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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. |
On December 20 2013 16:43 DaveSprite wrote: So if I open with Heart's stim timing on Frost (cross positions) but the protoss builds his structures tunneling in front of his nat and uses 4-6 sentries with void rays and photon overcharge crushes the push, what do I do? Because 6 minutes later I just lose to a max void ray sentry chargelot army with storm support You should not use this opening without a precise knowledge of your opponent's style, because it's mostly a "sniper build" aimed at punishing certain things; and even then Medivacs are so delayed that's it's still not very good. If your push gets crushed, you have lost the game. I don't know why your opponent has Void Rays when you arrive, but anyway don't commit if you see him prepared, or even better, don't use this build unless you know your opponent plays unsafe and will be caught with only a few units.
On December 20 2013 16:02 DaveSprite wrote: So has The DwF hammered out how to defend a proxy void all in? Cause I keep losing to it xD What build order(s) are you using? Can you post a replay of one of your losses if you have one?
On December 21 2013 21:34 Liox wrote: Hey guys, what's up? I've got a question in terms of Polt's TvP-Build. For all of you who are unfamiliar with it, check out day9's analysis (http://day9.tv/d/Day9/day9-daily-620-polts-tvp-wcs-amazingness/).
So, from my understanding (and sorry if I repeat what day9 said) you are trying to get up a decent army and more important a very efficient productioncircle focusing on bio-heavy play with a few medvacs behind it and pushing out around 10:30 to get mapcontrol while keeping the protoss at 2 bases if you can. Also there is rarely a lot of dropplay and the fighting style is relying more on getting good flanks without heavy microing. That's why I chose this build to play since I am just a silve/gold-league player and I actually cannot dodge storms yet like it's used to be done by good terrans. Hell, I am happy if I manage to keep everything rolling in terms of my macroplay.
What I discovered recently was that playing this style has quite a disadvantage if the protoss goes for fast double upgrades which actually ends in fights around 12:00-12:30 with him having finished +2+2 while me having finished +1+1. My question is how you would deal with such a tech-heavy opening? Shall I favour CS over Stim and try to get a good push with the first marauder? I thought about this but I think I'll only just bait an early nexuscannon which doesn't solve my problem how to live against an attack of a zealott/templar(with storms) army.
The question I am asking could also be phrased like this: How can I adjust Polt's built to make a protoss pay for being greedy like this? Any help is appreciated (and if this was asked before forgive me and post me the link please). Protoss having the lead upgrades-wise is standard, you cannot do much about that; it's one of their inherent racial advantages thanks to Chronoboost. If you manage to land 2-4 Medivacs in their main base, Forges are a target of choice to reset things. I don't know if Day9 analyzed the particular 8 rax Armory Polt was doing some months ago, but even if you get your Armory after just 5 rax (as the standard is) you're usually 1-2 upgrades behind in midgame.
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in TvZ doing the newer 4M (the one with less mines and 1 banshee) popularized by TaeJa do I still want to push out with my first two medivacs at around 11'30 even if it feels like I only have a handful of mines + marines? I feel like if I don't I just get over run by the zerg if he went for a quick 4th hatch by the 12 or 13 minute mark
edit; i also heard something about a 2 base mech push in TvZ ? what exactly is this referring to?
edit 2; TvP my go to macro build is "bombers" reaper expand (cc before 2nd depot) around the 6-7 minute mark i find myself on a lot of minerals but I am following the guidelines, I think anyways.. What exactly could I be doing wrong at that point that is causing me to spike very high? http://drop.sc/368789 ( http://imbabuilds.com/hots-terran/hots-tvp/tvp-bombers-reaper-fe/ )
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On December 22 2013 22:25 Fhiz wrote:in TvZ doing the newer 4M (the one with less mines and 1 banshee) popularized by TaeJa do I still want to push out with my first two medivacs at around 11'30 even if it feels like I only have a handful of mines + marines? I feel like if I don't I just get over run by the zerg if he went for a quick 4th hatch by the 12 or 13 minute mark edit; i also heard something about a 2 base mech push in TvZ ? what exactly is this referring to? edit 2; TvP my go to macro build is "bombers" reaper expand (cc before 2nd depot) around the 6-7 minute mark i find myself on a lot of minerals but I am following the guidelines, I think anyways.. What exactly could I be doing wrong at that point that is causing me to spike very high? http://drop.sc/368789 ( http://imbabuilds.com/hots-terran/hots-tvp/tvp-bombers-reaper-fe/ ) I said something about a 2 base allin that mvp did against curious in here a while ago, but I dont think it was a designed build order so much as it a reaction to curious' early muta build
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Hey guys, i got some trouble in TvZ recently. My gameplan is to pressure the 4th base of the zerg and try to trade as efficiently as possible and im trying to force him to build banes, so that he cant bank a lot of gas. Is this the right mindset or is this just wrong? I got a replay where i made some big mistakes, but it would be awesome when someone could give me some advice.This is just my usual buildorder against zerg, as greedy as possible.
http://ggtracker.com/matches/4522107
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I've recently been dying to allins from zerg, i guess they dont' want to play macro games. I'm doing the reaper/hellion 3 CC build into 4M. What am I doing wrong here? I try my best to keep my hellions and reapers alive to get scouting info, do I just need to be more vigilant and keep them at the front for as long as possible? I keep dying to them building an army of roaches or ling/bane in secret in their base. http://ggtracker.com/matches/4523080 http://ggtracker.com/matches/4523081
What did I do wrong these games?
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On December 23 2013 11:18 Aveng3r wrote:Show nested quote +On December 22 2013 22:25 Fhiz wrote:in TvZ doing the newer 4M (the one with less mines and 1 banshee) popularized by TaeJa do I still want to push out with my first two medivacs at around 11'30 even if it feels like I only have a handful of mines + marines? I feel like if I don't I just get over run by the zerg if he went for a quick 4th hatch by the 12 or 13 minute mark edit; i also heard something about a 2 base mech push in TvZ ? what exactly is this referring to? edit 2; TvP my go to macro build is "bombers" reaper expand (cc before 2nd depot) around the 6-7 minute mark i find myself on a lot of minerals but I am following the guidelines, I think anyways.. What exactly could I be doing wrong at that point that is causing me to spike very high? http://drop.sc/368789 ( http://imbabuilds.com/hots-terran/hots-tvp/tvp-bombers-reaper-fe/ ) I said something about a 2 base allin that mvp did against curious in here a while ago, but I dont think it was a designed build order so much as it a reaction to curious' early muta build
right but i have seen a few streams using this "2 base mech push" in TvZ perhaps the mech resources thread may have an answer.
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This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with.
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Canada8159 Posts
On December 24 2013 15:39 Qwerty85 wrote: This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with.
That's why i don't do reaper expand, it's horrible against any early aggression and proxy stargate.
Try the gasless expand
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On December 24 2013 15:39 Qwerty85 wrote: This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with.
After scouting it, put one bunker and when he's at your door, pull 4/5 scvs to block him and circle his stalker. He will lose his zealot and stalker for sure and even if you lose a few scv, you will be ahead considering his opening. You can even kill a few probes with your reaper.
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On December 24 2013 15:39 Qwerty85 wrote: This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with. http://www.teamliquid.net/forum/viewmessage.php?topic_id=402751¤tpage=195#3891
Basically it's a question of execution and micro. Focus the MSC with your Marines.
On December 24 2013 16:27 Jer99 wrote:Show nested quote +On December 24 2013 15:39 Qwerty85 wrote: This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with. That's why i don't do reaper expand, it's horrible against any early aggression and proxy stargate. Try the gasless expand Please. Reaper expand would not be standard if it was "horrible" against things that common.
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Can someone tell me what was the previous radius of the window mine? It was 40 flat dmg in that radius right? What is the effect now and the implications? Sorry, I can't seem to find info on the previous radius. (Did see info on the recent change though, but would like someone to spell it out to me thanks).
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On December 24 2013 23:32 Immutant wrote: Can someone tell me what was the previous radius of the window mine? It was 40 flat dmg in that radius right? What is the effect now and the implications? Sorry, I can't seem to find info on the previous radius. (Did see info on the recent change though, but would like someone to spell it out to me thanks). Yes, it was previously 40 damage in a 1.75 radius, and it was changed to 40 damage within a 1.25 radius, 20 damage from 1.25 to 1.5, and 10 damage from 1.5 to 1.75. The main effect is that Mine shots no longer kill lings/banes or drones/probes in the 1.25-1.75 radius, so they're way less efficient than before.
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Thanks... no wonder.. been a period of time since I played TvZ... went window mines expecting to win easily, but lost as they seem to do no damage. Anyway, back to tanks~
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On December 24 2013 16:27 Jer99 wrote:Show nested quote +On December 24 2013 15:39 Qwerty85 wrote: This may be a bit basic question and it doesn't happen that often but how do you defend that 1 zealot 1 stalker MSC attack in TvP when protoss is doing something like 10 gate?
He just bypasses my bunker and enters the main and at that time my marine count is so low (since I am 12/12 reaper expanding) that he easily kills my marines with stalker and MSC and then it is gg.
I pull a lot of SCVs, even surround the stalker but he still gets rid of marines before I can kill the stalker or chase MSC away.
I can defend if he goes that at 13 gate, but 10 gate I have huge problems with. That's why i don't do reaper expand, it's horrible against any early aggression and proxy stargate. Try the gasless expand
Um. If you can hold a proxy Stargate/early aggro with gasless expo, you can certainly hold it with a Reaper FE. Plus, good luck finding the proxy Stargate with a gasless expo.
It's a question of micro. There is a very small window where Reaper into Reactor has less units than a gasless expo, but with a second Barracks coming up plus the Reactor for increased production, that narrows drastically while getting you much faster teching possibilities. So you micro well until the Reactor production kicks in and then you move into a normal game. Sending an SCV at 14-15 supply will net you the information you need, and then you just do the technique described by TheDwf in his linked post above.
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Hi, I'm sorry if this is wrong place to ask but im maybe trying to come back to sc2. Exmaster and I wonder which cookiecutter builds/strats I could use in each matchup? Just something general as "3base colo allin PvZ, open with 1gate aggression" is enough. Yes terran build/strat im looking. 
I played maybe month or 3 hots.
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Does the window mine +35 shield damage apply to the radius dmg. E.g hitting a zealot at 1.70 radius, will it do 10 + 35 dmg to its shields?
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Canada8159 Posts
On December 25 2013 08:49 Ryndika wrote:Hi, I'm sorry if this is wrong place to ask but im maybe trying to come back to sc2. Exmaster and I wonder which cookiecutter builds/strats I could use in each matchup? Just something general as "3base colo allin PvZ, open with 1gate aggression" is enough. Yes terran build/strat im looking.  I played maybe month or 3 hots.
TvZ: CC first into 4M TvP: CC first into 3 base scv pull TvT: Rax expand, hit at 10:00 with marines/medivacs
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On December 25 2013 10:31 Immutant wrote: Does the window mine +35 shield damage apply to the radius dmg. E.g hitting a zealot at 1.70 radius, will it do 10 + 35 dmg to its shields? Nope, the +35 shield damage applies only to the main target.
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Sorry to bother with this guys... I'm comming back from a few months out of SC2. I'd just like to know if this build is still viable, who posted it in Bnet said that it was a Demuslim build. It's a TvP CC First build
TvP 15 - CC (Lowground) 2x Rax @ Rax (2) finishes, 2x geysers - Reactor then Tech Lab as gas allows - Stim @ next 100 gas, Factory, Ebay, geyser (3) Starport, swap reactor with Factory. Push with 2 Medivacs, Stim and +1 weapons (around 10 minutes) Behind the push, CC, 2x rax, +1 armor, Ebay and Armory
Push: Should be a little over 2 medivacs full of MMM. If you scan and see he's super greedy with little to no units, then you can try to push. However, the main purpose is to control thirds and keep him contained. DO NOT LOSE UNITS. You need to retain as much as possible.
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On December 28 2013 15:18 noSec wrote: Sorry to bother with this guys... I'm comming back from a few months out of SC2. I'd just like to know if this build is still viable, who posted it in Bnet said that it was a Demuslim build. It's a TvP CC First build
TvP 15 - CC (Lowground) 2x Rax @ Rax (2) finishes, 2x geysers - Reactor then Tech Lab as gas allows - Stim @ next 100 gas, Factory, Ebay, geyser (3) Starport, swap reactor with Factory. Push with 2 Medivacs, Stim and +1 weapons (around 10 minutes) Behind the push, CC, 2x rax, +1 armor, Ebay and Armory
Push: Should be a little over 2 medivacs full of MMM. If you scan and see he's super greedy with little to no units, then you can try to push. However, the main purpose is to control thirds and keep him contained. DO NOT LOSE UNITS. You need to retain as much as possible. It's playable, yes, but you must first rule out Oracle play before expand (proxied or not) as you don't have 6 Marines if you go for the fastest add-ons possible with those gas timings, and the 3 rax variant is better against Zealot/Stalkers/MSC pokes; basically you should preferably use it against passive fast expands such as MSC expand. The CC is also built at 14 supply, not 15. After your Medivac push, you can choose your transition: 2 rax third (earlier/riskier), third rax then 3 rax third (standard) or 5 rax pressure. The development posted (2 rax third + quick Armory) is lategame-oriented and will have issues/lose against late 2-bases timings/all-ins such as Storm attacks or Colossi all-ins because you will lack units.
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