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Dominican Republic587 Posts
i have a question...
When you are fighting a protoss that did a lot of damage at the biggining but you some how manage to survive and take your 3rd on Fighting spirit, but by the time you have 180supply protoss has almost all the map due to the damage at the start of the game, what can i do to punnish a protoss in this situation?
thanks
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Well you already fucked but when I almost die to protoss I think the best way to get back in the game is harass as soon as possible and whenever any opportunities present themselves (probe transfers, ungaurded bases, etc). When a protoss is hurting me badly early game if it is an ok time in my build I like to add a port right away so that the second I fend it off I can harass him. Also sometimes I add a fact depending on the builds we did so that the second he is done I can counter push him but that is only if he is doing a strategy in which it is likely that he will suicide a lot of units (like goon snipping a turret to get dt's in or a bulldog build).
In general if you are behind going into late game... you cannot win unless protoss suicides 1 or more armies depending on how behind you are. It is really strong to make a few turrets (but not too many before max or you will be even more behind!) and then mine areas of your base that you think he might recall with your vultures. Also keep track of how many stasis's he will have when you push with your 200/200 and position your army so that he gets very few units stasisd. When you are behind late game you want to push extremely carefully and make sure to seige the split second that you feelhe is going to charge you. This ensure that you will have a good battle if you positioned half decent. Scout ahead of your army with vults and scan and watch how he maneuvers very carefully and you can tell when he will run in or at least wants to. You need him to suicide his army to give you an opening so that you can start killing bases and come back into the game. If he keeps refusing to engage and is just continuing to retreat instead of charge, just keep pushing correctly and anticipate a recall. Scan or scout where the recall will come from if you see an arb running in and you know that you don't have mines at that spot, run your army back asap and crush the recall. Keep playing like this and make sure to establish a 4th base or even a 5th if need be and the map allows you to and you can crawl back into the game much to protoss's dismay. I don't know how often you watch snipealot streams but you can see games good terrans like mong and sea making comebacks like this from time to time.
Also if he starts going carrier push fast :D
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Dominican Republic587 Posts
On February 13 2014 09:38 puppykiller wrote: Well you already fucked but when I almost die to protoss I think the best way to get back in the game is harass as soon as possible and whenever any opportunities present themselves (probe transfers, ungaurded bases, etc). When a protoss is hurting me badly early game if it is an ok time in my build I like to add a port right away so that the second I fend it off I can harass him. Also sometimes I add a fact depending on the builds we did so that the second he is done I can counter push him but that is only if he is doing a strategy in which it is likely that he will suicide a lot of units (like goon snipping a turret to get dt's in or a bulldog build).
In general if you are behind going into late game... you cannot win unless protoss suicides 1 or more armies depending on how behind you are. It is really strong to make a few turrets (but not too many before max or you will be even more behind!) and then mine areas of your base that you think he might recall with your vultures. Also keep track of how many stasis's he will have when you push with your 200/200 and position your army so that he gets very few units stasisd. When you are behind late game you want to push extremely carefully and make sure to seige the split second that you feelhe is going to charge you. This ensure that you will have a good battle if you positioned half decent. Scout ahead of your army with vults and scan and watch how he maneuvers very carefully and you can tell when he will run in or at least wants to. You need him to suicide his army to give you an opening so that you can start killing bases and come back into the game. If he keeps refusing to engage and is just continuing to retreat instead of charge, just keep pushing correctly and anticipate a recall. Scan or scout where the recall will come from if you see an arb running in and you know that you don't have mines at that spot, run your army back asap and crush the recall. Keep playing like this and make sure to establish a 4th base or even a 5th if need be and the map allows you to and you can crawl back into the game much to protoss's dismay. I don't know how often you watch snipealot streams but you can see games good terrans like mong and sea making comebacks like this from time to time.
Also if he starts going carrier push fast :D
that was a very good informative post, but its look easier to say than done xD, im going to implement some of your advises
something that i would like to know as well... what if you play a protoss that likes to go like two and a half control of zealots and goons? i have a friend that he always crush my army and i feel that i don't know what is the correct amount of vultures tanks?
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Most people say that you should have 2 control groups of tanks and the rest of your supply in vultures with a few goliaths and vessels is good. IMO unit composition isn't a big deal in tvp compared to say... idk... that sc2 game where people are always obsessing about unit composition wars?
If your opponent makes a ton of zealots relative to goons (which I think is what you are asking about) you need to lay mines before his engagement, make sure to time your siege super well so that you shoot the zealots before they run in, and not let your tanks splash your vultures. You can do this by repositioning your vultures constantly as the zealots come in so that they don't get destroyed all by the tanks, and you can also target fire sections of goons with your tanks so that the tanks are less likely to blow your army up. With a low number of goons the protoss is relying on you to kill your own units so make sure to position so that that only happens if a lot more of his are dieing in the process.
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On February 13 2014 08:48 SC2BF3Love wrote: i have a question...
When you are fighting a protoss that did a lot of damage at the biggining but you some how manage to survive and take your 3rd on Fighting spirit, but by the time you have 180supply protoss has almost all the map due to the damage at the start of the game, what can i do to punnish a protoss in this situation?
thanks I would advise a more defensive approach than puppykiller. Because you got behind at the start, a two base timing push after a fast third of Protoss shouldn't usually work, as your timing will be later. Drop I also would only go, if they won't see it coming, for example after you got reaver harrassed successfully, but managed to establish a turret ring afterwards, so no observer can get in. Although most of the time I don't go drop when behind, because the Protoss usually knows he is ahead and will spend some extra cash on cannons in the mineral lines to be safe. If he isn't going carriers in the mid/late game, I would straight go for a split map, because as you say, Protoss will already have his 5 bases and all the infrastructure he needs. If you push fast, he can trade relatively even, if you push slow to be more cost efficient, he will counter your natural/3rd and sacrifice one or two bases while you are basically dead and he can take just the 3rd main. So I think your best bet is to slowly creep to the next main and take the expansions alongside while being aware of recalls and carrier switch.
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How many Dragoons should you have in a normal (eg. Zerg goes lurkers/hydras/ling and maybe mutas) mid/late-game PvZ?
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Dominican Republic587 Posts
On February 14 2014 02:15 Cryoc wrote:Show nested quote +On February 13 2014 08:48 SC2BF3Love wrote: i have a question...
When you are fighting a protoss that did a lot of damage at the biggining but you some how manage to survive and take your 3rd on Fighting spirit, but by the time you have 180supply protoss has almost all the map due to the damage at the start of the game, what can i do to punnish a protoss in this situation?
thanks I would advise a more defensive approach than puppykiller. Because you got behind at the start, a two base timing push after a fast third of Protoss shouldn't usually work, as your timing will be later. Drop I also would only go, if they won't see it coming, for example after you got reaver harrassed successfully, but managed to establish a turret ring afterwards, so no observer can get in. Although most of the time I don't go drop when behind, because the Protoss usually knows he is ahead and will spend some extra cash on cannons in the mineral lines to be safe. If he isn't going carriers in the mid/late game, I would straight go for a split map, because as you say, Protoss will already have his 5 bases and all the infrastructure he needs. If you push fast, he can trade relatively even, if you push slow to be more cost efficient, he will counter your natural/3rd and sacrifice one or two bases while you are basically dead and he can take just the 3rd main. So I think your best bet is to slowly creep to the next main and take the expansions alongside while being aware of recalls and carrier switch.
hey man really like your input, so the best bet woould be to split the map on half and try to make him suicide his army on a base full of mine when he makes a recall!!!
thanks for this, i going to try this next time im in this situation.
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I would say exactly as Cryoc, maybe if you are feeling insecure just do a ninja expand while you take your third and go for the risk. If you set your goal for 5 bases then you can still win a long game as long as you camp and are efficient.
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i need a foreign mapmaker with some spare time to make some small "simple" changes to some iccup maps. either add me on skype (mf-bakuryu) or pm me here.
EDIT: already got 1, thx :D
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does anyone have the replay of Kingdom vs Julyzerg on Korhal of Ceres from the WCG Korea 2004? That game where kingdom proxy 2 gated but trapped his zealots and immediately left the game. i want to know how long that game lasted^^
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Dominican Republic587 Posts
On February 14 2014 14:48 dRaW wrote: I would say exactly as Cryoc, maybe if you are feeling insecure just do a ninja expand while you take your third and go for the risk. If you set your goal for 5 bases then you can still win a long game as long as you camp and are efficient.
i think you are a BW streamer right? i think protoss?
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On February 16 2014 02:07 Bakuryu wrote: does anyone have the replay of Kingdom vs Julyzerg on Korhal of Ceres from the WCG Korea 2004? That game where kingdom proxy 2 gated but trapped his zealots and immediately left the game. i want to know how long that game lasted^^ All I can remember from that game is: + Show Spoiler + I get knocked down But I get up again You're never going to keep me down
remember taking forever to download that using a funky 56k - good times :D
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On February 14 2014 10:03 SC2BF3Love wrote:Show nested quote +On February 14 2014 02:15 Cryoc wrote:On February 13 2014 08:48 SC2BF3Love wrote: i have a question...
When you are fighting a protoss that did a lot of damage at the biggining but you some how manage to survive and take your 3rd on Fighting spirit, but by the time you have 180supply protoss has almost all the map due to the damage at the start of the game, what can i do to punnish a protoss in this situation?
thanks I would advise a more defensive approach than puppykiller. Because you got behind at the start, a two base timing push after a fast third of Protoss shouldn't usually work, as your timing will be later. Drop I also would only go, if they won't see it coming, for example after you got reaver harrassed successfully, but managed to establish a turret ring afterwards, so no observer can get in. Although most of the time I don't go drop when behind, because the Protoss usually knows he is ahead and will spend some extra cash on cannons in the mineral lines to be safe. If he isn't going carriers in the mid/late game, I would straight go for a split map, because as you say, Protoss will already have his 5 bases and all the infrastructure he needs. If you push fast, he can trade relatively even, if you push slow to be more cost efficient, he will counter your natural/3rd and sacrifice one or two bases while you are basically dead and he can take just the 3rd main. So I think your best bet is to slowly creep to the next main and take the expansions alongside while being aware of recalls and carrier switch. hey man really like your input, so the best bet woould be to split the map on half and try to make him suicide his army on a base full of mine when he makes a recall!!! thanks for this, i going to try this next time im in this situation. By chance, I got a game like this yesterday, where i managed to turtle to win after getting my somewhat early fourth base killed. The replay is here if you want to take a look.
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Dominican Republic587 Posts
On February 18 2014 04:33 Cryoc wrote:Show nested quote +On February 14 2014 10:03 SC2BF3Love wrote:On February 14 2014 02:15 Cryoc wrote:On February 13 2014 08:48 SC2BF3Love wrote: i have a question...
When you are fighting a protoss that did a lot of damage at the biggining but you some how manage to survive and take your 3rd on Fighting spirit, but by the time you have 180supply protoss has almost all the map due to the damage at the start of the game, what can i do to punnish a protoss in this situation?
thanks I would advise a more defensive approach than puppykiller. Because you got behind at the start, a two base timing push after a fast third of Protoss shouldn't usually work, as your timing will be later. Drop I also would only go, if they won't see it coming, for example after you got reaver harrassed successfully, but managed to establish a turret ring afterwards, so no observer can get in. Although most of the time I don't go drop when behind, because the Protoss usually knows he is ahead and will spend some extra cash on cannons in the mineral lines to be safe. If he isn't going carriers in the mid/late game, I would straight go for a split map, because as you say, Protoss will already have his 5 bases and all the infrastructure he needs. If you push fast, he can trade relatively even, if you push slow to be more cost efficient, he will counter your natural/3rd and sacrifice one or two bases while you are basically dead and he can take just the 3rd main. So I think your best bet is to slowly creep to the next main and take the expansions alongside while being aware of recalls and carrier switch. hey man really like your input, so the best bet woould be to split the map on half and try to make him suicide his army on a base full of mine when he makes a recall!!! thanks for this, i going to try this next time im in this situation. By chance, I got a game like this yesterday, where i managed to turtle to win after getting my somewhat early fourth base killed. The replay is here if you want to take a look.
thank man i have a clear picture now... also i watched a game of HIYA that he went into this on FS after protoss stopped him to take the 3rd.
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Dominican Republic587 Posts
Hi there is a game where the Zerg player Terror[Fou] is dancing while making a drop to a protoss player, does anyone knows the name of it, or link me to youtube please?
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Kau
Canada3500 Posts
On February 16 2014 02:07 Bakuryu wrote: does anyone have the replay of Kingdom vs Julyzerg on Korhal of Ceres from the WCG Korea 2004? That game where kingdom proxy 2 gated but trapped his zealots and immediately left the game. i want to know how long that game lasted^^ http://www.repdepot.net/replay.php?id=4461
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Speaking of replays. Have there been any ex-pro replay packs compiled that are newer than the ones in the "replays..." thread?
Also, it was mentioned that replays would be released of SSL8. Does anyone know if that ever happened or not?
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Dominican Republic587 Posts
On February 21 2014 03:53 Capricis wrote: Speaking of replays. Have there been any ex-pro replay packs compiled that are newer than the ones in the "replays..." thread?
Also, it was mentioned that replays would be released of SSL8. Does anyone know if that ever happened or not?
i would love to get my hands on those replays... Hiya and Mong replays <3
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What are the current iccup MOTW?
Also what is the latest map pack on iccup? (I have 2.5, couldn't locate any later versions and the iccup link is 404'd)
EDIT- HMMM just noticed this was in the Strategy section not general, well I guess I'll leave it up and see what it earns me.
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