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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. |
@Fhiz
#1 It has eco advantages it takes about 12-15 (Game SEconds) seconds to float from Wall to Nat on most maps which is a good portion of how much time it takes to make an scv. Also the transformation time from a CC to Orbital spent at the Wall is lost mining time for 1-2 scvs while this is not Game Breaking it does give you a small eco advantage that in higher level games can turn into something significant as in making your push timings 10-15 seconds faster which can mean the difference of doing small amounts of damage and doing Game Changing Damage with a push. If you are in lower leagues you might want to get used to doing this as it will teach you better crisis management in the end but there is nothing wrong with Doing CC as part of the wall you are just forfeiting those small advantages and gaining the advantage of knowing it will defend 2 gate pressure and 6 pool much easier than putting it on the low ground 
#2 Its all a Numbers game + making sure HTS can't just morph into Archons. Emping Protoss' entire army is good but sniping templar is a VERY VERY important skill to learn and it becomes easier when you snipe obs constantly which also allows your ghosts to free roam. The biggest problem with just Emping HTs is that after their energy is gone and you have no energy they just morph to archons gaining all their HP back which is essentially negating your EMP and archons ROFL stomp ghosts with no energy....
Edit: Sorry Didn't explain the "Its all a Numbers Game" comment at all . It costs 50 energy to kill 1 HT and depending on how much energy they have it can take up to 150 energy to completely deplete them of energy so they aren't a threat. That's pretty self explanatory as to why thats a huge advantage if they are splitting templars up properly it will be cheaper to snipe then to EMP and if they clump templars together than its EZ PZ 2 EMPs ruins his day yet you will still have to snipe afterwards so they don't become Archons unless you know you can take his army convincingly with the templars being negated out of the current fight
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On November 07 2013 13:03 Seeker wrote: Had a really frustrating mech game the other day.
I went bio, he went mech. He just turtled up, grabbed 3 bases, then moved out with a 3-3 200/200 Tank/BF Hellion/Thor/Viking composition. I was like "WTF do I do...?"
I almost won the game because I went for a Vking/BC transition, but he went mass Vikings/Thors and beat me in the end. I know I made a mistake by not making any Ravens, but other than that, how else could I have won the game?
I Play A LOT of Bio vses Mech and Bio vses Bio Tank. I prefer bio in all situations just because of the aggressive nature and I like my Terran opponent to not feel safe . I have a 80%+ Winrate with this and I'm High Masters/ Low GM. Just to give you some background on this info i'm about to give you 
When Playing Bio Vses Mech It comes down to their opener and the map. You have to know where your advantages are which I pretty much look at it as TvP in the WOL days our advantage with bio is at its best in the early game. Especially if they try to quickly get to 3 bases by turtling. The key to breaking this kind of play is knowing how to use your Higher numbers to break key locations. Which really comes down to your Engagements which is basically pre-splitting multi pronged attacks and making micro steps to mitigate the tank splash damage. I first realized how powerful this play is way back when I tried the darglein's micro trainer in the siege tank break mode. It helps you recognize #1 how to micro split ( as in tiny splits ) where you aren't running taking free shots but you aren't clumping to get murdered by splashed. It also allows you to realize how many tanks you actually can break with the bio you have. This is helpful as it allows you to look at siege lines and get a better idea of where to attack from to make sure #1 that you attack in the place where the least amount of tanks are going to hit you and #2 where you will kill the most tanks for the trade of bio units. As long as you keep trading efficiently as tanks are expensive and hard to replace and continue to expand you will win a really good % of your games with Bio vs Mech
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How to Pick Up Marines
Is there a fast way to pick up marines with medivacs? If i have a medium sized army and quickly need to pick up my army, I select my entire army with marines and medivacs. Then, I right click my medivacs one by one.
However, almost all the time, I also accidently right click marines and medivacs. What results is the pick up isn't fast and sometimes some marines don't even get picked up.
Is there some secret way to quickly pick up marines?
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One way is to select all your marines and shift right click all the medivacs really fast. They'll split into 8 for each one quickly. Or just right click really fast. It's all about that mouse control.
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Yea along with the Shift Right Click with marines then you select medivacs Boost toward marines and High-Tail it out of there!
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Probably a dumb question, but what's the deal with bio following my selected medivacs around? It's super annoying when I am only lifting some of my army.
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Sounds like you clicked all of your bio into a medivac and then haven't gave them a new command so they follow the medivac on move command.
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On November 06 2013 23:16 eeChiama wrote: Hey there, some TvT questions
How do you defend x2 rax with 13gas banshee? you abandon the build and go for x2 rax rines yourself? I just tried getting a bunker in mineral line but against good control they still get lots of kills. I stalled for the banshee and a hellion but I ended up way behind, even after killing 12~ scvs with the banshee the guy had gone for 2x cc and 3x rax with stim..
And about the banshee thing, I'm going 13gas thinking it is safer, but maybe gas first is the way to go? What are the tradeoffs? Auto lose vs proxy mara or 11/11 but I feel it would defend x2 rax reaper easier, any thoughts?
Cheers
I think its best to just open gas first, getting a faster banshee and faster hellion. You don't auto lose to proxy marauder, depending on how you decide to hold and whether or not you walled in or not. Those builds really set the other guy back, you can afford to sac some workers to stop it.
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On November 08 2013 02:12 perspicaciousinnate wrote: How to Pick Up Marines
Is there a fast way to pick up marines with medivacs? If i have a medium sized army and quickly need to pick up my army, I select my entire army with marines and medivacs. Then, I right click my medivacs one by one.
However, almost all the time, I also accidently right click marines and medivacs. What results is the pick up isn't fast and sometimes some marines don't even get picked up.
Is there some secret way to quickly pick up marines?
Just do what you are already doing and spam the medivacs. Takes a little practice to get the precision down, but as long as you do it quickly it wont matter if you miss a few,
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On November 08 2013 05:20 BigSolar wrote: Probably a dumb question, but what's the deal with bio following my selected medivacs around? It's super annoying when I am only lifting some of my army.
Its a little bit of a Nuisance but all you have to once your Medivac is filled right before you select the medivac seperately just tap the Stop button then select the medivac then problem solved
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On November 06 2013 23:16 eeChiama wrote: Hey there, some TvT questions
How do you defend x2 rax with 13gas banshee? you abandon the build and go for x2 rax rines yourself? I just tried getting a bunker in mineral line but against good control they still get lots of kills. I stalled for the banshee and a hellion but I ended up way behind, even after killing 12~ scvs with the banshee the guy had gone for 2x cc and 3x rax with stim..
And about the banshee thing, I'm going 13gas thinking it is safer, but maybe gas first is the way to go? What are the tradeoffs? Auto lose vs proxy mara or 11/11 but I feel it would defend x2 rax reaper easier, any thoughts?
Cheers
You can beat 2 rax but you have to know it's coming by SCV scouting. Once you've confirmed it, all you need is a bunker at the top of the ramp and to make hellion as soon as fac is finished. Delay starport for when these are both finished. All you have to do is hold the initial attack without getting your ramp busted and then you can go cloakshee and be heavily favoured to win. With a hellion it's pretty easy. Beating proxy marauders is pretty similar, just don't make a hellion but definitely get the bunker. You can get a widow mine as well if you're concerned about him getting like 3 more marauders and breaking through. Again this will result in a delayed banshee but it's better then just losing.
12 gas is stronger because it hits the fastest of all the banshee builds. 13 gas is ok but against the the 12 gas build is favoured against it since the 12 gas player can have his raven out before the banshee arrives which is huge. 12 gas build is quite common, though not so much nowadays.
Just don't skimp on scv scouting. Send it out on 14 or 15 supply and you'll see all you need to make a response. I used to never scv scout with 12 gas banshee but really it's worth it.
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Thanks everyone who answered, iaguz, thedwf, rikter,, much appreciated!
Actually, I was talking about x2 rax reapers, my bad!!.. Still you've been very helpful, I'll definitely go for 12gas banshee, seems better in all scenarios. From what TheDwf said i'll skip the bunker in the min line and just pull 4 scv's to help the marines stall while getting the hellion. And now I even know how to defend those proxy shennanigans, great stuff!
Thanks and have a good (blizzcon) weekend!
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If it's 2 rax reaper, like 12 rax 12 gas 14 rax then you make marines non stop and make a hellion and keep everything tucked really tight in your main. Whenever the reapers come in you can easily shoo them away and carry on with the banshee. Your expansion will be delayed but he kicks himself in the teeth economically so it's ok.
If it's the proxy rax reaper then if you open 12 gas you can get hellions. Pull scvs to go with your marine to fight the reapers as they enter your base. Again banshee will be delayed cuz you're pulling scvs but if you can avoid losing too many units marine/hellion should handle all the reapers until it's banshee time.
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On November 08 2013 00:30 Pirfiktshon wrote:Edit: Sorry Didn't explain the "Its all a Numbers Game" comment at all  . It costs 50 energy to kill 1 HT and depending on how much energy they have it can take up to 150 energy to completely deplete them of energy so they aren't a threat. That's pretty self explanatory as to why thats a huge advantage if they are splitting templars up properly it will be cheaper to snipe then to EMP and if they clump templars together than its EZ PZ 2 EMPs ruins his day yet you will still have to snipe afterwards so they don't become Archons unless you know you can take his army convincingly with the templars being negated out of the current fight 
Holy crap that sounds hard. Emp if you see the templars clumped and snipe if they are not, also what is the recommended ghost per HT? Like 1:1 ? or ?
Also thanks for your answer.
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@eeChiama Well now my feelings are hurt 
@Fhiz Once you get used to it its not that difficult it actually feels a little OP. Snipe Obs with Vikings + Snipe HTs With Cloak ghosts is really what the best thing you can do is . Yes the Ideal situation is that you have 1:1 Ghost vs HT. The most difficult thing in TvP is getting the Right Composition to fight his army as that is not always the easiest thing to do. When you start doing that the next hurdle is learning how to micro against his army and engage properly once you figure that out and keep up with Upgrades you'll start winning late game TvP Like crazy Easier said then done right? hahaha
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Thanks very much TheDwf. Good to know I'm not too far off the tracks.
I'll throw in some more doom drops here and there; they're good fun anyway =)
thanks again
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How do terran deal effectively with lategame massive warpins to snipe expansions/scvs in TvP? I just got pulled apart on frost by that, bouncing around between my expansions and ended up going broke and hardly having time to attack myself. Do you have to constantly patrol a few marines around the map to find the pylons?
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Bunkers with depot and then Scv surround and repair can hold most warpins. If it cant well then they have commited hard to the warpin and you will have to move your army over it anyway. Also PF's as your mining CC and Mass orbitals tucked away is my goto for lategame TvP.
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Every CC past your third really should be a PF that is at the optimal mining position. To protect your third depending on the map and what expansion you took you can tuck a bunker away behind the mineral line or just tuck it around a couple supply depots. Lategame is also important to throw down atleast 1 Turret behind mineral line or in it if you can't get it behind because of DT warpins that can Crush you late game......
Edit: Also once you realize they are warping in to a specific expansion try to find the pylon if you get a breath from the main fight so you can shut it down it will save you worlds of head aches. You will see a ton of pro gamers do that and it just makes practical sense to do so
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Whats the best way to use snipe nowadays? Shift-snipe doesn't work, because they will want to finish their amove command first. Holding the snipe button and clicking templars sometimes makes you lose selection of your ghosts, and selecting the templar instead. The latter method seems like the best, even though it has flaws.
But I'm really not informed about those new ways to bind hotkeys to 2 actions or something? Is this useful with snipe? How do I it?
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