: Anyone has a working solution against 1/1/1 Allin with Reactor-Hellions instead of Tanks? Only thing I can imagine on the spot are a couple of cannons at my natural-entrance to cover me long enough while teching to colossi. This will get raped by sentry stalker if you kite.
No?
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Italy12246 Posts
On February 16 2012 09:36 Xanatoss wrote: Anyone has a working solution against 1/1/1 Allin with Reactor-Hellions instead of Tanks? Only thing I can imagine on the spot are a couple of cannons at my natural-entrance to cover me long enough while teching to colossi.
Make more stalkers instead of zealots when you see he isn't making tanks with your obs and simcity your base so hellions don't randomly run in and kill everything off the top of my head.
If he is only making hellions and marines he might be going 2port banshee though, so watch out for that.
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When is a good time to take a third in PvT depending on what you scout? I feel like my average TvP game unless I get my probe in early and feel safe skipping stalkers to drop an earlier nexus, I always end up behind to a 1 rax gasless expo. I like to go double forge as well, so I usually end up in the midgame with these 30-40 supply deficits. If the terran goes quick 3 CC it becomes really hard. I can still win but I basically have to outplay the terran and always get the better engagement and trade armies better. I usually take a third around 12-13 min in my standard TvP.
I've been trying the 1 gate FE into 6 min third into 8 gate on maps like Cloud Kingdom in response to a gasless FE and although I actually haven't won with it, I find that every terran lets me get away with it. When I go to do the 8 gate bust I dunno if its whether or not I don't have enough units, but even if I hit before stim I just can't do enough damage. The terran always just has enough units and I lose too much to make it worthwhile. Is there a safe way to play the gate, nexus, nexus style without trying the 8 gate bust? Would it be too greedy to jump right into colossus/templar/double forge or something or can you do this style relying on mass gateway units/forcefields?
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my replay http://www.mediafire.com/?4506q782e0j73gp
wtf did i do wrong????
i destroyed the 3rd,forced him tons of shit lings,i get 3rd then mass and colo.When i attack my army just got pwned....is PVZ late game that bad?
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Is it possible to pull of a 1 gate expand in PvT on any map currently in the pool? its a build i really wanna use to get me to work on my macro game but im just wondering if its an auto loss on some maps.
Im probably gonna veto shattered and tal darim, and im not sure about the 3rd veto yet, so is every other map in the pool ok for this build?
also, what builds from the terran will just crush this completely? and finally what should early CB be used on? probes? WG? the first few units out the gateway? or save most of it?
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Italy12246 Posts
On February 16 2012 23:15 ThatGuy89 wrote: Is it possible to pull of a 1 gate expand in PvT on any map currently in the pool? its a build i really wanna use to get me to work on my macro game but im just wondering if its an auto loss on some maps.
Im probably gonna veto shattered and tal darim, and im not sure about the 3rd veto yet, so is every other map in the pool ok for this build?
also, what builds from the terran will just crush this completely? and finally what should early CB be used on? probes? WG? the first few units out the gateway? or save most of it?
Depends on the variation, MC's 1gate fe (http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136) should be safe against anything.
Also the search function and recommended threads is your friend.
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