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On October 13 2014 11:53 ninazerg wrote:Show nested quote +On October 07 2014 23:01 Mirabel_ wrote: What are the theoretical features of a relatively good map for TTvZZ or TTvZP? Neomedusa is one of the best maps for T/T teams in 2v2 because it is a three-player map. This means that you can only have one opponent spawning, making crushing them a piece of cake. Have one of your players on your team send an SCV right away to your opponent's base. This SCV should build a barracks on the high ground above their minerals. Harass their workers with marines while your ally goes mech. You can also build a barracks outside of their base and float it into their base, because you'll automatically know where they've spawned.
Would bio + mech be standard against all teams that include a Zerg? This is in addition to my previous questions.
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On October 13 2014 19:19 Mirabel_ wrote:Show nested quote +On October 13 2014 11:53 ninazerg wrote:On October 07 2014 23:01 Mirabel_ wrote: What are the theoretical features of a relatively good map for TTvZZ or TTvZP? Neomedusa is one of the best maps for T/T teams in 2v2 because it is a three-player map. This means that you can only have one opponent spawning, making crushing them a piece of cake. Have one of your players on your team send an SCV right away to your opponent's base. This SCV should build a barracks on the high ground above their minerals. Harass their workers with marines while your ally goes mech. You can also build a barracks outside of their base and float it into their base, because you'll automatically know where they've spawned. Would bio + mech be standard against all teams that include a Zerg? This is in addition to my previous questions.
The most important things are your communication/cooperation with your partner, unit control, and map awareness. If one of you wanted to go mech, you'd have to coordinate that with your ally because it takes a long time to get to where you have a decent-sized army, or can even move out onto the map, so you'd want to think of a way where your ally won't get killed if both opponents attack your ally. Generally speaking, you're going to open most 2v2 games with lower-tier units, and build up your tech tree as the game goes along so that you can immediately respond if your ally needs help, and vice-versa.
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On October 05 2014 05:52 juvenal wrote: What's with the geysers on Fastest Maps, can barely mine gas. Any one who can tell me how I know this guy is not playing Zerg gets a cookie. An imaginary one, but still a cookie. The cookie is not a lie!
And no, the reason is not "Zerg sucks for FMP"...
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Because extractors have the same size as geysers, so workers are not blocked from the extractor.
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seems every scumbag protoss on iccup is opening 14nex
i have a really hard time countering this build, especially when scouted late (first scv scouts wrong direction)
by the time the build is scouted, usually 2-3 gates are up with core on the way
any I have 1 tank and 3-4 marines
I usually just ragequit at this point
unfortunately ragequit not good counter to 14nex, suggest something better?
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On October 17 2014 02:01 Cryoc wrote: Because extractors have the same size as geysers, so workers are not blocked from the extractor. Aaaaaaaaand Cryyyyyyyyyyooooooooooooc...+ Show Spoiler ++ Show Spoiler +Here you are, enjoy your cookie:
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The obvious counter is to scout earlier. I think if you scout after taking your gas at 11/12, you can scout all locations on 4 player maps before your factory finishes. So you can bunker rush it with 3 Marines, 5 SCV and rally rax and Factory to his natural for incoming vulture and additional Marines. If you don't want to scout so early and have bad luck with your scout, you can try to only build vultures with mines and speed while taking a very fast 3rd off one Factory. Depends of course on the specific follow-up from protoss, but the most common is 2gate 1 zealot->goons. Versus that, a bunker rush should be effective.
Thx for the cookie Freakling^^.
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On October 17 2014 02:36 9heart wrote: seems every scumbag protoss on iccup is opening 14nex
i have a really hard time countering this build, especially when scouted late (first scv scouts wrong direction)
by the time the build is scouted, usually 2-3 gates are up with core on the way
any I have 1 tank and 3-4 marines
I usually just ragequit at this point
unfortunately ragequit not good counter to 14nex, suggest something better? how does he have a nexus and 2 gates when you have 1 fac and a couple marines ??????????????? sounds like you need to work on your build orders for one. secondly, it seems you are scouting way too late. even if you scout the wrong direction you should never see 2 completed gateways after a nexus. thats just asking to lose assuming you went with a pretty passive build order yourself. scout earlier (10/11) send another 2/3 scv if you see the nexus building and bunker rush him. get fac up asap and follow up with a vulture, cc and spider mines. get tanks after that or you can skip the cc and go straight for tanks, but then if he holds off your attack youre gonna end up behind
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On October 21 2014 22:41 ExBoshy wrote: ...
It's very hard to answer just three dots, so I'll summarize the best I can:
In ZvT your spire timings will hit around 7:00 for three hatch and 6:30 for two hatch. However in ZvP, note that the stargate finishes (or is supposed to) at 5:00 and you see your first corsair around 5:30. Against one-base Protoss, I don't know the approximate timing, but since the Protoss player does not need to spend time building cannons and a nexus, the stargate will finish much sooner, and essentially, you'll never be able to get out your first batch of mutalisks in time to counter corsair aggression on one base. This is why I recommend getting a hydralisk den, because it does not require a lair and has a very quick build-time, and just a couple of hydras can hold off the first 2-3 corsairs if the overlords are hovering above where the hydras spawn.
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On October 23 2014 01:39 ninazerg wrote:It's very hard to answer just three dots, so I'll summarize the best I can: In ZvT your spire timings will hit around 7:00 for three hatch and 6:30 for two hatch. However in ZvP, note that the stargate finishes (or is supposed to) at 5:00 and you see your first corsair around 5:30. Against one-base Protoss, I don't know the approximate timing, but since the Protoss player does not need to spend time building cannons and a nexus, the stargate will finish much sooner, and essentially, you'll never be able to get out your first batch of mutalisks in time to counter corsair aggression on one base. This is why I recommend getting a hydralisk den, because it does not require a lair and has a very quick build-time, and just a couple of hydras can hold off the first 2-3 corsairs if the overlords are hovering above where the hydras spawn. .....
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On October 17 2014 02:36 9heart wrote: seems every scumbag protoss on iccup is opening 14nex
i have a really hard time countering this build, especially when scouted late (first scv scouts wrong direction)
by the time the build is scouted, usually 2-3 gates are up with core on the way
any I have 1 tank and 3-4 marines
I usually just ragequit at this point
unfortunately ragequit not good counter to 14nex, suggest something better? 3 options:
1: proxy rax every TvP 2: CC before barracks 3: double scout on 4 player maps and have a good enough reaction time that as soon as you smell 14 nex you can pull scvs, send marines, and have vultures on the way as soon as your fac finishes to kill it off and continue the game from there.
Scout after supply depot. The value of information is way more precious than a few extra minerals, or a factory that's 5 seconds faster. You'll learn a lot more scouting and reacting to information than trying to make tiny optimizations.
2fac/3fac is probably also not bad. I don't remember too many Protosses risking 14 nex when that was the standard for TvP. They have a later robo which lets you take advantage of mines, and on some maps, cliff drops.
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On fs scout towards your easiest third first. That way if you scout first or second you can bunker rush and if you scout them third mines expand is ez.
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Japan11285 Posts
How do you TLPDize names for SOSPA or BW? I keep getting Sc2 when I tlpd-ize.
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GRAND OLD AMERICA16375 Posts
On October 26 2014 22:44 c3rberUs wrote: How do you TLPDize names for SOSPA or BW? I keep getting Sc2 when I tlpd-ize.
in site settings (under your login info top left of page), there's advanced options to set your TLPD settings
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Japan11285 Posts
On October 27 2014 02:37 amazingxkcd wrote:Show nested quote +On October 26 2014 22:44 c3rberUs wrote: How do you TLPDize names for SOSPA or BW? I keep getting Sc2 when I tlpd-ize. in site settings (under your login info top left of page), there's advanced options to set your TLPD settings I never knew that. Thanks!
edit - I still get sc2 links when I make BoxeR, YellOw, NaDa.
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I've been playing on Fish server for a while now and want to ask a few questions:
a) If someone reaches E rank 2v2, do they need to continue playing only with E ranked players in 2v2 to gain points? b) Is there a list of commands that I can use for mca64launcher to activate certain things (e.g. drop players that are hacking)? c) I usually have somewhere between 300 and 500 ping although I live in Australia with cable connection, is there anything I can do to drop it to more manageable levels (50-100)? d) Any channel on Fish for teamliquid or english speaking users?
Cheers
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How am i supposed to beat a Terran army consisting of alot of battlecruisers, tons of tanks, goliaths, vessels and vultures as a zerg
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you cant lol. thats like an unbeatable combination of units. not sure how a terran manages to get that kind of army in the first place, but if he does youre gonna have a pretty hard time beating it
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you COULD try to hit him in other areas. Personally i'd probably take advantage with my mobility and destroy depots with cracklings since that composition is so supply heavy. Idk if it could work but that's what I would do.
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