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On August 06 2011 07:36 ilion wrote: TvP 1 rax gasless FE questions:
How many bunkers at my natural is too much? 4? This is obviously when I've scouted a 3gate robo or 4gate.
Also, how do you deal with blink stalker? As in a rush to blink. I've never actually faced this so I don't know when the timing for a blink rush to finish is, but I still forsee it as being a weakness of a gasless FE. I'd say about 3 is fine to hold most rushes with good preparation but it really depends on the map. On tight nats such as Shakuras you can hold with 2 if you're really greedy and confident(I would suggest against being so greedy). On more open you may need up to 5(for example, on Metalopolis they can attack at such a large angle you need to stop them from just walking into your mineral line).
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On August 06 2011 07:36 ilion wrote: TvP 1 rax gasless FE questions:
How many bunkers at my natural is too much? 4? This is obviously when I've scouted a 3gate robo or 4gate.
Also, how do you deal with blink stalker? As in a rush to blink. I've never actually faced this so I don't know when the timing for a blink rush to finish is, but I still forsee it as being a weakness of a gasless FE.
It depends on your scouting, positions, and map.I always build one after the CC, before the additional 2 rax. If there's no xpo by the 6-7 mark, you are probably going to have to deal with: 4 gate, 3g Void, DT's, 3-4 gate Robo, or 3 gate blink. For 4 gate, I build an extra 1-2 bunkers and its ez. Same for 3 gate Robo, but it usually hits later so I migt throw up 3-4 bunkers total. Void/Blink will usually alternate between your natural and your main, so bunkers are less useful but I still build at least 1-2, maybe even one in the main. For DT's wall off, clear your wall for lowground pylons, and be thankful that you include an engi bay in your build.
If I see early xpo and 6 gate, I build infinity bunkers.
Blink can be a bitch. Get marauders out asap, pull your scvs, and try to micro well enough that you come out ahead. Don't overstim.
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Is it a good idea to get an ebay vs 3 Gate SG?
EDIT: For turrets as support at your bunkers, so he can bum rush them.
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On August 06 2011 04:35 Peterblue wrote: What is the best composition possible for late game TvZ? Should I even bother including bio in my late game army? Ghosts are still the most underutilized unit in the game, and I am not sure why when it literally hard counters that "unbeatable" late game zerg composition of brood lord/ infestor. A mistake often made by players is that they expect to use 6 ghosts to counter your opponents 20 infestors and 6 brood lords (we are playing against Destiny just bear with me). This is not how the unit works. If you are able to get tons of emp's off on the infestors, the zerg players scariest unit is now worthless. And you can use the remaining ghost energy to snipe those pesky brood lords right out of the sky. The main point I am trying to convey to you here is that DO NOT be afraid to overproduce ghosts if they are what you need, and this is a problem I see at all levels of play.
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On August 06 2011 07:36 ilion wrote: TvP 1 rax gasless FE questions:
How many bunkers at my natural is too much? 4? This is obviously when I've scouted a 3gate robo or 4gate.
Also, how do you deal with blink stalker? As in a rush to blink. I've never actually faced this so I don't know when the timing for a blink rush to finish is, but I still forsee it as being a weakness of a gasless FE. I also recommend trying a 1rax marauder expo. I personally feel it is sometimes worth it to sacrifice that tiny bit of economy in order to be much safer. I still always throw down 2 bunkers at my natural to be safe, and I am almost never cracked by pressure builds because of it. Just something I recommend you try to see if it suits you.
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On August 06 2011 07:36 ilion wrote: TvP 1 rax gasless FE questions:
How many bunkers at my natural is too much? 4? This is obviously when I've scouted a 3gate robo or 4gate.
Also, how do you deal with blink stalker? As in a rush to blink. I've never actually faced this so I don't know when the timing for a blink rush to finish is, but I still forsee it as being a weakness of a gasless FE.
Ideally you wanto build as few as possible anything past 2 tends to really cut into your bio, you can actully cut ur bunker needs down by using a sim city of supply depots in front to make them more effective. If its extremely obvious all-in (like a 4 gate) then at least 3/sim city. Sim city vs protoss every game and ul notice a world of differance in your TvP.
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So Right Now Im a Fairly lowish Level Terran Player( Woot Being 1st in My Silver League) And I just had A question About the Long Term Viability Of My Build Order..
So Right Now I go 1 Rax Gasless expo vs Toss I Then Follow That up with a 6 Rax timing attack once I get all 3 Basic Upgrades for My units. I have 1 reactor and 3 tech lab usually leaving 2 naked Barracks. Usually I try to kill the Expo with my attack the withdraw and counter the tech path that they are going..
So my main question is, Is this a viable Strat as I get up into the higher leagues or should i start learning a different strategy that might give a similar feel to this build
Anyways I know this is kind of a weird question but any response is appreciated, Thanks!
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On August 06 2011 12:09 Bagz wrote: So Right Now Im a Fairly lowish Level Terran Player( Woot Being 1st in My Silver League) And I just had A question About the Long Term Viability Of My Build Order..
So Right Now I go 1 Rax Gasless expo vs Toss I Then Follow That up with a 6 Rax timing attack once I get all 3 Basic Upgrades for My units. I have 1 reactor and 3 tech lab usually leaving 2 naked Barracks. Usually I try to kill the Expo with my attack the withdraw and counter the tech path that they are going..
So my main question is, Is this a viable Strat as I get up into the higher leagues or should i start learning a different strategy that might give a similar feel to this build
Anyways I know this is kind of a weird question but any response is appreciated, Thanks!
lol did you write that post on your phone? Strange capitalizations....XD
Anyways, what time do you usually push out? That seems like it'd be a really late push that could be countered if they went for sentries/collusi/DT's, maybe? Or if they tried a blink stalker rush? Just out of curiosity, what have your opponents been doing?
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On August 06 2011 12:25 whoopingchow wrote:Show nested quote +On August 06 2011 12:09 Bagz wrote: So Right Now Im a Fairly lowish Level Terran Player( Woot Being 1st in My Silver League) And I just had A question About the Long Term Viability Of My Build Order..
So Right Now I go 1 Rax Gasless expo vs Toss I Then Follow That up with a 6 Rax timing attack once I get all 3 Basic Upgrades for My units. I have 1 reactor and 3 tech lab usually leaving 2 naked Barracks. Usually I try to kill the Expo with my attack the withdraw and counter the tech path that they are going..
So my main question is, Is this a viable Strat as I get up into the higher leagues or should i start learning a different strategy that might give a similar feel to this build
Anyways I know this is kind of a weird question but any response is appreciated, Thanks! lol did you write that post on your phone? Strange capitalizations....XD Anyways, what time do you usually push out? That seems like it'd be a really late push that could be countered if they went for sentries/collusi/DT's, maybe? Or if they tried a blink stalker rush? Just out of curiosity, what have your opponents been doing?
No I didn't write that from my phone I just do that for whatever Reason...
But umm let me see I can usually get get it out around 9ish minutes probably in the later half of 9 minutes... Sorry I cant get on to my gaming computer atm so I cant really say the exact times but When I went this build against my friend It was always Around 9 Minutes... But my Macro is also pretty not good so you could get this out faster and have more Stuff then I do when I push. In Response to your other question DTs do Give me some Issues but usually If They go that there Econ and stuff Is fairly bad So I can just run back And expo/tech to counter that.
Since Im in Silver FF placement is usually fairly bad So if they went for a fair # of Sentries I can just brute force my way in to kill their Nat and then retreat and Tech up. But if they do do it right I will probably have to back out and just try to drop them though for whatever reason I usually dont run into this problem alot...
And if they went for Fast Colossus, They Usually Dont have a huge army So I can Stim Run In kill the Natural and retreat before Their Colossus can Do to Much Damage to me, While I get enough Vikings and Medivacs to counter it.
Plus I like it since it is not an all in Strat So I can always retreat and get what I need to Stop them... usually. And This post went longer than I intended but There you go...
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What's the safest opening against zerg that doesn't put you to far behind econ wise but can stop roach rush/baneling bust cheeses?
And could you link a build order? thx in advance
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should i preferentially focus immortals?
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On August 06 2011 14:26 benthekid wrote: What's the safest opening against zerg that doesn't put you to far behind econ wise but can stop roach rush/baneling bust cheeses?
And could you link a build order? thx in advance
Assuming that you can scout it coming, a 2 rax holds both quite well with bunkers, along with a reactor hellion expand, although you ned 2 or so bunks against a roach rush if you open hellions.
2 Rax; Liquipedia 2 Rax FE
Reactor Hellion Expand: Liquidpedia Reactored Hellion **A note on the Reactored Hellion build, you can delay the very quick medivacs and just produce tanks instead... espicially if you scout quick roaches in response to the hellions
Hope that Helps!
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On August 06 2011 15:47 samd wrote: should i preferentially focus immortals?
Honestly, it really depends on the situation
If you are very marine heavy, you can basically ignore the immortal alltogether, becuase it does TERRIBLE damage to marines.
Assuming you arnt going pure marauder, it really doesnt matter much, but if you are just trying to get the most value out of your units (you've already lost the fight, but you still have a few units left alive), then go for it, but as a general rule, collosus and high templar and the like are all much higher priority than immortals
Although personally i almost never see immortals except for 3 gate robo busts.
Edit: In Layman's Terms, No.
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How should I play off a banshee opening? Should I go rax first and then cc or other way around? or get siege tanks? what's the optimal build?
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On August 06 2011 06:41 ToastieNL wrote:Show nested quote +On August 06 2011 06:37 rogzardo wrote:On August 06 2011 06:32 ToastieNL wrote: I'm actually wondering about this build. How to?
TvP 2 rax pressure -> Drops -> Expo
2 rax --> drops means you have a super late xpo. Borderline Allinish IMO. Drops are a big part of my TvP, and I either open 1/1/1 for a quick marine/hellion drop, or 1 rax gasless FE, into 3 rax and then drops. 2 rax pressure is nice, but you're going to have to forgo the xpo or the tech for quite a while. ...or just pray you don't get rolled if you try to do both at the same time. Guess I'd go for 1 rax FE into 3 rax + drops than  ! Thank you.
2 Rax is an excellent way to expo and transition to medivacs. BO looks like this
10 depot 12 rax 13 gas 15 orbital 15 marine @100% marine reactor @150 minerals Barracks 16scv 16 supply depot @100%rax techlab constant marines @100% techlab conc shell marauder push at first marauder finish, rally additional units to your units expand while pushing
as you get your next 100 gas, research stim, next 100 gas get a factory, when the fact finishes get a reactor and a starport, then swap them, first two medivacs can use to drop or push
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On August 06 2011 07:45 Kritzkrieg wrote: Vs. Protoss, I prefer to sky terran and open with cloak banshees, then banshee/Thor/rine for one observer snipe army trades. I have the whole mid to late game down, but I have a bunch of openings that all don't feel optimal. I can siege expand, causeing my harass to be late and, if not afterward against, moves a massive waste of gas on the siege tech and 3 or so tanks.
I can rush banshee and potentially get epic harass and can also get my door knocked down by even a sup par 3gate push, and trade future gas needed for thirst, banshees, stim, ravens, ship armor and potentially BCs.
I can 1rax FE and simply ignore harass and tanks in favor of a 2 base unit comp death push, but will be behind economically without a solid plan to get my third.
So how would you open if this was UR unit comp goal? Tyvm.
I play a very similar style. I recommend opening 2 port banshee with two bunkers at your ramp. If you're quick to react and repair your bunkers, you can hold moderate gateway pressure without too much trouble. Moreover, your early ports give you a quick banshee (which helps equalize the economic loss incurred by delaying your expo) and a quick raven (which keeps you safe against DTs).
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TvZ. Don't really want to Rine/Tank anymore. I like blue flames. I struggle with MMA style drop-multitasking. I don't like cheese. What do?
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United Kingdom12022 Posts
In TvP with MMMG I'm doing fine until I decide to engage, What's the best way of engaging to protoss or should I just let him try to engage me?
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On August 06 2011 18:24 Ripps wrote: TvZ. Don't really want to Rine/Tank anymore. I like blue flames. I struggle with MMA style drop-multitasking. I don't like cheese. What do?
Hellion/Thor mech
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On August 06 2011 18:35 Qikz wrote: In TvP with MMMG I'm doing fine until I decide to engage, What's the best way of engaging to protoss or should I just let him try to engage me?
You basiscally want to pick off as much as you can without engaging. So you want to make sure his HT can't storm you or pick off 1/2 colossi etc. So you keep threatening an engagement while trying to pick off stuff/remove shields and get into a better position. Then either he forces an engagement you can't get out of or you do it to him.
On August 06 2011 16:28 CmdBash wrote: How should I play off a banshee opening? Should I go rax first and then cc or other way around? or get siege tanks? what's the optimal build?
I'm sorry I have no idea what you are asking
On August 06 2011 11:30 EtR Gravity wrote:Show nested quote +On August 06 2011 04:35 Peterblue wrote: What is the best composition possible for late game TvZ? Should I even bother including bio in my late game army? Ghosts are still the most underutilized unit in the game, and I am not sure why when it literally hard counters that "unbeatable" late game zerg composition of brood lord/ infestor.
Please refrain from using words like "hard counter". Stuff like that just isn't true and puts people into the completely wrong mindset
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