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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. |
EDIT: I'd also like to add the fact because Broodlords are so slow in movement, most zerg literally just A click the broodlords straight to your base (lol). If you have some map awareness (control of towers) you will find that you can actually cast nukes down into their movement path predicting where their army will be. I have taken out quiet a few Brood Flocks by doing this. Show it, or it's a big lie. To me, it sounds like an awful big lie. Sounds like the zerg player has no clue what they're doing.
I have been doing this for a while now and believe me, it is really hard to pull off... but as you start to get the hang of it you will lose some and win some, but for gods sake don't leave the game when you can still potentially win it. He was making a joke about the current game feel.
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I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?
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On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.
That's the only way to break in if you can't handle a drop + push from multiple sides.
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On March 01 2012 01:31 iAmJeffReY wrote:Show nested quote +On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke. That's the only way to break in if you can't handle a drop + push from multiple sides.
oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings
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On March 01 2012 01:34 SirHyoon wrote:Show nested quote +On March 01 2012 01:31 iAmJeffReY wrote:On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke. That's the only way to break in if you can't handle a drop + push from multiple sides. oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings There is always an opening. If you have 5 bases, sometimes you have to force an opening, and hope you have at least 12+ rax to repump units. Use his sensor towers against him and move fake groups of units, or scvs or anything, into that area. Sensor tower his sensor towers.
If all else fails, a few thors really help break a tank line. Thors go in and stim box split the rest.
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Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?
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Blazinghand
United States25550 Posts
On March 01 2012 04:22 kranten wrote: Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?
Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine.
A terran who's not proxying will never lose to 6 pool.
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On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? Some more information would be good. So you did alot of damage but you were not able to finish him off. Was he turtleing pure mech or marine/tank? If he was pure mech and you are pure bio,you did the right thing, just get as much bases as possible, make them all OCs and take all gases, you dont need to saturate all of them just 2 or 3, but all the gases. Mules will get you the minerals you need. Then go for heavy air play. If he was marine/tank and you are pure bio, i recommend you to get siegetanks yourself, contain him and take more bases. This way you can easily outmacro him and he shouldnt be able to win. Dont forget to build enough infrastructure, to reinforce quickly. Your not ahead if your on 5 base against 2 base, if ur only producing tanks from 2 factories like him.
And please dont trade into 6 siege tanks when your pure bio. Use the map to catch him unsieged or drop on his tanks when he is pure mech and has no antiair. If ur pure bio against pure mech, its important to get vikings to gain air control.
For everything else, a replay would be nice.
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When using the ThorZain tvt build, what is the best way to adapt to a 1 base fast tank push? it seems to directly hard counter this bio style in my opinion i dont know how to fight this style. Any general advice, especially from someone who uses that build frequently would be most appreciated.
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On March 01 2012 11:34 Sajaki wrote: When using the ThorZain tvt build, what is the best way to adapt to a 1 base fast tank push? it seems to directly hard counter this bio style in my opinion i dont know how to fight this style. Any general advice, especially from someone who uses that build frequently would be most appreciated. Scout that it is coming, pull some scvs, stall their attack by forcing them to seige up on the way to their base, and meet them out in the open instead of trapped on your ramp.
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On March 01 2012 01:34 SirHyoon wrote:Show nested quote +On March 01 2012 01:31 iAmJeffReY wrote:On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke. That's the only way to break in if you can't handle a drop + push from multiple sides. oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings Here's a game, only thing I can think of that comes close to 'turtley'
I assume you meant mech, as that's uber turtley. http://drop.sc/123963
Just a standard bio vs mech game where he turtles hard at the end with tanks viking banshees hellions
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I assume you meant mech, as that's uber turtley. http://drop.sc/123963 Just a standard bio vs mech game where he turtles hard at the end with tanks viking banshees hellions
What could the meching player have done better in this game to avoid being crushed in the end? Bunkers? Better Siege Tank Placement? More hellion Harrass? Less harrass? Something else?
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On March 01 2012 13:08 BlacKcuD wrote:What could the meching player have done better in this game to avoid being crushed in the end? Bunkers? Better Siege Tank Placement? More hellion Harrass? Less harrass? Something else? More active with his hellions, and keep up with ravens to stop the marauders with PDD. Sensor towers, and tanks spread more. He had them clumped so there's less 'risk' for me to stim and box bounce into them and clear them out.
So, I'd say sensor towers, more aggressive with hellions, spread tanks out, and keep my medics out of the air. He let me take bases seemingly unchecked.
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hi guys...recently i just switched from protoss to terran cuz i felt rather bored about using P ....
so i had tis game with a zerg he went baneling bust again and again(with eco only on a base) towards my entrance at the start b4 my hellions can come out...hmmm..any advice on tis?
here's the replay: http://drop.sc/124117
i place a bunker but he busted it...i put a CC he busted it too TT
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On March 01 2012 04:26 Blazinghand wrote:Show nested quote +On March 01 2012 04:22 kranten wrote: Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time? Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine. A terran who's not proxying will never lose to 6 pool.
![[image loading]](http://media.247sports.com/Uploads/Boards/797/138797/393512.gif)
User was warned for this post
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Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.
3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling
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On March 01 2012 16:32 fatguyallen wrote: Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.
3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling
Stim single marines and run them ahead of your army to scout for the zerg's army so you know when to siege up. (Usually immediately when you see the army.) Save up scans for your push as well instead of using MULEs.
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On March 01 2012 15:43 Mindblown wrote:Show nested quote +On March 01 2012 04:26 Blazinghand wrote:On March 01 2012 04:22 kranten wrote: Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time? Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine. A terran who's not proxying will never lose to 6 pool. ![[image loading]](http://media.247sports.com/Uploads/Boards/797/138797/393512.gif) In before ban.
In all seriousness, this is a very poor way to respond to a post IMO.
On March 01 2012 16:32 fatguyallen wrote: Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.
3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling Stim a marine ahead of your army to check for his army, or 5-6 to clear out creep tumors with a scan while also checking.
If players start to flank you on ladder, send a marine or two out to check for his army depending on the map.
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Stim a marine ahead of your army to check for his army, or 5-6 to clear out creep tumors with a scan while also checking.
^- This, and especially when you are in your "opponents half of the map", don't unsiege all tanks at once. Unsiege roughly half, move them forward with shift+siegemode, a little bit spread out. After they are up, move remainder of army forward. Rince and repeat until within vision range of his bases.
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On March 01 2012 03:35 iAmJeffReY wrote:Show nested quote +On March 01 2012 01:34 SirHyoon wrote:On March 01 2012 01:31 iAmJeffReY wrote:On March 01 2012 01:27 SirHyoon wrote: I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips? I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke. That's the only way to break in if you can't handle a drop + push from multiple sides. oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings There is always an opening. If you have 5 bases, sometimes you have to force an opening, and hope you have at least 12+ rax to repump units. Use his sensor towers against him and move fake groups of units, or scvs or anything, into that area. Sensor tower his sensor towers. If all else fails, a few thors really help break a tank line. Thors go in and stim box split the rest.
lately if I'm in a horrible situation where I'm on five bases against someone who's turtling really hard I transition to mass BC/Raven. If you can convincingly throw away some supply without being really vulnerable until throwing away that last bit to make room to max on BC/raven it's actually just hysterical.
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