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On May 20 2013 03:00 mau5mat wrote:Show nested quote +On May 20 2013 02:30 saaaa wrote:On May 18 2013 23:38 mau5mat wrote:On May 18 2013 22:46 saaaa wrote: What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?
Which one i should prefer? For what MU? 15 Gas TvT and 15 Gas TvP are pretty standard, going into the marine/hellion/vac and mine/marine/vac respectively. yeah sry i mean for TvT. What opening should i prefer Rax 15 Gas or 13 Gas when i want to follow up with reactor fac fe and later into mech? Is a 15 Gas FE safer against a 2 rax Opening because you have 4 marines instead of 2. I'm just not sure. Or how should i ideally respond when i expect 2 rax reaper with a reactor Fac? The 15 Gas TvT build I mentioned was used by Innovation and Flash, Flash went mech out of it so I'm sure you can too. I believe there's a thread on how to hold 2 rax reaper, so I would read that.
In fact i should prefer a 15 Gas Expand or stay with a "normal" reactor factor fe with 13 Gas?
I really not know what is better.Because pro's play both and more "standard" 13 Gas Reactor Fac FE.
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Is mech the new TvT metagame? It seems marine tank is a rarity these days.
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On May 20 2013 03:31 AKomrade wrote:Show nested quote +On May 20 2013 03:19 herMan wrote: In TvT the standard 2rax reaper build is the one where you build your second rax after the second depot and orbital.
I've been playing 12/14 rax with 12 gas ofc, with a a slightly delayed orbital. It gives me a second reaper faster and usually my slight advantage gains momentum if the enemy goes reaper and scouts me and falls into my trap of 2 reapers.
Why do not pros use this? Because depot-rax-gas-OC-rax-depot is more efficient and doesn't cut any economy besides the worker cut to get 12 gas.
I don't feel it's too big of a difference since I make 16 workers before going orbital and there's no scv cut at all. The earlier reapers can cause havoc against greedy hellbat builds.
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My TvT feels hopeless at the moment :| I lose almost every single game and I can't really figure out what I do wrong :/
Here's a replay http://drop.sc/335814http://drop.sc/335814
I'm a plat player and it's mainly my TvT (my TvZ isn't that very good either) that holds me back...
If anyone could take some time to look over the replay and say what I did wrong and what I could improve, I'd be very grateful Also, if you know a better build order or play style please say and direct me to it.
Thanks in advance
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On May 19 2013 19:31 Cayoss wrote: What's an effective counter to Max Upgraded Ultra/Queen with some bling/sling support?
I usually mass 3/3 Marauders but then I find out it dies pretty quickly to the bling/slings following the ultras.
I had problems dealing with ultralisks too, but I found a "method" that works very well. It might not work against every zergs, especially very good ones, but if you're in diamond/low master, you will win tons of games with this :
You need to know that if you take a fight in open space against ultras, you loose. You just can't win. You need to play with the map in order to force a bad engagement from the zerg (like in chokes etc) BUT if you play on a map like Akilon wastes, there aren't many ways to force a bad engagement from the zerg, but you can "create" a bad engagement yourself !
Simply put 2 PFs close to each other in front of your natural in order to create a little choke, marauders and marines behind, window mines close to them. If the zerg engage you, the ultras will mess with the PFs, they will basicly come one by one, you just have to stim -> a move and you will simply destroy him.
The hardest thing in this method is to force the zerg to engage you. While you are sitting behind your PFs, drop him everywhere you can, don't stop dropping, deny bases etc.. If you kill alot of his bases/drones etc, he may just go for the engagement as a last resort.
That's why I currently use in top diamond/low master mmr and it's the only way I found to win against Ultralisks, if anyone got something better, post it ! 
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On May 20 2013 06:09 SamirDuran wrote: Is mech the new TvT metagame? It seems marine tank is a rarity these days. Looks like that, really having huge difficulties with hellbat-tank compositions when playing bio-mech myself. The issue isn't drops, generally I can counter them no problem. But with their HP + light status hellbats simply can tank so much when doing a frontal assault. And sure I can then focus fire his tanks, but then his hellbats overrun my tanks. When they turtle on 3 bases it is also really hard to deal much damage with faster bio.
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On May 20 2013 06:25 NotTrulyEvil wrote:My TvT feels hopeless at the moment :| I lose almost every single game and I can't really figure out what I do wrong :/ Here's a replay http://drop.sc/335814http://drop.sc/335814 I'm a plat player and it's mainly my TvT (my TvZ isn't that very good either) that holds me back... If anyone could take some time to look over the replay and say what I did wrong and what I could improve, I'd be very grateful  Also, if you know a better build order or play style please say and direct me to it. Thanks in advance 
Watched it til 2/3, it was pretty horrible;-) Well to sum it up :
SCV scout so late is useless. @8:45 u had 550 minerals and 550 gas banked up. @ No stim or combat shield @11:00, u started stim @14:00. @14:00 your first medivac comes out and still no 3rd CC. And i feel on 2 base 2 sensortowers is to expensive and useless. U get double e.bays but dont continiously use them for +2/+2 and +3/+3.
All the above happened because of 2 frighting reapers near your base and u panicked a bit guess and from that u banked up alot of cash/gas. Best advice, forget this match, next go eco-reaper opening (most of the terrans like it). Scout with the reaper. Go marine tank or mech. Expand/macro like a boss and stay calm when his 2 reapers get in your base.
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Northern Ireland461 Posts
On May 20 2013 04:21 saaaa wrote:Show nested quote +On May 20 2013 03:00 mau5mat wrote:On May 20 2013 02:30 saaaa wrote:On May 18 2013 23:38 mau5mat wrote:On May 18 2013 22:46 saaaa wrote: What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?
Which one i should prefer? For what MU? 15 Gas TvT and 15 Gas TvP are pretty standard, going into the marine/hellion/vac and mine/marine/vac respectively. yeah sry i mean for TvT. What opening should i prefer Rax 15 Gas or 13 Gas when i want to follow up with reactor fac fe and later into mech? Is a 15 Gas FE safer against a 2 rax Opening because you have 4 marines instead of 2. I'm just not sure. Or how should i ideally respond when i expect 2 rax reaper with a reactor Fac? The 15 Gas TvT build I mentioned was used by Innovation and Flash, Flash went mech out of it so I'm sure you can too. I believe there's a thread on how to hold 2 rax reaper, so I would read that. In fact i should prefer a 15 Gas Expand or stay with a "normal" reactor factor fe with 13 Gas? I really not know what is better.Because pro's play both and more "standard" 13 Gas Reactor Fac FE.
It comes down to what you want, I would personally go 15 Gas. 13 Gas gets quicker tech, 15 Gas gets a CC up earlier.
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Ive been having a lot of difficulty in TvP. Are there any pro's who are especially well known for their TvP that I should watch?
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hey guys. I heard that Innovation wrote a guide on Fomos about pulling scvs before storm. Does anyone here know how to find it?
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United States8476 Posts
On May 20 2013 13:44 rice_devOurer wrote: hey guys. I heard that Innovation wrote a guide on Fomos about pulling scvs before storm. Does anyone here know how to find it? No one has translated it into english yet.
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On May 20 2013 14:21 Emzeeshady wrote:Show nested quote +On May 20 2013 13:47 monk wrote:On May 20 2013 13:44 rice_devOurer wrote: hey guys. I heard that Innovation wrote a guide on Fomos about pulling scvs before storm. Does anyone here know how to find it? No one has translated it into english yet. I would actually spend money on a full translation. A guide written by the best player in the world...
Fool! He's the best RTS player of all time, no less.
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Is mech the new go to strat in TvT? Thats all I have been facing on ladder lately
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I had problems dealing with ultralisks too, but I found a "method" that works very well. It might not work against every zergs, especially very good ones, but if you're in diamond/low master, you will win tons of games with this :
You need to know that if you take a fight in open space against ultras, you loose. You just can't win. You need to play with the map in order to force a bad engagement from the zerg (like in chokes etc) BUT if you play on a map like Akilon wastes, there aren't many ways to force a bad engagement from the zerg, but you can "create" a bad engagement yourself !
Simply put 2 PFs close to each other in front of your natural in order to create a little choke, marauders and marines behind, window mines close to them. If the zerg engage you, the ultras will mess with the PFs, they will basicly come one by one, you just have to stim -> a move and you will simply destroy him.
The hardest thing in this method is to force the zerg to engage you. While you are sitting behind your PFs, drop him everywhere you can, don't stop dropping, deny bases etc.. If you kill alot of his bases/drones etc, he may just go for the engagement as a last resort.
That's why I currently use in top diamond/low master mmr and it's the only way I found to win against Ultralisks, if anyone got something better, post it !
It's not really that good, I faced that 2 times when offracing as zerg, lost one to a doom drop cause I was stupid and won the second game easily. While you invest into PFs (if he lets you get them up ever), he can just tech to brood/infestor and he'll destroy you anyway. But yeah against zergs that keep going into ultras and try to attack it's of course pretty good  I feel like for the price of the CC + PF you're better of going mass orbitals and sacrificing SCVS to make extra tech units, turtling has no real point as he has a better late game army than you anyway, so time is against you if he doesn't repeateadly suicide into your PFs.
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Is is true that in TvT, Bio > Mech > Marine/Tank > Bio, assuming both players to be of similar skill levels? I've heard it being said but am not sure whether it is true or not.
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On May 20 2013 13:47 monk wrote:Show nested quote +On May 20 2013 13:44 rice_devOurer wrote: hey guys. I heard that Innovation wrote a guide on Fomos about pulling scvs before storm. Does anyone here know how to find it? No one has translated it into english yet.
google translate! anyone have the link im interested too.
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On May 20 2013 20:06 targ wrote: Is is true that in TvT, Bio > Mech > Marine/Tank > Bio, assuming both players to be of similar skill levels? I've heard it being said but am not sure whether it is true or not.
Mech beats both bio and bio/tank reliably; the latter more than the former. What mech doesn't beat so reliably is bio play with an air switch once the bio player is on 4 or 5 bases. Of course, this also depends on how even the players are in economy.
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