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On August 16 2013 05:12 KingofGods wrote:Show nested quote +On August 16 2013 05:09 Hydrolisk wrote: Not sure where to ask this, but I'll try here :/
I'm having some massive problems with supply blocks and my macro, they are falling apart. Does anyone have tips for keeping up with your macro and making sure you keep building depots? Because as of right now, I am up to 3min+ supply blocks (but still managing to win, somehow) and I don't know how to avoid that. Have the same 2 scvs building supply depots. When the game gets into later stages, you will need 3 building. So as soon as the scv finishes building the supply depot, have it build another one. This also helps with nice building placement too.
Would you say that it is better to have a 53/72 or 60/100 food than be supply blocked? Because that what I sometimes end up doing. Just have one guy building supply after I hit my fourth supply depot. Then I rarely get supply blocked but I end up with up to 200 food that I am only using 140 of.
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On August 16 2013 05:10 krooked wrote:Show nested quote +On August 16 2013 05:03 KingofGods wrote:On August 16 2013 03:40 krooked wrote:On August 16 2013 02:57 KingofGods wrote: Terran macro is relatively easier compared to other races. To compensate, they make terran micro relatively harder than other races. That's just how it is. ah I see, so I'm worse than all of my opponents but win by way of easier race (Y) ........... Because that is absolutely, totally, what I said. I wasn't even addressing whether you had good or bad macro or micro. I was simply stating facts. It would be like as if I said scvs have more health than drones and probes and you responding, "OMG Yes. The only reason I win games is because of scv imbalance and my scvs having more health". Can't see any other reason for you to say it, really. Basically, the discussion is whether I have better macro than my opponents, which at least iamjeffrey doubts (and as I understand it, you too) - Then you chime in and say "well terran is easier to macro than the other races". How am [b]I to understand it differently than as an argument that says "you may think you have better macro than your opponent, but actually terran is simply easier to macro with". I mean, why else would you write that?
.............
If you are unclear of the meaning of what someone says, the typical response is to ask the person to clarify, not automatically take a defensive approach.
But there really is no point in continuing. You already know what I am going to say and so you already have your response in mind and you also know how you are going to respond to my response. Such an amazing time saver, having the entire conversation on your own.
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On August 16 2013 05:16 mygodsnameiskyle wrote:Show nested quote +On August 16 2013 05:12 KingofGods wrote:On August 16 2013 05:09 Hydrolisk wrote: Not sure where to ask this, but I'll try here :/
I'm having some massive problems with supply blocks and my macro, they are falling apart. Does anyone have tips for keeping up with your macro and making sure you keep building depots? Because as of right now, I am up to 3min+ supply blocks (but still managing to win, somehow) and I don't know how to avoid that. Have the same 2 scvs building supply depots. When the game gets into later stages, you will need 3 building. So as soon as the scv finishes building the supply depot, have it build another one. This also helps with nice building placement too. Would you say that it is better to have a 53/72 or 60/100 food than be supply blocked? Because that what I sometimes end up doing. Just have one guy building supply after I hit my fourth supply depot. Then I rarely get supply blocked but I end up with up to 200 food that I am only using 140 of.
Having extra supply is definitely better than being supply blocked. Just remember to stop building those depots after you hit 200 . You should easily be able to fill up those supply caps in the mid and then later late game. 16 supply at a time really isn't a lot. That's like 5 marauders, 2 marines and 2 medivacs which is more or less a standard 2 base production. Check your own gameplay to make sure you are constantly producing units and have enough production facilities.
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No, you should instead look to clarify when you give so blatantly confusing replies like you just did.
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Northern Ireland461 Posts
On August 16 2013 05:09 Hydrolisk wrote: Not sure where to ask this, but I'll try here :/
I'm having some massive problems with supply blocks and my macro, they are falling apart. Does anyone have tips for keeping up with your macro and making sure you keep building depots? Because as of right now, I am up to 3min+ supply blocks (but still managing to win, somehow) and I don't know how to avoid that.
Hey man, there is a really good arcade game (if slightly outdated) called 'Dargleins Multitasking Trainer.' In it you can set variables and stuff to work on, for instance, on 3 settings you try to move your army, hit production cycles, and build supply depots, I think it's exactly what you're after
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Looking for some help on my TvP.
There may or may not be some rage quitting involved in these replays. Here we go:
http://drop.sc/354404
Derelict watcher. I'm trying to copy a build I saw some pro do, basically its 1:1:1 before expand with a marine widow mine drop. This guy did some sort of blink play off of 1 base, I held it but died later. Might've done same mistake as last time, not sure. Feedback would be great, though.
http://drop.sc/354405
TvP. I open ccfirst and hold off his stalker/zealot/msc push. From there it goes into a macro game. Then he destroys me.
http://drop.sc/354406
Whirlwind, he never actually sees me but knows where I am after having scouted wrong three times. Proxy stargate into oracle. I open cc first but die quickly to his oracle. I've heard this should be possible to stop, any help?
Also in general I'm not too sure about build execution etc, and I know that my macro slips badly when faced in these situations so if just "better macro" would win me the games then please tell me which games that is. I'm looking for some specific answer to the situations but it might just be that I am losing because my macro slips too bad.
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On August 16 2013 05:21 KingofGods wrote:Show nested quote +On August 16 2013 05:16 mygodsnameiskyle wrote:On August 16 2013 05:12 KingofGods wrote:On August 16 2013 05:09 Hydrolisk wrote: Not sure where to ask this, but I'll try here :/
I'm having some massive problems with supply blocks and my macro, they are falling apart. Does anyone have tips for keeping up with your macro and making sure you keep building depots? Because as of right now, I am up to 3min+ supply blocks (but still managing to win, somehow) and I don't know how to avoid that. Have the same 2 scvs building supply depots. When the game gets into later stages, you will need 3 building. So as soon as the scv finishes building the supply depot, have it build another one. This also helps with nice building placement too. Would you say that it is better to have a 53/72 or 60/100 food than be supply blocked? Because that what I sometimes end up doing. Just have one guy building supply after I hit my fourth supply depot. Then I rarely get supply blocked but I end up with up to 200 food that I am only using 140 of. Having extra supply is definitely better than being supply blocked. Just remember to stop building those depots after you hit 200  . You should easily be able to fill up those supply caps in the mid and then later late game. 16 supply at a time really isn't a lot. That's like 5 marauders, 2 marines and 2 medivacs which is more or less a standard 2 base production. Check your own gameplay to make sure you are constantly producing units and have enough production facilities. Good rule of thumb: 1 base - 1 constant depot making 2 base - 2 constant depot making 3 base - 3 constant depot making
You'll be maxed off 3 base. Assuming you keep up the standard production facilities, it'll help until it becomes second nature to time them out.
Give it a whirl.
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On August 16 2013 09:21 krooked wrote: Whirlwind, he never actually sees me but knows where I am after having scouted wrong three times. Proxy stargate into oracle. I open cc first but die quickly to his oracle. I've heard this should be possible to stop, any help?
It's very easy to defend if you go for a third barrack before bunker. It's a bit thougher to defend if you go for a bunker instead of the third rax. In fact, you had 6 marines when the oracle came, but they were all out of position.
When going cc first, you must only put 1 marine in the front bunker, then rally the rax into your main mineral line until you got 6 marines there, then put the rally back at the front bunker. Another thing to do is scouting for every possible proxy location on the map, since you do not have a reaper, shift-moving one of your scv to all the possible proxy locations is enough to rule out any proxy play while going cc first.
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thx man Another Q: How do I scout for (and defend) the variious types of zerg attacks? Early roaches, banebusts etc. If it hits early, i.e when I'm at like 2-4 hellions, I am unable to defend properly.
My build:
14CC 15rax 16gas 2marines fact reactor on rax wall of main w supdep make hellions+double engie add rax
at this point the push hits and I don't get enough bunkers up in time (i see the roaches w initial hellions leaving his base).
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I'd like to share a replay with my fellow terran against a protoss. I, like many of you, struggle against protoss so I think the more we can share with each other the better we can try and dissect and figure out protoss together.. I held off my opponents 2 base collosi all in. Literally all in with 8 gates and 4 collosi.
http://ggtracker.com/matches/3877859
The good:
-researched +1 even before stim or combat shield which allowed me to match his 1/1 when he attacked. I've been starting to do this more often so my 1/1 finishes faster. The traditional +1 / stim / combat shield no longer exists imo so getting stim and combat shield super early isn't that useful. Well, with my particular build anyway I don't have enough units to make use of those upgrades yet.
-My medivac drop without even stim was able to scout all those gates going up.
-I sent a marine over to his 3rd just to make 100% sure he wasn't going to expand (without producing units from those gates).
-This allowed me to get bunkers up along with a 2nd starport.
-I saw an overzealous msc and was able to snipe it before the battle. No time warp definitely let my scvs do work
-hero scvs repairing bunkers.
-was able to dance my bio right in his face. feels good man.
The bad:
-I thought I could outrace the msc so I sent my widow mine drop anyway even after it was scouted and delayed. It definitely didn't work out.
-minerals spiked up to 1000 while getting my 3rd and extra production facilities. I've watched pros doing this build and they seem to have the same issue at that very moment so maybe it's just part of the build I have to live with (your 2nd and 3rd raxes are very late and still in production, your starport and factory are building tech labs, so really you only have 1 reactored rax worth of production on basically 2 base saturation)
-forgot to rally some of my new production facilities so I wasn't always fighting with my full capacity.
-some of my units that were in the bunkers weren't stimmed
-my collosi targeting was not great.
-slightly annoyed that the protoss tried to expo after the failed all in. "I just failed an all in. I don't have enough units against the oncoming terran army, the only thing left to do is to expand and try to transition to storm asap!"
I am actually getting quite a bit better at recognizing and stopping protoss all ins. Last few days I've stopped stargate all in and dts, one with warp prism drop and one without.
And yes I know if I skip the reaper I can execute this build all that faster. But honestly reaper is my comfort unit in this matchup early game. It just feels nice to have. Besides if you don't have a reaper you may just outright die to 10 gate. Every pro I've seen use this build get the reaper.
Correction: I'm watching Apocalypse's stream right now and he did this build without the reaper. He even went 3rd cc before 2nd and 3rd rax lol. I've tried the 3rd CC method before and it actually does make sense, since you are still on one gas you need time to build up the gas to afford all those upgrades.
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On August 16 2013 02:57 KingofGods wrote: Terran macro is relatively easier compared to other races. To compensate, they make terran micro relatively harder than other races. That's just how it is. Some things are maybe easier, other things less so. Also when just looking at macro. So you really cannot say terran macro is easier imo.
For example yes mules are probably easier to manage than injects. At the same time if you are having a longer fight with terran and you are not making units, then you got a problem. For zergs when they have a bunch of spare larvas this is much less a problem.
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Terran macro is relatively easier compared to other races. To compensate, they make terran micro relatively harder than other races. That's just how it is. I don't feel like it's true. The spikes in income caused by mules and the fact that terran production (especially reactored) is very long to come online make terran builds pretty hard to make perfect, and as missing timing attacks or having to few units for said attacks can be disastrous, it actually makes terran macro hard too. You don't have a way to spend your money on army quicky is you screw up, as you could by adding lots of gateway or having your larvae pile up in mid game. (not trying to say that other races have easier macro either, just that terran's has its difficulties too imo :p)
About the protoss matchup, I've been having okay success with the build innovation uses in khaldor's FPVOD (1 reaper into 1 mine - marines push, then 3rd before raxes). He also makes a starport like for a standard marine/mine drop, but doesn't seem to use it in the vod, maybe because his push did enough damage. Low masterish protosses are pretty awful so it's not really a good example, but still, you force a PO against people that only made a stalker, and your follow up push is pretty strong then. I like it anyway!
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Any know of a good TvZ vod for derelict watcher? im at a loss on this particular map. Having a lot of trouble defending my 3rd when mutas are out on the map. I feel like the normal 10-11m medvac push with hellions/marines/mines is much less effective on this map since the distance between main and 4th is enormous for troop rally (also easy to ambush), by the time I can hit the 4th with any sizeable force he either has a much larger army and I can't really hold my position for long or mutas start ravaging my main or 3rd while he double expands.
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On August 16 2013 21:06 Doko wrote: Any know of a good TvZ vod for derelict watcher? im at a loss on this particular map. Having a lot of trouble defending my 3rd when mutas are out on the map. I feel like the normal 10-11m medvac push with hellions/marines/mines is much less effective on this map since the distance between main and 4th is enormous for troop rally (also easy to ambush), by the time I can hit the 4th with any sizeable force he either has a much larger army and I can't really hold my position for long or mutas start ravaging my main or 3rd while he double expands. I actually feel like I do better against Zerg on this map for the same reason. If you get your army out on the map engaging, usually mutas have more difficult doing runbys. Think about your engagement in what you're trying to get your enemy to do: hellions are going to push them towards mutas; fighting them and keeping ling counts low will keep larvae being used on lings, because mutas aren't a battle engagement force, which will also work to help keep muta counts lower than they could be.. Your choice of third depends on where your army is positioned on your map, so that it is in a way defending it positionally. In the meantime, you have two great paths to hit him on his third and/or fourth, and if you kill creep spread on either one of those directions, you can get a great advantage to knock out one of those. Also, I feel like both of those have great ambush opportunities for marine drops in the back to try and murder some queens, drones, and if you're lucky the hatch. So let's say you spawn in SW and they spawn in NE. They've gotten two expos up after natural. You can force some choices by doing multi-prong aggression; if you drop at their west expansion, while pushing towards the front, they have to engage with your army because your army also threatens the southeast expo.
Specifically for defending mutas, I'd put a couple WMs that lie at the edge of mineral lines in the directions mutas usually sweep in on. Two WM hits is enough to make the muta force back off, because if you have turrets behind those WMs then they would lose probably quite a few muta.
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On August 16 2013 12:05 krooked wrote:thx man  Another Q: How do I scout for (and defend) the variious types of zerg attacks? Early roaches, banebusts etc. If it hits early, i.e when I'm at like 2-4 hellions, I am unable to defend properly. My build: 14CC 15rax 16gas 2marines fact reactor on rax wall of main w supdep make hellions+double engie add rax at this point the push hits and I don't get enough bunkers up in time (i see the roaches w initial hellions leaving his base).
Your build seems incorrect, if you don't go for a third CC, you must add 2 more rax after your factory. You must scout if he has taken gas. Checking if he mined more than 100 or not is irrelevant since most zergs will try to mindgame you anyway. If he doesn't go for gas, you're relatively safe to early speedlings/roach/banelings. However, if he's mining gas, he has the possibility to all-in you early. I recommend leaving your scouting scv at his third, then come back at ~6:00. Most of the time you will be able to see his natural drone count, if he has nothing, you will get all-ined.
How to defend :
7 Roach Rush : Wall + mass repair on the bunker. Produce 1 marauder from techlab rax 6mins mass speedlings : Wall + repair on the bunker 2 base baneling bust : Micro your hellions to roast those banelings (keep your hellions alive!), when they are dead, use your scvs + hellions to kill the remaining speedlings. Don't stop making hellions until he stops busting your wall. 2 base roach/baneling at 8:30 : 3 bunkers + widow mines + repair. It's easy to defend if you go for 2 rax instead of 3rd CC. You will scout it with your hellions.
Important : If he's mining gas, you might want to finish your natural wall before 6:00 or you will die to the 20 speedlings rush.
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Thanks wag_!
I wrote it incorrect, I add third CC after factory and reactor on rax. So basically, if I see him mining gas I should try to get a look at drone count at natural? If it is a "healthy" dronecount, I should expect a normal macrogame? Also, do you recommend always building a bunker (either part of wall or behind)? Thoughts on mines before hellions?
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On August 17 2013 00:24 krooked wrote: Thanks wag_!
I wrote it incorrect, I add third CC after factory and reactor on rax. So basically, if I see him mining gas I should try to get a look at drone count at natural? If it is a "healthy" dronecount, I should expect a normal macrogame? Also, do you recommend always building a bunker (either part of wall or behind)? Thoughts on mines before hellions?
To make it simple :
SCV Scout at 16food -> Check if he's mining gas or not. If yes : He have the possibility to all-in you early. If no : Early all-ins aren't possible, but later ones are.
Park your scv on his third. Come back beetween 5:30 and 6:00 -> Check his natural drone count : If alot of drones = He won't all-in you right now. If no drones = He's all-ining you. If you see more than 6 zerglings = maybe an all-in.
Come back with your first 2 hellions -> Check his third base. If no third base = aggressive play/all-in. If you see no third, try to sneak your hellions in his nat/main to see what's going on or even consider dropping a scan -> If you see roach warren/baneling nest = all-in.
I think a bunker is mandatory. It will help rule out the early zergling pokes easier. Mine before hellions are useless unless you scouted roach. Just make 6 hellions and 2 mines, or 4 hellions and 2 mines if you scouted no third base.
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Another korsaz post about TvP... There has to be one every month or so it seems I'll review the replay but every time I see the same stuff from you so idk how helpful my advice will be.
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