On March 16 2016 23:39 JackONeill wrote: I suppose that the adept killed the SCVs trains in TvP
I'd say pylon cannons :o, plus adepts yeah. There are probably timings that will work in practice but should not in theory so at best you can make it work half the time.
On March 16 2016 23:39 JackONeill wrote: I suppose that the adept killed the SCVs trains in TvP
I'd say pylon cannons :o, plus adepts yeah. There are probably timings that will work in practice but should not in theory so at best you can make it work half the time.
Scv pulls were only really good against collossus openings because the scvs soak the first few collossus volleys. Against mass gateway armies with storm scv pulls were already terrible in HotS and even worse in LotV. vs collossus opening I think it can still work but of course it's weaker because of pylons and adepts. And yeah disruptors crush it of course.
Hey guys, I have played a lot HoTS and since the LoTV beta I was kind of away from the battlefield and only following the new expansion through some tourneys and streams. I decided to come back to play and even watching the "new meta" I'm kind lost so I would like to ask, if possible, for some advise about openings. If you guys can point me out 2 basic openings vs each race, it would be very appreciated and would help me start training. Thanks in advance.
On March 17 2016 14:25 dHsn wrote: Hey guys, I have played a lot HoTS and since the LoTV beta I was kind of away from the battlefield and only following the new expansion through some tourneys and streams. I decided to come back to play and even watching the "new meta" I'm kind lost so I would like to ask, if possible, for some advise about openings. If you guys can point me out 2 basic openings vs each race, it would be very appreciated and would help me start training. Thanks in advance.
I'm just dropping by this thread cuz I'm finally getting competent at LotV, but I just wanted to refute the gas first tvp statement in OP by saying it's my best build in that matchup
On March 18 2016 00:05 Pokebunny wrote: I'm just dropping by this thread cuz I'm finally getting competent at LotV, but I just wanted to refute the gas first tvp statement in OP by saying it's my best build in that matchup
Isn't it because this was done before the adept/overcharge nerf?
On March 18 2016 00:06 Pokebunny wrote: Also, I actually have a question - anywhere I can find replays of some good reaper openings in TvT? Either aggressive or defensive
You talking the Reaper FE, or a 3rax Reaper build?
How can I scout that a protoss is going for the FE into 3pylon at ramp+MSC + adept or stalker, for example on Dusk Towers?
It feels such bad design that a race can kill someone / do game ending damage to someone who is on 1base after fast expanding but protoss has always been very badly designed so whatever...
But is there a clue on his base that confirms it's coming (or not) or it's up to the protoss so I have to assume it could come? If it's the latter, What could be a good response (after rax/factory) without putting up a bunker?
On March 19 2016 02:44 Poopi wrote: How can I scout that a protoss is going for the FE into 3pylon at ramp+MSC + adept or stalker, for example on Dusk Towers?
It feels such bad design that a race can kill someone / do game ending damage to someone who is on 1base after fast expanding but protoss has always been very badly designed so whatever...
But is there a clue on his base that confirms it's coming (or not) or it's up to the protoss so I have to assume it could come? If it's the latter, What could be a good response (after rax/factory) without putting up a bunker?
The only way it's to kill the probe or make a bunker. If they manage to get the pylon up ( yes they only need 1 pylon ), just abandon all hope and let him kill depots + reactor, don't lose scvs/marines for no reason. Usually they "only" have 2 photon overcharges, bait them out and then clear the adepts/stalkers/MSC with your marines. Oracle followup are common to pylon rushes, make a widowmine and put it in the mineral line. SCV scout at 17-18 to see if they took an expansion, if they didn't assume they're going all in and make a bunker or two behind the rax.
Or just don't go for a wall. One supply to maintain vision on the ramp, but build your rax next to your mineral line. Just somewhat scout with an scv for proxy gate, and you're fine.
Doesn't help me with the MU overall though. I'm having a hard time not to go all out "PvT IS IMBA AS FUCK", but I don't since I still feel like I'm missing something. But man... Between the prism/SG harass that's SO strong, the fact that you really can't drop until mid/late game, and bio dying so hard to adept/immo, my current thought about the MU is that the liberator is so strong that the rest of the terran army is piss. You basically rely on liberator + mine to obliterate anything that dares take a fight, while your bio is hovering around to survive harass and provide general purpose DPS. All of this while playing with a strong economic disadvantage.
I wonder if my mistake is to still build good amounts of marauders. They're so bad against any number of immortals, use up quite a lot of gaz and infrastructure. Their only purpose is to tank adept shots, but when there's a high number of immos they're just dead weight. Maybe I should just go for marine mines liberators. That being said, when your opponent tries to go for tempest to siege your liberators, abandonning liberators and going into old school bio/ghost/viking is so strong... You just spread out and amove the shit out of him
I almost feel like TvP is T favored from my experience. I currently roll on a 71% win rate, I'm playing high diamonds and low master currently.
The way I go around things is I do the standard reaper expand into reactor. when I que 2 marines I get the factory out. with factory somewhere between 25% to 40% done get second gas. tech lab your factory and grab 1 cyclone.. AFTER you que said cyclone you start your starport and rush liberator range, I take my third gas after I start the starport. Then you siege the mineral lines, IF you scout a starport opener just go heavy marine and cut out on marauders and keep your liberators home for a big stim cs +1 push with 2 medivacs and/or 2-3 liberators.
On March 19 2016 10:48 JackONeill wrote: Or just don't go for a wall. One supply to maintain vision on the ramp, but build your rax next to your mineral line. Just somewhat scout with an scv for proxy gate, and you're fine.
Doesn't help me with the MU overall though. I'm having a hard time not to go all out "PvT IS IMBA AS FUCK", but I don't since I still feel like I'm missing something. But man... Between the prism/SG harass that's SO strong, the fact that you really can't drop until mid/late game, and bio dying so hard to adept/immo, my current thought about the MU is that the liberator is so strong that the rest of the terran army is piss. You basically rely on liberator + mine to obliterate anything that dares take a fight, while your bio is hovering around to survive harass and provide general purpose DPS. All of this while playing with a strong economic disadvantage.
I wonder if my mistake is to still build good amounts of marauders. They're so bad against any number of immortals, use up quite a lot of gaz and infrastructure. Their only purpose is to tank adept shots, but when there's a high number of immos they're just dead weight. Maybe I should just go for marine mines liberators. That being said, when your opponent tries to go for tempest to siege your liberators, abandonning liberators and going into old school bio/ghost/viking is so strong... You just spread out and amove the shit out of him
I don't think you can just not wall since then any adepts build/pressure does too much damage, plus he can freely scout and I don't want him to scout me.
On March 19 2016 17:39 KonanTenshi wrote: I almost feel like TvP is T favored from my experience. I currently roll on a 71% win rate, I'm playing high diamonds and low master currently.
The way I go around things is I do the standard reaper expand into reactor. when I que 2 marines I get the factory out. with factory somewhere between 25% to 40% done get second gas. tech lab your factory and grab 1 cyclone.. AFTER you que said cyclone you start your starport and rush liberator range, I take my third gas after I start the starport. Then you siege the mineral lines, IF you scout a starport opener just go heavy marine and cut out on marauders and keep your liberators home for a big stim cs +1 push with 2 medivacs and/or 2-3 liberators.
On March 19 2016 17:39 KonanTenshi wrote: I almost feel like TvP is T favored from my experience. I currently roll on a 71% win rate, I'm playing high diamonds and low master currently.
The way I go around things is I do the standard reaper expand into reactor. when I que 2 marines I get the factory out. with factory somewhere between 25% to 40% done get second gas. tech lab your factory and grab 1 cyclone.. AFTER you que said cyclone you start your starport and rush liberator range, I take my third gas after I start the starport. Then you siege the mineral lines, IF you scout a starport opener just go heavy marine and cut out on marauders and keep your liberators home for a big stim cs +1 push with 2 medivacs and/or 2-3 liberators.
would u share some replays?
I think this will work (first time I try this out)
Game 4 I really fail on dealing with oracles, I was out of position and got my reaper sniped. But it shows how the liberator works out as a unit alongside the bio ball with my early push.
On March 20 2016 02:50 Glorfindel! wrote: What are good responses vs fast Disruptor Drops?
I feel like I get toyed around like a mid platinum when I play vs GM / High masters when they go for WP-speed + Disruptors.
I open Reactor - expo - 2x Widow mine drop - 1 Liberator and 2 Additional Barracks followed by a third.
My suggestions, just wild ideas:
Vikings, Turrets, WM, Cyclone, maybe a mix of them.
You sure need to identify that it is comming, that will help you to prepare best for it.
I am not sure when this stuff arrives normally at your base, but maybe you got some medivacs out already? Instead of having that being idle above your bio, you could use them to patrol the outer space of your bases to scout the Prism before it reaches your base.
With that, pre split stimmed bio should shut down the disruptor easy, and you can pull SCVs in time, even before he unloads the disruptor. If he tries to escape, chase it with speed medic or just ambush it with another speed medic. That COULD work. Ofc, as almost always, as T you have to play 100 times smarter than P :D
Hope you can increase your success with those ideas.
On March 19 2016 02:44 Poopi wrote: How can I scout that a protoss is going for the FE into 3pylon at ramp+MSC + adept or stalker, for example on Dusk Towers?
It feels such bad design that a race can kill someone / do game ending damage to someone who is on 1base after fast expanding but protoss has always been very badly designed so whatever...
But is there a clue on his base that confirms it's coming (or not) or it's up to the protoss so I have to assume it could come? If it's the latter, What could be a good response (after rax/factory) without putting up a bunker?
Note that at most he kills 2 supply depots and MAYBE the reactor on the wall (depending on which spawn position you get); if he invests 2 pylons to kill 2 depots then it's an even trade because you're gonna end up killing his pylons anyways.
What I'm trying to say is don't get too flustered when this happens. Also try building a bunker at the base of the ramp instead of on top.
Wtf do you do against 16/17 reaper rush? What build can I do that doesn't blind counter this but lets me set up for the midgame? The OP says "your factory tech will be out soon" but a factory with no tech lab is total garbage against reapers. This is some of the most annoying shit I've ever played. 50% of TvTs are my opponent doing some kind of reaper fucking rush
Why is mech so fucking shit? Four years Blizzard have been promising to "make it viable"
On March 20 2016 21:24 LemonyTang wrote: Wtf do you do against 16/17 reaper rush? What build can I do that doesn't blind counter this but lets me set up for the midgame?
If you want to be very safe but also have the potential to be aggressive vs different builds, do gas first reaper->hellion->banshee. Because of the 12 worker start you can make 2 reapers without delaying your banshee. This is considered the safest build vs reapers. See marinelords build here
Or you can reaper expand but the defense is much less forgiving. QzY discussed defending reapers from reaper expand on the previous page, check out his post.