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On June 16 2011 17:48 DontLoseSightOfIt wrote: Thank you
Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?
Use PFs, Turrets, Sensor tower spam all over the map to secure bases. Also, keep harassing with Blue flame hellions, and drop if you need to. Multi pronged is always better!
If you want to play a very turtle centric build (where you spam PFs and turrets literally all over the map) then check out griffith's "Art of Mech" thread. Now if you don't want to play that style, you can and should still read it to learn where and when to spam PF and Turret.
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As a zerg, if a toss gets him second gas after 4:20, what can i expect? And if he gets 2nd gas before cyber core completes, what can i expect?
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On June 17 2011 11:02 TolEranceNA wrote: As a zerg, if a toss gets him second gas after 4:20, what can i expect? And if he gets 2nd gas before cyber core completes, what can i expect?
Second gas that early is completely standard for 3 gate expands. A gas as late as that however vexes me a little. It could be a 2 gate void ray but it seems like the gas should come sooner then that. Normally one gas as the cyber core completes suggests a choya 4gate (one gas 4gate). Did you experience that gas timing in a game? What did the protoss do from it?
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if a 6 pool is essentially gonna win P or T if they dont wall off, why do zergs not 6 pool each other since there is no way they are able to wall off?
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On June 17 2011 11:14 Soluhwin wrote:Show nested quote +On June 17 2011 11:02 TolEranceNA wrote: As a zerg, if a toss gets him second gas after 4:20, what can i expect? And if he gets 2nd gas before cyber core completes, what can i expect? Second gas that early is completely standard for 3 gate expands. A gas as late as that however vexes me a little. It could be a 2 gate void ray but it seems like the gas should come sooner then that. Normally one gas as the cyber core completes suggests a choya 4gate (one gas 4gate). Did you experience that gas timing in a game? What did the protoss do from it?
Oh, because i always use 4:20 as a guideline for Korean 4 gate or some type of FE. But i am not sure about the gas timing for DT rushes and Stargate play. Perhaps check their sentry count? But i am not sure about the # of sentries they will have if they go stargate/dt play >.>
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On June 17 2011 11:15 dbddbddb wrote: if a 6 pool is essentially gonna win P or T if they dont wall off, why do zergs not 6 pool each other since there is no way they are able to wall off?
Because 6 pool is easily scoutable and defendable(if you are that is coming). Anything below 12pool (around) beats 6 pool.
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Here is my question... the 3 rax build that I like to use, that ws previously on the TL database, has disappeared! I also can not find it in the "outdated" section - so I have no idea why they took it off! Is the terran 3rax on TL no longer viable for a reason? the build was basically 3 raxes (2 tech labs [1 for combat shields] 1 reactor), 1 refinery, 1ebay (weapons upgrade), and a push around the 8 minute mark, when both upgrades are done, while expanding... is that a bad build now? Why?
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What are the usual timings for concussive shell and stim. Also for zergling speed. Thanks!
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On June 17 2011 11:21 MroyalT wrote: Here is my question... the 3 rax build that I like to use, that ws previously on the TL database, has disappeared! I also can not find it in the "outdated" section - so I have no idea why they took it off! Is the terran 3rax on TL no longer viable for a reason? the build was basically 3 raxes (2 tech labs [1 for combat shields] 1 reactor), 1 refinery, 1ebay (weapons upgrade), and a push around the 8 minute mark, when both upgrades are done, while expanding... is that a bad build now? Why? well maps are getting bigger, so terran timing pushes in general are weaker. 3rax expand sounds like a really bad idea... i mean 3rax is usually all in, but your plan here is to expand while you all-in the guy.... =/
if you're constantly pumping out of 3rax, you're not gonna have any medivacs anytime soon. which is why 3rax with stim is as all in as it is. you're not worried about healing your infantry, you're trying to straight up kill your opponent.
3rax does not easily break protoss 1gate FE, 3gate FE, or 1base colossi. all of those, very common builds. if you pull a significant number of scvs, you could come out ahead, but you really wouldn't be expanding behind it.
also, expanding at the 8min mark is kinda late. if your push doesn't deal significant damage, you're kinda screwed. zergies and toss are getting pretty good at scouting and dealing with 3rax, especially an 8min timing (pretty late imo)
as for why it's not on the TL database, i haven't the slightest clue.
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On June 17 2011 11:36 tuestresfat wrote:Show nested quote +On June 17 2011 11:21 MroyalT wrote: Here is my question... the 3 rax build that I like to use, that ws previously on the TL database, has disappeared! I also can not find it in the "outdated" section - so I have no idea why they took it off! Is the terran 3rax on TL no longer viable for a reason? the build was basically 3 raxes (2 tech labs [1 for combat shields] 1 reactor), 1 refinery, 1ebay (weapons upgrade), and a push around the 8 minute mark, when both upgrades are done, while expanding... is that a bad build now? Why? well maps are getting bigger, so terran timing pushes in general are weaker. 3rax expand sounds like a really bad idea... i mean 3rax is usually all in, but your plan here is to expand while you all-in the guy.... =/ if you're constantly pumping out of 3rax, you're not gonna have any medivacs anytime soon. which is why 3rax with stim is as all in as it is. you're not worried about healing your infantry, you're trying to straight up kill your opponent. 3rax does not easily break protoss 1gate FE, 3gate FE, or 1base colossi. all of those, very common builds. if you pull a significant number of scvs, you could come out ahead, but you really wouldn't be expanding behind it. also, expanding at the 8min mark is kinda late. if your push doesn't deal significant damage, you're kinda screwed. zergies and toss are getting pretty good at scouting and dealing with 3rax, especially an 8min timing (pretty late imo) as for why it's not on the TL database, i haven't the slightest clue.
Wiat.. a 3 rax is an all in? I thought an all in implied cutting workers? I don't cut workers while I 3 rax..... mmm, also I go for combat shields not stim, and it was not my plan, this build was up there for a while, it only went down a few days ago! I do have enough minerals to expand by that time... damn I wish I had that access to that build on the TL wiki....... but...w/e..... I guess I should find a different build.
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How much workers should each mining base optimally have to be mining efficiently?
I know the total amount of workers you want lategame is around 70
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On June 17 2011 12:09 lazydino wrote: How much workers should each mining base optimally have to be mining efficiently?
I know the total amount of workers you want lategame is around 70
2 workers per mineral patch, 3 per vespene geyser.
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I'm sure this has been asked before, but as Zerg, how do you place Spines at your natural? Do you put them up close to your Hatchery, or near the ramp? I usually put 2 down if I feel pressure coming, should I put them close together to do the most damage, or spread out to cover the most area?
Thanks
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On June 17 2011 12:31 Requizen wrote: I'm sure this has been asked before, but as Zerg, how do you place Spines at your natural? Do you put them up close to your Hatchery, or near the ramp? I usually put 2 down if I feel pressure coming, should I put them close together to do the most damage, or spread out to cover the most area?
Thanks
This is entirely dependent on what you're defending, or more accuracy, how many units you will have to supplement the defense. If you're just relying on spines to defend light harass (e.g. hellions) then one at the ramp to punish a run-by attempt and one in the mineral line to punish attempts at damage there. If you're defending against a push (e.g. 4 gate) then you should have units like speedlings to zone areas and you don't have to worry much about a run-by because you have something mobile to block it. In this scenario, put your spines more forward and go for damage density.
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How should i micro my high templars in a big engagement so that they dont get stuck behind my other units and so that they are able to live and morph into archons
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On June 17 2011 13:01 hobosrus wrote: How should i micro my high templars in a big engagement so that they dont get stuck behind my other units and so that they are able to live and morph into archons
Now I'm a zerg, but I know with infestors the casting range is quite large, so it shouldn't be much of a problem getting in range. As for not dieing, simply commit a reflex to shift+clicking your templar backwards after the storm command, in other words: t click shift click.
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On June 17 2011 13:33 Soluhwin wrote:Show nested quote +On June 17 2011 13:01 hobosrus wrote: How should i micro my high templars in a big engagement so that they dont get stuck behind my other units and so that they are able to live and morph into archons Now I'm a zerg, but I know with infestors the casting range is quite large, so it shouldn't be much of a problem getting in range. As for not dieing, simply commit a reflex to shift+clicking your templar backwards after the storm command, in other words: t click shift click. Thanks ill definitely try the shift click
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I have been having a problem with standard pvz 3 gate expand.
I've found in a lot of pvz recently that zergs establish a good economy behind speedlings (this prevents most early harrasing since I don't want to risk my sentries) then does an early zergling/roach hit on my natural which normally either kills me outright or severely damages my economy before immortals are up.
What is the best way to deal with this sort of pressure without sacrificing my economy? Thank you for any advise you can provide.
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On June 17 2011 16:13 Greenduck wrote: I have been having a problem with standard pvz 3 gate expand.
I've found in a lot of pvz recently that zergs establish a good economy behind speedlings (this prevents most early harrasing since I don't want to risk my sentries) then does an early zergling/roach hit on my natural which normally either kills me outright or severely damages my economy before immortals are up.
What is the best way to deal with this sort of pressure without sacrificing my economy? Thank you for any advise you can provide.
It is pretty much standard to get a cannon to help cover your natural. You need the forge for upgrades anyways and you'd be surprised at how much one cannon can do with proper force fields. Simply zone territory in a way that keeps most, but not all, of the roaches away from the cannon and it will basicaly stay alive forever. The most common way to do this is to just create straight wall with force fields. Also, when a late roach/ling timing hits (i.e. one that has an economy behind it and is in no way 'all-in') you should have a notable number of stalkers, stop sentry production around 6 and proceed migrate your gas spending to stalkers and tech.
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On June 17 2011 13:01 hobosrus wrote: How should i micro my high templars in a big engagement so that they dont get stuck behind my other units and so that they are able to live and morph into archons
almost every pro i've seen using HTs in big battles ends up making the templars attack move forward and dying before even makign archons.
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