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Hello, all.
I'm struggling with timing the construction of additional factories. I'm guessing a lot of it is map specific and obviously depends on what protoss is doing and what type of push you're going for.
So let's say the map is Fighting Spirit and you go 1 Rax FE so protoss takes a fast 3rd to stay ahead economically. You have 2 factories at this point with add-ons. If you go for a timing push how many factories do you add and when do you add them? If you go for a fast 3rd when should you add factories? Is there a formula for how many factories you should have relative to the number of your bases?
Thanks! John
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I strongly feel that there really are no set rules for these scenarios. You should consider adopting a completely different mindset to how the matchup is played. What I mean is that it's generally Terran's job to decide how much pressure he's going to apply at different stages of the game, and Protoss should be the "reactionary" race. Protoss should be adapting to what you're doing, not the other way around. Constantly scout and look for ways to slow toss down. Knowing beforehand that he's going to take a quick 3rd if you FE is something you can take advantage of. Perhaps you can devise a way to sneak vultures around the map and go hunting for that elusive probe that's probably heading towards his likely third? Food for thought.
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i think a timing push is actually even more complex than that because "protoss takes a fast 3rd" can mean different builds and "fastness" and each of those have a different perfect counter-timing point, and build. And its very hard to scout his build properly. Of course, lot of different builds can work, but if you don't scout it, its just blind counter (luck). And i think its not even always protoss adopting, its more like 2 players playing according to their mindset, knowledge, and skill level, and the clash of those will determine the outcome of each unique game.
so there are several possible factory timing pushes for the situation you wrote (1rax FE is very strong): 3 fact+marines -> counters 1 gate 3rd nex 4 fact+marines -> can counter 1 gate ob 3rd nex 5 fact -> can counter 3gate obs 3rd nex depending on the micro/macro. 6-7 fact -> can counter a lot of things but if the p sees it with obs, he will probably defend with fast zealot. these are not set in stones, but you can't really scout his build anyway except for the nexus timing (not even that sometimes) so generally the faster the nex, the faster you attack. you add the factories just as you have enough money. you must not wait. you need vulture speed and mine.
if you go for a 3rd base, it can also be done different ways. on FS a safe way to do is 4 fact and then CC in your base and + 2 fact after. when your 3rd is working, add +3 fact(1 addon) =9 fact. A more risky way to do is wall off the 3rd from 2 fact, build the CC and then add 3-4 fact. but you must be aware that the P is not going something like 4 gate shuttle bulldog. cause he can drop on your tanks really easily. general rule is 3 fact / base, but it goes somewhat exponentially. 2fact from 1 base, 6-7 fact from 2 base, 12 fact from 3 base seems better with proper worker count and not that good macro.
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best way to learn is to watch VODs/afreeca streams and see how pros react to certain toss builds they scouted/sense. Hiya is probably the best at this, his timing pushes and execution of them are imba
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2 base T can support 5-6~ish facts (with 2 add-ons) where you can have constant Tank + Vult production.
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I think timing push was always 6 Factories (some players went 7, but I don't think the production goes smoothly with that).
If you plan to expand to the 3rd, it's all dependant of how greedy the Toss is and how gosu you feel. Some Koreans do grab their third off just 2 Factories, but it only works when Toss is very greedy or tries to tech heavily and doesn't plan to pressure your attempt to expand at all. Normally, you'll need at least 3 Facts or 2 + Starport, to create the counter-thread of Vulture drops and force him to play more cautiously.
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