On August 29 2017 20:15 dark.matter wrote: How do I punish 14 cc when I fac cc? They can get up on 3 facs (one addon) + start armory/acad while I'm only on 2 facs with addons and armory.
if you scout it early i think you can punish with a bunker rush? or bunker at their nat? don't fully commit to it, maybe 2-3 scvs + rally some marines over and force some of his scvs off mining.
On August 29 2017 20:15 dark.matter wrote: How do I punish 14 cc when I fac cc? They can get up on 3 facs (one addon) + start armory/acad while I'm only on 2 facs with addons and armory.
I think you cannot punish it, it's a build order disadvantage, unless you proxied your rax or he lets your first vulture get up his ramp/behind his natural mineral line. You can go for fast siege-contain, but he should be able to stall it with bunker and break it eventually if he knows what he's doing.
Alternatively you can speed up your expo yourself and/or force as many defences as possible, while leaving him in the dark about your intentions. Try to kill his scouting SCV(s) before he sees your natural. If you scout him first try, you can stop marine production asap to save money there, and take all guys out of gas. You can also not build a vulture and place your CC asap, thus playing only from a minor economy disadvantage. Alternatively you can use your first vulture to force a bunker, maybe he'll fill it up with marines. If you combine this with the fast CC you shouldn't be far behind.
Oftentimes they follow up with double starport these days, so if you play with that in mind and detect a lack of units at the front with your scout/scouting rax, you can prepare anti-air and shut his investment down right away.
If you scout him on first try you can win with marine pressure and a vulture rally. Send 1-2 additional scvs to get a bunker up and expand behind it. It is also possible to go kind of all in with 2 fac tanks. Mong did this some years ago in one of the ASL predecessor tours:
He scouted his opponent first in both games, so I don't know if you can do this if you see it later.
On August 29 2017 20:15 dark.matter wrote: How do I punish 14 cc when I fac cc? They can get up on 3 facs (one addon) + start armory/acad while I'm only on 2 facs with addons and armory.
On August 29 2017 07:33 outscar wrote: Anyone has any idea what's the meaning of this? It shows up when I launch the game at start. Since I changed my locale to korean I get it on hangul, maybe you all getting it on english.
its a notice thats required by law for any game in korea. the notice basically says that the game is pg-12 and requires parental/guardian supervision for players underage. the notice's age requirement is different per game obviously. you will also find that while you are playing you will probably see a notice every 1/2/3/4 etc. hours reminding you to take a break from mass gaming. this notice was also required by law
Really interesting, didn't know about that since before remastered BW didn't show anything like that. Sounds like a BS law for me, especially on Korea where ppl play it the most.
I have a very hard time playing ZvT. I'm not a newb, good mechanics, doing the standard builds and face the nowadays popular 1rax FE into heavy marine medic. My problem is, when my mutas hatch there is a deadly bio force on the map, destined to kill my morphing corner expansion and there is no way on earth i can micro like Jaedong just to stop these. Sometimes it's up to 2-3 control groups of marine & medic. Without going for the corner expansion the matchup feels like an autoloss, however even on the Korean streams i see a lot of progamers having immense struggle just to defend their 3rd base. I really don't know how to play this. It just feels like there is nothing to do if you lose the expansion, so going for the terran main often is not a good idea either because you sacrifice your 3rd gas. Any tips?
Well your mutas should be out when the Terran has only 3 medics and one control group of marines, If you manage to kill that first group of m&m your third expansion should be safe if your lurker timing isn't late.
you need a good surround on his first control group of mnm with a sizable mutaling force
other than that, honestly the real key is to harass and muta micro better. there's really not that much you can do since terran is able to dictate the pace of the game better in TvZ than probably any of their matchups
On August 30 2017 06:24 CoL_DarkstaR wrote: I have a very hard time playing ZvT. I'm not a newb, good mechanics, doing the standard builds and face the nowadays popular 1rax FE into heavy marine medic. My problem is, when my mutas hatch there is a deadly bio force on the map, destined to kill my morphing corner expansion and there is no way on earth i can micro like Jaedong just to stop these. Sometimes it's up to 2-3 control groups of marine & medic. Without going for the corner expansion the matchup feels like an autoloss, however even on the Korean streams i see a lot of progamers having immense struggle just to defend their 3rd base. I really don't know how to play this. It just feels like there is nothing to do if you lose the expansion, so going for the terran main often is not a good idea either because you sacrifice your 3rd gas. Any tips?
eonzerg discusses how he handles modern Terrans and secures his 3rd base.
In general, I've seen 3H Lurker regain popularity as a response to +1 5 Rax. You could try to do that.
As someone else said though, I don't think it's plausible for your opponent to have 3 groups of bio by the time your Mutas pop. Make sure your timing is on point.
In TvZ, when you 1 rax expand. How do you deal with a zerg that builds 8 zerglings for an initial attack on your natural (6 from main hatch + 2 from natural). By that time I only have 3/4 marines or so and my Command center is already building when the zerlings arrive.
ur scouting scv should be keeping tabs on ling production bunker and/or pull scvs depending on how many lings are made transfer the scvs to the nat when the cc finishes
Is there any place where I can find pros hotkey setup?
Especially just the command gorups of different pros (aswell as what they use their camera hotkeys for) would be amazing as I've been needing to fix my shit on that, I know their profiles are known atleast for some of them, but is there like a place where its all written down or how do I access that information?
On August 30 2017 10:39 LetaBot wrote: In TvZ, when you 1 rax expand. How do you deal with a zerg that builds 8 zerglings for an initial attack on your natural (6 from main hatch + 2 from natural). By that time I only have 3/4 marines or so and my Command center is already building when the zerlings arrive.
In addition to what Dead9 wrote:
Until you feel really comfortable in terms of early defense, I would always send out an SCV to the natural right after I plant my CC there. With this SCV arriving down the ramp at around 3.00 minutes, you have the time, after you see the lings, to build a bunker if you want to be extra safe, or you just build the next supply depot in the natural to create a little choke. Don't hesitate to pull more than 3-4 SCVs until you find a number that you feel safe with for the moment, they won't have to stay long. Keep your marines close to the ramp, and make sure to block the lings from getting close to the marines or up the ramp. Try to safe the SCV that is building the CC if it gets attacked by selecting it, pressing ESC (to make it stop building), and sending it to a mineral patch. (But don't cancel your CC, hehe) Replace with a fresh one. The key is to not get all your marines surrounded by the first wave, then you should be safe. Over time you will learn to just keep the rines close to the ramp with/without very few SCVs, dance back and force once or twice, and the lings wont be able to do much. They're annoying though, can pick off SCVs or return as speedlings with backup, so be aware.
what is the best build against 10/17 2 gateway? and how to deal with it as zerg if they send 3 probe to kill. really appreciate anyone who can help me. map python 1.3 , i am 3 , P 6 o clock.
On August 30 2017 21:48 S2Glow wrote: what is the best build against 10/17 2 gateway? and how to deal with it as zerg if they send 3 probe to kill. really appreciate anyone who can help me. map python 1.3 , i am 3 , P 6 o clock.
Isn't 12 Hatch always the best build vs 2 Gate builds, including earlier ones like 10/12? Certainly felt that way from my end. Never even heard of 10/17 Gate, but in that case there is no way he has even 3 Zealots in your nat by the the time you can make 8 Zerglings from your two Hatcheries.
JK (no, really... bio in the lategame or mixing it with mech takes a shitton of APM and multitasking).
I would say, when you think you cannot afford the mech switch or when the temporary lack of unit production would pose a risk. This is often the case if your first big push (M&M, 3 tanks, vessel) doesn't do enough damage to establish full map-control for you, if you cannot take 2 bases relatively quickly to afford all the factories/upgrades/units.
You have a bio-mech phase in every midgame though, so you can prolong that and just stay on 1-2 factories for a while, building vultures for mines or add some tanks again, establishing mapcontrol and expanding slower.
I guess another reason would be if Zerg doesn't build ultralisks and doesn't go mass swarm, because both these things pretty much counter marines. Especially then, with a lot of lurkers on the map, getting rid of all the unit production (barracks) suddenly doesn't seem like a good idea.
On August 31 2017 06:09 Arvendilin wrote: Or if there is no such place, what are the hotkey setups (controlgroup setups) for Jangbi, Stork, Best and Bisu?
Try PMing zimp, although I am not sure if they changed anything for remastered and I am not sure if he would know that they did or not. From what I recall being posted in the Korea thread, most Protosses subbed their P for Probe hotkey.