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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On June 29 2012 00:09 Sianos wrote:Show nested quote +On June 28 2012 23:55 dynwar7 wrote:On June 27 2012 23:35 dynwar7 wrote: How do I play marine tank/bio in TvT? I mean, I normally like going marine tank, and when I see he is going mech I try to add ltos of marauders since they are good vs mech.
But the main problem for me is...medivacs. His vikings will kill my medi and I cannot heal my marine marauder....what is the remedy of this? Surely many pros hav eplayed a lot of bio/marine tank vs mech and encountered situations such as this? Still looking for opinions on this. mymedivacs get killed by his vikings, what should I do? OR is marine tank simply not viable vs mech? It depends on your playstyle and on your opponent´s Viking count. If you know he has just a few Vikings only with his army, you can try do do drops. If you both play passive with your armies or if you are containing him, you need to outproduce his Vikings to take control of your position. This should be easier with Marine-Tank because you will have more gas left than the meching player especially in the midgame.
But the problem is medivacs, they get sniped by my enemy's vikings.
I see pros playing bio/marine tan, and...they only have .... 4? At max 6 medivacs? Why is this so? I am surpsied, I thought they would have WAY more than that? I guess I just need to be careful with my medivacs?
It is annoyign seeing your medivacs get sniped -.-
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On June 29 2012 09:29 Requiem- wrote: Best Opener against random players?
Depends on player. 1 rax fe is solid.
gas openings can work also tvt : 1-1-1 tvp: 1-1-1 tvz: reactor hellion
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Blazinghand
United States25550 Posts
On June 29 2012 20:29 monkybone wrote:Show nested quote +On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:[B]On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss.
Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad.
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Blazinghand
United States25550 Posts
On June 29 2012 20:33 monkybone wrote:Show nested quote +On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:[B]On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay?
You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really?
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On June 29 2012 20:33 monkybone wrote:Show nested quote +On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:[B]On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay?
6 pool happens only once in 300 games for a reason.. ( nobody has reps)
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Blazinghand
United States25550 Posts
On June 29 2012 20:39 monkybone wrote:Show nested quote +On June 29 2012 20:34 Blazinghand wrote:On June 29 2012 20:33 monkybone wrote:On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay? You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really? Well, either that or explain your point. As it stands you simply denied my statement, not really an argument, is it?
Your "point" is that 1 or 2 drones can block a wall-in. You have provided no evidence as to how, for example, the drone finds you in time on a 4 player map (or how often it happens), or how a terran player can't simply pull an scv to stop the drone. It's not like a drone can actually prevent a wall from going up in time, even IF the zerg player gets 1 in 3 lucky and scouts the terran first. Even on a 2 player map, the drone can't stop the wall. Maybe 2 drones could, but if you pull 2 drones and send them across the map you won't be able to buy zerglings to even attack.
I'm not sure how this actually stops the wall from going up, the standard wall that always stops 6 pool.
EDIT: replying to your edit:
[B]On June 29 2012 20:39 monkybone wrote: Show nested quote +On June 29 2012 20:34 Blazinghand wrote:On June 29 2012 20:33 monkybone wrote:On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:[B]On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay? You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really? Well, either that or explain your point. As it stands you simply denied my statement, not really an argument, is it? And I would think platinum league 6 pools would be irrelevant to this discussion... 6 pools have recently won games in GSL and TSL 4, so it's kind of silly implying it's only viable in platinum league.
6 pools in ZvT are specifically used in series play against terrans with a history of going 14CC, which, AS I SPECIFICALLY MENTIONED in the section you quoted, is a metagame play.
EDIT EDIT: to be completely unambiguous, as a zerg player, it doesn't make sense to 6 pool in plat league unless most plat league terrans you play against are opening CC first.
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Blazinghand
United States25550 Posts
On June 29 2012 20:46 monkybone wrote:Show nested quote +On June 29 2012 20:42 Blazinghand wrote:On June 29 2012 20:39 monkybone wrote:On June 29 2012 20:34 Blazinghand wrote:On June 29 2012 20:33 monkybone wrote:On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote:On June 29 2012 09:27 StaNislaV.Kh wrote:[B]On June 29 2012 09:24 Blazinghand wrote: You need wall to beat 6 pool. If you make wall, you'll be okay-- so a 14 CC that walls your ramp should buy you time. If you build it on the low ground, you'll probably have to cancel, and might lose to just the zergling harass, or get pretty behind. Typically as a terran player you'll never see 6 pool, since a large number of terran builds wall and auto-win against it, making it risky for the zerg to use. Yes, but Im see on stream MKP play 14 CC vs 6 pool on Antiga and lost. And on GSL aLive vs Leenock, but aLive play very bad... Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad. Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay? You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really? Well, either that or explain your point. As it stands you simply denied my statement, not really an argument, is it? Your "point" is that 1 or 2 drones can block a wall-in. You have provided no evidence as to how, for example, the drone finds you in time on a 4 player map (or how often it happens), or how a terran player can't simply pull an scv to stop the drone. It's not like a drone can actually prevent a wall from going up in time, even IF the zerg player gets 1 in 3 lucky and scouts the terran first. Even on a 2 player map, the drone can't stop the wall. Maybe 2 drones could, but if you pull 2 drones and send them across the map you won't be able to buy zerglings to even attack. I'm not sure how this actually stops the wall from going up, the standard wall that always stops 6 pool. 1) Why do you assume it's a 4 player map? 2) The drone or drones denies the 2nd depot until the lings come. Lings can come at around 3 minutes, it's not hard to deny a depot until this point. And even if the depot went up, a newly created depot can be focused down. It's the delay that is important. Furthermore, a drone scout is standard, and does not imply an early pool attack. So you won't know that the Zerg is trying to deny the wall in before you actually try to make the depot. Considering CC before 2nd depot is pretty much standard meta when 1 rax expanding vs Z nowadays, it makes it even more difficult.
1) I don't. Did you read my post, or just the 2nd sentence of it?
2) CC before 2nd depot isn't standard meta, and EVEN IF IT WERE, you can cancel the CC and start a depot anyways if you see a 6 pool coming.
3) there's a difference between a drone scout and a drone camping the top of your ramp.
4) are you also arguing that a terran can finish his walloff, then still lose to 6 pool? Cause I don't think that's really possible?
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Blazinghand
United States25550 Posts
On June 29 2012 20:52 monkybone wrote:Show nested quote +On June 29 2012 20:50 Blazinghand wrote:On June 29 2012 20:46 monkybone wrote:On June 29 2012 20:42 Blazinghand wrote:On June 29 2012 20:39 monkybone wrote:On June 29 2012 20:34 Blazinghand wrote:On June 29 2012 20:33 monkybone wrote:On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote: [quote]
Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad.
Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay? You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really? Well, either that or explain your point. As it stands you simply denied my statement, not really an argument, is it? Your "point" is that 1 or 2 drones can block a wall-in. You have provided no evidence as to how, for example, the drone finds you in time on a 4 player map (or how often it happens), or how a terran player can't simply pull an scv to stop the drone. It's not like a drone can actually prevent a wall from going up in time, even IF the zerg player gets 1 in 3 lucky and scouts the terran first. Even on a 2 player map, the drone can't stop the wall. Maybe 2 drones could, but if you pull 2 drones and send them across the map you won't be able to buy zerglings to even attack. I'm not sure how this actually stops the wall from going up, the standard wall that always stops 6 pool. 1) Why do you assume it's a 4 player map? 2) The drone or drones denies the 2nd depot until the lings come. Lings can come at around 3 minutes, it's not hard to deny a depot until this point. And even if the depot went up, a newly created depot can be focused down. It's the delay that is important. Furthermore, a drone scout is standard, and does not imply an early pool attack. So you won't know that the Zerg is trying to deny the wall in before you actually try to make the depot. Considering CC before 2nd depot is pretty much standard meta when 1 rax expanding vs Z nowadays, it makes it even more difficult. 1) I don't. Did you read my post, or just the 2nd sentence of it? 2) CC before 2nd depot isn't standard meta, and EVEN IF IT WERE, you can cancel the CC and start a depot anyways if you see a 6 pool coming. 3) there's a difference between a drone scout and a drone camping the top of your ramp. 4) are you also arguing that a terran can finish his walloff, then still lose to 6 pool? Cause I don't think that's really possible? You won't start the CC before the lings come, and yes, it is standard meta. Practically every Terran does it. Yes, a newly created depot won't get up if 3 lings are focusing it down, it doesn't build fast enough. It's all about the timing of when it's created.
I don't cut marines and scvs in my 1 rax FE, I make the depot first. Also, if you don't start the CC before lings come, doesn't that make it even easier to wall off with a depot? >.>
I still don't understand what's stopping a terran from just making the depot, or pulling an extra scv to kill the drone, or whatever. I've literally never lost to a 6 pool and seen it like... twice or something in years of laddering. I'm pretty sure it's just an utterly terrible build. (EDIT: outside of metagaming a guy who often goes CC first)
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On June 29 2012 20:52 monkybone wrote:Show nested quote +On June 29 2012 20:50 Blazinghand wrote:On June 29 2012 20:46 monkybone wrote:On June 29 2012 20:42 Blazinghand wrote:On June 29 2012 20:39 monkybone wrote:On June 29 2012 20:34 Blazinghand wrote:On June 29 2012 20:33 monkybone wrote:On June 29 2012 20:31 Blazinghand wrote:On June 29 2012 20:29 monkybone wrote:On June 29 2012 09:41 Blazinghand wrote: [quote]
Yes, this is because 6 pool can beat 14 CC if it's on the low ground-- it's a build order win. If you wall with a 1 rax FE, though, you always beat 6 pool. Against every build but 14 CC, 6 pool is bad.
Sometimes, if you see a pro player like MKP who always 14CC, the zerg knows this. So he goes 6 pool. But for a normal player 6 pool is very rare, since they don't know you have a history of 14CC. since a 6 pooling zerg can't possibly scout a 14CC and then decide to 6 pool or not, it's always a metagame play. No one simply 6 pools and sends lings. You will have to deal with 1 or 2 drones blocking a potential wall-in. In no way does 1 rax FE make 6 pool a BO loss. Dealing with 1 or 2 drones blocking a wall-in is no problem. I've been 6 pooled. Any build that begins a wall with a supply depot and a barracks can make the 2nd depot, even with some silly drone trying to make you sad. Replay? You want me to go back and find a replay of getting 6 pooled a year ago in like platinum league or whenever the last time a zerg player thought it was viable, to prove to you that you can stop the drone block? Really? Well, either that or explain your point. As it stands you simply denied my statement, not really an argument, is it? Your "point" is that 1 or 2 drones can block a wall-in. You have provided no evidence as to how, for example, the drone finds you in time on a 4 player map (or how often it happens), or how a terran player can't simply pull an scv to stop the drone. It's not like a drone can actually prevent a wall from going up in time, even IF the zerg player gets 1 in 3 lucky and scouts the terran first. Even on a 2 player map, the drone can't stop the wall. Maybe 2 drones could, but if you pull 2 drones and send them across the map you won't be able to buy zerglings to even attack. I'm not sure how this actually stops the wall from going up, the standard wall that always stops 6 pool. 1) Why do you assume it's a 4 player map? 2) The drone or drones denies the 2nd depot until the lings come. Lings can come at around 3 minutes, it's not hard to deny a depot until this point. And even if the depot went up, a newly created depot can be focused down. It's the delay that is important. Furthermore, a drone scout is standard, and does not imply an early pool attack. So you won't know that the Zerg is trying to deny the wall in before you actually try to make the depot. Considering CC before 2nd depot is pretty much standard meta when 1 rax expanding vs Z nowadays, it makes it even more difficult. 1) I don't. Did you read my post, or just the 2nd sentence of it? 2) CC before 2nd depot isn't standard meta, and EVEN IF IT WERE, you can cancel the CC and start a depot anyways if you see a 6 pool coming. 3) there's a difference between a drone scout and a drone camping the top of your ramp. 4) are you also arguing that a terran can finish his walloff, then still lose to 6 pool? Cause I don't think that's really possible? You won't start the CC before the lings come, and yes, it is standard meta. Practically every Terran does it. Yes, a newly created depot won't get up if 3 lings are focusing it down, it doesn't build fast enough. It's all about the timing of when it's created.
I don't really know what you are talking about, but it's quite easy to win vs a 6 pool with a 1 rax expand, especially if you scout the lings midmap with your scv. As soon as you see it, start walloff and/or a bunker close to mineral line. Meanwhile delay as long as possible and use scv as wall between lings/drones and your marine.
People who lose to 6-pools are usually people who panic and don't know how to react.
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I struggle like crazy with ghost usage in lategame TvZ.
Whenever I try to snipe his infestors, the whole control gets messed up. EMPing them is easier, but inferior to snipe since the nerf, EMP is now really only viable for groups of templars since infestors are so big in size that you can at best hit two of them at once with it. Infestors have to be sniped.
Now whenever I try to snipe the pesky bastards, cries of rage start coming out of my apartment cause I just don't manage to queue the snipes up properly.
Multiple things can occur:
- I use one ghost to queue up snipes on one infestor, the ghost fires one shot, the infestor shot in the group moves back, ghost tries to follow that infestor and gets killed by lings/ultras/broodlings. This is cause you can't chase units with snipe cause of the animation time, pretty retarded. Fungal for example is instantaneous and can be used while moving, sniping while moving is extremely hard, if not impossible. The ghost turns around, raises the rifle and that causes a stop-movement.
- I use the whole group of ghosts, start spamming R-left click while I click fast through the infestors. One misclick and I lose the whole control group and have to reselect it again. Meanwhile, the super fast zerg units don't even leave you time for that, not even to speak of one successful fungal. Once I lost the ghost control group cause I misclick once, I lose them all to a F-click + a-move.
-Similarly, I can simply hold the snipe hotkey and then click the infestors in succession. But here I lose control aswell if I misclick.
- I use the whole group, click move somewhere near the infestors then shift-click snipes on them. They will obviously only start shooting once they reach the issued move-command location. If it works, you have infestor slushie in a few seconds, but it's risky and almost never works, also, any mediocre zerg will have an overseer at this stage.
I just lost a game to this while I felt that I played way better than my opponent. But in the end i didn't manage to keep his infestors at bay cause of the crappy options for ghost control, and fungal made it impossible to micro my vikings against his corruptors. I ended up losing to his broodlords.
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On June 29 2012 22:45 Vivax wrote: I struggle like crazy with ghost usage in lategame TvZ.
Whenever I try to snipe his infestors, the whole control gets messed up. EMPing them is easier, but inferior to snipe since the nerf, EMP is now really only viable for groups of templars since infestors are so big in size that you can at best hit two of them at once with it. Infestors have to be sniped.
Now whenever I try to snipe the pesky bastards, cries of rage start coming out of my apartment cause I just don't manage to queue the snipes up properly.
Multiple things can occur:
- I use one ghost to queue up snipes on one infestor, the ghost fires one shot, the infestor shot in the group moves back, ghost tries to follow that infestor and gets killed by lings/ultras/broodlings. This is cause you can't chase units with snipe cause of the animation time, pretty retarded. Fungal for example is instantaneous and can be used while moving, sniping while moving is extremely hard, if not impossible. The ghost turns around, raises the rifle and that causes a stop-movement.
- I use the whole group of ghosts, start spamming R-left click while I click fast through the infestors. One misclick and I lose the whole control group and have to reselect it again. Meanwhile, the super fast zerg units don't even leave you time for that, not even to speak of one successful fungal. Once I lost the ghost control group cause I misclick once, I lose them all to a F-click + a-move.
-Similarly, I can simply hold the snipe hotkey and then click the infestors in succession. But here I lose control aswell if I misclick.
- I use the whole group, click move somewhere near the infestors then shift-click snipes on them. They will obviously only start shooting once they reach the issued move-command location. If it works, you have infestor slushie in a few seconds, but it's risky and almost never works, also, any mediocre zerg will have an overseer at this stage.
I just lost a game to this while I felt that I played way better than my opponent. But in the end i didn't manage to keep his infestors at bay cause of the crappy options for ghost control, and fungal made it impossible to micro my vikings against his corruptors. I ended up losing to his broodlords.
This is an issue that needs WAY more attention! I have the same problems with emp because of the animation. Ghost control is really bad and clunky compared to other caster types. I went into a unit tester and all of your issues are valid, and I found no way to fix them. I personally have settled on manually clicking R, and losing the control group if I miss once.
On the other hand, fungals are instant, storm is instant, feedback is instant, force fields are instant. In the unit tester I brought out some sentries and I was appalled at how easy it was to instantly smash down 10 FF's and rope in units (appalled because of how clunky ghost control is in comparison, if ghost control was stupid easy too it would be fine).
On the surface this looks like another example of Terran just being harder to play, but it really just just a design/art flaw. Lets get some traction on this. There is no reason for it to stay this way.
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^Any suggestions will have to be posted on the Battle.Net forums to have a good chance of being noticed.
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On June 30 2012 00:52 Iron_ wrote:Show nested quote +On June 29 2012 22:45 Vivax wrote: I struggle like crazy with ghost usage in lategame TvZ.
Whenever I try to snipe his infestors, the whole control gets messed up. EMPing them is easier, but inferior to snipe since the nerf, EMP is now really only viable for groups of templars since infestors are so big in size that you can at best hit two of them at once with it. Infestors have to be sniped.
Now whenever I try to snipe the pesky bastards, cries of rage start coming out of my apartment cause I just don't manage to queue the snipes up properly.
Multiple things can occur:
- I use one ghost to queue up snipes on one infestor, the ghost fires one shot, the infestor shot in the group moves back, ghost tries to follow that infestor and gets killed by lings/ultras/broodlings. This is cause you can't chase units with snipe cause of the animation time, pretty retarded. Fungal for example is instantaneous and can be used while moving, sniping while moving is extremely hard, if not impossible. The ghost turns around, raises the rifle and that causes a stop-movement.
- I use the whole group of ghosts, start spamming R-left click while I click fast through the infestors. One misclick and I lose the whole control group and have to reselect it again. Meanwhile, the super fast zerg units don't even leave you time for that, not even to speak of one successful fungal. Once I lost the ghost control group cause I misclick once, I lose them all to a F-click + a-move.
-Similarly, I can simply hold the snipe hotkey and then click the infestors in succession. But here I lose control aswell if I misclick.
- I use the whole group, click move somewhere near the infestors then shift-click snipes on them. They will obviously only start shooting once they reach the issued move-command location. If it works, you have infestor slushie in a few seconds, but it's risky and almost never works, also, any mediocre zerg will have an overseer at this stage.
I just lost a game to this while I felt that I played way better than my opponent. But in the end i didn't manage to keep his infestors at bay cause of the crappy options for ghost control, and fungal made it impossible to micro my vikings against his corruptors. I ended up losing to his broodlords. This is an issue that needs WAY more attention! I have the same problems with emp because of the animation. Ghost control is really bad and clunky compared to other caster types. I went into a unit tester and all of your issues are valid, and I found no way to fix them. I personally have settled on manually clicking R, and losing the control group if I miss once. On the other hand, fungals are instant, storm is instant, feedback is instant, force fields are instant. In the unit tester I brought out some sentries and I was appalled at how easy it was to instantly smash down 10 FF's and rope in units (appalled because of how clunky ghost control is in comparison, if ghost control was stupid easy too it would be fine). On the surface this looks like another example of Terran just being harder to play, but it really just just a design/art flaw. Lets get some traction on this. There is no reason for it to stay this way.
From a purely spectating point of view I'd prefer if they just made the other casters clunkier to use so spell casting in this game was a bit more exciting ~_~.
I appreciate what your saying though and have been pretty frustrated with it myself.
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On June 29 2012 04:36 Starshaped wrote:Show nested quote +On June 28 2012 18:54 Phays wrote:Hello TL Lately I have staggered onto the problem with mech TvZ that I simply cant win lategame unless I am on more bases than the zerg. Replay here, its vs a mid/highmaster zerg. http://drop.sc/208364In this certain game I had killed 50drones at the 16min mark. I was really unlucky with the first big engagement, 2/2 finished right after. One big problem I have is playing cost efficient enough lategame, I should make more ravens and possibly more tanks atleast if he use alot of corruptors(my banshees cant snipe infestors). I know my macro could have been better. Posting this again, and please, actually help me. Some thoughts: If you scout hatch first, start your expo, and get your double gas, before your 1st marine and before your 2nd depot. It's not a huge thing perhaps, but it makes a difference. I've been doing both 1-1-1 for banshee/raven after expo and 2fac as you did in the replay, and I'm not entirely convinced which is best, but if you're gonna go 2fac you need to get tanks and siege before blueflame if you want to be safe. Roach aggression could have ended that game very badly for you. I'd say the advantage of banshee (and raven) is that you can scout better, you can snipe banelings if you're getting all-inned, and you can pick off a few creep tumours, and fast burrow abuse won't catch you off-guard. Plus you can get a viking to snipe overlords a lot faster, and can start a slow buildup of vikings to deal with drops. Though you did get a fairly fast port. I usually delay it until 3base is up when I go 2fac. Your gas is extremely late at your expansion. It might seem like you have enough for the time being, but mech eats gas really fast, so you want to build up that gas-bank as soon as possible. Especially since you didn't go for a fast 3rd. Also especially since you went for double armoury. You're kind of playing a bit bold, considering you have basically nothing to stop mutalisks with at 12 minutes in. I like getting fast 2 thors just to be safe, and then resume tank production. An alternative to this is to continually make marines from your barracks, so you have a good chunk of marines to deal with any surprise mutalisks. General macro problems. Add more facs sooner and never stop pumping hellions, and keep trying to be annoying with hellions. You move out your 3rd at the 15 minute mark. This is fairly late considering how the game has played out. Generally you want it started around 8 minutes and planted down at around 12. It is smart to send hellions out at the same time you took your 3rd, to be safe. So, props on that. On Ohana, though, it's much better to siege up outside your nat, as it covers everything more easily. You need sensor towers to see potential drops coming. Even with a turret ring a doom drop will instantly lose you the game if you don't see it in time. Tanks out in the open like you did won't land you a cost-effective battle. You need a better spread and more units in front of your tanks. And always focus down infestors with your tanks if you can. When the Zerg is posturing outside your base like your opponent was, try to just send random hellions to his mineral lines. It will force a reaction and give you some breathing room and space to set up for a good engagement. With all this said, I have an absolutely atrocious win-percentage in TvZ at the moment, with mech especially. I understand it's very difficult to execute perfectly and there are a lot of points where you can just straight up instantly lose the game. But keep fighting the good fight~
About the 2fac or 1-1-1 opening. The problem I see with banshee/hellion openings nowadays are the mass queen build people go for. 6 queens and a spine or two can easily defend vs a few hellions and a couple of banshees but I agree it is alot more safe with banshees vs early aggresion which is way to common atm and its easier to deny creep if you add a raven. I have been thinking of adding a raven together with my bf hellion earlygame to deny creep but I think my 3rd will be to late then.
When you open 2fac it is important that you scout at 13-15supply(depending on map) to see if the zerg takes a early gas or not. If he does make sure to use the first energy on your natural oc to scan his main if he still is mining gas. If he is research siegetech and make siegetanks instead of bf/3rd hellion. I go starport before 3rd because if I drop I wont need to scan his main for spire or not.
I am so scared of takeing my third.. he can go mass roach on alot lower harvesters then me and crush me without problem unless I got a proper siege tank count.
Ya, better positioning with mech is something you forget to train :o
Thanks for the answer this time!
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