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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 August 03 2012 00:34 dynwar7 wrote: Thanks for that.
And since there is no mech guide, as far as I know, is going 1 rax fe into 1-1-1 a good idea? My big confusion of mech is the addons....I dont know when to add what addons....the barrack is ready to make an addon, but what? Should I start TL for the factor for early tank for defending? Maybe yes, but after that, I want a reactor for my 2nd fact for hellions right? Then for my 3rd fact, I want another TL? And lastly when do I get reactor for viking production?
There are various mech games where you could get builds and advice here http://www.teamliquid.net/forum/viewmessage.php?topic_id=355261
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Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.
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On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.
I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out:
The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent.
Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar.
If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings.
Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base.
I hope this helps you out, please do say if I have missed the point/anything you want clarifying.
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+ Show Spoiler +On August 03 2012 04:48 Wardi wrote:On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements. I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out: The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent. Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar. If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings. Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base. I hope this helps you out, please do say if I have missed the point/anything you want clarifying.
Yes, this is the advice I'm looking for. Would you take the same approach basically for Ravens? I know the defense drones from 2-3 ravens can stop an aggressive blink stalker player, would you hold off until a 3rd again?
Basically my frustration is from this being a massing game of low tier units until 3rd base pops up and you can divert funds into more interesting units. It's hard for me to make that switch when I get a 3rd up because it's so tempting to just add on more rax and continue with mass infantry because 1) it is easy to continue the same build path 2) makes your micro more intensive with high risk high reward units like ghosts & Ravens
What are your thoughts on # of ghosts to suppliment an army?
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+ Show Spoiler +On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements.
Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes.
Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it.
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Blazinghand
United States25550 Posts
On August 03 2012 05:09 PureMetal wrote:Show nested quote ++ Show Spoiler +On August 03 2012 04:48 Wardi wrote:On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements. I don't quite understand the situation you talk about in your post, and EMPs being used defensively on 2 base almost never happens really. Hopefully this explanation will be able to help you out: The limiting factor on getting Ghosts is gas. In the early-mid game of TvP where your gas is spent is very important. You need to be able to react to his tech choices and so there are different timings. Considering a standard game (1 Rax / 1 Gate expands on either side) then you will be looking to push around 10 minutes, at which point his first tech choice will be out on the map (double forge, collossi or high templar, most probably). So the 10 minute push is important for reading the tech choices of your opponent. Now if your opponent opens collossi you will want to spend your gas on vikings, get up an extra star port and start producing some vikings. This will use up enough gas so that (assuming you continue to upgrade) you will not be able to afford ghost tech. The correct time to get ghosts after this would be as your 5th and 6th gas goes up at your third base. This extra gas income allows you to continue to make vikings/medivacs and add on ghosts, as well as being at a nice time for him to switch to Templar. If he opens with templar you will of course need the ghosts faster and so instead of spending gas on vikings you spend your gas on ghost tech, and then your third base will allow you the gas to continue Medivac production / add on Vikings. Double forge openings are a bit different still and you will want to initially focus gas spending on getting your own upgrades ASAP as well as continuous Medivac production. If he follows up with Templar then you will want to cut Medivacs a bit faster to get the ghost tech down. If Collossi, once again you won't want ghosts until you are getting that extra gas income from the third base. I hope this helps you out, please do say if I have missed the point/anything you want clarifying. Yes, this is the advice I'm looking for. Would you take the same approach basically for Ravens? I know the defense drones from 2-3 ravens can stop an aggressive blink stalker player, would you hold off until a 3rd again? Basically my frustration is from this being a massing game of low tier units until 3rd base pops up and you can divert funds into more interesting units. It's hard for me to make that switch when I get a 3rd up because it's so tempting to just add on more rax and continue with mass infantry because 1) it is easy to continue the same build path 2) makes your micro more intensive with high risk high reward units like ghosts & Ravens What are your thoughts on # of ghosts to suppliment an army?
Ravens and PDDs are strong against small numbers of stalkers, but against a blink-stalker all-in, Ravens are not as useful. Blink-stalkers can avoid immobile PDDs, maybe snipe the raven, and kite marines. To defend against blink you typically either need some mixture of bio and medivacs, or just a lot of bio with marauders, or tanks.
The big thing is that PDD is a very small positional play spell, which only is good when YOU can control the engagement location. This makes it exceedingly strong as part of a 1-1-1, but against an all-in that is all about controlling where and when engagements happen with blink, it's not very useful.
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+ Show Spoiler +On August 03 2012 05:44 Sianos wrote:+ Show Spoiler +On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements. Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes. Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it.
I should have mentioned I'm interested in testing players understanding of the meta and whether I can throw them off with specialized units.
Any suggestions on incorporating nukes in standard TvP and TvT games? My drop ships get discovered when I go for drop nukes. Considering going for lower ground nukes onto mineral patches or forcing engagements into nukes path
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Blazinghand
United States25550 Posts
On August 03 2012 06:44 PureMetal wrote:Show nested quote ++ Show Spoiler +On August 03 2012 05:44 Sianos wrote:+ Show Spoiler +On August 03 2012 03:37 PureMetal wrote: Hey guys, I'm looking for tips on finding queues for when to use specialized units like Ravens and Ghosts.
Now before you shout at me, "When the other player makes casters! You need ghosts to EMP them!" I get that. I really do. What I'm having trouble with is finding appropriate timing. Not so much at a certain food count, which is a quantitative way of looking at it, but more so from a qualitative standpoint; "When do I get the most benefit from these units?"
I'll give you some examples of common timing problems I run into. Keep in mind I'm an out of practice diamond player.
Hypothetical situation 1: TvP
I opened 3 rax, initial pressure did not do much, the protoss is now secure in his defense, mostly walled off and is taking his nat, any engagement I make on his 2 base will get fended off with ff. He is now going colossus tech. I take my expo and now have 5 rax, 1 fact and starport and am playing an infantry game with a handfull of medivacs and a couple vikings.
Now obviously ghosts will help stop aggressive pushes if he is clumped up. But often if I try to get that tech going, I am overwhelmed by a 2 baser because of that mineral drain and being unable to be aggressive until I get that tech.
What queues should I be looking for? My thoughts are after getting my second base up and getting production infrastructure, attempt to lay down a quick third to make him come to me, and therefore making EMPs easier to land.
Basically I'm having trouble finding a balance between maintaining army strength and teching for an edge in engagements. Wardi pointet it out right. The timing of your ghosts depends on the timing of your opponent´s templar tech. If he goes templar first, then you go for ghosts on 2 base otherwise you add them when your 5th and 6th gas kick in, which is normally between 13 and 14 minutes. Raven´s aren´t used at all in TvP. The reason for this is that it is uncommon to have many stalker´s as a Protoss player because they suck aggainst MMM. If your opponent goes for a blick allin then your raven will not be out in time unless you open some sort of 1-1-1. A good timing to add a Raven is for example when your opponent went for dt´s. The Raven provides you with protection and give´s you a timing, where you can kill the Protoss unless you took to much damage through their dts. Adding in a Raven was common after oppening banshee in TvP because you´ll have the tech and you forced a lot of stalker´s, but in the standard TvP Raven´s aren´t used at all. Maybe you could make them use if you see a Protoss player goes for the oldschool mass blinkstalker collosus combination with a very defensive playstyle, but i never tested it. I should have mentioned I'm interested in testing players understanding of the meta and whether I can throw them off with specialized units. Any suggestions on incorporating nukes in standard TvP and TvT games? My drop ships get discovered when I go for drop nukes. Considering going for lower ground nukes onto mineral patches or forcing engagements into nukes path
Typically, the way I see nuke play (in any matchup) is that you fire a nuke while dropping somewhere else and also threatening a main engagement. Nukes are a rare inversion of the TvX Micro Inequality-- instead of Terran needing to micro a large amount and X needing to micro a moderate amount, Terran needs only a small amount of micro and X needs a huge amount of micro. A ghost with some energy can walk over and drop a nuke on a far-away base while a major fight or drop is happening elsewhere, and it only occupies 2 food and minimal APM in return for high possible rewards.
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I use nukes to force unfavorable positions for the opponent
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how do one scout/stop a 4 gate robo(warp prism) all in?
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On August 03 2012 09:12 siii wrote: how do one scout/stop a 4 gate robo(warp prism) all in? i scout to see if its a 4 ate and if it is chances are theres a warp prism follow up so i just defend the places where the warp prism can come and just kill it with marines. you can split the marines 50/50 and be fine on both ends with 2-3 bunkers at the nat
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Hey guys,
I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.
That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?
I hope this is not too stupid of a question to ask :-S
Jinx
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On August 03 2012 09:28 jinx1281255 wrote: Hey guys,
I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.
That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?
I hope this is not too stupid of a question to ask :-S
Jinx yes faster cc is better then haing an extra scv and marine.
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gold player TvP question:
when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?
I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right?
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On August 03 2012 09:28 jinx1281255 wrote: Hey guys,
I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.
That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?
I hope this is not too stupid of a question to ask :-S
Jinx I'd consider it to be debatable and I use both builds in different matchups. I've seen day9 recommend both in the terran focused dailies depending on the pro he's observing. Also if you don't trust day9 you can trust the pros he steals the reps from. To put it simply: technically speaking the earlier cc is slightly more economical but the 2nd depot first makes some builds flow better. Either way it doesn't matter too much.
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On August 03 2012 11:03 rofllocktree wrote: gold player TvP question:
when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?
I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right? I'm not really sure about what people usually do in the gold league but I've seen pro players chronoboost their cyber core even when they go for nexus first or 1 gate nexus and have scouted the fact that the terran player won't attacking any time soon. Anyway if you make 2-4 bunkers you should be safe either way and plenty of good terran players just make that many bunkers blind just to be safe since they can salvage them when they push out.
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On August 03 2012 11:03 rofllocktree wrote: gold player TvP question:
when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?
I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right? 1 gas and 3-4 chronos saved up usually means 4 gate if he puts more then 2 chronos into his cyber core that also is a good indicator of gateway pressure
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On August 03 2012 11:11 Maxd11 wrote:Show nested quote +On August 03 2012 11:03 rofllocktree wrote: gold player TvP question:
when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming?
I assume warpgate technology is the only thing a protos want's to early chronoboost from all stuff in cybernetics right? I'm not really sure about what people usually do in the gold league but I've seen pro players chronoboost their cyber core even when they go for nexus first or 1 gate nexus and have scouted the fact that the terran player won't attacking any time soon. Anyway if you make 2-4 bunkers you should be safe either way and plenty of good terran players just make that many bunkers blind just to be safe since they can salvage them when they push out.
about the bunkers, yeah i guess im going to do that from now on since on gold lvl i face about 80% 4-gates
thx for ur help guys
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On August 03 2012 09:12 siii wrote: how do one scout/stop a 4 gate robo(warp prism) all in? One gas + no expand at the 5' mark + no 4G at front. 4GR prism hits around the 6'30 mark or a bit later, so have vision at the edges of your base; if you don't have enough (e. g. you went 1 rax FE), pull many SCVs and crush him right away, otherwise the attack snowballs and you lose.
On August 03 2012 09:28 jinx1281255 wrote: Hey guys,
I have been watching pro-streams and am wondering about their 1 rax expo builds. Most opt for the 3:15 expo, cutting marine and SCV to get it then.
That said, I have been using a slight variation that gets me continual SCV and marine production and a 3:30 CC. Is it really better to go for the 3:15 CC if you're going to lose production of SCVs and Marines for that time period?
I hope this is not too stupid of a question to ask :-S
Jinx 1 rax CC16 gets 1 more SCV while 1 rax CC18 is safer (less vulnerable to proxy gates, etc.) and can be hidden by an early wall off. You choose.
On August 03 2012 11:03 rofllocktree wrote: gold player TvP question:
when I scout chronoboost on cybernetics core about 4:00-4:30, where there always be a 4gate coming? No.
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Hey, a really simple question here.
What do you guys do when you get random players in the ladder? Personally I really like to 1-1-1 all in because I'm honestly not that confident going a generalised build at all. Usually works against all the races honestly with semi decent banshee control.
All my macro styles revolve around 1 rax FE but different gas timings, especially on 4 player maps I feel just leaves it so risky and way too generalised.
So, what does everyone else do vs random and do you think I should change what I do against them? I usually get a fair amount of hate and generally don't like all-ining outside of a BoX unless I'm practicing them.
Just looking for some quick opinions here, thanks!
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