|
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On August 17 2013 16:24 Clairval wrote: I certainly didn't expect to read Derelict Watcher over 4 spawn maps. So far I consider you can protect your third and natural at the same spot, and keeping an eye on flying harassment forces isn't more difficult than on other maps.
I think it depends on what style of Mech you play. If you play a more aggressive style with constant trading (i.e. Hellbat Tank in TvZ and TvP), it's better to have lots of expansions, attack paths and/or good siege positions (maps like Whirlwind, Star Station, Akilon Wastes, Newkirk Precinct), whereas if you play the turtle into trade efficiently all game style, it's better on maps where you can easily force a split map (Bel'Shir Vestige, Akilon Wastes, Newkirk Precinct).
Derelict Watcher is a horrible Mech map though IMO because even though if you can get to your opponents side of the map you can siege the ramp / third quite easily, the map is extremely open making mid game pushes (or really any pushes at all) almost impossible and it's hard to secure your fourth and later on force a split map. Maybe if you play it as a "max out on 3 base with 3/3 upgrades and try to kill your opponent with one push" style, it would be doable, but I honestly think this style has been more or less figured out.
|
|
|
whereas if you play the turtle into trade efficiently all game style, it's better on maps where you can easily force a split map (Bel'Shir Vestige, Akilon Wastes, Newkirk Precinct).
Yup, I'm playing that kind of mech and those are the three best maps possible. For now I've settled on vetoing Neo Planet S, Derelict Watcher and Star Station on the basis that Red City and Star Station have more ramps and bottlenecks, while Star Station only has cross spawn. I have yet to figure if I like Sky Island on NW/SE spawns; it tends to be a bit missile turret heavy, but nothing that handicaping.
|
How do I counter proxy oracle into 4 gate void allin ? I have such a pain dealing with this shit.
|
On August 18 2013 05:39 Faust852 wrote: How do I counter proxy oracle into 4 gate void allin ? I have such a pain dealing with this shit. Depends on how you open and how you reacted to the oracle. I always have an ebay anyways because i like having a fast +1.
|
On August 18 2013 06:37 Whatson wrote:Show nested quote +On August 18 2013 05:39 Faust852 wrote: How do I counter proxy oracle into 4 gate void allin ? I have such a pain dealing with this shit. Depends on how you open and how you reacted to the oracle. I always have an ebay anyways because i like having a fast +1.
I usually do 12/13 facto CC starport. I scouted his oracle and he did no dammage with his oracle. He later come with some stalkers to poke at my wall, I put 3 bunkers but he still managed to rape me with 3 void, 2 sentries, somes zealots and stalkers.
|
On August 18 2013 06:48 Faust852 wrote:Show nested quote +On August 18 2013 06:37 Whatson wrote:On August 18 2013 05:39 Faust852 wrote: How do I counter proxy oracle into 4 gate void allin ? I have such a pain dealing with this shit. Depends on how you open and how you reacted to the oracle. I always have an ebay anyways because i like having a fast +1. I usually do 12/13 facto CC starport. I scouted his oracle and he did no dammage with his oracle. He later come with some stalkers to poke at my wall, I put 3 bunkers but he still managed to rape me with 3 void, 2 sentries, somes zealots and stalkers.
You need a turret between those bunkers, so it shoot down the void ray. Aswell as mass scv repair.
|
1 turret and 2 bunkers is usually enough to hold. One sec let me find a replay. The important thing is having a scout (scv or initial repaer) to find out if he is expoing or not. If you went the tech route you might as well build a viking from the starport since medivac isn't going to do anything to heal units in bunkers (does help keep scvs alive though).
http://ggtracker.com/matches/3886910 http://drop.sc/354607
First one was proxy, 2nd was not. The proxy one I actually got confused and thought it might be blink play (hence all the bunkers on the high ground).
|
Can anybody tell me where to find some highlevel terran replays ( Not VODS ) . thanks
|
Since it seems like people struggle with Protoss: I did Innovation's CC-first build today in ladder. I still definitely need to polish my timings, because I was definitely behind the benchmarks, but it worked incredibly well. I managed to hold off one all-in after they repelled my army with sentinels and colossus and in another one I held off another all-in and the macro strength behind it is just so strong; after I fought off each attack I was able to just macro behind it and keep upgrading until I hit 3/3 and I just prevented the 3rd. I highly recommend it to anyone struggling in TvP.
Also, I've started building a Ghost Academy pre-emptively whenever I see a 3rd Protoss base, regardless of whether there's Colossus or Templar on the field because those seem to inevitably follow if they aren't there already, and that's another thing that's working pretty well against Protoss.
|
^ I seriously think that one of the main problem for low level terrans are ghost timing and getting the wrong compositions. Three things I recently learned that took my TvP from absolute shit to OK:
- Ghost academy when I take my 5/6 gas, start massing ghost - More marines, less marauders - Give ghost/viking-production priority - Picking my engagement (getting good spreads etc)
|
That's four, but yeah, I'm learning how effective ghosts are, and how important it is to start cutting marauders in lategame TvP.
|
On August 18 2013 16:15 Matta wrote: That's four, but yeah, I'm learning how effective ghosts are, and how important it is to start cutting marauders in lategame TvP.
Cutting marauders because it's lategame isn't always the right thing to do. Sure you want ghosts to EMP everything and the rest of your units would ideally be high dps units (marines). The problem is that marine/ghost compositions doesn't accept any micro mistakes because they die so easily to colossi/HT while marauders are more tanky.
Your ideal army composition would be:
2 Marines for every Zealot 1 Marauder for every Stalker 3 Vikings for every Colossus 1 Ghost for every High Templar 2 Ghosts for every Archon.
Make sure you scan his army now and then in the midgame to make sure you are building the right composition.
|
Northern Ireland461 Posts
On August 18 2013 15:45 Butterz wrote: Can anybody tell me where to find some highlevel terran replays ( Not VODS ) . thanks
Get recent replay packs for HSC and ASUS ROG and watch Taeja.
|
I am doing Heavy Marauder and Hellbats on Late, and that works, I only lost when I got outplayed from early game or lost micro engagements like EMP/Snipe vs Storms/Feedback or simply suicide my Vikings.
I don't know why people is skipping so hard the Hellbats, they are simply good, if the P goes for Zea Archon on late game, you simply destroy them, unless you can't use properly your Ghosts or Vikings to counter his Templar Colossi
Even if Hellbats dont' have Weapon Lvl 3 upgraded, they have the Armor and with Medivacs they simply survive all day if it's against only Zea Archon (and being EMPed)
|
can hellbats tank storms?
|
On August 19 2013 00:28 jae7cho wrote: can hellbats tank storms? Hellbats tank everything lol
EDIT: the problem with hellbat marauder will always be that if your opponents sees your composition, he goes for mass robo units (immortals destroy hellbats and marauders so hard) and plays it out like he would vs a roach corrupter army with blink stalkers, sentries, and later archons. It's why marauder hellbat allins are popular, but not as a macro composition
|
On August 19 2013 00:28 jae7cho wrote: can hellbats tank storms? I'm pretty sure they can tank nukes...while being hit by a fungal, and having a subsequent storm land on them as the nuke drops.
|
On August 18 2013 17:27 Kvassten wrote:Show nested quote +On August 18 2013 16:15 Matta wrote: That's four, but yeah, I'm learning how effective ghosts are, and how important it is to start cutting marauders in lategame TvP. Cutting marauders because it's lategame isn't always the right thing to do. Sure you want ghosts to EMP everything and the rest of your units would ideally be high dps units (marines). The problem is that marine/ghost compositions doesn't accept any micro mistakes because they die so easily to colossi/HT while marauders are more tanky. Your ideal army composition would be: 2 Marines for every Zealot 1 Marauder for every Stalker 3 Vikings for every Colossus 1 Ghost for every High Templar 2 Ghosts for every Archon. Make sure you scan his army now and then in the midgame to make sure you are building the right composition.
I've noticed that I often manage to win the engage with marauder-base comps, but I always lose to warp ins and more often the game. With more marine/ghost I either just get raped or I completely annihilate P and I can actually win the game from there. I feel I can never kill P if I go marauders :\
Regarding hellbats, I've heard they should be good. When should I start adding them, how many and how do I micro them? Should I just have them stand in front?
|
On August 18 2013 17:27 Kvassten wrote:Show nested quote +On August 18 2013 16:15 Matta wrote: That's four, but yeah, I'm learning how effective ghosts are, and how important it is to start cutting marauders in lategame TvP. Cutting marauders because it's lategame isn't always the right thing to do. Sure you want ghosts to EMP everything and the rest of your units would ideally be high dps units (marines). The problem is that marine/ghost compositions doesn't accept any micro mistakes because they die so easily to colossi/HT while marauders are more tanky. Your ideal army composition would be: 2 Marines for every Zealot 1 Marauder for every Stalker 3 Vikings for every Colossus 1 Ghost for every High Templar 2 Ghosts for every Archon. Make sure you scan his army now and then in the midgame to make sure you are building the right composition.
I feel like a better approach is to try and get as close to this as possible: ~18 vikings ~20 ghosts ~8 Medivacs ~12 marauders ~ 55 marines
this of course presuming lots of orbitals so you don't need as many SCV's. I just feel like this composition can beat any protoss composition without much of a problem, as long as you micro well. I also think its more viable then matching it to your opponents composition, because it is so easy for protoss to lose an army with 6 colossus and then remax on zealot templar archon., leaving you with a bad composition. Also i think that you really need to take down the colossus faster than 3 per colossus would let you.
|
|
|
|
|
|