|
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. |
Reaper opening 
Someone in this thread told me about it. I have to search the post first, then i'll edit.
Basicly, you open:
- 10 depot - 12 rax - 13 gas - 3 worker - 13 depot - @25 gas - rax techlab - do something - Build reaper - harassment and scouting - @100 gas - factory - 2nd Gas - CC - 2nd Factory - @100% factory - switch with rax - build siegetanks and research siegemode - rax reactor - 2nd Factory - reactor hellions / Blueflame after siegemode (you can delay bf, if you feel safer by having more units) - Starport
As soon as posible take both gas at natural! Posiible means: Keep minerals always low with marines and hellions. If your prodction buildings can't handle your mineral flow anymore and it keeps raising during constant units building, add another factory and take your gases and start full thor/tank/hellion production out of 3 facts on 2 bases. An ebay is maybe required during minute 5 - 6 if worried about cloaked banshees. Overminerals generally go into marines/scvs/hellions. If you are able to secure a third, try to harras with cloaked banshees, just to throw him off!
And always squeeze in marines and replace them during mid game with blueflame hellions and thors, but keep at least always 15 marines in your army. And use 2 - 4 hellions for constant eco harassment! Maybe you will be forced to switch more to tanks than hellions or more vikings than hellions. But it's important to have always 2 - 4 thors.
I think there are some realy bad mixed up things in that BO and someone else is able to correct this BO 
At least, it works in my head!
|
How do you hurt a Zerg who took an super early 3rd base (like right after second base) when you open with reactor hellion?
|
Try to deny mining on third with hellions, while building thor/tanks/marines and push the third. With hellion opening you should be on two bases early and will have available enough gas for this, if your tech isn't too far away from thor. And try to make banshee harrasment if he goes mass roaches.
|
On March 06 2012 09:02 Striker.superfreunde wrote: Try to deny mining on third with hellions, while building thor/tanks/marines and push the third. With hellion opening you should be on two bases early and will have available enough gas for this, if your tech isn't too far away from thor. And try to make banshee harrasment if he goes mass roaches. This isn't the best advice. You don't need thors to push the thrid. Tank/marine/medivac is usually a better midgame unit composition depending on the muta count. Also late banshees are just a plain bad idea.
The zerg souldn't be albe to take a fast 3rd at all if your playing reactor hellion right. Just sit your hellions at the natural's doorstep and kill anything that tries to leave. If he manages to slip one by, just attack the 3rd with your hellions. Its not like he can stop you without roaches, which will delay other things.
|
On March 06 2012 09:23 Captain Soban wrote: This isn't the best advice. You don't need thors to push the thrid. Tank/marine/medivac is usually a better midgame unit composition depending on the muta count. Also late banshees are just a plain bad idea.
But if you have thors, there is a high chance that a zerg will not go mutas and you don't have to deal with banes, or am i wrong? So he is more or less forced to go roaches. which could make a little banshee harrasment worthwhile, i guess.
|
On March 06 2012 09:35 Striker.superfreunde wrote:Show nested quote +On March 06 2012 09:23 Captain Soban wrote: This isn't the best advice. You don't need thors to push the thrid. Tank/marine/medivac is usually a better midgame unit composition depending on the muta count. Also late banshees are just a plain bad idea. But if you have thors, there is a high chance that a zerg will not go mutas and you don't have to deal with banes, or am i wrong? So he is more or less forced to go roaches. which could make a little banshee harrasment worthwhile, i guess. One would think that this makes sense logically, but in pratice zergs just go ahead and do whatever they want.
|
If I'm facing a Protoss who is Forge Fast Expanding and I have done a 2 rax pressure opening, should I wait for Medivacs, or should I just push the cannons with my early 2 marauder push? I'm tentative around cannons because I'm not exactly sure how powerful they are in relation to naked rax units.
Also, what is currently the go-to build for most of you in TvT? What builds has everyone had a lot of success with?
|
@Captain Soban Only if they can counter your push and get away with their third. On two base, a zerg is very limited. And i'll stay with the opinion, that a zerg don't feel comfortable with a thor ingame. Ling/bling/mutas or ling/bling/infestors are probably the most common, most cost efficient, and by now, "easiest" unit composions to handle for a zerg player in TvZ ladder game. Or is my decision making just awful bad?
Edit: Even if my decision making is that bad, i'm quite sure it's possible to force a predictable decision from the zerg by using thors in your army.
Okay, i'm drifting away from the original question. But it's an interessting conversation, imo.
|
@Seppuku there are 2 options.
It really depends on the cannon positioning and the total number. Going medivacs as fast as possible after your initial attack is definitely a good decision. depending on his unit and cannon count you can attack the front or better fly around and drop his main and expansion simultaneously. Another possibility is to control his future third and take a gold or double expand, but this needs a really good mapcontrol and knowledge of his tech (i.e. dts ~~).
|
What's the fastest way to quickly load up a medivac and drop it?
Suppose you have an army of 50 marines and 4 medivacs in one control group, and you want to load up in one of them and drop a location.
Right now I'm selecting the entire control group, clicking on a medivac so 8marines go into it, pressing the "stop" command to make sure no medivacs or marines follow the dropship. Then I click the loaded dropship and use the minimap plus "d" hotkey to drop. After the medivac has moved out of range I box my army and rebind it so the dropping medivac isn't part of the group anymore.
Is there a faster way to load a medivac and deselect it from your control group or is this the fastest?
|
On March 06 2012 09:50 Seppuku wrote: If I'm facing a Protoss who is Forge Fast Expanding and I have done a 2 rax pressure opening, should I wait for Medivacs, or should I just push the cannons with my early 2 marauder push? I'm tentative around cannons because I'm not exactly sure how powerful they are in relation to naked rax units.
Also, what is currently the go-to build for most of you in TvT? What builds has everyone had a lot of success with?
I dont think protoss players are really forge fast expanding against terran that much... correct me if im wrong there. It seems like the forge fast expo is much more effective against zerg, because the lings cant get past the wall to actually hit the cannon and roaches really arent that good against cannons at all, especially when there are force feilds to trap small numbers and keep the bulk of the army back Against terran, its a different story. FFE is extremely vulnerable to any kind of marine marauder pressure, especially because the protoss army is going to be very small at that point, and cannons just arent that cost efficient against MM. If you scout a FFE, I would recommend keeping the pressure on with 2 raxes and then dropping into the main when you have medivacs, because again all that investment into the early expo meens that the toss army just isnt going to be capable of dealing with MMM with stim. If you want, you could probably just 3 rax with and attack when stim finishes up, at the very least you should be able to knock down the toss expo.
|
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.
I have had problems dealing with this myself.. one thing you really have to do is know that it is coming. Control towers, have marines patrolling the front of his base to see when he moves out, whatever you have to do. Once you know that it is coming, you need to pull a good amount of scvs to kill the push. In the early stage of the game, your job is not to win the fight unscathed, it is to stay alive, because you are way ahead in scvs and can afford to lose some. You really need to make sure to pull enough scvs to kill the push. Dont grab 5 or 6 and hope, box the entire mineral line and go get him. obviously you need to try to do this before he seiges up outside your base, because charging down a ramp into seige tank fire is a good way to lose everything. In my experience, combat sheild tends to finish in time for this attack, which always help. One thing I have really had trouble with is losing the tech lab on my rax while it is researching stim, and that can really cripple you. Be smart about where you put the tech lab. Hope this helps
|
On March 06 2012 09:50 Seppuku wrote: Also, what is currently the go-to build for most of you in TvT? What builds has everyone had a lot of success with?
My go to build is banshee opening with gas first or a 1 rax expo. If the other Terran goes for a 1-1-1 with fast siege tanks I usually go for a 15 gas - factory @100 gas expand with fast siege tanks and a fast starport. Usually I go mech every game against Terran.
|
hmm I noticed NaDa doesn't really put reactors on barracks, just wondering.... why? o.o
I'm guessing it lets him use more gas and put more factories/starports than usual (or use those gas for upgrades) but I don't know
(of course he puts techlabs on barracks for upgrades and for marauder/other tech units, but from watching him he doesn't really add on reactors to the barracks, such as in TvZ o.o)
|
Blazinghand
United States25550 Posts
On March 06 2012 16:54 zhurai wrote: hmm I noticed NaDa doesn't really put reactors on barracks, just wondering.... why? o.o
I'm guessing it lets him use more gas and put more factories/starports than usual (or use those gas for upgrades) but I don't know
(of course he puts techlabs on barracks for upgrades and for marauder/other tech units, but from watching him he doesn't really add on reactors to the barracks, such as in TvZ o.o)
Some players prefer not to make reactors due to their relative fragility and vespene cost. Sadly, I am not privvy to NaDa's internal thoughts, but I suspect his reasons are those.
|
Hello. This is my first post! I bought SC2 a month ago. (although ive been watching youtube videos of it since beta days but I needed a better PC to play). This forum has great advice so I thought I should register!!
I read through the guidlines and forum/subforums but didn't find any specific area where only replays are analyzed...so I thought. since I play terran for now, I'd post here and ask your opinion.
So far I'm really confortable with 3 barracks opening, especially against protoss. However, during mid game, I have trouble in several areas such as: getting appropriate unit composition, making more production building, in que units, etc etc. So its a work in progress.
Anyways, I have these two replays of games I just played against a protoss player. I looked at them and I think the main reason I lost in both games is due to having a bad unit composition and not adapting well. I think it could have gone my way had I been a little bit more flexible. I'd really appretiate if you guys take a look at it.
TvP loss 1 TvP loss 2
Thanks!
(I tried to find if there was a specific way to post replays, I couldn't -- so I just found "gamereplays" website and uploaded there...please let me know if we're not allowed to post those links)
edit: my sc name is Kriilunaus
|
Huggerz thank you!!! helped me a lot. Watching your replay I could see everything I was missing, now everything is very clear.
|
I am a Gold Terran here.
I know at my level I should be focusing on macro, but I feel I need some solid build orders (1-2 for each matchup) to help me improve.
I feel one of my problems is where I play too passive and allow the opponent to just come and crush me when they are ready.
My worst matchup is TvP where it usually gets to the late game and they would just roll over me with the deathball. I am not too sure when I can be safe to pressure, or what build I should go. Any advice?
Usually I would go for a 1 rax expand or a 2 rax pressure. For example, for a 1 rax fe, after that I would drop another 2 rax. Is it more important to get the medivacs first or upgrades first? I am not too sure about how to follow up after the 1 rax fe, and I am usually unable to pressure the opponent.
Also, for TvZ, I open reactor hellions into expansion, but it feels like after that, I am not too sure when I can pressure or when should I expand?
Hope to get some advice from you guys 
thanks!
|
On March 06 2012 21:00 LightMind wrote:I am a Gold Terran here. I know at my level I should be focusing on macro, but I feel I need some solid build orders (1-2 for each matchup) to help me improve. I feel one of my problems is where I play too passive and allow the opponent to just come and crush me when they are ready. My worst matchup is TvP where it usually gets to the late game and they would just roll over me with the deathball. I am not too sure when I can be safe to pressure, or what build I should go. Any advice? Usually I would go for a 1 rax expand or a 2 rax pressure. For example, for a 1 rax fe, after that I would drop another 2 rax. Is it more important to get the medivacs first or upgrades first? I am not too sure about how to follow up after the 1 rax fe, and I am usually unable to pressure the opponent. Also, for TvZ, I open reactor hellions into expansion, but it feels like after that, I am not too sure when I can pressure or when should I expand? Hope to get some advice from you guys  thanks!
One of the harder things that when you start to get above bronze/mid-silver seems to be getting a sense of when it is safe to pressure, move out, or push. A huge part of this is having a fear of doing so - "if I move out, he will be able to beat my army!"
Ultimately, I would say the thing that helped me the most was just doing it over and over regardless of that fear - doing so smartly of course, but doing it nonetheless. After enough games (and not that many, really) doing so and finding yourself safe - or learning through the experience the times/getting a sense of when it is safe/is not safe - you will come to feel more comfortable with being out on the map because you'll have done it and been safe over and over.
As for specifics, there are not hard and fast answers as it will depend on your scouting and what the opponent is doing, but a few general ideas:
In TvZ with reactor hellions, if you're going into standard marine/tank after that is is generally a fair time to pressure when you have 3 siege tanks and a nice chunk of marines. It shouldn't be considered a killing blow time at all, but a time for pressure - usually just before or around 10 minutes. Rally all of your buildings to your base - not to your army or out on the map - and pressure with those siege tanks and marines. At this point in time, as long as you haven't just been terribly outmacroed the Zerg should not be able to really cost-effectively defeat such a force as long as you're not caught unsieged, so always of course send one or a few marines ahead and/or scan to make sure you give yourself time to siege up. Don't just run far onto creep without stopping and killing the creep tumors, either, and be willing to be satisfied with doing a small amount of damage - no need to go for anything huge. If given the chance to turn around after doing some good damage, do so. Again, at this point unless you're caught unsieged or somehow let mutalisks kill all of your tanks for free, even if you end up losing chunks of this force it should still be in your favor as long as you're still macroing and rallying into your natural or wherever - floating a third base at this time is also a decent idea.
In TvP, the most standard build after 1 rax FE is to get 2 more barracks, then two gas, then go straight for factory/medivacs/your rax add ons. When you do this build, the move out time is usually when you have two medivacs. You move out, take control of the towers, scan/send a marine or something to his natural and pressure only if its a fight that is clearly in your favor, being especially cautious of sentries. Some people prefer to move out, clear the towers, then do a drop at this time with one or both of the medivacs.
However, other follow ups can depend on scouting. If you scout some kind of very aggressive play from Protoss - one base play in particular - then going up to 4 barracks before the two gas is considered a good follow up, backed up of course by enough bunkers to defend. 4 barracks is also a follow up some people will use if the Protoss has done something very dangerous, such as going for a Nexus first on a small map or double expanding. If he does something so risky that you can defeat him or heavily damage him with 4 barracks worth of marines early, then this is an option.
In both matchups, keep in mind that you don't need to do damage to pressure. You can pressure without firing a single shot. This is something MMA and Mvp in particular take advantage of. They frequently move out at these timings and then immediately return home for no reason other than to scare the opponent into spending more money on low tech units instead of teching up sooner. This is true moreso for TvZ then TvP, but in both cases it can prompt from the opponent investments which are not beneficial in the long run. As an example, a Protoss who sees a large force at 8 or 9 minutes taking out the zealot, stalker, or probe he has at the watchtower is likely to spend gas warping in sentries which will lose their strength as the game goes on, instead of spending it on Colossus or Templar which are what he really needs and wants.
|
On which maps are the 3 bunker wall viable? Is it only cloud kingdom or all of them?
|
|
|
|