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[G] A Guide to Standard TvP - Page 6

Forum Index > StarCraft 2 Strategy
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Prev 1 4 5 6 All
Zion9
Profile Blog Joined January 2011
Romania347 Posts
December 03 2011 18:50 GMT
#101
On December 04 2011 03:33 statikg wrote:
Show nested quote +
On December 04 2011 03:26 Zion9 wrote:
This is something I really really needed ! Had hard times with protoss, basically I always loose vs. Master protoss and can't get promoted
In my opinion this guide is really clear and you clarified every important aspect of the TvP matchup !
Would love to hear some opinion about how to get a good concave for example, and a TvZ guide from you would be awesome aswell !

Thank you very much for your hard work, you helped a lot of Terran players now!


Just try to spread your units out from the ball formation into a line, perpendicular to the protoss force, then stim and A move and you will naturally get a good concave. As long as the protoss force is not miles away.

There is quite a good TvZ guide already actually. It's called something like "docs somewhat definitive guide to TvZ" that I would suggest you read if you need help. Any guide I would write would just be mainly copied from that with maybe some of my own slightly different builds etc. If you'd like to talk to me about TvZ beyond whats in that guide you can PM me.



Thank you really much !
¯\_(ツ)_/¯ SlayerS_MMA| Taeja | ThorZain and Naama Fan!!
Carmine
Profile Joined September 2010
United States263 Posts
December 03 2011 19:14 GMT
#102
OP is a nice guy, I would be getting mad at people asking me noob questions like how to concave or how to scan if I was making a guide like this.

Also, about the people talking about 1 rax expand being performed commonly by pro players. I think that just because a pro does it every game doesn' t make it standard. It might mean that it is good but good is different than standard. Also, pros might want to do a higher risk/reward build or something like that. My thoughts on this are not perfect, but basically, Goody uses mech every game agianst protoss, does this make it standard? No. Can it be successful at a high level? Yes. That is what we know using this information.

On December 03 2011 01:01 Nathanias wrote:
This guide was very helpful and I really appreciate it as a mid-high master player who is trying to play more Standard TvP.

However I've recently been stumped on when to throw down a CC when I do the 2rax pressure opener. I feel like sometimes either my macro is bad and I can afford to get the expo before the add-ons finish and then delay my push by about 30 seconds, but I've been being told I should be throwing down the CC as the units move out which usually leaves me feeling like I have excess money when I put down the cc (500-ish minerals). This is of course with constant scv production, I'm still comfortable with the build just curious as the guide does not state for that opener when to drop your CC most efficiently


I think you are over complicating the situation. You said that you can afford it earlier if your macro is bad...so basically this means (in the case of if your macro didn't suck) "Should I cut some units for an earlier expansion?" The answer depends on what your goals are. If you want an earlier expansion and you feel safe or like you cannot do damage then sure, but if your goal is to do serious damage to the protoss then I would recommend not to cut units early.
Terran was created third, with purity of tanks.
Zion9
Profile Blog Joined January 2011
Romania347 Posts
December 04 2011 09:21 GMT
#103
On December 04 2011 04:14 Carmine wrote:
OP is a nice guy, I would be getting mad at people asking me noob questions like how to concave or how to scan if I was making a guide like this.


I asked about the concave because I tought he has a specific method for it. It dosnt really work for me to get a concave with A move then hold. So I tought I ask maybe I can learn a new method or something Otherwise I agree you, that it was a bit stupid question after such a guide
¯\_(ツ)_/¯ SlayerS_MMA| Taeja | ThorZain and Naama Fan!!
kob112358
Profile Joined September 2010
United States51 Posts
December 06 2011 03:05 GMT
#104
Can't believe this thread was so far down. Thank you so much for the guide, TvP has definitely been really rough as of late.
Define the moment, or let it define you.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
December 06 2011 09:49 GMT
#105
On December 04 2011 18:21 Zion9 wrote:
Show nested quote +
On December 04 2011 04:14 Carmine wrote:
OP is a nice guy, I would be getting mad at people asking me noob questions like how to concave or how to scan if I was making a guide like this.


I asked about the concave because I tought he has a specific method for it. It dosnt really work for me to get a concave with A move then hold. So I tought I ask maybe I can learn a new method or something Otherwise I agree you, that it was a bit stupid question after such a guide

You might want to watch some pro streams, particularly some of the Koreans like Polt. Basically you need to pull units back from the fight, then amove them into it. If you do this properly, you'll form a concave and improve it with each group of units you pull back. This is great against charge in particular.
Creator of sc2unmasked.com
Cibron
Profile Joined March 2010
Sweden253 Posts
Last Edited: 2011-12-06 10:17:36
December 06 2011 10:16 GMT
#106
Thanks statik. This guide format is so much better than the kcdc pictures gallery type. Openings > early threats> midgame > threats > opportunities! Then finishing off with general timings, scouting tips and thoughts. Nice!!!

e: statik misspell -___-
ZOMGY (¬O_o)¬ || BeastyQQ FTW!! ||
Logros
Profile Joined September 2010
Netherlands9913 Posts
Last Edited: 2011-12-06 11:23:06
December 06 2011 11:22 GMT
#107
I actually prefer to do a 1 rax tech lab FE Bomber style, with a quick stim and 3 rax and push out when stim finishes. I don't really want to go gasless expand every game. What I know from when I played Protoss is that a gas openings really keeps you guessing, it can be a FE, cloaked banshees, 1/1/1, hellions, marine/tank all-in etc. If you see no gas you're pretty much free to do whatever you want until ~9-10 mins.
panamared
Profile Joined June 2011
United States25 Posts
December 06 2011 23:23 GMT
#108
is there anyway you could post a replay of doing the 1rax tech lab FE? i'm curious to know the timings of that build of how it should be executed. also i would like to know if you have to keep the scv's on gas after you get concussive and the first 2 marauders. Thanks otherwise!!! great guide and i will be trying this stuff out tonight when i ladder against toss. the 1 rax gasless FE is my primary build for this match up :D
ST_Bomber is too good! O_o
jlai
Profile Joined February 2011
Hong Kong63 Posts
December 08 2011 17:01 GMT
#109
Hi TL, can someone advise a bit on how to defend 3 gate + void ray all in when you do 1 rax FE into 4 rax. The map was Abyssal Caverns and I scouted fast second gas from toss but it could be dt/3gate+ robo/3gate + void ray/anything. by the time i did my second scout they already got 1-2 void ray out near my base. I just got a bunker at natural. that didn't help at all. i have a decent amount of marines but the void ray attacked the supply near my ramp and i couldn't attack the void ray as they have quite a few of stalkers in low ground if i come close they move their void ray back. What should be my correct response? thx
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 08 2011 17:57 GMT
#110
Build a new depot?

As long as you add the rax quickly you should be ok, as long as you can push him back he can only harass a few outlying buildings, meanwhile you are getting a good economy and should aim to get some vikings asap if he is going to continue his pressure.
Squigly
Profile Joined February 2011
United Kingdom629 Posts
December 09 2011 18:13 GMT
#111
What are peoples views on 1 rax FE into 3 rax then 3 gas (1 with techlab for marauders and stim). Followed up by a quick double eng bay to get mega upgrades rolling.

It delays factory by about 90 seconds but really gives a good 2-2 timing attack
Noro
Profile Joined March 2011
Canada991 Posts
December 09 2011 18:24 GMT
#112
Nice writeup, very helpful.
Talk not to me of blasphemy, man; I'd strike the sun if it insulted me.
DelugeSC
Profile Joined December 2011
United States96 Posts
December 09 2011 19:58 GMT
#113
This is unbelievably helpful. Thanks for writing this, cheers.
daft21
Profile Joined November 2011
Switzerland15 Posts
Last Edited: 2011-12-12 00:30:45
December 12 2011 00:26 GMT
#114
thanks a lot for this guide.
it was so helpfull for me. you cant believe how much better my tvp became trough this guide.
I always played 3rax into starport like most pros do. but 4 rax fits me way better.
I like it that master players who dont knock on the gm door write guides. they are so helpful for low diamond players like me.

edit: i'd love it if you find the time to write a tvz guide
Beezleking
Profile Joined November 2011
Canada91 Posts
December 12 2011 00:54 GMT
#115
On December 12 2011 09:26 daft21 wrote:
thanks a lot for this guide.
it was so helpfull for me. you cant believe how much better my tvp became trough this guide.
I always played 3rax into starport like most pros do. but 4 rax fits me way better.
I like it that master players who dont knock on the gm door write guides. they are so helpful for low diamond players like me.

edit: i'd love it if you find the time to write a tvz guide


A TvZ guide would be great And some more replays too :D
Tazerenix
Profile Joined December 2010
Australia340 Posts
December 12 2011 01:32 GMT
#116
Interesting from a Protoss perspective.

You should consider adding something in there about the 2 base 6 gate timings and the 2 base 6gate robo immortal busts.
madmax12ca
Profile Joined December 2011
Canada2 Posts
December 12 2011 02:16 GMT
#117
Gives me good perspective when I will PvT, thanks
Beezleking
Profile Joined November 2011
Canada91 Posts
December 20 2011 05:34 GMT
#118
Where them replays at? :D
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