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in lategame TvP, i have trouble killing their observers over their army, how do you do that? vikings auto target the colossus and its just a tiny unit in the middle of all the other stuff, does something autotarget observers? how do you kill them so your ghosts dont die instantly?
On March 22 2012 20:50 Inquisitor1323 wrote: How do you drop units from a medivac at different places as opposed to to just one position. Do you just shift d-click in a line? I see pros do it a lot and im just wondering how its done.
Move command medivac, press drop button and then left click on medivac.
I am having real trouble microing vs toss late game, each engagment i first control the ghost witha scan to look for the HT for emps, but that 1-2 secs that i waste doesnt lemme good kitting or triggreing stim at time, while all my army melts in sec to zealots.
I m high diamond terran on EU, and my TvZs TvTs are around master lvl. just these TvP engagments are really terrible for me, watching the replays after the game i always see that i have the superior army value and same upgrades if not better. I am just looking for the state of mind of a good/pro terran on the second the TvP engagments starts( i know all the rules: like concave, kitting, emps and vikings postion) but i m really looking for the priority of what is that most important thing to put all my focus on, cuz as i said earlier, i m used to look for the good emp connects, but that put all my army slaghtered with 0 kitting and micro
On March 22 2012 22:25 dohgg wrote: I am having real trouble microing vs toss late game, each engagment i first control the ghost witha scan to look for the HT for emps, but that 1-2 secs that i waste doesnt lemme good kitting or triggreing stim at time, while all my army melts in sec to zealots.
I m high diamond terran on EU, and my TvZs TvTs are around master lvl. just these TvP engagments are really terrible for me, watching the replays after the game i always see that i have the superior army value and same upgrades if not better. I am just looking for the state of mind of a good/pro terran on the second the TvP engagments starts( i know all the rules: like concave, kitting, emps and vikings postion) but i m really looking for the priority of what is that most important thing to put all my focus on, cuz as i said earlier, i m used to look for the good emp connects, but that put all my army slaghtered with 0 kitting and micro
Try very hard to snipe colossi with your vikings before you engage, this will make it a lot easier, as 3 or more colossi will 1 shot lines of marines. To beat lategame protoss, you need to be able to EMP his whole army while microing your MM back, its not easy. If 1 good storm hits your army, you'll probably lose the engagement, and if two or more good storms hit, you wont have any marines left and the zealots will be able to 1A into your marauderball.
The most important thing is EMPs on the templar, archons and sentries. Protoss will keep their templar behind the army, which causes your main micro problem. If you don't win the fight decisively, protoss can build 30 supply of zealots and wipe the rest of your army out, so go back and regroup with your reinforcements, or if you're far ahead kill them before they can remax, as they will have 1 more production cycle than you at any given time.
On March 22 2012 23:57 saaaa wrote: about TvZ mech some quick questions:
Should i siege my tanks against ultralisk?
What should the maximum amout of productfacilities be? (mech+viking+raven)
What is the strongest ground to ground army against zerg?
Siege Tanks VS Ultra: Depends whether you got something to tank in front of your siege tanks and how spread your army is. If you got a decent amount of thors / hellions and that you spread this well, there's no problem in keeping the tank sieged up. It will actually deal a lot of damage to the roaches that should be supporting this (if he supports with ling you can just destroy his force with a little hellion micro and sieged tanks)
I guess the maximum amount should allow you to get back to 200 population with just one cycle of prod, but you'll probably never reach that point in a real game.
Ground army against Zergs: once again it depends on your opponent's composition. I mean technically speaking a pure mech force should able to deal with most zerg armies but if your opponent reaches a 10 Ultra + Mass Roaches compo than it becomes more difficult and you need marauder to support all that. Any Korean PGM would tell you "Marine Imba" but you need a lot of medivacs support to help with that.
In general tanks are better unseige vs ultras, but in standard case, you should always abuse concave vs ultras, so that means fighting in choke point, or on cliffs, so in such cases, its better to have them seiged.
after you EMP then they have no shields and ghosts don't do +armor damage oO
chargelot. They are light. Ghosts do more damage to light. That's why people try it. You can mass snipe zealots and make them feasibly worthless if you can control it.
For scouting purposes, why can't we throw down MULEs instead of scans? I understand throwing a MULE into an army will destroy it within the second, same goes for Sieged up Terran base. But like a TvZ or a TvP you could make the MULE survive longer than 12 seconds and make it go around the base to see maybe a hidden structures or something? Same goes if you want to scout a third/4th, you could see if he double expanded? Also move your MULE to another position if you didn't find anything right? Why doesn't anybody do this?
On March 23 2012 07:09 KenDM wrote: Another question.
Scan = 50 energy, lasts 12 seconds.
MULE = 50 energy, lasts 90 seconds.
For scouting purposes, why can't we throw down MULEs instead of scans? I understand throwing a MULE into an army will destroy it within the second, same goes for Sieged up Terran base. But like a TvZ or a TvP you could make the MULE survive longer than 12 seconds and make it go around the base to see maybe a hidden structures or something? Same goes if you want to scout a third/4th, you could see if he double expanded? Also move your MULE to another position if you didn't find anything right? Why doesn't anybody do this?
because you can only throw down mules where you have vision
Couple of questions about TvT gas first banshee expand
Is cloak optional, or is it heavily looked down upon if you go for it. I'm just the kind of person who likes free wins if people forget detection. Although going for it would delay your expo somewhat.
How do people feel about going with 8 marines instead of 4 hellions as a push. I know hellions are good dps vs marines, but if you take marines and he moves his marines from the front of his base to attack the banshee, your marines could dps down a bunker/supply depot in the meantime. It's something I've not tried, just throwing it out there.
I recently watched nada's TvP and TvZ tutorials on complexitygaming.net. He analysed he's TvP + TvZ build, does anyone know where i can find replays of said builds?
i really need some help with my tvz. My main problem, however, is not my mechanics or my strategy, which is often better than my opponents, but my passivity. I often sit back on 3 bases slowly move out with my marine/tank army, but this allows my opponent to take 4th and 5th bases, and easily tech up to hive, and just max and remax. Does anyone have some advice on how to remember to be more aggressive with my drops and so on?
On March 23 2012 09:36 PinheadXXXXXX wrote: i really need some help with my tvz. My main problem, however, is not my mechanics or my strategy, which is often better than my opponents, but my passivity. I often sit back on 3 bases slowly move out with my marine/tank army, but this allows my opponent to take 4th and 5th bases, and easily tech up to hive, and just max and remax. Does anyone have some advice on how to remember to be more aggressive with my drops and so on?
Start early and often. I almost never make it to 4 bases in TvZ unless I'm way ahead. It is very hard to play passive TvZ at it's current state. It's like playing with no mouse. Why do it?
Try out demuslims 3-1 opening. A marine poke that always does fun damage, into map control with marine/hellion -> timing with CS/Stim/+1. Tweak it out how you will. I go fast 3rd CC, and then late tanks from 2-3 facs and constant pushes with 4-6 tanks and 2-4 medics with my infantry. Drop as you push and spread them thin is the key.
On March 23 2012 09:36 PinheadXXXXXX wrote: i really need some help with my tvz. My main problem, however, is not my mechanics or my strategy, which is often better than my opponents, but my passivity. I often sit back on 3 bases slowly move out with my marine/tank army, but this allows my opponent to take 4th and 5th bases, and easily tech up to hive, and just max and remax. Does anyone have some advice on how to remember to be more aggressive with my drops and so on?
Check when you finish your upgrades and see if you can push out as they finish. A good example is +2+2 bio and +1 mech (good for one-shoting lings regardless of their upgrades). .. or maybe earlier with just shields and stim finishing up or just +1+1 bio.
Once you run out of timings you usually just keep on drilling with your army like post above me mention.
On March 23 2012 09:36 PinheadXXXXXX wrote: i really need some help with my tvz. My main problem, however, is not my mechanics or my strategy, which is often better than my opponents, but my passivity. I often sit back on 3 bases slowly move out with my marine/tank army, but this allows my opponent to take 4th and 5th bases, and easily tech up to hive, and just max and remax. Does anyone have some advice on how to remember to be more aggressive with my drops and so on?
Start early and often. I almost never make it to 4 bases in TvZ unless I'm way ahead. It is very hard to play passive TvZ at it's current state. It's like playing with no mouse. Why do it?
Try out demuslims 3-1 opening. A marine poke that always does fun damage, into map control with marine/hellion -> timing with CS/Stim/+1. Tweak it out how you will. I go fast 3rd CC, and then late tanks from 2-3 facs and constant pushes with 4-6 tanks and 2-4 medics with my infantry. Drop as you push and spread them thin is the key.
I've had recent success with Thorzain's mass marine build in TvT, where you FE and get quick +1 attack, stim, and combat shields with 2 medivacs to gain control ASAP. However, I've been beaten time and time again with 1 base tank/marine/air pushes as I just don't have the marine count to stop it at the 9 minute mark.
Is this just a build order loss, or is there anything I could do to counter?