OT: I'm having issues with Protoss at a mid/high masters level. What's a good ratio of Vikings:Colossi and Ghosts: Templar/Archon? Also, what would you cap SCVs at? I have other issues with the matchup, but these are the biggest questions plaguing me for now.
The Terran Help Me Thread - Page 115
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heha
Australia425 Posts
OT: I'm having issues with Protoss at a mid/high masters level. What's a good ratio of Vikings:Colossi and Ghosts: Templar/Archon? Also, what would you cap SCVs at? I have other issues with the matchup, but these are the biggest questions plaguing me for now. | ||
Blazinghand
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United States25551 Posts
On January 12 2012 10:39 heha wrote: Haha, just browsing through the race "help me" threads, and it looks like terran got neglected by blue posters xD OT: I'm having issues with Protoss at a mid/high masters level. What's a good ratio of Vikings:Colossi and Ghosts: Templar/Archon? Also, what would you cap SCVs at? I have other issues with the matchup, but these are the biggest questions plaguing me for now. ;_; don't worry they stop by occasionally 2.5 vikings per colossus is what you want. I'd make a 2nd starport against a colossus-heavy opponent to rebuild vikings appropriately. get +1 air weaps etc from your armory as well. Try to just have lots of ghosts in your maxed army-- 8-10 is appropriate if you're bad at EMPs like I am, but i've seen more. EMPs are also good against regular gateway units and immortals. Cap scvs at 70-75-- if you want more economy after that, add orbitals for bonus mules. | ||
heha
Australia425 Posts
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Blazinghand
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United States25551 Posts
On January 12 2012 11:27 heha wrote: Mm yeah, I generally get a second reactor port and +1 air weps, and start to get ghost heavy, around 6/8ish. The issue is that my ground army just feels so weak and gets crushed by his ground army. Not sure if it's because I spend too much time kiting and not enough time remaxing, or if I'm simply making too many SCVs, will have to check some replays later. Thanks blazing ![]() Upgrades and what you hit with your EMPs also play a factor. Concaves and chokes can determine close figjts as well. | ||
saaaa
Germany419 Posts
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jjhchsc2
Korea (South)2393 Posts
On January 12 2012 20:06 saaaa wrote: What is the maximum amount of workers in all three match-ups? 80 on X (usually 4 or 5) bases is probably the optimal but if reach max supply you might want to go down to 70 and then if its still not enough army then 60 then 50 then 40. That's why orbitals are so good and essential in the game. | ||
Mowr
Sweden791 Posts
I am not at all sure it is a good build yet (I understand it is not as optimal as a 1racks expand) but do you think it can make the p respond in a worse way or will they 1gate expand anyway? | ||
Blazinghand
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United States25551 Posts
On January 13 2012 04:42 Mowr wrote: So, in TvP have been experimenting a bit with with doing a 1 racks reactor expand instead of the common 1racks expand. It will delay the expansion about 20 seconds but you will have more marines to defend it with. I am not at all sure it is a good build yet (I understand it is not as optimal as a 1racks expand) but do you think it can make the p respond in a worse way or will they 1gate expand anyway? P will probably get an earlier robo against any fast-expand build that takes a gas. He won't know you're not 1-1-1ing until you fly out your CC. You won't have to worry about 4 gate pressure out of a 1 gate FE-- but he'll still 1 gate FE. | ||
Wronchi
United States2 Posts
When 1 rax expanding/1 rax double-expanding, where do I want my bunkers? Do I want them at the ramp of the natural expansion or do I want them close the the Orbital to decrease the distance between repairing SCVS/reinforcements? Also in a similar situation -- when do I want to scout IN GENERAL in TvP when early expanding? I'm scarred by early pressure and I was just wondering if there was a general consensus on a standard worker scout timing. Thanks! ![]() | ||
Blazinghand
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United States25551 Posts
On January 13 2012 05:05 Wronchi wrote: I have a question for TvP on Antiga Shipyard. When 1 rax expanding/1 rax double-expanding, where do I want my bunkers? Do I want them at the ramp of the natural expansion or do I want them close the the Orbital to decrease the distance between repairing SCVS/reinforcements? Also in a similar situation -- when do I want to scout IN GENERAL in TvP when early expanding? I'm scarred by early pressure and I was just wondering if there was a general consensus on a standard worker scout timing. Thanks! ![]() Build bunkers at the ramp; it mitigates his ability to concave. If you are worried about repair time have an scv out front to spot. I scout on 13 since the scout denying units come out slowfor protoss | ||
TheDwf
France19747 Posts
On January 13 2012 05:05 Wronchi wrote: I have a question for TvP on Antiga Shipyard. When 1 rax expanding/1 rax double-expanding, where do I want my bunkers? Do I want them at the ramp of the natural expansion or do I want them close the the Orbital to decrease the distance between repairing SCVS/reinforcements? Also in a similar situation -- when do I want to scout IN GENERAL in TvP when early expanding? I'm scarred by early pressure and I was just wondering if there was a general consensus on a standard worker scout timing. Thanks! ![]() Close to the ramp, otherwise you won't be able to deal with some Protoss all-ins because he will have too much surface. 14 scout with that SCV closing the wall but not finishing the Supply Depot (optional, but this way your opponent won't know for sure if you took gas or not). Get the SCV out of the Protoss base before ~4'10, that's a common time for the Stalker getting out of the Gateway. Hide it somewhere not obvious (it's the hard part, some Protoss are really good at hunting SCVs this way), and sneak it back around the 6' mark or as soon as you see the Stalker poking your ramp. If there's no expand yet, try to go up the ramp using mineral walk (important) and see what's there. | ||
LARRY88
United States11 Posts
I prefer a bio build over mech (most of the time). However, I feel that just pumping out marines all game gets boring...I don't normally go tanks either because I find them very situational and I could use the gas for quicker air depending on what the other player is doing. I find tanks situational because of the seige time and placement. Take TvZ for example: if I keep the tanks behind my bio, banelings/roaches/infestors kill my bio really fast and then the zerglings make easy work of the tanks. If I put them in FRONT, they take baneling damage well, but the zerglings easily overrun them while seiging unless I get lucky. Even then, they will start attacking them doing splash damage to themselves. | ||
iAmJeffReY
United States4262 Posts
It's a basic reaper FE, so to speak, that goes into 1-1-1 style, but with two additional raxes tacked on while you poke and pressure. I'll post the reps I can find of it, and a skeleton BO. 10 Depot 12 Barracks (scout with this SCV) 12 Refinery 14 OC 14 Tech lab 15 Reaper 17 CC at natural 18 Depot 19 Reaper 19 Refinery (after 2nd is done, take one from each, 2 in both gas) (Small supply block with SCV cut for a second) 19 Factory 20 Reaper 21 Barracks 21 Barracks (no longer cut scvs) 22 Reaper 23 OC 23 Hellion 23 Nitro Packs 25 Starport From here, you have 1 tech lab rax making reapers only and nitro packs. 2 naked barracks, 1 naked factory, and a naked starport. 2 gas only, and we put the 3rd back in on both after starport was finished. I poke with the medic, and usually have 5 reapers, 2 hellions, 6 marines, 1 marauder. Once I move out, I get double reactors on my two naked barracks, and a tech lab on my factory.... as well as start an incredibly aggressive early third before 9-10 minute mark. The main issue with this is it's so aggressive and micro oriented in the early game, that you are a bit behind. Most times by the 9 minute mark I'm down 10 workers/supply, as it's all in workers. The beauty is how you basically take away an early third, and then force roaches. If they don't roach, they have to make a SHIT ton of zerglings to deal with the zergling raping army of hellion reaper marine. You elevator marine/hellion, as reapers cliff abuse and join in. I go for both in the main, when they react, reapers out the side and marine hellion delay and pick up, back off as the reapers poke the expo. If they go 2 base queen/spine for defense, into 2 base fast muta, they just lost to your elevator. Their ling spam CANNOT take down microed reapers/hellions with a medic. Random examples. http://drop.sc/89854# Against low masters friend. http://drop.sc/89856 Random ladder game against a smurf Lemme know if anyone likes it, lol. I'll put together a more formal write up and post it here, with better replays against the people I use it against on ladder. It's so sex. | ||
KenDM
Netherlands206 Posts
http://day9.tv/d9d399/ GLHF | ||
Asha
United Kingdom38255 Posts
On January 13 2012 17:58 KenDM wrote: Now this might be a little bit of a challenge for people. A very easy TvP, the title to Day9's latest TvP lecture. He explains some stuff which is quite logical and comprehensible. The problem arises when I want to try and copy the opening build order, I just can't understand how EmpireKas does it. Is there anyone who can (only serious people, no guessing and stuff) discover what the real build order is he used? http://day9.tv/d9d399/ GLHF Tracked down the actual replay for you Ken http://www.sc2replays.eu/show-replay-14300-0-mouzmana_p_-vs-empirekas_t.html Personally I think a triple CC build off 1 rax is a bit too far on the risky side to be called easy. If you've got more questions after checking the replay do say though =) | ||
MiraculiX
Norway22 Posts
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KenDM
Netherlands206 Posts
On January 13 2012 19:45 MiraculiX wrote: I don't think that episode of the Daily is of any use at all. I mean, when i 1rax expo on the ladder a lot of tosses will perform a 1base all-in or at least heavy pressure. And i don't see how you can hold anything with this build. Voidray-all-in? 6-gate? 3gate Robo? That's exactly what I thought and someone even asked DayJ about a 4Gate and he responded that: You need beast reaction times, that's the only way to stop 4Gates. | ||
MiraculiX
Norway22 Posts
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M4nkind
Lithuania178 Posts
Normaly I myself have to select scv > press build something > rally to minerals, but pros when I watch their vods just build stuff and scvs seems to return to minerals on themselves. How do they do that? Or are they just so insanely fast on pressing on minerals? And most of the time they snipe so insanely fast, do they just hold snipe button and spam m1? | ||
dmg7
101 Posts
On January 13 2012 23:14 M4nkind wrote: I watched some streams of pros paying andd I have question Normaly I myself have to select scv > press build something > rally to minerals, but pros when I watch their vods just build stuff and scvs seems to return to minerals on themselves. How do they do that? Or are they just so insanely fast on pressing on minerals? And most of the time they snipe so insanely fast, do they just hold snipe button and spam m1? so when you select a scv to build a barracks, (click B,B) you then hold the shift key and right click on a mineral patch, that way once the scv has built the building it will go to the mineral patch instantly. | ||
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