! [Q] ZvT Neo Forte - Page 3
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HeaDr0x
Brazil97 Posts
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RaGe
Belgium9937 Posts
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ToT)MidiaN(
England2183 Posts
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iNcontroL
USA29055 Posts
On September 21 2005 05:07 GroT wrote: very nice thread {88}iNcontroL ty man | ||
Patriot.dlk
Sweden5462 Posts
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PhilGood2DaY
Germany7424 Posts
TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main! I know these questions may sound a bit chobo but i'm not too bad ( can get C+ easily.. ) but still this map confuses me and i dont know what do to in general . This starts with the strange terrain and ends with certain explicit build orders.. | ||
tomson
Poland641 Posts
On September 21 2005 11:28 MaGic~PhiL wrote: Hey guys. I think the biggest problem is, that we actually dont really know what strategies are worth it on this map, so at least i couldnt say for sure which match ups are imbalanced. For example : I played 3 ZvP's on Forte vs the same person. I went 12 hatch at the entrance 11 pool, then 6 lings a sunken and expo at natural. I won one game where we were both in the opposite corner of the map. His rush failed and i could easily outplay him. The two other games he was close to me and i didnt have any chance holding his 9/10 gate.. If that's your problem - scout with 9th Drone to closest position. If he 2 Gates go 12Pool -> 12Hatch@choke. If not 12Hatch@choke first. TvZ i sometimes dont know what do : Should i build all my buildings in my main ? Until i have 6 rines ? then float raxes on the low ground and put rines to the entrance ?? For sure u cant stay forever in your main! Use common sense. If it's possible he might go 9Pool you must build your first 2 Rax in main. If it's possible he will have Speedlings, before you have Stimpack researched don't place any buildings outside main. But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main. | ||
PhilGood2DaY
Germany7424 Posts
On September 21 2005 11:59 tomson wrote: But generally I would place buildings outside as soon as possible and keep in mind that I should have space in my main for a Bunker and some Turrets. Otherwise one drop with Lurkers can kill your whole tiny main. Thats exactly what killed me the first game on this map. There's one spot to place a bunker behind your minerals. The first game i did build supplies all in my main and one drop killed me, cause rines couldnt reach the lurkers and i didnt have siege tanks. What do you think the match ups on this map are like ? Z=P ? T>Z ? P>T ? | ||
tomson
Poland641 Posts
I don't know if anyone popularised this yet, but there's this cute trick where you build a Bunker beneath Zs main mineral line (on lower ground), place your first Marines in the Bunker and an SCV in his main for vision. Forces him to make a Sunken at main if you micro SCV at his main well. | ||
gulii
Sweden2791 Posts
But good T dont attack 2 base lurker ling...they just tech tanks and vessels ? | ||
RowdierBob
Australia12660 Posts
If you're not cross spots there are so many ways a terran can buttfuck you ='[ | ||
iNcontroL
USA29055 Posts
On September 22 2005 01:33 gulii wrote: 10 minerals patches...smeels 2 hatch lurker/ling in base ? But good T dont attack 2 base lurker ling...they just tech tanks and vessels ? In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base. | ||
iNcontroL
USA29055 Posts
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PhilGood2DaY
Germany7424 Posts
But if u are > B you should get quite good gamers ! | ||
Echo
United States435 Posts
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gulii
Sweden2791 Posts
On September 22 2005 09:15 {88}iNcontroL wrote: In hatch is suicide, that ramp protected AT ALL is auto lose for the guy caught in base. Ok Nice thread ! | ||
Day[9]
United States7366 Posts
it felt like bunker rushes and tank pushes killed me every time but just PLAY STANDARD and get better at killing them off. i've lost 100 games in a row to bunker rushes doing the same build, then once my control got better and i started noticing more subtle things, i could win the next 100 doing the same thing, just controlling better. same goes for tank push practice makes perfect, just don't get discouraged. Keep doing the same standard stuff (12 hatch, 11 pool) | ||
Echo
United States435 Posts
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tekka
Korea (South)3 Posts
Personally, as a terran player tvzing on forte, I tend to find when z makes 6~8 sunks (to delay my tank push) while continiously rebuilding and being patient accumulating mutalisks, cutting off my additional marines, and massing enough to push my main entirely the most threatening... If they try to change tech to lurkers, they are dead before lurkers come in numbers, if they try to break the push with muta,lings, not a single one has succeeding considering I make 1~2 bunker 3~5 turrents by my tank push. ZvT on forte is hard nonetheless, but mutalisks are your best bet. I dunno how it will work vs 8 barrack since I never do that... | ||
littlechava
United States7215 Posts
On October 29 2005 10:34 {88}iNcontroL wrote: now would be a good time for someone to resurect the ZvT Neo Forte thread! So...control/any other decent z users have good reps of ZvT on Forte? | ||
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