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[G] TvX: Small Changes Make a Big Difference - Page 2

Forum Index > StarCraft 2 Strategy
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Abstinence
Profile Blog Joined November 2010
United States328 Posts
April 04 2012 00:00 GMT
#21
what if you have a full wall off at the third, then your tank is relatively safe. what about then? personally I always leave a tank at the third along with the standard bunker+turrets when I do my first big push.
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
April 04 2012 00:12 GMT
#22
On April 04 2012 09:00 Abstinence wrote:
what if you have a full wall off at the third, then your tank is relatively safe. what about then? personally I always leave a tank at the third along with the standard bunker+turrets when I do my first big push.

i believe 4 marines with bunker depot protection with scv repair is more than enough. I rather have my tank in the open field where every splash damage matters. Thats just preference tho.

Either way i still believe having a bunker at 3rd is good... with or without tank
moonizzle
Profile Joined October 2011
United States4 Posts
April 04 2012 00:14 GMT
#23
On April 04 2012 08:44 OpTiKDream wrote:
Show nested quote +
On April 04 2012 07:09 Dontkillme wrote:
lol the bomber bunker Nice nice tips though. Can we expect to see more?

Expect more guides? or more tips? :o


Both! :D
Venomsflame
Profile Joined February 2011
United States613 Posts
April 04 2012 00:17 GMT
#24
Three and Six are both so important.. Players need to do those more vs zerg.
urban-LEGeND
Profile Joined January 2012
United States4 Posts
April 04 2012 00:22 GMT
#25
great tips, 10/10
It's not the size of the dog in the fight, it's the size of the fight in the dog
Snoodles
Profile Joined March 2012
401 Posts
April 04 2012 00:23 GMT
#26
This is great! As a low level player one thing that frustrates me about most guides is I have no idea what to do after initial build orders. Something I'd be interested in is tips on proper engagement. When is it ok to fight and when to run away? What are the common micro mistakes? Another thing is how many production buildings per base is ideal. Very nice guide and Ill start implementing now and forever.

Qntc.YuMe
Profile Joined January 2011
United States792 Posts
April 04 2012 00:38 GMT
#27
On April 04 2012 09:14 moonizzle wrote:
Show nested quote +
On April 04 2012 08:44 OpTiKDream wrote:
On April 04 2012 07:09 Dontkillme wrote:
lol the bomber bunker Nice nice tips though. Can we expect to see more?

Expect more guides? or more tips? :o


Both! :D

I will try (Very big lack of terran guides on TL compared to zerg and protoss)
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
April 04 2012 00:41 GMT
#28
On April 04 2012 09:23 Snoodles wrote:
This is great! As a low level player one thing that frustrates me about most guides is I have no idea what to do after initial build orders. Something I'd be interested in is tips on proper engagement. When is it ok to fight and when to run away? What are the common micro mistakes? Another thing is how many production buildings per base is ideal. Very nice guide and Ill start implementing now and forever.



Ty for the positive feedback!

For productions, it generally depends on your build. But a rough estimate is 5 rax off 2 base and 9-10 off 3 base (Assuming those bases are saturated). Knowing when to fight and when to run away depends on your estimation if you think you have enough units to deal with the enemy. That will come with game experience since there is no measurable way. Common micro mistakes... there is alot to cover for that
Wunder
Profile Blog Joined April 2010
United Kingdom2950 Posts
April 04 2012 00:51 GMT
#29
Thanks for the small tips Optik! I try to do the a few of these already, like the depot wall or scouting ahead, but the scv production and the bunker thing is great! Especially since I use an orbital as my third most of the time. Thanks ^_^
Writer@joonjoewong
Thanatas
Profile Joined November 2010
United States5 Posts
April 04 2012 01:13 GMT
#30
One thing you might also want to mention is building a turret as well as a bunker at your expos. At least versus P or Z, it is very easy to lose scv's or the whole expo to DT's or infestors if you don't have detection.. Lately I have had a lot of trouble with Zerg burrowing 2-3 infestors and then launching 16 infested terrans into my mineral line killing a bunch of scv's or the expo. The tips are greatly appreciated though, thanks!
Very good at making carriers.
SheerStress
Profile Joined July 2010
84 Posts
April 04 2012 01:22 GMT
#31
Great tips for the most part! think i ve hit you on ladder a few times too.

I d like to extend the depot building vision even further. In TvT, i sometimes send scvs out and build depots outside my base to def drops, better to get super early vision and lose a depot then let a drop even get in. In TvZ, i build depots near bases i think the zerg may take, far enough that it can see the creep from the hatch. really helps you geta grasp of the zergs position.

Also I would argue, building eng upgrades after 3/3 is not necessarily good, building armor maybe but turret rangeis not relaly useful usually. Pointless vs toss, and somewhat vs terran. Better to get something else with it.
cheeseheadlogic
Profile Blog Joined April 2011
United States322 Posts
April 04 2012 01:47 GMT
#32
Great job Dream! Very insightful advice especially number 6.

Starting to see the trend on just putting a bunker instead of building a PF.
epik
moonizzle
Profile Joined October 2011
United States4 Posts
April 04 2012 02:28 GMT
#33
hey optik how do you usually reinforce your army? do you just rally your buildings to your main army or do you just rally your new units to the front of your base and reinforce in groups?
RaE21
Profile Joined September 2010
United States260 Posts
April 04 2012 02:59 GMT
#34
great guide!
TheNessman
Profile Blog Joined May 2009
United States4158 Posts
April 04 2012 03:05 GMT
#35
wow i seriously learned all of these over the past few months just by experience a little late!!

Great guide, and finally some add on advice!
~~! youtube.com/xmungam1 !~~
Qntc.YuMe
Profile Joined January 2011
United States792 Posts
April 04 2012 03:29 GMT
#36
On April 04 2012 09:51 Wunder wrote:
Thanks for the small tips Optik! I try to do the a few of these already, like the depot wall or scouting ahead, but the scv production and the bunker thing is great! Especially since I use an orbital as my third most of the time. Thanks ^_^

Its dream, optik is team tag
BioTech
Profile Joined March 2011
Australia264 Posts
April 04 2012 04:20 GMT
#37
Walling off is definitely a skill a T shud acquire. I shud do it more myself. In my TvP build i construct my main so that my rax and depots form a wall such that my troops can get out, but DTs cant walk in, i also put a turret behind my rax.
I actually played the original WarCraft - Orcs v Humans back in 1995!
sage_francis
Profile Joined December 2006
France1823 Posts
April 04 2012 04:32 GMT
#38
good tips thanks
Giantorange
Profile Joined November 2010
Canada24 Posts
April 04 2012 05:01 GMT
#39
Great guide! The only thing I might point out that there is a lot of new styles that actually incorporate really fast hive for extremely fast brood lords. So scanning at 16-18 minutes against a ling infestor style often is not correct. Other than that, it's fantastic.
I like bowties. Bowties are cool
Psilo
Profile Joined December 2011
United States115 Posts
April 04 2012 05:08 GMT
#40
Damn this is awesome, thanks!
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