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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 May 09 2013 01:14 TheDwf wrote:Show nested quote +On May 08 2013 23:54 Michal wrote:On March 14 2013 16:56 TurboMaN wrote: Is there a way to play TvZ with the 4M build when Zerg switches to Roach/Hydra? I haven't found a way without switching from Mines to tanks. woah, it's like u read my mind - was just about to post the same question, haha I would greatly like to hear advice on this as I recently switched from bio+tanks to bio+mine and roach+hydra ownes me. I don't suppose transitioning into tanks is the solution due to the already established structures? Updated " Q. What is the best composition against Roaches/Hydralisks? Can I keep playing bio/Mines against it?" in the OP.
excellent write-up, thx
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What is the safest way to open TvP without being super behind? I know I need gas, so should I be going rax gas fact cc reactor rax rax ebay starport? I'd be pumping a few mines against potential MSC + stalker pressure and potential oracle play and marines, then get a reaper on maps which allow scouting with one after the reactor finishes to try and scout tech.
Marines and mines defensively against 1 base play, try and poke around with mines vs gate fe?
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On May 09 2013 07:53 S7EFEN wrote: What is the safest way to open TvP without being super behind? I know I need gas, so should I be going rax gas fact cc reactor rax rax ebay starport? I'd be pumping a few mines against potential MSC + stalker pressure and potential oracle play and marines, then get a reaper on maps which allow scouting with one after the reactor finishes to try and scout tech.
Marines and mines defensively against 1 base play, try and poke around with mines vs gate fe?
I think this opener is the most flexible for defensive and offensive play (you can use mines for defense or drop, you can make a viking or medivac depending on what you scout):
Gas 15 Marine Marine reactor CC fact port making two Mines and a Medivac with a bio transition (ideally rax rax lab lab EB reactor). YoDa vs First, IEM (except the Entombed Valley game); Bogus vs MC, MLG; Flash vs PartinG, Neo Planet S and Akilon Wastes, MLG. Can be played defensively or offensively depending on what Protoss is doing and whether he expanded or not. Offensive possibilities include poking his natural with some Marines + 2 Mines and the Medivac, dropping 1-2 Mine(s) + Marines or only Marines, or even just flying over the Protoss base with the Medivac to scout what he's doing. You also have the option to get Vikings and extra Mines against agressive Stargate play.
Very similar to what you wrote out, though I would just pump constant marines as an aggressive proxy oracle will hit before WM I believe.
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On May 09 2013 07:53 S7EFEN wrote: What is the safest way to open TvP without being super behind? I know I need gas, so should I be going rax gas fact cc reactor rax rax ebay starport? I'd be pumping a few mines against potential MSC + stalker pressure and potential oracle play and marines, then get a reaper on maps which allow scouting with one after the reactor finishes to try and scout tech.
Marines and mines defensively against 1 base play, try and poke around with mines vs gate fe? 12 rax 12 gas -> reaper expo, 12 rax 15 gas reactor expo + WM. You can also try the build Flash + DeMuslim have been experimenting with on one of Day9's dailies, or the CC first bio build that Jazzman88's wrote a guide on. http://www.teamliquid.net/forum/viewmessage.php?topic_id=411141
The Flash/DeMu build is mainly against expos however, the low-rax count means you'll be susceptible to some early all-ins or you'll be forced into super early turrets.
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Not going to post replays as I think it's fairly straight forward... How do I beat roach hydra? I'm losing pretty much every single match up to Roach-Hydra players. To me, I feel like it's the perfect counter to Marine-Mines-Marauders-Medivacs.
Edit: Just saw that the OP got updated... Whoops. Will post replay of the 6 BC game.
Replay: http://drop.sc/332371
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On May 09 2013 08:08 geokilla wrote: Not going to post replays as I think it's fairly straight forward... How do I beat roach hydra? I'm losing pretty much every single match up to Roach-Hydra players. To me, I feel like it's the perfect counter to Marine-Mines-Marauders-Medivacs. LOL that's because it is. Mines suck against roach-hydra, there's too much HP on roaches for them to be effective compared to lings/banelings. You're much better off going into bio-tank play + lots of drops, much better than 4M
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On May 09 2013 08:12 Whatson wrote:Show nested quote +On May 09 2013 08:08 geokilla wrote: Not going to post replays as I think it's fairly straight forward... How do I beat roach hydra? I'm losing pretty much every single match up to Roach-Hydra players. To me, I feel like it's the perfect counter to Marine-Mines-Marauders-Medivacs. LOL that's because it is. Mines suck against roach-hydra, there's too much HP on roaches for them to be effective compared to lings/banelings. You're much better off going into bio-tank play + lots of drops, much better than 4M I'm pretty sure 4M beats roach hydra as long as you survive any 2-2 timings.
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On May 09 2013 08:17 kollin wrote:Show nested quote +On May 09 2013 08:12 Whatson wrote:On May 09 2013 08:08 geokilla wrote: Not going to post replays as I think it's fairly straight forward... How do I beat roach hydra? I'm losing pretty much every single match up to Roach-Hydra players. To me, I feel like it's the perfect counter to Marine-Mines-Marauders-Medivacs. LOL that's because it is. Mines suck against roach-hydra, there's too much HP on roaches for them to be effective compared to lings/banelings. You're much better off going into bio-tank play + lots of drops, much better than 4M I'm pretty sure 4M beats roach hydra as long as you survive any 2-2 timings. Sometimes, I've also seen on Shuttle and qxc's stream where they don't have enough marauders and their army melts in every engagement. Then again tanks become quite bad against hive-tech, so it's a toss-up. It's just really hard for me personally to hold off attacks at certain times with 4M without sacking an expo or having to lose SCVs, so I switched to marauder-tank.
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In a TvT
Terran A opens 15 Gas
Upon scouting, he scouts Terran B opened 14 CC
What are some things Terran A can do to punish Terran B?
I always find if the 14 Cc player drops a scan arround 6 minutes, he can see everything I plan on doing and easily prevent it with good positioning of his units.
Most maps are 2 large to be aggressive quick enough to punish it ..by like sending your first 2 marines or something.. any suggestions?
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On May 09 2013 10:33 Kiaph wrote: In a TvT
Terran A opens 15 Gas
Upon scouting, he scouts Terran B opened 14 CC
What are some things Terran A can do to punish Terran B?
I always find if the 14 Cc player drops a scan arround 6 minutes, he can see everything I plan on doing and easily prevent it with good positioning of his units.
Most maps are 2 large to be aggressive quick enough to punish it ..by like sending your first 2 marines or something.. any suggestions?
On large maps, I almost always 14 CC myself w/ a quick bunker up front.
If you go 15 gas, you can go rax->reactor->marines->fact->switch reactor-> hellions->port and then push with a handful of marines/4-6 hellions/1 dropship to apply some pressure. If they bunkered their expo, you can elevator into their main. You could also do a hellion drop in the main to divert their army (it will be almost all marines), and then run your marines into their expo. While doing all this, you could double expo w/ more raxes and upgrades.
Keep in mind if your opponent 14 CCs and you go 12 rax/15 gas, that you have the upper hand in aggression and you will be free to macro up incredibly hard behind it. As long as your harass keeps him busy and contained, you should be able to more than catch up
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TvZ
When I CC first or 2 reaper > CC, I want to rush for 6 hellions to gain map control. The thing is, the period between having reapers and having hellions I have no idea if he made 10 slings or 30+ so when I roll out I occasionally get surrounded and die right away. Is this just poor control on my part? Can someone give me a brief explanation on how hellions are supposed to be controlled vs a ton of lings?
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On May 09 2013 23:11 S7EFEN wrote: TvZ
When I CC first or 2 reaper > CC, I want to rush for 6 hellions to gain map control. The thing is, the period between having reapers and having hellions I have no idea if he made 10 slings or 30+ so when I roll out I occasionally get surrounded and die right away. Is this just poor control on my part? Can someone give me a brief explanation on how hellions are supposed to be controlled vs a ton of lings?
You want to pull your reapers back before speed is finished. Once you have your first two hellions out, you need to bring them along with your reapers and start poking the zerg front to see what he has. Keep adding hellions to this small force as you produce them. If he makes a ton a speed ling, you will eventually be overrun, even with good control. You want to hold onto this map presence as long as possible though while macroing back at home. Always fight a pack of speed lings off of creep and try to deny creep tumors when you can without sacrificing any units. Remember that 30+ lings is a big setback for the zerg that early on, and if you keep your hellions safe, and your defense back at home is solid, then the zerg will be economically behind. Hope this helps.
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Anyone knows which cc first version Innovation used vs Life in Code S ? It seems better than standard cc first since he has enough to push at 11mins~. Can't get it from the vods since they are not really focusing on his build order though..
thanks.
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Is it just up or does Terran suck on Neoplanet S? I feel that this map makes me play very defensive and no matter what sort of push I do, it'll always be countered by Zerg and Protoss because of the map balance.
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On May 10 2013 05:31 geokilla wrote: Is it just up or does Terran suck on Neoplanet S? I feel that this map makes me play very defensive and no matter what sort of push I do, it'll always be countered by Zerg and Protoss because of the map balance. I think Neoplanet S is quite good for aggressive bio terran in TvZ and TvP, and not good for mech.
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I need a lot of assistance on my TvZ. I am currently at master's rank, but I feel like my TvZ is gold level or lower in sc2, despite me being decent at the matchup in bw (C+ at most). I feel that whenever I move out, I'm going to get owned, out-macroed and so forth. Or when I look away from a battle, that's when the zergs attack my army and I die.
I'm not entirely sure how to make my bio + mine play more effective, or my drop play more effective. From my current skill level, I feel I can never catch zergs off guard or drop them effectively.
In summary, I'm struggling a lot in midgame and late game, and I am unable to harrass successfully and I feel like every battle I fight is a lost cause. I am currently attempting the standard 3 cc builds for TvZ, and just suffering from macro games in mid/late game phases regardless of what composition I scout.
EDIT: I think it is also important to note I am having a hard time holding 3rd bases on specific maps such as Bel'shir and Whirlwind, feels like depot wall, bunker, and widow mines aren't enough.
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What's the optimal way to deal with Protoss lategame when they got their lovely deathball? I had some Vikings and Ghosts combined with my bio army and while my Ghosts were split onto hotkey 2 and Vikings into hotkey 3, during the engagement I merely sent them to their deaths without killing a single Colossi or firing off a single EMP shot. Spaming E for EMP didn't get off a single shot... I couldn't stim either because half the time, my Hotkey 1 included Ghosts and Ghosts don't have Stimpack!
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Is the mass marine style ala StimmedProbe's guide still viable in HOTS?
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On May 10 2013 16:40 Cortza wrote: Is the mass marine style ala StimmedProbe's guide still viable in HOTS? I dont know StimmedProbe's GUide but I mostly play marines only(+widowmines) in TvZ and in the early stages of TvP.
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@TheDwf
Who are you? You do an awesome job on TL strategy and have great understanding of the game. Are you a pro player?
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