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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. |
On May 31 2014 11:30 NexT_SC2 wrote:Hi I'm a low-mid gold league terran player. I know that my macro is the most important thing up to like plat, but I feel like my tvt and tvp buid orders are just not clean. I don't know what specific build order I go for and just wing it. I have also played some games where I don't know what I could have done better (asides from my macro) yet I still lose. here's an example: http://drop.sc/381762There are also games where I scout thoroughly but still don't what's coming, ex; http://drop.sc/381761Appreciate your help and any additional tips, thanks!
Im only going to reference game 1: When going 1 rax FE, the generally excepted order of buildings is, very loosely: Rax CC 2x rax 2x gas Factory, gas3, ebay (can swap around ebay and fact timing, depending on whether or not you want faster medivacs or faster +1) starport, gas4 when finished. **2x rax (or 3rd CC) **3rd CC (or 2x rax) armory + ebay 2 Whatever the game requires, be it double starport, extra rax, ghost academy, etc.
Strategically speaking: When your medivacs pop you should really be active with your entire army, so that if a player tries to take a greedy third like that you can actually kill it. Since he gets a free third much sooner than you its pretty much gg. Also, upgrades at end were 1 1 vs 3 1.
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Hello, I've been hearing alot about this Flash early ebay build. Could anyone help me locate the replay or give me a run down on the opening?
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On May 31 2014 22:30 yido wrote: Hello, I've been hearing alot about this Flash early ebay build. Could anyone help me locate the replay or give me a run down on the opening?
Are you looking for a TvZ eng bay block or TvP opening? Flash has been known to do both.
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On May 31 2014 23:52 Pursuit_ wrote:Show nested quote +On May 31 2014 22:30 yido wrote: Hello, I've been hearing alot about this Flash early ebay build. Could anyone help me locate the replay or give me a run down on the opening? Are you looking for a TvZ eng bay block or TvP opening? Flash has been known to do both. TvP opening. If I'm not mistaken I believe TvZ ebay block is over a year old and not done consistently. I mean the early ebay that he does to be extremely safe against the different openers from toss.
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Northern Ireland461 Posts
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On June 01 2014 01:28 yido wrote:Show nested quote +On May 31 2014 23:52 Pursuit_ wrote:On May 31 2014 22:30 yido wrote: Hello, I've been hearing alot about this Flash early ebay build. Could anyone help me locate the replay or give me a run down on the opening? Are you looking for a TvZ eng bay block or TvP opening? Flash has been known to do both. TvP opening. If I'm not mistaken I believe TvZ ebay block is over a year old and not done consistently. I mean the early ebay that he does to be extremely safe against the different openers from toss.
It is old, but it's definitely a more unique opening Flash uses since Reaper FE -> fast eng bay is/was pretty commonly used by a lot of players.
Anyway, here are a couple replays of Flash executing the opening + Show Spoiler +https://www.youtube.com/watch?v=FriPO1Gjm-w
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Thanks to you both. I've been trying to put more reaper builds into my builds. It is so common these days, that sometimes it works in my favor that I go for an older build but I think I've hit a wall.
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What are your guys general impressions of proxy reaper in TvZ (I'm talking 11/11 proxy, so not allin.) I've been doing it on all 2player maps recently after noticing that SuperNova does it almost every TvZ, even on Alterzim, and I haven't yet seen something that it really loses to. It seems to me that as long as the barracks gets up, you will come out even at worst vs a hatch first, and vs. something like 14/14 you can just get a faster factory and defend. But against any zerg macro play I haven't seen a possible situation where the reaper gets shut down hard and I end up very far behind. Am I missing something obvious or is it just a really solid build?
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On June 01 2014 09:19 PinheadXXXXXX wrote: What are your guys general impressions of proxy reaper in TvZ (I'm talking 11/11 proxy, so not allin.) I've been doing it on all 2player maps recently after noticing that SuperNova does it almost every TvZ, even on Alterzim, and I haven't yet seen something that it really loses to. It seems to me that as long as the barracks gets up, you will come out even at worst vs a hatch first, and vs. something like 14/14 you can just get a faster factory and defend. But against any zerg macro play I haven't seen a possible situation where the reaper gets shut down hard and I end up very far behind. Am I missing something obvious or is it just a really solid build? it is imo just as solid as the normal reaper openings besides the fact that it just get shuts down with a drone scout. which is the reason why I probably won't use it as my go to build.
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Your rax is across the map so stim will be late if you are planning to go bio and you won't have the rax to make a reactor.
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Northern Ireland461 Posts
On June 01 2014 09:19 PinheadXXXXXX wrote: What are your guys general impressions of proxy reaper in TvZ (I'm talking 11/11 proxy, so not allin.) I've been doing it on all 2player maps recently after noticing that SuperNova does it almost every TvZ, even on Alterzim, and I haven't yet seen something that it really loses to. It seems to me that as long as the barracks gets up, you will come out even at worst vs a hatch first, and vs. something like 14/14 you can just get a faster factory and defend. But against any zerg macro play I haven't seen a possible situation where the reaper gets shut down hard and I end up very far behind. Am I missing something obvious or is it just a really solid build?
You delay your hellion production pretty significantly due to not having a reactor to swap on to, this could lead to you straight up dying to some speedling timings.
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Im only going to reference game 1: When going 1 rax FE, the generally excepted order of buildings is, very loosely: Rax CC 2x rax 2x gas Factory, gas3, ebay (can swap around ebay and fact timing, depending on whether or not you want faster medivacs or faster +1) starport, gas4 when finished. **2x rax (or 3rd CC) **3rd CC (or 2x rax) armory + ebay 2 Whatever the game requires, be it double starport, extra rax, ghost academy, etc.
About the 2rax, how many minerals should I save up until I drop them because I want to turn my CC into an OC as soon as it's finished.
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As soon as you have 300 minerals you build 2 raxes at once.
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On June 02 2014 06:55 NexT_SC2 wrote:Show nested quote +Im only going to reference game 1: When going 1 rax FE, the generally excepted order of buildings is, very loosely: Rax CC 2x rax 2x gas Factory, gas3, ebay (can swap around ebay and fact timing, depending on whether or not you want faster medivacs or faster +1) starport, gas4 when finished. **2x rax (or 3rd CC) **3rd CC (or 2x rax) armory + ebay 2 Whatever the game requires, be it double starport, extra rax, ghost academy, etc.
About the 2rax, how many minerals should I save up until I drop them because I want to turn my CC into an OC as soon as it's finished.
the first 2x rax? When you are at about 250~ minerals banked, while your main CC is constantly producing scvs and your rax marines, you can send the SCVS for the smoothest timing. You can get them and the 2x gas AND a 4 minute bunker without delaying the second OC much. (You can delay the marine you build prior to the OC just a tiny bit if you need too, but it really wont make or break you. Also you get a tiny bit of extra econ by doubling the scvs on close patches, I do this so it might line up a tiny bit better for me.) This is assuming the economy you get with 14 scout.
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Alright I got it, thanks
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On June 01 2014 09:19 PinheadXXXXXX wrote: What are your guys general impressions of proxy reaper in TvZ (I'm talking 11/11 proxy, so not allin.) I've been doing it on all 2player maps recently after noticing that SuperNova does it almost every TvZ, even on Alterzim, and I haven't yet seen something that it really loses to. It seems to me that as long as the barracks gets up, you will come out even at worst vs a hatch first, and vs. something like 14/14 you can just get a faster factory and defend. But against any zerg macro play I haven't seen a possible situation where the reaper gets shut down hard and I end up very far behind. Am I missing something obvious or is it just a really solid build? Not only does this delay the hellions from the factory as mentioned above, but it also heavily relies on your multitasking and reaper micro skills. A player like SuperNova can manage that easily; if you feel like you can, then go for it!
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Is a ~10 minute ghost academy tvp decent against templar openings or do mines just supersede them completely? Like, is it an option/playstyle choice or are you "forced" into mines?
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On June 02 2014 16:11 Sajaki wrote: Is a ~10 minute ghost academy tvp decent against templar openings or do mines just supersede them completely? Like, is it an option/playstyle choice or are you "forced" into mines?
You don't have to go for such an early ghost academy to fight early templars, rather you can rely on your high medivac count for healing and good micro. The mines are really good vs the zealot clumps in particular. It's still possible to beat without mines but since the buff they make fighting this composition easier.
If you're facing a 2 base storm or archon allin which I haven't encountered in quite a while but used to be very popular 6+ months ago, if you scout in time and get some ghosts out it will help with defending that.
Ideally you want to postpone your ghost academy until you start 2-2 and have 6 gasses otherwise you delay your upgrades.
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On June 01 2014 09:19 PinheadXXXXXX wrote: What are your guys general impressions of proxy reaper in TvZ (I'm talking 11/11 proxy, so not allin.) I've been doing it on all 2player maps recently after noticing that SuperNova does it almost every TvZ, even on Alterzim, and I haven't yet seen something that it really loses to. It seems to me that as long as the barracks gets up, you will come out even at worst vs a hatch first, and vs. something like 14/14 you can just get a faster factory and defend. But against any zerg macro play I haven't seen a possible situation where the reaper gets shut down hard and I end up very far behind. Am I missing something obvious or is it just a really solid build?
Proxy reaper was particularly popular on yeonsu, where you could access the main base mineral line through a little cliff. The same is now possible on King Sejong station so that build would probably do well there. The reason supernova does that on alterzim is the distance to counter and the fact it takes your opponent a while to scout you (all cheese is better on 4 player maps for that reason).
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Ghosts are expensive are hell, until you've got a 3rd up and running you're better off using mines. In case of archon zealot all in just build bunkers and mines, I'm pretty sure ghosts would lower your army supply so much because of their cost that it wouldn't be worth it.
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