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On September 15 2011 16:59 KenDM wrote: I'm not on my own computer so I can't watch the replay yet, but I can't wait to have a look at it. Anyway, yesterday was a bad day for meemseeing as how I lost two games. One was very long (TvT lategame) and one was Over quite fast because of a DT drop in my base, sucks hard, I wish they had to tech to cloak for DT's, he came in just as I used my scans and I didn't see his shrine which sucks for me. I really need to get a sense of tactical timings because I just now remember that I didn't play two but tree games. The first was over so fast that I forgot: 6 reaper rush. All my SCV's gone, my marines were also kited to death. I can post my replay if you'd like, but I can imagine you don't really need more info than me being an inefficient scout. Do you know some way for me to get out of these rush tactics? I thought I wqs safe, but damn those DT's and damn those reapers. I'm just like Total Biscuit: "Fuck muta's and all they stand for", "fuck DT's" and "fuck reapers"...
They don't have to tech to cloak for DTs because a Dark Shrine takes roughly 9 years to build. It's better like this than for the Dark Shrine to take less time and for there to be cloak research, since right now there's no chrono boost DT drops are a hard strategy to deal with, and I've certainly lost to it more than once; eventually, I started spreading my buildings around my main so that if there's a warp prism in my main I see it right away. If you see the warp prism dropping units or going into phasing mode but nothing warping in, that's because he's dropping/warping in invisible DTs. Bank your scans and get turrets up ASAP. 1 base DT rush is scouted by a double gas opening from protoss with no robo, and he's not saving up chrono boosts (if he did, that would be void rays or blink stalker), and he doesn't expo by 6:00, and he doesn't make a lot of sentries.
Tells for reaper are a fast gas and 2nd gas, but instead of teching up to starport, a lot of barracks with tech labs (you have to find this all out via scan or scouting flight barracks). Reapers get pretty scary in large numbers, and without a bunker, or some unit higher-tech than a marine, it's hard to fight them. If you get marauders, research concussive shell so that you can pick them off.
On September 16 2011 01:07 fabioisonfire wrote: How many Terrans have experimented with a 'sky Terran' style? This sounds like a really interesting concept that could be very effective aside from having similar vulnerabilities to mech play. This is a style I really want to try out sometime.
I usually don't go for a tankless air composition beyond 1-base play. I think that before the opponent has the money to get thors, this is really awesome though. Hellions are excellent against marines, and banshees are hilarious. You can get the map control you want for a quick expo and third. If your opponent goes for 1-base thor you can often land your vikings and kill it anyways.
The issue is that, against a player with 2 bases, he can legitimately get a thor without making himself super vulnerable otherwise, and Full Mech is basically Sky Terran minus the banshees, but with a thor and a few tanks instead.
Sky Terran is optimized, in a sense, for fighting marine/tank/viking. Hellions crush marines, vikings.. well, vikings are ok against vikings, and banshees rofl on tanks. Against Full Mech, though, Sky Terran starts to suffer serious issues, because Sky Terran can't afford to lose any type of fight against Full Mech. Usually, Sky Terran just needs air control; as long as it has that, it can suicide a few hellions to pick off marines then start poking at the tanks.
Against Full Mech it's a different story; in addition to winning the viking battle, you need to win the hellion battle. if you lose, you will have blue flame hellions up in your grill and/or business instantly, eating your scvs. Lacking Tanks to hold ground and force the hellions away makes you very very vulnerable if you happen to lose the ground battle.
The easiest way to fix this issue of Sky Terran vs Full Mech is to add just a few sieged-up tanks to hold some ground and prevent hellion-fight losses from insta-losing you the game. But if you go hellion/tank/viking, then you are no longer a Sky Terran player, you are a Full Mech player.
So for me it will be marines patrolling the main base cliff side for early game. And after what I've gone through I'm reluctant to scan him. I just want to fast Banshee or something and see what's up and make 'em feel what the hell is up with Terran cloak. What times do you advise to scout at depending if he has or hasn't pushed yet?
On September 16 2011 02:45 KenDM wrote: So for me it will be marines patrolling the main base cliff side for early game. And after what I've gone through I'm reluctant to scan him. I just want to fast Banshee or something and see what's up and make 'em feel what the hell is up with Terran cloak. What times do you advise to scout at depending if he has or hasn't pushed yet?
My first round of scouting is an scv scout. Xel Naga Caverns I send this scv at 13 food, since it will get in before a marine pops out. On 4-spawn maps I send it on 11 food, about halfway through the supply depot. Your objective is to see whether he went gas-first or not, and get the scv out. You want to hang it out somewhere along a push path, on a xel naga tower, or where it can observe his natural expo. Basically, your scv scout is going to die, but preferably not in the initial scouting.
The quickest Cloak Banshee shows up in your base after 7:00, which means you can use a scan at 6:00 and will have enough energy for a scan by the time cloak harass shows up if you need it. This will also tell you his expo timing since most players expo in base then fly it out.
With the first build (XNC, small maps), you didn't start building a second CC until slightly after 10 minutes.
This feels fairly late to me, so I tried doing something similar except in a defensive fashion; I scan him at 6:20, build a hellion to poke at my opponent's front/hold towers while building the tech lab on my barracks, lifting off and placing the factory onto the tech lab (this is done in both of my adaptions of the builds you used in the provided links, because I like to have an idea of what's going on, and I wouldn't really have the gas to start tank production ASAP) and then starting the siege tank production (note: favor siege tank production/first Viking over siege mode).
However, instead of getting banshees and attacking, I get a viking (to be safe against banshees) and get a CC at 6:40, playing defensively (obviously I could play aggressive with what I have while expanding, but the key difference is that I go for a CC).
How do you feel about this? Opening with a super safe build to then try to get an expansion up without sacrificing tank production, basically. Decent idea or, in the end, a terrible middle ground build where you excel at neither army nor economy?
I'd certainly go for the 15-16 gas expand build on bigger maps, but for small/close spawn maps...
On September 16 2011 03:53 Maxie wrote: Okay, so, Blazinghand:
With the first build (XNC, small maps), you didn't start building a second CC until slightly after 10 minutes.
The first one was to show a "mine his side of the map" style of play, rather than a build order. The opening in that is a tank all-in and has to do substantial damage in order to not immediately lose, and is only effective against 1 rax fast expands with late gasses. I think I even pulled scvs. I dealt a medium amount of damage, enough to sort of equalize and get my own expo up, but not enough to win on the spot. To his credit, my opponent reacted appropriately by getting his own siege tank and a viking to assert air control, eventually forcing me back. The all-in neither succeeded nor failed, and the game went on to multi-base play. I wouldn't recommend it as a general rule just because it's an all-in.
On September 16 2011 03:53 Maxie wrote: This feels fairly late to me, so I tried doing something similar except in a defensive fashion; I scan him at 6:20, build a hellion to poke at my opponent's front/hold towers while building the tech lab on my barracks, lifting off and placing the factory onto the tech lab (this is done in both of my adaptions of the builds you used in the provided links, because I like to have an idea of what's going on, and I wouldn't really have the gas to start tank production ASAP) and then starting the siege tank production (note: favor siege tank production/first Viking over siege mode).
However, instead of getting banshees and attacking, I get a viking (to be safe against banshees) and get a CC at 6:40, playing defensively (obviously I could play aggressive with what I have while expanding, but the key difference is that I go for a CC).
How do you feel about this? Opening with a super safe build to then try to get an expansion up without sacrificing tank production, basically. Decent idea or, in the end, a terrible middle ground build where you excel at neither army nor economy?
I'd certainly go for the 15-16 gas expand build on bigger maps, but for small/close spawn maps...
A 1-gas 1-1-1 should be safe on most maps, as well as able to do a bit of harassment. The reason I'd get a banshee first (instead of a viking) is that you can make a banshee and fly it to his base, and even if HE made a banshee also, in the time it takes for his banshee to show up at your base you can make a viking; except for some spawns (close-by-air shattered temple comes to mind) this is as safe as viking-first 1-1-1.
The advantage of viking-first 1-1-1 is that you save 50 gas from the tech lab and the viking's lower gas cost, which you can put into a quick tank. Tank/viking should be able to defend any sort of aggression early on, but make sure you have scvs standing by for repairs in case he has marauders. I prefer hellion/banshee as early defensive units, because like tank/viking it's good against most units, but it has more harassment potential. That being said, I see tank rush in Master League so it's definitely a viable strategy.
On September 16 2011 04:19 Maxie wrote: Well I'm honestly not too interested in using a tank rush strategy, I'm mainly interested in not dying to them...
I doubt you could gget any tanks with a 1 gas 1-1-1 though, 125 gas is a lot ;S
So, I just dump minerals with my factory and rax, and use banshees to kill tanks if there's some tank allin showing up. If my opponent makes a banshee, I micro marines until a viking is out, using a turret or two for detection. I'd do whatever possible to avoid a 2nd gas, which costs a fair amount and reduces your mineral income due to the workers you have to commit to it. The earliest I'd take a 2nd gas would be after you start your expansion, just because of the drag it puts on your minerals before 22 scvs.
On September 16 2011 04:19 Maxie wrote: Well I'm honestly not too interested in using a tank rush strategy, I'm mainly interested in not dying to them...
I doubt you could gget any tanks with a 1 gas 1-1-1 though, 125 gas is a lot ;S
So, I just dump minerals with my factory and rax, and use banshees to kill tanks if there's some tank allin showing up. If my opponent makes a banshee, I micro marines until a viking is out, using a turret or two for detection. I'd do whatever possible to avoid a 2nd gas, which costs a fair amount and reduces your mineral income due to the workers you have to commit to it. The earliest I'd take a 2nd gas would be after you start your expansion, just because of the drag it puts on your minerals before 22 scvs.
Doest that mean the 2Rax 3Bunkers FE isn't really that optimal for me? (I plant 2 refineries at 25 food, probably way before 22 SCV's).
BTW, very nice TvT game vs Fox. I also had an interesting match today! Really tried to keep up my macro, upgraded my army. Tried an upgraded BC in the mix. I did throw in 4 MULEs while his tanks were sieged up XD sucked to be me @ that moment. Anyway, I won! (It wasn't ladder, it was a custom 1v1).
On September 16 2011 04:19 Maxie wrote: Well I'm honestly not too interested in using a tank rush strategy, I'm mainly interested in not dying to them...
I doubt you could gget any tanks with a 1 gas 1-1-1 though, 125 gas is a lot ;S
So, I just dump minerals with my factory and rax, and use banshees to kill tanks if there's some tank allin showing up. If my opponent makes a banshee, I micro marines until a viking is out, using a turret or two for detection. I'd do whatever possible to avoid a 2nd gas, which costs a fair amount and reduces your mineral income due to the workers you have to commit to it. The earliest I'd take a 2nd gas would be after you start your expansion, just because of the drag it puts on your minerals before 22 scvs.
Doest that mean the 2Rax 3Bunkers FE isn't really that optimal for me? (I plant 2 refineries at 25 food, probably way before 22 SCV's).
BTW, very nice TvT game vs Fox. I also had an interesting match today! Really tried to keep up my macro, upgraded my army. Tried an upgraded BC in the mix. I did throw in 4 MULEs while his tanks were sieged up XD sucked to be me @ that moment. Anyway, I won! (It wasn't ladder, it was a custom 1v1).
2Rax 3Bunkers FE lets you get a lot more marines and bio units, and expands more quickly. The trick with the 2Rax 3Bunkers FE is that you delay your initial gas geyser, which gives you extra minerals, so you can have your 2nd gas geyser earlier, if that makes sense. So instead of taking 1 gas geyser, then taking a late 2nd gas geyser, you take 2 medium ones. This synergizes better with a marine/bunker defense. I play a Full Mech style of play a lot, which means I want to get that initial gas very quickly to make hellions, even if it means i have to delay my 2nd gas as a result.
On September 16 2011 01:38 Blazinghand wrote: I usually don't go for a tankless air composition beyond 1-base play. I think that before the opponent has the money to get thors, this is really awesome though. Hellions are excellent against marines, and banshees are hilarious. You can get the map control you want for a quick expo and third. If your opponent goes for 1-base thor you can often land your vikings and kill it anyways.
The issue is that, against a player with 2 bases, he can legitimately get a thor without making himself super vulnerable otherwise, and Full Mech is basically Sky Terran minus the banshees, but with a thor and a few tanks instead.
Sky Terran is optimized, in a sense, for fighting marine/tank/viking. Hellions crush marines, vikings.. well, vikings are ok against vikings, and banshees rofl on tanks. Against Full Mech, though, Sky Terran starts to suffer serious issues, because Sky Terran can't afford to lose any type of fight against Full Mech. Usually, Sky Terran just needs air control; as long as it has that, it can suicide a few hellions to pick off marines then start poking at the tanks.
Against Full Mech it's a different story; in addition to winning the viking battle, you need to win the hellion battle. if you lose, you will have blue flame hellions up in your grill and/or business instantly, eating your scvs. Lacking Tanks to hold ground and force the hellions away makes you very very vulnerable if you happen to lose the ground battle.
The easiest way to fix this issue of Sky Terran vs Full Mech is to add just a few sieged-up tanks to hold some ground and prevent hellion-fight losses from insta-losing you the game. But if you go hellion/tank/viking, then you are no longer a Sky Terran player, you are a Full Mech player.
On September 16 2011 01:38 Blazinghand wrote: I usually don't go for a tankless air composition beyond 1-base play. I think that before the opponent has the money to get thors, this is really awesome though. Hellions are excellent against marines, and banshees are hilarious. You can get the map control you want for a quick expo and third. If your opponent goes for 1-base thor you can often land your vikings and kill it anyways.
The issue is that, against a player with 2 bases, he can legitimately get a thor without making himself super vulnerable otherwise, and Full Mech is basically Sky Terran minus the banshees, but with a thor and a few tanks instead.
Sky Terran is optimized, in a sense, for fighting marine/tank/viking. Hellions crush marines, vikings.. well, vikings are ok against vikings, and banshees rofl on tanks. Against Full Mech, though, Sky Terran starts to suffer serious issues, because Sky Terran can't afford to lose any type of fight against Full Mech. Usually, Sky Terran just needs air control; as long as it has that, it can suicide a few hellions to pick off marines then start poking at the tanks.
Against Full Mech it's a different story; in addition to winning the viking battle, you need to win the hellion battle. if you lose, you will have blue flame hellions up in your grill and/or business instantly, eating your scvs. Lacking Tanks to hold ground and force the hellions away makes you very very vulnerable if you happen to lose the ground battle.
The easiest way to fix this issue of Sky Terran vs Full Mech is to add just a few sieged-up tanks to hold some ground and prevent hellion-fight losses from insta-losing you the game. But if you go hellion/tank/viking, then you are no longer a Sky Terran player, you are a Full Mech player.
And what about in other matchups?
Going tankless against protoss is what I do and generally recommended. "Sky Terran" against Protoss suffers from a lot of issues, mostly that phoenixes trade evenly with vikings and are more mobile, and love eating banshees, pdds, and ravens.
Going tankless against zerg is not recommended. Tanks are necessary to protect your marines from not only banelings, but infestors. without their range and damage, it would be a feat of unbelievable micro to play a macro game and not lose--you'd need to land every EMP and split against banelings perfectly every time. "Sky Terran" may be effective against a ling/bling/muta Zerg in a straight-up fight, but due to the stacking of air units, will eventually get beaten by any infestor player who judiciously applies his fungals. Marines, and banshees generally lack the mobility or space control to stop ling runbys.
On September 16 2011 01:38 Blazinghand wrote: I usually don't go for a tankless air composition beyond 1-base play. I think that before the opponent has the money to get thors, this is really awesome though. Hellions are excellent against marines, and banshees are hilarious. You can get the map control you want for a quick expo and third. If your opponent goes for 1-base thor you can often land your vikings and kill it anyways.
The issue is that, against a player with 2 bases, he can legitimately get a thor without making himself super vulnerable otherwise, and Full Mech is basically Sky Terran minus the banshees, but with a thor and a few tanks instead.
Sky Terran is optimized, in a sense, for fighting marine/tank/viking. Hellions crush marines, vikings.. well, vikings are ok against vikings, and banshees rofl on tanks. Against Full Mech, though, Sky Terran starts to suffer serious issues, because Sky Terran can't afford to lose any type of fight against Full Mech. Usually, Sky Terran just needs air control; as long as it has that, it can suicide a few hellions to pick off marines then start poking at the tanks.
Against Full Mech it's a different story; in addition to winning the viking battle, you need to win the hellion battle. if you lose, you will have blue flame hellions up in your grill and/or business instantly, eating your scvs. Lacking Tanks to hold ground and force the hellions away makes you very very vulnerable if you happen to lose the ground battle.
The easiest way to fix this issue of Sky Terran vs Full Mech is to add just a few sieged-up tanks to hold some ground and prevent hellion-fight losses from insta-losing you the game. But if you go hellion/tank/viking, then you are no longer a Sky Terran player, you are a Full Mech player.
And what about in other matchups?
Going tankless against protoss is what I do and generally recommended. "Sky Terran" against Protoss suffers from a lot of issues, mostly that phoenixes trade evenly with vikings and are more mobile, and love eating banshees, pdds, and ravens.
Going tankless against zerg is not recommended. Tanks are necessary to protect your marines from not only banelings, but infestors. without their range and damage, it would be a feat of unbelievable micro to play a macro game and not lose--you'd need to land every EMP and split against banelings perfectly every time. "Sky Terran" may be effective against a ling/bling/muta Zerg in a straight-up fight, but due to the stacking of air units, will eventually get beaten by any infestor player who judiciously applies his fungals. Marines, and banshees generally lack the mobility or space control to stop ling runbys.
Thanks a lot for your insight.
I'm a former Masters/Diamond Zerg (depended on the month) and I'm making the switch to Terran. I had played Zerg for a year and I'm going into Terran with absolutely no idea where to begin. I'm just learning organically, no build orders or numbers, just playing FFA as well as team games to get used to things.
I would really appreciate any help at all, if you'd like to, add me: fabiosonfire.133.
Too bad all you guys are USAers, I'd love to have played with you guys. Rather than connecting the EU region with Russia, we should have connected with the US (at least Eastern part) . Our ping is much better with you guys than with those Russians, they can't even talk English properly :S It's no fun, it takes the social aspect out of the game..
On September 16 2011 01:38 Blazinghand wrote: I usually don't go for a tankless air composition beyond 1-base play. I think that before the opponent has the money to get thors, this is really awesome though. Hellions are excellent against marines, and banshees are hilarious. You can get the map control you want for a quick expo and third. If your opponent goes for 1-base thor you can often land your vikings and kill it anyways.
The issue is that, against a player with 2 bases, he can legitimately get a thor without making himself super vulnerable otherwise, and Full Mech is basically Sky Terran minus the banshees, but with a thor and a few tanks instead.
Sky Terran is optimized, in a sense, for fighting marine/tank/viking. Hellions crush marines, vikings.. well, vikings are ok against vikings, and banshees rofl on tanks. Against Full Mech, though, Sky Terran starts to suffer serious issues, because Sky Terran can't afford to lose any type of fight against Full Mech. Usually, Sky Terran just needs air control; as long as it has that, it can suicide a few hellions to pick off marines then start poking at the tanks.
Against Full Mech it's a different story; in addition to winning the viking battle, you need to win the hellion battle. if you lose, you will have blue flame hellions up in your grill and/or business instantly, eating your scvs. Lacking Tanks to hold ground and force the hellions away makes you very very vulnerable if you happen to lose the ground battle.
The easiest way to fix this issue of Sky Terran vs Full Mech is to add just a few sieged-up tanks to hold some ground and prevent hellion-fight losses from insta-losing you the game. But if you go hellion/tank/viking, then you are no longer a Sky Terran player, you are a Full Mech player.
And what about in other matchups?
Going tankless against protoss is what I do and generally recommended. "Sky Terran" against Protoss suffers from a lot of issues, mostly that phoenixes trade evenly with vikings and are more mobile, and love eating banshees, pdds, and ravens.
Going tankless against zerg is not recommended. Tanks are necessary to protect your marines from not only banelings, but infestors. without their range and damage, it would be a feat of unbelievable micro to play a macro game and not lose--you'd need to land every EMP and split against banelings perfectly every time. "Sky Terran" may be effective against a ling/bling/muta Zerg in a straight-up fight, but due to the stacking of air units, will eventually get beaten by any infestor player who judiciously applies his fungals. Marines, and banshees generally lack the mobility or space control to stop ling runbys.
Thanks a lot for your insight.
I'm a former Masters/Diamond Zerg (depended on the month) and I'm making the switch to Terran. I had played Zerg for a year and I'm going into Terran with absolutely no idea where to begin. I'm just learning organically, no build orders or numbers, just playing FFA as well as team games to get used to things.
I would really appreciate any help at all, if you'd like to, add me: fabiosonfire.133.
I'd recommend learning a build order for each matchup so you can really improve your play.
Haha @Blazinghand. That 1 gas banshee rush is your favorite isn't it
What are your thoughts on the iEchoic build? Fast 2 factories and 2 starports.
Day9 daily #258
I'm not going to forsake the 2Rax 3Bunkers FE yet, but I'm thinking of transitioning into this style of play as fast as I can with the build I'm doing right now. I was wondering if you have any tips on what I could focus on, and what NOT to do.
How does one deal with a phoniex opening i marine expanded and he drops a stargate and starts making phoniexs which proceed to harrass my mineral line i then drop 500 minerals worth of turrets and by the time i move out he has charge lots and stalkers, he then procceed to make more phoniexs and then made heaps of HT anyway frustrating in the extreme.
Okay, so I've gone through this replay and picked out what was outstanding mistakes from me. Its a TvZ where the map is fairly divided and I lose to a big ultra bust. I have no experience in dealing with ultras used well, so I sort of scrambled and tried my best.
Im a plat level player who has been playing diamonds recently and this game stood out because I thought I was going to win. My plan was to hellion expo into tank/marine. Could I have performed a better build on that map?
(the usual sc2 replay sites are blocked at college )
And heres my quick analysis of what I thought i was doing wrong.
1-8 min
hellion expand - the hellions do nothing (1 drone kill, no scouting) Should I push with more than 2 hellions?
11-13 mins,
some supply blocks
+1 vehicle weps late
13 miunute push,
lose 2 tanks on retreat - bad control/overstim like crazy
& my gas is so high, it always is in my TvZ?
15 minutes
main undersaturated
17min didnt salvage bunkers and move them forward (this would have really helped in the main engages later).
19min I see hive, assume BL and drop an extra SP (bad practice)
20 min engage
didnt hotkey tanks to focus fire banes, lost more than I should have
23 mins I scan the ultra cavern + researching, aim for marauders and drop 3 more rax
31 mins I felt ahead and over extended my army to deny creep/snipe infestors
Am I even playing the match up properly? Against a Z I feel at a loss once they're powering enough bases to remax insta, and dropping is so hard when mutas are around or infestors are left at bases.
On September 16 2011 18:15 cristo1122 wrote: How does one deal with a phoniex opening i marine expanded and he drops a stargate and starts making phoniexs which proceed to harrass my mineral line i then drop 500 minerals worth of turrets and by the time i move out he has charge lots and stalkers, he then procceed to make more phoniexs and then made heaps of HT anyway frustrating in the extreme.
Marines and turrets are solid against phoenixes. will need replay for deeper analysis.
On September 16 2011 17:38 KenDM wrote: Haha @Blazinghand. That 1 gas banshee rush is your favorite isn't it
What are your thoughts on the iEchoic build? Fast 2 factories and 2 starports.
I'm not going to forsake the 2Rax 3Bunkers FE yet, but I'm thinking of transitioning into this style of play as fast as I can with the build I'm doing right now. I was wondering if you have any tips on what I could focus on, and what NOT to do.
tankless style is not recommended past 2 bases unless you have a LOT of apm. Consider learning this style after you're comfortable with marine tank, because you need to understand how marine/tank/viking works to understand this. Also, you need like 20-30 apm more to execute it because you use fast units that never stop moving.
On September 16 2011 18:36 tobiexoxo wrote: Okay, so I've gone through this replay and picked out what was outstanding mistakes from me. Its a TvZ where the map is fairly divided and I lose to a big ultra bust. I have no experience in dealing with ultras used well, so I sort of scrambled and tried my best.
Im a plat level player who has been playing diamonds recently and this game stood out because I thought I was going to win. My plan was to hellion expo into tank/marine. Could I have performed a better build on that map?
hellion expand - the hellions do nothing (1 drone kill, no scouting) Should I push with more than 2 hellions?
11-13 mins,
some supply blocks
+1 vehicle weps late
13 miunute push,
lose 2 tanks on retreat - bad control/overstim like crazy
& my gas is so high, it always is in my TvZ?
15 minutes
main undersaturated
17min didnt salvage bunkers and move them forward (this would have really helped in the main engages later).
19min I see hive, assume BL and drop an extra SP (bad practice)
20 min engage
didnt hotkey tanks to focus fire banes, lost more than I should have
23 mins I scan the ultra cavern + researching, aim for marauders and drop 3 more rax
31 mins I felt ahead and over extended my army to deny creep/snipe infestors
Am I even playing the match up properly? Against a Z I feel at a loss once they're powering enough bases to remax insta, and dropping is so hard when mutas are around or infestors are left at bases.
cool! I'll take a look at this in about... 15 hours. i've got to sleep, go do school work stuff, then come back and take a shower.
On another (Dutch) forum people are being annoying telling me I need to work on my macro a lot more. My arguments to continue learning more about scouting and enemy unit composition were:
As my mathematics teacher once said: It takes 20% of your time to understand 80% of your work, and 80% of the time to perfect that last 20%.
In other words, I don't think I'm losing a lot of games because of a bad macro anymore. I think (might not actually be true) that my macro is on par with the rest of my league. So I was thinking of having practice partners point out builds of the opponent and how to react to those.
You've seen a couple of my replays now haven't you, what do you think? I know that my macro always needs heavy attention since I keep forgetting to produce during battles, or during late-game or positioning of my army. I intend to making those steps better as I go, because my "perfect" macro could be thrown off by a surprise attack, but if I anticipate that attack, I'd be better prepared macro-wise as well.