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On December 27 2011 02:20 Goku___ wrote: sorry for being too vague Whats a good comp for early game, late game and mid game because when the protoss I play goes the standard colosus stalker death ball I cant beat it with any thing please help
Still rather vague... is he aggressive? With what units is he being agressive? Early game, what is his sentry count? How early is his push? Midgame, does he have blink? What are his colossus numbers? What are his gateway numbers? A 4 gate 2 robo push off of 2 base has a completely different look than a 6 gate robo off of 2 base. Lategame: do you have hive tech? Is he getting any archons?
Either way... I prefer a roach corrupter army mid game, a ling defence early game, and broodlord, infestor, hydralisk force late game.
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On December 27 2011 02:37 coriamon wrote:Show nested quote +On December 27 2011 02:21 Tobias wrote: In PvZ when you go colossus+VR, ehm... What are the voids for? :S
Voids kill corrupters, and roaches... the obvious counter to colossus. Colossus eat up hydras and infestors... the obvious counter to voidrays. The two units have a good synergy in that way.
Aha! Should I focus down the corruptors and roaches with the voids and let the colossii just do their thing, or is there anything in particular I should keep in mind micro-wise?
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On December 27 2011 03:22 Tobias wrote:Show nested quote +On December 27 2011 02:37 coriamon wrote:On December 27 2011 02:21 Tobias wrote: In PvZ when you go colossus+VR, ehm... What are the voids for? :S
Voids kill corrupters, and roaches... the obvious counter to colossus. Colossus eat up hydras and infestors... the obvious counter to voidrays. The two units have a good synergy in that way. Aha! Should I focus down the corruptors and roaches with the voids and let the colossii just do their thing, or is there anything in particular I should keep in mind micro-wise?
I would focus on microing your stalkers and sentrys in this deathball. Voids target what can attack them naturally (the corrupters) and your colossi just rape shit in general, so microing them is generally unnessesary. But when broodlords get into the mix, it is important to target them with stalkers, and possibly the voids, and throw up good FFs to delay the roaches... ect.
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How good is a chargelot army with phoenixes against a roach-hydra mix in the early-mid game? are chargelots good against hydras specifically?
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Will a SSD harddrive give me any ingame benefits in sc2 compared to a non SSD?
Will a SSD harddrive give me any ingame benefits in any game compared to a non SSD? If so, what type of game?
[Edit: OPs wrong thread]
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On December 27 2011 05:40 ZeroWave wrote: How good is a chargelot army with phoenixes against a roach-hydra mix in the early-mid game? are chargelots good against hydras specifically?
chargelot + phoenix is terrible vs roach hydra midgame if the hydras are a critical mass (as in more then an amount that could get raped by a normal amount of phoenixes midgame). Chargelots would be good if its a 15 chargelots vs 15 hydra situation sure, atleast since they cost no gas compared to hydras. But that situation is not very likely to happen, the zerg will most likely have more then just pure hydra, and hydras rape zealots if they can just sit there and attack.
Edit: Also there are easier ways to deal with hydras. Collosus/forcefield, storm.
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On December 26 2011 01:34 coriamon wrote:Show nested quote +On December 25 2011 11:25 Austro wrote: Ex BW player here. I stopped playing six months ago and have now acquired SC2, I was a high D-/low D Terran.
I've tried to research this but to no avail as the metagame for SC2 changes a lot. Could somebody please inform me of the current standard/safe openings for all three 1v1 matchups involving Terran? Liquidpedia appears to be quite outdated. So far the only standard builds I know how to pull off at the siege expand, reactor hellion expand and 1/1/1. TvP 1/1/1- Good pressure, hard to hold off 1 rax expand- Safe because the metagame says that protoss needs and early expo to hold off the 1/1/1 2 rax expand (conc, 1 tech lab, 1 reactor)- Safe because it can punish expo first and 1 gate expands from protoss TvZ Cloaked banshee expand- Good pressure, good tech, and transitions well into marine tank medivac Reactor hellion expand- good pressure, can pick up some drone kills, and gives you map control. Transitions well into marine tank medivac 2 rax pressure/expand- Good pressure, forces lings, gives you a great econ. Watch out for allins if you have to pull back. TvT Siege expand- Safe expansion Banshee expand- Safe, can pick up drone kills, later expo than most 3 rax- Good pressure, transitions into bio play 1 rax expand- Works, but hard to transition into pure mech BF hellion drop- Kill workers, transitions into pure mech well There are many more... the metagame isn't straight forward, and you will always get the people that don't follow the metagame.
Is the banshee expand listed under TvT cloakless or not? What is the general way of feeling when to go for cloak or not?
And could you expand on what you mean by 3rax under TvT? 3rax before expand? Maybe a few more details regarding specifities in the build would be nice.
Thank you, by the way.
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I do a 1 gate robo FE in PvT, which gets an observer in my opponent's base around ~7:30. What should I be looking for? Or, more specifically, how do I interpret what I see? I've got the obvious ones down (lots of rax, starport + techlab and factory + techlab, etc.) but the more subtle macro builds are more difficult for me to interpret.
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On December 27 2011 08:02 Austro wrote:Show nested quote +On December 26 2011 01:34 coriamon wrote:On December 25 2011 11:25 Austro wrote: Ex BW player here. I stopped playing six months ago and have now acquired SC2, I was a high D-/low D Terran.
I've tried to research this but to no avail as the metagame for SC2 changes a lot. Could somebody please inform me of the current standard/safe openings for all three 1v1 matchups involving Terran? Liquidpedia appears to be quite outdated. So far the only standard builds I know how to pull off at the siege expand, reactor hellion expand and 1/1/1. TvP 1/1/1- Good pressure, hard to hold off 1 rax expand- Safe because the metagame says that protoss needs and early expo to hold off the 1/1/1 2 rax expand (conc, 1 tech lab, 1 reactor)- Safe because it can punish expo first and 1 gate expands from protoss TvZ Cloaked banshee expand- Good pressure, good tech, and transitions well into marine tank medivac Reactor hellion expand- good pressure, can pick up some drone kills, and gives you map control. Transitions well into marine tank medivac 2 rax pressure/expand- Good pressure, forces lings, gives you a great econ. Watch out for allins if you have to pull back. TvT Siege expand- Safe expansion Banshee expand- Safe, can pick up drone kills, later expo than most 3 rax- Good pressure, transitions into bio play 1 rax expand- Works, but hard to transition into pure mech BF hellion drop- Kill workers, transitions into pure mech well There are many more... the metagame isn't straight forward, and you will always get the people that don't follow the metagame. Is the banshee expand listed under TvT cloakless or not? What is the general way of feeling when to go for cloak or not? And could you expand on what you mean by 3rax under TvT? 3rax before expand? Maybe a few more details regarding specifities in the build would be nice. Thank you, by the way. 3 rax is a 'rather' allin build where you build 2 baracks with techlabs and 1 with a reactor. You push with stim and combat shields, and rely on your micro to win. You can expand out of it, but the expansion is generally late, and this build isn't really about economy.
http://wiki.teamliquid.net/starcraft2/3_Rax_Stim_(vs._Terran)
Getting cloak with banshee expand is subjective. If you see something suggesting tanks and low marine and viking numbers, then it is a good idea to get cloak. However, you don't need to get cloak to be safe with this build. It pins the opponent to their base. Never suicide these banshees. They do a great job keeping map control.
http://wiki.teamliquid.net/starcraft2/Banshee_First_Expand_(TvT) http://www.teamliquid.net/blogs/viewblog.php?topic_id=250540 http://wiki.teamliquid.net/starcraft2/Banshee_Opening
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When I expand how many gateways should I add?
When I am on three base and plan to be for a while for instance to pressure (but no allin) should I continue making probes once I reach full saturation so when I take a fourth and I can put these excess probes to the new fourth base?
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On December 27 2011 08:50 NexUmbra wrote: When I expand how many gateways should I add?
When I am on three base and plan to be for a while for instance to pressure (but no allin) should I continue making probes once I reach full saturation so when I take a fourth and I can put these excess probes to the new fourth base?
1. Depends on siuation. Max 3 gateway minimum 1. PvT i beleave the 1gate into exe has been used alot. If u got good intell saying u are safe why not go for it. ZvP the 3 gate exe is quite common. U can move out and pressure zerg while the exe is going up, u force the zerg to make units (non drones).
2. U dont need to make a lot of probes in advance for your fourth. However once your 4th is about to be ready u should transfer probes from your soon to be mined out main and before that u already have started making some new probes from nearby nexuses with rally on your fourth. U never wanna have more then 75 supply in probes in general, or say, 80. Cos of the 200 supply cap and late game scenarios.
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On December 27 2011 08:50 NexUmbra wrote: When I expand how many gateways should I add?
When I am on three base and plan to be for a while for instance to pressure (but no allin) should I continue making probes once I reach full saturation so when I take a fourth and I can put these excess probes to the new fourth base?
When you have spare money, build gateways. If you have a boatload of them you always have a few idle ones to defend or reinforce with. This usually happens when you take your third.
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Is it advantageous in a PvP to go Robo-> Colossus, or Robo ->Expo -> Colossus?
For example, in this game: http://www.sc2replayed.com/replay-videos/16615
I had a better concave, defender's advantage, upgrades, and economy, but slightly lower colossus count because I got the later robo bay, so I ended up losing. Did i react incorrectly, and should I have just gotten robo bay as well?
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Are there any ways to open mech TvP while being safe against 1 base allins such as stalker immortal elevator or 4gate?
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If you can transition from 1-1-1 pressure as terran into more factories, that ought to be a fairly smooth transition into mech - however, you'd need the expand prior to putting down extra factories to support the more than 3 production facilities, so it'd hardly be fast.
The main way mech openings seem strong in TvT and TvZ is the potency of siege tanks and hellion runbys / micro respectively... protoss units don't mind taking a few tank shots, and sentries can make hellion runby very difficult, so in general I'd say a mech opening TvP is very, very difficult without banshees and marines supporting.
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Low-masters zerg
What's the most effective method of stopping proxy 2-rax on xel naga (or any other map?) I went 13 scout 15 hatch, scouted that he didnt have a rax at his main, scouted his proxy, went 14 pool. Should I hatch-cancel? He had 3 marines and a bunker half done by the time it finished. I was no where near able to defend with no lings to help kill SCVs making bunkers + his rines out so early.
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On December 27 2011 07:41 Ovi wrote:Show nested quote +On December 27 2011 05:40 ZeroWave wrote: How good is a chargelot army with phoenixes against a roach-hydra mix in the early-mid game? are chargelots good against hydras specifically? chargelot + phoenix is terrible vs roach hydra midgame if the hydras are a critical mass (as in more then an amount that could get raped by a normal amount of phoenixes midgame). Chargelots would be good if its a 15 chargelots vs 15 hydra situation sure, atleast since they cost no gas compared to hydras. But that situation is not very likely to happen, the zerg will most likely have more then just pure hydra, and hydras rape zealots if they can just sit there and attack. Edit: Also there are easier ways to deal with hydras. Collosus/forcefield, storm.
It's extremely situational on how you and the zerg opened. It can wreck the shit out of hydras if you started phoenix production early and have been really active. Camp open areas between the hatches/rallies and start picking them up. Put pylons below cliffs and use phoenixes for sight. It's OBVIOUSLY not a viable late game 200vs200 mix (or is it, never seen it before), but, again, situational.
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On December 27 2011 12:39 AlanSC2 wrote:Is it advantageous in a PvP to go Robo-> Colossus, or Robo ->Expo -> Colossus? For example, in this game: http://www.sc2replayed.com/replay-videos/16615I had a better concave, defender's advantage, upgrades, and economy, but slightly lower colossus count because I got the later robo bay, so I ended up losing. Did i react incorrectly, and should I have just gotten robo bay as well?
Can't check the replay now (quick answer thread) but starting colossus on one base means you have to do a lot of sacrifices. If you scout him throwing down the bay on one base, just go kill him.
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On December 27 2011 12:39 AlanSC2 wrote:Is it advantageous in a PvP to go Robo-> Colossus, or Robo ->Expo -> Colossus? For example, in this game: http://www.sc2replayed.com/replay-videos/16615I had a better concave, defender's advantage, upgrades, and economy, but slightly lower colossus count because I got the later robo bay, so I ended up losing. Did i react incorrectly, and should I have just gotten robo bay as well?
I'm assuming you're red. Oh man, the glory days of older pvp colossus vs colossus and the absurdities of how timings are created just from the stupid miniscule differences in choices. The tl;dr'ed answer is if you're fairly sure hes getting colossus and you know he's had them faster, it won't really make that much of a difference as long as you're not open for a very specific timing where he can arrive at your base with 1 more colossus than you.
The real reason why you lost is because your colossus was delayed THAT much, and he also RUSHED for the 2nd robotics facility (REQUIRED to keep up against other colossus). Upgrades don't mean shit when you're churning out colossus on 2 robos; everything dies in 1 shot regardless. Also you didn't really have a concave, and it wouldn't have mattered anyways with how few collo you had vs his 7. Unless you see a huge amount of zealots, especially on shakuras where you can get an even bigger concave from outside a natural, I'd leave your army spread out within the middle (unless you know hes going to harass, then leave some units home). None of this accounts for HIS mistakes either, which if played correctly would have allowed him to hit much faster and harder.
Theres a myriad of other advice I could offer for the match-up specifically. Feel free to PM me if you'd like a full answer. Otherwise I'll end the post with the fact it annoys me you left a probe on his scout which is like, 150 minerals lost. Totally not necessary.
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I dont know if there is an discussion about this upgrade on protoss. But SHIELD UPGRADE is useful ? If it`s not against terran , it is against zerg ?
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