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On February 03 2012 16:06 Angel_ wrote: I just had a thought. I don't know if it should go here but I find it hysterical.
2 base Marine battlecruiser against toss. go with 2-3 battlecruisers with/without a raven
pros and cons? Slow, bad, chargelot, HT feedback, stalkers.
Waiting on 2-3 BCs toss will scout it, and will react to it with HTs for feedback, and possibly storm for marines.
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On February 03 2012 19:24 iAmJeffReY wrote:Show nested quote +On February 03 2012 16:06 Angel_ wrote: I just had a thought. I don't know if it should go here but I find it hysterical.
2 base Marine battlecruiser against toss. go with 2-3 battlecruisers with/without a raven
pros and cons? Slow, bad, chargelot, HT feedback, stalkers. Waiting on 2-3 BCs toss will scout it, and will react to it with HTs for feedback, and possibly storm for marines.
they won't be able to get storm out by 2 bcs. charge sure. though if they get charge that soon they're either low on stalkers or sentries. if you wait though youd have yamato, and could just blow up scvs to kill your energy first.
-shrug-
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On February 03 2012 19:57 Angel_ wrote:Show nested quote +On February 03 2012 19:24 iAmJeffReY wrote:On February 03 2012 16:06 Angel_ wrote: I just had a thought. I don't know if it should go here but I find it hysterical.
2 base Marine battlecruiser against toss. go with 2-3 battlecruisers with/without a raven
pros and cons? Slow, bad, chargelot, HT feedback, stalkers. Waiting on 2-3 BCs toss will scout it, and will react to it with HTs for feedback, and possibly storm for marines. they won't be able to get storm out by 2 bcs. charge sure. though if they get charge that soon they're either low on stalkers or sentries. if you wait though youd have yamato, and could just blow up scvs to kill your energy first. -shrug-
Why ask us if you are convinced it's sound? Go do it
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On February 03 2012 19:57 Angel_ wrote:Show nested quote +On February 03 2012 19:24 iAmJeffReY wrote:On February 03 2012 16:06 Angel_ wrote: I just had a thought. I don't know if it should go here but I find it hysterical.
2 base Marine battlecruiser against toss. go with 2-3 battlecruisers with/without a raven
pros and cons? Slow, bad, chargelot, HT feedback, stalkers. Waiting on 2-3 BCs toss will scout it, and will react to it with HTs for feedback, and possibly storm for marines. they won't be able to get storm out by 2 bcs. charge sure. though if they get charge that soon they're either low on stalkers or sentries. if you wait though youd have yamato, and could just blow up scvs to kill your energy first. -shrug-
Or just use it up very fast f you're gonna waste it anyway (pick an immortal or HT or a colossus, or just one-shot a stalker, whatever).
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is it clever to build 4 techlabs and 1 reactor on my first 5 rax in TvP if my opponent went for the standard collosus+gateway style?
and just adjust it with maybe 3 reactor and 2 techlabs if he went for archon+zealot?
or should i always go for 3 techlabs and 2 reactor to increase my dps?
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Hey guys, was wondering what people think is the best unit composition late game TvT. Im having huge difficulty right now, since i love really long games, but dont quite understand the money unit comp to go for. Been going sky terran, viking/BC with good upgrades. But then someone who goes mass viking will kill my air army, and then they will get viking/BC, and i will be forced to try and get back air advantage.
So would it be better to say max out on vikings and just have like maximum 3 BC's or something? Also, what do you guys think of viking/raven? Ive been messing around with it, but Thors seriously screw up everything, since HSM does 100 damage + splash, its takes 3 HSM to kill one Thor, which isnt exactly efficient since youd ideally want to use those on grouped up vikings. i guess mass auto turret would be good vs the Thors maybe? Anyways im just rambling now since im so confused!! halp please!
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On February 04 2012 10:24 rebuffering wrote: Hey guys, was wondering what people think is the best unit composition late game TvT. Im having huge difficulty right now, since i love really long games, but dont quite understand the money unit comp to go for. Been going sky terran, viking/BC with good upgrades. But then someone who goes mass viking will kill my air army, and then they will get viking/BC, and i will be forced to try and get back air advantage.
So would it be better to say max out on vikings and just have like maximum 3 BC's or something? Also, what do you guys think of viking/raven? Ive been messing around with it, but Thors seriously screw up everything, since HSM does 100 damage + splash, its takes 3 HSM to kill one Thor, which isnt exactly efficient since youd ideally want to use those on grouped up vikings. i guess mass auto turret would be good vs the Thors maybe? Anyways im just rambling now since im so confused!! halp please!
point defense drone is amazing. hsm is good if you can catch his vikings in a clump, but you basically rely on viking/raven if you're sky, and IF YOU'RE AHEAD you can get bcs.
i believe.
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Hey guys, I'm currently a Platinum player having issues with TvP late game. Specifically psi storms, It seems that I can have an advantage throughout the game and one wrong engagement and I lose everything I have to a few storms. I can't control ghosts well enough to ensure that the high templars are out of play. Is there something I am missing? I am just hitting a wall against protoss.
Latest replay of my getting manhandled: http://drop.sc/104187
I would appreciate any feedback, not just regarding psi storms. Errors in my build, bad judgement calls etc.
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Hello, I've recently switched to Terran and really enjoy playing a macro style. I'm trying to just get solid non all-in openers.In my TvP I 1 rax fe as much as possible, but is there any maps where it is not a good idea or not viable to do?(with proper scouting and reactions ofc) and if so what would be the next best macro build on said map?
Thanx in advance
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On February 05 2012 01:56 Intuitionza wrote: Hello, I've recently switched to Terran and really enjoy playing a macro style. I'm trying to just get solid non all-in openers.In my TvP I 1 rax fe as much as possible, but is there any maps where it is not a good idea or not viable to do? XNC, Arid Plateau and Metalopolis are not good maps for gasless 1 rax FE because the natural is wide open, which makes defending things like 6/7 gates or Immortal busts nearly impossible as your Bunkers do not cover enough area. Even simple Stalker pressure would be a pain to deal with. I'd suggest 2 rax expand on those maps.
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On February 05 2012 02:20 TheDwf wrote:Show nested quote +On February 05 2012 01:56 Intuitionza wrote: Hello, I've recently switched to Terran and really enjoy playing a macro style. I'm trying to just get solid non all-in openers.In my TvP I 1 rax fe as much as possible, but is there any maps where it is not a good idea or not viable to do? XNC, Arid Plateau and Metalopolis are not good maps for gasless 1 rax FE because the natural is wide open, which makes defending things like 6/7 gates or Immortal busts nearly impossible as your Bunkers do not cover enough area. Even simple Stalker pressure would be a pain to deal with. I'd suggest 2 rax expand on those maps.
I try to do Kas's TvP build (Day9 #399) even on those maps and hope to learn how to do it. This is a gasless FE with a 4:20 third. Extreme pain in the side but I guess the economic return can make it worth it. I'd be afraid to do a standard FE, especially on Metalopolis unless we were talking about a build that relied on units for defence and no stationary defences. Walkaround stalkers, as you say, are enough to cause nightmares in such situations. My natural inclination on Metalopolis would be to open twoport and be very mean (generally into Skyterran), while and on Arid Plateau either that or some kind of greedy infantry build or a go-for-the-neck one-base all-in, after all. But I force myself to do the Kas build to learn macro, regardless if I lose a couple of extra times.
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Hey guys, lately i successfully hold of a 6 Gate Push in TvP aggainst a Top 10 Master Protoss and i was asking myself, what indicators there are for a 6 Gate? When do the Protoss normaly take their 2nd Gas after a 1 Gate core fe? In my game i saw, that my opponent didn´t took his 2nd Gas when i scanned arround 7 Minutes. Was this a clear tell? If you want it i can post the replay.
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How to hold a proxy marauder shell rush in TvT when I do CC first/1 rax FE?
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Hey guys I have pretty good success in using 1/1/1 vs master tosses on maps like metalopolis/xel naga/shattered. However, I cant help but feel that my 1/1/1 with cloak is a build order toss to 3 gate stargate all ins even thou I end up killing most of his probes with my cloakshees. The voidrays would charge up on my supply depot wall and supply block me, rendering me with an army to small at home. Any thoughts?
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Blazinghand
United States25551 Posts
On February 05 2012 10:49 ThaSlayer wrote: Hey guys I have pretty good success in using 1/1/1 vs master tosses on maps like metalopolis/xel naga/shattered. However, I cant help but feel that my 1/1/1 with cloak is a build order toss to 3 gate stargate all ins even thou I end up killing most of his probes with my cloakshees. The voidrays would charge up on my supply depot wall and supply block me, rendering me with an army to small at home. Any thoughts?
pre-emptively begin replacement depots in the back of your base, and make vikings instead of banshees once you know there's a VR coming and you should fine. Kill all his scvs, keep on making units, and don't be afraid to pull workers to defend.
1/1/1 is build order win against 3 gate stargate allin.
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On February 05 2012 11:04 Blazinghand wrote:Show nested quote +On February 05 2012 10:49 ThaSlayer wrote: Hey guys I have pretty good success in using 1/1/1 vs master tosses on maps like metalopolis/xel naga/shattered. However, I cant help but feel that my 1/1/1 with cloak is a build order toss to 3 gate stargate all ins even thou I end up killing most of his probes with my cloakshees. The voidrays would charge up on my supply depot wall and supply block me, rendering me with an army to small at home. Any thoughts? pre-emptively begin replacement depots in the back of your base, and make vikings instead of banshees once you know there's a VR coming and you should fine. Kill all his scvs, keep on making units, and don't be afraid to pull workers to defend. 1/1/1 is build order win against 3 gate stargate allin. Meaning I should completely skip my cloak banshees? Thanks!
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Blazinghand
United States25551 Posts
nononono still make one cloak banshee, and after that make a viking. You should be able to make like a banshee and a viking before the VR even starts attacking.
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AH goddammit, when should you scan for a 4 DT Warpprism drop? I just scanned way too late and I died to it after he spread his DTs and then rushed colossus and double expanded because of his map control and rolled me >.>
http://drop.sc/105561
game really ends after i lose with my semi-allin push, he just bms me and i bm him back by floating CC to corner
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On February 05 2012 07:24 Sianos wrote: Hey guys, lately i successfully hold of a 6 Gate Push in TvP aggainst a Top 10 Master Protoss and i was asking myself, what indicators there are for a 6 Gate? When do the Protoss normaly take their 2nd Gas after a 1 Gate core fe? In my game i saw, that my opponent didn´t took his 2nd Gas when i scanned arround 7 Minutes. Was this a clear tell? If you want it i can post the replay. Yes, 6/7 gates take their natural gases later, though they usually take their second gas around 30-34 supply. Therefore, signs are:
- Late gases at the expand (maybe around the 8' mark? I'd have to check); - Early and high Sentry count (they need to build up their energy) with mostly Zealots; - Of course, no Robo units: standard Robo builds usually get one or two Immortals, and Observers anyway, though seeing there are no Observers is admittedly tricky...
On February 05 2012 07:50 Zanazuah wrote: How to hold a proxy marauder shell rush in TvT when I do CC first/1 rax FE? Build a bunker and pull SCVs until you can successfully finish said bunker, and don't forget to scout their follow-up (second gas will usually mean Banshees, one gas should mean expand with bio play as a follow-up, etc.). When you scout their base, there should be one gas but no Barracks around, which means some kind of proxy, so get a bunker anyway; it will be useful even if it's proxied Reactor Hellion.
On February 06 2012 00:21 deathtrance wrote: AH goddammit, when should you scan for a 4 DT Warpprism drop? You can't really scan this, since Protosses will likely hide their Dark shrine. At best, you will maybe see one Robo and some Gates, but then you need to see some of his units because it could still be some kind of Immortal bust. So the ways to tell this would be:
- You scouted dual gas; - There's no expand past the 6'30 (or even a bit later, don't know all different build orders for DT expands) mark; - No sign of DT by the 7'15 - 7'30 mark (this is the moment DTs would show up if it was a standard DT timing); - No sentry (or only one) / no sizable army / no Immortals in his army.
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On February 06 2012 01:33 TheDwf wrote:Show nested quote +On February 06 2012 00:21 deathtrance wrote: AH goddammit, when should you scan for a 4 DT Warpprism drop? You can't really scan this, since Protosses will likely hide their Dark shrine. At best, you will maybe see one Robo and some Gates, but then you need to see some of his units because it could still be some kind of Immortal bust. So the ways to tell this would be: - You scouted dual gas; - There's no expand past the 6'30 (or even a bit later, don't know all different build orders for DT expands) mark; - No sign of DT by the 7'15 - 7'30 mark (this is the moment DTs would show up if it was a standard DT timing); - No sentry (or only one) / no sizable army / no Immortals in his army.
Ah, thanks. I'll keep those timings and units in mind. DTs are pesky ><
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