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Hi guys,
I have a question for the marine split.
Since servers are down I'm working on that micro challenge for the marine split and I'm stucked at level 15. It's hard for me to get precise.
Is there anything I can do to make my marine split smoother so I can advance in levels?
EDIT: By the way, when TSLPolt says Patrol command is super awesome does he just patrol command or does he mix manual splitting with patrol command? Like box click samples of your army press 1 ( where your army is) and set a patrol command for everyone at 1 place?
Thanks!
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Are you talking about pre splitting or active splitting during a battle?
Patrol I think is good for spreading an army out, but in a battle it's mainly slicing.
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Are you talking about pre splitting or active splitting during a battle?
Patrol I think is good for spreading an army out, but in a battle it's mainly slicing.
So you mean I must only slice in battle? ( I was talking about active splitting) Because I though patrolling the first groups would be a nice method. But I dunno if Im right 2
Also how do you beat the Marine Split challenge when you add speedlings in the mixture?
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When you are both meching and you both max out with turret rings and 4 bases how do you kill the other player? I believe it seems the simplest answer is to transition into sky, no? but if so how/what you sac to get up this force...?
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On May 01 2012 23:04 chambertin wrote: When you are both meching and you both max out with turret rings and 4 bases how do you kill the other player? I believe it seems the simplest answer is to transition into sky, no? but if so how/what you sac to get up this force...? This question gets asked a lot... It's actually not all too hard. You have a few options: 1. Go transition into heavy air play with 3/3 on air 2. Go nukes 3. Do both!
I would and do go with 3 in my games. About sacrificing a force in TvT. Just don't let all your stuff die at once just let all your hellions die while you are harassing a base of your opponent. Let a few tanks die but no too many because you have to keep the map locked down.
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United Kingdom14103 Posts
On May 01 2012 20:19 zezamer wrote: Battlecruisers or nukes or just wait for him to come out.
I feel like an idiot now for not getting a ghost. Thanks.
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On May 01 2012 22:31 SgtJoKeR wrote:Show nested quote +Are you talking about pre splitting or active splitting during a battle?
Patrol I think is good for spreading an army out, but in a battle it's mainly slicing. So you mean I must only slice in battle? ( I was talking about active splitting) Because I though patrolling the first groups would be a nice method. But I dunno if Im right 2 Also how do you beat the Marine Split challenge when you add speedlings in the mixture?
Do whatever works for you, but I don't think patrol is the best way to active split by a long way.
I'm sure level 15 is just fine to get at least masters, there are far more important things to worry about.
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On May 02 2012 01:22 Willzzz wrote:Show nested quote +On May 01 2012 22:31 SgtJoKeR wrote:Are you talking about pre splitting or active splitting during a battle?
Patrol I think is good for spreading an army out, but in a battle it's mainly slicing. So you mean I must only slice in battle? ( I was talking about active splitting) Because I though patrolling the first groups would be a nice method. But I dunno if Im right 2 Also how do you beat the Marine Split challenge when you add speedlings in the mixture? Do whatever works for you, but I don't think patrol is the best way to active split by a long way. I'm sure level 15 is just fine to get at least masters, there are far more important things to worry about.
patrolling is good for the units more in the back that you're going to be splitting with more direct slicing two seconds later if you need to (if that makes sense) because they'll start spacing themselves apart as they move back, and then if you need to you can give them more direct attention (or give direct attention to other groups knowing that your patrol marines will be appropriately split (relatively) soon.
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Hi everyone,
I have a question about TvP.
How can I see if toss is going for a 2 base all in if he opens with 1 gate expo?
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On May 02 2012 04:23 Kvassten wrote: Hi everyone,
I have a question about TvP.
How can I see if toss is going for a 2 base all in if he opens with 1 gate expo?
Pay attention to Nexus energy, tech, where he is spending his gas, army #'s, and watch for forward pylons. It all comes down to map awareness. If you have unit's either pressuring the Protoss gate, or at the minimum the Xel-Naga towers, you should be able to throw up enough bunkers so that when he arrives at your door you can hold him off.
If you are having trouble recognizing an all-in coming, or think one might be coming, then it might be better to have about 3 bunkers at your natural anyways. If you are struggling with minerals later on you can salvage them.
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On May 02 2012 01:22 Willzzz wrote:Show nested quote +On May 01 2012 22:31 SgtJoKeR wrote:Are you talking about pre splitting or active splitting during a battle?
Patrol I think is good for spreading an army out, but in a battle it's mainly slicing. So you mean I must only slice in battle? ( I was talking about active splitting) Because I though patrolling the first groups would be a nice method. But I dunno if Im right 2 Also how do you beat the Marine Split challenge when you add speedlings in the mixture? Do whatever works for you, but I don't think patrol is the best way to active split by a long way. I'm sure level 15 is just fine to get at least masters, there are far more important things to worry about. I can't get level 15 in marine split challenge, and I split VERY well in game. Don't base figures and facts arbitrarily on a custom game, that almost in no way shows true skill level or a real game scenario.
It's a good hand warm up, and practice tool. Not some basis to say what's masters or not.
Patrol spitting is not the way to go. Force yourself to learn box splits. Do it all the time, even when dropping on a hatchery. Split marines so 1-2 banes can't ruin the whole drop, or 1-2 fungals can't hit everything. It becomes common practice. Whenever I engage any zerg, period, I am already split prior to battle, and then just split during seeing the angle and amount of banes/infestors.
patrolling is good for the units more in the back that you're going to be splitting with more direct slicing two seconds later if you need to (if that makes sense) because they'll start spacing themselves apart as they move back, and then if you need to you can give them more direct attention (or give direct attention to other groups knowing that your patrol marines will be appropriately split (relatively) soon.
Don't. Don't. Don't. I don't know how else to explain it. Don't use patrol splits at all. 6+ move speed lings on creep will be on top of the marines before they even begin to split, and patrol will fuck you royally.
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Blazinghand
United States25550 Posts
On May 02 2012 04:45 iAmJeffReY wrote: Patrol spitting is not the way to go. Force yourself to learn box splits. Do it all the time, even when dropping on a hatchery. Split marines so 1-2 banes can't ruin the whole drop, or 1-2 fungals can't hit everything. It becomes common practice. Whenever I engage any zerg, period, I am already split prior to battle, and then just split during seeing the angle and amount of banes/infestors.
I'd just like to echo what iAmJeffReY is saying here. Patrol-splitting only works against pure baneling with no flanks-- it relies on the marines in the back being able to retreat without aggroing onto anything, and there not being speedlings in general. Speedlings, either flanking or going in the front, will cause the patrol command to not actually split the marines.
Learning how to fight with box micro is superior.
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Hi. Quick question, lately I have been meching vs Zerg and it has been working out quite well, however 4/5 games i get roach allined, roach bane allined, ling bane allined or a combination of the above. My opening of choice is the MMA style opening, with a gasless FE into double gas, reactor factory and TLed starport ASAP. However, i find i dont have enough stopping power to counter a hard 16 drone-cut allin with just 2-4 hellions and a single banshee + bunker. Is there any good openings vs Zerg that transition into mech, which get out a relatively fast siege tank for defense? Ideally a gasless FE would be amazing. thanks :D!
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Opening tanks is just terrible (in any matchup) unless you are going for a specific timing push, which is not going to be the case with mech. There's no particular reason to FE into double gas on most maps, it's really not very safe on 'smaller' maps - reactor hellion FE is much safer, though you will have to have a bunker and make marines / marauders because hellions are a waste of money against roaches early game.
The 'simple' answer to defending Zerg all ins is scout aggressively knowing what to look for (most obvious indicator is gas mined/mining beyond 100, otherwise try to see drone count or what units he has), constant marine (or marauder for roaches) production, bunkers bunkers bunkers, wall off your natural reasonably well, and be ready to repair bunkers before they are being attacked.
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On May 02 2012 09:32 Sajaki wrote: Hi. Quick question, lately I have been meching vs Zerg and it has been working out quite well, however 4/5 games i get roach allined, roach bane allined, ling bane allined or a combination of the above. My opening of choice is the MMA style opening, with a gasless FE into double gas, reactor factory and TLed starport ASAP. However, i find i dont have enough stopping power to counter a hard 16 drone-cut allin with just 2-4 hellions and a single banshee + bunker. Is there any good openings vs Zerg that transition into mech, which get out a relatively fast siege tank for defense? Ideally a gasless FE would be amazing. thanks :D!
scout it before it hits you is the best option. If you scout it in time, you could make 2 more bunkers and switch back your rax to your reactor and be perfectly fine. Reinforcing your wall with depots, ebays or existing buildings being relocated helps too.
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Question about Tank/MM in TvZ. Should I be keeping constant pressure if I open up with 3 OC? I find it hard to move out otherwise because when I do I just get swarmed by massive amounts of lings and die. Are there any suggestions/guides as to how to approach late game after opening 3 OC into TankMM?
ALSO (EDIT)
I've been having really really difficult times in TvZ. I tried opening with 3 OC into Tank/MM but I scouted a lot of Roaches so played defensively. He held off his first attack, then came at me with a lot of Banelings. I held that reasonably well, but then it just came again after he secured his third.
I ended up with more Marauders than I would have liked since I rushed to defend against Roaches, but wound up with not enough Tanks to hold the next push.
What could I have done in this scenario? http://drop.sc/170570
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On May 02 2012 12:26 DelugeSC wrote:+ Show Spoiler +Question about Tank/MM in TvZ. Should I be keeping constant pressure if I open up with 3 OC? I find it hard to move out otherwise because when I do I just get swarmed by massive amounts of lings and die. Are there any suggestions/guides as to how to approach late game after opening 3 OC into TankMM? ALSO (EDIT) I've been having really really difficult times in TvZ. I tried opening with 3 OC into Tank/MM but I scouted a lot of Roaches so played defensively. He held off his first attack, then came at me with a lot of Banelings. I held that reasonably well, but then it just came again after he secured his third. I ended up with more Marauders than I would have liked since I rushed to defend against Roaches, but wound up with not enough Tanks to hold the next push. What could I have done in this scenario? http://drop.sc/170570
First off, you lost a bunch of mining time in the beginning by chasing the drone for no reason and scouting the north of the map for, again, no reason. Don't do that. Look for overlords with first marines, if that's what you were doing with that SCV. So you've scouted nothing and are sitting behind your wall in which is just pointless at this stage.
Building one engineering bay before a third barracks is just strange. You completely scout the roaches and his hatchery, yet you just sit in your base. On Cloud Kingdom of all maps you should take your natural and put your tank on the high ground when you get siege mode. Sitting on one base gains you nothing, you didn't see so many roaches that you couldn't defend with a bunker in your natural.
After getting +1 weapons your upgrades are idle; again, building one engineering bay at that time does not make much sense - it makes zero sense if you get +1 then do nothing with it.
You do not have enough production by the 12 minute mark; making bio off of only 2 barracks is not sufficient. This is probably one of the main reasons you failed to defend him busting your front with slow banelings. I'll reiterate that you should have put a tank on the high ground. Abuse the map!
Amusingly you wouldn't really have been far behind after the bust if you had constantly been making SCVs and made your third CC into an orbital much earlier. Didn't have anywhere near enough units, again, to defend the second bust because of the lack of production.
Build more barracks earlier, refine your upgrade timings...
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Hey guys, high masters here.
This guy did 3 gate robo twice in a clan war, and he said this is fucking hard to counter. I really need your help. Thanks.
http://drop.sc/170745
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I've been recently knocking on Master League doors and am now facing serious problem with my TvT builds. I used to always go for 1 rax no gas FE into 3 rax double gas, got good at it, but for the last 2 days I've been falling terribly to various 1 base allins. The problem isn't my lack of scouting, I pretty much always know what to expect, I simply don't know the answer. When facing 1 base allin what should I do? -Add 1 tech lab, get stim/combat shields+teching to factory and starport? -Add 1 tech lab, 2 reactors?
The allin I hate the most is cloak banshee with siege tank followup. Any ideas what to do in TvT since every TvT i play nowadays is a 1 base allin from my opponent?
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On May 02 2012 21:32 Huggerz wrote:Show nested quote +On May 02 2012 12:26 DelugeSC wrote:+ Show Spoiler +Question about Tank/MM in TvZ. Should I be keeping constant pressure if I open up with 3 OC? I find it hard to move out otherwise because when I do I just get swarmed by massive amounts of lings and die. Are there any suggestions/guides as to how to approach late game after opening 3 OC into TankMM? ALSO (EDIT) I've been having really really difficult times in TvZ. I tried opening with 3 OC into Tank/MM but I scouted a lot of Roaches so played defensively. He held off his first attack, then came at me with a lot of Banelings. I held that reasonably well, but then it just came again after he secured his third. I ended up with more Marauders than I would have liked since I rushed to defend against Roaches, but wound up with not enough Tanks to hold the next push. What could I have done in this scenario? http://drop.sc/170570 + Show Spoiler +First off, you lost a bunch of mining time in the beginning by chasing the drone for no reason and scouting the north of the map for, again, no reason. Don't do that. Look for overlords with first marines, if that's what you were doing with that SCV. So you've scouted nothing and are sitting behind your wall in which is just pointless at this stage.
Building one engineering bay before a third barracks is just strange. You completely scout the roaches and his hatchery, yet you just sit in your base. On Cloud Kingdom of all maps you should take your natural and put your tank on the high ground when you get siege mode. Sitting on one base gains you nothing, you didn't see so many roaches that you couldn't defend with a bunker in your natural.
After getting +1 weapons your upgrades are idle; again, building one engineering bay at that time does not make much sense - it makes zero sense if you get +1 then do nothing with it.
You do not have enough production by the 12 minute mark; making bio off of only 2 barracks is not sufficient. This is probably one of the main reasons you failed to defend him busting your front with slow banelings. I'll reiterate that you should have put a tank on the high ground. Abuse the map!
Amusingly you wouldn't really have been far behind after the bust if you had constantly been making SCVs and made your third CC into an orbital much earlier. Didn't have anywhere near enough units, again, to defend the second bust because of the lack of production. Build more barracks earlier, refine your upgrade timings...
Thanks! Any guides to better upgrade timings? When should I be upgrading?
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