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On February 26 2012 21:29 Abusion wrote:Show nested quote +Any good way to defend a 10/10 gate assuming you do a assimilator scout? Keep dying to this. have you tried using a forge? That is the most reliable if you scout late. But you should scout proxy locations on 2 player after your gate anyway. The zealot are usually already walking up my ramp before I can even scout it
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On February 26 2012 21:31 Elijahs123 wrote: @theBALLS assim scout is way too late in my opinion I almost always usually scout at pylon/gateway and when I encounter a 10/10 gate I just build a forge and place a cannon at my mineral line and chronoboost zealots and pull off probes to distract the incoming zealots Yeah maybe I should just scout earlier. However certain builds require a late scout
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Italy12246 Posts
On February 26 2012 22:15 theBALLS wrote:Show nested quote +On February 26 2012 21:31 Elijahs123 wrote: @theBALLS assim scout is way too late in my opinion I almost always usually scout at pylon/gateway and when I encounter a 10/10 gate I just build a forge and place a cannon at my mineral line and chronoboost zealots and pull off probes to distract the incoming zealots Yeah maybe I should just scout earlier. However certain builds require a late scout 
It's map dependant. On maps with 4 spawns you can delay up to your core; on maps where you can be proxied (anything that doesn't have 4 spawning positions really) i think assim scout is ok as long as you check the proxy locations first.
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Did anyone catch Parting's cannon rush on metalopolis against MC on MLG? With that simcity at the bottom, is it instantly lights out unless you block the probe from getting high ground vision? Because MC scouted early that game and saw it coming really soon after but wasn't anywhere close to stopping it.
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When I see a terran getting a relatively fast expo (like before 30 food) I get up an extremely fast third, and then attack with 8 gates and a robo for a single obs. This is a based on a build I have heard about but never seen executed by a pro, so I'm not sure what time my attack should hit. Can anyone help me with this?
Thanks!
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Italy12246 Posts
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I have been having a lot of trouble getting FF's behind a stutter stepping Terran army. It seems that its always just a little too far out of range. I'm mid diamond. Any help would be appreciated.
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Hey, new brotoss here. What build should i learn against zerg and terran. My 4 gate is pretty solid.
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On February 27 2012 02:33 Tarrius wrote: I have been having a lot of trouble getting FF's behind a stutter stepping Terran army. It seems that its always just a little too far out of range. I'm mid diamond. Any help would be appreciated.
From my own experience, once a Terran has stimpack upgrade for their units, you're going to have a hard time forcefielding them in. It's still possible, but if they run away as you go to place your forcefields, you're unlikely to catch them. The best way to catch them is to push forward, they'll run away, then back off, and then when they run at you move back and then try to hit the FF's.
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Italy12246 Posts
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Hi all,
I wanted to know if YufFE build (http://wiki.teamliquid.net/starcraft2/Gate_Nexus_YufFE) here is a viable build in people's opinion. Sorry, not sure if this is appropriate to post here or start a thread on but I dont know much about it to start a discussion even.
Basically want to know what people think of this build in terms of: 1) Safety compared to 1GFE and FFE 2) Economic advantages compared to 1GFE and FFE 3) Tech advantages compared to 1GFE and FFE 4) Difficulty in execution compared to 1GFE and FFE
It sounds really interesting but wanted to see if high master/GM players have tried this out with much success!
Thanks a bunch guys
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Hello all, I have been doing the Hero ffe build in my PvZ and I am running into some unknown territory a lot. For instance my attack hits around the 8:30 mark assuming zerg gets a third however what I follow up with here is hit or miss, I follow this +1 zealot pressure with robo twilight into dt drop while taking my third. However, it is here where things get wonky sometiems zergs are going infestor ling just as my dts arrive at his base and at this time i try to gain scouting info for their tech assuming i saw no roach. When it is infestor ling i get stomped because of the infested terrans when i try to go high templar it seems difficult to actually control any space with my army because zergs get aggressive before I can get storm/my third up any tips?
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On February 27 2012 13:18 elctrc_wzrd wrote: Hello all, I have been doing the Hero ffe build in my PvZ and I am running into some unknown territory a lot. For instance my attack hits around the 8:30 mark assuming zerg gets a third however what I follow up with here is hit or miss, I follow this +1 zealot pressure with robo twilight into dt drop while taking my third. However, it is here where things get wonky sometiems zergs are going infestor ling just as my dts arrive at his base and at this time i try to gain scouting info for their tech assuming i saw no roach. When it is infestor ling i get stomped because of the infested terrans when i try to go high templar it seems difficult to actually control any space with my army because zergs get aggressive before I can get storm/my third up any tips?
don't just stick to Hero's ffe. you gotta scout and adjust your unit composition according to their composition. Also, be aggressive first so that they will be defensive. That way you'll have a chance to land your 3rd and have the storm.
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Hi guyz. I was wondering do we have a guide on 2 base 1/1 sentry-immortal allin? Something like Elfi was using in a game with Stephano in ASUS ROG.
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Does anyone know how to improve game sense? It's my biggest weakness. When I watch my replays a lot of times I'll have a huge supply advantage and I just macro away and take more bases instead of outright killing my opponent when I have the opportunity.
I scout well too, I just don't understand or process the information I get properly. I tend to play safe and afraid of losing, so I don't look at what my opponent has and think I can kill him.
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Is there a good method to snipe SCVs constructing Bunkers?
I have a really hard time defending against 2 Rax pushes that slam down 2 Bunkers into my attack-path, which totally screws the Unit-AI. I have a really hard time targeting the constructing SCVs as long as they are "inside" the building. I know the shift-spam trick but it takes a huge amount of APM to prevent my Army attacking the bunkers, order the Probes to attack the SCVs without missclicking and keep warping in.
Example Game: http://drop.sc/122224
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On February 27 2012 23:54 Xaeldaren wrote: Does anyone know how to improve game sense? It's my biggest weakness. When I watch my replays a lot of times I'll have a huge supply advantage and I just macro away and take more bases instead of outright killing my opponent when I have the opportunity.
I scout well too, I just don't understand or process the information I get properly. I tend to play safe and afraid of losing, so I don't look at what my opponent has and think I can kill him. I suffer from this problem as well (190 supply vs 100 and thinking I'm behind) and the best way I've found to deal with it is try to estimate supply in the middle of the game - then check the replay afterward to see how close you were.
Alternatively, just attack and see what happens. Worst-case - you lose horribly, but you know not to do that in the future. I'm pretty sure I've lost more games due to being ahead and not realizing vs attacking when I'm not actually ahead.
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What is the optimal follow up after defending 6-7 pool with cannon and pylon in my miner line? I usually try to 4gate, because i feel it is too late to try building a wall and expand when he has god knows how many lings around my base.
Here is a replay of my latest failure, but this seems to be how most my games looke like after a 6pool http://drop.sc/122230 Should i have done something else, or its just that my 4 gate was way too slow?
sometimes i honestly wonder why all zergs dont eco 7 pool every game ..
Thanks in advance if someone takes the time to help me 
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On February 28 2012 03:05 Ziem wrote:Show nested quote +On February 27 2012 23:54 Xaeldaren wrote: Does anyone know how to improve game sense? It's my biggest weakness. When I watch my replays a lot of times I'll have a huge supply advantage and I just macro away and take more bases instead of outright killing my opponent when I have the opportunity.
I scout well too, I just don't understand or process the information I get properly. I tend to play safe and afraid of losing, so I don't look at what my opponent has and think I can kill him. I suffer from this problem as well (190 supply vs 100 and thinking I'm behind) and the best way I've found to deal with it is try to estimate supply in the middle of the game - then check the replay afterward to see how close you were. Alternatively, just attack and see what happens. Worst-case - you lose horribly, but you know not to do that in the future. I'm pretty sure I've lost more games due to being ahead and not realizing vs attacking when I'm not actually ahead.
Yeah, same here. In my experience especially against Terran. It's worse when you successfully hold off Terran aggression and then either counter-attack late (because you wanted to "get more ahead") or pull out of your counter when the Terran was on the brink of breaking because you thought you weren't doing enough and he had one more bunker left. ><
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How do you break marine-tank-viking? Whenever a terran does this to lock down an area (a gold, in particular) it seems unbreakable.
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