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jesus christ I can't tell these protoss niggers apart they all do the same all in every single game.
What is the proper response to a 3 gate blink stalker all in with robo and obs? I have no problem scouting it and knowing its coming, its just I have no idea what the fuck I am suppose to do to defend against it. I am clueless about how to deal with it blinking into my main, doing damage, then blinking out and then going for my expo when half my army is in my main. I try sniping the obs so it doesn't have vision into my main, but even if I do get the obs, it can just make another one like its nothing. and even if I fend off the first few attacks, it'll just warp in more lolblinkstalkers right out side my base and keep trying to ramp it's dick down my throat until i just die.
If someone could give a brief guide or some replays on how to stop this bullshit all in you will have my gratitude. Seriously this all in makes me want to murder someone so if you help me you'll be saving a life.
User was banned for this post.
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On November 02 2012 06:35 Liszt wrote: jesus christ I can't tell these protoss niggers apart they all do the same all in every single game.
What is the proper response to a 3 gate blink stalker all in with robo and obs? I have no problem scouting it and knowing its coming, its just I have no idea what the fuck I am suppose to do to defend against it. I am clueless about how to deal with it blinking into my main, doing damage, then blinking out and then going for my expo when half my army is in my main. I try sniping the obs so it doesn't have vision into my main, but even if I do get the obs, it can just make another one like its nothing. and even if I fend off the first few attacks, it'll just warp in more lolblinkstalkers right out side my base and keep trying to ramp it's dick down my throat until i just die.
If someone could give a brief guide or some replays on how to stop this bullshit all in you will have my gratitude. Seriously this all in makes me want to murder someone so if you help me you'll be saving a life. Stop posting here. All you do is rage, and you don't ever post a replay. Nice language too, really great.
Stop raging, post a replay so people can analyze your bad game play, and tell you what you are doing wrong -- and not what the protoss is doing 'right' in your eyes.
Gas timings are obvious. No expo is obvious. If he stalker pokes, re scout his main after stalker crosses into your base and you get an easy scout. Bunker in the main, pull scvs, get marauders. I put barracks in the back of my base to defend from sniping my tech lab with stim. Hold out until stim + medics and win.
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On November 02 2012 06:51 iAmJeffReY wrote:Show nested quote +On November 02 2012 06:35 Liszt wrote: jesus christ I can't tell these protoss niggers apart they all do the same all in every single game.
What is the proper response to a 3 gate blink stalker all in with robo and obs? I have no problem scouting it and knowing its coming, its just I have no idea what the fuck I am suppose to do to defend against it. I am clueless about how to deal with it blinking into my main, doing damage, then blinking out and then going for my expo when half my army is in my main. I try sniping the obs so it doesn't have vision into my main, but even if I do get the obs, it can just make another one like its nothing. and even if I fend off the first few attacks, it'll just warp in more lolblinkstalkers right out side my base and keep trying to ramp it's dick down my throat until i just die.
If someone could give a brief guide or some replays on how to stop this bullshit all in you will have my gratitude. Seriously this all in makes me want to murder someone so if you help me you'll be saving a life. Stop posting here. All you do is rage, and you don't ever post a replay. Nice language too, really great. Stop raging, post a replay so people can analyze your bad game play, and tell you what you are doing wrong -- and not what the protoss is doing 'right' in your eyes. Gas timings are obvious. No expo is obvious. If he stalker pokes, re scout his main after stalker crosses into your base and you get an easy scout. Bunker in the main, pull scvs, get marauders. I put barracks in the back of my base to defend from sniping my tech lab with stim. Hold out until stim + medics and win.
sorry didn't think I needed to post a replay when I was asking a simple question, no one else is. I have a lot of replays of me losing to it if you wanted to see one. All I wanted to know was how I should defend, like how many bunkers, if I should get missile turrets, how I should split my army between nat and main etc. Like I said my problem isn't not knowing its coming and not being prepared. It's not being prepared even though I know it's coming.
but yeah thanks for the advice. next time I encounter this on the ladder I will just make marauders and some medivacs and win wow I never knew the response to this build was so simple thanks for the help man
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This is how I play a standard TvP on 2 spawn maps. ***Are there anything different I can do to maximize my build in the early stages?
***How are the timings different on 4 spawn maps and how should I react?
14 CC isn't worth the risk of losing to straight up zealot stalker crono'd out. 10 depot, 12 rax 2 spawn maps, scout after rax finishes. OC after rax then @ 300 minerals send scv down to the natural. 16 CC, land mule que scv then @ 100 mineral depot. continual production of marines and scvs. Nexus first? nxt 400 CC Scout for zealot alrdy out? nxt 100 mineral bunker (don't halt scv or marines for the bunker, but STOP @ 3 marines to have enough minerals for OB) No zlot but cybercore out: 2 additional rax then bunker No zlot No cyber: 2 additional rax then 2 gas before bunker no stopage of scvs or marines b/c he went for gate expand. Either try to block Nexus @ natural w/ scv or hide it then scout again @ 6:15 to see 3rd, defensive unit count/ composition.
How ever you get to 3 rax 2 gas. with first 25 gas tech lab on 1 rax. nxt 100 gas stim which will be after the tech lab finishes if you have optimal gas mining. After that it is all upto the playstyle of the person. I personally like nxt 100 gas factory then 1 more gas @ natural then nxt 100 gas 2 reactors on rax then nxt 100 gas ebay upgrade. If you have good mineral stacking and mule timings, minerals should stack up perfectly w/ the gas timings.
***What are the optimal responses to different things you get to scout with a medvac timing?
EDIT: Most players seem to put down 3rd CC as they move out and hope they get a good enough engagements. Drops denied (no losses), but no 3rd @ 15 min and colossi tech. go double starport and hit after 8-12 vikings.
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For me the hardest part of the game, as terran, is late game vs protoss. Even BL/infestor is easy to deal with compared to this. Im top diamond and late game versus protoss is a nightmare. At best i trade well and fights are even but with protoss macro it feels like im being stomped.
Im having big problems dealing with the late game composition of 6-8 colossus, zealots, archons HT. This amount of colossus requires alot of vikings but I havent found a way to trade efficienty and have a balanced army. The colosssus have time to do huge amounts of damage no matter how many vikings i have. Should i not make any vikings? Overmake vikings and kill all colossus, retreat and hope to come out ahead the next fight?
With storm, colossus and mass zealots i just feel so helpless, and this is frustrating because i dont have problems with army management in any other aspect of the game, except vs late game protoss. And its not like its a very rare scenario since a lot of games against protoss goes to the late game. How do you guys approach the late game versus protoss and how do you feel about it? Is it the hardest part of the game for you aswell?
btw this post is from a bio perspective
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On November 02 2012 07:56 Cattlecruiser wrote: This is how I play a standard TvP on 2 spawn maps. ***Are there anything different I can do to maximize my build in the early stages?
***How are the timings different on 4 spawn maps and how should I react?
14 CC isn't worth the risk of losing to straight up zealot stalker crono'd out. 10 depot, 12 rax 2 spawn maps, scout after rax finishes. OC after rax then @ 300 minerals send scv down to the natural. 16 CC, land mule que scv then @ 100 mineral depot. continual production of marines and scvs. Nexus first? nxt 400 CC Scout for zealot alrdy out? nxt 100 mineral bunker (don't halt scv or marines for the bunker, but STOP @ 3 marines to have enough minerals for OB) No zlot but cybercore out: 2 additional rax then bunker No zlot No cyber: 2 additional rax then 2 gas before bunker no stopage of scvs or marines b/c he went for gate expand. Either try to block Nexus @ natural w/ scv or hide it then scout again @ 6:15 to see 3rd, defensive unit count/ composition.
How ever you get to 3 rax 2 gas. with first 25 gas tech lab on 1 rax. nxt 100 gas stim which will be after the tech lab finishes if you have optimal gas mining. After that it is all upto the playstyle of the person. I personally like nxt 100 gas factory then 1 more gas @ natural then nxt 100 gas 2 reactors on rax then nxt 100 gas ebay upgrade. If you have good mineral stacking and mule timings, minerals should stack up perfectly w/ the gas timings.
***What are the optimal responses to different things you get to scout with a medvac timing?
EDIT: Most players seem to put down 3rd CC as they move out and hope they get a good enough engagements. Drops denied (no losses), but no 3rd @ 15 min and colossi tech. go double starport and hit after 8-12 vikings.
VS Nexus first, I do proxy factory into 3 hellion drop. From it you can transition into whatever you want, from bio, or as in my case if I see early robo, skyterran.
Don't have to lose the hellions or do damage immediately, just pull them back after you roast a probe or two and then continue from another angle.
Here are some reps Nexus first: http://drop.sc/270102 http://drop.sc/270101
Vs Normal 1 Gate Fe: http://drop.sc/270100
As for standard bio MMMVG vs toss standard zealot collo ht, I prefer heavier marauder compositions, and if he plays robo, I even do double marauder medivac drops on third to snipe it.
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I have generally good, solid builds for TvP and TvT, but I need one for TvZ. I have tried hellion banshee into mech or bio, but I really don't have the multitasking to pull that off without somehow floating thousands of minerals. Does anyone know of a good build that I can use that doesn't require a lot of multitasking to pull off correctly but does manage to provide roughly the same amount of economy as hellion banshee would?
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On November 02 2012 12:47 PinheadXXXXXX wrote: I have generally good, solid builds for TvP and TvT, but I need one for TvZ. I have tried hellion banshee into mech or bio, but I really don't have the multitasking to pull that off without somehow floating thousands of minerals. Does anyone know of a good build that I can use that doesn't require a lot of multitasking to pull off correctly but does manage to provide roughly the same amount of economy as hellion banshee would?
Just use the hellions and banshees defensively. Go 1 banshee if hes not doing an all-in and don't get cloak. Hellions are important to hold off early game zerglings.
Doing other builds will be worse vs aggression and going banshees will force a bunch of spores from the zerg most likely even if you don't pressure with them.
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On November 01 2012 16:43 padfoota wrote:Show nested quote +On October 31 2012 16:31 awwnuts07 wrote: Quick question on TvZ: at what times should I be scanning to check tech paths? ~>10:00 (lair timing/spire/infestor tech) and ~15-17 (hive timing/potential all in coming) depending on what units/strategy they made thx. had a hard night of losing today. some helpful info will give me something else to mull over.
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On November 02 2012 12:47 PinheadXXXXXX wrote: I have generally good, solid builds for TvP and TvT, but I need one for TvZ. I have tried hellion banshee into mech or bio, but I really don't have the multitasking to pull that off without somehow floating thousands of minerals. Does anyone know of a good build that I can use that doesn't require a lot of multitasking to pull off correctly but does manage to provide roughly the same amount of economy as hellion banshee would?
There is 1 rax FE, 3rd CC, double gas into hellions which transitions nicely into a marine/rauder/hellion timing unless you feel you can suicide the hellions to kill a bunch of drones and just do a rine drop timing either with a double drop or two single drops hitting at the nat and main.
I was doing 15 CC, rax, scv, gas then bunker asap into hellions and right after factory finishes you can throw down a 3rd cc. Then make 2 hellions, a tech lab on the rax and rauder asap to but you'll still need to scout if hes going for a speedling/bane/roach timing to position your bunker accordingly.
Now I've been experimenting with just 15 CC into a marine - medivac timing with a third around 8 minutes. I like this build the most because the timing comes quickest out of all of these build and is slightly less riskier although it does die to 2 base roach - bane unless you make 20 bunkers.
Additionally if you just use the hellions for map control instead of suiciding for drone kills (only 4 if hes not allining you) you can take a super early third base most of the time (around 8 minutes).
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Anyone have any advice for dealing with 2 hatch muta into a third with lots of speedlings and banelings? I tend to open with 1 rax fe -> reactor hellion (Usually stopping at 8) -> 3rd cc -> bio. The particular problem I'm having is that I rarely get a solid read that it's mutalisk (so I have to prepare for some sort of roach, baneling or roach/banelings all-in) and by the time I realize it's mutalisks I feel like I can't secure my third before the mutalisks come out (whenever I've tried I just end up losing the 3rd cc to a ling / bling / muta attack), but I always end up contained on 2 base while the zerg mass expands behind it. Drops get shut down by mutas and I have basically no map control. It just rapidly snowballs out of control.
I occassionally win against this but only when the Zerg really throws away their armies (like attacking 20+ stimmed 1/1 marines and 4-6 medivacs with 12 mutalisks... thanks for the mutas? rofl), so I get no satisfaction from winning because I honestly feel like my opponent played horrible to throw away such a huge advantage.
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HEEEEEEEEEEEEEEEEEEEEEEELP ME :D Ey guys, i just changed into T i was P, i have a decent score vs Z, a nice one vs P... but i suck in tvt, every single thing i do it sucks, they always have more army, horrible base trades, etc.... What do u recommend me to do ? I'm high gold ( i usuall proxy thor em but i don't want to cheese every single game)
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On November 02 2012 16:41 Gchzr wrote: HEEEEEEEEEEEEEEEEEEEEEEELP ME :D Ey guys, i just changed into T i was P, i have a decent score vs Z, a nice one vs P... but i suck in tvt, every single thing i do it sucks, they always have more army, horrible base trades, etc.... What do u recommend me to do ? I'm high gold ( i usuall proxy thor em but i don't want to cheese every single game)
Learn a really solid variation of a 1 rax fe -> ~10:30 marine medivac +1 stim timing. If you can have ~50 scvs and 40+ marines by then you'll be fine against pretty much any build. Your build should look something like rax, cc, rax, rac, refinery, refinery, reactor, tech lab, reactor, combat shield, factory + eng bay + refinery, reactor on factory and starport (swap once finished), stim and +1, push out with 4 medivacs and expand and add production behind it (an extra factory, engineering bay, armory and 2 more barracks is pretty standard for me).
The reason this is so good is because it's the easiest way to deal with basically all the typical terran all-ins (you should have combat shields in time for dealing with banshees so marines will have 3 hits instead of two, you should have stim and medivacs in time for banshee -> tank all-in, ect ect) and with good macro you'll pretty much be able to stim a-move for the win.
If you just want advice on avoiding base races, leaving marines in key locations whenever you start moving your army around is a huge help.
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I get bored to go hellion/banshee every TvZ. What kind of other openings do you recommend for getting into marine/tank to spice it up a little bit?
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Hello, gold terran here.
I'm trying to follow Filters guide and doing 1 rax gasless FEs in all matchups. I've still got much work ahead of me to improve my mechanics to be able to execute it properly. But recently I've encountered a problem in TvTs that I believe can't be addressed just by macroing better. I' having trouble with the other terran going 1/1/1 and coming at me with tanks/vikings while my macro hasn't cought up to him in terms of army. What should I do to stop it?
So far I've been trying to control xel'naga towers to see his advance, move out with my marines and see if I can catch him unsieged and take out the first tank. Usually I can get him to siege up at least once somewhere on the map, therefore buying some time for me, while rushing my own tanks/siege, taking the 3rd gas sooner, opting for stim instead of combat shields (again to take out the tanks), and building more marauders (2tech labs instead of 1).
Without the adaptations above I would do: rax, cc, 2 gas, 2rax, 1techlab, 2reactors, fact, 3rd gas, starport.
Also, I'm completely ignorant about the current metagame, but am I correct to assume that if I scout with my rax scv and manage to see that he has no natural then I should assume some sort of one base play (not necessarily an all-in, but he has got to do some damage to compensate for the later expansion, right?). How common is it for players to build their 2nd cc in the main in tvts?
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On November 02 2012 06:51 iAmJeffReY wrote:Show nested quote +On November 02 2012 06:35 Liszt wrote: jesus christ I can't tell these protoss niggers apart they all do the same all in every single game.
What is the proper response to a 3 gate blink stalker all in with robo and obs? I have no problem scouting it and knowing its coming, its just I have no idea what the fuck I am suppose to do to defend against it. I am clueless about how to deal with it blinking into my main, doing damage, then blinking out and then going for my expo when half my army is in my main. I try sniping the obs so it doesn't have vision into my main, but even if I do get the obs, it can just make another one like its nothing. and even if I fend off the first few attacks, it'll just warp in more lolblinkstalkers right out side my base and keep trying to ramp it's dick down my throat until i just die.
If someone could give a brief guide or some replays on how to stop this bullshit all in you will have my gratitude. Seriously this all in makes me want to murder someone so if you help me you'll be saving a life. Stop posting here. All you do is rage, and you don't ever post a replay. Nice language too, really great. Stop raging, post a replay so people can analyze your bad game play, and tell you what you are doing wrong -- and not what the protoss is doing 'right' in your eyes. Gas timings are obvious. No expo is obvious. If he stalker pokes, re scout his main after stalker crosses into your base and you get an easy scout. Bunker in the main, pull scvs, get marauders. I put barracks in the back of my base to defend from sniping my tech lab with stim. Hold out until stim + medics and win. Does blink have 2 gas by 4 minutes? Should it have about 3/4 nexus energy at that time?
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On November 02 2012 18:35 KiNGxXx wrote: I get bored to go hellion/banshee every TvZ. What kind of other openings do you recommend for getting into marine/tank to spice it up a little bit?
hellion/banshee is used so often because it is such a solid way to go after gasless expanding, i don't think anything is as effective at stopping any zerg all-ins whilst also being able to pressure zerg if they play full eco. You could try some of the funky things that aim to kill zergs early third nowadays. i dont know any solid build orders for these timings on the third though sorry
or you could just proxy 12/12 rax into a macro game, look up taejas tvz in day 9 daily.
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On November 02 2012 22:32 mr_flux wrote: Hello, gold terran here.
I'm trying to follow Filters guide and doing 1 rax gasless FEs in all matchups. I've still got much work ahead of me to improve my mechanics to be able to execute it properly. But recently I've encountered a problem in TvTs that I believe can't be addressed just by macroing better. I' having trouble with the other terran going 1/1/1 and coming at me with tanks/vikings while my macro hasn't cought up to him in terms of army. What should I do to stop it?
So far I've been trying to control xel'naga towers to see his advance, move out with my marines and see if I can catch him unsieged and take out the first tank. Usually I can get him to siege up at least once somewhere on the map, therefore buying some time for me, while rushing my own tanks/siege, taking the 3rd gas sooner, opting for stim instead of combat shields (again to take out the tanks), and building more marauders (2tech labs instead of 1).
Without the adaptations above I would do: rax, cc, 2 gas, 2rax, 1techlab, 2reactors, fact, 3rd gas, starport.
Also, I'm completely ignorant about the current metagame, but am I correct to assume that if I scout with my rax scv and manage to see that he has no natural then I should assume some sort of one base play (not necessarily an all-in, but he has got to do some damage to compensate for the later expansion, right?). How common is it for players to build their 2nd cc in the main in tvts?
Bro I don`t even know where to start here... About the siege tank pushes; those are hard to stop by a gasless FE into mass marines. I used to to this all the time and my winrate vs it started to go up after I started pulling EVERY SINGLE SCV EVERY SINGLE MARINE to fight that... It is an one base all-in and you have 2 bases... You can and you MUST lose scvs in order to beat that with pure marines (and I opt to go combat shields first, so that is done once banshees/tanks come, instead of still waiting for stim).
However, I`ve read somewhere that mass marines is getting phased out due to the fact that either marine tank with faster tanks or mech is getting really popular... Mech openers (reactor hellion with cloaked banshees, hellion elevators with blue flame, etc) are all a PAINNNNNNNNNNNNNNNNNNNNN in the ass to deal with pure marines... And since I don`t really have an alswer to mech, whenever I realize the other player is meching, I switch to full mech myself.
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Hi guys, when going mech vT (in HOTS), how am I supposed to stopped the other guy's transition to BCs? Is transiting to BCs myself the only choice? Thanks.
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On November 03 2012 00:04 invisible.terran wrote: Hi guys, when going mech vT (in HOTS), how am I supposed to stopped the other guy's transition to BCs? Is transiting to BCs myself the only choice? Thanks.
BCs are terrible against vikings. Hopefully you have at least some, because you are fighting for air superiority. If you have pure vikings and he goes viking/BC (pure BC is obviously a suicide) you should win air battles. Obviously do not get caught by surprise with sudden 6 3/3 BCs supported by vikings and ravens. If he tries to free too much supply to do a massive transition to air in one production cycle, you should be able to stomp his ground force before he gets where he wants to be.
This is WoL at least, but I don't think much should change in HOTS.
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