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On March 20 2012 05:20 saaaa wrote: What is the optimal army of mech against the following zerg compositions?
1) Roach+Ling+Infestor
2) Infestor+Ling+Broodlorg
3) Broodlord+Corrupter+Infestor
4) Ultra+Ling+Infestor
1) heavy tank, mid marine, light marauder (+ghost) 2) heavy marine, mid ghost, light viking (+hellions, +tanks, don't siege until broods are cleared up) 3) heavy ghost, mid viking, light thor (+marine) 4) heavy ghost, mid tank, light marine (+marauder)
+'s indicate useful unit to have a few of mixed in.
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On March 20 2012 05:28 Seppuku wrote:Show nested quote +On March 20 2012 05:20 saaaa wrote: What is the optimal army of mech against the following zerg compositions?
1) Roach+Ling+Infestor
2) Infestor+Ling+Broodlorg
3) Broodlord+Corrupter+Infestor
4) Ultra+Ling+Infestor 1) heavy tank, mid marine, light marauder (+ghost) 2) heavy marine, mid ghost, light viking (+hellions, +tanks, don't siege until broods are cleared up) 3) heavy ghost, mid viking, light thor (+marine) 4) heavy ghost, mid tank, light marine (+marauder) +'s indicate useful unit to have a few of mixed in.
Your response confuses me as you would not be getting marines or marauders while going mech. Also, I don't think heavy ghost is ever viable atm, especially with a mech army as their only use is to emp infestors.
Generally in mech TvZ I think its vital to have twice as many thors as tanks (so base your numbers on that) with the rest of your supply in hellions and vikings. I feel like this composition is optimal for mech TvZ because it keeps you relatively safe vs broodlord/ultralisk tech switches as well as early mutas and roach remaxes. You might want about 4-5 ghosts to emp infestors but that just seems to make things more complicated. Thorzain regularly just uses pure factory units while adding vikings/ravens as the game goes later.
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On March 20 2012 05:19 TheTomato wrote:Show nested quote +On March 20 2012 02:36 RmoteCntrld wrote: I never seem to be able to apply pressure to a zerg. It seems that every single one I face just makes tons of zerglings and sits put. Then when I do move out its over for me and theres nothing I can do? Any tips on making pressure successful so I don't go into the late game against a zerg who's been relatively untouched the entire game? I'm in Diamond btw. Try a Hellion into bio push? Trying for a tank push against a Zerg that over makes lings can be rough. But if they do over make lings you can just turtle. Random games. Some practice, some old ladder a week or three old. Just a few random examples of different aggressive openings.
http://drop.sc/124584 http://drop.sc/122622 http://drop.sc/133761 http://drop.sc/133762 http://drop.sc/133763
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On March 20 2012 05:48 Ghostfoot wrote:Show nested quote +On March 20 2012 05:28 Seppuku wrote:On March 20 2012 05:20 saaaa wrote: What is the optimal army of mech against the following zerg compositions?
1) Roach+Ling+Infestor
2) Infestor+Ling+Broodlorg
3) Broodlord+Corrupter+Infestor
4) Ultra+Ling+Infestor 1) heavy tank, mid marine, light marauder (+ghost) 2) heavy marine, mid ghost, light viking (+hellions, +tanks, don't siege until broods are cleared up) 3) heavy ghost, mid viking, light thor (+marine) 4) heavy ghost, mid tank, light marine (+marauder) +'s indicate useful unit to have a few of mixed in. Your response confuses me as you would not be getting marines or marauders while going mech. Also, I don't think heavy ghost is ever viable atm, especially with a mech army as their only use is to emp infestors. Generally in mech TvZ I think its vital to have twice as many thors as tanks (so base your numbers on that) with the rest of your supply in hellions and vikings. I feel like this composition is optimal for mech TvZ because it keeps you relatively safe vs broodlord/ultralisk tech switches as well as early mutas and roach remaxes. You might want about 4-5 ghosts to emp infestors but that just seems to make things more complicated. Thorzain regularly just uses pure factory units while adding vikings/ravens as the game goes later.
My post is misleading. I'm not saying to have more ghosts than anything in any of those. I meant heavy mid and light in terms of importance! You should never have more tanks than marines!
You forget that ghosts have snipe and nukes! Not as good as it was before, but still very good against broodlords, mutas and ultras.
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What have people been doing in the TvP match up. As a top 25 masters Terran I have never felt so lost in this match up, especially when I used to consider it my strongest. What is the best opener right now and follow up. I am still losing bad with gasless FE into 3 rax upgrade timing as well as gassless FE into 3rd macro orbital into medics.
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[All matchups] when should I start conserving scans (assuming non banshee in TvT) because I tend to just go all-out and continuously mule, which means that when I need to like scan creep I tend to have to wait a long time, (which is bad), or like scan his army/etc
is it like 20 mineral scvs/(full saturation), when you establish a new base or when exactly @_@ cause I just continuously mule, and I don't think that's how I should be doing it ....
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On March 20 2012 13:06 Buckshot9044 wrote: What have people been doing in the TvP match up. As a top 25 masters Terran I have never felt so lost in this match up, especially when I used to consider it my strongest. What is the best opener right now and follow up. I am still losing bad with gasless FE into 3 rax upgrade timing as well as gassless FE into 3rd macro orbital into medics.
I'm a mid level Diamond player, I've resorted to a lot of all-in's and strong timing pushes. And just trying to be mechanically better than my opponents, which is really bad sounding but I can't figure out late game. I've had limited success with ninja expos and taking stupid amounts of risk to basically be even in late game.
A lot of poking though with denying map control though, I want chronos to be used on army rather than tech or probes.
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I just read some of Beastyqt's posts in the "Where did all the Terrans go?" thread. In one of them he explains a micro trick to help spread your ranged units by making one unit attack first and then a-moving the others.
For context:
"Make protoss have hotkey to use charge every 10sec and if they a-move zealots get stuck one behind another till you micro them just like with ranged units when you a-move the first one to get in range will shoot and those behind will run around, please do same for melee units." - Beastyqt
Is this a real micro move I'm understanding? Can someone clarify this?
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On March 20 2012 17:52 Cortza wrote: I just read some of Beastyqt's posts in the "Where did all the Terrans go?" thread. In one of them he explains a micro trick to help spread your ranged units by making one unit attack first and then a-moving the others.
For context:
"Make protoss have hotkey to use charge every 10sec and if they a-move zealots get stuck one behind another till you micro them just like with ranged units when you a-move the first one to get in range will shoot and those behind will run around, please do same for melee units." - Beastyqt
Is this a real micro move I'm understanding? Can someone clarify this?
I think you are missunderstanding. He seem to leave out some commas:
just like with ranged units , when you a-move , the first one to get in range will shoot and those behind will run around, please do same for melee units
Meaning that when you just a-move your units, the one that reaches enemies first will stop to shoot, and the rest of the units must go around said unit to start firing aswell
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High guys. What do you think of this 1/1/1 tactic StimmedProbe posted in another thread:
http://www.teamliquid.net...ssage.php?topic_id=253098
How all in is this really? What are the major downfalls of this build? I'm interested in learning it since Protoss just a-move it, they need to be taught a lesson I was wondering if this is better than mech play against Protoss?
And Blazinghand, do you by any chance have a cool video of you doing something very cruel to Protoss players that's inspiring enough to copy? I liked your mech video's against Zerg, can you pull off mech against Protoss?
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On March 21 2012 02:24 KenDM wrote:High guys. What do you think of this 1/1/1 tactic StimmedProbe posted in another thread: http://www.teamliquid.net...ssage.php?topic_id=253098How all in is this really? What are the major downfalls of this build? I'm interested in learning it since Protoss just a-move it, they need to be taught a lesson  I was wondering if this is better than mech play against Protoss? And Blazinghand, do you by any chance have a cool video of you doing something very cruel to Protoss players that's inspiring enough to copy? I liked your mech video's against Zerg, can you pull off mech against Protoss? If you want a strong timing attack, do yens 7 rax 1 fac 2 port build. Mech vs protoss is probably why you hate TvP. It's a joke, and stupid to even try IMO. It doesn't work well, it's like riding a bike, but you have no handlebars. You have no control.
I have a SLEW of 1-1-1, and reactor FE into 3 rax 1 fac 2 port TvP all ins. Just ask, and you shall receive, my son.
Here's a few replays of some solid all ins vs P.
http://drop.sc/139187 800 pt protoss http://drop.sc/139188 770 pt protoss http://drop.sc/135784 830 pt protoss http://drop.sc/135785 835 pt protoss http://drop.sc/135483 950 pt protoss http://drop.sc/125939 800 pt protoss http://drop.sc/125932 875 pt protoss
There ya from. From 1-1-1, to reactor FE, to FE to 3-1-1, FE to 3-1-2 etc. A vary of builds, with the harass, and timing attack.
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Ive been having some problems vs mech. Im a top masters terran on NA and quite high on korean as well. whenever i play a mech player the game seems to go like this. i open reaper fe into 3 rax. and mech usually opens banshee. I defend well but then they just use bf helions for map control and double expand. i obivously start to mix in maruaders and take map dominance but they can just turtle and defend quite easily and then roll out and i cant engage. I just feel like i get worn down and they over run me. ive been trying around with switching into viking/banshee/bc late game but i want to know opinions from preferabbly gm terrans. thanks
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On March 16 2012 07:38 zmansman17 wrote:Show nested quote +On March 16 2012 05:20 iNViCiOUZ wrote: Holy Shit fast all go watch qxc play against white-ra (http://www.teamliquid.net/video/streams/qxc) Late game terran with speed reapers alot of Raven and mariners! ThorZain uses reapers v. Protoss late game as well. I think Reapers have a two-pronged benefit in late game: 1) Harass/Deny Expansions 2) Counter Chargelots, which as we know don't have a great counter as Terran. I like the idea, but am not keen if this will be a lasting change against Protoss. I was able to beat a high GM Protoss player late game (310k score each player), by PFing and mass turreting the middle, getting +2 armor and +1 range, massing ghosts, marine/medivac, and vikings. Then I massed OCs, depleted all the bases on my side of the map, and forced him to engage as I nuked/dropped his expos. Meanwhile I set up 4 starports and started pumping out BCs, which I concomitantly upgraded to 3/3 while holding the middle. What ensued was pretty hilarious as he could do nothing against this set up. He would trade his army down for very little supply of my army as he clearly had no idea how to deal with this. (Clearly the reverse of what we normally experience as Terran). Of course I can think of plenty of things he could have done to counter this. However, he ended up trying for a fleeting of carriers with mothership. Turns out yamagun and 3/3 BCs, as well as my pack of stimmed marines, pretty much decimate that. Point being: I think Terran has to keep planting static defenses in the late game. Even a good player like myself tends to float tons of money late game. The solution is to drop tons of CCs at a crucial choke point and defend from that point. As long as you have vikings and ghosts, it's surprisingly difficult for toss to break the position. I know it requires a lot of babysitting to build PFs and it's time consuming to plant them, but this way, if you're anything like me in TvP late game, you don't get rolled after you lose that one big engagement.
Is there more demand that I post a replay for this? I think 2 people came forward, but if more people want it, I'll post it on here. Too lazy otherwise 
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On March 21 2012 05:07 iAmJeffReY wrote:Show nested quote +On March 21 2012 02:24 KenDM wrote:High guys. What do you think of this 1/1/1 tactic StimmedProbe posted in another thread: http://www.teamliquid.net...ssage.php?topic_id=253098How all in is this really? What are the major downfalls of this build? I'm interested in learning it since Protoss just a-move it, they need to be taught a lesson  I was wondering if this is better than mech play against Protoss? And Blazinghand, do you by any chance have a cool video of you doing something very cruel to Protoss players that's inspiring enough to copy? I liked your mech video's against Zerg, can you pull off mech against Protoss? If you want a strong timing attack, do yens 7 rax 1 fac 2 port build. Mech vs protoss is probably why you hate TvP. It's a joke, and stupid to even try IMO. It doesn't work well, it's like riding a bike, but you have no handlebars. You have no control. I have a SLEW of 1-1-1, and reactor FE into 3 rax 1 fac 2 port TvP all ins. Just ask, and you shall receive, my son. Here's a few replays of some solid all ins vs P. http://drop.sc/139187 800 pt protoss http://drop.sc/139188 770 pt protoss http://drop.sc/135784 830 pt protoss http://drop.sc/135785 835 pt protoss http://drop.sc/135483 950 pt protoss http://drop.sc/125939 800 pt protoss http://drop.sc/125932 875 pt protoss There ya from. From 1-1-1, to reactor FE, to FE to 3-1-1, FE to 3-1-2 etc. A vary of builds, with the harass, and timing attack.
Do you have an ice VoD of that 7 rax 1 fac 2 port build? It's not an all in right or is it?
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Is there any custom map to train splitting against infestors?
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On March 21 2012 07:07 KenDM wrote:Show nested quote +On March 21 2012 05:07 iAmJeffReY wrote:On March 21 2012 02:24 KenDM wrote:High guys. What do you think of this 1/1/1 tactic StimmedProbe posted in another thread: http://www.teamliquid.net...ssage.php?topic_id=253098How all in is this really? What are the major downfalls of this build? I'm interested in learning it since Protoss just a-move it, they need to be taught a lesson  I was wondering if this is better than mech play against Protoss? And Blazinghand, do you by any chance have a cool video of you doing something very cruel to Protoss players that's inspiring enough to copy? I liked your mech video's against Zerg, can you pull off mech against Protoss? If you want a strong timing attack, do yens 7 rax 1 fac 2 port build. Mech vs protoss is probably why you hate TvP. It's a joke, and stupid to even try IMO. It doesn't work well, it's like riding a bike, but you have no handlebars. You have no control. I have a SLEW of 1-1-1, and reactor FE into 3 rax 1 fac 2 port TvP all ins. Just ask, and you shall receive, my son. Here's a few replays of some solid all ins vs P. http://drop.sc/139187 800 pt protoss http://drop.sc/139188 770 pt protoss http://drop.sc/135784 830 pt protoss http://drop.sc/135785 835 pt protoss http://drop.sc/135483 950 pt protoss http://drop.sc/125939 800 pt protoss http://drop.sc/125932 875 pt protoss There ya from. From 1-1-1, to reactor FE, to FE to 3-1-1, FE to 3-1-2 etc. A vary of builds, with the harass, and timing attack. Do you have an ice VoD of that 7 rax 1 fac 2 port build? It's not an all in right or is it?
100% all in. Lemme link you yens guide
http://www.teamliquid.net/forum/viewmessage.php?topic_id=299607
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On March 20 2012 15:47 zhurai wrote: [All matchups] when should I start conserving scans (assuming non banshee in TvT) because I tend to just go all-out and continuously mule, which means that when I need to like scan creep I tend to have to wait a long time, (which is bad), or like scan his army/etc
is it like 20 mineral scvs/(full saturation), when you establish a new base or when exactly @_@ cause I just continuously mule, and I don't think that's how I should be doing it .... was I right or am I missing something o.o
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On March 21 2012 07:53 zhurai wrote:Show nested quote +On March 20 2012 15:47 zhurai wrote: [All matchups] when should I start conserving scans (assuming non banshee in TvT) because I tend to just go all-out and continuously mule, which means that when I need to like scan creep I tend to have to wait a long time, (which is bad), or like scan his army/etc
is it like 20 mineral scvs/(full saturation), when you establish a new base or when exactly @_@ cause I just continuously mule, and I don't think that's how I should be doing it .... was I right or am I missing something o.o It's not something at a definite time that you start to save scans. You have to base that off your own game, and game progression. At some point, you gotta learn to not overmule your bases, or you won't HAVE any bases to mine from mid game-lategame.
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Blazinghand
United States25550 Posts
On March 21 2012 06:03 kc wrote: Ive been having some problems vs mech. Im a top masters terran on NA and quite high on korean as well. whenever i play a mech player the game seems to go like this. i open reaper fe into 3 rax. and mech usually opens banshee. I defend well but then they just use bf helions for map control and double expand. i obivously start to mix in maruaders and take map dominance but they can just turtle and defend quite easily and then roll out and i cant engage. I just feel like i get worn down and they over run me. ive been trying around with switching into viking/banshee/bc late game but i want to know opinions from preferabbly gm terrans. thanks
Unfortunately you are unlikely to find GM terrans in this thread-- you may want to speak to your ladder adversaries on NA (or KR if you can read/write korean) to learn more. I'm sure you already know the general basics-- make marauders, try to engage indirectly and drop and stuff. There's a lot of map-specific things to bio vs mech. Once you're at the top your resources of people who are better than you are sharply limited. Maybe watch some GSL VoDs?
On March 21 2012 08:00 iAmJeffReY wrote:Show nested quote +On March 21 2012 07:53 zhurai wrote:On March 20 2012 15:47 zhurai wrote: [All matchups] when should I start conserving scans (assuming non banshee in TvT) because I tend to just go all-out and continuously mule, which means that when I need to like scan creep I tend to have to wait a long time, (which is bad), or like scan his army/etc
is it like 20 mineral scvs/(full saturation), when you establish a new base or when exactly @_@ cause I just continuously mule, and I don't think that's how I should be doing it .... was I right or am I missing something o.o It's not something at a definite time that you start to save scans. You have to base that off your own game, and game progression. At some point, you gotta learn to not overmule your bases, or you won't HAVE any bases to mine from mid game-lategame.
It really is very specific. Like, in TvZ you need to conserve scans to clear creep and stop the spread while you push, but you'll want an extra scan or two if your opponent has burrow. In TvP you don't need a huge number of scans except to kill obs and during lategame battles when you want to engage perfectly. In TvT you may need many scans if your can't get sight of your opponents tanks, etc-- information is very important. On the other hand, if you have air control and good scouting, maybe you need fewer. I think this is something you just need experience to figure out. As a general rule, the matchup I find myself scanning the most in is TvZ since I'll often be clearing out creep tumors with small groups of marines, etc, and it's really really important to not get caught unsieged. In TvT it's somewhat the same, less the creep tumors.
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If anything, you need scans to scan the army, much more important in TvP I'd say than anything, if going bio.
TvZ you have to scan for potential flanks, and bane bombs, along with expo timing, lair(spire/IPIt timing) or hive timing.
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