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On May 18 2014 08:46 Sajaki wrote: Really basic question here: Since the ideal saturation is 16 on minerals per base, do you put more then that in the main, if you construct the vast majority of your structures from there? Often times if i don't shift-rally back I'll end up with some odd number like 12 or 13 in the main, which is clearly not ideal.. at the same time i don't want to oversaturate for too long.. The way how I solved it is once you have the amount of scvs that will be either mining or constantly making stuff (like depos) in your main I will rally everything to my nat and take the scvs for building the once every so often stuff like extra barracks/facs/star ports from the place I that isn't 16
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On May 18 2014 10:47 sAsImre wrote:Show nested quote +On May 18 2014 10:44 KingofGods wrote: mutas make me want to bash my head against the wall when I mech. At the same time I don't really want to bio. go biomech :p biomech is worse vs mutas imo, since the main army is capable of dealing with mutas them selfes, so I rather spend all those minerals from marines into tanks/ravens + 20 turrets in the main with hisec and building armour.
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How many mines is too many in TvZ? Should I have an equal amount of marines and marauders, or focus more on marines?
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On May 19 2014 18:15 sabas123 wrote:Show nested quote +On May 18 2014 10:47 sAsImre wrote:On May 18 2014 10:44 KingofGods wrote: mutas make me want to bash my head against the wall when I mech. At the same time I don't really want to bio. go biomech :p biomech is worse vs mutas imo, since the main army is capable of dealing with mutas them selfes, so I rather spend all those minerals from marines into tanks/ravens + 20 turrets in the main with hisec and building armour.
Against this, before I get enough viking/raven to make Mutas useless, I use a couple of thormedivacdrop to follow mutas pretty quickly. This+vikings I produce in continue deal with them pretty well I think. You can even chase them chen they flee off.
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On May 19 2014 15:23 Dreamer.T wrote: Haven't played in a while. Are widow mines now a must vs any toss composition, or is it really only necessary if the toss is very zealot heavy?
I almost always add a few in theses days, even vs Stalker / Collosi compositions, just because they force Protoss to be a little more hesitant in engaging your army. They're definitely strongest against Zealot heavy compositions compositions though.
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how do you deal with widow mines when you have a massive air lategame army?
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What is the best way to deal with a very fast baneling bust? The busts hits at 7.00 or a few seconds later.
I normally open Rax, Gas, CC (in main), Factory, CC (in main). The bust hits shortly before I will try to secure my natural and macro up from 3 CCs on 2 bases.
The problem is that I only have 1 tank and a few marines against lots of baneling and a huge amount of zerglings.
It is worth it to build the factory before the first CC? The sequence would then be Rax, Gas, Factory, CC, CC.
That way I think I could have 2 tanks when the busts hits. I would still have a 3CC quite fast, but it may put me behind to much if the Zerg player takes a fast 3rd instead?
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On May 21 2014 03:50 MockHamill wrote: What is the best way to deal with a very fast baneling bust? The busts hits at 7.00 or a few seconds later.
I normally open Rax, Gas, CC (in main), Factory, CC (in main). The bust hits shortly before I will try to secure my natural and macro up from 3 CCs on 2 bases.
The problem is that I only have 1 tank and a few marines against lots of baneling and a huge amount of zerglings.
It is worth it to build the factory before the first CC? The sequence would then be Rax, Gas, Factory, CC, CC.
That way I think I could have 2 tanks when the busts hits. I would still have a 3CC quite fast, but it may put me behind to much if the Zerg player takes a fast 3rd instead? the way how i normally deal with this is banshees. but the most important thing is that you have a wall, then you can get away with a lower amount of marines. when you see him go for this bust dont worry about making extra ebays/buildings to make a stronger wall.
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On May 21 2014 03:50 MockHamill wrote: What is the best way to deal with a very fast baneling bust? The busts hits at 7.00 or a few seconds later.
I normally open Rax, Gas, CC (in main), Factory, CC (in main). The bust hits shortly before I will try to secure my natural and macro up from 3 CCs on 2 bases.
The problem is that I only have 1 tank and a few marines against lots of baneling and a huge amount of zerglings.
It is worth it to build the factory before the first CC? The sequence would then be Rax, Gas, Factory, CC, CC.
That way I think I could have 2 tanks when the busts hits. I would still have a 3CC quite fast, but it may put me behind to much if the Zerg player takes a fast 3rd instead?
Go for Hellions before siege tanks, if you go Rax / Gas / CC / Factory + Reactor / CC, your first 2 hellions should pop before 7:00. Just pull SCVs and make sure to retain your Hellions. If you can, rebuild the depot your opponent busted to stop reinforcements from getting into your base. As long as you retain your hellions until you have a critical mass of 6-8, even if you're down to ~10 SCVs or lower you'll probably be ahead in economy with 3OC's worth of Mules and SCV Production, and your opponent will have a hard time droning up against your counter hellion aggression.
The best way to do this is run your hellions towards your scv's while having your scvs attack move towards the zerglings, then once the SCVs have engaged the zerglings have them use hold position to stop the zerglings from attacking them. The zerglings will try to go around to get to the hellions, at which point your can rinse and repeat.
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http://drop.sc/381120
TvP against 2 base blink all-in no upgrades or other tech. just lots of stalkers. I scouted everything and made bunkers acoordingly. I killed his mothership core twice, the first time being as he starts to attack me at the very start and the 2nd time as i crush his attack in my main with scvs. I over-extend slightly because I thought I should be able to win now that I have 1-1 upgrades vs his 0-0 ONLY stalker army. I was obviously wrong and I get rekt.. thoughts or advice?
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On May 21 2014 06:45 terranimbastimamove wrote:http://drop.sc/381120TvP against 2 base blink all-in no upgrades or other tech. just lots of stalkers. I scouted everything and made bunkers acoordingly. I killed his mothership core twice, the first time being as he starts to attack me at the very start and the 2nd time as i crush his attack in my main with scvs. I over-extend slightly because I thought I should be able to win now that I have 1-1 upgrades vs his 0-0 ONLY stalker army. I was obviously wrong and I get rekt.. thoughts or advice?
Im not pro but i think you made few clear mistakes. First you scouted with reaper a fast expand, you played still safe at home. I thought counter to blink all in is 2rax (teclab, reactor) factory starport. Just pump out marines, marauders, mines and medivacs and you will be fine. Late blink out of two base you want reactor on factory and +1 on ebay.
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On May 21 2014 20:23 Xzopo wrote:Show nested quote +On May 21 2014 06:45 terranimbastimamove wrote:http://drop.sc/381120TvP against 2 base blink all-in no upgrades or other tech. just lots of stalkers. I scouted everything and made bunkers acoordingly. I killed his mothership core twice, the first time being as he starts to attack me at the very start and the 2nd time as i crush his attack in my main with scvs. I over-extend slightly because I thought I should be able to win now that I have 1-1 upgrades vs his 0-0 ONLY stalker army. I was obviously wrong and I get rekt.. thoughts or advice? Im not pro but i think you made few clear mistakes. First you scouted with reaper a fast expand, you played still safe at home. I thought counter to blink all in is 2rax (teclab, reactor) factory starport. Just pump out marines, marauders, mines and medivacs and you will be fine. Late blink out of two base you want reactor on factory and +1 on ebay.
So since I scouted with reaper you are saying I should have walked across the map with my units? I probably should have made a mine or 2 but I think rushing to medivacs was a bigger priority at the time personally. Also I did have +1 on ebay with 1/1 being complete by the end of the game.
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Probably better to delay upgrades and tech until you know you are safe. I like a siegetank as my micro is not that great, otherwise lots of marauders at the right places...
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On May 21 2014 06:45 terranimbastimamove wrote:http://drop.sc/381120TvP against 2 base blink all-in no upgrades or other tech. just lots of stalkers. I scouted everything and made bunkers acoordingly. I killed his mothership core twice, the first time being as he starts to attack me at the very start and the 2nd time as i crush his attack in my main with scvs. I over-extend slightly because I thought I should be able to win now that I have 1-1 upgrades vs his 0-0 ONLY stalker army. I was obviously wrong and I get rekt.. thoughts or advice?
Your macro really fell apart while you were controlling your reaper, if you had kept up on SCV / unit production and made your factory on time you would have had your first 2 medivacs by the time his stalker force hit...
That aside, the reason you lost this game is because you kept trying to push out whenever you won an engagement, then he did a reinforcement warp in and had enough to kill the remainder of your army which was now way out of position. Keep your army back at home and pull SCVs in order to retain the combat units until you get a critical mass. Stalkers are really efficient against bio in small-medium numbers, but once numbers get higher (especially with your upgrade advantage) and you have plenty of medivacs to support, their dps is just too low. So really your goal is just army retention.
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On May 22 2014 01:28 Pursuit_ wrote:Show nested quote +On May 21 2014 06:45 terranimbastimamove wrote:http://drop.sc/381120TvP against 2 base blink all-in no upgrades or other tech. just lots of stalkers. I scouted everything and made bunkers acoordingly. I killed his mothership core twice, the first time being as he starts to attack me at the very start and the 2nd time as i crush his attack in my main with scvs. I over-extend slightly because I thought I should be able to win now that I have 1-1 upgrades vs his 0-0 ONLY stalker army. I was obviously wrong and I get rekt.. thoughts or advice? Your macro really fell apart while you were controlling your reaper, if you had kept up on SCV / unit production and made your factory on time you would have had your first 2 medivacs by the time his stalker force hit... That aside, the reason you lost this game is because you kept trying to push out whenever you won an engagement, then he did a reinforcement warp in and had enough to kill the remainder of your army which was now way out of position. Keep your army back at home and pull SCVs in order to retain the combat units until you get a critical mass. Stalkers are really efficient against bio in small-medium numbers, but once numbers get higher (especially with your upgrade advantage) and you have plenty of medivacs to support, their dps is just too low. So really your goal is just army retention.
Ok this makes a lot of sense to me. Essentially I just want to defend until I know I can crush his army and/or drop while he is outside of my base.
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How to beat :
15/18 zerg makes gas 14/18 zerg makes spawning pool
6 lings rally to opponent base + queen when spawning pool finishes
Start baneling nest after speed.
Use 2nd / 3rd overlords to scout for proxies, send all additional lings to clean up proxies
After harrasing with 6 lings, turn them into banelings and rally your speed lings to your opponents base.
at 5:45 bust your opponents ramp and flood lings into the terrans base.
If I go for hellions, after the 2nd reaper I 2 hellions just popping out after my depots go down and lings surround them and kill them.
If I go for hellions after 1 reaper the 2 hellions pop out moments before the banelings roll up my ramp, same result
If i go 11 gas 13 rax, I have 2 hellions with a 3/4rth half way done when the baneligns roll up my ramp.
If I build a wall, zerg can just make more banelings, if I build a fortified wall zerg will take double expansions and contain me on one base.
As it is, I have no idea how to safely build a wall, and not get behind against this build, and anytime I open reapers I always lose to this.
This build is become very fustrating to face, there has to be a simple way to defend it, but can not for the life of me figure it out.
My typical defense to hold is 2 more barracks behind the depots, and bunkers/depots in the gaps .. cost around 800 minerals to fortify, and zerg will gladly make an expansion and 10 more drones for the easy economic advantage.
Anyways.. thanks in advance for help on beating this.
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On May 23 2014 08:41 Kiaph wrote: How to beat :
15/18 zerg makes gas 14/18 zerg makes spawning pool
6 lings rally to opponent base + queen when spawning pool finishes
Start baneling nest after speed.
Use 2nd / 3rd overlords to scout for proxies, send all additional lings to clean up proxies
After harrasing with 6 lings, turn them into banelings and rally your speed lings to your opponents base.
at 5:45 bust your opponents ramp and flood lings into the terrans base.
If I go for hellions, after the 2nd reaper I 2 hellions just popping out after my depots go down and lings surround them and kill them.
If I go for hellions after 1 reaper the 2 hellions pop out moments before the banelings roll up my ramp, same result
If i go 11 gas 13 rax, I have 2 hellions with a 3/4rth half way done when the baneligns roll up my ramp.
If I build a wall, zerg can just make more banelings, if I build a fortified wall zerg will take double expansions and contain me on one base.
As it is, I have no idea how to safely build a wall, and not get behind against this build, and anytime I open reapers I always lose to this.
This build is become very fustrating to face, there has to be a simple way to defend it, but can not for the life of me figure it out.
My typical defense to hold is 2 more barracks behind the depots, and bunkers/depots in the gaps .. cost around 800 minerals to fortify, and zerg will gladly make an expansion and 10 more drones for the easy economic advantage.
Anyways.. thanks in advance for help on beating this.
Typically with this build the Zerg player only makes enough banelings to bust down the depot and 2 reapers will kill banelings in 2 shots. What I do is build my expansion on the high ground (cancel if necessary), keep my 2 reapers back at home on the low ground but close to a cliff where they can jump into my main and pull a bunch of scv's to repair. I periodically poke around with my reapers to see if / when / where abenlings are morphing and try to snipe 2-3 before they get to the ramp. I also only swap the factory onto the reactor if I know I can do so safely, otherwise I usually produce 2 marines 1 hellion at a time.
I dont typically use the 3 reaper opening but I think you would see this build coming soon enough to not build the third reaper and get an earlier factory / reactor so it should work out even better.
This should be really easy to hold with gas first reactor hellion btw, just let him bust down the wall / target any remaining banelings / pull scv's to buffer damage until you hit a critical mass of ~6-8 hellions. Gas first hellion is pretty much the hard counter to 14/14 baneling bust.
edit: Sadly it really just comes down to micro which is hard to explain on a forum.
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What is the best way to load into medivacs? When a zerg army surrounds you and the medi's arent directly above the army all your units start spazzing out instead of the medivacs stopping with healing and just going over your units.
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On May 23 2014 16:49 Stazzle wrote: What is the best way to load into medivacs? When a zerg army surrounds you and the medi's arent directly above the army all your units start spazzing out instead of the medivacs stopping with healing and just going over your units.
Box your entire army and click on all the medivacs, then ctrl-click your medivacs and fly over your army to load the surrounded units.
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Is there a way to cancel rally points on buildings? Sometimes when for example mutas are right on your production the fact that units will first run to your rally instead of attacking can make you lose games.
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