|
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 October 03 2013 20:29 Chaggi wrote:Show nested quote +On October 03 2013 20:26 mizU wrote:On October 03 2013 15:23 Chaggi wrote: Having a stupid amount of trouble with TvT, my reaper expand isn't working too well w/ the gas first -> banshee -> tank push anyone have a strong safe build that they're doing? What are you having trouble against, the same build? If you're losing because they shut down your banshee and you lose to a push you need to work on denying scouting (hiding tech) and banshee retention. Ah, I go reaper expand into 3 rax total w/ 2 with reactor and CS first. I've been using it since WoL which is pretty bad, but I've found that up until when Hellbats were super popular, it can hold pretty much every all in as long as I pull some SCVs, but w/ banshee coming faster and them being just super good, I found that I can't really hold the gas first banshee tank push. Just need a new build that can take me safely into the mid game because that's where I'm most confident in my TvT
I've found that 3 rax is pretty bad on most maps as you can get contained pretty easily, I'd really only recommend it on large maps as you can get a defensive tank out by the time the get to your natural (usually). You should think about changing your build a little though, maybe opting for single reactor and going for a faster factory. Also it's really hard to hold banshee tank pushes without vikings.
|
If you see they've gone gas first or even 13 gas with the cloak buff id just transition into 1/1/1. I play the banshee into marine tank Viking 1base all in. If my opponent goes 1/1/1 with tanks and Vikings it gets a lot harder to win. When people stick on marines and bunkers its incredibly easy to not take any damage with Vikings and tanks slaughtering stuff from so far.
The key to killing tank based compositions with just bio is catching them by surprise and un sieged. Your superior marine count and upgrades will make quick work of your opponents marines, then just run your marines into the siege tanks so they can't get shots off or are splashing their own tanks.
But with this in mind a good banshee player won't lose his banshees and will poke around the outskirts and will see you push out. So I think 1/1/1 is a better option for stronger anti air and your own tanks.
|
On October 03 2013 20:38 mizU wrote:Show nested quote +On October 03 2013 20:29 Chaggi wrote:On October 03 2013 20:26 mizU wrote:On October 03 2013 15:23 Chaggi wrote: Having a stupid amount of trouble with TvT, my reaper expand isn't working too well w/ the gas first -> banshee -> tank push anyone have a strong safe build that they're doing? What are you having trouble against, the same build? If you're losing because they shut down your banshee and you lose to a push you need to work on denying scouting (hiding tech) and banshee retention. Ah, I go reaper expand into 3 rax total w/ 2 with reactor and CS first. I've been using it since WoL which is pretty bad, but I've found that up until when Hellbats were super popular, it can hold pretty much every all in as long as I pull some SCVs, but w/ banshee coming faster and them being just super good, I found that I can't really hold the gas first banshee tank push. Just need a new build that can take me safely into the mid game because that's where I'm most confident in my TvT I've found that 3 rax is pretty bad on most maps as you can get contained pretty easily, I'd really only recommend it on large maps as you can get a defensive tank out by the time the get to your natural (usually). You should think about changing your build a little though, maybe opting for single reactor and going for a faster factory. Also it's really hard to hold banshee tank pushes without vikings.
I've been doing Innovation's 15 gas build as my backup since the Hellbat days but I'm pretty bad on the transitions in that one and I fall really behind. I think I'm going to have to refer to that as my go to build, I know that Taeja did it in Game 2? against Innovation and it seemed to work well when Inno went Banshees.
|
On October 03 2013 04:07 KingKayzz wrote:@Mjolnir: Hey, I notice an overall lack of order in your build, especially on that second game. You can get your hellions out alot earlier. Your first Hellion push-out in game 2 was at 9:13ish, where, if you had a more defined BO you could be pushing out with Hellions + Mines + 2 Medivacs + Marines at 11~ while still having a third cc being built. The way I see it, you can follow cc rax gas into 2 kinds of medivac pushes that won't leave you behind. I got both of these builds from watching Maru games, though lately he has been using the second variant, as it still lets you push out early as hell, and put some pressure on the fourth/third. 1) cc rax gas fact rax rax starport 2) cc rax gas fact cc rax rax star (This is the one I use most often, I've included the most recent game I've seen Maru use it.) Maru vs Kangho GSL group D (games start at 3:19): http://www.twitch.tv/wcs_gsl/b/465870774 Note: He doesn't open CC first, opting for double reapers instead, regardless, notice his pushout timings, while still paying close attention to his build order. You'll see a nice 11ish minute pushout after he starts his third CC. The first variant, though, can bust a zerg third. In fact, I'm pretty sure it was designed to bust zerg thirds, as every pro I've seen use cc rax gas rax rax has always gone for a bust followed by a third. HOPE I HELPED! GOOD LUCK!
Thanks for your reply, I will look into those builds more and your link was quite helpful. Do you (or anyone else) have suggestions for where I can find more info on build orders? I've tried Liquipedia but it seems fairly sparse with regard to new HotS Terran builds. I've recently found SC2casts as well and that's been somewhat helpful.
I will use your Hellion/Mines/Medivacs/Marines and 3rd CC by 11 min as a goal to work for. Hopefully my micro holds on such a push.
Thanks again.
|
On October 03 2013 05:05 Pirfiktshon wrote: TvZ CC first has a couple ways of getting to the 11 minute timing and depending on what youwant to do will depend on how early your upgrades are. For instance if you go the Poltesk build with more of a map control theme behind your build then your upgrades will be a little delayed. If you go a normal 3CC build with economy as a center of your build then 6:45-7:00 is when you drop your 2 Ebays.....
The whole 11 minute timing is something I'd not heard of before. Another poster mentioned it as well and it's something I'll be investigating. As a standard, that should help me have a goal for early aggression. Hopefully it keeps me out of my "OMG I'M GOING TO DIE!" mindset.
Never heard of Poltesk - I'll look him up.
Thanks.
|
On October 03 2013 06:06 Snusmumriken wrote: Im playing around with avilos hellbat marauder build and it seems pretty decent. At least better than the shitty wolstyle I was trying (and failing with).
Haven't heard of this build, I will look into it.
Thanks.
|
On October 03 2013 07:51 BurningRanger wrote:Show nested quote +On October 03 2013 03:11 Mjolnir wrote:+ Show Spoiler +A while ago I made this post: On September 27 2013 10:48 Mjolnir wrote:
I'm lost and I'm frustrated.
TvZ - I have no idea what to do. Everyone online says "OMG TvZ is so easy for Terran - Terran OP vs Zerg" and I just don't see it. I don't know how, I don't know why they think this, and I certainly can't play it that way. Hell - I can't play it so it's even.
They say harass. I try to harass but it seems Zergs know exactly what's coming. Either reaper, hellion, or banshee. It seems Queens shut down all of those.
This is what happens to me - every. freaking. game.
- I open reaper expand or CC first (builds I was advised were ideal to learn). - I try to harass with reaper get a few drone kills and expand. - I go to hellion, often I will kill a bunch of drones - eventually I'm forced out. - It is this point where things fall apart. I can't harass. Drops are stopped with ling/spore/spine/queen. - Zerg gets muta/bane. - Zerg harasses me. - Zerg runs the map while I defend. - I finally have enough to push out, Zerg has a huge army. - Zerg on the way to Hive - usually Ultras. - I'm stuck on 3 bases while Zerg owns the map and starts telling me what a noob I am.
So the question is...
What the hell do you do when your harass (which I gather is essential) fails? When your efforts are defended - and they're massing muta/ling/bane - what do you do? How the hell do you compete with that? I know I must just suck. I try split drops, splitting from banes, etc. but they just fly in with overseers and a huge ball of stuff and just smash me. Widowmines be damned - they just plow right over it all.
Yes, I'm in scrub league as Terran. I just don't know what to do. I get that I have to harass and slow their 3rd/4th - and try to keep them even on workers. Then what? What if that fails? They always have more stuff!
Christ, I suck so hard. I'm so frustrated right now.
People asked for replays, so I dug some up and I have 2 here. I don't expect people to watch them both because that'd probably just be painfully boring. I know it was hard for me to upload these because I play like crap and I'm embarrassed. There was a time (WoL) when I was not terrible at this game (different race) and now that I play HotS and Terran (change of pace) I'm beyond awful. It's actually hard for me to verbalize how frustrated and powerless I feel with this game now. It quite honestly makes me feel unbelievably shitty and stupid. Which is absurd in it's own right. I just can't seem to improve - and aside from mechanics (which are crap) I just don't know what to improve. I was a diamond level player (again, different race) and now I'd be lucky if I was gold. My issue with Zerg is that they just get too big. I lose almost every engagement - whether it's an early skirmish or a huge battle late game. They just always have more, and essentially overwhelm me. I think my issues are the following: 1. Awful build order. Poor execution, poor choice of B/O, or both. I don't want to cheese so I've opted for learning a CC first or Reaper FE. Lately I've been going for a CC first since a few people have said it's "generally" a better option. 2. Getting contained. A few games I get contained by early pressure and I take a while to get out. Not sure what the solution to this is other than build better/faster. 3. Letting Zerg get massive. I can't harass Zerg for the life of me. My harass is (literally) laughed at. I think I've got a decent force to do early pressure and suddenly a billion lings swoop in and annihilate me - or they just run past me and destroy my expo. 4. Mines. Not enough, or terribad placement. 5. Micro. Awful (essentially, I'm a bad player). 6. Timing. My timing is probably off. Too early or too late on: drops, engineering bays, mines, mass rax production, etc. 7. Crappy mechanics overall. I recognize this and am working on it. This race is new to me and I've only been playing it about a month or so. I think it's likely that in a few situations I just need "more stuff." Replay 1: http://drop.sc/361282Here I correctly identify a roach rush and defend - but then I let myself get contained. I saw in a Day9 episode where he talks about adding more CCs to boost your econ while contained - I do this but probably overkill and then sit back too long. I sit back so long because I'm worried about losing my entire army to that contain. I assume his army is bigger than mine and will continue to be bigger than mine. Then I'm stuck vs. a 5 base Zerg and it's a joke. My mistake in my opinion, is a lack of aggression - but that comes from the fear of having that aggression fail - which is what generally happens. Replay 2: http://drop.sc/361279Again, I am too passive. I try some hellion harass but it fails miserably. At this point I know he has way more lings than I can handle, as well as a baneling nest and spire. I sit back thinking "I have to defend the ling/bane/muta push" but it never comes. By the time I realize "I need to expand or push" it's too late. He's massive. My timing is garbage. Putting my obvious shortcomings in mechanics aside I guess I can sum it all up with the following questions: 1. How and when are you aggressive vs a Zerg that isn't rushing you? 2. What do you look for to see if a Zerg wants to rush? I assume it's drone count. 3. Are mines really the go-to unit with bio? (I know I may just suck with them). 4. How do you deal with counters at your expansions? 5. When do you take your third? (Assuming no 2 base all-in from the Zerg). 6. When do you focus on upgrades? 7. How do you harass a Zerg that seems to have limitless lings/banes, and to a lesser extent, mutas? Sorry if this is too broad a post for this thread. If so, I guess I can move it to the SC2 Strategy section. I just figured my frustrations may help others here. Thanks in advance! Just a sidenote first. I think people are right to tell you that CC First is better than a Reaper Expand against Zerg, at least in your case (for me as well, but that doesn't matter here). Reaper Expand is a lot more micro and multitasking intensive. I suck at that and, if your mechanics aren't too well either, you shouldn't use an opening that relies heavily on them either. Yes, people say Bio/Mine is THE way to play TvZ, but that's either because their mechanics are good enough to pull it off or just because the Top players do it and they think there's no other way. What keeps me in this game and my will to play up is the possibility to play like I want to. I'm at around the same level as you are and get my rear handed to me a lot, but I invent my own playstyle, my own strategies and build orders. I constantly change them, refine them, discard them and start again... learning what I can pull off when and what not. It makes kind of proud when you see a strategy work out really well, then it hits you hard when it's smashed into the ground by the next opponent. But you learn what you have to change and are proud, when it works out again. If you're sick of playing a style that doesn't fit you, just because others tell you that you should play that, then stop and do something else. Do your own thing. I don't play Bio/Mine even though my Clanmates always told me to, because I know my hands are too slow and my multitasking is too horrible to make it work. I play Mech with my very own BO and even some better mates were quite impressed, when they saw it, and said they'd take it into their repertoire. That is what keeps me playing and improving. Now a little more specific to your questions although some may be answered already by the above or are more from a Mech play perspective. 1) If the Zerg didn't attack before, I usually play a 10 minute push with ~20 Marines, 4 Tanks and ~8 BF-Hellions. At that time he usually has a 3rd up, which I can kill. He has Mutas, but not too many so he can't just ignore the Marines. Anything on the ground can be dealt with quite well by that combination apart from a crapload of Roaches maybe. When you take out their 3rd and your attack is over, Zergs usually want to drone up hard, because they think there can't come too much more. So during that push I build up for some Hellbat drops (add Armory and Starport for Hellbats and Medivacs) and start them right after the push is over. This will hurt their eco even more and keep them from taking the whole map carelessly. Apart from killing their drones, it will make them invest into more defense. From here on it depends very much on the Zerg's reaction. Usually it's Hellbats (as mineral sink) with either Tanks or Thors or a mix of both with some Air support (usually Ravens). 2) As my opening gets Tanks early, there's quite much nothing to fear. I scout, if the Zerg expands early, and that's it. I wall my main first and then my natural as well. With a Bunker or two, a few Tanks and SCVs repairing behind a depot wall, you can hold nearly anything that a Zerg on your level can throw at you in the earlygame. Imo on our level you don't need to pin the Zerg on his exact strategy (not like you have to do in TvP with all their different early pressure builds). 3) As I play Mech, I can't really tell you too sure, but I find Mines too micro heavy. Hellbats are not, so you may want to try these instead. They eat any Ling/Bling and are healed by Medivacs as well. You may need more Marines as anti-air though. 4) Mech units are very powerfull. You can max out a Mech army on 3 bases quite well. So you don't have to care about counters, runbys or harass too much. As Mech is more gas-heavy you can make outer bases PFs instead of OCs (don't need so many MULEs) and you can build turret rings. Wall expansions in with depots. PFs and Depot walls can be used with Bio, too, to buy time for your quick Bio units to run in for the rescue. 5) I take the 3rd during my 10min push or the Hellbat drops. Anyways, while keeping the Zerg busy until I have it settled and defenses/walls are up. 6) Around the time, when I'm taking the 3rd, I start getting upgrades (if the 3rd gets blocked, don't forget to get upgrades still). 7) As long as there are few Mutas, Hellbat drops and/or Hellion runbys are great to kill drones. When going Mech, you don't need to harass that much. Even with Bio I'd argue that you shouldn't harass, if you can't do it (mechanically) or Zerg has too good defenses (Mutas, Spores, Spines) up. Keep your stuff together and push him hard instead of giving him full Medivacs for free. I hope this helps you a little. GL 
You make some good points. I should try to find the enjoyable elements of this game and just stick with them. The difficult part for me is feeling like I'm not improving.
I haven't really dabbled with TvZ mech - I may give it a shot for a change of pace. The trick will be to not sit back with it as I'm already apt to do.
Thanks for your post.
|
ive tried the avilo build for a little bit and its not working at all. It pretty much only works if they go for colossi, if they do anything else its shit. Anyone with better experiences?
|
On October 04 2013 04:18 Snusmumriken wrote: ive tried the avilo build for a little bit and its not working at all. It pretty much only works if they go for colossi, if they do anything else its shit. Anyone with better experiences?
I feel like hellbats cycle violently in and out of the metagame. If blink stalker colossi is popular hellbat play can be pretty terribad, but if mass chargelot is "in" then it absolutely wrecks. I would avoid the "avilo" (fantasy) build (unless you can tell early that its chargelot based army) and just try to mix them in moderately like forgg. His TvP is so unique and confusing and amazing. I am currently in love with it
|
Avilo does a lot of things that really should not work but do generally because he is just better than his opponent. He also does a lot of risky stuff that outright wins if his opponent does a certain thing or outright loses if they do something else.
If he played standard he would dominate the NA ladder.
|
On October 04 2013 01:58 Mjolnir wrote:Show nested quote +On October 03 2013 05:05 Pirfiktshon wrote: TvZ CC first has a couple ways of getting to the 11 minute timing and depending on what youwant to do will depend on how early your upgrades are. For instance if you go the Poltesk build with more of a map control theme behind your build then your upgrades will be a little delayed. If you go a normal 3CC build with economy as a center of your build then 6:45-7:00 is when you drop your 2 Ebays..... The whole 11 minute timing is something I'd not heard of before. Another poster mentioned it as well and it's something I'll be investigating. As a standard, that should help me have a goal for early aggression. Hopefully it keeps me out of my "OMG I'M GOING TO DIE!" mindset. Never heard of Poltesk - I'll look him up. Thanks.
Check out the guide in my sig for some additional information on standard TvZ.
The Polt-esk build the other guy is referring to has a day9 daily on it and might just be featured in a future guide here on TL.
|
Played a TvZ on Whirlwind and this is the map that always confuses me. When a Zerg takes a 4th and is X-positions, do you push that 4th still or do you go for the 3rd? Assuming the 4th is stupidly far away.
|
Assuming that they took the far 3rd and the highground inside expansion as their 4th, I always push the 4th.
|
Main reason for that is that it's harder for z to damage/pre-empt your reinforce. Secondary reason is that it's just closer. Another reason is that it's an easier hop to controlling their rally point. Doing this makes it harder to defend your 3rd from counterattacks though.
|
On October 04 2013 17:05 IMR wrote: Assuming that they took the far 3rd and the highground inside expansion as their 4th, I always push the 4th.
Where do you rally during this push? Been having trouble figuring out best way to rally on this map too. Just so big
|
holding the tower gives good vision so I reinforce the attack directly.
|
On October 04 2013 16:40 Chaggi wrote: Played a TvZ on Whirlwind and this is the map that always confuses me. When a Zerg takes a 4th and is X-positions, do you push that 4th still or do you go for the 3rd? Assuming the 4th is stupidly far away.
Depends on the creep spread and the direction of the expansions. If he expanded in a line from his base, it could be better to push that 4th even if it's far away, because his rally point will be further away, and your rally passes through the xelnaga which gives you center map control and vision of that. If you're close positions for example, you're top right and he's bottom right on whirlwind by pushing to the left side 4th you are isolating the top side of the map allowing you to expand there freely. Second consideration is creep, if he has less creep around a base it's better to push there. For example in the situation I described above, often times the top ramp of that 4th won't have creep around it allowing you to push out of the even further ramp easily since there is no creep there. Last consideration would be, don't push places that are easy to form flanks in. For example pushing the zergs natural, even if he has less creep there is riskier because he can flank from his 3rd+nat. Pushing an external base makes it harder for him to flank.
Some more reasons that I thought of why attacking a distant base can be benifical:
- Makes it less comfortable for him to reinforce, possible you will have widow mines blocking his reinforcements and it'll be harder for him to manage his army that way (with one part of it at his 4th and the rest at his rally trying to join up). - His mutas will be far away from your base/his main = if your army is cleared it will take him longer to get to your base with his mutas which can often be crucial, and his mutas will be farther away from his main allowing you to drop there more effectively.
|
On October 03 2013 20:29 Chaggi wrote:Show nested quote +On October 03 2013 20:26 mizU wrote:On October 03 2013 15:23 Chaggi wrote: Having a stupid amount of trouble with TvT, my reaper expand isn't working too well w/ the gas first -> banshee -> tank push anyone have a strong safe build that they're doing? What are you having trouble against, the same build? If you're losing because they shut down your banshee and you lose to a push you need to work on denying scouting (hiding tech) and banshee retention. Ah, I go reaper expand into 3 rax total w/ 2 with reactor and CS first. I've been using it since WoL which is pretty bad, but I've found that up until when Hellbats were super popular, it can hold pretty much every all in as long as I pull some SCVs, but w/ banshee coming faster and them being just super good, I found that I can't really hold the gas first banshee tank push. Just need a new build that can take me safely into the mid game because that's where I'm most confident in my TvT Instead of adding 2 extra rax, go 1-1-1 yourself (Marines/Tanks/Vikings) after your Reaper expand and you will hold easily. From memory, check Flash vs MMA, Neo Planet S, Dreamhack Bucharest; he defended out of gas 15 expand, but replace the Reaper with 2 Marines and gas 15 with gas 12 and here you go.
|
On October 05 2013 20:02 TheDwf wrote:Show nested quote +On October 03 2013 20:29 Chaggi wrote:On October 03 2013 20:26 mizU wrote:On October 03 2013 15:23 Chaggi wrote: Having a stupid amount of trouble with TvT, my reaper expand isn't working too well w/ the gas first -> banshee -> tank push anyone have a strong safe build that they're doing? What are you having trouble against, the same build? If you're losing because they shut down your banshee and you lose to a push you need to work on denying scouting (hiding tech) and banshee retention. Ah, I go reaper expand into 3 rax total w/ 2 with reactor and CS first. I've been using it since WoL which is pretty bad, but I've found that up until when Hellbats were super popular, it can hold pretty much every all in as long as I pull some SCVs, but w/ banshee coming faster and them being just super good, I found that I can't really hold the gas first banshee tank push. Just need a new build that can take me safely into the mid game because that's where I'm most confident in my TvT Instead of adding 2 extra rax, go 1-1-1 yourself (Marines/Tanks/Vikings) after your Reaper expand and you will hold easily. From memory, check Flash vs MMA, Neo Planet S, Dreamhack Bucharest; he defended out of gas 15 expand, but replace the Reaper with 2 Marines and gas 15 with gas 12 and here you go.
I'll check that out, thanks. For some reason I always have trouble with the transition behind my 1/1/1, in terms of powering up and I'm not sure if I just need to be faster or think that I need to do it. Specifically, when you guys go in and attack with 1/1/1 but it's not some type of all in, are you adding on things before or after or during the attack? I know this is pretty vague since I think it'd depend on which MU but say TvT?
|
On October 05 2013 21:31 Chaggi wrote:Show nested quote +On October 05 2013 20:02 TheDwf wrote:On October 03 2013 20:29 Chaggi wrote:On October 03 2013 20:26 mizU wrote:On October 03 2013 15:23 Chaggi wrote: Having a stupid amount of trouble with TvT, my reaper expand isn't working too well w/ the gas first -> banshee -> tank push anyone have a strong safe build that they're doing? What are you having trouble against, the same build? If you're losing because they shut down your banshee and you lose to a push you need to work on denying scouting (hiding tech) and banshee retention. Ah, I go reaper expand into 3 rax total w/ 2 with reactor and CS first. I've been using it since WoL which is pretty bad, but I've found that up until when Hellbats were super popular, it can hold pretty much every all in as long as I pull some SCVs, but w/ banshee coming faster and them being just super good, I found that I can't really hold the gas first banshee tank push. Just need a new build that can take me safely into the mid game because that's where I'm most confident in my TvT Instead of adding 2 extra rax, go 1-1-1 yourself (Marines/Tanks/Vikings) after your Reaper expand and you will hold easily. From memory, check Flash vs MMA, Neo Planet S, Dreamhack Bucharest; he defended out of gas 15 expand, but replace the Reaper with 2 Marines and gas 15 with gas 12 and here you go. I'll check that out, thanks. For some reason I always have trouble with the transition behind my 1/1/1, in terms of powering up and I'm not sure if I just need to be faster or think that I need to do it. Specifically, when you guys go in and attack with 1/1/1 but it's not some type of all in, are you adding on things before or after or during the attack? I know this is pretty vague since I think it'd depend on which MU but say TvT? Personally I add +2 rax during the attack when I open Cloak Banshee expand in TvT. When you go fast expand into 1-1-1, you can add a third before bio tech (extra rax and EBs) or +2 rax (e. g. TaeJa vs aLive, Newkirk, WCS AM).
The Flash vs MMA game is here.
|
|
|
|
|
|