[G] TvX: Small Changes Make a Big Difference - Page 2
Forum Index > StarCraft 2 Strategy |
Abstinence
United States328 Posts
| ||
Qntc.YuMe
United States792 Posts
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
United States4 Posts
Both! :D | ||
Venomsflame
United States613 Posts
| ||
urban-LEGeND
United States4 Posts
| ||
Snoodles
401 Posts
| ||
Qntc.YuMe
United States792 Posts
I will try (Very big lack of terran guides on TL compared to zerg and protoss) ![]() | ||
Qntc.YuMe
United States792 Posts
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
United Kingdom2950 Posts
| ||
Thanatas
United States5 Posts
| ||
SheerStress
84 Posts
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
United States322 Posts
Starting to see the trend on just putting a bunker instead of building a PF. | ||
moonizzle
United States4 Posts
| ||
RaE21
United States260 Posts
| ||
TheNessman
United States4158 Posts
![]() ![]() ![]() Great guide, and finally some add on advice! | ||
Qntc.YuMe
United States792 Posts
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
Australia264 Posts
| ||
sage_francis
France1823 Posts
| ||
Giantorange
Canada24 Posts
| ||
Psilo
United States115 Posts
| ||
| ||