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On April 21 2019 16:58 Cryoc wrote: If P has taken a third, either slow push up the ramp to your third (or have 4 goliaths) with your whole army when pushing up the ramp. Obviously you should only take your whole army, if you scanned his army waiting for you at the third or close to it and not at your natural entrance. Wall your natural with barracks and ebay. Wall your 3rd as soon as possible with depots, so you can concentrate your army at your natural. It is very important to keep track of his army during this time window to have your army where P wants to bust you. If P does not have a 3rd, do not rush taking your own, wait for additional factories to finish.
Taking a 3rd on FS is not easy as many people often write here.
Great answer
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So I was watching a Last vs Zelot replay here, and Last gets range before stim on his marines. Can anyone give some insight on that choice?
Zelot goes for overpool 12 gas 11 hatch into muta, and Last goes 2 rax academy with a 27 refinery Here's the rep
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On April 21 2019 14:55 Anc13nt wrote: Need some general advice about taking third in FS as terran (TvP).
Cryoc's answer covers the most common situations, but I'm sure he would agree to this little contribution:
Another, more situational thing you can do is to use some early vultures to force all his goons to retreat into defensive-mode and take your third in a flash while he's on the other side of the map. Flash does this often, more so on CB I think but it can work on FS, too. It depends on Protoss' 3rd-timing though and requires a little more scouting/game-sense and multi-tasking. If you opened 1rax-expand for example, Protoss often rush for their 3rd while cutting goons. You scout for this with an SCV, then you follow up your first one or two tanks with 4 speed vults with mines from 2 factories. You can oftentimes use those vults to a) lure all of Protoss' goons away into defense-mode and b) mine up the paths to your natural and 3rd. After doing this move you also have to take care that you have a wall up when his goons are coming, so maybe bring 3 SCVs, one for the CC and 2 for two depots (+ float barracks if you need) for an instant wall-off. You will then also have to be very attentive to where his goons go, to your 3rd or natural, and rearrange your forces appropriately.
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Whats the difference/advantages between 21 nex and 2 gate range expand?
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On April 25 2019 06:23 Dazed. wrote: Whats the difference/advantages between 21 nex and 2 gate range expand? 2 gate range expand gets Dragoons earlier which means you can hold Terran aggression much easier and possibly punish greed. 21 nex gets Nexus faster and thus is more economically sound but is a bit less safe and can't punish outright greed as well.
2 gate range is a great beginner build for getting comfortable with the game and unit interactions. 21 nex is much more concurrent with modern meta and I'd recommend it or 28 nex for players who are a bit more advanced and have a base level of skill.
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Armor in PvT, thoughts?
Does it actually make a difference (tanks still kill you in the same amount of shots) but what about when you take splash and vultures into account? Should this just be a no-no or is there some cases where armor is actually useful? Personally, I get +3 attack and then if I have gas I get armor as well.
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I've seen pros get armour sometimes but I don't think it's important like weapon upgrades..
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Any advice on how to use mass sairs effectively?
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United States1428 Posts
Not strategy related, but do any of you guys have/know where to find observer versions of the previous/current ladder maps? Cross game, Gladiator, Overwatch etc.
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On May 17 2019 09:01 Anc13nt wrote: Any advice on how to use mass sairs effectively? increase your apm. usually the above advice is not a good answer for 95% of the questions in this thread, but for your question specifically there is no better advice tbh. what you do with sairs is actually really straight forward in theory. you constantly check zerg bases, tech, drone count, army size, army composition, larva production timing etc. snipe stray overlords wherever you can, dont die to scourge or hydras or spores and maintain your dominance in the air for unlimited maphack. the two problems with this is the typical player is so limited by their physical ability to manage the units while doing everything else and for even lesser skilled players, the information you obtain from your sairs cant be used properly because you dont know what youre even looking for.
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On May 17 2019 14:40 evilfatsh1t wrote:Show nested quote +On May 17 2019 09:01 Anc13nt wrote: Any advice on how to use mass sairs effectively? increase your apm. usually the above advice is not a good answer for 95% of the questions in this thread, but for your question specifically there is no better advice tbh. what you do with sairs is actually really straight forward in theory. you constantly check zerg bases, tech, drone count, army size, army composition, larva production timing etc. snipe stray overlords wherever you can, dont die to scourge or hydras or spores and maintain your dominance in the air for unlimited maphack. the two problems with this is the typical player is so limited by their physical ability to manage the units while doing everything else and for even lesser skilled players, the information you obtain from your sairs cant be used properly because you dont know what youre even looking for.
Which is pretty much why no one will ever touch Bisu's PvZ, he had generational multitask. To Bisu, corsairs were a tool that allowed him to gain an edge over Z throughout the game (well mainly early to midd-game, his sair play allowed him to have a very strong midd-game army relative to Z due to his insanely effective harass).
To every other P player the main role of sairs is simply to keep their HTs alive vs mutas, that's the difference between Bisu and every other pro P. That's how hard sair play is in PvZ... even the best P players struggle a TON just to keep their sairs alive because of how hard it is to multitask w/ them. Most of the time they end up losing too many sairs (trying to eke out max value from them) and get rolled by a muta switch (w/ hydra support).
Imo, that's where PvZ isn't a balanced matchup in terms of difficulty. Firstly Protoss already has a very tough time scouting Z in the early game (to know whether or not Z is going 3hh, unfortunately we don't have scans). Z gains a big edge in that phase of the game and on top of that Protoss then has to play this balancing act between their corsair production and gate unit count so they don't end up getting rolled by mass hydras or hydra/lurks or hydra/mutas. Tough matchup to say the least, especially at the highest level of play.
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What is up with Zergs making 2 Hydra Dens in ZvP nowadays? I’ve been seeing it quite often recently.
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On May 18 2019 01:50 Alpha-NP- wrote: What is up with Zergs making 2 Hydra Dens in ZvP nowadays? I’ve been seeing it quite often recently. Link VOD/replay.
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On May 18 2019 01:50 Alpha-NP- wrote: What is up with Zergs making 2 Hydra Dens in ZvP nowadays? I’ve been seeing it quite often recently. dont watch many games nowadays but double den hydra bust has been around for a long time. maybe the maps are good for hydra busts nowadays? i dont even know the current maps so cant really say
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On May 17 2019 14:40 evilfatsh1t wrote:Show nested quote +On May 17 2019 09:01 Anc13nt wrote: Any advice on how to use mass sairs effectively? increase your apm. usually the above advice is not a good answer for 95% of the questions in this thread, but for your question specifically there is no better advice tbh. what you do with sairs is actually really straight forward in theory. you constantly check zerg bases, tech, drone count, army size, army composition, larva production timing etc. snipe stray overlords wherever you can, dont die to scourge or hydras or spores and maintain your dominance in the air for unlimited maphack. the two problems with this is the typical player is so limited by their physical ability to manage the units while doing everything else and for even lesser skilled players, the information you obtain from your sairs cant be used properly because you dont know what youre even looking for.
Thanks. That was my hunch as well because only way to attack overlords without being hit by too many hydras is to catch zerg off guard, which probably requires you to out multitask the zerg player. I notice a lot of players like the 8 gate PvZ style with less than 7 corsairs (sometimes only 2 sairs) but from my games as zerg player in ZvP, I've always had a feeling that protoss players who use mass sairs effectively were the scariest PvZ players. I don't want to state this as fact but I've watched many Bisu fpvods and I feel like he goes 8 gate off 2 base the least often among all the top protoss. He often likes to mass sairs and get a 2nd gate at the natural while getting pretty late templar tech.
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On May 17 2019 18:26 TT1 wrote:
Imo, that's where PvZ isn't a balanced matchup in terms of difficulty. Firstly Protoss already has a very tough time scouting Z in the early game (to know whether or not Z is going 3hh, unfortunately we don't have scans). Z gains a big edge in that phase of the game and on top of that Protoss then has to play this balancing act between their corsair production and gate unit count so they don't end up getting rolled by mass hydras or hydra/lurks or hydra/mutas. Tough matchup to say the least, especially at the highest level of play.
Protoss get to play tower defense for the first 6 minutes of the game, how is that difficult again?
+ Show Spoiler +Seriously though, in the KSL all FIVE Toss made it into the Ro8 that qualified. On the other hand, seven Zergs qualified and only one made it through to the Ro8 lol.You can gather what you like from that, but it is a pretty big indicator of what is going on with race balance at the highest level imo.
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On May 18 2019 07:51 GunSlinger wrote:Show nested quote +On May 17 2019 18:26 TT1 wrote:
Imo, that's where PvZ isn't a balanced matchup in terms of difficulty. Firstly Protoss already has a very tough time scouting Z in the early game (to know whether or not Z is going 3hh, unfortunately we don't have scans). Z gains a big edge in that phase of the game and on top of that Protoss then has to play this balancing act between their corsair production and gate unit count so they don't end up getting rolled by mass hydras or hydra/lurks or hydra/mutas. Tough matchup to say the least, especially at the highest level of play. Protoss get to play tower defense for the first 6 minutes of the game, how is that difficult again? + Show Spoiler +Seriously though, in the KSL all FIVE Toss made it into the Ro8 that qualified. On the other hand, seven Zergs qualified and only one made it through to the Ro8 lol.You can gather what you like from that, but it is a pretty big indicator of what is going on with race balance at the highest level imo. "You can gather what you like from that, but it is a pretty big indicator of what is going on with race balance at the highest level imo"
Lmfao. No it isn't.
1. Maps 2. Individual players having a huge influence on the numbers 3. Extremely small sample size
By your asinine metrics, if the finals are a PvT you would be here saying "ZERO ZERGS MADE IT TO THE FINALS OF KSL, PRETTY CLEAR THAT ZERG IS DEAD RACE GG WP."
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On May 18 2019 07:51 GunSlinger wrote:Show nested quote +On May 17 2019 18:26 TT1 wrote:
Imo, that's where PvZ isn't a balanced matchup in terms of difficulty. Firstly Protoss already has a very tough time scouting Z in the early game (to know whether or not Z is going 3hh, unfortunately we don't have scans). Z gains a big edge in that phase of the game and on top of that Protoss then has to play this balancing act between their corsair production and gate unit count so they don't end up getting rolled by mass hydras or hydra/lurks or hydra/mutas. Tough matchup to say the least, especially at the highest level of play. Protoss get to play tower defense for the first 6 minutes of the game, how is that difficult again? + Show Spoiler +Seriously though, in the KSL all FIVE Toss made it into the Ro8 that qualified. On the other hand, seven Zergs qualified and only one made it through to the Ro8 lol.You can gather what you like from that, but it is a pretty big indicator of what is going on with race balance at the highest level imo.
This makes no sense. "Tower defense" is extremely difficult because if you over make cannons you lose, if you under make cannons you lose, and if you win at tower defense you get to go into a normal game. Statistically at the S rank and higher zvp is like 54% on ladder in favor of Z, which is a much bigger sample size than maybe 30 games in which zerg had no strong players but soulkey. None of the zergs but him and arguably JD, who was not in shape for his one, consistently make it out of ro16, so the fact that they didn't is no surprise. Meanwhile toss had rain, mini, and snow as virtual locks, stork is an old legend that whipped himself into shape for a single ro16, and best has very strong macro and beat a guy that just came back from the military 3 months ago. I know Artosis was all on queens dick in the quals but that doesn't mean queen was ready to make a run at the championship.
Also statistically the most imbalanced matchup at any level is like 55% on ladder, so if you lose, 19/20 times it's your fault and 1/20 is because the matchup is "imba". Quit whining about it.
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Need advice for late game PvP
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On May 28 2019 08:46 Anc13nt wrote: Need advice for late game PvP
Zealot / archon / storm / some dragoons + few reavers if you can manage + keep on harrasing the proble line with storm drops + keep on expanding.
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