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On February 27 2012 18:42 KroN wrote: Hi,
i have a specific question for TvP! My normal build is:
- 1Rax FE - 1Gas after FE - add 2-3 more Rax (up to 3-4) with 1 TLab - Concussive, Stim after - Ebay, start +1 - Factory, Starport, 2 Medivacs
Now often times by the time my starport is nearly finished i scout a colossi. What do i do now??? In my opinion i need 2-4 Medivacs in the midgame to poke/drop/survive but if i dont start instantly viking production i will die to any 3-4 colossi timing, where i can possibly only get 2-4 vikings out if i build medivacs.
- do i build no medivacs or only 2 and start vikings? - is my starport too late? - what should i delay for a quicker statport, +1? - what is your timings to get the factory after a 1raxFE?
Thanks a lot!
Scout slightly earlier. If you see the robo support bay, prioritize vikings for the moment, even if that means delaying upgrades and getting a second starport to make them three at a time because you know he's GOING to make colossi. work your medivacs in, and then wait for him to move out. put a few turrets in the front where you think youll be engaging if you have the money.
OR. scout slightly earlier, get your two medivacs, and just go. at most he'll have two colossi, he won't have range yet, and he probably won't have a high unit count either.
it's kind of up to what you scout, when you scout, and whether you want to be defensive or aggressive about it.
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On February 27 2012 18:46 KroN wrote:Show nested quote +On February 27 2012 17:18 TAAF wrote:Hello fellow Marinebuilders =) I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead? (I'll add the replay later if I don't forget, I am at work atm  ) Without seeing the game i would advice you to abuse his zealot warpins. - load up and drop the next available base, he has to run around and no warpins atm. - if he arrives load up and drop somewhere else, he has to run around. he cannot do anything against that with zealots. Abuse your mobility, if you push the front, you will most likely not win if you dont have a massive army left. If your army is big enough try to catch thewarpin or building archons and kill it there. Uh... You have to micro against the warp in zealots and archons. Marauders in front. marines behind, just studder step them down. If you're on equal upgrades, it won't take long. Not many protoss get more than 10-15 gateways late late late game so thats 8-13 zealots and 2 HT to become an archon after they FB a medic.
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On February 27 2012 19:51 iAmJeffReY wrote:Show nested quote +On February 27 2012 18:46 KroN wrote:On February 27 2012 17:18 TAAF wrote:Hello fellow Marinebuilders =) I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead? (I'll add the replay later if I don't forget, I am at work atm  ) Without seeing the game i would advice you to abuse his zealot warpins. - load up and drop the next available base, he has to run around and no warpins atm. - if he arrives load up and drop somewhere else, he has to run around. he cannot do anything against that with zealots. Abuse your mobility, if you push the front, you will most likely not win if you dont have a massive army left. If your army is big enough try to catch thewarpin or building archons and kill it there. Uh... You have to micro against the warp in zealots and archons. Marauders in front. marines behind, just studder step them down. If you're on equal upgrades, it won't take long. Not many protoss get more than 10-15 gateways late late late game so thats 8-13 zealots and 2 HT to become an archon after they FB a medic.
Sure you have to micro, thats obvious imo. But he said he losses if he just engages with micro, so he has to try something different, you can abuse zealots ground walking ability pretty hard on many maps by just loading up and going somewhere else. His army is most likely also hurt and zealots could just rip through it.. i had good success with forcing him to multitast instead of just pressing one warip in button and a-move. Since the Zealot-Charge Buff they are even with kiting pretty okay.
There are definately many ways that work in his scenario, but we need to see the game, at the moment there is just guessing how big his army was.
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On February 27 2012 20:32 KroN wrote:Show nested quote +On February 27 2012 19:51 iAmJeffReY wrote:On February 27 2012 18:46 KroN wrote:On February 27 2012 17:18 TAAF wrote:Hello fellow Marinebuilders =) I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead? (I'll add the replay later if I don't forget, I am at work atm  ) Without seeing the game i would advice you to abuse his zealot warpins. - load up and drop the next available base, he has to run around and no warpins atm. - if he arrives load up and drop somewhere else, he has to run around. he cannot do anything against that with zealots. Abuse your mobility, if you push the front, you will most likely not win if you dont have a massive army left. If your army is big enough try to catch thewarpin or building archons and kill it there. Uh... You have to micro against the warp in zealots and archons. Marauders in front. marines behind, just studder step them down. If you're on equal upgrades, it won't take long. Not many protoss get more than 10-15 gateways late late late game so thats 8-13 zealots and 2 HT to become an archon after they FB a medic. Sure you have to micro, thats obvious imo. But he said he losses if he just engages with micro, so he has to try something different, you can abuse zealots ground walking ability pretty hard on many maps by just loading up and going somewhere else. His army is most likely also hurt and zealots could just rip through it.. i had good success with forcing him to multitast instead of just pressing one warip in button and a-move. Since the Zealot-Charge Buff they are even with kiting pretty okay. There are definately many ways that work in his scenario, but we need to see the game, at the moment there is just guessing how big his army was. Yeah I don't think it was a micro problem. I think I just didn't really capitalize on my lead. Droping is a good idea, because my friend, who plays toss, always complains about drops when he is on zealot archon. And just to make the situation clearer, I had a really scrappy army left and not many medivacs due to his colossus production, so the battle was really close and I could have won it with more medivacs I think.
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On February 27 2012 17:18 TAAF wrote:Hello fellow Marinebuilders =) I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead? (I'll add the replay later if I don't forget, I am at work atm  )
I think the safest way to go about it is to take another base, scout and make sure he isn't taking any extra bases, and keep macroing. The easiest way to lose a lead in tvp is to try and kill him outside of your early/midgame pushes. Just starve him out. You'll also find its a lot easier to win headon engagements when the protoss is attacking into you, instead of the other way around. His units clump for easier emp's, your vikings are much easier to place/target fire with, and your reinforcements can actually help out sometimes as well. Depending on what map it is, after you win a large engagement and your economy is doing well, I would also suggest building planetaries in the middle of the map. Thats kinda the terran version of defensive warpins.
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On February 27 2012 04:39 knekten wrote:
Try going for more macro oriented build, focusing on harrassing/wearing down the zerg rather than one "big push" which it sounds like you're going for. Try reactor hellion > expand > tech lab and stim on rax > lift factory after 4 hellions > build 2 more rax, one on the unused reactor, while getting a starport and building reactor on factory > switch starport with factory and start a tech lab and start tank production
I use this build too and it works pretty well. but after this 2 drops push and when mutas are on the field, i dont know what to do. Do i have to stay on 3 bases, camping and wait for 2-2 upgrades for a big push? Cause I used to keep attacking him wave after wave but he can defend too easily and i lose my units for nothin. I think its better to massing tanks and wait for a death army but it means i let zerg macroing (drops are not very effective cause of mutas and i have no map control).
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On February 27 2012 21:52 Yohsc2 wrote:Show nested quote +On February 27 2012 04:39 knekten wrote:
Try going for more macro oriented build, focusing on harrassing/wearing down the zerg rather than one "big push" which it sounds like you're going for. Try reactor hellion > expand > tech lab and stim on rax > lift factory after 4 hellions > build 2 more rax, one on the unused reactor, while getting a starport and building reactor on factory > switch starport with factory and start a tech lab and start tank production
I use this build too and it works pretty well. but after this 2 drops push and when mutas are on the field, i dont know what to do. Do i have to stay on 3 bases, camping and wait for 2-2 upgrades for a big push? Cause I used to keep attacking him wave after wave but he can defend too easily and i lose my units for nothin. I think its better to massing tanks and wait for a death army but it means i let zerg macroing (drops are not very effective cause of mutas and i have no map control).
What I do is usually keep killing creep tumers and push up a bit, but always pull back if I don't think I can do well. I don't ever let creep (at least I try not to)
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After not having played for a while, I'm getting back into SC2. I have a build for my TvZ and TvT but for TvP I'm still not sure what to go for.
On one side I like to play macro, go 1rax FE and build up a big force, but leaving Protoss untouched feels very uncomfortable and 1rax for defense feels somewhat vulnerable. At the same, going for something like Cloaked Banshees feels to gimmicky and vulnerable to an early push or all-in.
I'm guessing I'm looking for something in between. Something that can put on some pressure (or harass) around 5-7 minutes but still have an expansion started (preferably before 6 minutes). I was considering some Reaper harass followed by 1/1/1 or maybe some sort of 2rax but I would welcome any suggestions.
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On February 27 2012 22:46 Thezzy wrote: After not having played for a while, I'm getting back into SC2. I have a build for my TvZ and TvT but for TvP I'm still not sure what to go for.
On one side I like to play macro, go 1rax FE and build up a big force, but leaving Protoss untouched feels very uncomfortable and 1rax for defense feels somewhat vulnerable. At the same, going for something like Cloaked Banshees feels to gimmicky and vulnerable to an early push or all-in.
I'm guessing I'm looking for something in between. Something that can put on some pressure (or harass) around 5-7 minutes but still have an expansion started (preferably before 6 minutes). I was considering some Reaper harass followed by 1/1/1 or maybe some sort of 2rax but I would welcome any suggestions.
I think 2 rax is what you're looking for. 2nd barracks before 2nd depot, reactor on first rax, techlab on second, concussive first, push out with 2 marauders and handful of marines, get combat shield after concussive and just continually rally units across the map. Make trades, follow up with an expo, another barracks, ebay and reactor starport.
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Im confused in TvZ. I go the strandard Reactor hellion Expand, sometimes I get some probes and some lings. Then they go infested bling and Go Bio/tank I always lose... What can I do?
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TvT - I'm playing tank / hellion, and the other guy builds a ton of air (3+ starports) and makes lots of vikings + banshees with (weak) marine / tank underneath. How do I deal with this?
Thanks :D
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Hi everybody,
i was wondering if there was any guide about tank positionning, like with picture, etc. Cause i'm very bad at it, and I'd need some pointer on how to use siege tanks effectively 
Thanks.
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On February 28 2012 03:54 ricecake wrote: TvT - I'm playing tank / hellion, and the other guy builds a ton of air (3+ starports) and makes lots of vikings + banshees with (weak) marine / tank underneath. How do I deal with this?
Thanks :D Thors, and vikings with ravens. PDD his vikings, thors splash onto the banshees or the vikings, and your vikings reign supreme.
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On February 28 2012 00:05 Mcore wrote: Im confused in TvZ. I go the strandard Reactor hellion Expand, sometimes I get some probes and some lings. Then they go infested bling and Go Bio/tank I always lose... What can I do? Very vague question. There's no replay, nor anything to help you here. You just said what could happen, and then what happens. What are your upgrades? How many rax, how man fac, how many bases? Are you dropping? Are you pushing stupidly?
Reps dude, we need reps to answer question as such.
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When it comes to scout timings--which is better?
A.) shift command the scv building the supply depot.
B.) rallying the 11th/12th SCV to a main.
C.) grabbing an scv off the mineral line at around 11 or 12 supply.
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On February 28 2012 06:03 lorkac wrote: When it comes to scout timings--which is better?
A.) shift command the scv building the supply depot.
B.) rallying the 11th/12th SCV to a main.
C.) grabbing an scv off the mineral line at around 11 or 12 supply.
on ladder I tend to rally SCV on 11 supply to scout, sometimes allows blocking a nexus / hatchery, and is just a reasonable scout timing to check for cheese. Otherwise, I would rally the racks-building SCV to scout
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How do you secure rocks against zerg? only turrets? bunker? tank?
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On February 28 2012 06:03 lorkac wrote: When it comes to scout timings--which is better?
A.) shift command the scv building the supply depot.
B.) rallying the 11th/12th SCV to a main.
C.) grabbing an scv off the mineral line at around 11 or 12 supply.
Usually I grab a worker on 13 after I lay down the refinery. If I scout before that it feels like it takes the 12 rax so much longer until I can put it down and also messes with the 13 gas timing. After 13 I have enough money to instantly make a rine and convert the CC to OC.
If I'm doing a gas-less expand I rally my 13 worker to the front and lay down a depot, stop production and then go scout. I then queue my rax SCV to make the depot and move to the natural to make the CC.
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What is ideal vs a mostly stalker colossus composition, like 6 colossus with mostly stalkers and like 8 zealots and a templar or three? Do you want to be very marine light vs this composition, and have mostly marauder ghost viking? And how many of each of those tech units would be good in this end game army?
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Hi, I am currently struggling in my TvZ, I usually go for a Hellion FE into Marine tank, trying to take a quick third if the map permits it. The problem I have is putting aggresion on my zerg opponent, is there any other way except for drops or will I need to just turtle to 200/200?
Basically the problem is how do I aggress a zerg opponent if I go for a Hellion FE into marine tank.
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