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Hi just 2 small questions in TvZ: When do you move your SCV to the Side of your Base on maps with close air to check for the Overlord so you can almost always check the right base first (if he sends his initial Overlord to you).
The other one is about scouting the third. I almost always hide my SCV somewhere to check his third after sseeing his gas (or no gas) timing. When is the time i should scout if he goes Gas and when if he goes gasless (Is there even an all in he can do if he is gasless except taking gas after my scout is out to mindgame me.
I often scout no third at like 7 minutes and i begin to prepare for an all in, which i think is too early since most of the time the attack never comes and im sitting there with my useless Bunkers ^^
Im in Plat playing Diamonds most of the time, so it could also be my oponnents messing up their 3rd timings
Hey guys, high dia terran here and i'm having huge problems with my TvZ.. Here's my latest game: http://drop.sc/275093 I fucked up upgrades pretty bad and third was really late and not properly saturated and i guess i should have retreated with my first initial push but i thought it would have put me way too much behind. I play both styles(bio/mech) so i'm open for any suggestions.
EDIT: Just to clarify, i feel like i'm doing something very wrong in the matchup and feel very lost in it. Can someone do a (i know it's kind of asking for a lot but..) deep analysis on what i should improve on. I feel very confident in my mechanics but i feel like i have no idea what actually i should do in the MU in order to secure a win. And i'm pretty BM at the end but everyone gets frustrated every now and then, right? Right...?
High diamond Terran player here, recently switched from zerg. My question is, nowadays 1rax FE is standard. So, in the TvZ MU when you go reactor hellion, banshee into bio (Love the shit out of that style and having great success with it. ) - Do you go one rax FE, drop both gases and tech to factory? or do you drop a gas before you expo?
Both exist, though dual gas after expand is much more common. Bomber sometimes uses 15 gas before expand, and ThorZaIN also used this kind of opening in the past. The opening Bomber uses is something like 15 gas → Reactor on Barracks with first 50 gas → Factory with 100 next → switch Barracks and Factory once the latter is complete.
On November 13 2012 21:08 TAAF wrote: I started to move my bunker from my natural to my third with my 4 marines from the start in it.
I also do this. Don't forget to sacrifice them by lategame, though, as 0/0 Marines are horrible anyway against 3-3 Zerglings raids.
On November 13 2012 21:20 Galaxy345 wrote: Hi just 2 small questions in TvZ: When do you move your SCV to the Side of your Base on maps with close air to check for the Overlord so you can almost always check the right base first (if he sends his initial Overlord to you).
On Shakuras I rally my 12th SCV at the ledge, so ~1'50 to check if an Overlord is there. On Antiga it's something like shortly before the 2' mark but it doesn't matter since you can't know which way he'll take with his first Overlord. Same on Entombed Valley (maybe ~2'45?).
[QUOTE]On November 14 2012 01:43 TheDwf wrote: [QUOTE]On November 13 2012 11:06 Sotark wrote: Hey bros.
High diamond Terran player here, recently switched from zerg. My question is, nowadays 1rax FE is standard. So, in the TvZ MU when you go reactor hellion, banshee into bio (Love the shit out of that style and having great success with it. ) - Do you go one rax FE, drop both gases and tech to factory? or do you drop a gas before you expo?[/QUOTE] Both exist, though dual gas after expand is much more common. Bomber sometimes uses 15 gas before expand, and ThorZaIN also used this kind of opening in the past. The opening Bomber uses is something like 15 gas → Reactor on Barracks with first 50 gas → Factory with 100 next → switch Barracks and Factory once the latter is complete.[/QUOTE}]
Would you happen to know what the rest of the BO is for Bomber's build (the ones he did at Lonestar Clash 2)?
Does anyone have a good BO for the open Liquid SEA did versus the zzerg, I watched the replay that DAY9 went over, but would obviously love to nail it down a little bit more.
Also any comments on variations on it that people have observed is also cool.
I do like the hellion/tank/viking/banshee composition and i think has loads of potential, so just wondered what others thought of it.
What could I have done better vs this 3gate robo? It was really dreadful, like one of the weakest 3gate robo's I've faced on ladder recently and I face it probably 75% of TvPs, but I still couldn't hold.
I didn't have all my units in bunkers when he pushed but I moved them in quite quickly, could've probably pulled some more SCVs to help repair and act as meat shields, but apart from that I don't know what else to do.
[QUOTE]On November 14 2012 02:11 Effay wrote: [QUOTE]On November 14 2012 01:43 TheDwf wrote: [QUOTE]On November 13 2012 11:06 Sotark wrote: Hey bros.
High diamond Terran player here, recently switched from zerg. My question is, nowadays 1rax FE is standard. So, in the TvZ MU when you go reactor hellion, banshee into bio (Love the shit out of that style and having great success with it. ) - Do you go one rax FE, drop both gases and tech to factory? or do you drop a gas before you expo?[/QUOTE] Both exist, though dual gas after expand is much more common. Bomber sometimes uses 15 gas before expand, and ThorZaIN also used this kind of opening in the past. The opening Bomber uses is something like 15 gas → Reactor on Barracks with first 50 gas → Factory with 100 next → switch Barracks and Factory once the latter is complete.[/QUOTE}]
Would you happen to know what the rest of the BO is for Bomber's build (the ones he did at Lonestar Clash 2)?[/QUOTE]
The exact build order is not as important as the very quick upgrades and third base, aiming for a massed bio/tank 2-2 slow push.
Here's a Daily on it: [url=http://day9.tv/d/Day9/day9-daily-395-terran-week-bomberss-tvz/]http://day9.tv/d/Day9/day9-daily-395-terran-week-bomberss-tvz/[/url]
*Edit: can someone confirm why my BBC codes aren't actually appearing properly? The quote/URL/spoiler tags aren't working like they usually do.
This is a bit of a general question, but can anyone recommend me some code A matches to learn late game TvZ from? I'm switching from zerg to terran and I'd just like to see how good players deal with mass broodlords and 15+ infestors. I've seen some great TvZ games in code S (i.e. Ryung) but the terrans never seem to think it a good idea to face this late game zerg death ball directly (Even a lot of the mech tvz's i've seen go for a push before BLs). Is there an army that can beat it? (What kind of a composition should I aim for if I start with marine tank vs starting out with mech) What is the best way to control the terran army in the big engagements? (Linking to code A matches or otherwise for examples would be great).
On November 14 2012 14:32 lannisport wrote: This is a bit of a general question, but can anyone recommend me some code A matches to learn late game TvZ from? I'm switching from zerg to terran and I'd just like to see how good players deal with mass broodlords and 15+ infestors. I've seen some great TvZ games in code S (i.e. Ryung) but the terrans never seem to think it a good idea to face this late game zerg death ball directly (Even a lot of the mech tvz's i've seen go for a push before BLs). Is there an army that can beat it? (What kind of a composition should I aim for if I start with marine tank vs starting out with mech) What is the best way to control the terran army in the big engagements? (Linking to code A matches or otherwise for examples would be great).
You just can't win as a Terran by the time that army hits if you have equal economy. Even if you manage to clean it up, Zerg just techswitches. There's a reason we call them GGlords.
Dunno about code A but Code S Taeja vs Leenock GSL games are pretty good examples of lategame TvZ.
If you really want to learn TvZ, watch MVP's games.
On November 14 2012 14:32 lannisport wrote: This is a bit of a general question, but can anyone recommend me some code A matches to learn late game TvZ from? I'm switching from zerg to terran and I'd just like to see how good players deal with mass broodlords and 15+ infestors. I've seen some great TvZ games in code S (i.e. Ryung) but the terrans never seem to think it a good idea to face this late game zerg death ball directly (Even a lot of the mech tvz's i've seen go for a push before BLs). Is there an army that can beat it? (What kind of a composition should I aim for if I start with marine tank vs starting out with mech) What is the best way to control the terran army in the big engagements? (Linking to code A matches or otherwise for examples would be great).
You just can't win as a Terran by the time that army hits if you have equal economy. Even if you manage to clean it up, Zerg just techswitches. There's a reason we call them GGlords.
Dunno about code A but Code S Taeja vs Leenock GSL games are pretty good examples of lategame TvZ.
If you really want to learn TvZ, watch MVP's games.
Don't listen to all the crap people spew in this thread and forums about how BL+Infestors being unbeatable. It is hard just as the pros say but its not impossible even without Ravens.
I'm not going to say anything more specific because I'm sure you've heard it all before. I'd suggest watching any TvZ from various Terrans because you learn a lot by watching.
As terran what is the best way to scout after you see an early 2nd gas. To know how to prepare for these builds 4 Gate <- lose to $$ spend on turrets for possible dt 3gate1robo Blink Stalker < Lose to defense up front / turret for dt $$. DT < - Usually holds off Proxy starport <- Usually finds
As you can see I have about 50/50 chance of winning. Its just when I prepare for DT/Voidray play it leaves me at almost an autolose for 4gate or blinkstalker play.
On November 15 2012 12:22 Creizai wrote: As terran what is the best way to scout after you see an early 2nd gas. To know how to prepare for these builds 4 Gate <- lose to $$ spend on turrets for possible dt 3gate1robo Blink Stalker < Lose to defense up front / turret for dt $$. DT < - Usually holds off Proxy starport <- Usually finds
As you can see I have about 50/50 chance of winning. Its just when I prepare for DT/Voidray play it leaves me at almost an autolose for 4gate or blinkstalker play.
(Yet, I'm posting here, because I cannot make a thread myself unless I wait 3 days. I'd be nice if some admin could move this to a separate thread)
Hi, Sorry to interrupt a useful thread in an offtopic way but I'd like to inform you guys, about a recent project I've been working on. It's not very complicated or time spending, and yes, it might have some bugs to be fixed, but as soon as I get more response from you (the users) I'll be happy to invest a little more time to complete it.
What is it...? :O -----Screenshots below-----
I've been using the Talking Build Order app for iPhone, but it isn't patched since who-knows-when, so I thought, lets make the ultimate, not failing to patches with timing errors, text-to-speech build order commander.
On November 16 2012 04:18 Waio wrote: Back when I was a protoss I learnt somewhere that 1 base can support constant production out of 3 gates and a robo, or 4 gates.
I was wondering if there are such numbers for terran production buildings (ie: 2fact2port, with one tech lab and a reactor each, can run on 1 base)
that way I can aproximate the optimum number of production buildings for, say, 3 bases.
Generally for bio you want to have around 3 raxes per base. Add a bajillion more of them if you are maxed and have money floating. For mech 1-2 factories per base and 1 starport per base (Assuming 2 gases taken) depending on your supply and whether or not you have an orbital farm. The ideal would be around 5 factories and 4 starports off 4 base.
On November 16 2012 04:18 Waio wrote: Back when I was a protoss I learnt somewhere that 1 base can support constant production out of 3 gates and a robo, or 4 gates.
I was wondering if there are such numbers for terran production buildings (ie: 2fact2port, with one tech lab and a reactor each, can run on 1 base)
that way I can aproximate the optimum number of production buildings for, say, 3 bases.
I go for 3 rax 2 fac 1 port off 2 base, 5 rax 1 fac 1 port off 2 base, 7 rax 2 fac 1 port off 3, 5 rax 3 fac 1 port off 3 base, etc. Depending on the match up.
It's usually 3 rax 1 base, 5 on 2, 8-9 on 3, and then from there you just add on as you approach max or float minerals. For TvZ/TvT I like to do 1 fac per base, to keep up my tank production and keep gas low.
hi all. I'd appreciate someone take look at my tvz. Mainly i have no idea what to do against zergs late game mass infestor corrupter broodlord switch into ultra combo.
Macro and micro is subpar i know but then i'm only diamond. It just seems he can bleed units but i can't really engage his army and am forced to just rely on drops and small groups to snipe hatch. Pretty lost in the matchup. Would appreciate any helps thanks.