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On July 31 2014 22:34 mau5mat wrote:Show nested quote +On July 31 2014 07:46 Skynx wrote:On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think. For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style ) 3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death. 4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell. 5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check. edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference. I am pretty sure INnoVation uses 2 army hotkeys, same as FlaSh/Maru etc. Taeja uses 2 in TvP, 1 for MMM+vikings, and another for ghosts.
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On July 31 2014 19:02 MockHamill wrote: I am trying to design a safe opener that gets an inbase CC while dropping 2 mines from a medivac in the opponents mineral line, while being able to defend standard Protoss aggressions.
So I need to know the earliest time the following attacks can hit: a) 1-base proxy oracle b) 1-base proxy DT c) 1-base blink d) 1-base proxy immortal
I can tell you with almost complete certainty that any inbase(or otherwise) CC w/ medivac combo is going to be a timing no earlier than 6:40. 1 base medivac is 6:00 minimum without SCV cut, and like 5:30 with kinda drastic SCV cuts. You're not going to be inherently safe with any of these no matter what you do, what you have to rely on is scouting.
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Hi guys, what's a good TvP SCV pull build? I'm trying to redo Innovation's from GSL Code A but I can't quite nail the exact build order and timing down.
It's the one where he stays on 5 barracks(2R, 3T) and never gets a 3rd; hits with a respectable amount of vikings, +2/+1 bio, and +1 vehicle attack. Does this off of the reactor expand with an Ebay for fast +1 rather than a 3rd barracks:
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On August 01 2014 13:23 Gaskal wrote: Hi guys, what's a good TvP SCV pull build? I'm trying to redo Innovation's from GSL Code A but I can't quite nail the exact build order and timing down.
It's the one where he stays on 5 barracks(2R, 3T) and never gets a 3rd; hits with a respectable amount of vikings, +2/+1 bio, and +1 vehicle attack. Does this off of the reactor expand with an Ebay for fast +1 rather than a 3rd barracks:
Here's my notes on the build:
12-12 - Reaper [take out 2 SCV's ~@30 gas after Reaper completes] 17 - CC Reaper-> Reactor on Barracks 18 - Depot 19 - Engineering Bay [Put 2 SCV's back into Refinery] 23 - Barracks @Ebay, +1 Weapons-> +1 Armor @2nd Barracks, Techlab-> Stim @100 gas, Factory + 2 Refineries @Factory, Starport + 1 Refinery + 3rd Barracks Start Marauder production ~@50% +1 Armor, Armory + 2 Barracks [for a total of 5, at about 0940m] Once both bases are fully saturated in all gases and minerals, start cutting workers in favor of army + depots, you can resume worker production later once everything else is fully running ~10m, 2nd Starport Don't miss any upgrades, you want to hit the timing of +2 Weapons/+1 Armor & +1 MechWeapons
Pull workers at about @1320, ideally from the natural where you're oversaturated and you can call down MULEs to take their place
In 1 game, at 1327m his unit counts were thus: 151/158 supply 49 Workers 9 Vikings 4 Medivacs 12 Marauders 40 Marines
This is the 2base innovation version as opposed to the 3 base Flash version that uses ghosts which honestly helps a lot if the protoss has sentries/heavy zealot count/or high templars.
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On August 01 2014 07:54 PinheadXXXXXX wrote:Show nested quote +On July 31 2014 22:34 mau5mat wrote:On July 31 2014 07:46 Skynx wrote:On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think. For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style ) 3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death. 4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell. 5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check. edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference. I am pretty sure INnoVation uses 2 army hotkeys, same as FlaSh/Maru etc. Taeja uses 2 in TvP, 1 for MMM+vikings, and another for ghosts.
I'm guessing control groups are just for army movement and units are micro'd by hand in fights, or something?
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On August 01 2014 16:45 Incognoto wrote: I'm guessing control groups are just for army movement and units are micro'd by hand in fights, or something?
Pretty much. I've seen bbyong control bio + vikings (on same hotkey) by using ctrl-click marines, ctrl+shift click marauders. This allows you to quickly select all the bio and kite without messing with the vikings and allows the medivacs continuous healing.
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I use multiple keys but mostly use two. I have the entire army on a key for simple movement, all stimmable Bio + any Hellions/Hellbats/Thors on a key so I can stim them without having to order the Medivacs around (so they can start healing and keep healing), medivacs/vikings on a key and any special units such as widow mines, ghosts, banshees, tanks etc on a key.
The main thing is that I order my Bio forces separately from my Medivacs. This allows the Medivacs to keep healing and ignore any micro I do with my Bio. Every single time you order a Medivac to move, it stops healing.
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What is the best way to defend 3 Gates Stargate all in? I abandoned my natural as soon as I saw it coming before he started attacking and threw up extra bunkers. I realize I did not have enough Marines but I wasn't supply blocked either so I think my macro was all right I did miss a production cycle while I was microing my SCVs to avoid the Oracles so there's that. He had both Stalkers and Zealots as well as Void Rays and Oracles, which luckily did minimal damage.
http://ggtracker.com/matches/5285545
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Canada8157 Posts
On August 02 2014 03:46 geokilla wrote:What is the best way to defend 3 Gates Stargate all in? I abandoned my natural as soon as I saw it coming before he started attacking and threw up extra bunkers. I realize I did not have enough Marines but I wasn't supply blocked either so I think my macro was all right I did miss a production cycle while I was microing my SCVs to avoid the Oracles so there's that. He had both Stalkers and Zealots as well as Void Rays and Oracles, which luckily did minimal damage. http://ggtracker.com/matches/5285545
IMO you should SCV scout on anything that isn't a 2 player map vs protoss, you could have seen this coming a little earlier. Keep the reaper out on the map and check his expansion timing, seeing as he never took one you can assume 1 base all-in and get your bunkers up much earlier than you did. Missile turrets in this situation are very valuable; placing one in your mineral line will almost surely shut down any oracle pressure on it, and one in your bunker line does massive damage vs air, and if they have poor micro will buffer some damage.
- Keep scouting with your reaper
- Put bunkers down earlier when you see no expansion
- Pull SCVs to repair a little earlier, you have 2 CCs with muleage, your economy will be fine
Also, widow mines in this situation are exceptional so you should consider getting them out earlier
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On August 02 2014 03:58 Jer99 wrote:Show nested quote +On August 02 2014 03:46 geokilla wrote:What is the best way to defend 3 Gates Stargate all in? I abandoned my natural as soon as I saw it coming before he started attacking and threw up extra bunkers. I realize I did not have enough Marines but I wasn't supply blocked either so I think my macro was all right I did miss a production cycle while I was microing my SCVs to avoid the Oracles so there's that. He had both Stalkers and Zealots as well as Void Rays and Oracles, which luckily did minimal damage. http://ggtracker.com/matches/5285545 IMO you should SCV scout on anything that isn't a 2 player map vs protoss, you could have seen this coming a little earlier. Keep the reaper out on the map and check his expansion timing, seeing as he never took one you can assume 1 base all-in and get your bunkers up much earlier than you did. Missile turrets in this situation are very valuable; placing one in your mineral line will almost surely shut down any oracle pressure on it, and one in your bunker line does massive damage vs air, and if they have poor micro will buffer some damage. - Keep scouting with your reaper
- Put bunkers down earlier when you see no expansion
- Pull SCVs to repair a little earlier, you have 2 CCs with muleage, your economy will be fine
Also, widow mines in this situation are exceptional so you should consider getting them out earlier As soon as I saw his second Gateway, I thought Blink all in, hence the position of that first bunker. Then I saw the Oracle and I knew what was coming.
If I open 3 Rax like I always do against Protoss, how would I get the Engineering Bay down? After the 3rd Rax is complete and I got money to spare? Of course, going this route means I have to stay on one gas for a bit longer till Medivacs come out or maybe even longer. Or would 2 Rax + Engineering Bay be better in this situation? But then I wouldn't have enough army units I feel.
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Canada8157 Posts
It comes down to the lack of scout at the start of the game. Had you scouted early with an SCV you would have known there was a proxy and been able to scout is as you did check another location for a proxy, but unluckily it wasn't there. I'm able to drop my ebay at around 6:00 in TvP, but you don't have to have turrets up for the initial oracle, it only has to be to defend the all in.
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I'm just shotgunning a few ideas here. They're kinda like asking the question, "could this be worth it?"(at a master's level)
1. Putting production facilities at expansions(3rd+) in addition to supply depots for simcity walling. Avoid using planetary fortress and avoid using one mass rally point. Have the production buildings rally at the expansions, use base/camera hotkeys to cycle back and put them on a separate army control group to assist with splitting/spreading/dropping/concaves/surrounds. Passive rallying+simcity for expansion protection without using a planetary fortress. Use more orbital commands to cut total SCV count for larger armies/more scans/more flexible economy.
2. TvZ, Upgrading MMMM composition to MMMMH composition by cutting out 2 of the barracks built for marine or marauder production for additional factory production.
3. Earlier timing on the 1st Raven and more steady, gradual Raven production for TvZ, and used more actively early to counter creep spread early with detection, Mutalisk with PDD and/or HSM, spore crawler/queen projectiles for drops. Possibly paid for by the gas usage cut with a few more hellbat over marauder, more efficient use of medivacs with PDD keeping them alive.
4. Finding and marking locations where you get the most vision/warning for the fewest amount of widow mines for each map pool. Placed on locations where one or two will cover a chokepoint not just to snipe random units, but to grant vision and give a warning on surround attempts during TvZ parade/drill pushes or in TvT matched with bio.
5. Building a book(or a bigger book) of Terran all-ins and cheese instead of an over-focus on full macro style games where late-game is not so great for Terran. ex: Standard reaper-hellion expand in TvZ, but instead of standard macro barracks going down if Zerg is blinded, putting 3 factory down and putting out 9 +1 Thor in a couple minutes and all-in Hellbat Thor. Pushes up Terran win rates or forces P and Z players to up their game in terms of scouting and reacting.
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So I was watching a WCS match recently (I think Illusion vs someone) and the Terran did a 2 base double starport all in against the Toss with a ton of vikings. Is this something that can be done every game you know the Toss is going colossi first, or is it situational? Also, if it can be done every game, is it a good idea to open with wm drops to force the toss into robo play?
I just really like the idea of having a 2 base all in to use against Toss for a change :D
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@terran4lyfe Hey thanks for the build man, I will give it a whirl and save it to a document. Pulling the boyz always seems to end up well vs toss.
On August 02 2014 04:09 geokilla wrote: If I open 3 Rax like I always do against Protoss, how would I get the Engineering Bay down? After the 3rd Rax is complete and I got money to spare? Of course, going this route means I have to stay on one gas for a bit longer till Medivacs come out or maybe even longer. Or would 2 Rax + Engineering Bay be better in this situation? But then I wouldn't have enough army units I feel. I've switched to Innovation's fast +1 opening. Your 3rd rax isn't that much later and the amount of production you lose from dropping that much later (1 marine at a time) isn't that bad. Essentially 3 marines per cycle instead of 4 for a bit.
My first 6 marines I keep in my main mineral line, then if I am convinced its oracle play I'll throw up a turret in each mineral line and use the marines to cover while they come up. Then I like to push with those first few marines and 1 marauder.
You will have a faster factory than a 3rax opening, not fast enough to deflect a really fast proxied Oracle but quick enough to have double widow mine production if any sort of 2 base timings hit your base. Even blink.
I actually just played vs the 3gate stargate all in and beat it; just lifted the natural and all scvs back to main. Threw up like 3, 4 bunkers around the ramp, and by then I had a reactor on factory so instead of switching to the Starport I just built 1 medevac and 2 mines at a time. He hit with the voidrays and oracles and gateway, I repair and lose only 1 bunker and a handful of bio and SCV.
I was fortunate in the beginning too, had a turret at about 80% and 6 marines covering it when not 1 but 2 oracles come in. He kinda showed crap judgement, kills the scv building it (so I just kept spamming scv onto it 2 at a time)- then tries to go for the marines just as the turret finishes. Loses both oracles.
On August 02 2014 05:52 Survivor61316 wrote: So I was watching a WCS match recently (I think Illusion vs someone) and the Terran did a 2 base double starport all in against the Toss with a ton of vikings. Is this something that can be done every game you know the Toss is going colossi first, or is it situational? Also, if it can be done every game, is it a good idea to open with wm drops to force the toss into robo play?
I just really like the idea of having a 2 base all in to use against Toss for a change :D Yeah I feel you man like all my wins this fortnight vs Protoss were because I pulled the SCVs (either defensively or charging across the field). I asked this earlier, see terran4lyfe's reply to me for the build and strat.
Innovation did it in Code A and just stomped his toss opponents with scv pulls. 'No can defend!' You'd think a toss figured him out but nope just breezes right into Code S. Then Illusion does it, iaguz....seems to be on the rise lately. Why? Because it works and I don't want to fight 3/3 protoss on 4 bases.
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What's the site for all the Terran build orders? Thanks.
On August 02 2014 07:54 Gaskal wrote:Show nested quote +On August 02 2014 04:09 geokilla wrote: If I open 3 Rax like I always do against Protoss, how would I get the Engineering Bay down? After the 3rd Rax is complete and I got money to spare? Of course, going this route means I have to stay on one gas for a bit longer till Medivacs come out or maybe even longer. Or would 2 Rax + Engineering Bay be better in this situation? But then I wouldn't have enough army units I feel. I've switched to Innovation's fast +1 opening. Your 3rd rax isn't that much later and the amount of production you lose from dropping that much later (1 marine at a time) isn't that bad. Essentially 3 marines per cycle instead of 4 for a bit. My first 6 marines I keep in my main mineral line, then if I am convinced its oracle play I'll throw up a turret in each mineral line and use the marines to cover while they come up. Then I like to push with those first few marines and 1 marauder. You will have a faster factory than a 3rax opening, not fast enough to deflect a really fast proxied Oracle but quick enough to have double widow mine production if any sort of 2 base timings hit your base. Even blink. I actually just played vs the 3gate stargate all in and beat it; just lifted the natural and all scvs back to main. Threw up like 3, 4 bunkers around the ramp, and by then I had a reactor on factory so instead of switching to the Starport I just built 1 medevac and 2 mines at a time. He hit with the voidrays and oracles and gateway, I repair and lose only 1 bunker and a handful of bio and SCV. I was fortunate in the beginning too, had a turret at about 80% and 6 marines covering it when not 1 but 2 oracles come in. He kinda showed crap judgement, kills the scv building it (so I just kept spamming scv onto it 2 at a time)- then tries to go for the marines just as the turret finishes. Loses both oracles. What's the general build order for this build? Do I have three SCVs stay in gas for the whole time? It seems reasonable to assume so because both Stimpack and +1 attack costs 225 gas already. Or can I pull out of gas?
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Pull out of gas to start your cc and then put SCVs back after CC is down otherwise you will have something like 200 gas after you start your cc with not enough minerals to do anything with it (people usually build a factory when they leave guys in gas the whole time).
Stim is started some time after +1 with Innovation's +1 build.
On July 23 2014 15:26 KingofGods wrote:http://ggtracker.com/matches/5253526Here is me attempting Innovation's 2-1 2 base all in vs. protoss that he just did 3 games in a row GSL Code A. My resources were a bit tight since my mechanics obviously aren't as good as Innovations and I had to build bunkers early because of fear of blink (I can never tell when the twlight is researching and when it is idle). I also kind of forgot +1 armor for a little bit so I had to wait a little longer for +2 attack. But all in all, it seemed rather easy. Of course I was so worried about executing the build that I didn't do any usual harassing or even scouting for that matter. Just kind of glad he went collosi instead of storm heh lol. And yes, my opponent wasn't the greatest but that's hardly the point.
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On August 02 2014 09:19 geokilla wrote: What's the site for all the Terran build orders? Thanks.
What's the general build order for this build? Do I have three SCVs stay in gas for the whole time? It seems reasonable to assume so because both Stimpack and +1 attack costs 225 gas already. Or can I pull out of gas? IMBAbuilds has all the generic openers and timings although it might have been a while before it's been updated. I don't think they have Innovation's fast +1 though.
10 – Supply Depot 12 – Barracks 12 – Refinery 15 – Orbital Command
15 – Reaper When 30 gas is mined after reaper pops, pull 2 SCV away from gas 17 – @100% Reaper, start Reactor on Barracks 17 – @400 Mins, start 2nd Command Center 18 – Supply Depot 19 - Engineering bay (@100% start +1 attack, then 100% attack start +1armor) and stick 2 SCV back on gas
@150min, Barracks#2 (techlab, stim when it finishes) (Keep making marines out of your two barracks)
@100gas, Factory + 2nd/3rd gas
@100% Factory, Starport + 4th gas + 3rd Barracks
@50% +1 armor, Armory
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On August 02 2014 09:19 geokilla wrote:What's the site for all the Terran build orders? Thanks. Show nested quote +On August 02 2014 07:54 Gaskal wrote:On August 02 2014 04:09 geokilla wrote: If I open 3 Rax like I always do against Protoss, how would I get the Engineering Bay down? After the 3rd Rax is complete and I got money to spare? Of course, going this route means I have to stay on one gas for a bit longer till Medivacs come out or maybe even longer. Or would 2 Rax + Engineering Bay be better in this situation? But then I wouldn't have enough army units I feel. I've switched to Innovation's fast +1 opening. Your 3rd rax isn't that much later and the amount of production you lose from dropping that much later (1 marine at a time) isn't that bad. Essentially 3 marines per cycle instead of 4 for a bit. My first 6 marines I keep in my main mineral line, then if I am convinced its oracle play I'll throw up a turret in each mineral line and use the marines to cover while they come up. Then I like to push with those first few marines and 1 marauder. You will have a faster factory than a 3rax opening, not fast enough to deflect a really fast proxied Oracle but quick enough to have double widow mine production if any sort of 2 base timings hit your base. Even blink. I actually just played vs the 3gate stargate all in and beat it; just lifted the natural and all scvs back to main. Threw up like 3, 4 bunkers around the ramp, and by then I had a reactor on factory so instead of switching to the Starport I just built 1 medevac and 2 mines at a time. He hit with the voidrays and oracles and gateway, I repair and lose only 1 bunker and a handful of bio and SCV. I was fortunate in the beginning too, had a turret at about 80% and 6 marines covering it when not 1 but 2 oracles come in. He kinda showed crap judgement, kills the scv building it (so I just kept spamming scv onto it 2 at a time)- then tries to go for the marines just as the turret finishes. Loses both oracles. What's the general build order for this build? Do I have three SCVs stay in gas for the whole time? It seems reasonable to assume so because both Stimpack and +1 attack costs 225 gas already. Or can I pull out of gas?
I've been pulling guys out of gas forGG style: So get the reaper, then mine to 42, pull one to mineral line, 46 pull that scv and send him to the natural, he arrives JUST at 400 mins most of the time. The third stays in gas. After you put down the ebay on 19, return the two removed scvs back to gas.
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Saw some interesting barracks placement for foxtrot on the Korean forums: Foxtrot positioning
Good enough to beat losira, might be cool to mix up with some of your games.Looking at Tree's supply it looks like an 11 barracks. The strat would also theoretically work with an 11 rax 11 gas and making reapers instead (which is probably safer too).
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On August 02 2014 09:36 KingofGods wrote:Pull out of gas to start your cc and then put SCVs back after CC is down otherwise you will have something like 200 gas after you start your cc with not enough minerals to do anything with it (people usually build a factory when they leave guys in gas the whole time). Stim is started some time after +1 with Innovation's +1 build. Show nested quote +On July 23 2014 15:26 KingofGods wrote:http://ggtracker.com/matches/5253526Here is me attempting Innovation's 2-1 2 base all in vs. protoss that he just did 3 games in a row GSL Code A. My resources were a bit tight since my mechanics obviously aren't as good as Innovations and I had to build bunkers early because of fear of blink (I can never tell when the twlight is researching and when it is idle). I also kind of forgot +1 armor for a little bit so I had to wait a little longer for +2 attack. But all in all, it seemed rather easy. Of course I was so worried about executing the build that I didn't do any usual harassing or even scouting for that matter. Just kind of glad he went collosi instead of storm heh lol. And yes, my opponent wasn't the greatest but that's hardly the point.
Snapping this up and stealing it.
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