Newbie Mini Mafia XXIV - Page 3
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Keirathi
United States4679 Posts
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Solarsail
United Kingdom538 Posts
On August 13 2012 09:42 Keirathi wrote: Mafia day, aka 48 hours. Thanks. | ||
Dandel Ion
Austria17960 Posts
On August 13 2012 09:42 Keirathi wrote: Mafia day, aka 48 hours. "day/night cycle" implies 72 hours, no? | ||
Shady Sands
United States4021 Posts
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Keirathi
United States4679 Posts
I'm not really sure what you're asking. Yes, a day/night cycle is 72 hours. But since you are required to vote during the day, then you are therefore required to post during the day (to post your vote). | ||
Hopeless1der
United States5836 Posts
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Keirathi
United States4679 Posts
Anyways, I would hope that people wouldn't be trying to post just the absolute bare minimum to avoid being modkilled. Let's not make it a problem, mmkay? :D | ||
Z-BosoN
Brazil2590 Posts
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Stutters695
2610 Posts
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Blazinghand
United States25550 Posts
Town-aligned players, feel free to PM me for coaching and advice! I'll be checking on the thread about once every 8 hours. and reasonably often between 17:00 PDT (-07:00) and 01:00 PDT (-07:00). The scum coach will be constantly available in the scum thread, proffering advice of his own free will and generally helping out, but I can't help you unless you ask me for help-- I will not initiate contact with you. Things I'll be glad to help out with: >When to defend yourself from attacks, what to do to demonstrate you're town, and how to avoid getting sidetracked. >How to look for clues and what kind of things mark someone as scum, or as town, and how to attack people to generate clues. >How to formulate a case and get other people on board. >Where to aim your saves, nightkills or roleblocks if you're blue. Things I'll help a medium amount with: >"I think this guy is scummy. How do I confirm this?" >Refining reads, how to distinguish a bad town player from a scum player. >Speculating on the setup. >Omg Terran OP how do I stop a 1-1-1 Things I won't help out with at all: >Telling you who else I'm coaching. >Telling you what's going on in any QTs >"wut r ur reads dewd" >Girls | ||
Keirathi
United States4679 Posts
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Shady Sands
United States4021 Posts
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Blazinghand
United States25550 Posts
As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive. This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots. | ||
Ochrow
United States110 Posts
Played with some TL guys lately but never via forums | ||
Shady Sands
United States4021 Posts
On August 13 2012 15:07 Blazinghand wrote: 1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots. As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive. This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots. BH is mostly right here. The hardest part about dealing with the 1-1-1 is how easily it can be disguised as a 1rax FE if you don't get an early scout in. | ||
DarthPunk
Australia10847 Posts
On August 13 2012 15:10 Shady Sands wrote: BH is mostly right here. The hardest part about dealing with the 1-1-1 is how easily it can be disguised as a 1rax FE if you don't get an early scout in. Why are you buddying BH so hard? are you that desperate to establish your town cred before the game has even started?!?!? Blatant scum slip. SS IS SCUM! you heard it here first kids. | ||
Shady Sands
United States4021 Posts
On August 13 2012 15:35 DarthPunk wrote: Why are you buddying BH so hard? are you that desperate to establish your town cred before the game has even started?!?!? Blatant scum slip. SS IS SCUM! you heard it here first kids. BH isn't even playing OMGUS ##FoS Darthpunk | ||
Shady Sands
United States4021 Posts
On August 13 2012 15:07 Blazinghand wrote: 1 gate FE or 15 Nexus are both appropriate plays against a 1-1-1. Once you've realized a 1-1-1 is on the way, hit stride on a 1.5 base economy and pump units out of your warpgates, mostly zealots with a small number of sentries and stalkers, and make immortals from your robo. If you know he has cloak, you'll naturally be making an observer as well. Do not be afraid to chrono-boost your robo. Keep on making units and keep a stalker or two outside his base to see when he pushes out. Get out as many immortals as you can before he reaches your base. A Pylon out on the map (close to your nat, but located to flank his main attack) will let you warp in crucial flanking zealots. As your last immortal pops, push in using guardian shield as he sieges up-- your goal should be to begin moving in as soon as he wants to secure his location, and before any bunkers go up-- his first tank volley should have to make a choice between shooting immortals and zealots in melee with his own forces (or the small number of sentries and stalkers you have). Use FFs to prevent kiting, and remember he can't walk back through his own tanks. Don't worry too much about the banshees-- you'll be cleaning them up with a warpin of stalkers after the fight ends plus whatever AA you have left alive. This varies from map to map, as some maps are strong for 1-1-1 (Ohana and Shakuras come to mind) and some are weaker and give you more room to maneuver and delay him (Daybreak etc). Don't get choked up, don't overmake stalkers, and if you engage, you basically can't back off unless you've taken very little damage from his tank shots. Just as an aside, if you do go for this build, all the T has to do to cold counter you is blind switch reactor to factory, then go for a fast 4 hellion drop. 4 hellions will rack up at least 10-12 probe kills, and a banshee followup will instakill you. | ||
Blazinghand
United States25550 Posts
On August 13 2012 17:44 Shady Sands wrote: Just as an aside, if you do go for this build, all the T has to do to cold counter you is blind switch reactor to factory, then go for a fast 4 hellion drop. 4 hellions will rack up at least 10-12 probe kills, and a banshee followup will instakill you. A fast 4 hellion drop is a blind counter, but depending on when he catches you during your warp-in cycle, it might not work at all, and you don't go completely without stalkers, for exactly this reason. If he comes in and your warpgates are on cooldowns, you get to party on his head. As a general insurance policy, just keep most of your army near/in your mineral lines-- you'll know if he moves out by ground because of your scouting stalker in front of his base. Typically, 1-1-1 is considered a "dead" build at the top level of TvP play. The only player who still uses it in pro play consistently is IM-Mvp, and he uses both a hellion drop 1 gas variant and a straight-up 1-1-1, to great effect. Oddly enough, no other Terrans do this. I suspect this is the case because IM-Mvp is simply skilled enough that he exists outside the standard TvP meta, and no other players are capable of doing what he does. | ||
marvellosity
United Kingdom36156 Posts
On August 13 2012 11:21 Z-BosoN wrote: im /in as well, u skipped me! Sorry Smurfette, got you this time! | ||
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