|
United States2186 Posts
On September 08 2012 09:12 xrapture wrote: It seems to me that gasless builds are simply bad in TvT. How can you stop a gas first banshee from getting 10+ kills? Banshee has more range than marines and is faster, so you will only kill it if your opponent is shit. And if you need to make engieering bay and 3+ turrets wouldn't you just have been better off going for a quick viking?
Also, holding off a 1/1/1 tank push after losing 10 marines to a banshee and not having stim yet? Not to mention gas first builds are so versatile you could lose to so many things. Marine/helion elevator, reactor helion, or cloak/non cloak banshee.
IIRC, MKP said you simply cant go 1 rax expo in TvT anymore, yet your guide says either 14 cc or 1 rax cc? 14 CC? how in the hell do you stop a gas first banshee with 14 cc????
Why would a gas first banshee ever get 10 kills? When he comes with a banshee you don't just blindly 1a after it and let him kite you perfectly in a rhythm. Instead you form a perpendicular line to get the maximum firing power and when you think he's going to fire and pull back, you retreat instead of walking forward so he whiffs. By doing this right if he's going to get shots off he's going to take hits as well. As for marine tank banshee allins, you usually want to get stim first so you have flexibility, and take a faster gas than normal in order to get stim/combat asap. Usually you can stall long enough with bunkers to get stim/combat and set up a beast flank.Elevators shouldn't be a problem, as you can hold them either by stopping the unload or just pulling scvs and attack moving. Reactor hellion is pointless so long as you get a bunker up in time.
The only time you should have problems holding gas first/rax gas builds is if your scan sees nothing. Proxies can be threatening if you don't know which one it is. Interesting that mkp said that. Do you know where? One base TvT is a reflection of the Korean approach to the game, but it's not as if they don't rax cc as well.
|
On September 08 2012 09:12 xrapture wrote: Not to mention gas first builds are so versatile you could lose to so many things. Marine/helion elevator, reactor helion, or cloak/non cloak banshee. Remember that some gas first builds have only one Marine for a long time, so sacrificing your scouting SCV (don't harass the building worker so you don't get hit!) may give you total intel if your opponent doesn't have perfect Marine micro. Even if he denies your SCV with a single Marine, you know he made an add-on. Kas even did a funny thing against me on ladder: I was going gas first Marine/Hellion elevator, and after scouting I went gas first he rallied his first Marine (he was going 1 rax FE) to my base while keeping his scouting SCV outside, then he moved both in my base so I was unable to deny scouting with my single Marine. Had there been a second Marine, he would have known I was likely going for some kind of Banshee play, either Cloak one or a sub-optimal Cloak-less version not making the TL with the Barracks. There is still a slight possibility of Marine/Hellion elevator without Reactor on the Barracks, but a scan should take care of any of your doubts and your Marines should be placed in your main anyway against both possibilities (Banshee or elevator).
On September 08 2012 09:12 xrapture wrote: IIRC, MKP said you simply cant go 1 rax expo in TvT anymore, yet your guide says either 14 cc or 1 rax cc? 14 CC? how in the hell do you stop a gas first banshee with 14 cc???? It's true that 1 rax → 3 rax can easily die to a lot of agressive play if you don't react properly, but you can still go 1 rax → 1-1-1 if you want to be safe and comfortable against 1-1-1 pressure with Marines/Tanks/Vikings; then you can switch to Marines/Tanks or mech.
14CC is not slower than 1 rax FE so you should be able to deal with gas first Banshee just fine using proper Marine micro.
|
On September 08 2012 06:26 Ver wrote:Show nested quote +On September 08 2012 03:26 JIJI_ wrote: Hey I have been having problems with TvZ a lot lately and only seem to win against lesser opponents or with blind luck (zerg doesn't scout).
I have attempted the hellion / banshee opening into fast 3rd, but seems like when zerg scout's this they either do all-in (don't have tanks up and even with banshee defending I lose so many scv's) or they go fast muta (against I lose good amount of svc's).
I was thinking maybe forgo the hellion's in order to get faster siege tanks? I am also not that great with hellion's and they never really seem to do much of anything.
Currently I go marine tank in the mid-game and add in marauders and vikings in late game.
Idk I am so lost against Zerg right now - my mmr is high diamond/low masters, I seem to get all-in'ed a lot by Zerg right now - Zerg it seems goes either all-in super aggressive or super greedy and seems coin flip sometimes on what they are doing. Is there a good scout timing / scan timing I should use?
Thanks. No don't forgo hellions to get faster tanks. You need to copy the progamer build EXACTLY; don't make changes on your own volition. If you want to do the tank thing you need to do gumiho's build listed. It's really inferior but is much easier to play as well. Hellion/banshee is unfortunately quite difficult to execute, harder than any other opening. Even a top level Terran needs a lot of practice with the build to get the execute good. I highly suggest you go through the build over and over on a map alone until you can macro right and control things a bit better. Hellion/banshee is really the only build that 'prevents' the coinflip (if they defend perfectly you can get slightly behind vs 3 base full saturation but it will hold allins). If you are miscontrolling your hellions and losing them poorly, then that obviously is going to wreck the foundation of the build. You should generally (map dependent) never scan the Zerg before 13-14 minutes because you desperately need those mules. Rest assured you can hold all the allins: your hellions provide the early warning signal and give you time to react appropriately. If you are really afraid of them you can do the double gas before second depot (after cc) version which gives you the best defense, though weakest econ. I suggest taking scvs off gas once the fact/reactor are started for a certain period, as you get more gas than you can use. Hellions do several things with this build: 1) Snipe off outlying tumors, control the watchtowers, and limit info for the Zerg. Zergs hate playing against Hellion/banshee because it keeps them in the dark for so long and that is the one thing Zergs feel very uncomfortable with. 2) Prevent queens from camping the edge of the creep and spreading creep too fast by threatening runbys. If the Zerg does not block runbys they will lose far too many drones normally. Only attempt runbys with 4+ hellions, and keep your hellions out of sight range and zoom in and out instead of camping them at the edge. Uncertainty for the Zerg is what you want. 3) Defend against any zergling aggression. You have to be able to micro/kite properly to do this and you cannot lose them carelessly.
If this build is hard to execute even by high level terrans, what about the lower level terrans? What should they do if they don't have the necessary micro/multitasking? Also, what if the zerg gets roaches, and your hellions run-bies are useless? How can you stop the creep spread then, and how can you prevent him from building a huge roach army in the midgame, while you lost so much time teching and going for hellions and banshees, which roaches hard counter? Is this the only way against zerg for lower level terrans (platinum and below) also?
I personally like macroing more than microing, and when I do this build, I feel I'm missing so many things I could have done better with other builds (macro-wise). I would like to do a 2 rax opening, maybe with one of them proxied, so that it wouldn't be that allinish. Do you think that would be a good idea? And if so, are there any good builds for this atm? Being platinum, I try not to make my own builds, as I think it would be a loss of time, having to change them every time I meet a better opponent on ladder. So I'd preffer a build that has been tested to the highest of levels.
I used to like the way Nada made his own builds with such simple, clean compositions, yet such great effectiveness. It would be a shame if the 2 rax opening will not work anymore. I feel like the game has been narrowed down significantly lately.
|
On September 08 2012 19:39 ShnAndrei wrote: If this build is hard to execute even by high level terrans, what about the lower level terrans? What should they do if they don't have the necessary micro/multitasking? Bear in mind that your opponents won't have the necessary multitasking to keep up with your agression too. Low level Zergs already miss their injects when nothing happens, so matters will be worse when there's action going on. Over time, you will improve your multitasking trying to do this kind of opening, even if you will undoubtedbly fail a lot at first.
On September 08 2012 19:39 ShnAndrei wrote: Also, what if the zerg gets roaches, and your hellions run-bies are useless? Could you be more specific? When does your opponent get Roaches? Did he take a third?
On September 08 2012 19:39 ShnAndrei wrote: How can you stop the creep spread then You won't be able to stop creep spread after some point, there's only a window in which Hellions/Banshees can delay/prevent it. If Roaches are out you can still prevent them from chasing your Hellions and force them to retreat with Banshees but once Zerg hits Lair he will simply bring his Queens with an Overseer to fend them off.
On September 08 2012 19:39 ShnAndrei wrote: , and how can you prevent him from building a huge roach army in the midgame, while you lost so much time teching and going for hellions and banshees, which roaches hard counter? Unless you went mech, you don't care about them massing Roaches since Marines/Tanks have no troubles beating pure Roach. You don't lose that much time going Hellions/Banshees (6/2 being standard) as you search Stim, +1/+1 and build several Barracks right after your third. If you find yourself in difficulty against mass Roaches it's most likely because you're late on the follow-up.
On September 08 2012 19:39 ShnAndrei wrote: I personally like macroing more than microing, and when I do this build, I feel I'm missing so many things I could have done better with other builds (macro-wise). I would like to do a 2 rax opening, maybe with one of them proxied, so that it wouldn't be that allinish. Do you think that would be a good idea? And if so, are there any good builds for this atm? Being platinum, I try not to make my own builds, as I think it would be a loss of time, having to change them every time I meet a better opponent on ladder. So I'd preffer a build that has been tested to the highest of levels.
I used to like the way Nada made his own builds with such simple, clean compositions, yet such great effectiveness. It would be a shame if the 2 rax opening will not work anymore. I feel like the game has been narrowed down significantly lately. Yes 12/14 is still viable on some maps, but you should at least build both rax on your natural's ramp so they're closer to the opponent's base. Rather than trying to get a Bunker in front of the Hatchery (which is impossible with a 12/14 against a Zerg properly reacting), I aim at setting a Bunker contain at the bottom of the ramp so that he can't take a fast third (on maps with rocks leading to the third such as Ohana and Entombed Valley I build another Bunker near the rocks). Meanwhile, even if the Bunker contain attempt fails, I double expand, then get dual gas and Hellions (often 2 fact BFH) with a 100% Barracks wall on the natural (if your initial Marines got killed by Zerglings you will have to close first, but if you didn't commit you can delay additional Barracks to close your natural's ramp, thus getting faster gas). This way, Baneling busts are easily dealt with as it takes 13 Banelings to destroy a Barracks, then another 5 to kill the Bunker behind it, and you still have Marines and Hellions defending behind this. I move out with Marines and Hellions to pressure before going standard Marines/Tanks.
About the ladder mappool, I often 2 rax on Ohana, Entombed Valley (with rax on the natural or slightly outside the Tower's range), Antiga and Shakuras. On Daybreak you would have to proxy and commit; don't know much about TDA and Condemned as I have both of them vetoed; on CK I never 2 rax because your Marine retreat path happens to be the way Drones go when mineral walking, so I find it too awkward to 2 rax on this map.
|
What is your opinion on the Space Wales Solution to TvZ with reapers and medivac?
|
What are good openings for pure Bio TvZ?
|
I often open with 1 rax expo into adding 2 additional rax, getting medivacs, then adding tanks in TvT (standard marine tank, basically) My troubles comes when my opponent does an early push with a lot of hellions and ~4-5 tanks, I seem to just get decimated. How do I hold something like this? (last time this happened I looked at the replay and they opened reactor hellion expand, into banshee, into 4 fact, 2 reactor/2 tech lab hellion tank) and they just basically attack moved into me and I died. If I survive, I have too little left/they have too good of a defensive position for me to deny a third which leads to the eventuality of me dying. Horribly.
Could you give me some examples of games you have had where you go mech (what they opened with, what you opened with [bio or bio tank]), how you transitioned into fighting the mech army and winning the game? Do you sometimes transition into mech yourself after opening with 3 rax bio?
|
I've beaten Fuzzy with mech after killing tons of drones. Brood lords arent an issue if you just go mass thor viking. You just need to drop a scan/scout for broods then throw down some starports asap and make vikings. I generally don't make too many tanks even if I see mass roach and instead use banshees, the few tanks I have, and hellions to buffer against the roaches. I would say mech is in a much better position to deal with zerg T3 than bio.
|
On September 09 2012 00:16 Sianos wrote: What is your opinion on the Space Wales Solution to TvZ with reapers and medivac?
how are you going to block roach all ins?
|
Bosnia-Herzegovina72 Posts
Great thread, thanks a lot!
As for hellion banshee in tvz, how do you feel about adding a raven first? In case the followup is marine tank, it feels kind of a waste to invest in cloak since youre not making a lot of banshees.
On the other hand having a raven there frees up the need to scan to kill tumors and gives you a pdd. Maybe even some potential for turret/seeker missile harrass in the mineral line?
|
I've heard that it is very important to view the replays of the games that I lost. Is that true? Do you spend more time wathing replays (including replays of other progamers) than playing? I'm a begginer in Starcraft II.
|
I'd have to agree, gasless expand's in tvt are giving the advantage to the player that does go gas first. 1/1/1 marine/tank/banshee pushes are very punishing to gasless expands, you can even all in with it and pull scvs if you really want to push your luck or if your opponent is opening thorzain fast shields style.
|
On September 09 2012 07:01 reikai wrote:Show nested quote +On September 09 2012 00:16 Sianos wrote: What is your opinion on the Space Wales Solution to TvZ with reapers and medivac? how are you going to block roach all ins? You don't. You die. It's a very gimmicky style and easily deniable once Mutas are on the field.
|
Hi Ver
After watching MMA vs MVP in GSL....I think that bio needs to play close to perfect to beat mech.
In addition to that, I need to change my strategy if I face marine/tank player....obviously many more marines than marauders.
I just want one build (for my low level diamond play for now)so.....if I go bio, it will be hard vs mech AND marine tank....if I go marine tank, it will be easy vs bio, but here are my questions:
1.What do you say about marine/tank beating mech? Is it possible? If yes, is it extremely tough? I think its good because oyu have your own tanks to hold lines and your marines can be aggressive everywhere here and there, and they can even stim in when their tanks are unsieged. what do you say?
2. or.......I have no option but to go mech, so I dont need to worry whether my opponent goes marine tank or bio..
Thank you Ver <3
|
Ver, thank you for your kind answer. It reflects credit on what you said that what you give to it is what you get from it. If you don't mind, I'd ask some more stuff in connection but please note that if you can't or don't feel like devoting the time (it's quite long), then that's okay, I wouldn't like to abuse your courtesy or take up too much of your time. I'll spoilerise the more potentially personal stuff to avoid forcing it on anybody else. Writing more at length in order to avoid being ambiguous.
On August 29 2012 16:06 Ver wrote:Thank you for the kind words
Likewise.
So, I'd have a question concerning TvZ and TvP mostly but also to some extent TvT. A bit in line with what I asked and you replied re: Thorzain's TvT:
1) Thorzain's TvT build works perfectly fine in TvP as it is just an optimization of the standard opening. I think he began using it in both matchups at the same time. It is bad in TvZ because it fits in the 'scoutable 2 base timing attack' mold which auto loses to any competent Zerg.
Could you recommend a newbie-friendly mental checklist of sorts to make an approximate decision that a certain build designed to work against one race could work against another and be worth testing out? I'm mostly thinking about TvP <=> TvZ transferrability here (because I see TvT as being more different) but yeah, also TvT <=> TvX in some situations. Like here, with Thorzain TvT, I knew it relied on getting a bunch of marines like it's generally good to have in TvP, similar medivac timing as in some TvP, having 1-2 tanks isn't bad, just old style, so I thought I'd ask you about it to make sure it's worth trying. So, I see you confirming it through extensive knowledge (Thorzain used it in both matchups at the same time) + game-sense (a streamlined classification of the build as being effectively a somewhat optimised standard opening in light of the million other builds). I don't have comparable knowledge, obviously, but are there some identifiable clues (e.g. focal points) you could name that a player newer to the game should still be able to identify if he's aware of what he's looking for?
3) If you want a bludgeon type marine/thor/hellion build, I highly suggest the build Marineking has used on Metropolis (and entombed) in his TvZs in the past 3 months (from KSL finals vs curious is one example). This build feels gimmicky though when I've used it because if they just turtle bl/infestor/queen you can't really break them and you have barely 1 timing attack before they have broods. On a larger map you don't have even that, and when broods are out your chances of winning goes down drastically unless they commit too early instead of turtling for critical mass.
+ Show Spoiler +Yes, my point with that BO/unit mix/overall gameplan is either to gimp the Zerg to the point of making his further growth manageable (enabling me to outmacro him), or if he opts for non-aggression but can't really be attacked himself either without making it too much of a gamble, then outrace him to the point that when he gets out that first round of broodlords two minutes after his hive, at which point I'm likely already maxed, 3/3 and pushing, he still can't compete with my army/econ. According to Day9, hive should come about 17 minutes plus one minute per each push, maybe 15 if he gets totally a free hand with everything. Then greater spire takes 100 seconds and a broodlord takes 40. By that time (including the lean 17 minutes timing to first broodlords) I'm probably maxed on 3/3 and ready to take a late third or even fourth behind the push/defence (so this is very similar to a 2-base all-in or at least a 2-base timing push).
Then, if I get caught up in fighting somewhere en route to whatever I want destroyed, I simply get myself more factories (deeming it safer than a risky tech switch to ports, vikings and air upgrades), more bases to support them (basically planting expos everywhere, cancelling or flying away if needed, defending if expedient, PFs if having gas and not needing to reinforce or build factories), farm plenty of SCVs to be able to drag about 20 or more with each subsequent major push, mules if SCVs (and hellions) die but I'd still like to push on to cash in on the opportunity to win outright or do substantial damage. I use hellions to fry broodlings or zerglings (sitting behind thors in such a situation), make some crowd (to avoid concave/numbers problems) or otherwise deal as much splash damage as possible (kinda like in TvP people use them against packs of immortals) and be a filler when the mass of thors is not critical (enough), upping or reducing the number of hellions vis-a-vis thors as necessary in light of my approximation of what seems better in the current situation (or how much gas I have, TBH, sometimes).
If I end up with excess minerals but can't spare the gas for more factories due to the constant production of thors, which I don't want to interrupt for even a second (unless I'm really forced to base-camp), and expanding isn't really possible or viable ATM (or there is still a surplus of minerals anyway),then I get some raxes and marines to pull marine packs behind the mech pushes to use them for appropriate task, to phase out the hellions if the marines seem to work out better, but mostly to just remax faster (esp. vs Zerg's remaxing potential) and to be able to keep drilling.
So this is the reason why I don't get the ports: they'd interrupt and disturb my comfortable rhythm (with the 150/100 apiece plus addons plus upgrades), delay my favourite timings, take away some windows of opportunity I'm used to (not enough stuff to push with/defend a counterpush or expand), add some windows to the Zerg (esp. when I don't have the same defensive strength due to getting the air at the time, or forcing me to reveal too much to him), force me to use unupgraded stuff (whereas any effectiveness this build has hinges on the synergy of upgrades) etc. but most of all delaying me to the point that the Zerg will be able to farm more broodlords than I want him to have (and I want to kill or cripple him preferably when he has already committed funds but still can't reap the full benefit of his investment). I'd only really go for ports if I ended up with a massive gas bank, which would be extremely rare. I'd basically never really have the window to start making ports and vikings anyway with the mentality of this build.
Using this game plan I very rarely fall to broodlords if at all (I can think of about 1 situation of losing a game in consequence of losing a major engagement featuring broodlords). That would generally require a massive blunder from me (basically one where I'm dead anyway; used to include failure to bring enough repair along, failure to bring more assist along or make it survive, failure to reinforce sufficiently fast but these have all been worked out eventually) or a massively good move from the Zerg (but I've yet to see more than a dozen broodlords alive and in one pack with this type of drilling), usually connected to him outmacroing me rather than anything to do with the engagement itself (so I'm likely similarly dead anyway), as he can't really afford to be herding big packs of broodlords at the edge of the map.
So... is it likely that on higher levels, where both the Zerg and I (will) have better/more fluid skills, better control, faster execution, better scouting, more game-sense and more active or at least properly responsive way of playing, the Zerg will easily negate this strategy? As in my game plan here having a lower skill cap than whatever the Zerg would or could use to counter it? Or relying too much on windows of opportunity that only the less skilled Zerg players create but not the more skilled ones (assuming the Zerg is not significantly more skilled than the Terran)?
Also, could I make a TvP build out of this one, with some modifications but using the same principles?
4) I have been in a somewhat similar position, as I am going for my phd while playing competitively. This really depends on what level you want to get to.
Good luck with your own Ph.D. then!
+ Show Spoiler +I don't really have a specific level to get to as in this or that league or tournament scene level but in WC3: TFT I was at the point where I was several ladder levels under the top 1000 of the Europe server (I was level 26). A person even registering for tournaments with any credibility would still win a convincing majority of games through mechanics/general dexterity (including a guy I'd coached), although I could still be the more experienced player, which could show in some situations ("don't quit! this 2v2 can still be won if we..."). New rising talents would be somewhat scared of me, more than needed, but they'd invariably have overlapped me after a while of getting coached by the gosus from the best clans. Any ladder game would be a likely win if dragged beyond 17-20 and especially 40 minutes, let alone 1 hour, most deaths being mid-game doom pushes playing up to situational racial/map strengths. The difference from real gosus was that they had more production within the same time-frame when freestyling.
Most of all that I miss from my current skill level in SC2 vis-a-vis how things were in WC3 is that in WC3 I could do all the cute things like teleporting through every expansion on the map using spy critters previously planted as decoys, militia-teleporting to help a besieged ally after losing all our armies in a battle just before, or militia defence of a base with 3/3 militia (as the side effect of 3/3 melee upgrades) and a couple of support casters alone, going without barracks when feeling like it (e.g. a totally caster only composition), beating a numerically superior army off of sheer micro (when being tired and getting sloppy with production timings, punishing the other guy for making more melee units than he could manage or benefit from having), killing a night elf base with his entire army in it with 60-80 gyrocopters in an FFA, gimping an opponent early game by killing/denying his supply buildings for a prolonged time (I guess this is similar to pylon busting with early marauders when you add on more stuff but leave his workers alone unless they're making more pylons, so as not to free up supply for him), dedicated main hall busting, or delaying your own production a bit to scout and guess the other guy and only then come up with a massively bad situational counter, having like 4 hotkeyed research buildings, and other such stuff that was supposedly not doable or few people ever thought about doing.
I'd basically like to get to the same "level" in SC2, not necessarily higher than it but not really stopping there on purpose, either. And yeah, analogies to the examples I gave above are obviously impossible in SC2 or involve a different race than Terran but they are just examples and I'm only talking about the ability to do that type of stuff and get away with it, i.e. not be forevered tied up in the same old low league due to the resulting high loss ratio when things don't work out. So, playing convincingly with one's own ideas (as opposed to only copying popular builds), being able to adapt the game to one's own style (like Goody did), losing to relatively few people in the local scene (e.g. a European country or a state in the USA), even when still being around 50% on the MMR-based ladder because there is, after all, still a crowd of better players continent-wide. From that point, I could perhaps sit down and decide if I wanted to take it further and commit seriously (depending on my family or job situation etc.) or keep playing like this with only the improvement that comes as a side effect of playing or watching more games and reading discussions on the forums.
Does this modify your advice in any way?
The most important thing is to watch enough games that you know what to do and to play a little bit every day or 5-6 days a week so you can keep your skill. I have been forced to take a month or two off at a time due to school and my skill level plummets when I do; it takes another month or two to get back to my old level or higher (of playing maybe 20-25 hrs a day).
Thanks. I know what you're talking about, except my breaks are longer and the 20 hour days of playing are rarer. I've thought about massing those marathon days to force a skill bump or even doing pure marine builds (with normal SCV production and expanding, though, and marauders added when obviously needed) just to force myself to play faster through not being distracted by any on-the-fly thinking, planning etc. What would you think about this idea?
Grinding ladder games is a long term solution, not a short one, and is only worthwhile if your theoretical knowledge is pristine AND you pour over every replay. My results often drop briefly when playing more than 4 hours a day for longer than a couple days.
Hmm... Well, I certainly played worse at the end of some marathons than at the beginning of them, too, (with some lost points to recover on the following day) wonder if this is just the momentary tiredness (plus the cyclical nature of winning and losing in a system which wants you to be exactly at 50%) or if it can have a lasting detrimental effect on one's skill, what would you say from your experience?
I would personally recommend a three step procedure:
1) Watch enough top kor pro games in each matchup to gain a strong idea of what you should be doing. Revisit them every week or so to match up your play with theirs and see what is different. 2) Practice your build orders on a map alone and practice specific micro on a micro map. Always do this in your first game of the day. 3) Play the people who are much better over and over, alternating this occasionally with ladder.
+ Show Spoiler +Thanks, #1-2 looks great and intuitively very much like what I'd like to be doing (watching a million games helps me tone down the anxiety and feel like the map is my playground again plus I learn some useful stuff). Especially the part about not starting off with ladder games but some other warm-up (not like this is what matters the most but such a warm-up could prevent a couple of avoidable losses). I've occasionally thought about grinding custom games or the more forgiving but still scaled team ladder games to catch up on mechanics (my current most likely cause of death barring several cheeses that I can't counter too well yet) and get a better general sense of the game and my own style before going solo, too (I had started as a team player WC3 but it taught me some habits that caused death in 1v1 due to reliance on situational bailout by an ally being built into my gameply), especially as team play is more forgiving of individual stumbles and the responsibility for a loss is more distributed and less serious anyway, so then I could play team when being tired or unable to focus, what do you think?
#3 is gonna be tough, I remember doing that in WC3 and feeling awful due to how long it took to start not losing 10:0 (vs a guy I'd coached before, what a shame ). The problem is not even the ego effect of losing, though, but the uncertainty as to whether some invisible progress is being made or it's a pointless experience in losing. In this connection, do you think it would be better to go through some kind of rigorous mechanics training schedule first before finding a good player to train with, in order to have a clearer vision of this?
Also, what are some typical learning curves if any, is it typically/generally faster to go from, say, 9:1 to 7:3 than it was from 10:0 to 9:1 with the same player (coach)?
Thank you for your time! GL HF in your games.
|
When It's early mid game and I have two bunkers up when I go to repair the protoss forcefields behind my bunkers so i cant repair
how do i stop this?
|
On September 11 2012 03:24 Tyrtl wrote: When It's early mid game and I have two bunkers up when I go to repair the protoss forcefields behind my bunkers so i cant repair
how do i stop this?
Since you don´t give much information i pretend, that you do the standard 1 rax fe into 3 rax double gas into stim into medivacs. There are only 3 possibilities for a protoss to attack you with sentries: 4 gate with double gas on 1 base, a 3 gate pressure after double gas expand and the 6-8 gate timings.
As for the 4 gate and 3 gate pressure builds, you can build a 3rd bunker and/or have your scvs in front of your bunker. This increases the amount of forcefields, he has to do to prevent your repair.
As for the 6 - 8 gate timings, you should be close to your medivacs and/stim and your goal should be just to have as much units alive when stim and medivacs are finished, because then you will easily crush his push. To buy time, you can build a total of 4 or 5 bunkers, when you see the push comming and have your scvs on front of your bunkers for repair.
Don´t be afraid to build additional bunkers if you see sentries early on, since you can easily salvage them and get the money back when your medivacs or out.
This is just some general advice. If you want it more specific, you should give us more informations and at least a replay, so that we can do, whether you did any mayor mistakes.
|
Hello Ver. How would you play against nexus first when doing rax FE into fast 3rd CC? When do you move out? Is it possible to threaten protoss before medivacs? Do you rush to medivacs or rather for faster upgrades? How would you play against nexus first into 3rd nexus, with forges/HT behind that?
|
TvP. how to play this damn matchup?
|
Hi! I haven't played a game since the start of the last season, but I've been watching a lot recently and I think I'm pretty far behind in terms of builds, but I'm not sure where to start for some (TvZ stuff that you linked at your first post REALLY helped though).
In TvP, how common/useful are 3CC builds? I mean, are they just tournament/situation builds? It seems like in most cases, they'd fall over in stiff breezes.
And in TvT, are reaper/hellion openers still "viable"?
|
|
|
|