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On March 24 2013 12:05 koalahide wrote: Didn't want to make my own thread on this, basically just started playing the game again and I need fresh openers for each matchup as T. I used to just do 1 rax FE vs. everything but apparently that's very outdated now.
Any help?
Reaper FE vs everything now. Reaper is a good scout and can often do some sort of damage or at least give early map control.
On March 24 2013 12:05 koalahide wrote: Didn't want to make my own thread on this, basically just started playing the game again and I need fresh openers for each matchup as T. I used to just do 1 rax FE vs. everything but apparently that's very outdated now.
Any help?
Reaper FE vs everything now. Reaper is a good scout and can often do some sort of damage or at least give early map control.
Could you point me in the direction of a basic Reaper FE BO updated for HoTS? Since apparently they don't need tech labs anymore.
What was I supposed to do to come back after fucking up the turret? He just ignored my siege tanks and 1Ad into me. Was it already unwinnable? Edit: Also, does anyone have a build that doesn't involve widow mine drops?
What was I supposed to do to come back after fucking up the turret? He just ignored my siege tanks and 1Ad into me. Was it already unwinnable?
You were very far behind after the banshee but it was more what happened after it that completely lost you the game tbh. You didn't really scout at all which led to you blindly making marines against hellions which could have been fixed with a single scan. You also had alot of energy on your orbitals that you never used which would of helped you to catch up alot. You spent alot on turrets after the banshee came which made them a bit pointless. You let your third sit idle for a while when it could have been making scv's to saturate your main/nat. You let your reapers at the start sit for a really long time without doing any poking as well. You also shouldve tried to apply some counter pressure via drops.
Anyway to sum up wining form your position after the banshee was very hard but there were alot of small things you could have done that would have helped your chances.
On March 24 2013 17:08 A Wild Sosd wrote: Anyway to sum up wining form your position after the banshee was very hard but there were alot of small things you could have done that would have helped your chances.
Thanks. I'm just getting into T from zerg so pretty much everything about them is foreign to me, even being able to maphax the middle of their base >,<
On March 24 2013 12:05 koalahide wrote: Didn't want to make my own thread on this, basically just started playing the game again and I need fresh openers for each matchup as T. I used to just do 1 rax FE vs. everything but apparently that's very outdated now.
Any help?
Still works dude...Its all about the transition + reaction. If your BO is tight and scouting is fine it should be too big of a problem.
Obviously you might have some issues in TvT if they go 8/8/8 (no proper counter yet), or fast stargate oracle+msc harrasses.
For the TvP part, 12 rax 15 orbital+marine+gas+depot, 2 marines, expand+ reactor, bunker at nat, factory at 100, starport at completion and make 2 mines. Build will allow you to camp a single marine in the bunker, leave the rest at the natural near the minerals ready to intercept, and a mine in the main behind the mineral line. If he out of range from your mine, drag your workers away and bait him into range. Expand again at this point if you want.
I was looking for something cheesier, like a 9 minute attack.
Nexus cannon and the potential for oracles makes it kinda hard to just randomly go for an all in that quick. If I were you Id rather go for a delayed two base attack MVP style. 1-1 upgrades, loads of marauders, loads of scvs and also overbuild vikings if they go colossus. I think its either an attack like that, proxy reapers or a fast mine drop that is your best options if you wanna go all in. HotS protoss can potentially be so ubersafe around the 9-10 minute mark when they can have several oracles, planetary nexus and perhaps timewarp.
I was looking for something cheesier, like a 9 minute attack.
Nexus cannon and the potential for oracles makes it kinda hard to just randomly go for an all in that quick. If I were you Id rather go for a delayed two base attack MVP style. 1-1 upgrades, loads of marauders, loads of scvs and also overbuild vikings if they go colossus. I think its either an attack like that, proxy reapers or a fast mine drop that is your best options if you wanna go all in. HotS protoss can potentially be so ubersafe around the 9-10 minute mark when they can have several oracles, planetary nexus and perhaps timewarp.
Build 1 raven for pdd's, medi's, some hellbats, marauders with concussive and marines --> a-move, could work. If i remember correctly, pdd helps against nexus cannon. If so, u basiccaly play a fast FE into a 1/1/1 build. Dunno if it's viable tho.
I have to ask about the Bel'Shir Vestige map in TvZ. How the hell do you wall off there? Every expo have 3+ different attack paths. I couldnt find a pro replay of that map, anyone got a good example
I don't think you should 1 rax expand in tvt. rax at 12, gas at 13, and scout. you can get aggressive if they 1 rax expo or have any tech option necessary available to defend. ... this ignores maps like whirlwind where proxies won't happen (big maps w/ multiple spawn locations)
I don't like it in tvp either although I think it's more acceptable than tvt... oracles are just very good against marines. if you pull too few to a single oracle and they get wiped you will get stomped by a timing
On March 24 2013 23:30 Zaixer wrote: I have to ask about the Bel'Shir Vestige map in TvZ. How the hell do you wall off there? Every expo have 3+ different attack paths. I couldnt find a pro replay of that map, anyone got a good example
I played one game and banned it forever lol...didnt even give it a second thought.
Any pointers regarding ghost and viking control in TvP? I find that my control is literally the worst ever. How should I handle my ghosts if I don't have cloak/if he has an observer that is very hard to get rid of? If he can see my ghosts at all I end up being able to EMP like a third of his army tops before they die which is just horrid (I've been leading with my ghosts in front of my army in order to EMP before the engagement).
Can anyone review this game? I was playing with a friend on skype talking whole game so there are tons of errors, but could anyone give me some idea, how to deal with this? Thank you..