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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. |
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Bosnia-Herzegovina27 Posts
On September 15 2014 00:41 KonanTenshi wrote: Why do you get nervous playing against the zerg? Fix your mindset then you can start to improve. Take a build you like from a pro. and copy it till you learn it, it doesn't matter if you can't get the timings down to a teeth, the closer you are the better you perform it, and it'll only get better with time.
And decide if you want to mech or play bio, don't do both at your level. It's to different of a game style to be efficent if you want to win games.
Mutalisks are the main reason why Zergs make me feel nervous most of the time. Most of the time i focus in getting thors as soon as possible and i just build just a few tanks to defend (2-3) and just one bunker to defend my expo. Once the zerg scout what i'm doing he just attack me with lings.
Also, i am a very passive player. Against zergs, Terran or toss i don't attack before the first 10 mins. I don't harass at all. I know i need to be more aggressive. However i dont know when should i harass, or when, or how.. Does it makes any sense?.
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Against Terran you can be somewhat passive, but Protoss and especially Zerg are not meant to be left alone. The power of early Bio or Hellions are there for a reason. Otherwise Zerg just drones up like crazy and kills you with macro and Protoss gets super fast Colossi and Storm and kills you with tech.
Against Zerg, Hellions are a pretty safe opening. You can poke Queens and Zerglings and threaten Drones and add on Banshees if you wish. The Hellions also somewhat force Zerg to show you what he's got as only lings have a hard time stopping 6+ Hellions.
Against Protoss, either drops (mine drop is safest) or some Bio pressure to force a Photon Overcharge is generally the best you can go for. If you move out, make sure to have a Marauder to avoid Stalkers kiting your Marines. When facing a Protoss that plays too greedy (few to 0 units at around 7-8 minutes) you can try to kill some probes in the natural and just tank the nexus shots but be careful with sentries.
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How do you stop a Thor rush when you go Reaper Expand or Gasless first? I'm looking at doing a reaper expand into raven+2x vikings + 1 tank and get up to 3 CC's... but I've always had some trouble stopping a thor rush. Same with gasless when I go banshees or a WM drop....
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(I know assume you're up vs proxy thors.)
You should be able to scout the quick 2 gas and no factory with your reaper. just rush out the tank and laugh at him trying to walk up the ramp. If you see no factory in his base just scout for his SCV building the proxies and try to snipe him.
Barracuda if you're passive perhaps try and play mech? I've won 1 hour long games without never moving out from my bases
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Does someone know very good early aggression builds versus Protoss which work in High diamond/Master? I'm searching for some builds players like Maru and Innovation does, where you need to micro a lot but can do massive damage.
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On September 18 2014 06:50 TurboMaN wrote: Does someone know very good early aggression builds versus Protoss which work in High diamond/Master? I'm searching for some builds players like Maru and Innovation does, where you need to micro a lot but can do massive damage.
15 gas hellion or widow mine drop.
http://imbabuilds.com/hots-terran/hots-tvp/tvp-15-gas-fe-into-widow-mine-drop/
alternatively, you can also switch reactor onto factory and go marine drop into the main while hellions run into the natural. or just force PO at the natural and elevate entire army into the main. protosses that skip their 2nd/3rd gateways usually auto lose the game.
There are also seige tank pushes that u can do on certain maps such as king saejong and overgrowth where u deny the 4th gas geyser.
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Bosnia-Herzegovina27 Posts
On September 17 2014 05:55 Thezzy wrote: Against Terran you can be somewhat passive, but Protoss and especially Zerg are not meant to be left alone. The power of early Bio or Hellions are there for a reason. Otherwise Zerg just drones up like crazy and kills you with macro and Protoss gets super fast Colossi and Storm and kills you with tech.
Against Zerg, Hellions are a pretty safe opening. You can poke Queens and Zerglings and threaten Drones and add on Banshees if you wish. The Hellions also somewhat force Zerg to show you what he's got as only lings have a hard time stopping 6+ Hellions.
Against Protoss, either drops (mine drop is safest) or some Bio pressure to force a Photon Overcharge is generally the best you can go for. If you move out, make sure to have a Marauder to avoid Stalkers kiting your Marines. When facing a Protoss that plays too greedy (few to 0 units at around 7-8 minutes) you can try to kill some probes in the natural and just tank the nexus shots but be careful with sentries.
Thanks for the suggestions. I'm trying to use one single build against the 3 races. 1-1-1 drop at 7 and then expand. If I harass with Hellions i'd force Zergs to make roaches and Spines while I build some mech army. I keep losing games but I'm trying to work out on that opener.
I prefer hellion drops because they are really fast and they can chase workers. If my opponent see the mines they can easlily pull back their workers.,
Also, i've faced some diamond/platinum players and i've noticed something.. Most of them are using 1 base all in and i couldnt defend agaisnt it. Especially against protoss who get immortals, zealots and a few stalkers. That's the main reason why I left my reaper FE and i'm starting to build this 1-1-1 that i think it might work for me until i get the right mindset and until i learn to defend my expo. Suggestions for this are welcome.
Also, i didnt say it, but I switched from WoL to Hots a few weeks ago and that's a reason why i'm struggling to adapt to new units and tactics.
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Dominican Republic601 Posts
Hi, sorry if this been asked before!
Can you name some custom mas where i can practice my MMM Micro? or Terran Micro in general? i would like a map that i can play alone and the AI, that way i dont need a partner to practice it...
huge thanks!
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On September 18 2014 19:47 SC2BF3Love wrote: Hi, sorry if this been asked before!
Can you name some custom mas where i can practice my MMM Micro? or Terran Micro in general? i would like a map that i can play alone and the AI, that way i dont need a partner to practice it...
huge thanks!
Search for Darglein in arcade, there are 2 great maps imo. One is where you practice macro with a ball of terran units. The other one is 30 different micro challenges, 10 for each race.
Hope it helps.
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Canada8157 Posts
On September 18 2014 21:48 Kvassten wrote:Show nested quote +On September 18 2014 19:47 SC2BF3Love wrote: Hi, sorry if this been asked before!
Can you name some custom mas where i can practice my MMM Micro? or Terran Micro in general? i would like a map that i can play alone and the AI, that way i dont need a partner to practice it...
huge thanks! Search for Darglein in arcade, there are 2 great maps imo. One is where you practice macro with a ball of terran units. The other one is 30 different micro challenges, 10 for each race. Hope it helps.
There is also marine split challenge, that's specifically for splitting vs banelings
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On September 20 2014 04:59 Jer99 wrote:Show nested quote +On September 18 2014 21:48 Kvassten wrote:On September 18 2014 19:47 SC2BF3Love wrote: Hi, sorry if this been asked before!
Can you name some custom mas where i can practice my MMM Micro? or Terran Micro in general? i would like a map that i can play alone and the AI, that way i dont need a partner to practice it...
huge thanks! Search for Darglein in arcade, there are 2 great maps imo. One is where you practice macro with a ball of terran units. The other one is 30 different micro challenges, 10 for each race. Hope it helps. There is also marine split challenge, that's specifically for splitting vs banelings Knalle micro map is also quite good for terran; you can do splitting against banes, storm, and fungal, focus fire, hellion micro, reaper control, and a couple other really useful micro challenges.
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Is there a defensive build that breaks even against most aggressive TvT builds? More interested in improving than winning and just want to make it to mid/late game more often without games being decided quickly
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I'm doing a 13 gas with raven first in TvT with a ton of hellions. Works for me in diamond so far. When the first banshe usually hit you got 2 or 4 marines, 2 hellions and a raven with the viking on the way. I can write the bo later if anyone is interested.
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On September 20 2014 12:02 Wasaru wrote: Is there a defensive build that breaks even against most aggressive TvT builds? More interested in improving than winning and just want to make it to mid/late game more often without games being decided quickly
The 12 rax 15 gaz listed in the OP is quite safe against all openings as long as you scout them properly. For instance it's very safe against every gaz first stuff. After this opener, everything is possible depending on how agressive you want to be, just adapt the timing of your second gaz accordingly.
The (only?) major weakness is vs unscouted mass reaper, cause if you went CC->reactor->facto, you will only have 2 marines to defend for 1'15sec (reactor + marine production time) which is kinda long when you have swarms of reapers jumping in and out of your base
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If you play TvZ and transition into 3 bases at one point u have 5 barracks, 1 Factory and 1 Starport. Now when the third is running should you always go for another 3 Rax first or is there a scenario where a 2nd Factory before additional 3 rax makes sense?
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On September 20 2014 20:12 TurboMaN wrote: If you play TvZ and transition into 3 bases at one point u have 5 barracks, 1 Factory and 1 Starport. Now when the third is running should you always go for another 3 Rax first or is there a scenario where a 2nd Factory before additional 3 rax makes sense?
You get the 2nd factory pretty soon after your 3rd base lands, the latest time you should be getting it as at 13 mins, add a techlab to get blue flame (for hellbat thor) or fast burrow (for widow mine).
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Your second factory is built pretty much when you poke with your first two medivacs to kill creep
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On September 20 2014 20:12 TurboMaN wrote: If you play TvZ and transition into 3 bases at one point u have 5 barracks, 1 Factory and 1 Starport. Now when the third is running should you always go for another 3 Rax first or is there a scenario where a 2nd Factory before additional 3 rax makes sense? If you play with a second fact, yes you get it before +3 rax, shortly after you start 2/2.
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