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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 January 13 2013 22:15 KAB00000000M wrote: But how do I know it is a 2 base all in and not just a protoss that is making a push when he wants his 3rd? Unless you went 1 rax double expand Protoss can't really move out on the map with Colossi when taking their third because you can always threaten a counter-drop or a bio raid to cancel their Nexus; if a Protoss agressively pushes back your Medivac poke with 2 Colossi (with range) and lots of Stalkers, you can be sure he's all-inning you.
On January 14 2013 01:52 Marathi wrote:How can I deal with marine/hellion elevator when going for gas first cloakshee into 1/1/1 allin, hits me at a time when I'm very vulnerable and the only things I can do is try to mass repair tank and use that and marines to try and hold off, and/or bring banshee home to help clean up but either way I find myself far behind due to how many worker kills he will inevitably get. Please see build order and replays below: + Show Spoiler +BO: + Show Spoiler +10 supply 12 ref 13 rax 16 OC 16 Factory 16 Supply 19 Refinery (2)
Starport when Fact complete TL on Fact
!!!!!!!!!!!!!!!!!!! SCAN !!!!!!!!!!!!!!!!!!!! Place eBay if going banshee
SWAP TL onto Starport Cloak + Banshee (1) (use first 2 banshees to do harass and force lots of wasted mins in turrets to help with my push, try to save them both and bring back for main push)
Reactor on Rax TL on Factory
Banshee (2)
Siege Tank Siege Tank, Siege Tech (sometimes I am quite bad and get siege tech first because sometimes I forget to get it until I've pushed out, which delays tank count to help defend vs drop stuff like this) Siege Tank
Push out with: 2 banshee 3 tanks 18 marines Replays: http://drop.sc/294511http://drop.sc/294510 Get 1-2 Bunker(s) at the exposed side of your base and use your first Banshee to defend. Expand afterwards instead of locking yourself in a one-base all-in, he can hold your attack with an expand going Marines/Tanks/Vikings (thus having the air advantage against your Marines/Tanks/Banshees composition, preventing you from moving forward).
On January 17 2013 10:07 mau5mat wrote: Hello, I have recently been tightening up my builds and trying to make Diamond, currently I am playing standard TvZ (Hellion/Banshee into Biotank) and TvP (1 rax FE -->). However, I have been having a lot of trouble with Mech in TvT, I have came to the conclusion that I don't understand the flow of the matchup as well as I understand TvP and TvZ. Also, I have been having somewhat of a dilema on which build to settle on for TvT, I was hoping if someone could give me some insight on the following things;
1. The flow or gameplan of biotank vs mech (for instance, do I forgo tanks and go full bio into starport tech, or what?)
2. A good, safe, standard TvT build to use until Masters. (I have been trying 1 rax FE into 1-1-1, but is this the best there is? Is ThorZains build worth the added complexity for little benefit? How good is reaper expo into marine tank?)
3. Is it worth learning Mech instead of biotank in TvT? (Your opinions on Mech vs Biotank would be highly valued!)
Thanks for your time. 1. Check this post. Whether you add Tanks or stay on pure bio (with an air transition) is up to you, both are possible.
2. Yes, 1 rax FE → 1-1-1 is fine.
On January 17 2013 10:29 Snowbear wrote:High master terran here: TvZ is driving me like really crazy. I never had this sick problem with a matchup before. I'm really about to quit the game because of it. Talking to others zergs is even more frustrating: the things they suggest are just so damn bad, but they don't realise it. The problems:1. Creep: to deny it, you need hellion banshee OR a 10:00 hellion medivac marine timing, clearing the creep. 2. Allins: - roach queen allins (with nydus outside my base) are insanely strong. If you go hellion banshee you can never ever trade cost-efficiënt with it. It's a pure buildorder loss. - 10-11:00 speedroach / roachhydra busts: after going banshee hellion, you can never trade cost-efficiënt with it. This is the reason why stephano destroyed every top korean terran with this. 3. Broodlord infestor corruptor: after more then 6 months, I still haven't found a way to trade decently with it. I also NEVER saw a terran beating it when he was a) even with the zerg, b) behind. I get that it's unbeatable when behind, but when being even, I want at least to be able to put up a fight. The suggestions: - Creep: "go hellion banshee". Well, my problem is that I want to be a solid player, not a player who depends on his opponent not going roach-hydra speedroach or queenroach. "Go for a good 2 base push": I think every single terran agrees with me here: 2 base terran pushes are bad. Zerg can go for a quick third, then drone, then outproduce you and kill your push. From there on it's over. - Allins: "go for something else then hellion banshee, like for example siegetech, or hellion + bio"! Yes, good point, but creep becomes a huge problem. - Broodlord infestor corruptor: I basicly heard every single advice there is, and they all don't work vs good players. Ravens take so long to make (so late lategame I use them, but then they spread their army). Thors: if you don't mech, they don't have 3-3 upgrades. Ghosts: as long as my opponent doesnt make an overseer: yes. Vikings: needed in mass numbers, then the next wave (ultras) kill me. Basetrade works, vs bad players  . Made a post about 2-bases Roach agression here (second part). This was written in a mech perspective but the general idea still stands: you can hold Roach agression after Hellions/Banshee(s) but you must adapt both your Hellion/Banshee count and your follow-up: against Roach agression you can't indulge in going third CC → dual EB → extra Barracks. For instance going 6 Hellions and 1 Banshee you can try the following:
Make 6 Hellions → lift Factory and land on Tech Lab → Siege Mode and Tank production. Lift Starport after first Banshee (no Cloak) → make Reactor. Tech Lab on the naked Barracks → Stim. Third Command Center. Build 2 Barracks, one on the free Reactor, the other one near the Starport making Reactor (swap once done). Third Refinery. Build 2 Bunkers behind your wall (aim at having them ready by 9'30 - 10'). Hide Hellions on the map, leave Banshee on the way. Zerg moves out → run Hellions in his base to kill Drones, prepare SCVs near Bunkers at home.
100% confident you can hold with 2 full Bunkers + 1-2 sieged Tanks behind your wall since I saw a barcode Terran holding Stephano's 1/1 Speedroaches timing on Kr ladder with this; can't tell for sure the build order he used but he did hide his Hellions, raided shortly after Stephano moved out, had 2 Bunkers behind his wall and sieged Tanks ready, and he held comfortably not even repairing. The timing of your EBs depends on his variation; against 1/1 Speedroaches you can probably squeeze in one EB (you get the other one later), against Roaches + Nydus doing so would be inadvisable. You will be behind in upgrades against Roaches/Hydralisks but it does not matter since you can turtle longer (Hive tech is delayed/weakened) and thus wait 2/2 and/or more Tanks/Marauders to move out.
Against Broodlords/Infestors: yes you rely on Zergs' mistakes to win. If he does not make grave mistakes you lose.
Ravens: yes, Raven transitions take years and they're not even guaranteed to work, but what else are you going to do anyway? Marines to feed his army? Mass Ghosts to scratch his Broodlords? PDDs and Missiles at least modify the damage dealt/taken equation in your favor. If you can't successfully complete the “dismantle him” approach and/or win an early engagement with a huge biomech + Vikings concave, keeping the intiative while teching Ravens is your best bet.
On January 17 2013 10:56 HErMBLEDERM wrote:dia terran here... I have just been promoted to dia and i have found that every single TvT is a one base all in.. I usually open with a gas first BFH drop into expand at 5:20.. Is there any way of holding a 3rax MM all in? I just lose every single time to it.... 3rax: http://goo.gl/BvQ7tIn this replay i got supply blocked so i had to expand a little earlier but it didn't put the build that far behind, and i don't think it would have made a difference with his attack... Déjà vu! (Can't tell if trolling, so just in case: answers here and there.)
On January 18 2013 03:17 esnov wrote:what is a good mech opener then does not die to blind roach ling hits at 645 or so ? i normally do hellion banshee as my opener of choice but this push hits before the banshee gets out, here is a rep of what im talking about. http://drop.sc/295466 Skip the early walloff (useless in TvZ) and go either rax CC gas gas depot or rax CC depot gas gas. Build your Bunker adjacent to your Command Center with 1-2 Depot(s) making a partial wall with the ramp (e. g. like this), SCVs ready nearby to repair, leave Hellions behind the Bunker so Zerglings can't attack comfortably.
Work on the execution of the build order (see OP for a build order and some benchmarks), you can't afford to miss SCVs because (a) you will be totally mineral-starved and thus will bank unusable gas (the build order is already very tight on minerals, even with no scout and constant SCV production) and (b) you will lose 10+ SCVs to such agressive openings, so naturally if you already “killed” some of your SCVs (by not producing them) matters will only be worse.
With 1 rax FE you don't urgently need a Marauder since you have either 3 or 4 Marines in your Bunker; starting Banshees as soon as possible is better because it will allow you to counter-attack and thus capitalize on his low(er) Queen count. With good execution you don't need to evacuate your natural either; that being said, it's still a possibility.
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What's the best way to hold off proxy marauder/reaper? I'm sure there are a couple of ways to go about it, but I never seem cost efficient in holding it off. I usually open 1 rax CC.
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On January 19 2013 14:00 halpimcat wrote: What's the best way to hold off proxy marauder/reaper? I'm sure there are a couple of ways to go about it, but I never seem cost efficient in holding it off. I usually open 1 rax CC.
You will scout that he has no barrack in his base and there is a refinery. Then, you will assume he proxy either marauder or reaper, but you do not know which it is. (laying down the foundation to answer your question.)
If you build your CC at the natural Do not put add-on on your barrack, and constantly produce marine. You will build a bunker in front of the natural (possibility on top of the ramp at the natural if there is one), that should do fine against marauders. By the time the second marauder is out (with concussive shield), the bunker is ready. If it's reaper, then it really depends on the map. If the reaper can get into the main without going to the natural (e.g. Cloud Kingdom), then you may have to pull a few scv while moving your marines to catch it. Ideally, you will realise that your opponent isn't attacking with the marauder since there's none coming to the natural, you should position the 2-3 marines where you anticipate the reaper. But you should put at least one marine in the bunker at the natural to ensure that the opponent respect your space.
If you build your CC in main Build bunker on top of the main ramp (same logic as above), and choke it with 2 supply depot. If the marauder isn't coming, you can position all marines at the place where you anticipate the reaper. While you may get it wrong, and the marauders are attacking your main ramp, you can just walk your marines to the bunker.
Anyway, the follow up is the problematic part. You aren't sure how 'all-in-ish' is the proxy.If opponent proxy marauder, then you should prepare for cloaked banshee and mech.
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On January 19 2013 11:24 TheDwf wrote:Show nested quote +On January 14 2013 01:52 Marathi wrote:How can I deal with marine/hellion elevator when going for gas first cloakshee into 1/1/1 allin, hits me at a time when I'm very vulnerable and the only things I can do is try to mass repair tank and use that and marines to try and hold off, and/or bring banshee home to help clean up but either way I find myself far behind due to how many worker kills he will inevitably get. Please see build order and replays below: + Show Spoiler +BO: + Show Spoiler +10 supply 12 ref 13 rax 16 OC 16 Factory 16 Supply 19 Refinery (2)
Starport when Fact complete TL on Fact
!!!!!!!!!!!!!!!!!!! SCAN !!!!!!!!!!!!!!!!!!!! Place eBay if going banshee
SWAP TL onto Starport Cloak + Banshee (1) (use first 2 banshees to do harass and force lots of wasted mins in turrets to help with my push, try to save them both and bring back for main push)
Reactor on Rax TL on Factory
Banshee (2)
Siege Tank Siege Tank, Siege Tech (sometimes I am quite bad and get siege tech first because sometimes I forget to get it until I've pushed out, which delays tank count to help defend vs drop stuff like this) Siege Tank
Push out with: 2 banshee 3 tanks 18 marines Replays: http://drop.sc/294511http://drop.sc/294510 Get 1-2 Bunker(s) at the exposed side of your base and use your first Banshee to defend. Expand afterwards instead of locking yourself in a one-base all-in, he can hold your attack with an expand going Marines/Tanks/Vikings (thus having the air advantage against your Marines/Tanks/Banshees composition, preventing you from moving forward).
Thanks TheDwf, I assume I want to position these bunkers near my CC/production facilities? If I am opening fast cloakshee I am probably better just going straight into mech after expanding rather than bio? Though you need 3 base for good mech production and I probably prefer to play bio. I play 1base all-ins because I struggle with the late-game TvT, is there a nice 2base all-in I could utilize in this matchup?
Another question in TvZ I play 11/11rax, once I get my bunkers up and kill the nat and contain what is the best follow-up? What I was doing was floating my rax back, adding 2 more with TL's and leaving original 2 naked, then going into MMM with stim/CS/conc on 1base. I've tried expanding behind it but struggled holding the 1base push of roaches/banelings from the zerg. What should I be going into once I contain the zerg on 1base?
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On January 19 2013 15:15 Maxilicious wrote:Show nested quote +On January 19 2013 14:00 halpimcat wrote: What's the best way to hold off proxy marauder/reaper? I'm sure there are a couple of ways to go about it, but I never seem cost efficient in holding it off. I usually open 1 rax CC. You will scout that he has no barrack in his base and there is a refinery. Then, you will assume he proxy either marauder or reaper, but you do not know which it is. (laying down the foundation to answer your question.) If you build your CC at the naturalDo not put add-on on your barrack, and constantly produce marine. You will build a bunker in front of the natural (possibility on top of the ramp at the natural if there is one), that should do fine against marauders. By the time the second marauder is out (with concussive shield), the bunker is ready. If it's reaper, then it really depends on the map. If the reaper can get into the main without going to the natural (e.g. Cloud Kingdom), then you may have to pull a few scv while moving your marines to catch it. Ideally, you will realise that your opponent isn't attacking with the marauder since there's none coming to the natural, you should position the 2-3 marines where you anticipate the reaper. But you should put at least one marine in the bunker at the natural to ensure that the opponent respect your space. If you build your CC in mainBuild bunker on top of the main ramp (same logic as above), and choke it with 2 supply depot. If the marauder isn't coming, you can position all marines at the place where you anticipate the reaper. While you may get it wrong, and the marauders are attacking your main ramp, you can just walk your marines to the bunker. Anyway, the follow up is the problematic part. You aren't sure how 'all-in-ish' is the proxy.If opponent proxy marauder, then you should prepare for cloaked banshee and mech. Here's a situation that happens a lot, especially on maps like daybreak. I open 1 rax with a CC on the low ground. I scout him going proxy marauder and get my bunker up in time, using a couple scvs and a marine to fend off the first marauder trying to kill my building bunker. I get my bunker down, my CC is about done, I have a marine in my bunker, and all seems well...And he slips 1, 2, maybe 3 marauders in the back of my natural mineral line by simply running past my bunker with 1 or 2 marines cause they dont kill them fast enough. I'll be able to kill the marauders with some effort, but I STILL will end up behind with all those shenanigans.
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Excellent work TheDwf.
On the current ladder pool. Are there any maps you usually go CC first vs going 1Rax Fe?
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Diamond terran here; little question about applying pressure with your banshee/hellions harrass with cloack. (TvZ)
Is it better to deny his third, get my own up and tech up to marine tank medivac push later on. Or do damage in main/neutral, killing drones/queens?
I find to better to deny his third as long as possible, to tech up in tanks etc. and if he is goes for a big roach push I can hold it easily with bunkers/banshee. And 2 base muta shouldnt be a problem either. what do you think!?
many thanks
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Can anyone tell me where I can find a few replays/VODs of the marine/hellion/medivac opening vs protoss? Preferably enough to get a feel for just how it works, how best to play it, follow-ups, strengths & weaknesses etc before I decide whether to play it.
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On January 20 2013 07:36 Kasu wrote: Can anyone tell me where I can find a few replays/VODs of the marine/hellion/medivac opening vs protoss? Preferably enough to get a feel for just how it works, how best to play it, follow-ups, strengths & weaknesses etc before I decide whether to play it.
Liquipedia
Replays can be found in this thread
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I am really struggling when i play mech TvZ on entombed valley. Specifically i lose every time the zerg builds alot of mutas. I just don't seem to be able to get enough thors to deal with it.. Should i be relying on turrets for defense against mutas? I don't usually build them because i don't need an ebay. I don't see how they would stop that many mutas anyway, unless there are absolutely loads of turrets... Also if i don't see a spire (if it is hidden in his natural) are there any other signs he is committing heavily to mutas? The problem i have is when a zerg masses 18-20 mutas and hits around 13-14 minutes. They seem to be able to bounce between my third and my main so quickly, and if i split up my thors they just get magic boxed to death, but they are too slow to move around between bases... I can deal with roach pushes, or a combination of roaches/lings maybe with a few mutas backing them up, but when the zerg REALLY commits to mutas i just walk my thors around from base to base while all my SCVs die...
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On January 20 2013 10:21 Jockmcplop wrote: I am really struggling when i play mech TvZ on entombed valley. Specifically i lose every time the zerg builds alot of mutas. I just don't seem to be able to get enough thors to deal with it.. Should i be relying on turrets for defense against mutas? I don't usually build them because i don't need an ebay. I don't see how they would stop that many mutas anyway, unless there are absolutely loads of turrets... Also if i don't see a spire (if it is hidden in his natural) are there any other signs he is committing heavily to mutas? The problem i have is when a zerg masses 18-20 mutas and hits around 13-14 minutes. They seem to be able to bounce between my third and my main so quickly, and if i split up my thors they just get magic boxed to death, but they are too slow to move around between bases... I can deal with roach pushes, or a combination of roaches/lings maybe with a few mutas backing them up, but when the zerg REALLY commits to mutas i just walk my thors around from base to base while all my SCVs die...
Why would you not build turrets, they're essential to stopping mutas. O_O
Since you're going mech you need to rely on both turrets and thors. Honestly you're gonna have so many minerals so if they keep going muta your turret wall should just get thicker and thicker. 1 thor at each base will actually shut down muta play with turrets.
That being said unless you open 2fac you're not even going to have thors out in time to stop 2base muta. You better start building an ebay.
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On January 20 2013 10:18 govie wrote:Show nested quote +On January 20 2013 07:36 Kasu wrote: Can anyone tell me where I can find a few replays/VODs of the marine/hellion/medivac opening vs protoss? Preferably enough to get a feel for just how it works, how best to play it, follow-ups, strengths & weaknesses etc before I decide whether to play it. Liquipedia Replays can be found in this thread Hmm thanks, but a 2-port banshee cheese is not at all what I am looking for. I want advice on the 1gas version that goes into CC (or even double CC) and full-on standard bio play. The links you gave me are ok for the 1/1/1 opening but thats about it, and frankly that is so simple as to need no help. I guess I should have been more specific, although I think the harass -> expand build is much more usual than the oddball 2port banshee stuff from over 2 years ago.
What I am unsure about is when to get gases, upgrades + additional production, and anything that requires a drastic adaptation of the build in-game/things I need to be super wary of.
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On January 20 2013 11:11 Kasu wrote:Show nested quote +On January 20 2013 10:18 govie wrote:On January 20 2013 07:36 Kasu wrote: Can anyone tell me where I can find a few replays/VODs of the marine/hellion/medivac opening vs protoss? Preferably enough to get a feel for just how it works, how best to play it, follow-ups, strengths & weaknesses etc before I decide whether to play it. Liquipedia Replays can be found in this thread Hmm thanks, but a 2-port banshee cheese is not at all what I am looking for. I want advice on the 1gas version that goes into CC (or even double CC) and full-on standard bio play. The links you gave me are ok for the 1/1/1 opening but thats about it, and frankly that is so simple as to need no help. I guess I should have been more specific, although I think the harass -> expand build is much more usual than the oddball 2port banshee stuff from over 2 years ago. What I am unsure about is when to get gases, upgrades + additional production, and anything that requires a drastic adaptation of the build in-game/things I need to be super wary of.
Watch PuMa vs MC on abyssal city from the kingston HyperX tournament.
http://www.twitch.tv/onemoregametv/b/355499104?t=5h3m42s
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On January 20 2013 10:21 Jockmcplop wrote: I am really struggling when i play mech TvZ on entombed valley. Specifically i lose every time the zerg builds alot of mutas. I just don't seem to be able to get enough thors to deal with it.. Should i be relying on turrets for defense against mutas? I don't usually build them because i don't need an ebay. I don't see how they would stop that many mutas anyway, unless there are absolutely loads of turrets... Also if i don't see a spire (if it is hidden in his natural) are there any other signs he is committing heavily to mutas? The problem i have is when a zerg masses 18-20 mutas and hits around 13-14 minutes. They seem to be able to bounce between my third and my main so quickly, and if i split up my thors they just get magic boxed to death, but they are too slow to move around between bases... I can deal with roach pushes, or a combination of roaches/lings maybe with a few mutas backing them up, but when the zerg REALLY commits to mutas i just walk my thors around from base to base while all my SCVs die...
If theres alot of mutas turrets will still help out alot, especially when going mech, they buy alot of time and you can zone the mutas with good placements. but with that many mutas his hive tech will be very delayed. Just max out while defending with thors+turrets and do a 2-2 timing push. Mutas cant engage thors straight up, specially when they are upgraded.
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Any tips on storm-dodging? Especially in late/mid-game 170-180ish battles before ghost production.
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On January 20 2013 11:14 Abstinence wrote:Show nested quote +On January 20 2013 11:11 Kasu wrote:On January 20 2013 10:18 govie wrote:On January 20 2013 07:36 Kasu wrote: Can anyone tell me where I can find a few replays/VODs of the marine/hellion/medivac opening vs protoss? Preferably enough to get a feel for just how it works, how best to play it, follow-ups, strengths & weaknesses etc before I decide whether to play it. Liquipedia Replays can be found in this thread Hmm thanks, but a 2-port banshee cheese is not at all what I am looking for. I want advice on the 1gas version that goes into CC (or even double CC) and full-on standard bio play. The links you gave me are ok for the 1/1/1 opening but thats about it, and frankly that is so simple as to need no help. I guess I should have been more specific, although I think the harass -> expand build is much more usual than the oddball 2port banshee stuff from over 2 years ago. What I am unsure about is when to get gases, upgrades + additional production, and anything that requires a drastic adaptation of the build in-game/things I need to be super wary of. Watch PuMa vs MC on abyssal city from the kingston HyperX tournament. http://www.twitch.tv/onemoregametv/b/355499104?t=5h3m42s Exactly the one I was after, thanks!
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On January 20 2013 11:44 Whatson wrote: Any tips on storm-dodging? Especially in late/mid-game 170-180ish battles before ghost production.
I personally scan ahead and try to count the number of storms the protoss can throw. If there aren't many, then I may just try to straight up fight with preemptive concave/splitting. If there are 5 or more storms available and the HTs are behind the protoss army, it may be best to just not fight there.
As for the actual dodging, it helps to identify where he is going to storm first and pull back about half of the army (the ones that aren't shooting anyway) to reduce the overall damage taken. Keeping the marauders in the front line helps immensely, as does playing marauder heavy in general.
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http://drop.sc/296899
Can someone look at this replay for me and tell me what I can improve on - late game TvP
My TvP BO isn't Bomber's but it puts on early pressure and forces him to make sentries which delays his tech. Looking at the replay I had greater resources collected throughout and I took bases faster than he did. I probably should have expanded on the right side since he was on the left side for most of the match but I don't think it would've made much of a difference.
I couldn't drop since he made canons at all his expos so I made defense PF's and teched to ghosts, etc. If he wasn't so defensive I think I could've won but eh. There were some breaks in getting upgrades, I should probably work on hotkeying my ebays.
Does it just come down to 200/200 army control? I know my emps suck for the most part and my overall control could use some improvement but the map is basically no open space. All the expos are kinda bad to attack into since they have chokes going to them. I have bio+vikings on 1 and ghosts on 2. I seem to have trouble timing when the emps will hit since the ghosts usually have to walk before casting but if I put them in the front they die to the collo range before they can get off emps on the ht. =(
According to the graph I had a good lead in econ for a majority of the game but my army just wasn't there, I think I got a good number of ghosts since I didn't want to over-make them and lose to the collo/chargelots. Should I just veto the map?
Thanks~
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I just watched PartinG vs Dream at IEM Katowice. And I was amazed how good Dream scouted when he went 3cc. I am not entirely sure which exact build he did. But I think he went 1RaxFE, 2 rax , 3rd CC, 2 gas. He put marines all over the map to scout for early pressure. I was completely amazed of this play.
Is this possible vs Zerg? (The marines are replaced by hellions?)
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On January 20 2013 17:30 LeafMeAlone wrote:http://drop.sc/296899Can someone look at this replay for me and tell me what I can improve on - late game TvP My TvP BO isn't Bomber's but it puts on early pressure and forces him to make sentries which delays his tech. Looking at the replay I had greater resources collected throughout and I took bases faster than he did. I probably should have expanded on the right side since he was on the left side for most of the match but I don't think it would've made much of a difference. I couldn't drop since he made canons at all his expos so I made defense PF's and teched to ghosts, etc. If he wasn't so defensive I think I could've won but eh. There were some breaks in getting upgrades, I should probably work on hotkeying my ebays. Does it just come down to 200/200 army control? I know my emps suck for the most part and my overall control could use some improvement but the map is basically no open space. All the expos are kinda bad to attack into since they have chokes going to them. I have bio+vikings on 1 and ghosts on 2. I seem to have trouble timing when the emps will hit since the ghosts usually have to walk before casting but if I put them in the front they die to the collo range before they can get off emps on the ht. =( According to the graph I had a good lead in econ for a majority of the game but my army just wasn't there, I think I got a good number of ghosts since I didn't want to over-make them and lose to the collo/chargelots. Should I just veto the map? Thanks~ Try countering your opponents units? He had 5 colossi and 6 HT and you had like 5 vikings and 0 ghosts. You had a starport and a ghost academy in place on time, you just didn't make the appropriate units.
Also, the ideal composition for late game (in most cases, I guess) is marauder, ghost, viking, medivac. No marines. Ghosts and emps destroy zealots and archons. Marauders and vikings take care of the rest.
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