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On March 01 2019 22:44 fastr wrote:Show nested quote +On March 01 2019 00:48 broto wrote: Hi how do you deal in TVP with:
a) mass voidray / carrier (+ some support)
b) carrier/tempest (+ some support)
from mech point of view mostly.., vs carriers I know widow mines are quite efficient vs voidrays of course 1-3 ghosts...
Of course I like to use some ravens to disable them with low food, but that might be too much gas invested.
vs carrier only: A) Some thors, some widow mines, ravens, viking, mass BC. But voidrays are really strong vs bc. B) Mass Thor (some widow mines) vs Carrier, + Liberators vs Interceptors. But again spread voidrays deal good damage vs armored air.
??? I assume this is pretty low MMR? I don't feel voidray are a real threat at diamond+ level. To answer you; the general answer for protoss air transition when you're meching is cyclones. Cyclones with mag field accelerator dismantle all protoss air units. Lock on with mag field deals 400 damage over 14 seconds, which means one lock on will kill all protoss air unit except a carrier which will be left with 50 HP. Thors can be good for their range against carriers but will get wrecked by Tempest massive damage bonus. In late game you also need to add vikings to the cyclones. Their range and kiting are good tools. You can fight a maxed out air army as long as you split and engage properly and don't get stormed. It's hard but doable. Widow mines are situational, they can be great to snipe interceptors, and mass droping widowmine is also a viable strategy but harder to pull off.
Tempests don't have bonus vs massive on their ground attack. Thors trade extremely well vs tempests when put one on one with similar supply of tempests and outright shit on them if you land an emp.
Very large numbers of carriers which might show up in the lower leagues or team games with little ground support are countered by mass lib + couple of thors + anything that hits air. Take your army somewhere he needs to defend (usually easy since carriers are slow) or anticipate where he is gonna attack, siege 2 libs to prevent templars from getting close if there are any. Plant two or three bait thors at the front. Keep your libs slightly further back behind the thors (or on follow) so all the interceptors acquire target on the thors and clump. Kill every interceptor in 3/4 volleys of your libs. send whatever unit that hits air you made to kill all his shit while he types offensive phrases at you for killing all interceptors losing maybe 15-25 supply. Just don't try to do this with like 6 libs, we are talking 12/14+ and always with something in front of the libs to keep the interceptors clumped. EMP and anti armor missile for added fancyness if your control allows.
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On March 01 2019 00:48 broto wrote: Tempests don't have bonus vs massive on their ground attack. Thors trade extremely well vs tempests when put one on one with similar supply of tempests and outright shit on them if you land an emp.
You're right, my bad. For some reason I was thinking about the Tempest bonus damage against BC, which are a solid mech transition against air if you can harass / yamato / teleport back without losing much. I play this style personally, see SuperNova or Nathanias stream for this kind of mech.
Thor libs is indeed amazing against pure carrier thanks to the libs air splash, but I feel it's a risky composition because if the Protoss identifies the threat correctly and switch back to Tempest, your libs become almost dead supply against it so you better have enough thor and switch to viking quickly. It's still a fun style to play for sure.
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Hey all pretty fresh to SC2, played lots of BW.
Looking for help on third expos in all matchups. Not quite used to picking up a third so early compared to Broodwar. I tend to feel like I have to harass with first banshee or push hard to get a third comfortably which sometimes feels really late. Most guides I've seen stop before detailing expanding third. Let's say I mech TvT or TvP and it's a standard macro for both after scouting, what's a safe, standard third for Terran? Is a cyclone/tank/banshee enough for TvT, TvP? Is making third in base and floating the right move?
Also, what is typical for SCV transfer from first to second, and then third?
Thanks all.
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On March 04 2019 00:23 phosheezy wrote: Hey all pretty fresh to SC2, played lots of BW.
Looking for help on third expos in all matchups. Not quite used to picking up a third so early compared to Broodwar. I tend to feel like I have to harass with first banshee or push hard to get a third comfortably which sometimes feels really late. Most guides I've seen stop before detailing expanding third. Let's say I mech TvT or TvP and it's a standard macro for both after scouting, what's a safe, standard third for Terran? Is a cyclone/tank/banshee enough for TvT, TvP? Is making third in base and floating the right move?
Also, what is typical for SCV transfer from first to second, and then third?
Thanks all.
Hey man,
TvP is really tricky, so I'm gonna let people who are better than me answer on that (also, as I go for a 1base all-in in 90% of my TvP games, I really have no clue of when to get a 3rd anymore anyway ^^).
TvT, people often open with a 1-1-1 coming from a double gas into harrass into 3CC. Generally you can consider that you're safe for a 3rd when you've got your raven(s), a tank and some support depending on your opening (be it marines, helions, a cyclone, viking, etc). Some people take a 3rd before that. If you stay on 1-1-1 with only the 2 gas from your main, you're going to have excess minerals around that time anyway, so you drop your third, grab more geysers, and start your additionnal factories + armories and mech away !
I'm not sure I understand your question regarding SCV transfer. I always rally newly produced SCVs to my newest base (it's also where I drop my MULEs), and I manage my SCVs to have 16 on minerals + 6 on gas per base. I overproduce SCVs as long as I'm not on 3 fully saturated bases, and once I'm there I generally stop producing workers and transfer them from one base to another. When I get a 4th (and 5th, and 6th...), I generally tend to fully saturate the new base and keep my older bases lower on SCVs, so the mineral patches last longer.
Regarding build your 3rd inbase + floating vs building on location, I'd say it all depends on your map control. Say it's TvT and you went for banshees while he went for helions => build it in base as you don't really have map control. If you went for banshees and he went for a defensive build => you can afford to take it on location. Depending on your level though, you don't gain THAT much by having it straight on location (I really don't think it makes a meaningful difference before Masters), so whenever I have the slightest doubt => I play it safe and go for an in-base 3rd.
Hope it helps.
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On March 03 2019 10:13 Doko wrote:
Very large numbers of carriers which might show up in the lower leagues or team games with little ground support are countered by mass lib + couple of thors + anything that hits air. Take your army somewhere he needs to defend (usually easy since carriers are slow) or anticipate where he is gonna attack, siege 2 libs to prevent templars from getting close if there are any. Plant two or three bait thors at the front. Keep your libs slightly further back behind the thors (or on follow) so all the interceptors acquire target on the thors and clump. Kill every interceptor in 3/4 volleys of your libs. send whatever unit that hits air you made to kill all his shit while he types offensive phrases at you for killing all interceptors losing maybe 15-25 supply. Just don't try to do this with like 6 libs, we are talking 12/14+ and always with something in front of the libs to keep the interceptors clumped. EMP and anti armor missile for added fancyness if your control allows.
I have a way, so for interest: How do you group your Army then?
On March 03 2019 16:01 fastr wrote: For some reason I was thinking about the Tempest bonus damage against BC, which are a solid mech transition against air if you can harass / yamato / teleport back without losing much. I play this style personally, see SuperNova or Nathanias stream for this kind of mech.
Thor libs is indeed amazing against pure carrier thanks to the libs air splash, but I feel it's a risky composition because if the Protoss identifies the threat correctly and switch back to Tempest, your libs become almost dead supply against it so you better have enough thor and switch to viking quickly. It's still a fun style to play for sure.
Yes I play a bit with BC for harass + mech even though it's quite fragile/costly when outnumbered so you need to safe the jump. For interest how do you group your stuff in that very strategy?
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How do i deal with disruptor drops? its crazy how he can safely drop disruptor 15range away and destroy half of my shit, yet i cant even run in with marines to defend ? Do i need vikings? or do sim city for mineral line? or can disruptor attack go over buildings?
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+ Show Spoiler +On March 04 2019 23:25 broto wrote:Show nested quote +On March 03 2019 10:13 Doko wrote:
Very large numbers of carriers which might show up in the lower leagues or team games with little ground support are countered by mass lib + couple of thors + anything that hits air. Take your army somewhere he needs to defend (usually easy since carriers are slow) or anticipate where he is gonna attack, siege 2 libs to prevent templars from getting close if there are any. Plant two or three bait thors at the front. Keep your libs slightly further back behind the thors (or on follow) so all the interceptors acquire target on the thors and clump. Kill every interceptor in 3/4 volleys of your libs. send whatever unit that hits air you made to kill all his shit while he types offensive phrases at you for killing all interceptors losing maybe 15-25 supply. Just don't try to do this with like 6 libs, we are talking 12/14+ and always with something in front of the libs to keep the interceptors clumped. EMP and anti armor missile for added fancyness if your control allows.
I have a way, so for interest: How do you group your Army then? Show nested quote +On March 03 2019 16:01 fastr wrote: For some reason I was thinking about the Tempest bonus damage against BC, which are a solid mech transition against air if you can harass / yamato / teleport back without losing much. I play this style personally, see SuperNova or Nathanias stream for this kind of mech.
Thor libs is indeed amazing against pure carrier thanks to the libs air splash, but I feel it's a risky composition because if the Protoss identifies the threat correctly and switch back to Tempest, your libs become almost dead supply against it so you better have enough thor and switch to viking quickly. It's still a fun style to play for sure. Yes I play a bit with BC for harass + mech even though it's quite fragile/costly when outnumbered so you need to safe the jump. For interest how do you group your stuff in that very strategy?
1 for ground army, 2 for BC, 3 for harass units or ghosts in late game
Also, rapid fire is useful for a lot of terran spells. Cyclone's lock on, yamato, snipe etc
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On March 05 2019 21:58 fastr wrote:+ Show Spoiler +On March 04 2019 23:25 broto wrote:Show nested quote +On March 03 2019 10:13 Doko wrote:
Very large numbers of carriers which might show up in the lower leagues or team games with little ground support are countered by mass lib + couple of thors + anything that hits air. Take your army somewhere he needs to defend (usually easy since carriers are slow) or anticipate where he is gonna attack, siege 2 libs to prevent templars from getting close if there are any. Plant two or three bait thors at the front. Keep your libs slightly further back behind the thors (or on follow) so all the interceptors acquire target on the thors and clump. Kill every interceptor in 3/4 volleys of your libs. send whatever unit that hits air you made to kill all his shit while he types offensive phrases at you for killing all interceptors losing maybe 15-25 supply. Just don't try to do this with like 6 libs, we are talking 12/14+ and always with something in front of the libs to keep the interceptors clumped. EMP and anti armor missile for added fancyness if your control allows.
I have a way, so for interest: How do you group your Army then? Show nested quote +On March 03 2019 16:01 fastr wrote: For some reason I was thinking about the Tempest bonus damage against BC, which are a solid mech transition against air if you can harass / yamato / teleport back without losing much. I play this style personally, see SuperNova or Nathanias stream for this kind of mech.
Thor libs is indeed amazing against pure carrier thanks to the libs air splash, but I feel it's a risky composition because if the Protoss identifies the threat correctly and switch back to Tempest, your libs become almost dead supply against it so you better have enough thor and switch to viking quickly. It's still a fun style to play for sure. Yes I play a bit with BC for harass + mech even though it's quite fragile/costly when outnumbered so you need to safe the jump. For interest how do you group your stuff in that very strategy? 1 for ground army, 2 for BC, 3 for harass units or ghosts in late game Also, rapid fire is useful for a lot of terran spells. Cyclone's lock on, yamato, snipe etc
I don't agree with Yamato Rapid Fire. Because it will overkill and waste the very powerful yamato on some targets no matter how good you can spread your mouse over the enemy while holding the key.
thanks, so then you lose a group of harras once you have ghost? I recently experimented with adding R and T as extra groups for easier harrasment - now its T and G,because I think R is better for some command as hotkey (I use it for R-patrol alternative to A-click) - I feel you sometimes want vikings on an extra hotkey to really quickly focus fire and retreat them? or is ctrl + click good enough. Do I lack mouse precision? - same with widow mines in medivacs, I can't burrow them as quickly as with an extra group so when they drop i can burrow each immediatelly. (so i have 1-4 for army, and T,G for mobile forces/harras, B for depot(s))
yes i have recently added 4 rapid fire keys: q,a,y and x - y is my rapid fire spells, the others so i can build a barracks in the start of the game quicker when you dont have ressources (its A for me).
Question: by the way, do you know how to use the smart command? I tried to bind it on my anti armor missile key (d), so i set smart command to D, but it will unbind other keys (llike anti armor missile D is then unbound)?
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Hey guys, what terran composition counter ultralisks/corruptors?
How can I fight against broodlors? I heard that we can do that with ghosts, but I never can do that. : /
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I'm so frustrated from playing TvP... Don't know what to do - seems like nothing's working at all. :/
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On March 06 2019 15:37 slimbo1 wrote: I'm so frustrated from playing TvP... Don't know what to do - seems like nothing's working at all. :/
Hey Slimbo, you should provide specifics or replays if you want some help. Regarding TvP, we have talked about it in this thread one or two pages ago, there should be interesting information there for you. If that's not enough, I'll gladly try to answer your questions to the best of my (modest) abilities.
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On March 06 2019 15:09 Damien wrote: Hey guys, what terran composition counter ultralisks/corruptors?
How can I fight against broodlors? I heard that we can do that with ghosts, but I never can do that. : / Thors, they literally dominate broodlords, only need a move, dont need to control them even, they will attack bl and not broodlingd.
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Ok im trying to play bio ghost liberator, but its really hard to micro i contantly need to micro stim drop emp and siege unsiege liberators, dodge storm.., its fucking crazy, and then toss just balls up his army and a moves and sometimes drops storm...its really crazy hard for me..
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ban david kim = easy win
User was banned for this post.
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On March 06 2019 15:09 Damien wrote: Hey guys, what terran composition counter ultralisks/corruptors?
How can I fight against broodlors? I heard that we can do that with ghosts, but I never can do that. : /
For ultras, you need marauders with a good tank line. You can use ghosts against brood lords as a hit and run, you still need anti-air to slow them down and have ghosts keep whittling them down until an opening appears.
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On February 20 2019 07:58 HeroTheZero wrote: I keep running into the same kind of scenarios in some of my games against all races, with both my terran and my protoss (blink pressure), where when I'm doing some kind of tank+marine or 2 medivac 16 marine+stim pressure at around 5 mins, either I end up being dropped/harrassed when my army is halfway across the map or our armies pass without seeing each other just barely resulting in a base trade that I usually end up losing. I'm not sure how to adapt my game plan. Am I supposed to scan the enemy before moving out, delay the pressure until I'm sure nothing is coming and the opponent is sitting back or just accept the base trade and execute better?
You definitely need to scout with a unit or scan to identify the tech. If they are going for medivac harass they will always hit first, so you either have to all in with your push or defend. Usually with fast tech, if you defend their drop you can greed for an expand.
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On March 07 2019 04:22 skdsk wrote: Ok im trying to play bio ghost liberator, but its really hard to micro i contantly need to micro stim drop emp and siege unsiege liberators, dodge storm.., its fucking crazy, and then toss just balls up his army and a moves and sometimes drops storm...its really crazy hard for me..
Can't really help you with the strategy, but I suggest you should use the Unit Tester to train it - optionally offers to play a unit comp vs your friend (you can even have one dude just creating units while 2 micro..), alternatively you can let the other army amove while you try your stuff. I didn't figure how to let the enemy use spells automatically, yet though. You can also change the terrain (more space, less space etc)
OR use another strategy Most pro strategies are of course really bad for non-pros, just IMO. Similar to marine splits vs banelings in the begin of Wotl, I think most simply didn't use just marines while it was very succesful at GSL. Similar to the Immortal Warpprism Micro that Has used to get to the Finals of the laast WCS.. it was really really good https://makeagif.com/i/Baeg_A (just made it)
On March 05 2019 20:41 skdsk wrote: How do i deal with disruptor drops? its crazy how he can safely drop disruptor 15range away and destroy half of my shit, yet i cant even run in with marines to defend ? Do i need vikings? or do sim city for mineral line? or can disruptor attack go over buildings? I have found an Answer to that one exactly: https://www.teamliquid.net/forum/sc2-strategy/539047-pbotw-geminis-disruptor-drop-into-stalkers#14
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