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On August 12 2012 02:04 Arachne wrote:@Playa. I have one. MC's DT expand. 3 DT's hitting at 7 minutes, 12 gas. Hits between the 1st and second banshee, and normally just b4 a scan so you can bust the wall. You can also afford a robo facility, and probably maybe cancel cloak/completely destroy the army, since 3DT's are actually greater DPS than what the terran has. I can't post a replay tho  . http://www.teamliquid.net/forum/viewmessage.php?topic_id=213108 this thread has a similar build. I use a 11 scout 12 gas 14 gate 17 pylon (hidden) 18/19 cyber, 23/24 2nd gas, 24 pylon (mostly proxy with my scout probe), get twilight once you're pretty sure the scv has left, place two more gates and dark shrine as you can, and the DT's hit at about 7 minutes ideally, and you expand shortly after All CB's on probes. Use the scout probe to scout for a reactored rax if you suspect 1/1/1, otherwise you can use it to turret scout the front, also send in one DT to check for turrets as well, as you can survive losing 1 DT, not 3. Transitions well into chargelots and double forge as well, and you can afford the robo fac and a few more stalkers if you suspect cloaked banshees. Block the ramp with the zealots and stalkers if you are scared of hellions, and get an obs once you scout the 1st banshee. Actually beating a 1/1/1 with gateway units, no, not so much  .
Thank you so much. I love dt tech I gave up trying to go dts vs 1/1/1 after kinda feeling like it should be an auto loss against raven builds (which is common enough). I will check this out. I can't remember the last time I won against any variation of 1/1/1.
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On August 12 2012 00:58 Vernay wrote:Show nested quote +On August 12 2012 00:46 ZeromuS wrote:On August 12 2012 00:14 Vernay wrote: Hey guys, really fast question here. iv been playing sc for about 6 days, and after placing bronze, have risen to high gold / low plat.
However, i know that mouse accuracy will always be a massive issue for me ( from experience from training in other games )
as a protoss, i am considering switching to other races that require less spell casting as my positioning and multi tasking / macro is still strong.
so in essence: is it worth me switching race? if so which? Pick the race you enjoy playing the most. Who cares if you have to learn to be more accurate with the mouse. If thats what it takes thats what it takes  hehe my problem is that protoss is a micro heavy race ;/ i dont want to run into issues later.
Then just get better. 
But if your engagements, positioning, macro and multi-tasking are strong consider Zerg.
But Protoss is the best. 
GL.
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Hi forum, I have a few questions about playing against Terran. I recently played a game (I'm in Silver league) where a Terran proxy rax'd marauders and I held. But when it came into the mid/late game I was just devastated by his marauder/hellion/thor/viking/ghost army (I know it's a weird composition). But my question is more aimed towards; how do I tech against a marauder heavy army?
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So I've found my interest in sc2 back after 8 months of hiatus. Started to play 2v2 to get my self familiar with the game. I just finished my placement match and got placed in gold, and I find myself struggling with the current meta game. Can someone compile a short list of build order that I should refresh myself with?
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On August 12 2012 07:59 Jawmare wrote: So I've found my interest in sc2 back after 8 months of hiatus. Started to play 2v2 to get my self familiar with the game. I just finished my placement match and got placed in gold, and I find myself struggling with the current meta game. Can someone compile a short list of build order that I should refresh myself with?
PvZ Learn how to Forge Fast Expand, from there you basically have two choices: 2base allin or try to take a third. Some of the most popular 2base allins are: Immortal/Sentry, 7gate +2 blink stalker, 8gate, etc. The most common way to take a third is to go immortal/sentry into third, basically you cut a few gates out of the allin and place a third nexus instead. There are also some cool 2 stargate into third base builds but I'm not too familiar with them.
PvT: There are a million variants of 1gate expand. In gold you should learn the MC 1gate expo. It's the safest version, and MC 1gate expo into 3gate robo is the most standard build around. From there you can do a few different things like double forge, fast colossi, even going twilight into high templar can work.
PvP: This is the toughest one. There really aren't any builds that you can do every game, a lot of it relies on subtle reads of your opponent. I'd say some sort of robo build would be the easiest to learn. You can go for a robo expand or 1base colossus allin most of the time, but warp prism 4gates and certain phoenix builds will give you trouble.
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On August 12 2012 07:01 Unicycle wrote: Hi forum, I have a few questions about playing against Terran. I recently played a game (I'm in Silver league) where a Terran proxy rax'd marauders and I held. But when it came into the mid/late game I was just devastated by his marauder/hellion/thor/viking/ghost army (I know it's a weird composition). But my question is more aimed towards; how do I tech against a marauder heavy army?
You don't have to do anything special against Marauders. Pretty much every one of your units is going to be useful against a Marauder heavy army so long as you have a solid and diverse composition. Mass Chargelots are very strong against Marauders, which is generally why most Terrans opt for heavy Marines over more Marauders because it's a pretty big gas dump. AOE like Storm/Colossus are good, Stalkers help in moderate numbers, and Immortals are pretty solid too.
I love having a few Immortals on the field if my opponent tries to sport Thors. Even with EMP, the Immortals pack quite a punch against armored units like Marauders and Thors.
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On August 12 2012 12:55 Omnibrad wrote:Show nested quote +On August 12 2012 07:01 Unicycle wrote: Hi forum, I have a few questions about playing against Terran. I recently played a game (I'm in Silver league) where a Terran proxy rax'd marauders and I held. But when it came into the mid/late game I was just devastated by his marauder/hellion/thor/viking/ghost army (I know it's a weird composition). But my question is more aimed towards; how do I tech against a marauder heavy army? You don't have to do anything special against Marauders. Pretty much every one of your units is going to be useful against a Marauder heavy army so long as you have a solid and diverse composition. Mass Chargelots are very strong against Marauders, which is generally why most Terrans opt for heavy Marines over more Marauders because it's a pretty big gas dump. AOE like Storm/Colossus are good, Stalkers help in moderate numbers, and Immortals are pretty solid too. I love having a few Immortals on the field if my opponent tries to sport Thors. Even with EMP, the Immortals pack quite a punch against armored units like Marauders and Thors.
When I do tech into HTs should I ALWAYS get storm? Or can I go for more of a colossus, chargelot, archon army?
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Canada13379 Posts
On August 12 2012 13:07 Unicycle wrote:Show nested quote +On August 12 2012 12:55 Omnibrad wrote:On August 12 2012 07:01 Unicycle wrote: Hi forum, I have a few questions about playing against Terran. I recently played a game (I'm in Silver league) where a Terran proxy rax'd marauders and I held. But when it came into the mid/late game I was just devastated by his marauder/hellion/thor/viking/ghost army (I know it's a weird composition). But my question is more aimed towards; how do I tech against a marauder heavy army? You don't have to do anything special against Marauders. Pretty much every one of your units is going to be useful against a Marauder heavy army so long as you have a solid and diverse composition. Mass Chargelots are very strong against Marauders, which is generally why most Terrans opt for heavy Marines over more Marauders because it's a pretty big gas dump. AOE like Storm/Colossus are good, Stalkers help in moderate numbers, and Immortals are pretty solid too. I love having a few Immortals on the field if my opponent tries to sport Thors. Even with EMP, the Immortals pack quite a punch against armored units like Marauders and Thors. When I do tech into HTs should I ALWAYS get storm? Or can I go for more of a colossus, chargelot, archon army?
If you want to go collossus chargelot archon you should start with double upgrades as they feed best into a charge archon colossus army.
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On August 12 2012 00:58 Vernay wrote:Show nested quote +On August 12 2012 00:46 ZeromuS wrote:On August 12 2012 00:14 Vernay wrote: Hey guys, really fast question here. iv been playing sc for about 6 days, and after placing bronze, have risen to high gold / low plat.
However, i know that mouse accuracy will always be a massive issue for me ( from experience from training in other games )
as a protoss, i am considering switching to other races that require less spell casting as my positioning and multi tasking / macro is still strong.
so in essence: is it worth me switching race? if so which? Pick the race you enjoy playing the most. Who cares if you have to learn to be more accurate with the mouse. If thats what it takes thats what it takes  hehe my problem is that protoss is a micro heavy race ;/ i dont want to run into issues later.
Micro is a learnable skill. Over time, your understanding of unit control, your reaction speed, and the tricks you know will increase.
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United States8476 Posts
On August 12 2012 13:07 Unicycle wrote:Show nested quote +On August 12 2012 12:55 Omnibrad wrote:On August 12 2012 07:01 Unicycle wrote: Hi forum, I have a few questions about playing against Terran. I recently played a game (I'm in Silver league) where a Terran proxy rax'd marauders and I held. But when it came into the mid/late game I was just devastated by his marauder/hellion/thor/viking/ghost army (I know it's a weird composition). But my question is more aimed towards; how do I tech against a marauder heavy army? You don't have to do anything special against Marauders. Pretty much every one of your units is going to be useful against a Marauder heavy army so long as you have a solid and diverse composition. Mass Chargelots are very strong against Marauders, which is generally why most Terrans opt for heavy Marines over more Marauders because it's a pretty big gas dump. AOE like Storm/Colossus are good, Stalkers help in moderate numbers, and Immortals are pretty solid too. I love having a few Immortals on the field if my opponent tries to sport Thors. Even with EMP, the Immortals pack quite a punch against armored units like Marauders and Thors. When I do tech into HTs should I ALWAYS get storm? Or can I go for more of a colossus, chargelot, archon army? You should always eventually get storm when you tech into HTs. This is because any maxed Protoss army that doesn't have storm will lose to a Terran army with equal upgrades, the perfect unit composition against said Protoss maxed army, and a decent position. You need storm to either equalize or take the advantage.
That being said, you don't always want to rush for storm as soon as your templar archives finishes, usually because you want to hit either an offensive timing or a defensive timing with archons instead of waiting for templar energy or storm to finish researching. An example of a defensive timing is in the Parting opening where you rely on your first archon to stop fast medivac pushes, while you research charge and then storm. Or as you're making the switch from colossi into templar and you know your opponent is definitely going to attack you in the next 30 seconds. An example of an offensive timing if with a double forge build, when you want to hit a 3-3 200 food maxed timing.
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this is really embarrassing but i was still in like silver-gold when 1-1-1 was really popular and now that im like highish diamond and i only see it once every now and again i was wondering how you are supposed to engage it? I feel like he just has too much shit so i should just stop making probes after i expand when i scout it coming. I always 1 gate expand*
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Canada13379 Posts
On August 13 2012 09:37 Ponchmeister wrote: this is really embarrassing but i was still in like silver-gold when 1-1-1 was really popular and now that im like highish diamond and i only see it once every now and again i was wondering how you are supposed to engage it? I feel like he just has too much shit so i should just stop making probes after i expand when i scout it coming. I always 1 gate expand*
http://www.teamliquid.net/forum/viewmessage.php?topic_id=250379
Ideally you want to cut probes at around 32 or 33. You want more than the standard 16 on minerals and 6 on gas in your main but not enough to saturate your nat.
If you make too many workers its really easy to die.
If you see a 3 barracks version of the 1-1-1 and don't supply block yourself, you can cut gas units and get a collossus to help hold the all in as well. I've even been able to get an extra gas at my nat to put in 2 probes and it really helps in getting the collossus. this being said, a single supply block will cripple you and you can not defend the all in if it is executed well by the terran.
Try to attack when they are unsieged
If you can kill the tanks you can resupply with stalkers to help kill the few banshees that might survive the initial engagement.
If you hold and they don't GG, unless you lost probes dont make any. Make a second collossus and more zeal/stalker and try to scout again with another obs to see if they are going for round 2 or if they expanded. I often just attack with my 2nd collossus and win if I held the 1-1-1 convincingly. I havent played against it in a while though so I dont have any replays to offer.
Do what QTIPs guide says though, its good.
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I haven't played recently, so anyone mind linking me a guide to what people standardly do now for matchups?
PvT PvZ PvP
Thanks!
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A few posts above will illustrate the current metagame.
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On August 11 2012 04:16 SkaPunk wrote: I need a proper response vs a 6.7.8 pool. I cant fucking ever beat it, I'm like 1480 points in masters so please dont give me advice unless youre high masters/GM. They just drone so damn hard behind it and get speed so i cant pressure. WTF DO I DO?!
You need to know which one it is.
Against 6 and 7 Pool, you will most likely need to sac your natural aka your forge and pylon there. Pylon in main, cannon in mineral line. I usually go Stargate+3Gates, Zerg usually dies to this, but I retake my expansion now, 1 VR to fight off Roaches and 1VR+3 Phoenix to harass/kill.
Against 8Pool you can finish your wall-off, just send a Probe to build your Forge THE SECOND you scout it and then wall off with gateways to delay until your Cannon is up, from there you should go for a 2base timing. You can get 4 Zealots to prevent Droning and kill a greedy Zerg who doesn't scout. Either way, if you know it is 8Pool and stay calm and collected in my book it is a freewin.
6 and 7 sadly I haven't found the perfect answer 
Every early Pool has one more Drone than when it was build before he stops Droning in order to get Zlings.
6Pool will have 7 Drones, 7Pool 8 etc.
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On August 13 2012 09:37 Ponchmeister wrote: this is really embarrassing but i was still in like silver-gold when 1-1-1 was really popular and now that im like highish diamond and i only see it once every now and again i was wondering how you are supposed to engage it? I feel like he just has too much shit so i should just stop making probes after i expand when i scout it coming. I always 1 gate expand*
Ya read QTIPS guide. The units that you get really depend on what he is using to push you. If its really seige tank heavy then you should get immortals. If he starts getting lots of marines then you must get collosus or u will auto lose. As for gateway units, stick with just zealots and a few sentries. If he extends up the ramp with marines ff and roast with ur collo. for the most part and try to get only enough stalkers to deal with the air. If the push comes later with a raven and tanks then your gonna have to engage in the middle so that he wastes pdd and retreat.
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On August 13 2012 18:25 rEalGuapo wrote:6 and 7 sadly I haven't found the perfect answer 
Open 13 gate in base and have autowins against early pools?
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Hey everyone, I just had a weird thing happen in a PvP I played. I play the blue Protoss, Cassius. At about 33:30 minutes into the game, I try to use Vortex on his army. I click and cast but it doesn't actually fire. I end up being horribly destroyed.
I uploaded the replay here
I also made a screenshot because it's rather impossible to tell you where I cast the Vortex. I used imba paint skill to give an approximate spot where and when I cast it.
I went into a practisegame afterwards and check the range on Vortex, I shouldve been in range and I had 200 energy. Can anyone tell me why it didn't fire? I'm really at a loss here. After I cast the Vortex, the mamaship just moves towards the location and gets sniped by stalkers 
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Hi, I'm a gold toss on EU and since I have been promoted to gold my winrate has only been 40ish %. The last two days my win ratio is 7-17. The amount of cheese in gold league is just sky high, it's very frustrating because I have barely played any normal matches since I have been promoted. Now the macro games aren't working anymore either, I really don't know what I'm doing wrong. My strats and BO's for the matchups are: PvP: 2 Gate Stargate Robo, this worked VERY well in silver so I don't really understand why it doesn't work in gold league PvT: 1 or 3 Gate expand, since I have been promoted I just get annihilated by stim pushes, it's not even funny PvZ: I have tried anything here, FFE into stargate, robo, fast third, gateway expands with zealot timings. Nothing seems to work at all. I'm really lost at the moment and I'm at the point where laddering is not fun anymore because I feel I can't do anything anymore. I'll try to upload some replays from my matchups tomorrow. If anyone has any general tips or builds I should try, please help!
Thanks in advance
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Hey, I'm a gold leaguer and I've been able to make it this far by spamming basic units from gateways, and hitting "timings" on 2-3 bases, but it's effectiveness is slowly dwindling, and I need a more solid game plan to make it further. In PvT I'm going to MC 1 gate fe into creatorPrime style or go Genius's more greedy 1 gate fe against a 1 rax fe. PvP I'm going to go 2 gate sase expo into colossi wars. pvz I'm not sure how to follow up a ffe, and a YuFFe seems way to greedy for my comfort. If anyone has tips or suggestions for either more standard or solid play styles for Pvt and pvp or any pvz strat that is macro oriented, please link to a resource I could use or tell me yourself. Thanks!
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