I just hit a problem timing with cc first build.
It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do?

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TRaFFiC
Canada1448 Posts
August 11 2013 22:02 GMT
#2901
I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() | ||
Diderick
Netherlands298 Posts
August 11 2013 22:07 GMT
#2902
On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() When you see such a early gas with your scv scout just get the walloff done, does not matter if you hugely overbuild depots. The other option is just to keep the cc in the main and wait for 4 or 6 hellions. You cannot defend this without a wall off and with the cc in the natural. | ||
TRaFFiC
Canada1448 Posts
August 11 2013 22:11 GMT
#2903
On August 12 2013 07:07 Diderick wrote: Show nested quote + On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() When you see such a early gas with your scv scout just get the walloff done, does not matter if you hugely overbuild depots. The other option is just to keep the cc in the main and wait for 4 or 6 hellions. You cannot defend this without a wal loff and with the cc in the natural. Yeah, this much seems to be true sadly. Nobody scouts when going cc first, but I guess you need to scout or take this risk. Nobody makes their depots that early. Usually you're preparing for a 6:00 speed finish at the earliest... which is exactly what this build exploits. Edit: Don't think depots are the answer to this build on Akilon because they are useless to the baneling variant (14-14 stay in gas). | ||
KingofGods
Canada1218 Posts
August 11 2013 22:41 GMT
#2904
Nobody supply depot walls? I'm sorry, but both these statements are 100% incorrect. In fact, I would say the opposite is true. Replace the "Nobody" with "Everybody" and you have an almost 100% correct statement. | ||
Pursuit_
United States1330 Posts
August 11 2013 22:45 GMT
#2905
On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. | ||
KingofGods
Canada1218 Posts
August 11 2013 22:54 GMT
#2906
On August 12 2013 07:45 Pursuit_ wrote: Show nested quote + On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. I think Flash did this vs. Effort in Belshir and actually did save him from a drone pull 6 pool. Flash did scv scout pretty early, I'm just unsure of exactly how early but he did see the zerglings coming well before putting down his cc (he still accidentally put it down on the high ground and cancelled it to put rax and supply depot) | ||
Doko
Argentina1737 Posts
August 11 2013 23:16 GMT
#2907
On August 12 2013 07:54 KingofGods wrote: Show nested quote + On August 12 2013 07:45 Pursuit_ wrote: On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. I think Flash did this vs. Effort in Belshir and actually did save him from a drone pull 6 pool. Flash did scv scout pretty early, I'm just unsure of exactly how early but he did see the zerglings coming well before putting down his cc (he still accidentally put it down on the high ground and cancelled it to put rax and supply depot) Almost sure he scouted with the scv building the first depot | ||
TRaFFiC
Canada1448 Posts
August 12 2013 02:17 GMT
#2908
On August 12 2013 07:45 Pursuit_ wrote: Show nested quote + On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. Good idea. This is exactly what I started doing. I feel so bad ass going "yolo on the low ground." | ||
Pirfiktshon
United States1072 Posts
August 12 2013 13:45 GMT
#2909
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MTAC
103 Posts
August 12 2013 14:25 GMT
#2910
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eeChiama
Argentina96 Posts
August 12 2013 15:40 GMT
#2911
On August 12 2013 23:25 MTAC wrote: For the early ling agression. You still have the "old" bunker near the ramp on your b2. You have a faster reaction time to deal with early lings and protect it with your SCV. Could somebody please elaborate on the advatages or differences between the 2 bunker placements? | ||
iAmJeffReY
United States4262 Posts
August 12 2013 16:07 GMT
#2912
On August 13 2013 00:40 eeChiama wrote: Show nested quote + On August 12 2013 23:25 MTAC wrote: For the early ling agression. You still have the "old" bunker near the ramp on your b2. You have a faster reaction time to deal with early lings and protect it with your SCV. Could somebody please elaborate on the advatages or differences between the 2 bunker placements? One is good before you get a wall up, another is good when you have wall up. Bunker to protect minerals and ramp is good before you have a wall. The typical 4 depot 1 bunker in the center is done when you have a wall completed, then you can salvage other bunker. | ||
iAmJeffReY
United States4262 Posts
August 12 2013 16:16 GMT
#2913
On August 12 2013 22:45 Pirfiktshon wrote: Ok man Low masters high diamond here I need some advice on playing in TvZ vs ultra play. I have been very good in the game up until i get to the point Ultras come out. I do so bad at trading against the ultra / infestor play that I had contained the zerg struggling to get a 3rd base and fought him to the death for the 4th I was close to maxed with 5 bases and heavy bank and 13 + rax just churning out units and trading efficiently until ultras....... I have been thinking about adding 2 facts when i see the switch and start pumping out Thors but then again its not that efficient... i'm just at a loss with late game zerg play on close 2 player maps.... On 4 player maps I just split the zerg forces snipe hatches and contain HARD but small maps my trading turns from +60% to -80% trading efficiency lol Widow mines. When ultras come to play, I add another factory for widow mines, and keep dropping. The higher the ultra count, and subsequent support infestors, the lack of lings. Keep doing multi prong drops, and use HEAVY widow mine counts and kite along your widow mines. Obviously get marauder heavy, while still making marines. Big concaves. And abuse widow mines to the fullest. If infestors are out in the open, 4 marauders 1 shot. Stim, box, and bounce around. Here's an example, if you want. Yes, I am diamond. However, I play 1.2k-1.6k masters. I was masters on placement, and then left league to try and get a new gimp division and got diamond. Now I'm 400pt dia playing mid high masters =( http://drop.sc/353871 30 min TvZ vs ultra infestor with heavy mine use against 1200 masters zerg. http://drop.sc/352042 vs a 1500 masters zerg on a friends name I was leveling. http://www.twitch.tv/iamjeffrey_/b/434317068 1:07:20 another TvZ on D.Watcher where I'm SO far behind and just abuse widow mines and mutli prong drops against infestor/ultra/muta/ling. The best part where the mine abuse is best is 1:26:15. 6 widow mines and bio takes out like 4-6 ultras, and ~25 mutas in a short burst volley. Don't mind the opening. It's effective, and still very economic 3 OC...just more aggressive. It's a variation of byuns 2 rax 3 reaper at a time TvT build, with cut off gas into fast FE and factory for standard reaper/hellion. | ||
Pirfiktshon
United States1072 Posts
August 12 2013 16:50 GMT
#2914
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Clarity_nl
Netherlands6826 Posts
August 12 2013 17:53 GMT
#2915
On August 12 2013 07:41 KingofGods wrote: Nobody scouts when going CC first? Nobody supply depot walls? I'm sorry, but both these statements are 100% incorrect. In fact, I would say the opposite is true. Replace the "Nobody" with "Everybody" and you have an almost 100% correct statement. A ton of people don't scout when going cc first. Everybody supply depot walls but the wall is closed at 6:00 (and even that is building 1 depot "too soon") But yes, a 5:30 speedling timing will kill you if you don't scout it. That's the risk you take by not scouting when going cc first. | ||
BroMalone
Andorra8 Posts
August 12 2013 18:11 GMT
#2916
On August 12 2013 07:45 Pursuit_ wrote: Show nested quote + On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. On most maps, you can set up your Depot/CC/Barracks wall so that if the first barracks is about to fall, you can put another building behind it and still be fully walled in. If you start a second barracks in the back of your base, and get a secondary wall up, you can still hold off a 6 pool with repairs and a single marine. The exact positioning depends on the map; you can use custom games vs. the AI to experiment and practice how to do it. Here's an example from akilon wastes, I could cancel the highlighted barracks and still be sealed off. ![]() | ||
PinheadXXXXXX
United States897 Posts
August 12 2013 19:30 GMT
#2917
On August 13 2013 01:16 iAmJeffReY wrote: Show nested quote + On August 12 2013 22:45 Pirfiktshon wrote: Ok man Low masters high diamond here I need some advice on playing in TvZ vs ultra play. I have been very good in the game up until i get to the point Ultras come out. I do so bad at trading against the ultra / infestor play that I had contained the zerg struggling to get a 3rd base and fought him to the death for the 4th I was close to maxed with 5 bases and heavy bank and 13 + rax just churning out units and trading efficiently until ultras....... I have been thinking about adding 2 facts when i see the switch and start pumping out Thors but then again its not that efficient... i'm just at a loss with late game zerg play on close 2 player maps.... On 4 player maps I just split the zerg forces snipe hatches and contain HARD but small maps my trading turns from +60% to -80% trading efficiency lol Widow mines. When ultras come to play, I add another factory for widow mines, and keep dropping. The higher the ultra count, and subsequent support infestors, the lack of lings. Keep doing multi prong drops, and use HEAVY widow mine counts and kite along your widow mines. Obviously get marauder heavy, while still making marines. Big concaves. And abuse widow mines to the fullest. If infestors are out in the open, 4 marauders 1 shot. Stim, box, and bounce around. Here's an example, if you want. Yes, I am diamond. However, I play 1.2k-1.6k masters. I was masters on placement, and then left league to try and get a new gimp division and got diamond. Now I'm 400pt dia playing mid high masters =( http://drop.sc/353871 30 min TvZ vs ultra infestor with heavy mine use against 1200 masters zerg. http://drop.sc/352042 vs a 1500 masters zerg on a friends name I was leveling. http://www.twitch.tv/iamjeffrey_/b/434317068 1:07:20 another TvZ on D.Watcher where I'm SO far behind and just abuse widow mines and mutli prong drops against infestor/ultra/muta/ling. The best part where the mine abuse is best is 1:26:15. 6 widow mines and bio takes out like 4-6 ultras, and ~25 mutas in a short burst volley. Don't mind the opening. It's effective, and still very economic 3 OC...just more aggressive. It's a variation of byuns 2 rax 3 reaper at a time TvT build, with cut off gas into fast FE and factory for standard reaper/hellion. Also useful to note is that if you have about half of your army floating around in medivacs, killing bases and tech, if you make a nice barracks simcity around your pf's then you can cost-efficiently defend them with much less army supply. So focus on that simcity, it will save ur ass. Use it to buy time for more marauders/mines if you are in a bind. | ||
Pursuit_
United States1330 Posts
August 12 2013 20:02 GMT
#2918
On August 13 2013 03:11 BroMalone wrote: Show nested quote + On August 12 2013 07:45 Pursuit_ wrote: On August 12 2013 07:02 TRaFFiC wrote: Hey all I just hit a problem timing with cc first build. It's a 14 pool, 14 gas, followed by an expo. Speed finishes at 5:30. The attack is about 26 lings and hits when I only have 2 marines. It hits before the wall off (works great on Akilon). What to do? ![]() I've started scouting after depot and going cc on the low ground on 2 player maps. The problem with high ground cc first is that a 6 pool with perfect targeting (first on barracks then on CC) will kill the cc before it finishes on a vast majority of maps. Thus with scout after depot, you can see if the lings are coming and build a barracks + depot to wall off on the main ramp and build your cc later on the high ground and be safe. Added benefit of the cc starting on the low ground (~1 scv worth of floating orbital time) and knowing your opponents gas timings (and thus what types of pressure can be coming, i.e. bling bust, roach ling ect) makes it worth it on 2 player maps imo. On most maps, you can set up your Depot/CC/Barracks wall so that if the first barracks is about to fall, you can put another building behind it and still be fully walled in. If you start a second barracks in the back of your base, and get a secondary wall up, you can still hold off a 6 pool with repairs and a single marine. The exact positioning depends on the map; you can use custom games vs. the AI to experiment and practice how to do it. Here's an example from akilon wastes, I could cancel the highlighted barracks and still be sealed off. ![]() I'd be willing to test it with you, but even with 14cc 15 rax if the zerg player targets down the barracks first then the cc vs that positioning the cc will fall before finishing on Akilon. Edit: Engineering bay is also better for second building than barracks because it gains more hp / sec when building and finishes more quickly allowing you to repair it. | ||
501TFX
Austria345 Posts
August 12 2013 20:31 GMT
#2919
I'm a mid master terran, and I seriously struggle with mech TvT ... I really love bio styles, but how in the world is bio supposed to beat mech? Defending seems pretty easy with mech, and head on engagements are not really possible I feel .. what do I do? It's not so much about situations for me, it's about general ideas on how to play that :/ | ||
terranimbastimamove
United States81 Posts
August 12 2013 21:19 GMT
#2920
Does anyone have any tips on how to play against gas first cloak? Also I go mech just about every game TvT. | ||
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