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On January 10 2013 23:29 KAB00000000M wrote: How do I defend early aggression with a CC first build? My 15 scout sees 3 barracks, 3-4 warpgates or gas with bane/roach warren? You will have to be more specific and provide a replay because each situation is different. If you see 4 gates with a 15 scout there is something very wrong.
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On January 11 2013 03:39 U_G_L_Y wrote:Show nested quote +On January 10 2013 23:29 KAB00000000M wrote: How do I defend early aggression with a CC first build? My 15 scout sees 3 barracks, 3-4 warpgates or gas with bane/roach warren? You will have to be more specific and provide a replay because each situation is different. If you see 4 gates with a 15 scout there is something very wrong.
Ok I wrote that a little clumsy. Let me start over.
CC first opening. I scout with the scv constructing the CC or with another scv around 15?
When I arrive at enemy base. How should I react to different aggressive openings vs Z, T and P?
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Hi guys ! I'M having a hard time winning against Protoss no matter What i do, i normally EMP all the HighTemplars but i can't manage to win against them that often.
Here is my ggTracker profile, if you could check some Replays against Protoss,i would be grateful ! I am giving Here my ggtracker account, because i don't know how to upload a replay on this website ! Thanks so much :D
http://ggtracker.com/players/529049
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On January 11 2013 03:49 KAB00000000M wrote:Show nested quote +On January 11 2013 03:39 U_G_L_Y wrote:On January 10 2013 23:29 KAB00000000M wrote: How do I defend early aggression with a CC first build? My 15 scout sees 3 barracks, 3-4 warpgates or gas with bane/roach warren? You will have to be more specific and provide a replay because each situation is different. If you see 4 gates with a 15 scout there is something very wrong. Ok I wrote that a little clumsy. Let me start over. CC first opening. I scout with the scv constructing the CC or with another scv around 15? When I arrive at enemy base. How should I react to different aggressive openings vs Z, T and P? If you are scouting with the SCV that is building the CC, it is much later than 15. You have to define whay aggressive means specifically. Is there gas? Is there an expo? What units do you see, where and what time do you see them? Is something being chronoboosted? Your restatement clarifies nothing, so the question cannot be answered accurately.
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On January 11 2013 04:28 U_G_L_Y wrote:Show nested quote +On January 11 2013 03:49 KAB00000000M wrote:On January 11 2013 03:39 U_G_L_Y wrote:On January 10 2013 23:29 KAB00000000M wrote: How do I defend early aggression with a CC first build? My 15 scout sees 3 barracks, 3-4 warpgates or gas with bane/roach warren? You will have to be more specific and provide a replay because each situation is different. If you see 4 gates with a 15 scout there is something very wrong. Ok I wrote that a little clumsy. Let me start over. CC first opening. I scout with the scv constructing the CC or with another scv around 15? When I arrive at enemy base. How should I react to different aggressive openings vs Z, T and P? If you are scouting with the SCV that is building the CC, it is much later than 15. You have to define whay aggressive means specifically. Is there gas? Is there an expo? What units do you see, where and what time do you see them? Is something being chronoboosted? Your restatement clarifies nothing, so the question cannot be answered accurately.
If I scout no expo. And there is gas.
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United States8476 Posts
Still not clear enough at ALL. You really need to be very specific when asking these types of questions or you're just kind of spamming this thread. You only get back from the answer how much you put into the question.
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I go CC first opening.
1) 20 food my scv see no natural expansion,1 gas, pool and Roach warren.
2) 20 food my scv see no natural expansion, a pool, 1gas and a baneling nest.
3) 20 food I see no natural expansion, chronobost on cybernetics. And I see 1 Assimilator.
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On January 11 2013 05:26 KAB00000000M wrote: I go CC first opening.
1) 20 food my scv see no natural expansion,1 gas, pool and Roach warren.
2) 20 food my scv see no natural expansion, a pool, 1gas and a baneling nest. Check my answer to Lionbacker in this post.
On January 11 2013 05:26 KAB00000000M wrote: 3) 20 food I see no natural expansion, chronobost on cybernetics. And I see 1 Assimilator. Assuming he scouted your CC first it means 4g, so get 1-2 Bunkers behind your wall in your main (you will not be able to complete a Bunker at your natural in time on certain maps/positions if he sent his Zealot/Stalker and possibly a second Stalker to harass).
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On January 11 2013 05:41 TheDwf wrote:Show nested quote +On January 11 2013 05:26 KAB00000000M wrote: I go CC first opening.
1) 20 food my scv see no natural expansion,1 gas, pool and Roach warren.
2) 20 food my scv see no natural expansion, a pool, 1gas and a baneling nest. Check my answer to Lionbacker in this post. Show nested quote +On January 11 2013 05:26 KAB00000000M wrote: 3) 20 food I see no natural expansion, chronobost on cybernetics. And I see 1 Assimilator. Assuming he scouted your CC first it means 4g, so get 1-2 Bunkers behind your wall in your main (you will not be able to complete a Bunker at your natural in time on certain maps/positions if he sent his Zealot/Stalker and possibly a second Stalker to harass).
Hello
Thank you so much! I am going to practice some CC first now.
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I've been loosing quite often to chain fungals and I started wondering about the usage of ghosts. A good emp could probably knock out 4-5 infestors from the battle, and possibly catch the zerg off guard because its not very popular.
What are your guys' opinions on this?
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How do I defend things like a drop/nydus as terran. I play random, and I can deal with drops fine as a protoss by simply warping in units or as zerg because zerg units are really fast and work well in small number vs small number fights.
When I play terran and someone does a drop, I can't really pull back and fight them very well. My army is rather immobile, I don't always have standing forces at my base, and I don't have any means of using static defense to kill ground targets (when they drop at my main or nat that is) What can I do to stop drops?
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Northern Ireland461 Posts
On January 11 2013 13:29 ILuMiNaTe wrote: I've been loosing quite often to chain fungals and I started wondering about the usage of ghosts. A good emp could probably knock out 4-5 infestors from the battle, and possibly catch the zerg off guard because its not very popular.
What are your guys' opinions on this?
Gumiho vs Life showed that ghosts can be used very well with Bio.. With Code A/S level control and micro. The problem is that most players won't be able to use the composition effectively for it to be worthwhile. Bio tank or mech will simply yield better results for most.
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On January 11 2013 21:34 Fetchystick wrote: How do I defend things like a drop/nydus as terran. I play random, and I can deal with drops fine as a protoss by simply warping in units or as zerg because zerg units are really fast and work well in small number vs small number fights.
When I play terran and someone does a drop, I can't really pull back and fight them very well. My army is rather immobile, I don't always have standing forces at my base, and I don't have any means of using static defense to kill ground targets (when they drop at my main or nat that is) What can I do to stop drops?
Easiest way is to build a turretring, but you cant really afford that in th midgame. Mostly i just put like 8Marines in my mine and split them equally up. Most of protoss/zerg/terrans get scared off pretty fast so its enough to scare them.
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platinum terran here... I have just been promoted to platinum and i have found that every single TvT is a one base all in.. I usually open with a gas first BFH drop into expand at 5:20.. Is there any way of holding a 3rax MM all in? I just lose every single time to it....
http://drop.sc/293896
In this replay i got supply blocked so i had to expand a little earlier but it didn't put the build that far behind, and i don't think it would have made a difference with his attack...
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I don't understand how many refineries I need to supply units. Additionally I do not know what the different refinery timings give me. I see a lot of different variations of 1 rax gas, then 2 more rax after CC. And I see CC first, into 3 rax, then 2 gas. But I do not understand what the different gas timings can give me as for opportunities after the rax are down.
If I want to go for 3 barracks with stim + medivac. What would be the most efficient way to get gas? 2 after 1 rax, 2 after 3 rax, 1 after rax, then another after 3rd rax is built? [NB! Given I want to expand before I move out]
If anyone know about how much gas(number of refineries) needed to supply tank production, Double EB upgrading. Please tell me. I am trying to analyze a lot of replays. Either I am just too tired from studying anatomy all day. Or I can't understand sc2 economy-mechanics that well.
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HI fellow terrans  im a gold lvl terran on the way to plat.. but im concerned about my apm my eapm is below 50 and my apm at roughly 80-90 when i watch my replays my opponents have way higher apm even tho im macroing way better ex: im at 200 food while he is at 140.. i had better upgrades and was up in bases .. we had no real fight but i thought he would be aggresive due to my scouting .. thtas why i stayed at my base.. i kept my money low and he didnt but he had an much higher apm.. i want to ask why and how i can raise my apm ?
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On January 11 2013 22:59 PradamadeR wrote:HI fellow terrans  im a gold lvl terran on the way to plat.. but im concerned about my apm my eapm is below 50 and my apm at roughly 80-90 when i watch my replays my opponents have way higher apm even tho im macroing way better ex: im at 200 food while he is at 140.. i had better upgrades and was up in bases .. we had no real fight but i thought he would be aggresive due to my scouting .. thtas why i stayed at my base.. i kept my money low and he didnt but he had an much higher apm.. i want to ask why and how i can raise my apm ? 
You don't need to. There are diamond players with 50 apm. If you want to improve your apm non the less, work on your multitasking. Drops, cloaked ghosts or banshees, not as an opener, more during mid to late, or simply after your third is satisfied and you are opting for a fourth. (or play >35 games as zerg) This way your apm will improve on a useful way and sucessful harrasment will gain you little edges, additionally.
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On January 11 2013 13:29 ILuMiNaTe wrote: I've been loosing quite often to chain fungals and I started wondering about the usage of ghosts. A good emp could probably knock out 4-5 infestors from the battle, and possibly catch the zerg off guard because its not very popular.
What are your guys' opinions on this?
Infestors are fat. I think you can only hit like 3 with an emp and if they have full energy it doesn't completely wipe their energy. I've tried using ghosts against infestors but the amount of ghosts and luck you need for them to pay off against 15+ infestors makes them really useless even if you do kill the infestors.
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On January 11 2013 13:29 ILuMiNaTe wrote: I've been loosing quite often to chain fungals and I started wondering about the usage of ghosts. A good emp could probably knock out 4-5 infestors from the battle, and possibly catch the zerg off guard because its not very popular.
What are your guys' opinions on this? Assuming you have time/resources to tech them Ghosts are more useful for Nuke harass than for EMP in direct confrontations because of Overseers + BLs preventing them from reaching Infestors. To hit EMPs you would generally need to flank with your Ghost squad but it's not always possible (no time to prepare said flank, or you're already cornered, etc.), not to mention the Infestor size issue, so Ghosts are mostly unreliable to deal with Infestors if BLs are nearby.
On January 11 2013 21:34 Fetchystick wrote: How do I defend things like a drop/nydus as terran. I play random, and I can deal with drops fine as a protoss by simply warping in units or as zerg because zerg units are really fast and work well in small number vs small number fights.
When I play terran and someone does a drop, I can't really pull back and fight them very well. My army is rather immobile, I don't always have standing forces at my base, and I don't have any means of using static defense to kill ground targets (when they drop at my main or nat that is) What can I do to stop drops? Which match-up(s) and what are you playing? (Bio, biomech, mech?)
On January 11 2013 22:11 Jockmcplop wrote:platinum terran here... I have just been promoted to platinum and i have found that every single TvT is a one base all in.. I usually open with a gas first BFH drop into expand at 5:20.. Is there any way of holding a 3rax MM all in? I just lose every single time to it.... http://drop.sc/293896In this replay i got supply blocked  so i had to expand a little earlier but it didn't put the build that far behind, and i don't think it would have made a difference with his attack... You need to scout (poke his ramp with a Hellion and/or scan with your third 50 energy), then you make a Bunker at the top of your main's ramp with SCVs nearby ready to repair; don't lift your Barracks from your Reactor, make Marines to fill the Bunker and Tanks with the Factory. Position your BFHs in a concave on both sides of your Bunker, this way you will murder his Marines if he charges with Stim.
BFH expands are a bit complicated to play; precise scouting and reactions are required against certain agressive openings, so I would suggest playing something else (safer and more forgiving) at your level.
On January 11 2013 22:59 PradamadeR wrote:HI fellow terrans  im a gold lvl terran on the way to plat.. but im concerned about my apm my eapm is below 50 and my apm at roughly 80-90 when i watch my replays my opponents have way higher apm even tho im macroing way better ex: im at 200 food while he is at 140.. i had better upgrades and was up in bases .. we had no real fight but i thought he would be aggresive due to my scouting .. thtas why i stayed at my base.. i kept my money low and he didnt but he had an much higher apm.. i want to ask why and how i can raise my apm ?  Apm is not that relevant in SC2, just keep playing and improving and it should progressively rise.
On January 11 2013 22:34 KAB00000000M wrote: I don't understand how many refineries I need to supply units. One fully saturated Refinery = ~114 gas per minut, so ~228 gas per minut per saturated base.
Constant Marauder production = 50 gas per minut. Constant Reaper production... Who produces Reapers constantly? But 66.6 gas per minut anyway. Constant Ghost production = 150 gas per minut. Constant Tank production = 166 gas per minut. Constant Thor production = 200 gas per minut. Constant Viking production out of a Reactor Starport = 214 gas per minut. Constant Medivac production out of a Reactor Starport = 285 gas per minut. Constant Banshee production = 100 gas per minut. Constant Raven production = 200 gas per minut. Constant BattleCruiser production = 200 gas per minut.
On January 11 2013 22:34 KAB00000000M wrote: If I want to go for 3 barracks with stim + medivac. What would be the most efficient way to get gas? 2 after 1 rax, 2 after 3 rax, 1 after rax, then another after 3rd rax is built? [NB! Given I want to expand before I move out] The most common thing is to get dual gas after 3 Barracks, both in TvT and TvP. In TvP you have the option to delay the second gas until ~6'05-6'15 using Bomber's variation of 1 rax expand.
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