On May 18 2012 22:30 ThePianoDentist wrote:
what is the time between a zerg starting to mine gas, and getting speedlings?
what is the time between a zerg starting to mine gas, and getting speedlings?
3 minutes.
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TheExodus
293 Posts
May 18 2012 20:38 GMT
#4721
On May 18 2012 22:30 ThePianoDentist wrote: what is the time between a zerg starting to mine gas, and getting speedlings? 3 minutes. | ||
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monk
United States8476 Posts
May 18 2012 20:39 GMT
#4722
On May 19 2012 05:38 TheExodus wrote: Show nested quote + On May 18 2012 22:30 ThePianoDentist wrote: what is the time between a zerg starting to mine gas, and getting speedlings? 3 minutes. To be exact, it's 3:15 from the time he starts his gas to when speed finishes. | ||
AnonymousEmu
Canada70 Posts
May 19 2012 00:12 GMT
#4723
What do I do? | ||
whistle
United States141 Posts
May 19 2012 00:42 GMT
#4724
- In the midgame, put a small group of units in the area you expect a drop to land (usually back of your main, since that's probably the furthest from where your main army is). Depending on what kind of tech you're using, any composition of 5-7 units can work (if going colossus, usually stalkers maybe a sentry or immortal or some zealots instead, if going templar, usually chargelots and an HT). - If you are responding to the alert that you're under attack, it's usually late. You need vision of drop paths outside your base so that you can respond before the drop actually unloads; if your opponent isn't paying attention, you can get some free units. I personally make three obs (or more) before I start immortal/colossus production which is even easier after the patch, and patrol one obs behind my main where I expect a medivac to approach. You should supplement vision with pylons but those are obviously less flexible in positioning. - Later in the game, put cannons and a HT at every expansion, and those should either stop the drop or buy you enough time to warp in units/get your army over. Feedback if you can catch the medivacs before they unload, storm if they've dropped their units already. For me, this was (and still is) the most difficult part of PvT, so don't get too frustrated if you don't magically improve at it overnight. | ||
AnonymousEmu
Canada70 Posts
May 19 2012 01:25 GMT
#4725
On a sorta related note, how do I post a replay? | ||
-eXalt
United States462 Posts
May 19 2012 01:34 GMT
#4726
I can't seem to beat high master terrans while I beat high master zergs/protoss pretty easily.. maybe it's just because i have bad HT control against terrans who know how to kite and get mass viking/ghost in time. Also I feel a terran on a map like daybreak who gets maxxed with 3/3, has defensive planetaries and mass orbitals (then sticks to 30 or so scvs for a huge army), has a ton of upgraded vikings and a lot of ghosts, is nearly unbeatable with any composition. Naniwa said the same.. anyway, these are the builds i'm using: -quick colossus into double forge (all build are after a ST_parting FE). kind of sucks if the terran just stays a base up, gets a high viking count and ghosts in time. -creatorprime double forge- really hard to pull off while not taking damage vs 3 rax after FE medivac stim aggression. the stim/+1/combatshield marines with medivacs just reck any protoss army that doesn't have colossus, charge/+1armor, etc. doesn't seem to be very popular anymore though. -ST parting fast 3rd.. again really hard vs that quick medivac build. isn't really a "go to" build either as it only works vs no gas on big maps etc. replays would be great, thanks. nearly every terran I face right now goes 1 rax fe into 3 rax and quick medivac/+1/stim etc aggression so reps vs that would be great. | ||
mizU
United States12125 Posts
May 19 2012 01:34 GMT
#4727
On May 19 2012 10:34 xOny wrote: have a question for any highish master+ protoss players out there, what are your go to macro builds in PvT right now? doubleforge creatorprime style is tough to pull off vs 3 rax medivac builds while the terran gets his 3rd up before yours. I can't seem to beat high master terrans while I beat high master zergs/protoss pretty easily.. maybe it's just because i have bad HT control against terrans who know how to kite and get mass viking/ghost in time. Also I feel a terran on a map like daybreak who gets maxxed with 3/3, has defensive planetaries and mass orbitals (then sticks to 30 or so scvs for a huge army), has a ton of upgraded vikings and a lot of ghosts, is nearly unbeatable with any composition. Naniwa said the same.. anyway, these are the builds i'm using: -quick colossus into double forge (all build are after a ST_parting FE). kind of sucks if the terran just stays a base up, gets a high viking count and ghosts in time. -creatorprime double forge- really hard to pull off while not taking damage vs 3 rax after FE medivac stim aggression. the stim/+1/combatshield marines with medivacs just reck any protoss army that doesn't have colossus, charge/+1armor, etc. doesn't seem to be very popular anymore though. -ST parting fast 3rd.. again really hard vs that quick medivac build. isn't really a "go to" build either as it only works vs no gas on big maps etc. replays would be great, thanks. nearly every terran I face right now goes 1 rax fe into 3 rax and quick medivac/+1/stim etc aggression so reps vs that would be great. When I scout gasless FE I've opted to go for fast twilight and get fast blink to keep map control, threaten the terran into playing really defensive, then get fast charge after, add a forge get +1 armor, go into templar, then expand. | ||
Goshawk.
United Kingdom5338 Posts
May 19 2012 12:32 GMT
#4728
Also how to deal with midgame drops pvt? Should I always be leaving few units at my main to defend with a ht? Classic thing is them dropping my main and killing my third. T_T | ||
TheExodus
293 Posts
May 19 2012 12:53 GMT
#4729
On May 19 2012 21:32 Goshawk. wrote: What's the proper response to cannon rush in pvp? Both behind mineral and on the side, I lose far too many games to this. Also how to deal with midgame drops pvt? Should I always be leaving few units at my main to defend with a ht? Classic thing is them dropping my main and killing my third. T_T As soon as you scout they're cannon rushing, drop a forge and cannon yourself in order to deny his pylons/cannons. If you don't have time for that, pull probes to kill his and you'll have time to cannon a bit before he gets a new one there. Then go kill him. Drops are handled by feedbacking his medivacs and having a few gates idle in order to warp in when you spot a drop. Have spotter pylons and/or observers around the map in order to see them early. | ||
GrassEater
Sweden417 Posts
May 19 2012 13:29 GMT
#4730
On May 19 2012 10:25 AnonymousEmu wrote: Ahh alright, thanks a bunch! On a sorta related note, how do I post a replay? Use any of the replaysites like http://www.sc2replayed.com/ . There is a lot more, i dont know the best one but this is good enough. | ||
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Teoita
Italy12246 Posts
May 19 2012 13:42 GMT
#4731
On May 19 2012 22:29 GrassEater wrote: Show nested quote + On May 19 2012 10:25 AnonymousEmu wrote: Ahh alright, thanks a bunch! On a sorta related note, how do I post a replay? Use any of the replaysites like http://www.sc2replayed.com/ . There is a lot more, i dont know the best one but this is good enough. drop.sc is generally better. | ||
-MoOsE-
United States236 Posts
May 19 2012 14:25 GMT
#4732
I am top 15 masters and he is top 8. The terran goes for a weird 2 rax push w/ stim that hits at 8 min, and I got crushed. I was wondering is there something wrong with my opening? Did I make to many probes or miss wg cycles. Thanks | ||
Serge89
Belgium38 Posts
May 19 2012 22:17 GMT
#4733
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Vathus
Canada404 Posts
May 19 2012 23:12 GMT
#4734
On May 19 2012 21:32 Goshawk. wrote: What's the proper response to cannon rush in pvp? Both behind mineral and on the side, I lose far too many games to this. Also how to deal with midgame drops pvt? Should I always be leaving few units at my main to defend with a ht? Classic thing is them dropping my main and killing my third. T_T For a low ground to high ground rush you normally scout it right after you start your core. So you need to start a forge asap. Cancel your core and pull probes out of gas. Stop producing probes, and chrono out 2 zealots. Once your forge finishes you need to start spamming cannons. What will usually happen is he will have cannons in range of your stuff just starting as your forge finishes. You need to match that cannon count and use your zealots and some probes to buy time until your defensive cannons finish. On maps where cannon rushes behind the minerals are strong (i.e shakuras or daybreak) you should put your 2nd pylon behind your minerals. If they manage to get the pylons up though behind your minerals you have to pull probes to kill the pylons and get zealots out asap. To deal with drops in mid game pvt if you can you should have at least a templar and even 1-2 zealots or a cannon at each base. But also you need to make sure to have a high gateway count in the midgame. In PvT you'll see theres a lot of periods where the protoss stop producing gateway units for a bit and add on a bunch of additional gateways. Usually you go up to 3 gates quickly to get some zealot sentry and then once you have the sentry count you want you add another 2-3 gates before warping any other units in so that you have to production to deal with the initial medivac pressure. You'll eventually want to go up to 6-8 depending on if you went ht or colossus. Once you're able to take your 3rd and are able to defend you want to add on another like 3-4 gateways and eventually go up to like 15+ by the lategame. Also make sure you have 2-3 obs. | ||
schaf
Germany1326 Posts
May 20 2012 17:44 GMT
#4735
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Teoita
Italy12246 Posts
May 20 2012 17:57 GMT
#4736
On May 21 2012 02:44 schaf wrote: in the code S finals, Squirtle always went gate - 2gas - core and put 2 probes in each gas. Was this build specific (faster gas but OK min/gas ratio) or is it just a good thing to do? ![]() It's a very specific and new variation of 1gate fe. | ||
Shadowslayer
United States9 Posts
May 20 2012 20:39 GMT
#4737
The people I asked have said to pylon block their expansion(s), or start cannon rushing if it's already down, or start teching to other things. Is that right? Or is there a better way of dealing with it? | ||
saer
40 Posts
May 20 2012 20:50 GMT
#4738
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Orazio
New Zealand10 Posts
May 20 2012 21:18 GMT
#4739
http://sc2rep.com/replays/(T)RageQuitter_vs_(P)Orazio/19785 here is a replay | ||
Vathus
Canada404 Posts
May 21 2012 01:52 GMT
#4740
On May 21 2012 06:18 Orazio wrote: I've been pondering a question with P v T recently. If I see T gearing up for early expand I always consider the 4gate. But how to counter the mass bunkers at the front of his nat? Why no just run past the bunkers with my 6odd stalkers, snipe his SCV's at nat then run into his main. Don't even bother with the bunkers. Forcing the terran to take his marines out of the bunkers meaning i can straight up fight/micro them with stalkers. Whilst warping in units to my proxy pylon to run in and sac his bunkers at the nat/ Re-inforce my units in his main. I've had some reasonable success going for this strat but don't know if it will be viable in higher leagues. (I'm highish diamond). I don't have any replays because I don't know how to upload. But anyone have any thoughts? http://sc2rep.com/replays/(T)RageQuitter_vs_(P)Orazio/19785 here is a replay It can still work in higher leagues especially on maps like shakuras, entombed, or tal'darim where you can get a proxy pylon on the low ground beside their nat and then you just warp in behind his bunkers or on some maps get a pylon beside their main and warp into their main. Be careful about trying to run by into the main though because most terrans will wall their ramp off. | ||
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