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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 April 18 2013 21:29 Thor.Rush wrote: I doubt Maru would be #1 and I don't think the #1 ranked is going mech in TvZ if you check the match history. I could be wrong.
Actually he was going mech constantly in his group in GSL, and his ladder ranking makes sense because he abuses hellbats very well in his builds.
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On April 19 2013 06:40 Bulugulu wrote:Show nested quote +On April 18 2013 21:29 Thor.Rush wrote: I doubt Maru would be #1 and I don't think the #1 ranked is going mech in TvZ if you check the match history. I could be wrong. Actually he was going mech constantly in his group in GSL, and his ladder ranking makes sense because he abuses hellbats very well in his builds.
Mech is pretty ok on narrow map, on large maps its gets alot harder... i did not like the choice of mech against z on such a big map because u know the chance is very likely u will get outmanouvered or outtraded.. on smaller maps that would not have happened..
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I'm having a lot of problems defending with 14 CC (pretty much the same as Flash's build).
When a Zerg opens 14/14, I build my CC at the top, but I cant seem to defend when he transitions into 1 base banelings. Ive figured out I can scout his expo when I double OC and see if he is 1 base banelinging me or not, but how much defense do I actually need? I also still have problems trying to take over my natural if he did expand. He still has some speedling presence when I only have about 2 marines and a fac just starting to build hellions. At what time should I land my expansion and how should I approach this? Should I try to build a bunker in a spot to prevent speedling runbys?
Additionally, I have problems when he will 2 base baneling or Roach all ins me a little later (around the time 6 hellions complete). How do I scout these things and how do I defend them appropriately.
Thanks
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On April 19 2013 06:45 creamwolf wrote: I'm having a lot of problems defending with 14 CC (pretty much the same as Flash's build).
When a Zerg opens 14/14, I build my CC at the top, but I cant seem to defend when he transitions into 1 base banelings. Ive figured out I can scout his expo when I double OC and see if he is 1 base banelinging me or not, but how much defense do I actually need? I also still have problems trying to take over my natural if he did expand. He still has some speedling presence when I only have about 2 marines and a fac just starting to build hellions. At what time should I land my expansion and how should I approach this? Should I try to build a bunker in a spot to prevent speedling runbys?
Additionally, I have problems when he will 2 base baneling or Roach all ins me a little later (around the time 6 hellions complete). How do I scout these things and how do I defend them appropriately.
Thanks
Ok so, vs 1 base banelings just survive on one base and you will be massively ahead.. So get a bunker, maybe add some unfinished engi-bays to block your ramp (behind your depots). Anyway, if he decides to back off and expand you just need to secure your expand and you're still far ahead. If he's using only ling-baneling pure hellion is probably safe enough to expand if you micro correctly. Fly your cc to your natural and see how many lings/banelings he has there (if he's keeping them there). 6 hellions should be very safe, 4 if you wanna cut it thin. Either way if you're suspecting a followup allin you may just wanna swap addons with the rax and make an early tank which should help defend you versus any followup. The problem with this is that if he went 3 hatch instead this delays your offensive potential with your hellions. As for moving out with your hellions, you should probably wait till you have your bunker up and patrol the area a bit to look for hidden lings before you move out with them.
As for scouting with 14 CC, you wanna stick around with your scv as long as you can - hopefully long enough to see his gas mining. Check if he's mining more than 100 gas (try hiding your scv in his base/in the area and suiciding in to see the gas). If it's more than 100 gas you should be preparing for something. If your scv died and you didn't get to see what you wanted, you can be very safe and scan his gas. Also, being aggressive with your hellions to bait him to show his hand is also an important part in scouting. Attack his queens a bit, threaten to run-by and you can bait him to show his units/discover that he has no units. Or just run in with your first 2 hellions and scout around his base while killing a couple of drones.
As for preparing - if you're sure it's an allin 1/2 tanks and a missile turret at your xpo (vs burrow roach micro) should suffice vs anything. At higher levels a marauder or 2 in a bunker with proper micro can also hold most allins.
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this might have been asked already, didnt play for couple of months
how do i deflect proxy oracle + msc push? turret in mineral line?
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Hey guys, I am a struggling Terran in masters league on NA. The match up I am struggling with is Terran vs Zerg.
Here are my questions: 1.) Should I hit a +2/+2 timing with hellbats? This is VERY powerful, however it gives them time to spam mutas, which can be annoying to deal with at my base. This was good against infestor styles as a strategy to hit before hive, not sure how it fares against muta styles. -----------------------------------------------OR------------------------------------------------ Do what flash and innovation did which is constant aggression with marine, medivac, marauder, mine? This hits at the combat shield timing, about halfway through 2/2.
2.) How do I deal with mutalisks? It seems like, if he keeps them alive, no amount of turrets can deal with mutas, and I have to stay home, run around to seek stabalization. Should I use mines for defense? A little confused.
3. With a fast 3CC hellion build, should I get 2factorys around when I start 2/2 so that I can make BOTH mines and hellbats? I find hellbats very cost effective, but it seems a minefield is necessary to hold positions and help deal with mutalisks.
I've taken a break, very rusty, and am just very lost. I understand the other match ups. Terran vs Zerg has always been my weak spot.
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mines for defense against mutas are very powerful what i try against big numbers of mutas, i create a weakspot (only 1 turret at an important point) and place 4 mines on each other there. often times the zerg is greedy as he sees this weak spot and rushes in, losing a big amount of his mutas. overall, just leave ur mines there until you apply pressure, take them, use reinforcements to deal with mutas
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Thank you, I like that
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Does anyone know a video or can explain how best to load up MM (or units in general) into Medivacs? What I usually do is select a group with the # of medivacs I want to send and then shift+click on each medivac to load them up, then send them and take back whoever was left beind and follows them. While it works and seems quite fast, it feels a tad awkward and seems like it could be improved. And if I don't pay attention, a couple of units will follow the flight on ground unnecessarily.
Another situation is when the snipe group is doing the drop. I watch them for a counter-attack and want to escape but for some reason when I shift+click both medivacs, only 1 gets loaded and the other dudes keep shooting so I have to issue another load command separately to get them out. I have a feeling that this is because they're attacking, so when I shift click it tells them that once they kill the target THEN they should load up. But I don't understand why the 1st group manages to embark on the medivac.
greatly appreciated
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When I play bio vs mech, is there any tip on tactical maneuvers?
I'm looking at: - dropping bases that have 2-3 tanks guarding it -- how/where do I drop? - how do I "cut off the reinforcement" -- do I keep a group of bio on separate hotkey, put them in a corner, then dash in and out of the reinforcement line?
- How to micro bio against marine tank? The marine deal way too much dps and my marauder can't really get past the marine to the tank
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On April 19 2013 14:03 Michal wrote: Does anyone know a video or can explain how best to load up MM (or units in general) into Medivacs? What I usually do is select a group with the # of medivacs I want to send and then shift+click on each medivac to load them up, then send them and take back whoever was left beind and follows them. While it works and seems quite fast, it feels a tad awkward and seems like it could be improved. And if I don't pay attention, a couple of units will follow the flight on ground unnecessarily.
Another situation is when the snipe group is doing the drop. I watch them for a counter-attack and want to escape but for some reason when I shift+click both medivacs, only 1 gets loaded and the other dudes keep shooting so I have to issue another load command separately to get them out. I have a feeling that this is because they're attacking, so when I shift click it tells them that once they kill the target THEN they should load up. But I don't understand why the 1st group manages to embark on the medivac.
greatly appreciated
It's in the OP, under the general section: How to pick up units quickly with Medivacs? Ctrl + click all Marines, shift move on Medivacs, move Medivacs over your soldiers in distress.
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Any tips on how to place your mines to defend a natural? i.e. Next to/behind/in front of bunkers - in clumps or spread etc.
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On April 19 2013 12:57 danteafk wrote: this might have been asked already, didnt play for couple of months
how do i deflect proxy oracle + msc push? turret in mineral line?
It's in the OP, under TVP Early game: How do you deal with Oracles?
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On April 19 2013 16:45 Quochobao wrote: When I play bio vs mech, is there any tip on tactical maneuvers?
I'm looking at: - dropping bases that have 2-3 tanks guarding it -- how/where do I drop? - how do I "cut off the reinforcement" -- do I keep a group of bio on separate hotkey, put them in a corner, then dash in and out of the reinforcement line?
- How to micro bio against marine tank? The marine deal way too much dps and my marauder can't really get past the marine to the tank
- if he has no anti air supporting his tanks and they're sieged just drop onto them, especially if they are clumped.
- you can only really play bio vs bio or mech, pure bio doesnt fare too well vs marine/tank.
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On April 19 2013 16:45 Quochobao wrote: When I play bio vs mech, is there any tip on tactical maneuvers?
I'm looking at: - dropping bases that have 2-3 tanks guarding it -- how/where do I drop? - how do I "cut off the reinforcement" -- do I keep a group of bio on separate hotkey, put them in a corner, then dash in and out of the reinforcement line?
- How to micro bio against marine tank? The marine deal way too much dps and my marauder can't really get past the marine to the tank
1) Drop on top of them. It works especially well with medivac boost. 2) Yes. 3) You need to split your bio. When engaging tank lines with MMM, stim, then box half of your units and quickly run them to the nearest open flanking spot. This greatly (!!) reduces splash damage from the tanks and allows you to form a concave.
- you can only really play bio vs bio or mech, pure bio doesnt fare too well vs marine/tank. I disagree. Firstly, it kind of depends on the map, but even then, marine-marauder-medivacs work well versus mech mainly because of the mobility it grants. If you play bio and all you do is just mass units in the front of your natural, you aren't playing bio correctly. Use small squads to deny, say, the 3rd base of your opponent and/or Xel-Naga watchtowers, use speed medivacs for continuous drop pressure, and always try to surpass your opponent in bases as bio. It's very feasable.
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Really simple question: Does time warp reduce your unit's attack speed, or just their movement speed?
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On April 19 2013 21:23 5unrise wrote: Really simple question: Does time warp reduce your unit's attack speed, or just their movement speed?
Only slows ground movespeed by 50%, nothing else. Certainly not attack speed.
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On April 19 2013 13:20 teddyoojo wrote: mines for defense against mutas are very powerful what i try against big numbers of mutas, i create a weakspot (only 1 turret at an important point) and place 4 mines on each other there. often times the zerg is greedy as he sees this weak spot and rushes in, losing a big amount of his mutas. overall, just leave ur mines there until you apply pressure, take them, use reinforcements to deal with mutas
That's smart )))
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So I was messing around with saracen and I found out +3 hellbats oneshot zerglings regardless of zergling armor upgrades! Personally I hate mines so I guess Ill be implementing them with fast ups more and more
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I don't agree on mines defending vs muta. Sometimes they don't kill anything. hahah
I rather rely on turret + marine.
Mines can be used more effective defending your natural. You don't need to kill mutas in order to stop their damage... just make they fly elsewhere.. but if an enemy deflects you in main, and hit your 3rd with lingbling, you have to kill, and must have few mines and marines there to defend.
Against mass muta, u mass marine mine, and you will be fine. Just don't forget the upgrades, and the most important: Have the right amount of units before engagement.
There's a timing where a certain number of marine/mine can't get beaten by mutalingbling. That's the timing when zerg transitions to t3 units. Hit that timing... usually it is when he stops the agression... You can feel it.
so: 1) Get your 3rd 2) make turret add few marines near them 3) make the right amount of units before engaging 4) Don't wait too long or he gets 4th and goes ultra and you're dead.
At least that's how i do... top masters here, still learning every day!
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