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These new maps have really brought my scouting and all in preparation to new levels which honestly is exactly what I need. I really dislike the majority of these maps, but having to focus on those things has really taught me a lot over the past week or so. I've been really on spot with stopping the billion all-ins that get thrown at you on these maps.
One terran even abused the ridiculous proximity of the gold base on Dash and Terminal to float his CC over which is actually a pretty smart play given just how close it is, but a well placed two tank 8 marine drop where his main was over that cliff to shell the gold mineral line destroyed his economy and the build.
No real point to this except to say you really really have to be on your toes as Terran with this map pool.
So which maps would you guys veto? I know I'm going to get rid of Bridgehead. That back door is just ridiculous. What else? The map with a double natural basically that is the same on both sides with two ramps into the main?
On July 07 2015 09:22 Grizvok wrote: So which maps would you guys veto? I know I'm going to get rid of Bridgehead. That back door is just ridiculous. What else? The map with a double natural basically that is the same on both sides with two ramps into the main?
I don't think Moonlight Madness is that bad. If you can prevent runbys then you can defend against zerg very well on the ridge in front of the front natural (if you hang out hare you can easily secure the base under the back base and the base on the lower-mid right, if you spawn in the top right) and you have a pretty nice push towards the fourth. It's also fantastic against protoss. Either race has difficulty abusing the back rocks in allins because they are too far from the front. It just gets a little annoying in TvT.
I personally don't like the spirally one against Zerg because there isn't a great push path and there are so many line-of-sight blockers and paths through the middle I find I'm always getting flanked or counterattacked. I have this vetoed as well as Bridgehead (because the back rocks suck and you can't fit any infrastructure anywhere) and Dash and Terminal (because it's just a silly map, reapers are far too good because you don't have to proxy them, the natural has way too many entrances, and the 10-gate mothership core makes things super difficult.)
Yeah I do feel you about Terraform, but my problem with it is actually against Protoss. The map is one huge choke point. It is tough to get any kind of spread and get at the Colossi without running through a huge gateway army. Against Zerg I feel if you can have excellent awareness of flanks incoming or what have you and take a big head on engagement it is super hard for Zerg to trade efficiently. I could see a two base tank allin being really tough to stop for Zerg because if they are macroing up they really aren't likely to be pressing yet and are more worried about getting the third saturated and taking a fourth. And the tanks in the choke that is basically the entire map can melt Banelings.
i just watched some stream, and one viewer asked what the 4-4-4 Build is. So the streamer said, it means, that you produce 4 Hellbats, 4 Marauder and 4 Medics a time. I was wondering what BO that would be, and if that is viable. Also would like to know vs which race you would play this and what the strength and the weaknes is of this Build.
i just watched some stream, and one viewer asked what the 4-4-4 Build is. So the streamer said, it means, that you produce 4 Hellbats, 4 Marauder and 4 Medics a time. I was wondering what BO that would be, and if that is viable. Also would like to know vs which race you would play this and what the strength and the weaknes is of this Build.
You only really see that comp vs Zerg. And you need to add in Thors or you just straight up die to Mutas.
Finding a BO will be tough because the style is pretty rare. I don't think the best variation of this comp necessarily makes 4 medivacs at a time. That's major overkill. Why would you pump out two starports worth of medivacs for an entire game. Makes no sense.
Polt played 4-4-4 (or something similar) on overgrowth vs a protoss (I don't remember whom or where) I'll try to find it later, I am at work right now.
I mean he made tons of Marines, heavy focus on siege tanks, and certainly wasn't making 4 medivacs at a time. Maybe he meant Marines instead of Medics? Not really sure. Regardless I don't think the moniker of 4-4-4 can apply to something like that.
I don't know, it's the closest pro game example I know that even remotely resembles 4-4-4 as someone described it. Maybe gumiho have pulled it of? None the less, it sound interesting.
I'm playing so well today. Just everything is on point... Hilarious BM in a TvT where this guy two raxes me and does a good job but I get a tank out in time to stifle his push and then when I two base all inned him he whines that I'm terrible at playing the macro game...like what? You just two raxed me...
I think the biggest thing is sticking with the build no matter what. I used to have it in my head to make these weird decisions based on specific scouts but really the key is hitting the build. I'd scout double gas from toss and make two rax before expanding for example or other things and then just be improvising versus having a serious linear game plan for the most part and having gases timed etc.
What are the disadvantages of the build Bomber did? (Game 3) Why doesnt this build get used much? It has aggression (a little bit later than standard), upgrades, mindgames, map control, safety (Against all ins you can just build a tank and you are safe) and economy. So I cant really understand why this build does not get used much.
What are the disadvantages of the build Bomber did? (Game 3) Why doesnt this build get used much? It has aggression (a little bit later than standard), upgrades, mindgames, map control, safety (Against all ins you can just build a tank and you are safe) and economy. So I cant really understand why this build does not get used much.
It is very weak to early 2 base ling/baneling busts, nydus or 2 base muta, which is a popular strategy on a map like that.
A lot of bomber's builds are very risky and require you to have crisp timings/exceptional execution for them to be remotely effective.
What are the disadvantages of the build Bomber did? (Game 3) Why doesnt this build get used much? It has aggression (a little bit later than standard), upgrades, mindgames, map control, safety (Against all ins you can just build a tank and you are safe) and economy. So I cant really understand why this build does not get used much.
It is very weak to early 2 base ling/baneling busts, nydus or 2 base muta, which is a popular strategy on a map like that.
A lot of bomber's builds are very risky and require you to have crisp timings/exceptional execution for them to be remotely effective.
Yeah, to put it into perspective, an average 2 base bane bust hits when Bomber has 2 hellions and 2-3 marines out with this build. Plus he delays his bio production quite a bit, if the Zerg opens with something that counters the BF hellions well you just fall behind pretty far at that point.
Probably been asked before but how do you deal with a void ray allin when starting with a Reaper expand into widow mine drops? Is getting the Viking out crucial as well as a bunker at the top of your ramp?
On July 10 2015 06:09 Grizvok wrote: Probably been asked before but how do you deal with a void ray allin when starting with a Reaper expand into widow mine drops? Is getting the Viking out crucial as well as a bunker at the top of your ramp?
Response to void ray all-ins is actually in the OP (2nd question under TvP Early Game).
On July 10 2015 06:09 Grizvok wrote: Probably been asked before but how do you deal with a void ray allin when starting with a Reaper expand into widow mine drops? Is getting the Viking out crucial as well as a bunker at the top of your ramp?
Response to void ray all-ins is actually in the OP (2nd question under TvP Early Game).
I know I've been ranting on occasion in this thread, but it has helped me get some ideas down and think through things as I get really close to breaking into Masters for the first time.
The biggest breakthrough recently that I've made is being extremely congnizant of exactly where I stand in a given game at every point from early game through to the late game. It was a concept I knew was important yet I just didn't have the multitasking and acumen to constantly keep tabs on all of the things I knew were critical. I used to be smart about scanning possible army locations when I knew he was postured at a certain spot to gauge army size/value but I just didn't check upgrades. It's such a simple thing when you think about it but it can make all the difference...and it does. A fight you could take and handily win with equal upgrades becomes one you lose with an upgrade deficit. It is so important to plan fights around these upgrade timings.
To that effect: hotkeys your damn ebays and armories. I've just been making this a habit and boy does it help hit those upgrade timings and to keep your upgrades rolling through every stage of the game. In TvZ I would literally have to location hotkey back to my base and click on my eBay to check how long until 2/2 was going to take...talk about wasted APM. Now it is a single 5 and few tabs away. I've been thinking of binding it to an unused mouse button for even easier access but it should suffice to say that being able to readily find out when that upgrade hits is important. This is just another game awareness thing that you need to know.
The big one and the one we all try to focus on are bases. How many bases is he on? What is the saturation like at that newest base (the fourth for example in TvZ). Simply put this knowledge is huge in creating a game plan to win.
Can anyone recommend TvT builds that perform well against auto-turret doom drop?
I encounter this strategy quite often these days. Marine hellion elevator hasn't worked that well given they'll have a tank out by the time I elevator in. And I've died pretty fast whenever I opened Reaper FE.
Am wondering what non-mirror builds perform well against the 2 medivac/2 tank/marine/autoturret doom drop.
On July 18 2015 08:45 dchaudh wrote: Can anyone recommend TvT builds that perform well against auto-turret doom drop?
I encounter this strategy quite often these days. Marine hellion elevator hasn't worked that well given they'll have a tank out by the time I elevator in. And I've died pretty fast whenever I opened Reaper FE.
Am wondering what non-mirror builds perform well against the 2 medivac/2 tank/marine/autoturret doom drop.
Thanks!
you have to scan the main and see if their starport has an addon or not and react accordingly *if you didnt see with your hellion timing*...keep units in the main and pull workers to crush the army.
most builds will die to it if you are in a bad position no matter what.