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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. |
Blazinghand
United States25550 Posts
On September 26 2011 01:36 Maxie wrote:Show nested quote +On September 26 2011 01:05 Adrenalinz wrote:On September 25 2011 22:52 Maxie wrote:On September 25 2011 22:30 tUUTZ wrote: What to do when every zerg atm does some retarded roach all in when I'm going reactor hellions? 5 steps of surviving roach all ins: 1: scout it 2: build bunkers 3: make marauders 4: get siege tanks 5: pull scvs, repair wall in I find that a coupe of bunkers with marines is enough. All you need is the SCVs repairing it, and you can survive most rushes. I've managed to defend all roach rushes at Plat level with just this tactic. From there on I tech to Siege tanks, simply because I like going marine/tank. In my opinion, marauders or siege tanks to JUST defend is not necessary, but it does have its advantages. But yes, a bunker is crucial in most cases. If he goes roach all in and then keeps using roaches, marine/marauder/tank craps all over it. Ofc you can get away with say one bunker with marines behind a repaired wall in, but I felt like listing more reasonable things you can do to counter it 
One final thing worth noting is that if he doesn't leave any roaches or spinecrawlers at home, use what hellions you DO have to harass his mineral line while doing your normal defenses. Think of it as analogous to a zerg player doing a ling runby when he realizes he can't face your army head-on-- just sending like 10 lings to your min line or whatever to make you either pull back or to get some free damage.
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Now that patch 1.4 hit the servers I (Im in high diamond) have been having a lot of trouble with protoss doing 2 base Immortal/Stalker/Zealot or Immortal/Stalker/Sentries... They come quite early and just tend to crush me every time. Ive been mostly trying to go for a Marine/Marauder force with some hellions depending if they have zealots or sometimes a few medivacs or a raven but it just doesen't seem to cut it even when it seems that we have about equal sized forces. I know this is pretty vague but any tips or hints how to survive this? Early ghosts maybe or something? Can provide replays if necessary
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Blazinghand
United States25550 Posts
On September 26 2011 04:52 Calthrash wrote: Now that patch 1.4 hit the servers I (Im in high diamond) have been having a lot of trouble with protoss doing 2 base Immortal/Stalker/Zealot or Immortal/Stalker/Sentries... They come quite early and just tend to crush me every time. Ive been mostly trying to go for a Marine/Marauder force with some hellions depending if they have zealots or sometimes a few medivacs or a raven but it just doesen't seem to cut it even when it seems that we have about equal sized forces. I know this is pretty vague but any tips or hints how to survive this? Early ghosts maybe or something? Can provide replays if necessary
It's a little tough to say off-hand what would be good against that composition, especially since it's a timing attack and it's unclear, and dependent on build order, what you'll have when he attacks. I think a replay would make this much more clear. If you upload a replay, I'll take a look at it and do my best to help
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I met a protoss who went immortal -> chargelot -> archon, so his composition for the largest part of the game was zealot/immortal/archon. While it's not the same thing you encountered, it certainly seems like the patch gave the immortal quite some popularity.
Now, I was hesitant to get ghosts too early since at first I didn't know if he would transition into colossi or not - but ghosts are certainly the answer. Carpet bomb EMP:s vs an immortal based army makes it melt so fast, especially if he has stalkers and not chargelots. I think it'll take a while for me to adjust to it so that I can properly scout what the protoss is doing, now that the immortal is so popular...
Still, chargelot/archon/immortal feels quite strong, luckily the answer to both archons and immortals are ghosts. Just a tip, don't be like me and forget the moebius reactor upgrade... having 5 ghosts that couldn't emp for the big fight was... not fun.
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Hey guys I just played a PvT:
Map: XNC Spending quotient: 71 (What is sq?) I decided to go for 2 rax pressure since I caught his scouting probe with my scvs and he would not be able to scout it.
He goes 2 gate robo with a fast expansion which due to bad micro on his side I managed to get a cancel. I think we were pretty even after that. He thought he was so far behind that it was neccesary to take a fast third. I scout it when it was still barely saturated.
I wasn't sure what the best decision was, obviously he was being very greedy.
I decided to expand myself while sending my medivacs to his main and one to his new third.
They both do allot of damage but then comes my main problem vs a standard 5 gate robo collosus player:
I drop him and since he can't handle the multitasking he decides to just ''fucking'' kill me.
Oftenly this is succesfull, what went wrong in this game was that my army caught another portion of his army out of position and I thought very infefficiently. After that I went for a last stand in my natural and coulnd hold off his allin.
This is obviously a very common situation but I have no clue what is the best response to what went wrong.
What would have been best in my situation?
REPLAY:http://drop.sc/37572
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Hey guys. Would you mind posting a replay of you earlier sessions today?
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Cheers for the replies but actually I was able to handle it today with a lot better success:
http://drop.sc/37955
The guy in this one was definetely trying to do some kind of an timing attack but guess the bunkers scared him off.. Also saw he wasnt expanding so I didnt do it either. Was pretty happy for winning a protoss for a change :D
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Was doing fine for a while, then lost a match, don't really know why though :S Had early pressure, good economy, made an expo. Then muta's, I thought I was prepared for those, so I went to his base and I see a sea of lings and banelings. I was caught unsieged a couple of times. Do Zerg have vision on creep? Or is it just that their units move faster on it? If they have vision, I feel so firetrucking dumb right know ... Anyone care to analyse this replay? Also, he ate away at my units, it's so weird, I understand he had banelings, but still. Upgraded units with shields and medivacs ... and my Thors...
http://drop.sc/38105
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On September 27 2011 08:34 KenDM wrote:Was doing fine for a while, then lost a match, don't really know why though :S Had early pressure, good economy, made an expo. Then muta's, I thought I was prepared for those, so I went to his base and I see a sea of lings and banelings. I was caught unsieged a couple of times. Do Zerg have vision on creep? Or is it just that their units move faster on it? If they have vision, I feel so firetrucking dumb right know ... Anyone care to analyse this replay? Also, he ate away at my units, it's so weird, I understand he had banelings, but still. Upgraded units with shields and medivacs ... and my Thors... http://drop.sc/38105
Creep tumours give vision
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How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst.
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On September 27 2011 08:52 NATO wrote: How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst.
normal 1 rax and 2 rax expos just win by scouting it and putting down bunkers. Put down 2 with your normal build, a nother 1-2 if you scout 3 gate robo all in (no expo etc)
Take your nat as you normally would and just pull scvs to repair. Its not a good all in really. Blink all in is far more terrifying.
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On September 27 2011 08:52 NATO wrote: How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst.
Explain what your opening is then...
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On September 27 2011 08:52 NATO wrote: How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst.
Bunkers + marines are always a safe bet. You can never hurt yourself by making too many marines, and you can make them from whatever build you prefer (unless it is something completely unorthodox).
Beauty of bunkers is that not only do they become invincible with 6 scvs repairing per bunker, but you can always refund them. This is only true for early game, as 6 scvs may not be able to repair a bunker fast enough later on.
If you have managed to wall off your natural with 3 bunkers + a couple of depos, you'll be in good shape, at least up to plat (which is where I am).
See if this helps you. Bunkers are made of holy granite, they are great at holding most all-ins.
Random tip: Your first marine can be used to run around the map, looking for stuff. As you get more marines, you can create a small squad of 4 guys just running around and clearing towers to grant you vision. Early game scouting parties like these are not only effective (at least for scouting all ins) but they are also fun to use.
Just be careful. You don't want to lose those guys.
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On September 26 2011 05:04 Maxie wrote: I met a protoss who went immortal -> chargelot -> archon, so his composition for the largest part of the game was zealot/immortal/archon. While it's not the same thing you encountered, it certainly seems like the patch gave the immortal quite some popularity.
Now, I was hesitant to get ghosts too early since at first I didn't know if he would transition into colossi or not - but ghosts are certainly the answer. Carpet bomb EMP:s vs an immortal based army makes it melt so fast, especially if he has stalkers and not chargelots. I think it'll take a while for me to adjust to it so that I can properly scout what the protoss is doing, now that the immortal is so popular...
Still, chargelot/archon/immortal feels quite strong, luckily the answer to both archons and immortals are ghosts. Just a tip, don't be like me and forget the moebius reactor upgrade... having 5 ghosts that couldn't emp for the big fight was... not fun.
This brings a very good point up for discussion. It is good to get the Moebious upgrade later on, but some players may benefit from rushing them, while others may hurt themselves... even if both players are going for the same number of ghosts.
If you're the type of Terran player who likes to consistently be aggressive, the moebius reactor seems like a good choice. This is because aggressive players most likely won't be waiting around for their ghosts to fill up.
But a good question to ask is if this upgrade is good for the more "defensive" terrans. If you count on winning big engagements to seal the game, then you probably will have your ghosts sitting in your base not doing much. This sort of makes the upgrade seems pointless, since this type of player will have a lot of time on his hands to gather energy on his ghosts.
So, is it a good idea, even for a defensive player, to get the moebius reactor upgrade midgame? Or is he just wasting his money?
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On September 27 2011 11:36 Adrenalinz wrote:Show nested quote +On September 26 2011 05:04 Maxie wrote: I met a protoss who went immortal -> chargelot -> archon, so his composition for the largest part of the game was zealot/immortal/archon. While it's not the same thing you encountered, it certainly seems like the patch gave the immortal quite some popularity.
Now, I was hesitant to get ghosts too early since at first I didn't know if he would transition into colossi or not - but ghosts are certainly the answer. Carpet bomb EMP:s vs an immortal based army makes it melt so fast, especially if he has stalkers and not chargelots. I think it'll take a while for me to adjust to it so that I can properly scout what the protoss is doing, now that the immortal is so popular...
Still, chargelot/archon/immortal feels quite strong, luckily the answer to both archons and immortals are ghosts. Just a tip, don't be like me and forget the moebius reactor upgrade... having 5 ghosts that couldn't emp for the big fight was... not fun. This brings a very good point up for discussion. It is good to get the Moebious upgrade later on, but some players may benefit from rushing them, while others may hurt themselves... even if both players are going for the same number of ghosts. If you're the type of Terran player who likes to consistently be aggressive, the moebius reactor seems like a good choice. This is because aggressive players most likely won't be waiting around for their ghosts to fill up. But a good question to ask is if this upgrade is good for the more "defensive" terrans. If you count on winning big engagements to seal the game, then you probably will have your ghosts sitting in your base not doing much. This sort of makes the upgrade seems pointless, since this type of player will have a lot of time on his hands to gather energy on his ghosts. So, is it a good idea, even for a defensive player, to get the moebius reactor upgrade midgame? Or is he just wasting his money? No, you ALWAYS want to get mobious reactor when getting ghosts, whether you are being defensive or not, unless you are going for some timing attack where getting mobius reactor would slow it down. 100/100 is a very small price to pay for instant emps.
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Hey guys, I was playing a TvP against a Masters player... I'm gold so don't expect me to be great, but how could I have improved my play? In the final engagement, I had 185/200 with ghosts coming out right at the end of the battle and he was maxed with 4 collosi standard deathball.... idk what to do
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On September 27 2011 09:09 Squigly wrote:Show nested quote +On September 27 2011 08:52 NATO wrote: How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst. normal 1 rax and 2 rax expos just win by scouting it and putting down bunkers. Put down 2 with your normal build, a nother 1-2 if you scout 3 gate robo all in (no expo etc) Take your nat as you normally would and just pull scvs to repair. Its not a good all in really. Blink all in is far more terrifying.
I 1 rax expand and build two bunkers. I know you're trying to help, but have you seriously tried this? Force field negates all scv repair, and immortals destroy bunkers almost instantly anyway.
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On September 27 2011 11:25 Adrenalinz wrote:Show nested quote +On September 27 2011 08:52 NATO wrote: How do you deal with 3gate immortal allin? And don't say 1/1/1, because I don't want to change my opening just assuming the worst. Bunkers + marines are always a safe bet. You can never hurt yourself by making too many marines, and you can make them from whatever build you prefer (unless it is something completely unorthodox). Beauty of bunkers is that not only do they become invincible with 6 scvs repairing per bunker, but you can always refund them. This is only true for early game, as 6 scvs may not be able to repair a bunker fast enough later on. If you have managed to wall off your natural with 3 bunkers + a couple of depos, you'll be in good shape, at least up to plat (which is where I am). See if this helps you. Bunkers are made of holy granite, they are great at holding most all-ins. Random tip: Your first marine can be used to run around the map, looking for stuff. As you get more marines, you can create a small squad of 4 guys just running around and clearing towers to grant you vision. Early game scouting parties like these are not only effective (at least for scouting all ins) but they are also fun to use. Just be careful. You don't want to lose those guys.
1) Force field - so no scv repair 2) I'm not talking about 4gate. I'm talking immortal allin. As in 50 instant damage. Immortals kill bunkers so fast.
I do a 1 rax marauder expand, which is much safer to scout/get vision/clean up early stuff since stalkers won't kill everything.
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Blazinghand
United States25550 Posts
Alright guys, ask and ye shall receive. here is the latest set of Coaching VoDs, along with the usual non-comprehensive tips list. It's a little more non-comprehensive than usual since I wrote the tips for everyone at once at the end.
Free Coaching: DarkwinX Coaching VoD: http://www.twitch.tv/blazinghand/b/296074751 Non-Comprehensive Written Notes: Use your drops constantly and consistently to control his army position. Get upgrades, and an armory to get +2/+2, or he'll be able to be cost-efficient like he was.
Free Coaching: Aark Coaching VoD: http://www.twitch.tv/blazinghand/b/296074890 Non-Comprehensive Written Notes: After your initial victory, try to assert more map presence with control of the watch towers. Engineering bay and infantry upgrades will make your army hugely more effective. Don't walk a bio army into a dead end or a small choke unless you have enough medivacs to get out.
Free coaching: KenDM Coaching VoD: http://www.twitch.tv/blazinghand/b/296074957 Non-Comprehensive Written Notes: The middle xel naga tower isn't very important when you spawn in those positions. Your macro was excellent; but try to get vehicle attack +1 before other vehicle upgrades so that your tanks are more effective against zerglings. Against banelings, run your marines behind your tanks, then have your tanks focus fire on the banelings. Zerg can see on creep when there are creep tumors, but otherwise cannot. Use scans to eliminate creep tumors, or else he will catch you unsieged.
On September 27 2011 13:51 IMOrchid wrote:Hey guys, I was playing a TvP against a Masters player... I'm gold so don't expect me to be great, but how could I have improved my play? In the final engagement, I had 185/200 with ghosts coming out right at the end of the battle and he was maxed with 4 collosi standard deathball.... idk what to do  If you provide a replay I can help you. I can't offer legitimate advice given the information available.
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Thanks. I'm happy you watched the replay for me, because analysing while in rage isn't efficient ><" I'm embarassed I went unsieged onto creep. I really should have had this game shouldn't I. Well, I'll try my best again!
I also saw the early Banshee private coaching vids. And damn, Banshees are imba XD Something should be done with that cloak timing or whatever
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