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Hi guys! This thread is to help all of you who may be struggeling with your building placement in terran vs zerg.
I will show you the way I place all my buildings based on experience and watching progamers such as Flash; Turrets, bunkers, barracks, suplies and so on.
I will start with using the most used ICCUP map for the current map of the week, Fighting Spirit.
Feel free to request maps.
Updates / Newest update: Natural Screenshots Heart+FS + Show Spoiler + Building placements + Show Spoiler +
Remember to watch these in single player mode. Not on iccup because I use cheats and it will skrew with the replay.
If I find out that one of my replayes contains placement that I later on find a better solution to, I will remake that replay.
Good luck!
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Update november 18th : Destination
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Cool, will check these out.
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Stylish is back! With style! n____n
Thanks, TvZ is by far my worst matchup
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stylish is back? would be nice :O
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Omg! Welcome back! <3
I knew you won't manage to avoid sc alltogether xD
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Welcome back Stylish =)
^^;;
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I think my building placement on Desti is pretty good, so I'll check these out and maybe post my "better" way (or not).
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Welcome back Stylish, I very much appreciate your advice threads. I would love it if you did a building placement replay on Heartbreak Ridge.
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Since Mech is so popular, especially on Destination, will you be doing mech building placements? If not could you just comment on specific differences aside from the ling-proof wall-in and the mass factories instead of rax?
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I will focus on bio for the moment. I've just recently started playing again and I use mustly bio. But there will be mech sometime soon.
thnx for the welcomes;) feels good to be back, although i can't play alot yet!
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in last time on 2player maps its modern to 09 Supply, 11 Rax, 15 CC (if 12 hatch), 15/16 Supply. do you have also timingpushed like EE-Timing or Ayumi for this styles? or how do you change ur builds for this?
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Tyrokomos:
Yes I have some timing strats from 1suply FE opening. I'll make a VOD of it when I can, but I don't know when it will be.
Generally, making a faster CC will give you better economy and you can do the timing abit earlier.
...Except strats where you place the barracks before your cc is finnished, like the ayumi, where the economy from 1 CC will give ou the cash for the timing of the buildings. Then its not faster to get the CC up earlier.
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United States2186 Posts
On the Fighting Spirit one:
The nat turrets at some positions (particularly 7) are too close to the cliffs and would be picked off easily. Also the entire reason why you can get away with fewer turrets in the main (particularly 1 at each of the corners near the nat) is that you keep all of your m&m there without risk because the large number of turrets dissuade them from hitting the nat too much. This means you need to have 5 minimum probably 6 at the nat in order to ensure that it's not cost effective to keep sniping scvs or even turrets since your marines aren't going to be there.
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Ver:
Yes I didn't include army position in the builds. From experience I've learned that 4-5 is enough (for 3hatch) and in most positions you can add another in case you need it, and keeping 8ish marines + 2 medics is enough in main, which will leave marines and a few medics at the natural to aid the turrets. If he 2hatch muta, ofcourse more turrets will be needed.
The top natural turret on 7 oclock could be positioned 1 step to the left on top of the other turret or 1 step to the left 1/2 length above that turret, the other are good position. I've tried alot of turret placements on this map, if you feel that you know any better positioning, please show me coz I still haven't played more than 30 games on this map...
For example the turrets at 5 oclock are close to the cliff on the right but you have vision there due to the suplydepotplacement.
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insta-bookmark
thx!
edit: plz do python
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plz do tornado/outsider/andro
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On November 19 2009 10:00 KP_CollectoR wrote: plz do tornado/outsider/andro
agreed
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