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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 January 12 2014 01:08 VanillaCream wrote: I want to keep myself updated on Taeja's builds. Can someone tell me what the usual opener and transitions are for Taeja during a TvZ. And correct me if I'm wrong, Taeja's usual builds are 1-1-1 against Terran and a CC first or Rax CC against Toss.
Do a Google search for the replay packs from Dreamhack Winter. They're not 100% up to date with the fast past of pro games, but Taeja is Taeja and he played some amazing games during that tournament.
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I have a question about how to handle upgrades with the different unit compositions available in TvT.
Going full bio, you obviously want two engineering bays and an armory later on. Going full mech warrants double armory and an engineering bay for turrets.
But what about when you're going marine tank viking in TvT? How do you handle upgrades and how many engi bays and armories does one build? I tried one of both, but that seemed to upgrade too slowly. Two of each seemed too costly. So going two and one seems to be the ticket, but I can't really figure out if one needs two engi bays or two armories.
The marines seem to be the meat of your army, perhaps warranting the double engi bays. On the other hand, the real damage comes from the tanks and vikings (and perhaps other air units for a late game skyterran transition), which could use double armory.
Please help me out here!
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Double ebay and one armory for damage, as your marines will take your opponent's marines shots and will need armor (assuming marine tank vs marine tank), and your tanks are there to control space and dish out damage. Mech armor will have little impact on your tank count (as you'll lose them anyway if you misplay/lose engagements). Late game you might want a second armory if you switch to sky terran and if you're not already on +3 mech weapons I guess.
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Sup guys... Well i've been looking for some builds to end with TvP fast as i am Gold League and can't come out of the tons of harassment possibilities from protoss ahead... In most of the cases i can defend against everything but when i do i am always behind. (When it's not Blink all in of course)
The question is: Does this build from SeleCT is still viable to end the game as fast as possible? http://www.team-dignitas.net/stim-combat-rush
Also... I've been using a Marine & Mine drop in the main with hellions harassment in the natural but it seams to easy for the Protoss to scout this and 80% of the time be well prepared. Does anybody knows a variation of this build that is "harder to scout"? And finally if possible can you guys post a build for this purpose?
Thank you !
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yes it can end the game, but you shouldn´t aim for finishing an opponent quickly, rather try to find as many advantages you can get to then play out the game normaly.
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You mean like crush him with this 9min timing and keep playing maintaining him behind?
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too be more exect, kill as much stuff you can do aslong as you are getting a better trade for instance.
in bomber vs sos (wcs semi's) bomber went for this build. saw that the units where on the ramp, stimmed in and attacked the nexus. when the units came down to attack his army, bomber killed that army becouse becouse the units he would lose vs his units would benift him more. one thing you can also run in, see that hes army is really small and just target the nexus to kill -->make a 3rd cc and tech up to medivacs, if you know he has a big army make some bunkers and play safe since it is your 3 base vs 1
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The first push should have the factory / starport combo coming up behind it; the initial attack hits the natural fairly hard and hopes to a) bait out a photo overcharge, b) determine tech path through army composition and c) kill templars/collosuss > sentries > stalkers
If your opponent just completely fails to prepare and it's reasonably well executed, you can expect to sometimes be taking out a natural.
You can also transition into your choice of 4th and 5th rax, 3rd CC, or double engineering bay.
It's nice in that it damn near hard-counters the 2-base blink all-in, but it remains fairly weak against unscouted dark templar play.
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what is good against unscouted dark templar play lol
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On January 13 2014 04:06 Doc Brawler wrote: what is good against unscouted dark templar play lol
Builds that have an engineering bay built in, for example 2-rax + engineering bay openings are going to be better at least.
Of course, scouting > not scouting :D
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On January 13 2014 04:06 Doc Brawler wrote: what is good against unscouted dark templar play lol
Well, the best thing you can do is devote all orbital energy to scan and get turrets up AFAP. Nothing is really "good" tbh. If you have hellions/hbats u can use friendly fire to kill them, but otherwise you need scans. Also make sure that when you do scan to hit the DT right in the middle of the scan so it cant just dart out. And, ofc, try to get as many DT's with one scan as possible.
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Has anyone experimented with getting a Ghost or two out when you scout your opponent is going 111? I know it would be good against 111 Banshee but concerned it would lose if they go 111 push w/ marine/tank/banshee.
I only ask because I like trying to play bio in TvT and am currently having major issues transitioning into bio play without straight up dying to 111.
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On January 13 2014 04:06 Doc Brawler wrote: what is good against unscouted dark templar play lol
I have been 3 raxing protoss lately, I pull around 8-10 svcs with 10 marines and go. I even get up an ebay with a turret to defend oracle play.
I have had pretty good success with it lately, a lot of protoss players are getting really greedy with fast dt openings or proxy oracle expand builds.. with little to no units to defend the home base. If you time the attack right, the MSC shouldn't have enough energy for PO.
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Northern Ireland461 Posts
Strange question but, how can top Terran players such as Maru/INnoVation/FlaSh get away with only using 2 hotkeys for their army? I don't understand how they can efficiently control Bio/Ghost/Viking with only 2 hotkeys?
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On January 15 2014 07:07 mau5mat wrote: Strange question but, how can top Terran players such as Maru/INnoVation/FlaSh get away with only using 2 hotkeys for their army? I don't understand how they can efficiently control Bio/Ghost/Viking with only 2 hotkeys?
MMMV on one hotkey and ghosts on the other? Stim, a-move, shift q viking attacks, micro bio, and have the ghosts cloak emp
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Canada8159 Posts
On January 15 2014 04:43 Tenks wrote: Has anyone experimented with getting a Ghost or two out when you scout your opponent is going 111? I know it would be good against 111 Banshee but concerned it would lose if they go 111 push w/ marine/tank/banshee.
I only ask because I like trying to play bio in TvT and am currently having major issues transitioning into bio play without straight up dying to 111.
Huge investment for almost no payoff, don't do this
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On January 15 2014 08:11 Jer99 wrote:Show nested quote +On January 15 2014 04:43 Tenks wrote: Has anyone experimented with getting a Ghost or two out when you scout your opponent is going 111? I know it would be good against 111 Banshee but concerned it would lose if they go 111 push w/ marine/tank/banshee.
I only ask because I like trying to play bio in TvT and am currently having major issues transitioning into bio play without straight up dying to 111. Huge investment for almost no payoff, don't do this
Vikings, vikings, vikings. Buy time for a defensive tank.
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Im seeing flash do this reactor first double reaper. What are some of the pros and cons? I mean i guess the math equates to the same number of marines but is the later reaper worth the extra one? (I mean i guess if it is good enough for flash it is good enough for me right?)
edit; ways to optimize this? Does it change anything in terms of second rax timing and what not (I usually go for the 2 rax opening, on 2 base 6:40 factory -> starport -> reactor-ed medivacs -> poke at 10-11min etc. etc..)
edit 2;; when ebay blocking they almost always go into Zealot stalker (zealot maybe) MSC poke and i almost always take way too much damage, how can i see this coming? chrono boost on gateway? Or if i see the stalker early, can I assume that it is coming and if so I should immediately build a bunker at my natural right?
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Hey guys i just got 6 pooled on alterzim. I walled of with the depot CC rax, and the 6 pool had just enough to dps the rax even though the scv never died... is this normal, i mean isn't alterzim like the biggest rush distance? i wall so the CC has the least surface area. should i make it so the rax has less surface area? I was under the impression that the CC is easier to dps down.
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Depot on the side, cc center (like normal rac wall) rax as the '2nd depot'. Your way tge lowest hp building (the constructing rax) takes more damage. With the cc there, you have a ton more hp for the surface area and thus survive.
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