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TvP how do i face someone who goes high templars first? i believe he goes standard and alot of protoss in my league (GOLD) do collossus and then later make high templars but sometimes they would go high templars first and then collossus. i know i build a ghost academy but do i also build more rax? he plays standard high templar, archon, alot of zealots.
On November 16 2013 12:33 azngamer828 wrote: TvP how do i face someone who goes high templars first? i believe he goes standard and alot of protoss in my league (GOLD) do collossus and then later make high templars but sometimes they would go high templars first and then collossus. i know i build a ghost academy but do i also build more rax? he plays standard high templar, archon, alot of zealots.
pretty much the same way you would play any tvp, you want to seize any advantage you can. going high templar first is a defensive move from the protoss that allows him to stay safe from drops while getting their upgrades going. He cannot push out across the map, because he wont be able to land any storms while you kite him to death. What does this mean for you? put down extra raxes, take an earlier third and fourth, make sure you have mobius reactor and cloak for ghosts researched, pump medivacs nonstop, and be aware of when he is leaving his base. You want to be more marine heavy than normal until you see him adding collossus, which should happen no later than 15 or so minutes.
As always, you need to be comfortable in the big engagements where you must control your bio ball to kite away from zealots, storms, and collosus shots, use your vikings to focus collossus down one at a time, and land emps on templars and archons.
Also be aware that templar first play often allows DTs to be on the map sooner than you might think, so turrets should be appropriately placed.
On November 15 2013 10:39 Faust852 wrote: I need a new build in TvP with an quick ebay, but not like rax - cc - ebay. Something like rax expo into 3 rax with an ebay where you can do some sort of +1 timing pressure. Any Idea ?
I dont know the exact BO, but Day9 did a daily on a Demuslim build that gets a very early ebay and allows you to move out with plus 1 attack and again a few minutes later with 1/1
-How do I deal with oracles? Especially after the new patch... And please dont say good marine control, is cc first no longer viable because it can cut into your early game marine count?
-Do you guys have an update how 4M is working for you, because it sure is not working very well for me. I feel completely blind countered all of a sudden vs any roach play, which I guess makes sense because I need tanks vs roaches no? And if i see this how do I transition from my 4M play into a more tank heavy build? Just add another factory, lift my current and build 2 tech labs (assuming I have started my third CC) asap or ? I feel like my reaction decision making has always been one of my biggest flaws.
CC first was never that popular because of 10 gate. If you watch Empire Happy here at Homestory Cup, he went 1 rax CC all the time.
If you open banshee vs. zerg you don't have to worry about making tanks vs. roaches. See Dayshi vs. Scarlett on Akilon Waste for an example (although Dayshi did have a tank back home too).
On November 17 2013 07:22 Fhiz wrote: does anyone know if there have been any good TvTs in HSC Viii where one player at least has gone bio tank/ marine tank?
Well, since there has been only 1 TvT after 12 groups played, we can't be that picky.
jjakji (bio) vs Happy (mech) was ok, although game 1 was longer than it should have been. At least we got to see Battlecruisers. I was surprised to see jjakji trying to win air dominance after the last patch. I thought the combined upgrades for vehicle and ship should unnecessarily give the edge to the mech player.
Game 3 ends up being Marine/Tank from both players, but that was quite short.
Btw: Hi to everyone. After reading this forum for a few years, I finally registered myself.
On November 17 2013 14:57 KingofGods wrote: CC first was never that popular because of 10 gate. If you watch Empire Happy here at Homestory Cup, he went 1 rax CC all the time.
If you open banshee vs. zerg you don't have to worry about making tanks vs. roaches. See Dayshi vs. Scarlett on Akilon Waste for an example (although Dayshi did have a tank back home too).
CC first is reasonably popular. Happy doesn't do it because he likes playing the same opener every game and so has to pick something that's reasonably safe so he goes 1 rax expand. The main weaknesses to CC first are 10 gate and proxy gate strategies but considering that all builds in TvP have weaknesses I'd say it's no biggee.
On November 17 2013 13:45 Fhiz wrote: I have a few questions..
-How do I deal with oracles? Especially after the new patch... And please dont say good marine control, is cc first no longer viable because it can cut into your early game marine count?
-Do you guys have an update how 4M is working for you, because it sure is not working very well for me. I feel completely blind countered all of a sudden vs any roach play, which I guess makes sense because I need tanks vs roaches no? And if i see this how do I transition from my 4M play into a more tank heavy build? Just add another factory, lift my current and build 2 tech labs (assuming I have started my third CC) asap or ? I feel like my reaction decision making has always been one of my biggest flaws.
@KingofGods, CC first was actually very popular with high level Terrans.
@Fhiz, CC first is more viable than 1 rax FE in TvP due to the fact you get x2 early barracks early in the game, you will have enough marines to fend off an early oracle, whereas with a 1 rax FE you will only have 5, which will lose to 1 oracle.
I don't understand why you feel blind countered vs Roaches if you can scout for them, tanks were always a strong response to roach based play even pre-patch.
I have kind of a stupid question, does have terran a standard build that you can use in Gold/Plat League? Like a 2Base All in or something? What would you recommend?
Does anyone have a solid allin for TvZ that isn't 11/11? I'm so bad at 4M and struggling with marauder/hellbat allins (can't do enough damage before they get mutas out) tyty
On November 18 2013 03:47 KingofGods wrote: In gold/plat the most important thing is to not die from all ins. Anything that incorporates an early tank for defense would work nicely.
12 rax, 12 gas, repaer, reactor, cc, factory, tech lab on factory, tank, constant marine production from reactored rax.
Ok sounds good. But when do i move out? is there a minute mark that i have to hit like 11 minutes or something?
So what are you guys doing vs swarmhost viper hydra and non-static defense. Literally got out of a 1.5 hour long game cause free-units.
Vipers just kept blinding and pulling tanks, ravens and vikings to their deaths. Side attacks met walls of movable defense that I could never overcome because so much supply was dedicated in tanks to keep the derp-ball at bay. I cant even move the tanks because as soon as they are un-sieged they are chased down by waves of locus. like... what?
Zerg was literally pushing half the map with free units, and the other half with static defense. It is ridiculous.
On November 18 2013 13:17 Rowrin wrote: So what are you guys doing vs swarmhost viper hydra and non-static defense. Literally got out of a 1.5 hour long game cause free-units.
Vipers just kept blinding and pulling tanks, ravens and vikings to their deaths. Side attacks met walls of movable defense that I could never overcome because so much supply was dedicated in tanks to keep the derp-ball at bay. I cant even move the tanks because as soon as they are un-sieged they are chased down by waves of locus. like... what?
Zerg was literally pushing half the map with free units, and the other half with static defense. It is ridiculous.
On November 18 2013 14:32 ander wrote: With 4M, are mines still viable? It's pretty frustrating, I've changed nothing, and I can't win a TvZ with mines. Substitute mines for hellbats maybe?
I've found mines to be pretty bad at everything outside of a timing against zergs third in which case they are quite effective.
Basically have to transition out and back into marine tank imo.
On November 15 2013 09:38 DaveSprite wrote: Quick poll here:
I was in gold playing plats last season, and I'd been on either side of the gold plat line for many seasons before the patch, simply because I don't have much time to play the game.
This season, I'm in silver and can't make my way out. I'm legitimately losing to other silvers and people who've been knocked down. Are any other T's out there feeling the pain on the ladder? I didn't think that the mine nerf would have been that bad but biomine is really hard for me now, and since mine drop is super bad now a lot of P that I play aren't getting the robo and either going straight for templar (because SoS i guess) or even faster upgrades.
Maybe somehow in the past week I've become super duper shit at the game but I never thought I'd be struggling in silver again. Was the patch really this harsh?
Here is a video that answers your question:
The leagues have been changed a lot since the beginning of HotS.