ANY ANY ANY help at all would be most appreciated!
I have followed this thread a long time and it has helped me out, but I feel this is a roadblock in my progression. Thank you.
http://drop.sc/334745
Forum Index > StarCraft 2 Strategy |
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. | ||
RukKus
United States197 Posts
May 14 2013 20:57 GMT
#1541
ANY ANY ANY help at all would be most appreciated! I have followed this thread a long time and it has helped me out, but I feel this is a roadblock in my progression. Thank you. http://drop.sc/334745 | ||
Sent.
Poland9104 Posts
May 14 2013 21:26 GMT
#1542
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Sent.
Poland9104 Posts
May 14 2013 21:26 GMT
#1543
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Kruxxen
United States149 Posts
May 14 2013 21:37 GMT
#1544
On May 15 2013 06:26 Sent. wrote: What is the most common TvP opening now? I've been using a lot of widow mine expands but it seems like it doesn't work as well as it did few weeks ago. From what I've seen a lot of pros (Flash, Heart, Bomber) are switching into a reaper expand with a fast eng bay. The build I've seen flash use is 12 rax 12 gas (pull guys out at 100 gas) 15 oc 15 reaper 17 cc 18 depot 18 reactor (put guys back in gas) bunker eng. bay (around 30 gas mined so that you can get +1 immediately) 6:00 2 rax (double TL when finished) 2nd gas factory 3rd gas after tech labs stim +1 armor starport +reactor factory combat shields 4th gas From here it's pretty standard, push when your upgrades and Medis finish. either add 2 rax or a 3rd cc while you get your armory and 2/2. | ||
noSec
Brazil37 Posts
May 14 2013 23:19 GMT
#1545
Thank you guys... | ||
Kuroud0
18 Posts
May 15 2013 07:43 GMT
#1546
On May 15 2013 06:26 Sent. wrote: What is the most common TvP opening now? I've been using a lot of widow mine expands but it seems like it doesn't work as well as it did few weeks ago. All i see now is 12 Rax 12 Gas with Reaper only for scout and then CC. Pretty safe and defensive, but u can play reactive with this. | ||
`dunedain
653 Posts
May 15 2013 08:26 GMT
#1547
While cheesy, it gets you an early advantage which you can build up on, plus some early probe kills if your opponent isn't careful. The least it can do is cripple toss mining time, the most it can do is outright win the game. If the toss survives the initial early game proxy mine harass/pressure, you should be way ahead in terms of eco + tech since you should be mining off two bases. A mid game MMM+1 timing will usually outright win the game after. | ||
TheDwf
France19747 Posts
May 15 2013 11:12 GMT
#1548
On May 14 2013 07:26 S7EFEN wrote: So assuming I read the OP correctly: TvZ Proxy 11/11 (or 11/12, or 12/12) with at least 3 SCVs pulled. Flash vs Life, Newkirk City, MLG; Last vs Stephano, Cloud Kingdom, MLG. Proxy Reapers (11r 11g or 12r 12g) into fact CC CC or CC fact CC. Mvp vs Stephano, Akilon Wastes, IEM [starts at 0:19:36]; Last vs Life, Akilon Wastes, MLG. Since these are recommended openers I assume they aren't really cheese if by my definition cheeses depend on your opponent reacting poorly or not scouting? If my Z opponent reacts properly I'm not terribly behind with any sort of 11 or later proxy rax? Nope, if your execution is correct you can generally break even. And regarding 11/11 marines, what is the purpose of pulling SCVs? And can I do a 11/11 or 11reaper on a 4p map or would it be entirely dependent on scouting him first/second? And with a 11/11 if I kill the natural and the Z overbuilds units / spines to defend, i'm perfectly fine to go home and defend behind ccs+helions right? Building Bunkers and shielding Marines. You can proxy at the middle on 4p maps but the distance will inevitably weaken the opening. Yes. On May 14 2013 10:49 U_G_L_Y wrote: 2 Stalker mothership core openings basically get to kill 2 depots for free if you do a full wall, so you lose to many many things if you expanded, but I got proxy 2 gated a couple of times now because the meta is not to wall... What am I missing here? If 3 zealots show up in my base at 3:20 (or 2 zealots and a probe ready to make cannons,) my reaper isn't even done yet, Or I have 1 marine... If your local variety of Protoss is particularly obnoxious regarding coinflips, consider an earlier SCV scout (13 supply for example) and make a small detour by your natural to check proxy gates. On May 14 2013 15:27 ThePianoDentist wrote: how do you know its not proxy robo for immortal bust though so you are getting a ridiculously early engi bay and turret just hoping they are opening oracles? do you just blindly do it, then start making tanks and bunkers if no oracle comes? I am talking about reaper CC reactor EB → 3 rax Medivacs. You don't get an early EB if you intend to go 1-1-1 after expand (you'll need a Bunker near your mineral line though against 3'25 proxy stargates, because the Oracle comes before your 6 Marines and your first Mine...). Getting a Turret for nothing against an Immortal bust would be annoying, but eh... you can't always be right against the Protoss lottery. Anyway, the quick +1 actually helps a lot against this kind of all-in so the EB isn't wasted. also in this situation when scouting no 2nd pylon do you think its worth it to make your engi bay in their natural? does proxy oracle tend to have any gateway units out in time to stop an ebay block? No. Yes. You have no minerals anyway, and he doesn't care about an EB block if he wants to go 4g Oracles. On May 14 2013 18:27 Juice! wrote: I'm recently having a huge problem against zergs who go swarmhost corrupter viper. I'm kinda a pure mech player. how do you counter this or how do you stay alive with mech? People have been telling me alot of things already but i'm just not sure. Some say mass attack upg siege tanks + viking + banshee, some said full air switch (but wouldn't the locust have free reign then?), others said tank raven and the last (silly trolls) said alt+f4 was the best option. I was wondering how you guys thought of this. Basically Tanks + Vikings/Ravens/(Battlecruisers) + suicidal BFH raids in his economy. On May 15 2013 17:26 `dunedain wrote: My TvP build now that's gotten me over 70% winrate in Masters is Gas first Proxy factory widow mines, ebay block Protoss Nat, make one reaper to harass and distract the front while you rally your mine to his mineral line. Reactor after Reaper to hold off any proxy Oracles. While cheesy, it gets you an early advantage which you can build up on, plus some early probe kills if your opponent isn't careful. The least it can do is cripple toss mining time, the most it can do is outright win the game. If the toss survives the initial early game proxy mine harass/pressure, you should be way ahead in terms of eco + tech since you should be mining off two bases. A mid game MMM+1 timing will usually outright win the game after. Not solid. It dies to Probe scout → counter proxy Oracles, you won't have 6 Marines in time after your Reactor to hold the Oracle while Protoss can deal with your Reaper and your Mines with Stalkers/MSC. | ||
A Wild Sosd
Australia421 Posts
May 15 2013 11:54 GMT
#1549
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FetTerBender
Germany1393 Posts
May 15 2013 12:27 GMT
#1550
On May 15 2013 20:54 A Wild Sosd wrote: In mid game TvP engagements should I target colossus with Bio as well as vikings or just let vikings fight the colossus and fight his gateway army with my bio? Dependings on his composition, focussing down the colossi can outright kill you (Zealot / Archon heavy i.E.), and i would assume kiting the Gateway units is the prefferred choice. When you are really advanced in Micro, you can try to split your units while kiting a little - to make the colossi hits not hit 4+ targets but less. | ||
govie
9334 Posts
May 15 2013 13:24 GMT
#1551
On May 15 2013 20:54 A Wild Sosd wrote: In mid game TvP engagements should I target colossus with Bio as well as vikings or just let vikings fight the colossus and fight his gateway army with my bio? Last suggestion, viking on collisi, rest attacks normal. Focusfire with MMM isnt as efficient, u loose time while moving, loose kitingpossibility and gets damaged during moving and not attacking. | ||
Juice!
Belgium295 Posts
May 15 2013 15:23 GMT
#1552
Ok, in the end I guess it's better to learn them all. But then again I'm no progamer and i'm barely master, I also have no intention of becomming pro or anywhere serious gaming (not even GM). I'ld just like to stay in masters (and rise mb to midmaster or something) and do well in CW's for my clan. But should i learn bio aswell as my mech? (I've only played mech as terran and made mech to masters.) I hope that question/explanation made any sense :-) | ||
plogamer
Canada3132 Posts
May 15 2013 15:57 GMT
#1553
![]() For those who can try it out and let me know, please read the spoiler for my insane and terribly-worded thought process: + Show Spoiler + Zerg units that have high hp also have high base damage, and units with low hp have low base damage. So armor upgrades are great against lings, but the lings disappear into a plume of smoke and barely get a couple of hits off on me. So I spend that gas into blue-flame, extra factory, etc. and opt for a bio-mech play that completely catches Zergs off-guard. They think I'm going heavy bio, so they go ling/muta. But I show up with blue-flame hellions, tanks, thors, upgraded marines. Later I add medivacs, since I think it's not -that- worth healing marines. Much better to spend that gas on actual killing units. More killing = less healing needed. Or they see blue flame earlier, and they think I'm meching. So they get roaches and shit; so I send hellions for runbys (hence why I still love blueflame) and start mixing in marauders with my tanks, and cutting out thors. If I'm ahead in mid-game; and I will be - since I have a bigger army with upgrades that are relevant (I'm usually at 2-0 when Zerg is at 1-1). I add extra upgrade engi-bay and armory if I'm ahead. If not, I keep attacking and making life hell for the Zerg. | ||
geokilla
Canada8218 Posts
May 15 2013 22:11 GMT
#1554
http://drop.sc/334995 | ||
chutjaihehe2
6 Posts
May 16 2013 03:27 GMT
#1555
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NoZyneighbor
Canada77 Posts
May 16 2013 03:50 GMT
#1556
I was wondering if there is a way to hold the roach bane ling all in without the use of tanks and only bio mine. As I played a game where I scouted the zerg going for his third, and when he pushed me away with a couple of roaches he canceled his third and went allin. He placed down his third around the 7min Should I have scaned or kept my reaper hellion force outside his ramp and see his move out? | ||
korsarz
29 Posts
May 16 2013 08:37 GMT
#1557
On May 16 2013 12:27 chutjaihehe2 wrote: what would be a good response to nexus first when you've already gone barracks? 4 rax --> 5.30/45 you go out and pressure him. focus nexus. if he launches that cannon, go to his main, kill probes. when you are leaving your base, make 1 bunker and oc in natural. watch out for proxied oracles (nexus first may be a bait) TLO's 6 rax allin. | ||
Guzzy
United States4 Posts
May 16 2013 09:52 GMT
#1558
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Zarahtra
Iceland4053 Posts
May 16 2013 10:17 GMT
#1559
On May 16 2013 18:52 Guzzy wrote: Any tips on how to properly defend terran 3rd base i find myself losing most matches just by simple run byes. Pro players normally place a bunker with 4 rines in it along with a supply wall around it. | ||
wag_
88 Posts
May 16 2013 11:11 GMT
#1560
On May 16 2013 18:52 Guzzy wrote: Any tips on how to properly defend terran 3rd base i find myself losing most matches just by simple run byes. Against Zerg : - Wall third with depots (can be done on most map) - Bunker - Widow mines - Hellions (If you keep them alive) Against Terran : - Sensor tower (so you can see drops/troops coming to your third) - Anti air tower - 1 well placed siege tank - 1 well placed widow mine (for drops, can kill a medivac or put it at 10hp, then the anti air tower will finish it) Against Protoss : Well, you want a good map control so he can't just rush your third. In case of zealots/dt drops, you want your viking to kill the prism as fast as you can and 1 turret in your minerals line for DTs. | ||
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