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On February 02 2015 05:11 JieXian wrote:I saw SC2 and C- after 150 games and was very surprised... But then I saw that you were GM so that kinda explains it Welcome and enjoy in the ZvP against forge FE game your wall at your third was nonexistent. What people can do is make position their buildings to only make one point of entrance and drone drill to block zealots from ever reaching the sunkens, since there are 6-10+ drones stacked together in a choke, some drones and 2 sunkens can stop 8 zealots.
Hey
okay thanks, do you have like a screenshot of a viable wall on FS that I could use?
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On February 02 2015 05:11 JieXian wrote:I saw SC2 and C- after 150 games and was very surprised... But then I saw that you were GM so that kinda explains it
I came from Command & Conquer 3, and I got to C in less. Don't underestimate the skill required for other RTS games.
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On February 02 2015 08:26 vOdToasT wrote:Show nested quote +On February 02 2015 05:11 JieXian wrote:I saw SC2 and C- after 150 games and was very surprised... But then I saw that you were GM so that kinda explains it I came from Command & Conquer 3, and I got to C in less. Don't underestimate the skill required for other RTS games.
Wow sick! I'm a fan!!111
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Hey, I watched your ZvT... a few key points:
- Anytime you defend a double barracks proxy and he lifts, you don't need to get a sunk immediately... you should replenish your drones after all that econ damage. Once you use all your larva on drones, then it's a good time to get a sunk. - Also, I believe that you could have tried to attack his choke scvs and possibly nail a few and actually see how many marines he had... if he had 3-4, then just back out. I liked how you tried to provoke stim to waste medic energy but I think you allowed your macro to suffer... by not getting drones while lair was coming up asap. I think initially it was a good idea because it slowed his push towards your front but after a while, I think you overdid it when you ran into his back up force and suicided your zerglings which could've been used to see if he sends reinforcements or cut off small number of reinforcements. Focus on having enough drones and getting sunks while lair and spire are going up. The time during which lair is morphing is quite crucial because that's the best time to stabilize your economy up until your spire is half finished (in which you get ovis and starting saving larva for mutas). - Also, once you saw that many firebats, I don't think it's a good investment to get more zerglings. I typically prefer 4 sunks... which would be tough for a group of mm to break... and just to be safe. I've won many TvZ because of timing and hitting the zerg with 2 sunks with a 3rd sunk morphing. As Zerg, I've lost many games because I was being greedy and didn't get the 3rd sunk in time or didn't get 4 sunks. If the terran is going to be on 1 base for a while you are investing in mutalisks, it's worth getting that extra sunk to account for possibly 1.5 group mm. Afterwards, you can improve your economy once your mutas are out. - After you defended, you got mutas... but you should continue muta production... not zerglings... unless you run out on gas. But in your case, since you were somewhat short on drones due to the attack, drones would've been better to saturate your natural. The only time I prefer zerglings is when you want to be really aggressive but on a long term level, having more drones will lead better into the mid game and getting lurk + 3rd base. 2 hatch lair means you will run short on larva so try to get drones when you can (after mutas). Once you get your nat and main saturated, feel free to get lings. Personally, as Terran, I am more worried about defending and securing my economy when mutas are out... otherwise my standard vessel 3 tank push gets delayed later on. If that happens, it makes deflier tech scarier especially when I'm still stuck in my natural. - Lastly, once mutas are out... go grab your 3rd gas expo and hydra den... unless you want to tech (preferably after you get 3rd base)
Hope this helps. This is coming from someone who both plays TvZ , ZvT.
P.S: That terran player made a huge error by not target firing your sunks and using 1-2 firebats to nail your zerglings and drones...
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On February 02 2015 08:26 vOdToasT wrote:Show nested quote +On February 02 2015 05:11 JieXian wrote:I saw SC2 and C- after 150 games and was very surprised... But then I saw that you were GM so that kinda explains it I came from Command & Conquer 3, and I got to C in less. Don't underestimate the skill required for other RTS games.
I'm not underestimating, because SC2 has MBS and all that multiple unit selection, when I transitioned from WC3 I was struggling too.
On February 02 2015 05:33 crbox wrote:Show nested quote +On February 02 2015 05:11 JieXian wrote:I saw SC2 and C- after 150 games and was very surprised... But then I saw that you were GM so that kinda explains it Welcome and enjoy in the ZvP against forge FE game your wall at your third was nonexistent. What people can do is make position their buildings to only make one point of entrance and drone drill to block zealots from ever reaching the sunkens, since there are 6-10+ drones stacked together in a choke, some drones and 2 sunkens can stop 8 zealots. Hey okay thanks, do you have like a screenshot of a viable wall on FS that I could use?
I saw it on a Savior stream. I don't remember how to do it by myself , sorry
If I find it i'll let you know If you find it do let us know too.
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Well the one Retuh submitted answers one position. You kind of can extrapolate from there. I used to put the macro hatch on the other side of the choke to block the drone access, but I guess blocking the access to the ramp leading to the fourth is much more important. The number of time I've had quite a large army sneak in through there lol.
EDIT: Holy shit one thousand post. Not that much compared to others but took me a while to get there myself ^_^
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Japan11285 Posts
Yes, pros block the way the direct way to the ramp because the other way around can be easily blocked by drones/ other workers.
I believe these are viable wall-ins on FS just scroll down to the zerg expansion wall-ins.
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On February 08 2015 16:42 crbox wrote: Well the one Retuh submitted answers one position. You kind of can extrapolate from there. I used to put the macro hatch on the other side of the choke to block the drone access, but I guess blocking the access to the ramp leading to the fourth is much more important. The number of time I've had quite a large army sneak in through there lol.
EDIT: Holy shit one thousand post. Not that much compared to others but took me a while to get there myself ^_^
The one I saw from savior's stream was way better than these. This is still quite open and not impenetrable to ~8 zealots by using 8-10 drones.
My mouth was hanging wide open watching his drones in action.
Of course, the above pictures are already an improvement
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