Hopefully you do a pvz and pvp guide, but this looks like really hard work, so just thanks a lot for the guide. If you happen to do more...thanks even more!
[G] PvT Guide - Page 2
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ScarFace
United States1175 Posts
Hopefully you do a pvz and pvp guide, but this looks like really hard work, so just thanks a lot for the guide. If you happen to do more...thanks even more! | ||
YPang
United States4024 Posts
On October 24 2008 11:18 infinity21 wrote: This is a ploy to increase your post count! Sneaky :o in 2 days i'll beat your post count with 5 stars and a trophy! | ||
YPang
United States4024 Posts
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Salv
Canada3083 Posts
On October 24 2008 11:21 ScarFace wrote: Hopefully you do a pvz and pvp guide, but this looks like really hard work, so just thanks a lot for the guide. If you happen to do more...thanks even more! Thanks a lot, I appreciate it. It took a while to do, but I fully intend on making a PvP and PvZ one at some time. | ||
Chill
Calgary25954 Posts
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Shauni
4077 Posts
Arbiters are often done on 2 bases. I do it all the time on certain maps. Lately I've also been playing a lot on 2 base until they are mined out, trying to cut off every third base Terran does while recalling / forcing him to massturret and so on. I know it's not as standard as earlier third, but I find myself a lot more successful with staying on two. That way you never give away map control to terran, which you are forced to do if you 3 base. But yeah, it doesn't work on maps like Othello where 3rd is so easy to take. | ||
foodontable
China341 Posts
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CDRdude
United States5625 Posts
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Twilight_Templar
United States11 Posts
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Pokebunny
United States10654 Posts
And welcome to TL (posting at least) Twilight_Templar. | ||
parkin
1079 Posts
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Salv
Canada3083 Posts
On October 25 2008 07:52 Shauni wrote: Good guide. A few things I'd like to point out though. Arbiters are often done on 2 bases. I do it all the time on certain maps. Lately I've also been playing a lot on 2 base until they are mined out, trying to cut off every third base Terran does while recalling / forcing him to massturret and so on. I know it's not as standard as earlier third, but I find myself a lot more successful with staying on two. That way you never give away map control to terran, which you are forced to do if you 3 base. But yeah, it doesn't work on maps like Othello where 3rd is so easy to take. Yeah, this is true and Cloud often does this I think? When you do it off three gas, I often get my arbiters out just as their push is nearing my base, so it works out pretty well. Can't deny the viability of two base though. EDIT: BTW thanks for all the positive responses everyone, I was hesitant to post this here because I didn't know if anyone would like it ^_^ | ||
Raithed
China7078 Posts
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LastWish
2013 Posts
Though I cannot agree on shields, they are overexpensive and do less than armor, because all units(except archons - and they are not used) have more HP than shields. Armor however is only useful vs goliaths, so that's why you probably don't need upgrading it right away. | ||
Salv
Canada3083 Posts
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ScarFace
United States1175 Posts
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Heyoka
Katowice25012 Posts
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Knickknack
United States1187 Posts
btw did you want a strengths/weakness section for hard 2gate goon? I was expecting to see "- worse economy" here since you put "+good economy" for the other two. Of course same issue as most guides in that if they suck at macro/build efficiency they will have major problems anyway and this will hardly help them. You lay out a basic plan well enough but I think you give hardly any attention to timing. Anyway, to sum up your scouting reaction: base: 8p,10gate,12assim,14core,15p,17goon,20range, 21goon, 24p... see all scv on gas - add +2gate (no robo) expo after 6 goon. see some scv off gas - 1gate (no robo) expo after 3 goon..."continue as normal". see nothing much - add +1gate at 20-25psi, then robo, expo after 6-8goon. That was not stated so clearly and there is discrepancy between your game plan and your builds orders section which is why it took me so long to work though this. You have "1 gate goon / tech", but when do you ever go robo off of one gate? From reading I see your opening build plan is +2gateways, or expand in a bit. Then "2 gate goon - slower tech" is basically what you do when you have no clue, and that is +1gate before robo. The thing to note here is that if you see terrans scv count on gas it will be before the time to build a robo...that is why based on what you write i never see you going 1gate robo. I find your build plan a bit odd. The main thing being 6gateway before 3rd nexus yet you want to call this a three base build. To keep 6gateways pumping and probes pumping requires a lot of money...and so rather late expo. You do say to stop unit production for a nexus, but how about not building so many gates to begin with? Your BO for midgame is hazy to me and does not make sense to me regarding efficiency/timing. Reps could clear this up. There is many small things to comment on such as "Suicide a probe to his ramp" Ever see anyone good do this? Uh how about just letting a goon take some hits to see what it can see. Anyway I'll leave it here. Might seem harsh, but who else is going to point this stuff out. Again, appreciate it. ========================== Ok, I have a problem not just simplifying things but dumbing them down. Hmm... I suppose your guide will not change to reflect what I have pointed out...oh well. At least get this bit straight... "who like I said I wrote assuming would be D, D+, C- level" "The way this is written, it's assumes that the reader is around C+ level or so.' "The ideal goal would for this guide to be a complete handbook for Protoss from D- to B- level" | ||
Salv
Canada3083 Posts
On October 26 2008 04:11 Knickknack wrote: Always appreciate guides. Good presentation, writing, etc. A lot of it could have been summed up more neatly though. btw did you want a strengths/weakness section for hard 2gate goon? I was expecting to see "- worse economy" here since you put "+good economy" for the other two. Of course same issue as most guides in that if they suck at macro/build efficiency they will have major problems anyway and this will hardly help them. You lay out a basic plan well enough but I think you give hardly any attention to timing. Anyway, to sum up your scouting reaction: base: 8p,10gate,12assim,14core,15p,17goon,20range, 21goon, 24p... see all scv on gas - add +2gate (no robo) expo after 6 goon. see some scv off gas - 1gate (no robo) expo after 3 goon..."continue as normal". see nothing much - add +1gate at 20-25psi, then robo, expo after 6-8goon. That was not stated so clearly and there is discrepancy between your game plan and your builds orders section which is why it took me so long to work though this. You have "1 gate goon / tech", but when do you ever go robo off of one gate? From reading I see your opening build plan is +2gateways, or expand in a bit. Then "2 gate goon - slower tech" is basically what you do when you have no clue, and that is +1gate before robo. The thing to note here is that if you see terrans scv count on gas it will be before the time to build a robo...that is why based on what you write i never see you going 1gate robo. I find your build plan a bit odd. The main thing being 6gateway before 3rd nexus yet you want to call this a three base build. To keep 6gateways pumping and probes pumping requires a lot of money...and so rather late expo. You do say to stop unit production for a nexus, but how about not building so many gates to begin with? Your BO for midgame is hazy to me and does not make sense to me regarding efficiency/timing. Reps could clear this up. There is many small things to comment on such as "Suicide a probe to his ramp" Ever see anyone good do this? Uh how about just letting a goon take some hits to see what it can see. Anyway I'll leave it here. Might seem harsh, but who else is going to point this stuff out. Again, appreciate it. Your right and I guess I never really made this clear; I didn't make this guide for TL, it was originally for a different site with mostly D, D+ players. I didn't intend for this guide to show you best way to play PvT, it was a guide for improving. I am aware six gateways before your third base isn't effective, but it will help people who have a hard time stalling a Terran push. Once their macro is better, than they can switch to one gate robo, expo, two more gate, third base and than going from there. What I'm saying is, I am aware that there are many wrongs things stated in the guide; but I purposely wrote it that way because I feel that it will help the reader (who like I said I wrote assuming would be D, D+, C- level) improve themselves. Thank you for the corrections you wrote, but you should direct them at the readers, not me; for I already know. | ||
BlinkNudie
Malaysia49 Posts
Thanks for the great guide, i read it before in sc2gg =) | ||
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