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On April 22 2012 04:56 Marathi wrote:Hi guys, Just wondering if I could have some analysis on this replay: http://drop.sc/164702basically I am pushing the protoss back the whole game after my initial push, I have a good food lead, a good base lead and I was only slightly behind on upgrades. I talked to the protoss after, he was a cool guy and we came to the agreement that I didnt build enough barracks and enough starports which meant I couldn't keep up my pressure and put me behind. What is a good rough number to aim for of each production facility per CC assuming I go double gas on each CC too with a marine/marauder/ghost/medivac/viking!!!!!!!!! mix thanks guys
Your expo was up a year before his so you had a huge economic advantage. At 10-13 minutes you had some skirmishes then you basically took out his whole army then never bothered to press. Personally, I don't attack until I have medvacs but you did and you were easily on top. At 13 minutes exact you would've easily crushed his force, even if he had perfect FFs. He had just put down his robo bay so collosi weren't a threat. A couple other things:
1) Your 2nd gas was too early imo. 2) That ghost academy was unnecessary. You want ghosts to emp/snipe high temps, not to emp their army. 3) You had enough production buildings. On 2 saturated bases you had 5 rax and a port. Usually its 2-3 rax per base so you were fine, but you had times when you were supply blocked or forgot to macro while moving your army around.
All in all your build should have beaten his build but you didn't press your advantage. I know it's hard to know when you have an advantage but one good way to judge that is by his expo timing(leave your scouting scv behind his natural minerals) and a periodic scan into his base when you're expecting robo bay or other tech to go down. You also made your 3rd CC into a PF. It's pretty easy to defend and you had map control anyway so it really should have been an orbital, but that's just a minor detail :D
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On April 22 2012 05:13 Hexadecimal wrote: I was wondering if anyone had any advice on targeting enemy scvs working on buildings. When I play TvT I often scout with my worker and want to harass his worker that's building his barracks/supply depot. The problem I'm having is that a lot of the times I can't click on the worker and attack it. I end up attacking the building it's working on instead of the worker. Does anyone have any advice for being more precise and focus the worker building?
Ask a protoss player, they are all experts at it
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On April 22 2012 05:22 HeyJude wrote:+ Show Spoiler +On April 22 2012 04:56 Marathi wrote:Hi guys, Just wondering if I could have some analysis on this replay: http://drop.sc/164702basically I am pushing the protoss back the whole game after my initial push, I have a good food lead, a good base lead and I was only slightly behind on upgrades. I talked to the protoss after, he was a cool guy and we came to the agreement that I didnt build enough barracks and enough starports which meant I couldn't keep up my pressure and put me behind. What is a good rough number to aim for of each production facility per CC assuming I go double gas on each CC too with a marine/marauder/ghost/medivac/viking!!!!!!!!! mix thanks guys Your expo was up a year before his so you had a huge economic advantage. At 10-13 minutes you had some skirmishes then you basically took out his whole army then never bothered to press. Personally, I don't attack until I have medvacs but you did and you were easily on top. At 13 minutes exact you would've easily crushed his force, even if he had perfect FFs. He had just put down his robo bay so collosi weren't a threat. A couple other things: 1) Your 2nd gas was too early imo. 2) That ghost academy was unnecessary. You want ghosts to emp/snipe high temps, not to emp their army. 3) You had enough production buildings. On 2 saturated bases you had 5 rax and a port. Usually its 2-3 rax per base so you were fine, but you had times when you were supply blocked or forgot to macro while moving your army around. All in all your build should have beaten his build but you didn't press your advantage. I know it's hard to know when you have an advantage but one good way to judge that is by his expo timing(leave your scouting scv behind his natural minerals) and a periodic scan into his base when you're expecting robo bay or other tech to go down. You also made your 3rd CC into a PF. It's pretty easy to defend and you had map control anyway so it really should have been an orbital, but that's just a minor detail :D
Well my opener is a 2 ghost timing push, with stim, conc and CS with some marines and marauders, a lot of the time it wins the game outright because I think EMP is really good early on, whether its removing shields or sapping sentries of energy.
But for this build to work I need a fast 2nd gas and obviously an early ghost academy, so whilst I understand points 1&2 it's an opener I have great success with.
I think I had the right amount of production facilities when I was on 2base, but I'm not sure how many to add on when I get my 3rd, 4th, etc. Apparently 3/4 rax and a starport seems to be correct?
I agree that I should've made my 3rd an OC for some extra mules but at some points in the game I was floating thousands of minerals so I dont think in this case it was that gamebreaking.
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You only hit one sentry with emp And tbh I think ghosts that early are just a waste of micro and resources. I'd rather tech fact/port and do drops on him than hit not even half his army with emp. And why not get mobius reactor before making the ghosts? Wouldn't the extra 1 or 2 emp's help a lot or would that tech just delay your push?
And the thing with production facilities is...you only add more for 3rd or 4th bases if you're expanding early enough and have a decent spread of SCVs(aka more mining per). You didn't really add your third until your main was mined out so you were still basically on 2 bases, thus 5-6 rax would be fine.
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On April 22 2012 20:03 monkybone wrote:Show nested quote +On April 22 2012 05:13 Hexadecimal wrote: I was wondering if anyone had any advice on targeting enemy scvs working on buildings. When I play TvT I often scout with my worker and want to harass his worker that's building his barracks/supply depot. The problem I'm having is that a lot of the times I can't click on the worker and attack it. I end up attacking the building it's working on instead of the worker. Does anyone have any advice for being more precise and focus the worker building? I'm reluctant to tell you this as a Terran player... but here we go, there is one hugely effective method: Hold shift, and spam-right-click the building scv when you have a clear shot. This way your scv will not cease to attack it when it's changing position, but follow it immediately and attack it where it is next. Don't do this to me. If you can't do that, just hold shift and spam A click and they go after the SCV as well.
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Hey guys, I would love some tips today on droping :D:D I always get medivacs, on any matchup, but somehow I can't effectively drop, it seems that the opponent is always ready ad I cant kill anything. Is there a key timing, or circunstance that dropping is more effective? And are there some specific drop mechanics that u guys could share? thx! :D:D:D
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Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :|
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On April 23 2012 12:43 CastSly wrote: Hey guys, I would love some tips today on droping :D:D I always get medivacs, on any matchup, but somehow I can't effectively drop, it seems that the opponent is always ready ad I cant kill anything. Is there a key timing, or circunstance that dropping is more effective? And are there some specific drop mechanics that u guys could share? thx! :D:D:D The best time to drop is when there's another attack or drop going on at the same time. You need to do a drop+ an attack, or two drops, or 2 drops plus an attack for it to be successful most of the time.
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Hey guys, just played TvT where I went for the Thorzain FE against a player who was going for mech, and I really just felt helpless the entire game. He expanded everywhere and it didn't seem to matter where I attacked, at most I would just cancel one base and I could never really engage his army. I'm just looking for any tips you guys might have, thanks. Replay: http://drop.sc/165378
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On April 23 2012 15:08 Fencer710 wrote: Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :| Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win.
Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game.
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On April 23 2012 18:55 iAmJeffReY wrote:Show nested quote +On April 23 2012 15:08 Fencer710 wrote: Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :| Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win. Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game. Thanks! :D I'm going to use a reaper FE and make marauders if I scout hellions or reapers. I've used a similar build in TvZ for a little, and though I did terrible with it vs Z, I can now probably use it to great effect TvT.
While I'm here, I have a quick question: When going reaper FE, is it okay to scan his base at -6:30 or so to see what he's doing if I can't get a clear scout off?
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Hey everyone. I'm looking for pro replays of the following builds. Hopefully some of you could link me to replays or build orders. I really want to learn them but can't find any resources online.
TvP 1/1/1 all in How to deal with Nexus first 2 Rax pressure
TvZ 1 Rax Gasless Expand Banshee play CC First
TvT 1 Rax Gasless Expand 1 base all ins/siege tech timings
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I've been struggling TvP lately and it seems that it's near impossible to be able to effectively pressure with a 2rax now. In that light I want to start 1 rax FEing more but I have no idea on how to follow it up, and I think that stems most of my problems with this match up. Any help would be great.
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On April 24 2012 00:22 RmoteCntrld wrote: I've been struggling TvP lately and it seems that it's near impossible to be able to effectively pressure with a 2rax now. In that light I want to start 1 rax FEing more but I have no idea on how to follow it up, and I think that stems most of my problems with this match up. Any help would be great.
After you build your 2nd CC, build 2 more rax. Then get double gas. When you have enough gas get tech lab on a rax and get stim or conc. When you have suffiecient gas, get addons for your other rax. You can choose to get 1 more tech lab for more rauders or just 2 reactors for more marines. Then build an engineering bay, Then when you have enough gas get +1. Constant build MM. You can go for a timing attack when stim or +1 is done, or both. Get factory when you have enoug gas. Continue by building starports. I usually build a reactor on thr factory so i can swap it with the starport. I build vikings and medivacs depending on his collosus count. (you need 4 vikings for each collosus.) You should now add more rax and starport whenever you have money. Also remeber to build another engineering bay and armory for more upgrades. Just do that whenever you have sufficient resources. You should get your 3rd at ~12-15 min.
Remeber to constant scout. You must know his army size and comp, so you know an appropriate time to attack. If you scout more collosus then get more vikings. If hou scout HT then get ghosts and try to emp them.
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Looking for help going bio in TvP.
Background:+ Show Spoiler + I used to have a huge aversion to bio because of its fragility, so I always went air in my TvPs. I always knew how nonstandard play is limiting, so I figured I'd go back to standard. 1 demotion later, and I figured I'd just pull some econ cheese in every TvP and hope for the best. This is the result.
http://drop.sc/165533
I'm mostly looking for help into what mindset to have going into TvP. Here's my current understanding: 1raxFE to go for a strong midgame+ Show Spoiler + By "strong midgame," I'm supposed to hit either a medivac+1/1 timing at 10min or a 2/2 timing.
I should go into double reactor vikings for collusus when I scout it. I should have 4vikings/collo, and stop at ~14
As the deathball grows, I should replace marines with ghosts
I should be aggressive with my upgrade timings since he can chrono dual forges and hit 3/3 before I can, even if I start 1/1 ahead.
I should be aggressive on the map with pockets of bio
And here's my self analysis of the replay: I engage poorly. My units just seem to melt before I can do anything. IMO, it's over either at or before the first engagement
I'm not aggressive with my bio. I should have dropped him.
I don't have a streamlined build. I just heard once that polt opens 1raxFE into 4 rax or something.
edit: I realize my macro is terrible. Forgot to put that.
Questions for everyone: How do you engage a toss army? How exactly do I pre-spread units?
What's a good guide on tl for standard bio play?
When do I give up on bio and start looking to build units to spend my gas?
edit: since my macro is terrible, I don't have a clue whether or not my # of raxes is sufficient. What's a good number/base and how fast should you add them after expoing?
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Questions for everyone: How do you engage a toss army? How exactly do I pre-spread units?
What's a good guide on tl for standard bio play?
When do I give up on bio and start looking to build units to spend my gas?
edit: since my macro is terrible, I don't have a clue whether or not my # of raxes is sufficient. What's a good number/base and how fast should you add them after expoing?
Well first, don't worry, you're not the only one. I'm a mid-masters Terran but I still have problem engaging the Protoss deathball if he grows too big. However, my engagements have gotten a lot better ever since I watched some pro games and set some priorities during battles.
(1) Have your ghosts positioned on an alternate angle, roughly 45 degrees from the army. When they come, hit some EMPs. You now have one or two seconds to find their templar before your ghosts will mostly likely die to colossus fire. This is a top priority, it doesn't matter how you engage, if Protoss has templars with energy, you're most likely going to lose.
(2) Kite your army against zealots and archons. You want to stay out of range from the colossus. By kiting, Colossus will only hit one - two volleys before they all die OR they have to retreat, because you kited all their zealots..
(2) Once you destroy a decent amount of zealots and hopefully didn't take that too much damage, spread your army into a huge concave. I'm talking huge, like from tower to tower on Shakuras.
First it starts like this
========= ========== ========= (army in a ball) turn into this
=========== ==== ====== turn into this
--- --- ===== (C) ======== ======(B)== --- === ==(A)
-----PROTOSS DEATHBALL HERE------
Above: Diagram of how to engage With a concave like that, zealots will focus the front couple of infantry at A. You kite A, and let lines B and C shoot the zealots. A doesn't even need to attack, just keep them alive by running them around. Because zealot AI chases the same unit if it's in range, the zealot will try and chase the infantry at A, allowing lines B and C to shoot them down. Not to mention that the Colossus will focus infantry A also because they a-moved (yes, Colossus are a-move) and because their entire army is focusing A (cause it's in the front)
^Good Protosses won't let that happen though, but it works for me!
Furthermore, if you missed a templar, chances are the templar will storm A, because it's in the front and if they go in any closer range, A can kill them 
Yes, bio is really hard to play. The goals when engaging are (1) kill as many zealots before you get hit by AOE (2) hit EMPs, (3) spread and make a huge concave, while limiting the amount of AOE that can hit with a sacrificial "line of units" known as A.
Also, here's something else to think of: When you win a battle, Protoss is like "WARP IN UNITS NOW!". Obviously, that's what they'd think, right? They lose an army, they need to stay alive, they warp in all their units at their natural or near their most compromised base. That's why you drop after a battle :D they would have used all their warpgates thinking that you would send the infantry you just won with to go for the kill- but no, by going for a drop (1) they'd have no warpgates, (2) they'd have to split their army or give up important tech/buildings, (3) you can't fight off Protoss reinforcements anyways 
Good luck in TvP ;D
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On April 23 2012 19:10 Fencer710 wrote:Show nested quote +On April 23 2012 18:55 iAmJeffReY wrote:On April 23 2012 15:08 Fencer710 wrote: Are there any good bio openers that aren't auto-losses to certain openers? I've been using Thorzain's TvT for a while now, and though really good, I've been having a TON of trouble against stim timings that hit before my stim is done and before medivacs, as well as early aggression openings. I've tried the 3 reaper rush, gets hard-countered by marauder opening into stim timing in BoX's. :| Stick with your build, and make 2-3 bunkers if you sniff out stim timings. Repair + equal upgrades and marine count = you win. Or try a reaper FE -> CS +1 early, as you go into 3 rax double reactor etc etc. You get CS and +1 very, very early for a push with 15-20 marines no stim cs and +1 just to take out some army. CS +1 > stim early game. Thanks! :D I'm going to use a reaper FE and make marauders if I scout hellions or reapers. I've used a similar build in TvZ for a little, and though I did terrible with it vs Z, I can now probably use it to great effect TvT. While I'm here, I have a quick question: When going reaper FE, is it okay to scan his base at -6:30 or so to see what he's doing if I can't get a clear scout off? Yea, but you want to do it before 630. You want to hit it at 6, so you can ebay + turret before a cloakshee from gas first, or fast cloakshee can be at your base.
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Hi everyone. What it the best mech build against zerg at the moment?
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