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On April 01 2012 13:42 sircuddles wrote: I'm in Platinum, but should be in Gold. Since I'm not experienced, it's hard for me to micro while macroing, so things like Hellion harass really hurt my macro. But every time I face a Zerg, they seem to just drone and expand since they're under no threats, and then 25 mutas show up at my base. I try to scout the Spire with scans, but I always seem to miss it. The game I just played, he was at 180 supply when I was at 125. Banelings/zerglings pretty much rolled my whole Marine/Tank army and he still had a ton of mutas to spare.
My macro was obviously worse than his, but I still feel like I have no answer to Zergs who play passive and all of a sudden appear with 20 mutas. Is there a reliable way to scout the Spire, and how do I harass to stop him from droning with poor micro?
Practice is pretty key and so is optimizing your build order. When you're moving in, have your tanks target banelings, should be fine without micro. Another thing is to scan at 10 minutes, that's usually when a spire will come up if everything's normal
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Which 1-1-1 vs. Protoss is the best?
It would be very nice if someone could link or post the bo with that.
Thanks in advance
LukasG
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I'am just plat and play alot mech in TvZ lately and i think if the Zerg has Infestor i need Ghosts, because he can fungle hellions of my Thor+BF Hellion Army even if i have 4-6 tanks behind and focus fire the infestors. And the worst case is neural my Thors.. which is auto loss in my opinion.
I also try to force energy usage with single cloak banshees but the result isn't to great because he fungle them and then infester terrans. Or should i build maybe like 4 Banshees cloak and instant focus them down?
What do you think about this?
Maybe some replays how to play "perfectly" against infestor based armys?
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On April 01 2012 19:21 saaaa wrote: I'am just plat and play alot mech in TvZ lately and i think if the Zerg has Infestor i need Ghosts, because he can fungle hellions of my Thor+BF Hellion Army even if i have 4-6 tanks behind and focus fire the infestors. And the worst case is neural my Thors.. which is auto loss in my opinion.
I also try to force energy usage with single cloak banshees but the result isn't to great because he fungle them and then infester terrans. Or should i build maybe like 4 Banshees cloak and instant focus them down?
What do you think about this?
Maybe some replays how to play "perfectly" against infestor based armys?
I play alot of mech in plat-dia range too, but i've never had problems with infestor heavy play. I think hive rushes are the hardest to deal with. You can't really afford ghost until you've a solid 3 or 4 base gas saturation. MAybe look at your unit composition: Don't get too many thors. They suck against roach based armies and infestors. Get only 4 thors max if he isn't investing into mass mutas. If you have a shitload of tanks, infestors aren't gonna do much as long you build some turrets or a raven to deny burrow move attacks. Just focus them down first with your tanks and kill the neuraling ones first. And don't move out too early or you gonna get crushed.
Here'S two replays of mine, but keep in mind i'm at a similar level so my gameplay is a bit sloppy at times:
http://drop.sc/149724 (I opened blue flames)
http://drop.sc/149725 (I opened addonless agression + banshee into expo)
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Is there any answer to when zerg is putting up alot of spines around their expos? I play against the mass ling/infestor style Stephano does every TvZ now, and when they build up the BL/infestor ball I can't drop or anything because of all the freaking spines. Can you even do anything against this?
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On April 01 2012 22:30 Gosi wrote: Is there any answer to when zerg is putting up alot of spines around their expos? I play against the mass ling/infestor style Stephano does every TvZ now, and when they build up the BL/infestor ball I can't drop or anything because of all the freaking spines. Can you even do anything against this?
not really, only way is to commit multiple loads of medivacs or drop marauder heavy. But if they play well enough they should have at least 1 infstor and some lings at the expo to buy time for their main force to come home.
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On April 01 2012 22:40 OmegaKnetus wrote:Show nested quote +On April 01 2012 22:30 Gosi wrote: Is there any answer to when zerg is putting up alot of spines around their expos? I play against the mass ling/infestor style Stephano does every TvZ now, and when they build up the BL/infestor ball I can't drop or anything because of all the freaking spines. Can you even do anything against this? not really, only way is to commit multiple loads of medivacs or drop marauder heavy. But if they play well enough they should have at least 1 infstor and some lings at the expo to buy time for their main force to come home. It's so lame. It kills the fun in the matchup.
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On April 02 2012 00:58 Gosi wrote:Show nested quote +On April 01 2012 22:40 OmegaKnetus wrote:On April 01 2012 22:30 Gosi wrote: Is there any answer to when zerg is putting up alot of spines around their expos? I play against the mass ling/infestor style Stephano does every TvZ now, and when they build up the BL/infestor ball I can't drop or anything because of all the freaking spines. Can you even do anything against this? not really, only way is to commit multiple loads of medivacs or drop marauder heavy. But if they play well enough they should have at least 1 infstor and some lings at the expo to buy time for their main force to come home. It's so lame. It kills the fun in the matchup.
I think MVP replied to his opponent once saying he doesnt know how to deal with it either X_X.
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TvT FE gas expand vs Siege timing push
I've know it's possible to defend it and hold it off but how? Please help!!!!!
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I'm noticing this trend too on the EU servers, thanks Stepano (NOT!). Tanks seem to help in the Silver league though
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On April 02 2012 04:09 AngelsNRG wrote: TvT FE gas expand vs Siege timing push
I've know it's possible to defend it and hold it off but how? Please help!!!!!
What specifically do you mean by gas expand? Do you get a reaper/factory before you expand?
In general the key to holding a siege timing push is to not let them get to your base. Position guys at the xelnaga towers and along any other possible attack paths so that you know when his push is coming, and when it does, pull all your scvs from your natural and all your units and go meet him out on the map. It's important to try your hardest to have map vision even if he opens with something that's gonna tempt you to stay in your base like a hellion drop or banshee opening, because if he gets a sieged position at your natural, it's probably gonna be extremely difficult to break out of.
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I know this doesn't really belong here but where can I find the MLG columbus replays?
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On April 02 2012 04:23 Kino753 wrote:Show nested quote +On April 02 2012 04:09 AngelsNRG wrote: TvT FE gas expand vs Siege timing push
I've know it's possible to defend it and hold it off but how? Please help!!!!! What specifically do you mean by gas expand? Do you get a reaper/factory before you expand? In general the key to holding a siege timing push is to not let them get to your base. Position guys at the xelnaga towers and along any other possible attack paths so that you know when his push is coming, and when it does, pull all your scvs from your natural and all your units and go meet him out on the map. It's important to try your hardest to have map vision even if he opens with something that's gonna tempt you to stay in your base like a hellion drop or banshee opening, because if he gets a sieged position at your natural, it's probably gonna be extremely difficult to break out of.
It's thorzains version of an FE, and turns out to be economicly better than a gasless expand.
I see, since mass marines are the initial unit that is used to defend whilst doing this. Will adding some marauders in the mix help deal with this problem as well?
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Dear Terrans,
I've run across two TvT's in today's series of matches. I was wondering if anyone could advise me as to how I could have had a better build order or better decision making.
First match, against a racist, totally not cool, even worse I lost. I thought that with my economy and bio I could replenish fast enough to keep throwing infantry away. How naive I was. It did not help. He fully upgraded his Vikings too.
http://drop.sc/149936
Second replay is against a guy that also went Bio. I can't see how I could've gotten to him. I had a couple of drops, he might've outplayed my upgrades, but I caught up in the end. Anyway, here it is.
http://drop.sc/149938
Any insights are mighty welcome!
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@KenDM: I watched the second replay. He went for a gasless FE, you went for a siege expand and didn't pressure and played waaay too safe. You apparently thought he was going to drop you while he didn't even have a factory up. You need to scout, scout, scout. Scans are really good. He had 3-0 upgrades on his tanks (to your 1-0) by the end too, which is weird since you were the one who went for a siege expand.
You had a shit ton of money throughout most of the game and made the correct decision to spend it on expansions, barracks and marines, I guess, but it couldn't have hurt to take all of the gas too and make more tanks or upgrades or BCs (with vikings for support) or something. Gotta work on that midgame macro though so you don't have too much money, I think every terran struggles with that shit 
He didn't go for bio, btw. He may have started making a lot of marines and a few marauders but tanks + bio != bio. Just some late siege tanks, that's all.
Finally, don't just run into 10 siege tanks + 70 marines with your 100 marines. That stuff will lose you games fast. Go around them and counterattack instead. Or wait till he unseiges some of them. Choose your engagements more wisely.
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On April 02 2012 04:32 AngelsNRG wrote:Show nested quote +On April 02 2012 04:23 Kino753 wrote:On April 02 2012 04:09 AngelsNRG wrote: TvT FE gas expand vs Siege timing push
I've know it's possible to defend it and hold it off but how? Please help!!!!! What specifically do you mean by gas expand? Do you get a reaper/factory before you expand? In general the key to holding a siege timing push is to not let them get to your base. Position guys at the xelnaga towers and along any other possible attack paths so that you know when his push is coming, and when it does, pull all your scvs from your natural and all your units and go meet him out on the map. It's important to try your hardest to have map vision even if he opens with something that's gonna tempt you to stay in your base like a hellion drop or banshee opening, because if he gets a sieged position at your natural, it's probably gonna be extremely difficult to break out of. It's thorzains version of an FE, and turns out to be economicly better than a gasless expand. I see, since mass marines are the initial unit that is used to defend whilst doing this. Will adding some marauders in the mix help deal with this problem as well?
A marauder or two could theoretically be pretty helpful holding off any tank push. I do a gasless fe and usually can get out combat shields for a tank push, so combat shields would also be a good use of your gas to defend any aggression.
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On April 02 2012 06:24 KenDM wrote:Dear Terrans, I've run across two TvT's in today's series of matches. I was wondering if anyone could advise me as to how I could have had a better build order or better decision making. First match, against a racist, totally not cool, even worse I lost. I thought that with my economy and bio I could replenish fast enough to keep throwing infantry away. How naive I was. It did not help. He fully upgraded his Vikings too. http://drop.sc/149936Second replay is against a guy that also went Bio. I can't see how I could've gotten to him. I had a couple of drops, he might've outplayed my upgrades, but I caught up in the end. Anyway, here it is. http://drop.sc/149938Any insights are mighty welcome! I watched the first game, and from what I saw, your main flaw was that you were not macroing behind your attacks. Also, you did not drop, which would have been very helpful for you. If missile turrets are hurting your drops one thing I find useful is to bring along a raven and use a PDD, or multiple PDDs. So in the future, focus more on macro then attacks. Also, you continued to make vikings, although you had already lost the air war and could not win it. These were wasted supply and money.
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Why do so many Terrans sac their hellions for Drone kills? 0_0
I started practicing Zerg, and almost every Terran who opens Hellion run them past like 2 spines and a queen to try and get drone kills, when they usually kill like 2 or 3. Shouldn't opening hellions be a means to gain early map control so you can expand, tech, etc etc? That was my understanding of the build at least 0_0
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On April 02 2012 15:37 PatNick wrote: Why do so many Terrans sac their hellions for Drone kills? 0_0
I started practicing Zerg, and almost every Terran who opens Hellion run them past like 2 spines and a queen to try and get drone kills, when they usually kill like 2 or 3. Shouldn't opening hellions be a means to gain early map control so you can expand, tech, etc etc? That was my understanding of the build at least 0_0
You're right, the purpose of the Hellions is for map-control, to deny creep spread and to check for a quick third. However, it is very tempting to dash past and go for Drones if you see an opening. Plenty of Zergs have poor control on their Drones and will just box em and send them to the main, which causes them to line them up. The potential for huge econ damage is great, which is why many Terrans take the chance, even though it may not be the best idea.
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Is there anything I can do against a super early third in tvz? He started it before my 4 hellions arrived so I couldn't kill the drone.
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