On September 27 2016 23:57 Scaramanga wrote: Is there an optimal way to hotkey a terran army or do I just find what works for me? I'm struggling with army control/hotkeys in late game TvP.
Well, they can always use an empty control-group of those named if there is one (also e.g the one for the CC or a the one for a comsat that ran out of energy). Or 7 I guess, that's what I do.
Can anyone recommend the best way to defend a proxy rax/bunker rush TvT? I'm a D player so my macro isn't perfect but I've come across a player that has done this to me twice already. I defended in the first game but my natural was super late, but he transitioned into cloaked wraiths.
What is the best way to defend this? Tank/vultures? I usually get two or three rines out before taking my nat but this dude has four up my ramp super quick because I'm going rax/gas and then fac.
Just pull some (2-5) SCVs to defend. With one proxy 8rax, your opponent should not be able to get a bunker up in your main, but he might get it up at your natural. In that case, go for tank first to kill the bunker and build a preemptive armory and 1 goliath, if you don't what he is doing. If you did not totally fail your defense, your factory should be significantly faster and you can push him with your first tank. That will usually tell you what he is up to.
On September 29 2016 23:13 zelderan wrote: Can anyone recommend the best way to defend a proxy rax/bunker rush TvT? I'm a D player so my macro isn't perfect but I've come across a player that has done this to me twice already. I defended in the first game but my natural was super late, but he transitioned into cloaked wraiths.
What is the best way to defend this? Tank/vultures? I usually get two or three rines out before taking my nat but this dude has four up my ramp super quick because I'm going rax/gas and then fac.
Thanks!
Hm I'd say that the moment you see any signs of a bunker rush happening you 1) pull SCVs to your ramp 2) bunker on the high ground. That should let you have enough breathing room to tech to a tank and Turrets and, depending on how long he's in your face, a high ground CC. Turtle with turrets until you get your desired tech up. I don't mean to sound too matter-of-factly, this is probably extremly hard to accomplish.
Looking for a good 11 o clock wall for PvZ on fighting spirit. I have the rest of the walls down to just needing one small unit with just 1 gap. but 11 o clock seems to always have two gaps and need 3 or 2 units. Any variations of a better wall for 11 o clock? I looked at all the threads and wiki
lol this stuff is why I always refused to FE vs Z, learning exact wall spots for all start pos of each map or you probably lose to lings, great, and have to play exactly a certain way little choice and also slow start T_T boring, and imba (that this is nearly the only valid option)
would love to see some walls that are 100% tight and solid. There are so many variations on the TL wiki and some aren't even legit.
By the way, I also have a question regarding hold position on the ramp using a zealot. I've seen pros block the ramp in fighting spirit with just 1 zealot. but when i do it never works and they just run by! The probes and scvs that is.
On October 02 2016 01:41 Golgotha wrote: By the way, I also have a question regarding hold position on the ramp using a zealot. I've seen pros block the ramp in fighting spirit with just 1 zealot. but when i do it never works and they just run by! The probes and scvs that is.
On October 02 2016 01:41 Golgotha wrote: By the way, I also have a question regarding hold position on the ramp using a zealot. I've seen pros block the ramp in fighting spirit with just 1 zealot. but when i do it never works and they just run by! The probes and scvs that is.
I have that problem as well. Sometimes lings run by my probes and zealots. I think it is because I don't place them horizontally? Does that actually make a difference? Horizontally vs vertically?
no...its either youre not placing them properly in the middle or youre not holding position. you must hold position otherwise the opponent will draw your unit out of position due to aggro
I am trying to get back into BW and I have been playing most of my games on Fish. It's tough but fun. I am a Protoss player and I would like to ask a question regarding PvT. I just played a game where we were both maxed out but I had 4 bases to his three. I am new to BW but I can macro decently and have a barebones understanding of the meta based on what I have seen on the Korean streams.
However, I would still appreciate more advice from fellow players in regards to engaging a 2-2 Maxed out terran army of vultures and tanks. It's crazy how many tanks he had and I used storms, goons, and speedlots but I could not break him. Is there a technique to engaging such an army? obs in the lead, zealots in front of goons, storms right behind goons.
I was hoping to trade armies and thus keep my lead as I had like 15 gates ready, but after the dust settled his tank count was still way too high.
my 2nd question is about observer control when clearing mines. every terran I play has vultures laying mines at each mineral location. Do I dedicate one army to constantly clear mines? If so do I have one obs in the goon group and just A-attack to all locations I want? Or do I need more finesses. it seems like the goons are faster than the obs and will outpace them after awhile. what do you do?
200v200 fights are pretty hard to take especially on fs. toss just doesnt have the time to replenish army if tank count is still high as terran can almost always set up position close to an expo and take it out after the fight. you need to recall before he moves out or whittle away at his army as much as you can while he moves (killing vultures). arbiters need to get off statis on tanks at the back and ht should be dropped from shuttles to prevent them dying whilst walking to storm range. also fight in a position where mines arent already set up. thats the most u can do in general terms, the rest would be too specific to the fight. as for mine clearing, early game u can send an obs around with 6 or 7 goons and clear the map. later youll pretty much be moving your entire army around the map so itll be hard for vultures to have mines everywhere. stray mines in expos can be cleared by just sending 1 zealot to the spots. u normally get obs speed but the obs ends up being too fast for dragoons, so mine clearing does take a bit more attention than simple a click
there's no way of really cost effectively engaging a maxed terran army. But the general ideas are; attack from as many sides as possible, have zealots (on move command so they drag spider mines with them) in front of goons. having templars in a shuttle so they don't end up lagging behind too badly is good, but difficult. adding arbiters to stasis clumped tanks is really good - can also sometimes let you get a bit closer before tanks start shooting because of cloak..
arbiters also really good for another reason - recalling is a great way of forcing him to split up his army, and then you can engage smaller portions of it at a time, in which case terran is much less cost efficient.
thank you liquid drone and evilfat. I did much better this time around and used arbiters for the first time. I still lost but wow arbiter recall is very good. I think if I had just gotten arbiter sooner before he started to turret half the map I would have been in a better position. I am starting to think that as long as I can keep his tank count down and pin him to 2 or 3 bases, i can get arbiter fast enough and max out before him and start trading by doing recalls in his main while simultaneously pushing his front. And thank you for teaching me the mine drag. I will right click move zealots from now on.
one last question: when attacking terran expos and they have tanks on high ground and walls, the only option is recalling on top of them right? attacking expos in FS is a pain. those ramps are death traps.
you CAN research hallucination and have two shuttles with zealots (and like 6 hallucinated shuttles) so you get to drop despite the turrets, combine that with attacking through the front. like, if he only has like 6 tanks or so total defending the base, this is viable, and if you're just starting arbiter tech but already have templars, then it'll let you strike much faster than waiting for an arbiter with recall. in general you just wanna go arbiter asap imo, but shuttles with hallucination decoys is genuinely a viable substitute, even if rarely used or seen. (hell, if they only have like two turrets and you're able to dodge one of them, then you can just suicide the shuttles to drop without using hallucination - but if it's fortified with one layer of turrets on low ground and one on high, then that doesn't work).
Is there a way to get broodwar units statics? I did some research, but now I still couldn't find burrowed units' sight range, splash radius for all units (like the special "pi" shape of firebat), etc. Also, statics of interceptor contradicts on Liquipedia and StarCraft wikia (including sight range, cooldown). The two site's description on dector is also different. Liquipedia says detection range for observer and similar non tower units is irrelevant to sight range, but StarCraft wikia says both pre-upgraded observer and overlord has 9 detection range but 11 post-upgrade.