http://www.teamliquid.net/forum/viewmessage.php?topic_id=409280¤tpage=2
anyone know how to stop this? I always open with 2mine 4marine drop, which is apparently completely shut down by this build...
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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. | ||
Jay Arell
Norway33 Posts
April 25 2013 18:55 GMT
#1221
http://www.teamliquid.net/forum/viewmessage.php?topic_id=409280¤tpage=2 anyone know how to stop this? I always open with 2mine 4marine drop, which is apparently completely shut down by this build... | ||
herMan
Japan2053 Posts
April 25 2013 19:09 GMT
#1222
On April 26 2013 00:36 padfoota wrote: Show nested quote + On April 26 2013 00:33 herMan wrote: In TvZ, why don't terrans rush for one or two quick widow mines and burrow them under the zergs potential third? This would force the third to be taken after Lair has finished or some hatch cancel spore cannon building hijinks. ? after 6 hellions controlling the map if zerg still doesnt have third totally yes But usually the zerg will have a third up when the first two hellions reaches there...I dont think mines can run faster than hellions The idea was to get 2 mines after two hellions to get them to punish quick thirds or 4/6 queen play. I guess it would be pretty safe since mines can be used defensively if the initial hellions spot incoming aggression. I will tinker with this idea on ladder and see if it bears any fruit. | ||
TheDwf
France19747 Posts
April 25 2013 21:42 GMT
#1223
On April 24 2013 04:59 govie wrote: Nice write up, i agree. But i do have a question after reading it, seeing not everyone is master and helbat is a-move unit : For lower leagues of play, going mostly hellbat+bio seems to me to be not so bad (macro+a-move/drop again and again with less micro), right? True it's simpler for the Terran player, but it's simpler for the Zerg player too. On April 25 2013 07:17 Marathi wrote: Also when protoss mixes in DT's with their army is it worth making another starport with TL for Raven, or swapping your current SP onto TL for Raven, or just banking some scans before you engage like I did in this game. Seems like a big investment but I guess in most mid-late game TvP scenarios you will want a second port anyway later on, I just don't like the idea of cutting into medivac/viking time to make a Raven just to deal with DT's >< Yep, just bank scans. Getting a Raven is too impractical. On April 26 2013 00:33 herMan wrote: In TvZ, why don't terrans rush for one or two quick widow mines and burrow them under the zergs potential third? This would force the third to be taken after Lair has finished or some hatch cancel spore cannon building hijinks. Because your Mines would not be there in time to block the third (which usually starts anytime between 5'55 and 6'30); because you would not have enough to escort them against 10+ Speedlings; because you would give up map control for nothing. On April 26 2013 03:55 Jay Arell wrote: Just read a toss thread about an immortal bust http://www.teamliquid.net/forum/viewmessage.php?topic_id=409280¤tpage=2 anyone know how to stop this? I always open with 2mine 4marine drop, which is apparently completely shut down by this build... Get a Tank (focus Sentries) after your Mines, lift in main to defend. On April 26 2013 04:09 herMan wrote: The idea was to get 2 mines after two hellions to get them to punish quick thirds or 4/6 queen play. I guess it would be pretty safe since mines can be used defensively if the initial hellions spot incoming aggression. You can't punish quick thirds. | ||
Irre
United States646 Posts
April 26 2013 02:44 GMT
#1224
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creamwolf
United States48 Posts
April 26 2013 05:19 GMT
#1225
Also, I've seen some zergs get a 3rd CC with the roach all in for the extra larvae so that cant be an indicator..? User was warned for this post | ||
SiaBBo
Finland132 Posts
April 26 2013 08:07 GMT
#1226
Do you want to have any Marines at all, or only Marauders? How many Ghosts do you need? I feed that Ghosts are only good against HTs and you can't make too many, or your DPS will be too low. How many Vikings you need to counter, let's say 4-5 Colossus? And what to do against mass archons? I mean, if the opponent has like 10 Archons, you need a shiload of EMPs to actually cover them all, and ofc you have to EMP them 3 times because of the 350 shield.. I just feel that I can't kill them because of mass HP and because they are immune to concussive shells + they move quite fast and have splash attack that just rip apart bioarmy.. Some help to lategame plz. I don't want to all-in against protoss every game, lol. User was warned for this post | ||
arvz
Australia6 Posts
April 26 2013 13:43 GMT
#1227
Why do they do this and what is the advantage to doing this? What method do you normally use to do this well, do you just box select everything, right click away from the opponents army and right click on the medivac, or do you shift click the medivac first so the medivac isn't included? | ||
Cortza
South Africa328 Posts
April 26 2013 13:54 GMT
#1228
On April 26 2013 22:43 arvz wrote: Hi guys, I've noticed a lot of Terrans when they are pulling out from dropping an opponents base they always right click away from the opponent's army to move a little bit away and THEN pick up units on the medivac and leave, rather than immediately pick up and leave. Why do they do this and what is the advantage to doing this? What method do you normally use to do this well, do you just box select everything, right click away from the opponents army and right click on the medivac, or do you shift click the medivac first so the medivac isn't included? I think you need to be more specific. Terrans don't always do this. It could just be force of habit. | ||
arvz
Australia6 Posts
April 26 2013 13:56 GMT
#1229
On April 26 2013 22:54 Cortza wrote: Show nested quote + On April 26 2013 22:43 arvz wrote: Hi guys, I've noticed a lot of Terrans when they are pulling out from dropping an opponents base they always right click away from the opponent's army to move a little bit away and THEN pick up units on the medivac and leave, rather than immediately pick up and leave. Why do they do this and what is the advantage to doing this? What method do you normally use to do this well, do you just box select everything, right click away from the opponents army and right click on the medivac, or do you shift click the medivac first so the medivac isn't included? I think you need to be more specific. Terrans don't always do this. It could just be force of habit. EDIT: Found an example: YuMe doing it Is it just so that his units don't walk in the direction of the opponent's army while trying to pick up - thus avoiding more damage? It's extra APM after all and I can't help but feel there must be some kind of advantage? | ||
Cortza
South Africa328 Posts
April 26 2013 14:25 GMT
#1230
On April 26 2013 22:56 arvz wrote: Show nested quote + On April 26 2013 22:54 Cortza wrote: On April 26 2013 22:43 arvz wrote: Hi guys, I've noticed a lot of Terrans when they are pulling out from dropping an opponents base they always right click away from the opponent's army to move a little bit away and THEN pick up units on the medivac and leave, rather than immediately pick up and leave. Why do they do this and what is the advantage to doing this? What method do you normally use to do this well, do you just box select everything, right click away from the opponents army and right click on the medivac, or do you shift click the medivac first so the medivac isn't included? I think you need to be more specific. Terrans don't always do this. It could just be force of habit. EDIT: Found an example: YuMe doing it http://www.youtube.com/watch?feature=player_detailpage&v=FKbnl3Ni8Q8#t=271s Is it just so that his units don't walk in the direction of the opponent's army while trying to pick up - thus avoiding more damage? It's extra APM after all and I can't help but feel there must be some kind of advantage? When you order a medivac and units to a spot, their move paths taper; that way, when you order the units into the medivac, none will be left behind. | ||
arvz
Australia6 Posts
April 26 2013 14:39 GMT
#1231
On April 26 2013 23:25 Cortza wrote: Show nested quote + On April 26 2013 22:56 arvz wrote: On April 26 2013 22:54 Cortza wrote: On April 26 2013 22:43 arvz wrote: Hi guys, I've noticed a lot of Terrans when they are pulling out from dropping an opponents base they always right click away from the opponent's army to move a little bit away and THEN pick up units on the medivac and leave, rather than immediately pick up and leave. Why do they do this and what is the advantage to doing this? What method do you normally use to do this well, do you just box select everything, right click away from the opponents army and right click on the medivac, or do you shift click the medivac first so the medivac isn't included? I think you need to be more specific. Terrans don't always do this. It could just be force of habit. EDIT: Found an example: YuMe doing it http://www.youtube.com/watch?feature=player_detailpage&v=FKbnl3Ni8Q8#t=271s Is it just so that his units don't walk in the direction of the opponent's army while trying to pick up - thus avoiding more damage? It's extra APM after all and I can't help but feel there must be some kind of advantage? When you order a medivac and units to a spot, their move paths taper; that way, when you order the units into the medivac, none will be left behind. I see, I think I might start doing this from now on, thanks | ||
Olsson
Sweden931 Posts
April 26 2013 15:48 GMT
#1232
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Michal
Canada51 Posts
April 26 2013 18:14 GMT
#1233
On April 27 2013 00:48 Olsson wrote: TvP: Opening 15 gas into CC, 1/1/1 with mines, marines and medivacs. I struggle to hold blink stalker all-ins and I'm also not sure when to get my e-bays and when to add two more raxes. At what moment should I add those and any tips on how to hold a blink stalker all in on maps where there's a lot of blink area? There was a good video on u-tube to hold blink on Cloud Kingdom, if I find it I'll post it. Seems the key was a tank, but I wonder if there's also an effective way w/o a tank. In your case, since you're already going 1/1/1, you should be able to easily get a tank out, you just have to scout that he's going blink. | ||
korsarz
29 Posts
April 26 2013 20:57 GMT
#1234
i made 10 mistakes, toss made 20 and he still won. http://drop.sc/327780 User was warned for this post | ||
A Wild Sosd
Australia421 Posts
April 26 2013 21:42 GMT
#1235
On April 27 2013 03:14 Michal wrote: Show nested quote + On April 27 2013 00:48 Olsson wrote: TvP: Opening 15 gas into CC, 1/1/1 with mines, marines and medivacs. I struggle to hold blink stalker all-ins and I'm also not sure when to get my e-bays and when to add two more raxes. At what moment should I add those and any tips on how to hold a blink stalker all in on maps where there's a lot of blink area? There was a good video on u-tube to hold blink on Cloud Kingdom, if I find it I'll post it. Seems the key was a tank, but I wonder if there's also an effective way w/o a tank. In your case, since you're already going 1/1/1, you should be able to easily get a tank out, you just have to scout that he's going blink. If you cant watch the video its pretty much lift your nat and drop 1 bunker a bit back from your ramp as well as putting 1 bunker on the cliff where you think they are going to blink up. Then you just macro up until you can kill his stalkers. When pushing across the map at 10 minutes in TvP should I rally my rax to my army or just leave them rallied to my natural? Because I feel like im missing a lot of chances to kill a toss because half of my stuff is at home | ||
galzohar
Israel100 Posts
April 28 2013 00:25 GMT
#1236
Also, when using all production buildings on a single hotkey, is there any efficient way to make them rally to different locations? Or do you usually just keep them rallied to the same spot? Some pro tips about rally point management would be awesome, as it's something I haven't seen discussed at all anywhere. | ||
A Wild Sosd
Australia421 Posts
April 28 2013 03:24 GMT
#1237
On April 28 2013 09:25 galzohar wrote: And when placing your rally at the front lines, how far forward do you place it and how do you "catch" the rallied units to add them to the control group to avoid having them run to their deaths? You can rally production to a unit and it will follow it, You can also hold shift and rally it do multiple units so that if one dies it will go to the other one. | ||
Jazzman88
Canada2228 Posts
April 28 2013 05:16 GMT
#1238
On April 28 2013 09:25 galzohar wrote: Actually in general I was always wondering how to properly use my rally point. As in, when would you keep your rally in your base and when would you put it on the front lines? And when placing your rally at the front lines, how far forward do you place it and how do you "catch" the rallied units to add them to the control group to avoid having them run to their deaths? Also, when using all production buildings on a single hotkey, is there any efficient way to make them rally to different locations? Or do you usually just keep them rallied to the same spot? Some pro tips about rally point management would be awesome, as it's something I haven't seen discussed at all anywhere. Really, the one thing you'll have to learn to do to 'manage' reinforcements is just use your minimap + clicking to find and box any reinforcements to add to your main control groups. In terms of how close to the front you want rallies, I think it depends on the game situation, and probably also is tied greatly to game experience. I often get that indescribable 'feeling' that I'm on the verge of tipping the game into being a won position, and that's when I usually start setting rallies closer to the front rather than my base. But again, I'm usually using the minimap to find and bring new units. | ||
PinheadXXXXXX
United States897 Posts
April 28 2013 05:26 GMT
#1239
On April 27 2013 05:57 korsarz wrote: this is not OP...not i made 10 mistakes, toss made 20 and he still won. http://drop.sc/327780 User was warned for this post Ok, I'm gonna help you on this despite your attitude. I tried to find your major mistakes. First of all, you take your natural at 9:30, despite almost no pressure from him up to this point. (The zealot-stalker-mothership core poke could have easily been thwarted by a bunker at your natural ramp.) When you are landing your nat, he already has his saturated. You are way behind at this point. Because of this as well as generally bad macro, at 10 minutes, you have 38 workers when you should have 50, and you are 32 supply short of where you should be. You have no stim, no combat shield, no +1, and no medivacs, while he already has colossus tech out. This can simply be improved by greatly refining your opening. Note that at the time of your moveout, you are about even in army supply, when you really should be ahead at this point. Later on, when you snipe his natural, this is a great move. Kudos to you, the drop in the back was perfectly placed, and you got out with minimal losses. However, you should be using this time to get out vikings to counter his colossi, so when the fight at your ramp happens, you have a grand total of 6, which is not quite enough, as well having a lot of bio in your main. Your macro also slips but this isn't terribly important. Ultimately, you were behind from the beginning, and you did some damage but never quite caught up, and lost in one engagement on your side of the map, which happens. | ||
SniXSniPe
United States1938 Posts
April 28 2013 09:04 GMT
#1240
TheDwf wrote: Well, the threat of Reapers openings makes them awkward. Even if your opponent only makes one Reaper, you have only one Marine until some time with most of the gas first openings, so on top of being annoying the Reaper will get a full scout (which means he can prepare accordingly while having an earlier expand). Defending 8-8-8 is also impossible. I just wanted to say I have stopped 8-8-8 every time I opened up gas first. I'll see if I can find the replays of them. | ||
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