http://drop.sc/238596
http://drop.sc/239792
Forum Index > StarCraft 2 Strategy |
Nightmarjoo
United States3359 Posts
http://drop.sc/238596 http://drop.sc/239792 | ||
Qikz
United Kingdom12022 Posts
On August 18 2012 02:17 Nightmarjoo wrote: Er don't the vast majority of the reps I've posted go that long? But yeah I can find some more... http://drop.sc/238596 http://drop.sc/239792 Oh sorry I'm an idiot, I didn't realise you'd posted any replays as they wasn't in the first post, sorry about inconveniencing you, I'll go back and check to get the rest. ^^ | ||
Nightmarjoo
United States3359 Posts
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GumBa
United Kingdom31935 Posts
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Qikz
United Kingdom12022 Posts
TvT on Shakuras is easy since you can take the center with like 3 tanks early and then reinforce, other matchups... not so much. :p | ||
ZjiublingZ
United Arab Emirates439 Posts
On August 18 2012 06:19 Qikz wrote: On Shakuras against Zerg and Protoss which third should I actually be taking? If I take the "pocket" third just by the middle I always find myself unable to actually push in and split the map so I trap myself on 3 base for ages, but if I take the other third I find myself needing to wall everything to stop runbys. Is there any optimal place I should expand to on that map? I had it vetoed since I got bored of it, but after I realised how hard Antiga was to mech on against protoss (if they take the center quickly) so I had to swap over. TvT on Shakuras is easy since you can take the center with like 3 tanks early and then reinforce, other matchups... not so much. :p Against Zerg I think you should always take the "pocket" Third. You can cover it with Tanks from the Highground, it cuts off a huge area of your main from any air tactics. It's a shorter reinforce distance. I don't think there is any question it's the better position. I suggest taking your 4th as a Planetary in the base next to the 'pocket' expansion blocked off by rocks. It cuts off your Main entirely from air threats, and it gives you a really strong position against his 4th base, really strong with Banshees (as any good Meching Terran has!) and even gives you the chance to use Thor drops lol. Now of course when Brood Lords come out, if he wants to, he will probably get that base by positioning them over that cliff. You can't really engage in that choke unless you have a very dominant air force, which is rare if the Zerg goes Brood Lord first. But it's not a big deal to lose that base by then, the second he positions his Brood Lords over there, just position your Army to gain control of the Towers and the middle of the map, deny any bases past the natural 4 and lift your extra orbitals to take the far away 3rd and 4th because now you want to be fighting in the open and he has the slow army. Also, you usually have the big enough bank of minerals at that point to make a huge wall of turrets on the high ground of the 4th base. For Protoss, it's a hard decision. I always take the pocket third because I find it actually just impossible to defend the other third against Blink Stalkers, Warp Prism harass, Storm drops, and all that annoying stuff. I usually take that as a 4th base with Planetary Fortess and Siege Tanks to defend from Blink Stalkers and what not, and I have the minerals to wall and such. Though sometimes I will take the 4th I do in TvZ, it really depends on the composition the Protoss has decided upon at that point. | ||
Qikz
United Kingdom12022 Posts
I also want to thank Nightmar for telling me to go to battlecruisers quicker. It's certainly awesome and they really do add a decent amount of DPS as long as the guy (even zerg) doesn't have mass void rays (not going to happen) or mass corrupter which when I actually get them doesn't seem to be a problem as they always overmake broodlords. God I love battlecruisers. I've never used them properly before as the general transition for me was to go battlecruisers into die. Kind of like Day9's transition of transitioning into losing my whole fucking base. Also watching Supernova play mech on Daybreak fixed a problem for me as I never really thought of putting a planetary on that back third, but it really helps! I kind of undervalued Planetaries worrying about Mules, but as a meching player it doesn't seem to really matter since all the minerals do is bank up and it's much better to have the gas than none. | ||
Blackknight232
United States169 Posts
http://drop.sc/240276 | ||
Nightmarjoo
United States3359 Posts
Blackknight your build is inefficient. I can't get behind biomech in general, but even as a bio opening it had much to be wanting. If you're interested in mech I highly recommend checking out some of the tvp reps I've posted in this thread and trying my builds. | ||
ConstantSc
Australia33 Posts
http://drop.sc/240778 Obviously I am not MVP so the timings are not spot on... but the idea is there | ||
ZjiublingZ
United Arab Emirates439 Posts
On August 20 2012 08:59 ConstantSc wrote: Here is my attempt at the LG-IMMvP's mech timing from the IEM, got roach rushed but held it off.. early roach play seems strong against this delayed tank/thor cause your banshees have to come home to defend .. Anything I missed? http://drop.sc/240778 Obviously I am not MVP so the timings are not spot on... but the idea is there Once MVP loses the early map control from the Banshee Hellion he returns Banshees to the attack path Roaches would take, until ~3 Tanks are out with Seige. Also, always pull SCV's against Roaches. | ||
kollin
United Kingdom8380 Posts
On August 18 2012 03:11 Nightmarjoo wrote: Blame kollin! Taking too long to update things! Sorry been on holiday for ten days XD. Generally if your releasing a lot of replays I'd like them to be in one pack, so just post it here because I'm too lazy to look through 100 posts. | ||
Nightmarjoo
United States3359 Posts
http://drop.sc/packs/1269 http://www.teamliquid.net/forum/viewpost.php?post_id=15839529 http://drop.sc/packs/1286 http://www.teamliquid.net/forum/viewpost.php?post_id=15885776 All the replays I've posted in this thread so far. If drop.sc ever becomes fully operational again you can use the single link to the drop.sc page sorted for only replays of me: http://drop.sc/players/US/542163/SCSLyra | ||
kollin
United Kingdom8380 Posts
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kollin
United Kingdom8380 Posts
HOLY SUPER EDIT: Woooo I found a rep pack of MVP's IEM run!!!!! You gaize have fun studying it (I know I will :DDD) | ||
Yoshi Kirishima
United States10292 Posts
Edit: mvp replays? yay :D | ||
kollin
United Kingdom8380 Posts
On August 21 2012 23:05 Yoshi Kirishima wrote: Both, sac hellions since they're food inefficient tanking-wise vs Thors, which also have 1 more armor, and because lategame, when you have a big army, mass zergling/bling isn't much of a threat anymore, and making orbitals with all the minerals you save from not making hellions. So with the hellions, keep trying to sac them to kill drones/larvae lategame, scout for new expansions, force spines, scout his army movement, etc. Edit: mvp replays? yay :D OK thanks. I have another question. When I push into the zerg with my big deathball, he usually has one of his own and a big wall of spinecrawlers. Especially on maps like Shakuras Plateau, how do I deal with that, or do I have to wait for him to attack into me? | ||
Qikz
United Kingdom12022 Posts
I'm forgetting upgrades left right and center and it's costing me games. The TvT though was awesome. I opened with 2 fact 1 techlab hellions to get blue flame relatively quickly and used them to control the map while I expanded and got my tanks set up. I found using the hellions makes me play faster and I get a lot of benefits from trying to keep some units active at all times. I won eventually with a massive tank push down to his fourth then fifth. | ||
Yoshi Kirishima
United States10292 Posts
On August 21 2012 23:14 kollin wrote: Show nested quote + On August 21 2012 23:05 Yoshi Kirishima wrote: Both, sac hellions since they're food inefficient tanking-wise vs Thors, which also have 1 more armor, and because lategame, when you have a big army, mass zergling/bling isn't much of a threat anymore, and making orbitals with all the minerals you save from not making hellions. So with the hellions, keep trying to sac them to kill drones/larvae lategame, scout for new expansions, force spines, scout his army movement, etc. Edit: mvp replays? yay :D OK thanks. I have another question. When I push into the zerg with my big deathball, he usually has one of his own and a big wall of spinecrawlers. Especially on maps like Shakuras Plateau, how do I deal with that, or do I have to wait for him to attack into me? Don't think there is an absolutely specific/best way to deal with it, but you should definitely look for an opening, and not just for that area. You should see if you can attack his other expansions, to spread him thin. His BLs are very very slow, so your army is actually more mobile in many ways. If you can see an expansion you can siege (which will help cut off his reinforcements, as zerg it is SO frustrating to try to gather reinforcements when you're sitting between or at his base(s), because the only way to get around it is to separate the rally points for each hatchery, but then there's no good way of selecting the units at all those hatcheries quickly without being rallied to 1 spot), then do so. Maybe just 2-4 tanks, 1-2 thors, a couple hellions, even less, you really don't need much. This will force him to not be too air heavy, otherwise he won't have enough roaches to deal with those attacks. If you want to attack, just scan ahead and once you know where is army is, leap forward slowly. You don't have to reposition every part of your army over and over too much though. You just need to have 1-2 tanks move forward and siege, then move the rest of your army, as long as he isn't real close or has a high roach count or has a lot of creep still, etc. The only real thing you need to worry about is having your vikings split so he can't fungal them all, having vision ahead (can do that with vikings and scan already, so that's already done), and not having half your army being NP'd. The 1-2 tanks will pretty much shoot down all the infestors that try to do that. If he's attacking into you and engaging with the BLs, then you want to make sure you don't have too many tanks sieged up, again you only need 1-2 usually to protect your army from being NP'd. If he tries to go for it anyways, then you can siege more tanks without being caught, then just unsiege when he backs off. Another thing to keep in mind of is that having a good roach count in his army can make your positioning/engage much harder in some ways. If he has a lot of roaches instead of almost all infestor/BL/corruptor, you need to worry about 1 more thing: him attacking into you when you don't many many tanks sieged up. So this is a downside to having only 1-2 sieged up instead of all your tanks, so if you see a high roach count, be careful, and you might want to siege up more tanks, but of course you're on a timer then unless you're ok with splashing your own army over and over. This is also why it's important to pressure his other bases, because even if he has a lot of roaches and can deal with the pressure, it will still make engaging his main ball much easier since there's less chance of having a bad engage due to zerg moving in with his roach/infestor before you sieged up enough tanks in time to not die. | ||
Qikz
United Kingdom12022 Posts
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