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this strategy is really confusing to me. Liquipedia only gives a general idea on when to put the buildings down and not approximate timings. here's what they say: ( after siege expand) Academy Starport 2nd and 3rd Factories CC Double armories 4th & 5th Factories 4th CC can be built anytime after here depending on the flow and your style. Add further Factories when the money comes in while maintaining continuous production from the original Factories. Add Science Facility when upgrades are 2/3 to 3/4 finished.
so what happens if u can't do a good vulture harass because he has some cannons or goons in his base? Can't he just roll you with his army because of the few amount of siege tanks u have when u take ur third if cannons or goons prevent the vulture harass from doing too much damaged? And when do you push out cause the 200/200 push is weak because of only being able to get 1-0 upgrades by then? sAnd when do you get the 2nd add on for the factory, since IloveOov puts sometimes right after 5 facs are up but sometimes he puts it on much later even with 5 facs. I tried this build in a couple of my tvp's and was able to get some good harass in, but i had no idea on how to follow up and usually lose. Im only a D+ terran some advice please.
Some poor attempts at this build: http://www.repdepot.net/replay.php?id=31224 http://www.repdepot.net/replay.php?id=31223 http://www.repdepot.net/replay.php?id=31216 http://www.repdepot.net/replay.php?id=31219
Feel free to criticize
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what about the 3rd cc lol
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the CC after 2nd and 3rd fac is the 3rd CC. Siege expand is CC on 21 supply
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Well first of all, if you cant do the decent vulture harass, at the very least you want to do a couple of things. Firstly, you absolutely must make sure you keep that dship alive, but then you can use it throughout the midgame to throw toss off-balance and be like a constant thorn in his side. It can be very mechanically demanding to do this while macro'ing and keeping up with the rest of the build, so you really just have to practice practice practice. Now, if you cant do a decent vulture rush straight away, you at least want to use them to scout around his base, lay some mines and get a really good idea for where he is at, what his game plan is. The real advantage about this, is that even if you dont do a great deal of damage, is that you get an opportunity for great information gathering, much better than a couple of scans.
Next point you ask is about rolling you with his army. With the amount of tanks you can stream out of 1 factory, you can hold off just about any dragoon/zealot push without arbiters because of the mass of vultures. You will have so many vultures that you can make sure that any speedzeals outside of a dropship cant get to your tanks (unless they are in a dship). Lay mines, get into a decent position with your tanks, spread out and chuck down many mines, turrets and some depots to soak up 1a2a3a damage.
Next point, I'm really not sure how you can only have 1-0 upgrades by the time you have 200/200 :/ if you follow this build you will probably have at least 1-1, if not 2-2 with 3-3 10-20% done (as long as he hasnt been able to damage your army very much).
I generally get the 2nd addon for the factory when I know my opponent is starting arbiters, so that i can survive when some of my tanks get stasised.
Good followup to the point you get set up while executing this build successfully is like any other standard late game build, either take more bases and defend with mass turrets and slowly push towards the toss's most attackable bases, or go aggressive with a timed push designed to do heavy damage when you have a peak amount of resources going into unit production, while defending with turrets/mines
This build is definately a very mechanically demanding build, you will need to play many many games to get familiar with all points of the build you can inflict damage at, or transition your play into more passive or aggressive styles. Just keep at it! Also, you may want to add a replay or 2 so we can give more specific criticisms.
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You should be 1-1 with 2-2 coming in soon. The double armories come in somewhere around 60 supply IIRC. Your max out timing should be around 14 minutes unless you're losing a lot of vultures or being forced to defend a lot, faster than that if you don't lose any units, even faster than that if you are very vulture heavy, AND even faster than that if you cut SCVs at the appropriate time (when you have 3 base with sufficient SCV count).
It's really hard for Protoss to face that kind of monster push with ground alone. He'll have to bust out some godly psi storm in order to do it. Just make sure you scan a lot to check for any signs of air.
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thanks a lot guys, this helps alot
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I'm also trying to switch from Flash build to a more harass style of play. So far it seems to kill most D level P's outright.
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Yea cuz i want this build to be my standard, since flash build is really boring since u just turtle the whole time -_-
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On February 11 2010 06:09 Omgoodnessess wrote: Yea cuz i want this build to be my standard, since flash build is really boring since u just turtle the whole time -_- Well if I remember correctly against a very aggressive toss this build could lose really easy if they do all the right things. But I suppose that could be said with any build, but I wouldn't use it as standard, the flash build is more stable, its just nice to have in your list of BOs you could use.
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The Iloveoov TvP build is by no means a standard TvP build. It's a counter-the-counter sort of build that prevent the mass expansion style that would normally be very effective against the Flash build. It's difficult to do mechanically and isn't that great against a very aggressive protoss player
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Well ive been using this build in a couple games and it works out really well agianst those double expanding protosses. Idk about 2 base tho
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How often do you see aggressive protoss players these days? Especially on iCCup.
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On February 11 2010 22:05 Catch]22 wrote: How often do you see aggressive protoss players these days? Especially on iCCup. When was the last time you saw a protoss player that WASN'T aggressive. I play 12nex, 10-15, or proxy gate every game. You'll never see me go 1-gate obs or non-12nex FE.
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On February 11 2010 06:29 DoctorHelvetica wrote: The Iloveoov TvP build is by no means a standard TvP build. It's a counter-the-counter sort of build that prevent the mass expansion style that would normally be very effective against the Flash build. It's difficult to do mechanically and isn't that great against a very aggressive protoss player
Then again mass expand is all protoss players do now on lower ranks
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If you don't do good damage with the vultures you die. This build is the reason for Fantasy dominating TvP a few months back. It is used against tech rushing protosses to cripple their economy while your grows. Usually you get a shitload of tanks against his smaller army and even take a 4th base fast if you can. This build is nice for maps that are open and where dropships are easy to get into bases.
If you fail to do damage with the vultures you will not be able to secure third fast and you WILL lose. This build (compared to Flash style double armory) gets upgrades quite alot later, has very few tanks early on but ALOT of map control with vults and mines.
I used to play this as my standard build and god was the multitasking hard. You need to constantly harass throughout the entire game and macro at the same time. Also you need to be extremely careful when moving out to take your third (on most maps) since your tank count will be extremely low at that time. So you basically need to spread and use depots / mines really fast before toss gets over there or he's gonna kill you with ease.
This build is basically for keeping your opponent busy while dealing damage to buy yourself time for the third to get up safely.
Also I used to have this build as a counter to 14 nex as I would skip siege mode and go for mines instead and do like a strong FD (but with CC before first tank). I would not expect that attack to beat him, just push him back over the map and gain some map control. Then I started mining shit up and drop his main and stuff. Used to work great because 14nex players got their robo up so late that they couldn't scout the starport before my vults were in his base. All that stopped though when protosses started going 12 nex instead. Now they will have too many units for that pressure build and this build only sets me far behind imo.
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So like if ur opponenet didn't go for like a double expansion style = automatic loss?
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On February 11 2010 22:14 love1another wrote:Show nested quote +On February 11 2010 22:05 Catch]22 wrote: How often do you see aggressive protoss players these days? Especially on iCCup. When was the last time you saw a protoss player that WASN'T aggressive. I play 12nex, 10-15, or proxy gate every game. You'll never see me go 1-gate obs or non-12nex FE.
You are confused, aggressive protoss = protoss who delay their 3rd and build an army instead. Or did you really think that this build, starting out with a siege expand, would lose to 10/15?
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So is iloveoov build worth learning anymore since protoss knows how to combat it?
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this is not a good build on FS because it's quite easy to defend all locations on that map. use it on other maps to surprise your opponent occasionally.
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United Kingdom12012 Posts
On November 20 2014 08:08 vintagegamer wrote: So is iloveoov build worth learning anymore since protoss knows how to combat it? I haven't played in a few months but this is my go to build, on iccup especially it's a good build to use if you execute it right. It got me out of being stuck as a D ranker finally to make a yellow rank last season after 4 years of play :p
Just gotta learn when and where to adapt the build to suit the game you're in.
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