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On July 25 2013 05:57 Rhaegal wrote:Show nested quote +On July 25 2013 05:25 zhurai wrote: getting 4+ reactors in TvP is like asking to die to aoe @@ But, isn't it optimal if your micro is good? Marines are much better than maradaurs dps and supply efficiency wise. all the micro in the world doesn't change the fact that marines have 5 range and you'd be running into chargelot storm if you tried to get closer. you'd have units not shooting if you spread too much which also ends up helping the P (and god forbid you sit in one storm too long). if you're automatron (? correct name?) sure marines are probably better but none of us have perfect micro.
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On July 25 2013 05:57 Rhaegal wrote:Show nested quote +On July 25 2013 05:25 zhurai wrote: getting 4+ reactors in TvP is like asking to die to aoe @@ But, isn't it optimal if your micro is good? Marines are much better than maradaurs dps and supply efficiency wise.
There is no way to dodge all storms unless you're not actually engaging the protoss army. Let alone that the protoss will have +3 colossus.
Marines are better "dps wise" compared to marauders if both are just able to sit and shoot, but two storms (even if you dodge most of them) will kill all your marines. Keep in mind that marauders have a longer range.
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TvZ on Whirlwind. Zerg makes giant muta ball. How do you ever take your 5th on this map?
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Did you watch Innovation vs. Solar TvZ at IEM qualifers? It was even crossmap Whirlwind. The fight was always constantly for Solars 4th and then his 5th while Innovation had all the other bases. Basically he just made widow mine, marine, marauder, medivac and kept rallying them across the map.
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On July 25 2013 05:57 Rhaegal wrote:Show nested quote +On July 25 2013 05:25 zhurai wrote: getting 4+ reactors in TvP is like asking to die to aoe @@ But, isn't it optimal if your micro is good? Marines are much better than maradaurs dps and supply efficiency wise.
No you're playing the lottery with that style.
Would like to ask people if vods are available for the Bomber vs First games osl round of 8?
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On July 25 2013 13:03 terranimbastimamove wrote: TvZ on Whirlwind. Zerg makes giant muta ball. How do you ever take your 5th on this map?
Static Defence? dump minerals into mass turrets and get pf with 2-3 mines at far away expands?
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Lol shit I've been just doing marine/ghost thinking it was the ultra optimal late game composition and wondering why I was getting murdered by storms and colossus. If that is the case what is the ratio of marauders to ghosts I should be gunning to get? Since they both occupy the tech labs I'm not sure if they should be making a marauder or a ghost.
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On July 26 2013 00:37 Tenks wrote: Lol shit I've been just doing marine/ghost thinking it was the ultra optimal late game composition and wondering why I was getting murdered by storms and colossus. If that is the case what is the ratio of marauders to ghosts I should be gunning to get? Since they both occupy the tech labs I'm not sure if they should be making a marauder or a ghost.
Make sure you have a couple of ghosts for emp, now make marauders until near max (170-180), now top up with ghosts.
Guys btw, producing 6 marines and 12 marauders is better than producing 0 marines and 12 marauders. Unless you feel extremely safe or are close to max, you're better off maxing faster than you are getting to a "closer to perfect" composition
On July 25 2013 13:03 terranimbastimamove wrote: TvZ on Whirlwind. Zerg makes giant muta ball. How do you ever take your 5th on this map?
Make your cc somewhere safe, now start floating it over and add a bunch of turrets while its moving, now MOVE YOUR ARMY INTO HIS FACE. If he kills your fifth, kill him. If he doesn't kill your fifth, pull back (or kill him). Especially keep in mind that drops are great, even with mutas out. If you are dropping your opponent his mutas have to be defending or your drops will do too much damage.
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On July 26 2013 00:37 Tenks wrote: Lol shit I've been just doing marine/ghost thinking it was the ultra optimal late game composition and wondering why I was getting murdered by storms and colossus. If that is the case what is the ratio of marauders to ghosts I should be gunning to get? Since they both occupy the tech labs I'm not sure if they should be making a marauder or a ghost.
Marine/ghost/medivac/viking is the most optimal late game ground composition for dealing with Protoss ground. It is the best supply wise If you micro very well. Marauders are very good for hitting a timing and in combination with a high medivac count and kiting. They are much less supply efficient and if you are maxed on mostly marauder medivac viking you are at a slight disadvantage composition wise to a protoss with a fully rounded tech tree and enough gas to support it.
Marauder/ghost/medivac/viking is ok but marauders and ghosts don't do quite enough damage to light units for their supply cost.
If you are dying to AoE with marine/ghost/medivac/viking it means that you are messing up most likely, either in composition (not enough vikings to kill the colossus quickly) or in control.
You'll often see pros max on marauders and stuff but that is because they want to play aggressively and have strong timing.
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What are you supposed to do vs Protoss? Like any way to end the game before 3 base??
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On July 26 2013 17:50 SupLilSon wrote: What are you supposed to do vs Protoss? Like any way to end the game before 3 base??
Best opportunity to kill them before three bases is with an scv pull and Vikings (if you scout robo bay) or a pre-storm timing with MMM (10-11min I think/standard medivac poke timing) if they are going HT. Otherwise try to delay their third as long as possible whilst taking your own and getting an economic lead.
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On July 25 2013 13:03 terranimbastimamove wrote: TvZ on Whirlwind. Zerg makes giant muta ball. How do you ever take your 5th on this map?
Honestly if you are that late in the game 4 widow mines to spare at that extra base with 2 turrets is more than enough to kill any amount of mutas... Simply because zerg doesn't believe in splitting mutas they like to keep in one hotkey and they bunch up hard 4 widow mines will probably kill 75-80% and rest you just have to repair turrets GG he just lost way to much money to recoop and now your pressure and drops turns into death dealing blows.....
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Question about hotkeys. Do you guys hotkey medivacs with your marine marauder? And if you do, how do you actually control your army better during engagements and how do you properly get all units into your medivacs to run away?
I'm thinking that I might retrain hotkeys and use a hotkey for my medivacs..
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Honestly hotkey for medivacs I only use them when I'm dropping to keep an eye on the drop while pushing and macroing.... otherwise I interface with the fight using control click to adjust movement on medivacs if needed but mostly have them with the hotkey of my army and get my position I want A move and then micro army around that the A move tells medivacs to Heal lol
So I've had a recent weird match up playstyle that I want everyone's opinion on. Bio mine in TvT for my Midgame comp for some reason I decided to this one match up and I completely walked this guy... He went Marine Tank 2 mines ended his game sooooo fast mind you this was Low masters but still I think it has some potential of looking into
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On July 27 2013 06:45 doktorLucifer wrote: Question about hotkeys. Do you guys hotkey medivacs with your marine marauder? And if you do, how do you actually control your army better during engagements and how do you properly get all units into your medivacs to run away?
I'm thinking that I might retrain hotkeys and use a hotkey for my medivacs..
I move medivacs with my "main army" control group which has most everything besides harass and scouts. I have another control group dedicated to marines and marauders only. With those two groups I more or less have to choice to kite with just my MM or move everything back. Unless my medivacs are getting pounded, I try to leave them alone and just control my MM control group.
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On July 26 2013 14:03 Carmine wrote:Show nested quote +On July 26 2013 00:37 Tenks wrote: Lol shit I've been just doing marine/ghost thinking it was the ultra optimal late game composition and wondering why I was getting murdered by storms and colossus. If that is the case what is the ratio of marauders to ghosts I should be gunning to get? Since they both occupy the tech labs I'm not sure if they should be making a marauder or a ghost. Marine/ghost/medivac/viking is the most optimal late game ground composition for dealing with Protoss ground. It is the best supply wise If you micro very well. Marauders are very good for hitting a timing and in combination with a high medivac count and kiting. They are much less supply efficient and if you are maxed on mostly marauder medivac viking you are at a slight disadvantage composition wise to a protoss with a fully rounded tech tree and enough gas to support it. Marauder/ghost/medivac/viking is ok but marauders and ghosts don't do quite enough damage to light units for their supply cost. If you are dying to AoE with marine/ghost/medivac/viking it means that you are messing up most likely, either in composition (not enough vikings to kill the colossus quickly) or in control. You'll often see pros max on marauders and stuff but that is because they want to play aggressively and have strong timing.
Not at all. I think it should be the complete opposite. Marines do really well in the early game since the protoss player doesn´t have much AOE on the field. However the later the game goes marauders just become more and more necessary. They have a higher range than marines, they have more hitpoints than marines and they do extra damage against armored units (colossi/stalker). If you max out on mass marines and your opponent lands 1-2 storms and let his colossi shoot, it´s all over for you. Your army will die that fast, that you can´t even rebuild it. Of course with a micro like automaton marines are way more cost effective, but for a human beeing it´s not possible. In the late game you want to have ~10+ ghosts, a good number of medivacs (6-8), a lot of vikings(~20+) in case your opponent has more than 3 colossi and the rest in bio mainly marrauders. I see a lot of pros going for this composition lately against protoss (Just to name a recent example: Illusion vs huk on redbull training grounds) and in general adding in more marauders early. I mean you can just try to dodge 5+ storms and colossi hits and have one medivac for each marine to babysit him :D
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+ Show Spoiler +On July 27 2013 06:50 Pirfiktshon wrote: Honestly hotkey for medivacs I only use them when I'm dropping to keep an eye on the drop while pushing and macroing.... otherwise I interface with the fight using control click to adjust movement on medivacs if needed but mostly have them with the hotkey of my army and get my position I want A move and then micro army around that the A move tells medivacs to Heal lol
So I've had a recent weird match up playstyle that I want everyone's opinion on. Bio mine in TvT for my Midgame comp for some reason I decided to this one match up and I completely walked this guy... He went Marine Tank 2 mines ended his game sooooo fast mind you this was Low masters but still I think it has some potential of looking into
Alright, guess I'll just keep using 1 hotkey for my whole army, and just micro/spread after a-moving.
Also, if I'm way ahead in a mech TvT, but I see a bunch of battlecruisers move out, what should my response be? I'm thinking:
1) save vikings until critical count 2) make more ports 3) get 2nd armory to start ship weapons while finishing ground upgrades(?) 4) retreat ground army (or do I want to keep him preoccupied with killing it? not sure if pitching 8-12 tanks is always good)
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So I've had a recent weird match up playstyle that I want everyone's opinion on. Bio mine in TvT for my Midgame comp for some reason I decided to this one match up and I completely walked this guy... He went Marine Tank 2 mines ended his game sooooo fast mind you this was Low masters but still I think it has some potential of looking into
Someone does it against me (marine/tank). I just rolled him hard. You just have to scan and leapfrog your tanks, until his bases. As always, keep a small forces at home to defend drop, it's instant GG.
Aniway, everybody in master should send one marine stimmed in front of his force whenever he is moving. Whatever If it's tank or mines it's a move you have to do. It's definitely something that can't be viable, unless you have a lucky shot.
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Hi guys could someone help me with an issue TvP? If this is not the thread for such questions, I apologize. Then I will make another thread.
Anyways, here we go:
Early 2012 I was a high diamond / low masters (only facing masters etc I like to think a promotion was right around the corner), but I had issues with how the game was balanced and the ghost snipe nerf made me lose my belief in playing terran, and I didnt want to play Z/P. So I quit. Now that hots have come back I have returned. Ive been playing for a couple of days now, and I am in platinum. TvZ is going good, TvT I am still remembering some important stuff, but TvP I am struggling in. I remember struggling back then also, but this is just ridiculous.
http://drop.sc/351754
Newkirk precinct TvP.
I start off doing a build I read from OP, I havent practiced so its not exactly refined. I do a random push early on, I guess it stressed him out but I couldnt really threaten him too much. As this happens, I float a lot and I expand, tech further etc. I start getting a food lead and a couple of minutes later I head out to get some map control. I drop his base and try to snipe his third, which works out just fine.
At this point, I feel ahead. At 16 minutes I have an engagement which goes reasonably well. My army gets killed but I feel trading with him at this point in the game is better than just turtling.
After this engagement I start rebuilding my army with ghosts included. At around 21 mins I mess up with my ghosts and get stormed, but it ends up going OK since I have a significant food lead at the time of engagement.
At 25 minutes I take down one of his building expands, he continues to harass me. I deal poorly with the harass but I survive.
At 30 minutes things are heating up. We are both maxed and he is approaching my army. At the same time, he starts harassing with DTs. I believe this is one of the reason I lose the game - I deal poorly with this.
But then it happens. The perfect engage! He heads right into my army and gets obliterated. I believe this is the time to go, as I have lost a lot of scvs to the DTs. I can see in my replay that I have a HUGE army lead at this point, but warp ins kill me.
Id like some feedback on my general play (I make some stupid errors this game, some upgrades and other noob mistakes), and what to do after I obliterate a protoss army? Start dropping everywhere, risking he will just move his blob into my base? Try to remax and get back on my feet and do it all over again? What do?
Thanks
EDIT: I know the OP addresses what to do after NARROWINGLY beating protoss, but I obliterated him.
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On July 25 2013 23:20 ImperialFist wrote:Show nested quote +On July 25 2013 05:57 Rhaegal wrote:On July 25 2013 05:25 zhurai wrote: getting 4+ reactors in TvP is like asking to die to aoe @@ But, isn't it optimal if your micro is good? Marines are much better than maradaurs dps and supply efficiency wise. No you're playing the lottery with that style. Would like to ask people if vods are available for the Bomber vs First games osl round of 8? yes thex are but not through the wcs portal, you gotta find them on the osl twitch page.
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