Perpetual drop harass in TvP
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TheLostCatfooD
United States7 Posts
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TeCh)PsylO
United States3552 Posts
it seems it takes less than half the time spent doing the harass coming from the Toss's point of view than it does trying to deal with the harass coming from the Terran's point of view Work on this. | ||
Commander{+}
United States2878 Posts
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STIMEY d okgm fish
Canada6140 Posts
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MPXMX
Canada4309 Posts
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TeCh)PsylO
United States3552 Posts
I'll expand Think of your multi-task being split into 2 basic categories: offense and defense. For the sake of example, lets say that when you are terran and being attacked, you are working 80% d, and 20%o. If that is the case, then the toss player can theoretically work 80% offense, but most likely is working more 90-100%o. You need to decrease the amount of attention that you put on d, and bring it to offense, this will force your opponent to decrease the amount of energy they put into there offense, and increase there defense. This is essentially how you control a game. So in a game, if you are being attacked, it may be your first reaction to hold units inside base to defend, but it may be the case that it is wiser to attack, to divert his attention away from his offense. To do this you need to think about/improve 3 things. 1) Multi-speed. Utilize hotkeys as much as you can. If necessary play 2 weeks straight only thinking abuot hot keys. Don't even bother winning, just work hot keys until it becomes natural. Also, get out of the habit of watching the game(as in watching battles happen etc..). Everywhere your screen is pointed, you should be working, if there is not much to work on, move your screen somewhere else. 2) Defensive strategy- Building placement(as in supply, facs), Turret placement, mine/tank placement, etc.. There is no need to pile up tons of forces to have effective defense. Think about the design of your base and try to work with the AI and spacial issues. Examples: place turrets in "high traffic" areas, like right by mins and at edges of base. Clump buildings in various areas to force toss to move around them or low through them. Place mins in passage ways through buildings and at outskirts of base. It is important to do these things at a minimum. Your defense should not be build to completly stop a force, only delay/deplete it. 3) Take damage- It is ok to lose some buildings and have the others on fire, as long as in the process you do atleast an equal amount of damage to the opponent. Always have in mind what is an exeptable amount of damage to take, and take it. The time you save not defending, offend. Hope that helps. | ||
TheLostCatfooD
United States7 Posts
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TeCh)PsylO
United States3552 Posts
And this is the point of the game when nothing is expendable. This is also earlier in the game where I haven't yet started to make a bay Things are always expendable. If you lose quite a bit, either make sure he loses some in the process(even losing only his offensive force is effective, for that is where all his energy has gone), or be able to change your strategy. For example, if you lose a debot, that is not a major problem if he loses a shuttle and a reavor. When you take a blow early in the game, it may seem like a major disadvantage becuase from your percpective, you are slowed down quite a bit. You shuold always remember that your opponent is often also slowed by the strat and loss of investment, and more importantly from the opponents percpective, they do no know exactly how much they have effected you. There is no technical reason why you should not have a turret before a toss has a drop. Work that bay into your BO earlier, atleast until you feel comfortable dealing with the drops. A bay and a few turrets is actually pretty cheap, it will not slow you down much early. | ||
TheLostCatfooD
United States7 Posts
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TeCh)PsylO
United States3552 Posts
There is nothing wrong to losing to drops every once in a while anyway, it happens to the best of them. There is no way to counter everything, and occasionaly a you will be out "strat'ed", plan and simple. I think many people watch "gosu" replays and develope very high expectations of how flawless there game should be. What most people don't see is good players playing like crap. Just play and play and have some fun | ||
TheLostCatfooD
United States7 Posts
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Casper...
Liberia4948 Posts
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Casper...
Liberia4948 Posts
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PuertoRican
United States5709 Posts
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exalted
United States3612 Posts
If you see the Cybernetics Core whirring, you can generally assume its Dragoon Range, and you dont have to worry about Dark Templar and Reaver drop (HOWEVER MANY PEOPLE DO AIR WEAPONS, CANCEL WHEN SCV IS DEAD, THEN RESUME WITH DROP) So, SPECIFICALLY on locations say 12 (them) vs 3 you or 6/9 either one, you want to be prepared. And often you can, as opposed to build an engineering bay by your CC to float it to put over the turret, you can build it by the side of their base and float it up. If you do NOT see the Cybernetics Core whirring, you def. want to be more cautious. Either way, with 2factory vulture, you should be able to handle any kind of cheese well. Basically, its 9 depot 11 rax 11/12 gas 16/17 fact 17/18 supply fact 50-70% done, fact fact w/machine shop on 1st fact w/machine shop on 2nd 1st fac makes tank, when tank is almost done research speed 2nd fac makes vulture + mines Work on supply timing, I still haven't gotten it perfect but you should have tank building while the machine shop is building so you get 2 sets of vultures. Anyway, run them up, try to double mine their choke, basically try to run in their base, and if they are going cheese, you should be able to handle it, and then you select 2 vultures and target probes. Plus you get to see his tech. Build an engineering bay after the first four vultures either way, and then the most common is to switch to tank, make a cc, then research siege mode, but almost adapt to your opponent. You see him overpowering, add a third fac and kill him. You see him expanding from 2 gate? You can go starport if you want to and also take island. The key is basically information If you are worried about cheese and stuff like that, your best bet is to go 2factory vulture. "And I'm only talking about toss players that I would normally not have much trouble with if only they didn't do this, not anyone gosu. " They are obviously outplaying you, so you can't say "oh I would have won if he didn't harass me", that's just like saying, oh if that terran didn't cliff my fucking expo I would have won T_T he's a maphacking nub . Besides, you do want 1 turret by your CC even if he doesn't drop to defend from observer attacks. So, with that build, you should be able to have tanks and a couple of turrets being erected before the drop even comes and you'll be well prepared for it. And you'll be able to see his tech so you will know whether or not you need to build those 3 turrets (75x3) or build your CC that much faster. However, always be defensive on 6/9 practically it's always drop despite what they show you. | ||
FreeZEternal
Korea (South)3396 Posts
However,it is a bitch when terran has the same style with dropships and tanks and vultures doing the harass at the same time;;; | ||
TheLostCatfooD
United States7 Posts
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Beast_Bg
Bulgaria1623 Posts
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