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On May 23 2014 21:50 Stazzle wrote: 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.
You have to individually select each building, and then right-click on the building itself. This will cancel the rally point. However, if you don't do this one-by-one with each buildling, you have one building's rally canceled and everything else will be rallied to that one Barracks.
On May 23 2014 21:50 Stazzle wrote: 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.
You have to individually select each building, and then right-click on the building itself. This will cancel the rally point. However, if you don't do this one-by-one with each buildling, you have one building's rally canceled and everything else will be rallied to that one Barracks.
do people actually do it? or do they just box + amove as stuff comes out
On May 23 2014 21:50 Stazzle wrote: 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.
You have to individually select each building, and then right-click on the building itself. This will cancel the rally point. However, if you don't do this one-by-one with each buildling, you have one building's rally canceled and everything else will be rallied to that one Barracks.
If muta are in yojur base rally all your units to a turret / marine in your base.
The muta will kill that turret or that marine, and your rally will all get cancled. very quick and easy
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.
Thanks for the advice, I tried your idea of keeping the reapers at home, but speedlings reinforced the baenlings before they where finished morphoing, as for gas first being the hard counter, i guess if I rallid units to my mineral line and the zerg didnt sit on top of my factory waiting for 3/4rth hellion to pop out.. it would hold.. but yeah I am yet to play a zerg who doesnt attack the factory if my units are in my mineral line.
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.
Thanks for the advice, I tried your idea of keeping the reapers at home, but speedlings reinforced the baenlings before they where finished morphoing, as for gas first being the hard counter, i guess if I rallid units to my mineral line and the zerg didnt sit on top of my factory waiting for 3/4rth hellion to pop out.. it would hold.. but yeah I am yet to play a zerg who doesnt attack the factory if my units are in my mineral line.
Yeah, that's why you need to pull SCVs to prevent your hellions from getting surrounded until you have a critical mass. You can also just poke at the zerglings with your hellions and if they try to come after your hellions start retreating towards the mineral line. Like I said before, it really just comes down to micro.
On May 24 2014 05:53 GDI wrote: I have a question about designated scanning-orbitals. At what point do you designate one orbital for scanning? 3rd base? 4th orbital?
Generally once you have max saturation on 3 bases you no longer need to exclusively MULE in order to maintain income. At that point many pro Terrans stop MULE'ing except for one or two every cycle or two, and concentrate on finding the opponent's army and/or denying creep spread.
On May 09 2014 02:15 Danglars wrote: What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro.
When i got proxy 2 gates in base, I pull 7/8 scv to attack the 1st gate, and one scv following the probe. It usually works, but I don't get proxyy 2 gates often.
On May 09 2014 02:15 Danglars wrote: What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro.
When i got proxy 2 gates in base, I pull 7/8 scv to attack the 1st gate, and one scv following the probe. It usually works, but I don't get proxyy 2 gates often.
The most foolproof way is to attack the gateways with scv's, 5 scv's per gateway kills it before a zealot can come out iirc. Following the probe is a waste of time since you shouldn't be able to kill it. I've also defended proxy gates in narrow spots by micro'ing scv's so the probe can't place gates and slowly gets chipped down by a chasing scv. Gosu way is to completely ignore the gates and go 2 rax and a bunker near your mineral line and just michael your way out.
On May 09 2014 02:15 Danglars wrote: What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro.
this is old but still kinda should work out
i usually just ignore the whole gateway pylon thing, it costs to many minerals to pull 10 scvs, he should just cancel the gateways before they are done and drop a nexus instead.
go for a bunker on one side of the mineral line with a depot wall on the other while pumping 2 rax marines. if you build your first depot at the ramp like i do then remember to build extra depots walling in your mineral line because your going to lose that one. once you have enough marines its easy to just kite all the zelots dead. dont go for reapers vs this they take too long to build.
I'm so soured on the idea of holding the mineral line with a single bunker and 2 depots ... just the micro and losing marines in the mass of mining scvs. Next time I'm going to try to kill it.
whats the general game plan once you have accomplished an air transition against mech?
in this last game i was so ridiculously far ahead. but since i dont play mech, and usually i have won or lost my games way before it gets to this point, i got so lost once i had mass air and full map control. i kinda threw the game away with some bad engagements that allowed him to get an edge in raven count on me.
how do i get through all the turrets? yamato cannons from a distance? im totally lost on how to leverage my advantage from here.
On May 24 2014 13:02 Tzela wrote: whats the general game plan once you have accomplished an air transition against mech?
in this last game i was so ridiculously far ahead. but since i dont play mech, and usually i have won or lost my games way before it gets to this point, i got so lost once i had mass air and full map control. i kinda threw the game away with some bad engagements that allowed him to get an edge in raven count on me.
how do i get through all the turrets? yamato cannons from a distance? im totally lost on how to leverage my advantage from here.
i also have no idea how to control ravens and vikings vs ravens and vikings
You shouldn't have struggles losing as air if you have a greater army, as PDD's and Yamato's will deal with turrets and any other anti-air unit aside of marines. Keep in mind that even if you want to have complete air control, you should have some ground units, like Thors or Tanks, that will kill turrets and other Thors easily.
Raven/Viking/BC is the best composition, but doesn't have enough mobility nor "roflstomping" potential as a ground army, which means that when you have air control, you should start making tanks again without trying to let your opponent get air control again.
In Raven/Vikings vs Raven/Vikings fights, you should emphasize on PDD's rather than on Seeker Missiles. PDD's can stop around 10 Viking rockets, which is far more DPS than a Seeker Missile. Aswell, select few groups of Vikings in your army, enough to one shot one Viking, and make them focus the opponent's Vikings. Do it with 3 to 4 groups. His army will fall much quicker. You can try to throw some SM, but only if he has some Vikings packed. If you have Battlecruisers, try to Yamato his Ravens.
When having 5+ reactored barracks and pumping marines: Is it viable to just hold down the marine-key or better to pump them separately with two marine-keys?
On May 26 2014 10:32 Helikptrfisk wrote: When having 5+ reactored barracks and pumping marines: Is it viable to just hold down the marine-key or better to pump them separately with two marine-keys?
Just hold the key. I have never even heard of anyone using 2 keys before. Just make sure, if you are making marines and marauders, to do the techlabs first so u dont have to manually remove any access marines from their queue.
Watched Innovations stream today in TvZ where he did standard hellion 3 cc stuff but went up to something like 8 hellions and quick armory for transformation. He did lose the game though.
On May 27 2014 09:07 KingofGods wrote: Watched Innovations stream today in TvZ where he did standard hellion 3 cc stuff but went up to something like 8 hellions and quick armory for transformation. He did lose the game though.
I was wondering if someone actually have started to use a quick armory for transformation. I watched supernovas stream and he also went standard 3 cc hellion. After he switched factory and rax he started a starport and built a tech lab on the rax and started pumping marauders. He moved out with marauder, hellbat, medivac at 8:30 and denied zergs 3rd base with ease.
The simple answer is to have good concaves and be ready to stim some units to focus the medivacs down before they can make it. You dont want to stim them all forward as they will just back off to their tank line. Keep your tanks split up so he cant just land on all of them and ruin your tank line.
If you can maintain air control through vikings they cant do this though. You sacrifice medivacs and you have to maintain air control so its not always the best option unless you are switching to air anyway.
On May 27 2014 21:01 herMan wrote: How does one counter a mech player dropping hellbats all over my army?
I would think the best way would be to do the standard bio v mech thing of just never engaging their army straight up unless you catch them with a sick concave and no siege-up. Air control can help as someone has already suggested, as well as targeting down medivacs before they get to you. I feel that in general you should be trying as the bio player to be in the role of the aggressive, initiating one. A mech player that can defend every bit of harassment and force you to fight on their terms wins most battles thanks to sheer firepower.
How exactly are you supposed to hold a zealot/stalker/core push when opening with a reaper. Halfway across the map i encounter a zealot, followed by a stalker quickly, and by the time it hits my natural I have all of 1 reaper and 2 marines to deal with it... Not to mention if i have a bunker he just walks around it... Specifically I'm opening reaper expo depot reactor ebay rax.