Cheers
Dan
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dotDash
Sweden142 Posts
Cheers Dan | ||
Hider
Denmark9341 Posts
Speicifally I would appreciate if you have a replay of a tvp where the toss does most of the following things pretty well: 1) Take economic "risks", but defends harass well with either cannons or splitting up army well. 2) Abuse your immobility in the mid/late game. 3) Doesn't make huge macro/micro blunders. Thanks in advance. | ||
Faust852
Luxembourg4004 Posts
On March 30 2012 20:28 Hider wrote: Do you have any newer replays? Some of the tvp game i watched the toss played worse than terrible (like not trying to abuse your immobility with blink stalker/collosus) and in another game you got ahead like 40 to 30 workers as he could not build probes constantly and didn't know how to chrono. Speicifally I would appreciate if you have a replay of a tvp where the toss does most of the following things pretty well: 1) Take economic "risks", but defends harass well with either cannons or splitting up army well. 2) Abuse your immobility in the mid/late game. 3) Doesn't make huge macro/micro blunders. Thanks in advance. Tons of TopMasters replay. Still not enough to prove to viability of this build. | ||
DawN883
Sweden558 Posts
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Everlong
Czech Republic1973 Posts
On March 30 2012 20:49 StimFesT wrote: Why do you choose to go for 1 armor instead of 1 weapon when you get your first armory? Is it better versus early pushes? +1 armor Thors are incredibly durable, especially vs Zealots. It's very easy to hold most common 6-7 gate allins like this.. Also, if you are about to play macro game, it's always good to be a bit safer, then having potential to be more aggresive. But mostly, it's a matter of preference. If you are going for more Tanks, +1 attack is better I'd say. | ||
Lyyna
France776 Posts
@Hider : there is some replays like that. For the rest, do not blame me , blame the fact protoss can get to high master/GM by playing that poor for most of them. @Stimfest : Everlong gave the right answer. More armor allows you to keep your mech alive for a long time, especially as most toss just mass chargelots which attack twice, and +1 attack dont affect a lot vP. (sidenote : will probably stream in like 4h) | ||
Hider
Denmark9341 Posts
On March 30 2012 21:50 Lyyna wrote: @Yoshi :Dont really understand . But anyway this is not really important imo ^^ @Hider : there is some replays like that. For the rest, do not blame me , blame the fact protoss can get to high master/GM by playing that poor for most of them. @Stimfest : Everlong gave the right answer. More armor allows you to keep your mech alive for a long time, especially as most toss just mass chargelots which attack twice, and +1 attack dont affect a lot vP. (sidenote : will probably stream in like 4h) The most recent one was from 9th of february? | ||
Lyyna
France776 Posts
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DawN883
Sweden558 Posts
On March 30 2012 20:55 Everlong wrote: Show nested quote + On March 30 2012 20:49 StimFesT wrote: Why do you choose to go for 1 armor instead of 1 weapon when you get your first armory? Is it better versus early pushes? +1 armor Thors are incredibly durable, especially vs Zealots. It's very easy to hold most common 6-7 gate allins like this.. Also, if you are about to play macro game, it's always good to be a bit safer, then having potential to be more aggresive. But mostly, it's a matter of preference. If you are going for more Tanks, +1 attack is better I'd say. On March 30 2012 21:50 Lyyna wrote: @Yoshi :Dont really understand . But anyway this is not really important imo ^^ @Hider : there is some replays like that. For the rest, do not blame me , blame the fact protoss can get to high master/GM by playing that poor for most of them. @Stimfest : Everlong gave the right answer. More armor allows you to keep your mech alive for a long time, especially as most toss just mass chargelots which attack twice, and +1 attack dont affect a lot vP. (sidenote : will probably stream in like 4h) Thanks for the answers! ![]() | ||
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Whitewing
United States7483 Posts
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Whitewing
United States7483 Posts
On March 29 2012 20:08 CoR wrote: i have the ULTIMATE REASON why this can NEVER work ... Goody switched to protoss vs protoss because he cant mecht vs protoss ![]() but IF this really works, GODS HEAVEN give this to goody so he stops playing crappy pvp ![]() Goody isn't the god of mech, he knows how to play mech very well and he does it well, but his mechanics are god awful and his macro is terrible. He doesn't play bio because he knows he's not good enough to do it well, he's said as much in interviews. If Goody's macro and multitasking were better we'd have a better indication of how mech can perform. | ||
Lyyna
France776 Posts
Ok so, to allows me to manage my stream in a better way, i created a fb page so i can post there when i'm going to stream (first stream in less than 1h) link : http://www.facebook.com/FSC2Lyyna | ||
blackberry_
114 Posts
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Lyyna
France776 Posts
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Tppz!
Germany1449 Posts
![]() Well I gotta say thank you: I was pretty lost lategame TvP while meching but with the addition of BCs I even win against Protoss on my level. And they are always awesome matches. And please post the stream link in the thread. Some of us arent on Facebook | ||
Mongolbonjwa
Finland376 Posts
Because you are teching cloack for banshee, it takes long time to get enough money to thors. First you must wait to get gas for armory and then wait to get gas for thor, and you also need +1 armor according to this build order. According to build order guide this all must be done before expanding which takes very long time and meanwhile you get a lot of minerals. | ||
DawN883
Sweden558 Posts
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Mongolbonjwa
Finland376 Posts
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SupLilSon
Malaysia4123 Posts
On March 31 2012 05:06 StimFesT wrote: The banshee expand feels pretty weak imo. Isn't there any way to get a fast expansion with mech and still be safe from 1 base all-ins? Some kind of reaper FE comes into my mind. Reaper FE is pretty flimsy... especially against toss IMO. It's great early scouting but beyond that the reapers are pretty useless to your unit comp. Cloaked banshee openings are actually pretty strong against Toss 1 base play IMO. If they aren't doing a robo based play your banshees may outright win you the game if you have one en route to their base and use your second banshee to defend. And even if they do make a robo, it's unlikely they will get 2 obs out if they are 1 basing. The banshees are also great at sniping forward pylons to slow down pushes and gernerally allow you to expo safely to your nat by awarding you a small window of map control. Of course 1-2 bunkers is mandatory. Also, just sending out a second scout, either scv or marine to check typical places for proxy pylons can give you the edge many times against Protoss 1 base play. I think the banshee opening is fine, you just need to base the timing of your expo on decent scouting. The only things i've been having difficulty with when using cloakshee 1-1-1 is really fast stalker pressure and usually it just comes down to micro and the timing on your bunker. | ||
iAmJeffReY
United States4262 Posts
On March 31 2012 05:18 SupLilSon wrote: Show nested quote + On March 31 2012 05:06 StimFesT wrote: The banshee expand feels pretty weak imo. Isn't there any way to get a fast expansion with mech and still be safe from 1 base all-ins? Some kind of reaper FE comes into my mind. Reaper FE is pretty flimsy... especially against toss IMO. It's great early scouting but beyond that the reapers are pretty useless to your unit comp. Cloaked banshee openings are actually pretty strong against Toss 1 base play IMO. If they aren't doing a robo based play your banshees may outright win you the game if you have one en route to their base and use your second banshee to defend. And even if they do make a robo, it's unlikely they will get 2 obs out if they are 1 basing. The banshees are also great at sniping forward pylons to slow down pushes and gernerally allow you to expo safely to your nat by awarding you a small window of map control. Of course 1-2 bunkers is mandatory. Also, just sending out a second scout, either scv or marine to check typical places for proxy pylons can give you the edge many times against Protoss 1 base play. I think the banshee opening is fine, you just need to base the timing of your expo on decent scouting. The only things i've been having difficulty with when using cloakshee 1-1-1 is really fast stalker pressure and usually it just comes down to micro and the timing on your bunker. I reaper FE against protoss if I don't 1-1-1. So what, play more mind games, get 2 marauders and conc shell after the reaper. I go marine -> reaper -> mara + shells -> mara. You don't make more than one reaper... It's not at all effecting your composition. In fact if you don't put the barracks at the ramp, and bunker it instead as you should, you can already have the tech lab for the starport if you get 2nd gas after CC starts. And cloak banshee against 1base protoss... better be a non robo, or you will not be effective with that banshee. Stalkers will make reapers useless Do neither of you know what a reaper FE is? ReaperS? You make one. You scv scout the front, and reaper scout the back. Kill 2-3 probes off gas and check 2 gas or 1, nexus or no, 3 pylons or 2. | ||
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