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United Kingdom31935 Posts
On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think
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On October 08 2012 06:05 GumBa wrote:Show nested quote +On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think
1 base no gas - 4 rax 1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right
2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades 2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades
3 bases with gas with no fourth - idk
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On October 08 2012 08:06 StateofReverie wrote:Show nested quote +On October 08 2012 06:05 GumBa wrote:On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think 1 base no gas - 4 rax 1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right 2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades 2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades 3 bases with gas with no fourth - idk
On October 08 2012 06:05 GumBa wrote:Show nested quote +On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think So what is why I am building up 5k/5k very fast Thanks a bunch guys
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On October 08 2012 15:11 ImHuko wrote:Show nested quote +On October 08 2012 08:06 StateofReverie wrote:On October 08 2012 06:05 GumBa wrote:On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think 1 base no gas - 4 rax 1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right 2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades 2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades 3 bases with gas with no fourth - idk Show nested quote +On October 08 2012 06:05 GumBa wrote:On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think So what is why I am building up 5k/5k very fast  Thanks a bunch guys
1base no gas - 6 rax prolly more
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On October 08 2012 06:05 GumBa wrote:Show nested quote +On October 08 2012 05:46 ImHuko wrote: Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases? 3,5,8 with addons I think
The original question is imprecise, certainly the 3,5,8 answer is correct but it is useful to explain in what situation.
Firstly the typical order would be:
1 rax FE 3 rax Start 3rd CC 5 rax 3rd up and mining start 4th? 8 rax
So this assumes a constant and reasonably fast rate of expansion, also this would typically assume double upgrades going the whole time.
As others have said you can support far more rax, but this will cut into your expansion timings and upgrades.
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Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?
Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3
I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well 
-Mid/High Masters
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Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ?
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On October 09 2012 19:39 Ber wrote: Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ?
I've seen him go 12 rax 15 gas, 1 marine reactor cc then factory starport and marine hellion medivac drop? Is that the one you're talking about?
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Can someone point me to some vods/replays of people playing TvT vs skyterran (more specifically vs BFH into viking banshee -> bc) I've only played against this 3 times in like 200 games but lost every single one without being able to figure out what the hell to do.
Last time I tried to go 3 starport double reactor + naked, won an air battle but my economy was too crippled from losing my 3rd to a banshee timing then I got pushed with BC's and lost the 2nd air battle. Basically I never get into a good position to tell if what I am doing vs this style is correct cause in reality I'm already dead.
I have never seen this style in a pro game so it has to have some pretty big flaw or timing vulnerability.
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On October 10 2012 00:14 kollin wrote:Show nested quote +On October 09 2012 19:39 Ber wrote: Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ? I've seen him go 12 rax 15 gas, 1 marine reactor cc then factory starport and marine hellion medivac drop? Is that the one you're talking about?
Yes it might be that one. Would like to know specifics to the build, seems pretty powerful.
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On October 09 2012 18:56 heha wrote:Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute? Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3 I'm afraid no replays  But if someone could provide a widely-agreed upon theoretical solution I would be happy as well  -Mid/High Masters
What I find helpful is skipping reactors and just adding more naked rax. It may not be quite as efficient, but it will get out slightly more marines slightly earlier, the priority is not dying!
You can support a lot of rax when you have 3 OC, don't be afraid to delay your tech if you know 6/7/8 gate is coming.
Do you 3 CC on all maps? You might find it safer to try alternative plays on certain maps.
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On October 10 2012 00:38 Doko wrote: Can someone point me to some vods/replays of people playing TvT vs skyterran (more specifically vs BFH into viking banshee -> bc) I've only played against this 3 times in like 200 games but lost every single one without being able to figure out what the hell to do.
Last time I tried to go 3 starport double reactor + naked, won an air battle but my economy was too crippled from losing my 3rd to a banshee timing then I got pushed with BC's and lost the 2nd air battle. Basically I never get into a good position to tell if what I am doing vs this style is correct cause in reality I'm already dead.
I have never seen this style in a pro game so it has to have some pretty big flaw or timing vulnerability.
I think mass marine with little tank support is a good way to go, even though the guy has BFH there comes a stage (at least from my experience) where my hellions just get melted before they can do a lot of damage to massive numbers of marines.
The times I have lost playing sky terran in TvT is normally down to mass marine, some tanks at bases to deny hellions and vikings/BCs
But I'm only gold and I don't always get that far in this match up as I normally have won/lost after my 1/1/1 push !
Would be nice to hear some more answers
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Here is a replay of LiquidSea doing the marine/hellion elevator to me:
http://drop.sc/262844
His variant is really good since it gets you the natural cc a lot earlier. Even though his drop did basically no damage, he got a strong econ advantage with the really fast third cc defended by tanks and turrets/sensor towers.
Also I had no idea what he was doing because I didn't scout. Haha....
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I couldn't have gotten a better reply. You Sir are true contributor! This is the exact game I watched yesterday. Thank you once more!
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On October 09 2012 18:56 heha wrote:Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute? Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3 I'm afraid no replays  But if someone could provide a widely-agreed upon theoretical solution I would be happy as well  -Mid/High Masters
3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this.
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On October 10 2012 06:27 smaug81243 wrote:Show nested quote +On October 09 2012 18:56 heha wrote:Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute? Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3 I'm afraid no replays  But if someone could provide a widely-agreed upon theoretical solution I would be happy as well  -Mid/High Masters 3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this. You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1.
Only drop that 3rd CC if you see an early nexus
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On October 10 2012 06:35 iAmJeffReY wrote:Show nested quote +On October 10 2012 06:27 smaug81243 wrote:On October 09 2012 18:56 heha wrote:Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute? Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3 I'm afraid no replays  But if someone could provide a widely-agreed upon theoretical solution I would be happy as well  -Mid/High Masters 3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this. You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1. Only drop that 3rd CC if you see an early nexus
He does say "When I don't see the nexus I won't be 3 CCing".
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On October 10 2012 07:04 Willzzz wrote:Show nested quote +On October 10 2012 06:35 iAmJeffReY wrote:On October 10 2012 06:27 smaug81243 wrote:On October 09 2012 18:56 heha wrote:Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute? Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3 I'm afraid no replays  But if someone could provide a widely-agreed upon theoretical solution I would be happy as well  -Mid/High Masters 3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this. You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1. Only drop that 3rd CC if you see an early nexus He does say "When I don't see the nexus I won't be 3 CCing". I'm fairly certain the fake nexus -> 4 gate is still around. At least, it's something to be mindful of.
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How do you practice against storm dodge? I can do baneling split ok-ish but storm dodge is kinda impossible, I simply don't know how to dodge them since the cast time is instant.
also how do you engage a templar colossus army? assuming his templars are a bit too far behind, do you stim in to pick off some units or hope your ghosts land some emps and then engage?
Also since I switched from Z and P to T, my hotkey setup were quite simple and currently it kind of sucks. 1 for army 2 for barracks 3 for starports 4 for CCs
So now that I am facing diamond players, I notice that I desperately need a control group for ghost alone because they walk a bit too fast, just like infestors while HTs I can have them along with main army because they move slower.
I am used to spamming 2 and 4 so I need that to be fixed for rax and CC. I am considering to put both starports and barracks onto 2 and free up 3 for ghosts.
Question is, what else would you recommend?
(I play pure bio so usually only marauders and marines medivac, no need a seperate one for tanks etc, so my T hotkeys are really simple and easy to macro hard)
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I'm playing primarily macro type games. I.e. I don't cheese or do any 2 base all-in type of plays, not becasue I have anything against that but simply becasue I want to get better mechanics and learn to play better in general. But damn my stats are kind of fucked up, I have a 66% winrate in TvT, 49% in TvZ and a quite awful 45% in TvP. Simply put seems at my current skill level (Diamond) Protoss and Zerg are far, far easier to play when approaching the game with a macro game in mind. (This does not mean I think they are OP though.)
I lose pretty much every single TvP as dealing with the Toss deathball with Colli and Templar is simply too much for my poor average APM of 100 to handle. Only TvP's I win is when they 4gate or do some other type of all-in which I manage to defend.
TvZ is a bit more manageable but I struggle a lot trying to deal with Infestor/Brood Lord tech switch.
All in all I feel the state of the game is very depressing really. meh.
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