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On July 13 2013 12:02 LiLSighKoh wrote: Hey guys, I was playing P on ladder KR server (high diamond-low masters level) and came across a Terran opponent. Disregard the openings but his composition, he went into MMM + hellbats, while I opened colo into a 3rd base. He did the sickest think I never thought of, and he had his hellbats in the medivacs the whole time and when we engaged he dropped them on my whole army. As a player who's in between toss and Terran, I don't see how someone can stop it. I want your guys' inputs on that kind of strategy, but it ultimately relies on the toss either having a super bad position, or being caught out in the open. I'll upload reps of him doing it to me and me doing it on toss players myself in a clan war.
Ooooo
I saw Flash do this in a recent TvT matchup, dropping on the sieged tank/hellbat positions, sick sick Terran variation of the BW zealot drop. I loved watching it. Loving it now.
The counter really is air superiority either GtA such as Thor or FG or feedback, or AA such as Vikings.
That being said, Thor burst AA mode (HIP) is superior in sniping/preventing drops due its massive 24 dmg per hit, doing 23 after armor vs 20 after armor (Ex. Payload)
Alternative is kiting, which means the tanks are fu*ked either way.
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On July 13 2013 13:20 Hattori_Hanzo wrote:Show nested quote +On July 13 2013 12:02 LiLSighKoh wrote: Hey guys, I was playing P on ladder KR server (high diamond-low masters level) and came across a Terran opponent. Disregard the openings but his composition, he went into MMM + hellbats, while I opened colo into a 3rd base. He did the sickest think I never thought of, and he had his hellbats in the medivacs the whole time and when we engaged he dropped them on my whole army. As a player who's in between toss and Terran, I don't see how someone can stop it. I want your guys' inputs on that kind of strategy, but it ultimately relies on the toss either having a super bad position, or being caught out in the open. I'll upload reps of him doing it to me and me doing it on toss players myself in a clan war. Ooooo I saw Flash do this in a recent TvT matchup, dropping on the sieged tank/hellbat positions, sick sick Terran variation of the BW zealot drop. I loved watching it. Loving it now. The counter really is air superiority either GtA such as Thor or FG or feedback, or AA such as Vikings. IMHO Thor burst AA mode is superior in sniping/preventing drops due its massive 24 dmg per hit, doing 23 after armor vs 20 after armor (Ex. Payload) Alternative is kiting, which means the tanks are fu*ked either way.
Addition, you can do the same sick trick with Thors Instead, kiting back using the 4.25 afterburners to pick-and-drop the slow ass molasses Thors into new positions. A single Thor/medivac could kite several hellbats or zealots infinitely with this
TL;dr Terran blink micro mudafackers!!
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On July 13 2013 12:02 LiLSighKoh wrote: Hey guys, I was playing P on ladder KR server (high diamond-low masters level) and came across a Terran opponent. Disregard the openings but his composition, he went into MMM + hellbats, while I opened colo into a 3rd base. He did the sickest think I never thought of, and he had his hellbats in the medivacs the whole time and when we engaged he dropped them on my whole army. As a player who's in between toss and Terran, I don't see how someone can stop it. I want your guys' inputs on that kind of strategy, but it ultimately relies on the toss either having a super bad position, or being caught out in the open. I'll upload reps of him doing it to me and me doing it on toss players myself in a clan war.
U mean terrans have terranstorm now? YESSSSSSSSSSSSSS!!!!!! YEAHAAAY 
Armstorng would be so proud... That's one small step for a man, a giant leap for mankind
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help me i cant beat protoss msc expo is literally the stupidest thing to ever be conceived
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On July 13 2013 17:46 KawaiiRice wrote: help me i cant beat protoss msc expo is literally the stupidest thing to ever be conceived
We can't really help you Kawaii ;p
Only thing i can say is what works for me is always denying the Protoss their third. I play with the mindset that they can't ever have a third. But this won't work on your level I guess ;p
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On July 13 2013 17:46 KawaiiRice wrote: help me i cant beat protoss msc expo is literally the stupidest thing to ever be conceived
You are not alone. I see many pro terrans struggling these (on their stream).
1) Protoss allins: hard to scout, when unscouted you are dead, when scouted you have a small chance. 2) Protoss expands: you die when you allin (not viable), so you expo. Then there is the midgame where we are supposed to shine. The nexus canon shuts down any frontal attack, and well placed observers + nexus canon shut down drops (it's amazing how good tosses became with spotting drops, if you succeed with one it's because the toss fucked up big time). 3) Okay, let's go for lategame! Toss has an upgrade advantage: crono on forges will make sure of that. 8 spreaded ht's: snipe / emp 6 of them. 2 HT's left: 4 storms = GG. Prism harass: warpin some zealots and some dt's: you need a serious amount of units in your base to hold that. Meanwhile the protoss takes the whole map.
That's basicly a summary of tvp...
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Which BO you guys use in TvT after hellbat nerf? Could someone give me some kind of banshee and expand BO?
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On July 13 2013 13:20 Hattori_Hanzo wrote:Show nested quote +On July 13 2013 12:02 LiLSighKoh wrote: Hey guys, I was playing P on ladder KR server (high diamond-low masters level) and came across a Terran opponent. Disregard the openings but his composition, he went into MMM + hellbats, while I opened colo into a 3rd base. He did the sickest think I never thought of, and he had his hellbats in the medivacs the whole time and when we engaged he dropped them on my whole army. As a player who's in between toss and Terran, I don't see how someone can stop it. I want your guys' inputs on that kind of strategy, but it ultimately relies on the toss either having a super bad position, or being caught out in the open. I'll upload reps of him doing it to me and me doing it on toss players myself in a clan war. Ooooo I saw Flash do this in a recent TvT matchup, dropping on the sieged tank/hellbat positions, sick sick Terran variation of the BW zealot drop. I loved watching it. Loving it now. The counter really is air superiority either GtA such as Thor or FG or feedback, or AA such as Vikings. That being said, Thor burst AA mode (HIP) is superior in sniping/preventing drops due its massive 24 dmg per hit, doing 23 after armor vs 20 after armor (Ex. Payload) Alternative is kiting, which means the tanks are fu*ked either way. I don't see any AA working, when your constantly producing medivacs, it comes to the point where you have 10 medivacs and you can't kill them all before they get on top of your army, you have to have the best position ever + sick forcefield to hold it off
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In 1.5 hours thedwf and naruto (blueposters in terranhelpmethread) are gonna challenge south korea for the final spots in WCS EU challenger.. Give them some support as they have supported us so many times in this thread.
Giving back can be done here
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On July 13 2013 19:54 LiLSighKoh wrote:Show nested quote +On July 13 2013 13:20 Hattori_Hanzo wrote:On July 13 2013 12:02 LiLSighKoh wrote: Hey guys, I was playing P on ladder KR server (high diamond-low masters level) and came across a Terran opponent. Disregard the openings but his composition, he went into MMM + hellbats, while I opened colo into a 3rd base. He did the sickest think I never thought of, and he had his hellbats in the medivacs the whole time and when we engaged he dropped them on my whole army. As a player who's in between toss and Terran, I don't see how someone can stop it. I want your guys' inputs on that kind of strategy, but it ultimately relies on the toss either having a super bad position, or being caught out in the open. I'll upload reps of him doing it to me and me doing it on toss players myself in a clan war. Ooooo I saw Flash do this in a recent TvT matchup, dropping on the sieged tank/hellbat positions, sick sick Terran variation of the BW zealot drop. I loved watching it. Loving it now. The counter really is air superiority either GtA such as Thor or FG or feedback, or AA such as Vikings. That being said, Thor burst AA mode (HIP) is superior in sniping/preventing drops due its massive 24 dmg per hit, doing 23 after armor vs 20 after armor (Ex. Payload) Alternative is kiting, which means the tanks are fu*ked either way. I don't see any AA working, when your constantly producing medivacs, it comes to the point where you have 10 medivacs and you can't kill them all before they get on top of your army, you have to have the best position ever + sick forcefield to hold it off
You are right. There's not much by way of Protoss GA that can burst down that many medivacs, which I like this resulting new meta as a result of faster dropships (Zerg already have creep speed mechanic) that makes maintaining air superiority a critical mechanic. Powerful slow units have their slow movement offset by fast drop ships.
Edit: It seems what DK is trying to hint is that Thor/hellbat/medivac is a valid comp w/ Code S level micro ( and air superiority)
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Hey there folks! Had a strange loss some days ago. I'm low diamond/high plat lvl and played a TvT on Akilon. I did go CC first and tried to go mech with hellions and tanks mostly, though my tanks were kind late i feel because my opponent harrased me with hellions/marines and my "build" got screwed. I got a good sense on what do to when i can macro freely, but when im harrased my macro can fall apart a bit. My opponent also got some kind of fast CC. When i was trying to get +1 weapons , fast 3rd CC and my 3th and 4th factory i got double thor dropped. Those thors just mauled me. I had only a few units because we traded units when he harrased so i had only 2 tanks and 10 hellions but i couldnt stop him. Now my question: how can i defend against this early thor drops with mech? Hellions dont do any damage and tanks got focused down really fast. I had some widow mines at the edges of my base but i cant cover all space with them :/. Should i invest into an early thor aswell or is it because i was to greedy with the fast 3rd CC + upgrades? I would add the replay but i was so mad i just alt + f4ed my starcraft and it wasnt saved. Thanks in advance!
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On July 14 2013 05:04 BlackCompany wrote: Hey there folks! Had a strange loss some days ago. I'm low diamond/high plat lvl and played a TvT on Akilon. I did go CC first and tried to go mech with hellions and tanks mostly, though my tanks were kind late i feel because my opponent harrased me with hellions/marines and my "build" got screwed. I got a good sense on what do to when i can macro freely, but when im harrased my macro can fall apart a bit. My opponent also got some kind of fast CC. When i was trying to get +1 weapons , fast 3rd CC and my 3th and 4th factory i got double thor dropped. Those thors just mauled me. I had only a few units because we traded units when he harrased so i had only 2 tanks and 10 hellions but i couldnt stop him. Now my question: how can i defend against this early thor drops with mech? Hellions dont do any damage and tanks got focused down really fast. I had some widow mines at the edges of my base but i cant cover all space with them :/. Should i invest into an early thor aswell or is it because i was to greedy with the fast 3rd CC + upgrades? I would add the replay but i was so mad i just alt + f4ed my starcraft and it wasnt saved. Thanks in advance!
get vikings. If u can kill the medivac, the thor is not mobile and scv's+support can finish of the thor. If u dont kill the medivacs your scv's+mechtroops can never get a good engagement or surround and they cant shoot up in the air. Kill the medivac is part 1. Killing the thor is part 2. Scv's are pretty good against thors (not favorable but better then nothing) as the thor is big so they have a big melee area they can attack on.
Dont forget a thordrop is such an investment that by just holding it, u basically won the game. That gasspending is rediculous so u should be up in everything except those 2 thors+2medivacs Just kill medivac, then kill the thors.
Edit : vods of this can be found on WCS EU season 1, Lucifron against forgg. Where lucifron tried a early thordrop allin twice, both were far earlier then the one that hit u. The casters even say it like 5 times... kill the medivacs!!!1
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On July 14 2013 05:04 BlackCompany wrote: Hey there folks! Had a strange loss some days ago. I'm low diamond/high plat lvl and played a TvT on Akilon. I did go CC first and tried to go mech with hellions and tanks mostly, though my tanks were kind late i feel because my opponent harrased me with hellions/marines and my "build" got screwed. I got a good sense on what do to when i can macro freely, but when im harrased my macro can fall apart a bit. My opponent also got some kind of fast CC. When i was trying to get +1 weapons , fast 3rd CC and my 3th and 4th factory i got double thor dropped. Those thors just mauled me. I had only a few units because we traded units when he harrased so i had only 2 tanks and 10 hellions but i couldnt stop him. Now my question: how can i defend against this early thor drops with mech? Hellions dont do any damage and tanks got focused down really fast. I had some widow mines at the edges of my base but i cant cover all space with them :/. Should i invest into an early thor aswell or is it because i was to greedy with the fast 3rd CC + upgrades? I would add the replay but i was so mad i just alt + f4ed my starcraft and it wasnt saved. Thanks in advance!
Hello, I am master T.
First of all, the replay would be really useful to help you.
But if I imagine the situation correctly, this is my advice : if you were on equal footing when the double drop happened (in terms of production facility and army size), the key was to react really fast when you saw the double thor drop and pull your scvs with your hellions/tanks to surround them.
I know reaction time is probably not your forte as a low diamand player, but whenever those kind of things happens, next time just grab your scv's. It's also the response to a early push with unupgraded marines + 1-2 tanks (where you don't have your own tanks yet).
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On July 14 2013 05:04 BlackCompany wrote: Hey there folks! Had a strange loss some days ago. I'm low diamond/high plat lvl and played a TvT on Akilon. I did go CC first and tried to go mech with hellions and tanks mostly, though my tanks were kind late i feel because my opponent harrased me with hellions/marines and my "build" got screwed. I got a good sense on what do to when i can macro freely, but when im harrased my macro can fall apart a bit. My opponent also got some kind of fast CC. When i was trying to get +1 weapons , fast 3rd CC and my 3th and 4th factory i got double thor dropped. Those thors just mauled me. I had only a few units because we traded units when he harrased so i had only 2 tanks and 10 hellions but i couldnt stop him. Now my question: how can i defend against this early thor drops with mech? Hellions dont do any damage and tanks got focused down really fast. I had some widow mines at the edges of my base but i cant cover all space with them :/. Should i invest into an early thor aswell or is it because i was to greedy with the fast 3rd CC + upgrades? I would add the replay but i was so mad i just alt + f4ed my starcraft and it wasnt saved. Thanks in advance!
Also, you don't need to go THAT fast upgrades when playing mech. Mech is already really strong when maxed out, so first, if you play greedy, make sure you're safe against any agression (either drops & frontal attacks), then you can think about upgrades.
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On July 14 2013 05:35 govie wrote:get vikings. If u can kill the medivac, the thor is not mobile and scv's+support can finish of the thor. If u dont kill the medivacs your scv's+mechtroops can never get a good engagement or surround and they cant shoot up in the air. Kill the medivac is part 1. Killing the thor is part 2. Scv's are pretty good against thors (not favorable but better then nothing) as the thor is big so they have a big melee area they can attack on. Dont forget a thordrop is such an investment that by just holding it, u basically won the game. That gasspending is rediculous so u should be up in everything except those 2 thors+2medivacs  Just kill medivac, then kill the thors. Edit : vods of this can be found on WCS EU season 1, Lucifron against forgg. Where lucifron tried a early thordrop allin twice, both were far earlier then the one that hit u. The casters even say it like 5 times... kill the medivacs!!!1 
On July 14 2013 05:36 Ambre wrote:
Hello, I am master T.
First of all, the replay would be really useful to help you.
But if I imagine the situation correctly, this is my advice : if you were on equal footing when the double drop happened (in terms of production facility and army size), the key was to react really fast when you saw the double thor drop and pull your scvs with your hellions/tanks to surround them.
I know reaction time is probably not your forte as a low diamand player, but whenever those kind of things happens, next time just grab your scv's. It's also the response to a early push with unupgraded marines + 1-2 tanks (where you don't have your own tanks yet).
On July 14 2013 05:47 pimsc2 wrote:
Also, you don't need to go THAT fast upgrades when playing mech. Mech is already really strong when maxed out, so first, if you play greedy, make sure you're safe against any agression (either drops & frontal attacks), then you can think about upgrades.
Thanks for the tips! As i said, I sadly don't have the replay anymore :/ gonna make sure to save it the next time! Im gonna slow down my upgrades the next time then. My starport wasn't even donw when he attacked me because of the huge delay in my build + the fast +1 weapons. So next time i should just pull all my SCV's from the main? I send them to the natural because i felt already as if my opponent was on a worker lead, probably miss-judgement by me considering how much it costs to go double thor drop. Now when i think about it my 3rd CC should have made up for the losses... It's really hard for me to judge when to SCV pull and when not. Sometimes i dont pull and barely loose the fight -> costing me the game, other times i pull my SCV's even though i would be fine without them and sacrifice economy for nothing.
Maybe i should stick to bio in TvT, in 9/10 games i try to mech i die before i can go over 150 supply... Anyways, thanks for the help guys!
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On July 14 2013 06:01 BlackCompany wrote:Show nested quote +On July 14 2013 05:35 govie wrote:get vikings. If u can kill the medivac, the thor is not mobile and scv's+support can finish of the thor. If u dont kill the medivacs your scv's+mechtroops can never get a good engagement or surround and they cant shoot up in the air. Kill the medivac is part 1. Killing the thor is part 2. Scv's are pretty good against thors (not favorable but better then nothing) as the thor is big so they have a big melee area they can attack on. Dont forget a thordrop is such an investment that by just holding it, u basically won the game. That gasspending is rediculous so u should be up in everything except those 2 thors+2medivacs  Just kill medivac, then kill the thors. Edit : vods of this can be found on WCS EU season 1, Lucifron against forgg. Where lucifron tried a early thordrop allin twice, both were far earlier then the one that hit u. The casters even say it like 5 times... kill the medivacs!!!1  Show nested quote +On July 14 2013 05:36 Ambre wrote:
Hello, I am master T.
First of all, the replay would be really useful to help you.
But if I imagine the situation correctly, this is my advice : if you were on equal footing when the double drop happened (in terms of production facility and army size), the key was to react really fast when you saw the double thor drop and pull your scvs with your hellions/tanks to surround them.
I know reaction time is probably not your forte as a low diamand player, but whenever those kind of things happens, next time just grab your scv's. It's also the response to a early push with unupgraded marines + 1-2 tanks (where you don't have your own tanks yet).
Show nested quote +On July 14 2013 05:47 pimsc2 wrote:
Also, you don't need to go THAT fast upgrades when playing mech. Mech is already really strong when maxed out, so first, if you play greedy, make sure you're safe against any agression (either drops & frontal attacks), then you can think about upgrades. Thanks for the tips! As i said, I sadly don't have the replay anymore :/ gonna make sure to save it the next time! Im gonna slow down my upgrades the next time then. My starport wasn't even donw when he attacked me because of the huge delay in my build + the fast +1 weapons. So next time i should just pull all my SCV's from the main? I send them to the natural because i felt already as if my opponent was on a worker lead, probably miss-judgement by me considering how much it costs to go double thor drop. Now when i think about it my 3rd CC should have made up for the losses... It's really hard for me to judge when to SCV pull and when not. Sometimes i dont pull and barely loose the fight -> costing me the game, other times i pull my SCV's even though i would be fine without them and sacrifice economy for nothing. Maybe i should stick to bio in TvT, in 9/10 games i try to mech i die before i can go over 150 supply... Anyways, thanks for the help guys!
It's okay to try different styles !
Judging if you need to pull scv's can be a hard thing to master. It comes from experience or just solid and quick ingame analyzing (in fact : both). To help you, I would recommand you to watch closer to these battles in your replays (save all of your replays ! That's important).
Basically (in TvT) : whenever the opponent has a composition that relies heavily on "strong-heavy-costly" units (thors, tanks, BC, marauders), it's always a good idea to pull your scv's if you immediately feel that you can't win "army vs army". Usually, you will either crush your opponent force, or worse case scenario you will be somewhat even.
Bottom line : few expensive units (1-3 thors, 1-3 tanks with little support) SUCKS. By the way, that's the reason why if you want to play agressive, instead of sending 10 unupgraded marines + 2 tanks, you need to send these troops AND 10-15 scvs. I can't tell you the amount of games I won just because I scan and immediately knew I could crush his defense with a scv pull.
My advice would be to try this more : in terms of LEARNING, it's far better if you pull your scv's too often, rather than not enough. Overdoing it will teach you when it is the appropriate time to do it.
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On July 14 2013 06:19 Ambre wrote:Show nested quote +On July 14 2013 06:01 BlackCompany wrote:On July 14 2013 05:35 govie wrote:get vikings. If u can kill the medivac, the thor is not mobile and scv's+support can finish of the thor. If u dont kill the medivacs your scv's+mechtroops can never get a good engagement or surround and they cant shoot up in the air. Kill the medivac is part 1. Killing the thor is part 2. Scv's are pretty good against thors (not favorable but better then nothing) as the thor is big so they have a big melee area they can attack on. Dont forget a thordrop is such an investment that by just holding it, u basically won the game. That gasspending is rediculous so u should be up in everything except those 2 thors+2medivacs  Just kill medivac, then kill the thors. Edit : vods of this can be found on WCS EU season 1, Lucifron against forgg. Where lucifron tried a early thordrop allin twice, both were far earlier then the one that hit u. The casters even say it like 5 times... kill the medivacs!!!1  On July 14 2013 05:36 Ambre wrote:
Hello, I am master T.
First of all, the replay would be really useful to help you.
But if I imagine the situation correctly, this is my advice : if you were on equal footing when the double drop happened (in terms of production facility and army size), the key was to react really fast when you saw the double thor drop and pull your scvs with your hellions/tanks to surround them.
I know reaction time is probably not your forte as a low diamand player, but whenever those kind of things happens, next time just grab your scv's. It's also the response to a early push with unupgraded marines + 1-2 tanks (where you don't have your own tanks yet).
On July 14 2013 05:47 pimsc2 wrote:
Also, you don't need to go THAT fast upgrades when playing mech. Mech is already really strong when maxed out, so first, if you play greedy, make sure you're safe against any agression (either drops & frontal attacks), then you can think about upgrades. Thanks for the tips! As i said, I sadly don't have the replay anymore :/ gonna make sure to save it the next time! Im gonna slow down my upgrades the next time then. My starport wasn't even donw when he attacked me because of the huge delay in my build + the fast +1 weapons. So next time i should just pull all my SCV's from the main? I send them to the natural because i felt already as if my opponent was on a worker lead, probably miss-judgement by me considering how much it costs to go double thor drop. Now when i think about it my 3rd CC should have made up for the losses... It's really hard for me to judge when to SCV pull and when not. Sometimes i dont pull and barely loose the fight -> costing me the game, other times i pull my SCV's even though i would be fine without them and sacrifice economy for nothing. Maybe i should stick to bio in TvT, in 9/10 games i try to mech i die before i can go over 150 supply... Anyways, thanks for the help guys! It's okay to try different styles ! Judging if you need to pull scv's can be a hard thing to master. It comes from experience or just solid and quick ingame analyzing (in fact : both). To help you, I would recommand you to watch closer to these battles in your replays (save all of your replays ! That's important). Basically (in TvT) : whenever the opponent has a composition that relies heavily on "strong-heavy-costly" units (thors, tanks, BC, marauders), it's always a good idea to pull your scv's if you immediately feel that you can't win "army vs army". Usually, you will either crush your opponent force, or worse case scenario you will be somewhat even. Bottom line : few expensive units (1-3 thors, 1-3 tanks with little support) SUCKS. By the way, that's the reason why if you want to play agressive, instead of sending 10 unupgraded marines + 2 tanks, you need to send these troops AND 10-15 scvs. I can't tell you the amount of games I won just because I scan and immediately knew I could crush his defense with a scv pull. My advice would be to try this more : in terms of LEARNING, it's far better if you pull your scv's too often, rather than not enough. Overdoing it will teach you when it is the appropriate time to do it.
Alright, gonna try to pull my SCV's more often from now on! At the moment i only SCV pull in TvP when i feel that i am either 1) already behind or 2) my opponent has very few units. Gotta try to transfer that into TvT and i should get my about 30% winrate a bit higher^^ Thanks again!
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So in TvT the 2 rax reaper into expo is giving me trouble. I like to open 15/16 gas, expo, factory and reactor but the hellions seem to come too late. Do I really need to go like 13 gas rush for hellions then expand? I cant seem to find a build that is safe vs 2 rax reaper and still gets an earlier expo, the 2 rax reaper expo is a pretty fast one. Please tips!
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Im high diamond and I really struggle in tvp. I feel like protoss has so many options. Both defensively and agressively. Its ridiculous to have to bunker up every expansion and put a turret down to avoid dts and then just get stormdropped all over instead...
I basically just semi-cheese every game and hope to do enough damage before the midgame and if viable I do an scv pull. Not a very fun way to win though. Anyone got any suggestions?
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On July 14 2013 06:01 BlackCompany wrote:Show nested quote +On July 14 2013 05:35 govie wrote:get vikings. If u can kill the medivac, the thor is not mobile and scv's+support can finish of the thor. If u dont kill the medivacs your scv's+mechtroops can never get a good engagement or surround and they cant shoot up in the air. Kill the medivac is part 1. Killing the thor is part 2. Scv's are pretty good against thors (not favorable but better then nothing) as the thor is big so they have a big melee area they can attack on. Dont forget a thordrop is such an investment that by just holding it, u basically won the game. That gasspending is rediculous so u should be up in everything except those 2 thors+2medivacs  Just kill medivac, then kill the thors. Edit : vods of this can be found on WCS EU season 1, Lucifron against forgg. Where lucifron tried a early thordrop allin twice, both were far earlier then the one that hit u. The casters even say it like 5 times... kill the medivacs!!!1  Show nested quote +On July 14 2013 05:36 Ambre wrote:
Hello, I am master T.
First of all, the replay would be really useful to help you.
But if I imagine the situation correctly, this is my advice : if you were on equal footing when the double drop happened (in terms of production facility and army size), the key was to react really fast when you saw the double thor drop and pull your scvs with your hellions/tanks to surround them.
I know reaction time is probably not your forte as a low diamand player, but whenever those kind of things happens, next time just grab your scv's. It's also the response to a early push with unupgraded marines + 1-2 tanks (where you don't have your own tanks yet).
Show nested quote +On July 14 2013 05:47 pimsc2 wrote:
Also, you don't need to go THAT fast upgrades when playing mech. Mech is already really strong when maxed out, so first, if you play greedy, make sure you're safe against any agression (either drops & frontal attacks), then you can think about upgrades. Thanks for the tips! As i said, I sadly don't have the replay anymore :/ gonna make sure to save it the next time! Im gonna slow down my upgrades the next time then. My starport wasn't even donw when he attacked me because of the huge delay in my build + the fast +1 weapons. So next time i should just pull all my SCV's from the main? I send them to the natural because i felt already as if my opponent was on a worker lead, probably miss-judgement by me considering how much it costs to go double thor drop. Now when i think about it my 3rd CC should have made up for the losses... It's really hard for me to judge when to SCV pull and when not. Sometimes i dont pull and barely loose the fight -> costing me the game, other times i pull my SCV's even though i would be fine without them and sacrifice economy for nothing. Maybe i should stick to bio in TvT, in 9/10 games i try to mech i die before i can go over 150 supply... Anyways, thanks for the help guys!
1. Well an early thordrop or doublethordrop is semi allin, if u hold ur ahead. 2. Its wierd u got your 3rd down earlier then your starport finished. Get starport down when playing mech because u cant shoot up, right? I bet, if this is your goto build, that hellbatdrops are a pain in the ass too aswell as banshees because your vikings are later then his harras hits. Get starport down sooner and build atleast some vikings in tvt when going for mech. It gives peace when the medivac or banshees die 3. When they thordrop early, pull everything at that base and keep producing units if u can. if u dont u will probably loose. the first thordrop will be followed up by a 2nd one with or without marines+his offensive scv pull. Pull scv's allways against an early thordrop, 4. Watch forgg vs lucifron WCS EU. 1 time thordrop wins, other time thordropper looses. Listen to the casters in both matches, they are right.
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