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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On January 29 2012 17:38 fatguyallen wrote: Gold league Terran, I have a question about TvZ please.
Started using hellion reactor openings, After the factory swaps with the rax for reactor, i build another CC in base, and a bit later on, with my hellions controlling the map, i put the CC in my natural. Ok, the thing is that at about 10-12 min mark, I am building my 3rd command center, while building marines/tanks. Say we're on metalopolis since there it seems that i get most TvZs. Since at that mark mutas are already on the map, my hellions are dead so no more map control, my marines/tanks are rallied in my natural, it seems almost impossible sometimes to defend my 3rd base, even with 3 turrets there against mutas. Should i be splitting my armies between my 2nd and 3rd ? Should i keep nonstop pressure to force the mutas to defend and thus my 3rd will be relatively safe? (then again i lose tanks non-stop if i do that). Any ideas are welcome please.
expanding upon this. would it be a good idea to land my third when i get a thor out so that one thor + turrets is enough to defend main whilst army defends 3rd?
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On January 29 2012 17:38 fatguyallen wrote: Gold league Terran, I have a question about TvZ please.
Started using hellion reactor openings, After the factory swaps with the rax for reactor, i build another CC in base, and a bit later on, with my hellions controlling the map, i put the CC in my natural. Ok, the thing is that at about 10-12 min mark, I am building my 3rd command center, while building marines/tanks. Say we're on metalopolis since there it seems that i get most TvZs. Since at that mark mutas are already on the map, my hellions are dead so no more map control, my marines/tanks are rallied in my natural, it seems almost impossible sometimes to defend my 3rd base, even with 3 turrets there against mutas. Should i be splitting my armies between my 2nd and 3rd ? Should i keep nonstop pressure to force the mutas to defend and thus my 3rd will be relatively safe? (then again i lose tanks non-stop if i do that). Any ideas are welcome please. Yes, split your army and build a Sensor Tower on your third so you won't be caught offguard with half your army out of position. Basically, your main forces should stand somewhere between the natural and the third while you keep some Marines in your main to fend off Mutalisks. Move some Marines from your main army to defend your natural / third when Mutalisks attack here.
On January 30 2012 03:14 ThePianoDentist wrote: expanding upon this. would it be a good idea to land my third when i get a thor out so that one thor + turrets is enough to defend main whilst army defends 3rd? Sounds too late, and building up your Tank count should be your priority. Thors come later, when you see that his Mutalisk fleet is growing and you need Thors to move out without annoying Tank snipes / counters. To me, getting a Sensor Tower and splitting Marines accordingly is better.
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And with the heavy melee style TvZ, remember to drop drop drop drop drop drop. He will most likely expand very aggressive and because of no mutas you can deny expos and drop expos for free, and that is also your chance to move out to clear creep and take control over the map while expanding behind it. And in the end the zerg will for sure leave lings/bling behind to catch your drops instead of running back and forth so thats your chance to catch him with a smaller and splitted army.
And this is also my favorite TvZ style because it's a fun way to play and superb opportunity to practice your multitasking and drop control etc.
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On January 25 2012 13:33 Blackknight232 wrote: Does anyone know why Maruder/hellion/tank/thor/viking is never used in Tvz? I mean i know Marine/tank work and every pro does it but to me it looks rather weak. Can someone explain that to me so i can understand it better
The reason I don't ever get Full Mech is that a hellion/thor mix is easier to control. Learning to control hellion/thor for a variety of situations comes easier to me than learning to have the right proportion of every ingredient of Full Mech and to control it. For example, if I have hellions behind thors and have thors focusing broodlords, I can laugh at broodlords without needing vikings, and corruptors can't do any damage to me before they transform (he still possibly doesn't know that I don't even have a port). I don't get the power of the tanks but thors are better than tanks for surviving banelings or a zergling flood, and there's very little danger of being overrun by mutalisks (another cause of death for tanks). There is also no friendly fire problem whatsoever, unlike tanks. And if I really cared, I could research striking cannon to deal with ultras or quickly kill important buildings. Also, all my army is consistently and quickly getting its upgrades from two armouries, no delays in the form of either time spent researching other stuff or money needing to go in other upgrades. It's just vehicle armour and attack (in this order of importance). When you're maxed out on hellion thor at 3/3 upgrades and pull 20 SCVs for repair (generally you keep them behind until after banelings hit), it really is hard to stop you and it's easier to handle than Full Mech.
On January 26 2012 05:40 Protossrush wrote: Hey fellow Terrans, I seem to be stuck on 1 match-up TVP. TvP Mid to late game i feel as though there is no way possible for me to win. In this match up i usually open with a gasless expand on all maps transitioning into mass bio. My question is what am i aiming for mid to late game? I know i'm suppose to try to get as many ghost as possible but sometimes i feel as though my EMPS are doing nothing to stop the AOE damage a toss can do. Thanks for your time
From watching the pros I get the idea that your late game composition is the same as your mid game composition if you go bio. You perhaps get a couple of ghosts and vikings instead of one or two, or you have a dozen and R-snipe zealots or one-shot colossi. But that's it. Protoss unpacks new toys, you do same old thing. With mech this is more complicated but still not so much change from mid game composition.
On January 26 2012 06:34 KishKiai wrote:Hey there, fellow terrans, im having problems engading protoss armies. In the replay below I lose a fight with my 91 supply army against protoss' 62 (~14 minutes). Could any of you take a look Replay
Archons just murder bio like that. But you could have waited a bit before engaging to have even more supply advantage at the rate you were making units (and you may have won that). Speaking of which, you should've had more production facilities. You had plenty, plenty of floating money, and your OC energy was unused. You could've got like 5 rax when you noticed, you'd still have made up for it with mules. Also, he had put way more gas in his army than you, so while you were ahead on supply, he was ahead on unit worth (at least in gas, maybe overall), so it wasn't that unfair.
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Hey,How do stop Reactor barrack,Starport whit tech lab building cloak banshee and factory building siege tanks when i do 1 rax FE? Can you even stop it? If not i not ever gonna do 1 rax FE in daimond league cuz every1 just go all in all in all in every damn game.And i cant stop it.It so ridic.... Guess i will do 1 base builds to 11 min in in the future before i get into master.....
Daimond terran players are silly....
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Hi there,
I'm looking for streams/replays from Mech Terrans. They need to play Mech TvZ and TvT and preferably TvP, but I suppose nobody but Goody mechs in TvP (and even he does so rarely...)...
Thank you!
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Raven Nuke Party i thought id share it with you guys i dont think it deservs a thread or a post but its pretty cool. Just asking would this build be a possibility in higher leagues? im only in dia so im not great
Watch the very end atleast youll see the best thing ever
http://drop.sc/100314
if its on the wrong forums sorry ==;;
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On January 29 2012 21:22 TheDwf wrote:Show nested quote +On January 29 2012 21:02 Kui wrote: To hold you almost have to do 4 rax no gas after CC. No, there's no problem holding 4 gate with +2 rax after gasless 1 rax FE. The key is scouting (twice: first to check gas/pylons/chronoboosts, second to check if he expanded). Show nested quote +On January 29 2012 21:01 krooked wrote: If I see a lot of chronoboost I go up to 5 rax and add bunkers. It absolutely obliterates 4gate/3gate robo. If he ends up expanding I just pressure with my marines and play a normal game from there on. Sounds like overreaction to me. It sure depends on how much he commits (number of Warp cycles, etc.) compared with the damages he does, but a failed 4 gate should not end up expanding into a normal game. I mean, he may expand, but he should lose quickly after that, because you should have the upper hand both with economy and technology, and your 5 rax does not allow the latter.
If he actually 4gates and then expands I obviously destroy him with my medivac-push. But if he saves up chronoboost without doing a cheese then it can go onto become a normal game. 5rax gives you later tech, but it still gives you medivacs early enough to kill a regretting 4gater.
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On January 30 2012 05:57 TheNoob wrote: Hey,How do stop Reactor barrack,Starport whit tech lab building cloak banshee and factory building siege tanks when i do 1 rax FE? Can you even stop it? If not i not ever gonna do 1 rax FE in daimond league cuz every1 just go all in all in all in every damn game.And i cant stop it.It so ridic.... Guess i will do 1 base builds to 11 min in in the future before i get into master.....
Daimond terran players are silly.... When I go for bionic openings I do 1 rax CC > add 2 rax as soon as possible and then 2 gas as soon as possible after the barracks > 1 tech lab and combat shield and just pump marines non stop and I stop this push easy. Just make sure to have a good position and don't get stuck up in your main or pushed back in your natural to far and you should be fine. If you have your expansion down don't be afraid to pull scvs.
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On January 30 2012 05:59 ToastieNL wrote: Hi there,
I'm looking for streams/replays from Mech Terrans. They need to play Mech TvZ and TvT and preferably TvP, but I suppose nobody but Goody mechs in TvP (and even he does so rarely...)...
Thank you!
There is a decent chunk of mech games from MVP ins MLG Providence and Blizzacon vs both terran and zerg. Also MVP vs Supernova from WCG Korea semis game 3 on I believe Antiga both players go mech and its a pretty interesting game.
I don't have many ideas tvp mech is very uncommon. You best bet would maybe be old Goody or Jinro vods. I really don't know about any particular streamers, hopefully this helps and good luck in your search.
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On January 30 2012 05:57 TheNoob wrote: Hey,How do stop Reactor barrack,Starport whit tech lab building cloak banshee and factory building siege tanks when i do 1 rax FE? Can you even stop it? If not i not ever gonna do 1 rax FE in daimond league cuz every1 just go all in all in all in every damn game.And i cant stop it.It so ridic.... Guess i will do 1 base builds to 11 min in in the future before i get into master.....
Daimond terran players are silly.... Marine builds are really good against this if you have good army movement and get combat shields before factory. Also, since cloak banshees are really gas heavy, it will make it hard for him to have a lot of tanks. You should be able to just overwhelm him with marines in the middle of the map, using small engagements and buying more time for your own tanks and vikings by making him siege and unsiege. If you just get scared and chill at your base and let him contain, you will lose. To stop the banshees, keep 2 scans up for mid-map banshees, and then go bananas with turrets. 3 turrets will completely shut off your mineral lines to harassment, and good building placement will make it hard for him to attack add-ons. If all he can do is snipe depots, he will lose badly.
Try to control watchtowers with your mass marines and scout his moveout time. If you do end up eventually getting caught in your base, pump medivacs, marauders and vikings while delaying with bunkers, tanks, and repairing SCV's. The idea, since he is going banshees, is to just drop marauders, vikings, and even mules on top of his tanks and use the time you get to force an unsiege or just overwhelm him with your marines, and then siege your tanks further forward.
I consider this variation a lot easier to stop than elevator variations with medivacs, because on some maps you just have so much more area to defend. If you do things right, though, you shouldn't have to fight out of your base -- if you don't scout properly, you kind of deserve to lose.
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Blazinghand
United States25550 Posts
On January 30 2012 08:28 krooked wrote:Show nested quote +On January 29 2012 21:22 TheDwf wrote:On January 29 2012 21:02 Kui wrote: To hold you almost have to do 4 rax no gas after CC. No, there's no problem holding 4 gate with +2 rax after gasless 1 rax FE. The key is scouting (twice: first to check gas/pylons/chronoboosts, second to check if he expanded). On January 29 2012 21:01 krooked wrote: If I see a lot of chronoboost I go up to 5 rax and add bunkers. It absolutely obliterates 4gate/3gate robo. If he ends up expanding I just pressure with my marines and play a normal game from there on. Sounds like overreaction to me. It sure depends on how much he commits (number of Warp cycles, etc.) compared with the damages he does, but a failed 4 gate should not end up expanding into a normal game. I mean, he may expand, but he should lose quickly after that, because you should have the upper hand both with economy and technology, and your 5 rax does not allow the latter. If he actually 4gates and then expands I obviously destroy him with my medivac-push. But if he saves up chronoboost without doing a cheese then it can go onto become a normal game. 5rax gives you later tech, but it still gives you medivacs early enough to kill a regretting 4gater.
Honestly, whether you go for quick tech or more units, a failed 4gate will almost always lose. Most protosses will GG after a 4gate fails to break into the natural (or get up the ramp).
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Yup thats my impression too, blazinghand.
I got a question here. I am struggling a lot against this play from protoss - The 2base colossi push. I push with my initial medivacs after going 1rax FE into 4 rax. I scan and see colossi, and conclude that it would be stupid attacking into it. So I go for a drop instead. When my drop happends, he attacks my front and I lose. I have also lost to this when I have all my forces at home. How do I see this comming, and what is the correct measures to stop it? Thanks a lot!
replay: http://drop.sc/100509
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How should I have scouted/responded to this all-in?
I stay in his base for a while and see a fairly late gas. I see two queens come at me when i poke his front with hellions and see two spines building. I chill in the safe area just at the bottom of the ramp off of creep. All of the sudden, roaches come out and own my hellions (I tried to click them back to base but may have a-clicked them instead; either way, then wouldn't have made a ton of difference, especially since lings could have just surrounded them anyway). I finished my wall as soon as I saw the roaches, but the speedlings stopped my worker production and made it impossible to defend.
Did I have to give up my natural? This seems like a very hard all-in to hold on these positions, especially when all of the early game signs suggest a macro zerg.
Replay: http://drop.sc/100569
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On January 30 2012 14:18 upperbound wrote:How should I have scouted/responded to this all-in? I stay in his base for a while and see a fairly late gas. I see two queens come at me when i poke his front with hellions and see two spines building. I chill in the safe area just at the bottom of the ramp off of creep. All of the sudden, roaches come out and own my hellions (I tried to click them back to base but may have a-clicked them instead; either way, then wouldn't have made a ton of difference, especially since lings could have just surrounded them anyway). I finished my wall as soon as I saw the roaches, but the speedlings stopped my worker production and made it impossible to defend. Did I have to give up my natural? This seems like a very hard all-in to hold on these positions, especially when all of the early game signs suggest a macro zerg. Replay: http://drop.sc/100569
It didn't really suggest a macro zerg to be honest. That's not an all in cause it's really not that much. It's very much up to the zerg to do damage.
That push is pretty standard though, at least from what I've seen on KR
From the looks of it, you actually could've defended it very easily. First you went for a really greedy build, 3 OC off of reactor hellion. While this is a great build, you need at least 1 bunker at the start. I make it a habit of mine to get at least 1 marauder, sometimes 2 just in case of roaches. Secondly, your factory switched position at around 7:30 I think, you could've made a tank which destroy roaches, or at least hold them off. And lastly, you really lost the hellions to something stupid. I don't know what but hellions destroy lings so fast, get them back in your base, micro them a bit to make use of the splash.
So basically you should've made 1-2 marauders, an earlier bunker, a tank, and kept the hellions alive. Once you see the push coming at you, pull like 4-5 SCVs and put it on repair for the bunker. I guarantee a zerg won't be able to break that without losing everything of his.
Also scout better, I'd peek in there like every 15 seconds unless there's more than 1 spine at the front. You could've seen the roaches a lot sooner.
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On January 30 2012 12:20 krooked wrote:Yup thats my impression too, blazinghand. I got a question here. I am struggling a lot against this play from protoss - The 2base colossi push. I push with my initial medivacs after going 1rax FE into 4 rax. I scan and see colossi, and conclude that it would be stupid attacking into it. So I go for a drop instead. When my drop happends, he attacks my front and I lose. I have also lost to this when I have all my forces at home. How do I see this comming, and what is the correct measures to stop it? Thanks a lot! replay: http://drop.sc/100509
Scout earlier. Throw an SCV scout every few minutes just to check his comp, you could've seen Collossi much earlier. If you see 2 Collossi and you haven't made vikings yet, it's not a bad idea to build another Starport and switch it out with a Rax with a reactor on it either, at least until you get enough vikings.
You didn't have a great engagement, your forces were outside of bunkers for a long time, and your guys never really repaired the bunker that had things in it.
Your drop is good but the idea of drops is not about destroying stuff. It's about making the protoss relocate his army. You know that a Protoss army is strongest in a ball, so either he pulls back his entire ball or sends small forces at you, which with good micro you can sometimes kill. You sent too many people to drop, and while you did good damage, it just didn't matter since he went to kill you anyways.
In that situation, I would've seen too many collossi, tried to see if my bunkers would work (probably not), float all my stuff back into my main, and hopeully had 2 reactor starports. After about 2 rounds of vikings, I'd go and push. Maybe with some SCVs too
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On January 30 2012 05:59 ToastieNL wrote: Hi there,
I'm looking for streams/replays from Mech Terrans. They need to play Mech TvZ and TvT and preferably TvP, but I suppose nobody but Goody mechs in TvP (and even he does so rarely...)...
Thank you! Goody Avilo Yoshi Kirishima
Please let me know if you find more, I'm always looking for mech streamers too.
None of them play mech TvP though, they only mech in TvT and TvZ. Yoshi does sky TvP. Goody actually switched to full bio a few weeks ago (and he took 2 games off of Korean Protoss by using bio at Homestory Cup). Avilo does a little bit of everything, but mostly he just whines that Protoss is overpowered because we can't mech against them effectively. 
Jinro went through a mech "phase" a few weeks ago, which he's done a couple times in the past. Unfortunately now he's falling back into standard play.
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i have questions that may help to improve my mechanics
1) How do i build two different buildings in the fastest way? I box my SCV at the mineral and use the 2 hotkeys to build one building but if i must build for example depot and ebay and do this process to times, because i'm not so familiar with the "esc" hotkey to go back and see on streams that some player do it so fast that i even can't see how they do it.
2) When I have to pull all my SCV's and after the engagement i want to send them back how do i do this the fastest and most efficient way? At the moment i box all scv and click one mineral patch and then i manually click 4-6 workers and send them back to the gas. I dont think that this is a good way ^^
3) How do I spread my and siege my tanks incredible fast like some other players? At the moment i hotkeyed all my tanks at 2 and then click on every single tank with a shift command to move+siege but some players do it sooo incredible fast.^
that's it for now i guess thx
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On January 30 2012 15:39 RoboBob wrote:Show nested quote +On January 30 2012 05:59 ToastieNL wrote: Hi there,
I'm looking for streams/replays from Mech Terrans. They need to play Mech TvZ and TvT and preferably TvP, but I suppose nobody but Goody mechs in TvP (and even he does so rarely...)...
Thank you! Goody Avilo Yoshi Kirishima Please let me know if you find more, I'm always looking for mech streamers too. None of them play mech TvP though, they only mech in TvT and TvZ. Yoshi does sky TvP. Goody actually switched to full bio a few weeks ago (and he took 2 games off of Korean Protoss by using bio at Homestory Cup). Avilo does a little bit of everything, but mostly he just whines that Protoss is overpowered because we can't mech against them effectively.  Jinro went through a mech "phase" a few weeks ago, which he's done a couple times in the past. Unfortunately now he's falling back into standard play. Also, Demuslim seems to go for mech in TvT most of the times.
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