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[G] A Guide to Standard TvP - Page 3

Forum Index > StarCraft 2 Strategy
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Notaa
Profile Blog Joined October 2010
Canada51 Posts
November 29 2011 06:47 GMT
#41
I would also like to add that the mistake a lot of lower level players are making when engaging colossus balls. I often see players stim up to try and snipe the colossus instead of continually kiting to minimize colossus damage. You have to realize that stimmed bio get absolutely destroyed by chargelots if they get a decent amount of contact time, especially in range of guardian shields. Also stimmed bio can kite colossus pretty effectively by staying just out of the 9 colossus range and picking off zealots that come forward until all the zealots are dead.
That's Halo, Dont worry
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
November 29 2011 07:05 GMT
#42
You know I was doubting such a small guide (compared to the broad topic) couldn't satisfy my hunger for info, but it seems like it's all juicy information (general rules, important thing to scout for, etc.)

Very nice, thank you!
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Cortza
Profile Blog Joined January 2011
South Africa328 Posts
November 29 2011 07:53 GMT
#43
Nice guide. Ate it all up.
Glioburd
Profile Joined April 2008
France1911 Posts
November 29 2011 08:18 GMT
#44
Thanks ! Nice write up
"You should hate loosing, but you should never fear defeat." NaDa.
JudgementxMyuu
Profile Joined November 2010
Australia53 Posts
November 29 2011 09:33 GMT
#45
Good write up thanks a lot man really needed this haha
y0su
Profile Blog Joined September 2011
Finland7871 Posts
November 29 2011 10:02 GMT
#46
great OP and very informative additional discussion! My TvP has taken a recent hit so this couldn't be timed better :D
IamSoCrazy
Profile Joined August 2010
France25 Posts
November 29 2011 10:27 GMT
#47
Nice read, thank you !
monk
Profile Blog Joined May 2009
United States8477 Posts
November 29 2011 11:01 GMT
#48
Here are a few comments I have after a brief glance:

You really need to differentiate between the 1 rax tech lab expand and the 1 rax no gas expand more. 1 rax no gas expand has a lot more viable transitions. For example, 1 rax cc into 4 rax no gas, 1 rax cc into 5 rax no gas, 1 rax cc into 3rd cc, 1 rax cc into double gas for either marine tank timings or marine tank banshee timings.

I wouldn't call 1 rax naked expand "risky" at all, seeing as it's the standard in TvP. Just bad word choice imo. You say it's risky because of double stalker pressure, but that is only really viable on metal and xelnaga. I can't think of any other maps where a bunker wouldn't cover the entire choke.

You say 3 rax tech is unsafe vs immortal pushes, but you shouldn't be committing to 3 rax tech before you rule out a 1 base immortal push.

4 rax or 5 rax "tech" off of tech lab expand isn't standard at all. In fact, I don't ever recall seeing these in a pro game. All of the
transitions I named off of 1 rax no gas expand are way more common and "standard".

Ghost timing attacks aren't allin at all. You can very easily make a factory behind the attack. Many times the terran will decide not to commit to the attack and just retreat.
Moderator
Spitfire
Profile Joined September 2009
South Africa442 Posts
November 29 2011 11:07 GMT
#49
Excellent, thanks a lot!
nukkuj
Profile Blog Joined March 2010
Finland403 Posts
November 29 2011 13:48 GMT
#50
Nice, I think this is one of the better guides around. I hope I can get this stuff working in my TvP.
upperbound
Profile Joined September 2011
United States2300 Posts
November 29 2011 14:03 GMT
#51
On November 29 2011 20:01 NrGmonk wrote:
Here are a few comments I have after a brief glance:

You really need to differentiate between the 1 rax tech lab expand and the 1 rax no gas expand more. 1 rax no gas expand has a lot more viable transitions. For example, 1 rax cc into 4 rax no gas, 1 rax cc into 5 rax no gas, 1 rax cc into 3rd cc, 1 rax cc into double gas for either marine tank timings or marine tank banshee timings.

I wouldn't call 1 rax naked expand "risky" at all, seeing as it's the standard in TvP. Just bad word choice imo. You say it's risky because of double stalker pressure, but that is only really viable on metal and xelnaga. I can't think of any other maps where a bunker wouldn't cover the entire choke.

You say 3 rax tech is unsafe vs immortal pushes, but you shouldn't be committing to 3 rax tech before you rule out a 1 base immortal push.

4 rax or 5 rax "tech" off of tech lab expand isn't standard at all. In fact, I don't ever recall seeing these in a pro game. All of the
transitions I named off of 1 rax no gas expand are way more common and "standard".

Ghost timing attacks aren't allin at all. You can very easily make a factory behind the attack. Many times the terran will decide not to commit to the attack and just retreat.

This is true, but 3rd cc is still viable off of tech lab expand, no?
getdeadplz
Profile Blog Joined April 2011
United States116 Posts
November 29 2011 14:14 GMT
#52
very nice to see a standard guides returning very nicely structured and written +1!

im not a terran player but i believe something benificial you could add would be what to do in the none standard but fairly common toss builds(I dont believe any immortal play is mentioned for example) tech is scouted.

I think you could do this by just having a section saying whitch one of these transitions should work against certain toss builds
lolz
FaKeSC2
Profile Joined September 2011
Germany78 Posts
November 29 2011 14:46 GMT
#53
Thanks a lot! We really need more standard guides on teamliquid!
Most of the other guides don't really help beyond the low-masters level.
Hossinaut
Profile Joined June 2011
United States453 Posts
November 29 2011 16:09 GMT
#54
I really like the variations you went through, as a Terran when I off race, I find basic guides like this really nice, simply because I don't have the time to learn the intricacies of other races :D

Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-11-29 17:55:26
November 29 2011 16:16 GMT
#55
My t friend does an upgrade centric (as in engie bay before ghosts) ghost timing into fast third, so I don't think that style has to be allin-ish.

4rax after cc is really bad imo. You shouldn't ever die to that as toss, and afterwards terran is very behind.

The best terran style imo is fast upgrades into mmm with ghosts or vikings, as long as you're active on the map and don't lose drops you're in a good position.
Valor is a poor substitute for numbers.
r_con
Profile Blog Joined May 2011
United States824 Posts
Last Edited: 2011-11-29 17:26:45
November 29 2011 16:25 GMT
#56
i go for the 2 rax opener where i get combat shield rather than concussive shell . I think it smashes 1 gate expands harder than the concussive opener as you can take 1 more zealot swipe.
Flash Fan!
thoradycus
Profile Joined August 2010
Malaysia3262 Posts
November 29 2011 16:56 GMT
#57
On November 29 2011 09:09 Froadac wrote:
This doesn't seem like a bad little guide. I did learn quite a lot from it, assuming it's accurate

We've seen a lot of the koreans (and puma.. and thorzain) go one rax fe into 4 or 5 rax. Push, then expo and take double/triple gas. I've seen it enough it might be "standard". What are your thoughts on this?

I havent been watching games that closely but when in the build do they push with the rines?
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
November 29 2011 17:27 GMT
#58
On November 29 2011 09:28 -Aura- wrote:
One thing you didn't mention is that the reason why 1 rax marauder fast expand is somewhat unpopular is that it can lose very easily to 3 Gate Void Ray, because you have so few marines early. Cool guide by the way.


There's a lot of useful information in the guide, and having read through the replies, I'd like to highlight this comment. The main reason I go for a 1 rax gasless fast expand in my macro-centric TvP is because, and I'm willing to generally assert this, 1 rax concussive marauder FE suffers build order loss to 3 gate Void Ray all-in. You will never have the marines to defend it, and this build is very common on the ladder.

That being said, thanks for the effort but into this guide.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
JonB
Profile Joined February 2011
Sweden325 Posts
November 29 2011 17:34 GMT
#59
I liked this guide, and I'm not even a terran. The reason I switched was because of TvP though so ^^
hacker and programmer - the2me4u on skype
Kevin_Sorbo
Profile Joined November 2011
Canada3217 Posts
November 29 2011 17:37 GMT
#60
nice guide thx to you.

in which cases would you go up to 5-6 raxes before getting 3rd cc????
The mind is like a parachute, it doesnt work unless its open. - Zappa
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