2. What is the hard counter to robo opening in pvp? which build?
3. What is the counter to collossus expo build in pvp?
4. What is the counter to one base four rax marine stim scv allin when u play 1 gate fe?
Forum Index > StarCraft 2 Strategy |
haaz
157 Posts
March 09 2012 00:17 GMT
#11521
2. What is the hard counter to robo opening in pvp? which build? 3. What is the counter to collossus expo build in pvp? 4. What is the counter to one base four rax marine stim scv allin when u play 1 gate fe? | ||
Pusekatten
Norway234 Posts
March 09 2012 00:39 GMT
#11522
So I do 14-15hatch, 19-21hatch, 25pool. I get the first hatch at my natural ofc, if it gets pylon blocked, I go a pool first build, and put down my expo at my third. The 2nd hatch will noramly be placed at my third expo, but my mind is not made up if I should go for a inbase hatch insted. Is there a better start without delaying the first hatch? (hate it when my hatch get pylon blocked) | ||
coriamon
244 Posts
March 09 2012 05:22 GMT
#11523
On March 09 2012 09:17 haaz wrote: 1. Is there a viable way to play positíonal style as terran against toss? similar to tvt? 2. What is the hard counter to robo opening in pvp? which build? 3. What is the counter to collossus expo build in pvp? 4. What is the counter to one base four rax marine stim scv allin when u play 1 gate fe? 1. Not similar to TvT, but using bio in positionally advantagious spots is insanesly good. For example, engage on ramps if they are zealot heavy, abuse cliffs with vikings, ect... 2. There are no hard counters in starcraft (in my opinion), but the answer you are looking for is any type of stargate build. Phoenixes can lift immortals, harass, and then if they transition into colossus deathball, voidrays destroy the entire composition. 3. Once again, no hard counters; anything can be held off if controlled properly. However, since you ask like that, a good pressure build is to just build more colossus then he has. Attack him about 1 minute after his expansion is done being up. 4. WTF ARE YOU SAYING IN THIS QUESTION? You ask for a counter when you give a build that you are already doing. I guess this is what you can do: Control your stalkers well; constantly kite. If you force a stim, just run; don't engage. If you suspect this cheese, keep your stalkers near their base so you can kite for longer, and crono your gateways. If you must warp in zealots, makes sure that they are attacking. If they stop attacking (IE. the scvs surround them and then go hold position), make them hold position as well. This will allow them to attack the scvs. If there is a single ramp, FF it as many times as possible; your econ will help a lot. Sentries are probably the worst thing that you can warp in though; you want as many stalkers and zealots as you can, and perhaps 1-2 sentries with enough for FF and/or guardian shield. Abuse the shields that protoss units have. Constantly poke their front if you notice that they aren't getting marauders. GL with this! | ||
vorxaw
Canada245 Posts
March 09 2012 05:51 GMT
#11524
On March 06 2012 20:23 AmericanUmlaut wrote: Show nested quote + On March 06 2012 19:38 Corridor wrote: Hi I'm a former plat level terran in season 5 about to rise to diamond. I've stopped Starcraft 2 for a bit and would like to get back in the game. Which builds are standard for terran now? Anything I should take notice of? TvZ: Reactor Hellion expand TvP: 1-Rax expand or the 1-1-1 Marine/Tank/Banshee all-in TvT: No idea, I play Protoss and Zerg TVT: 1rax expand into marine tank or into full mech | ||
dynwar7
1983 Posts
March 09 2012 13:23 GMT
#11525
1. When playing mech, it is common to wait until 200 then attack right? 2. Hellions and banshees are the only 2 choices a meching player can harass with? 3. Does every single mech game have to go long macro 30min+? 4. lastly, Do I have to make PF and turrets everywhere? I hate that.... Thanks guys! | ||
phiinix
United States1169 Posts
March 10 2012 06:19 GMT
#11526
On March 09 2012 22:23 DontLoseSightOfIt wrote: Mech questions 1. When playing mech, it is common to wait until 200 then attack right? 2. Hellions and banshees are the only 2 choices a meching player can harass with? 3. Does every single mech game have to go long macro 30min+? 4. lastly, Do I have to make PF and turrets everywhere? I hate that.... Thanks guys! 1. yes, but feel free to start moving out at around 170 or sooner, mech takes a while to set up and if you're rallying to your army, you'll have your 200 pop army when you're ready to engage anyhow 2. I guess so 3. No, it's just that since tanks scale so well, that the max end game army favors the mech player so it's in their interest to wait. Timings are strong regardless of style of play. 4. Mech is more immobile, so unless you leave hellions/tanks/thors around, your expansions are more vulnerable. I tend to get pfs at 3rd+ expansions regardless of what style or mu I'm playing, so there's that. | ||
Sbrubbles
Brazil5763 Posts
March 10 2012 12:03 GMT
#11527
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Dingobloo
Australia1903 Posts
March 10 2012 15:00 GMT
#11528
On March 10 2012 21:03 Sbrubbles wrote: Where can I find information for the ladder maps like: natural do natural distance, main to main distance, main to third distance, etc? Liquipedia doesn't give any of that. Best way to get this info is running the maps through the map analyzer, it's a good amount of work to get it all up on liquipedia formatted in a way that is useful, I'll attempt it, but for now you can check out all the current ladder map data in this gallery: Imgur.com - Ladder Map Analyzer Results It does not however do main to third, hopefully this was helpful. | ||
Odds
Canada1188 Posts
March 10 2012 22:06 GMT
#11529
I don't expect that there is, but it would be cool if there is a way and I'm just as yet unaware. | ||
XenoJesus
United States72 Posts
March 10 2012 22:51 GMT
#11530
Are there other ways to punish this? | ||
VoirDire
Sweden1923 Posts
March 10 2012 23:00 GMT
#11531
On March 11 2012 07:51 XenoJesus wrote: In TvZ, if I scout a hatch first build, what should I do? 2rax? Are there other ways to punish this? Hatch first is standard and there's no 100% sure way to punish that. Pool first is punishable by early hellions though. Do a 1 rax expand or hellion expand build if you want to have the same eco as zerg. | ||
Cirqueenflex
499 Posts
March 10 2012 23:01 GMT
#11532
2. is it viable to rush +1 carapace in ZvP to compensate +1 timing attack pushes from protoss (to make ling defense an option)? 3. is it viable to go double hatch before pool in ZvP vs Nexus first? 4. is burrowed banelings a viable strategy to push protoss 2 base timings when they skip observer? | ||
VoirDire
Sweden1923 Posts
March 10 2012 23:03 GMT
#11533
On March 11 2012 07:06 Odds wrote: If I select all my rax, is there a way to build a marine at each of them with 1 or 2 button presses? I don't expect that there is, but it would be cool if there is a way and I'm just as yet unaware. You can hold the "A" button for marines (more effective with character repeat rate set to "slow delay" and "fast rate" in the control panel). | ||
VoirDire
Sweden1923 Posts
March 10 2012 23:12 GMT
#11534
On March 11 2012 08:01 Cirqueenflex wrote: 1. is it viable to go 7 pool aka CatZ in ZvP and only build 4 lings to kill Pylon + Forge? Can worker pull stop this too easily? Do they not kill cannons fast enough? Are they not a high enough thread to mineral line so toss just puts up cannon @forge? 2. is it viable to rush +1 carapace in ZvP to compensate +1 timing attack pushes from protoss (to make ling defense an option)? 3. is it viable to go double hatch before pool in ZvP vs Nexus first? 4. is burrowed banelings a viable strategy to push protoss 2 base timings when they skip observer? 1. More than 4 lings is necessary. At least 6. If P went for 13 forge and scouts you he'll have time to wall off anyway vs 7 pool. 2. No, it won't finish on time. +1 timings should hit before 8 minutes and then your upgrade would barely be started. 3. Do you mean a total of 3 hatches before pool? No, because injects are needed to make the maximum amount of drones. Plus you'll get blocked. 4. Sounds a bit risky. Burrowed roaches are great though, just burrow when he forcefields. EDIT: Clarification. | ||
KhAmun
United States1005 Posts
March 10 2012 23:15 GMT
#11535
On March 11 2012 08:01 Cirqueenflex wrote: 1. is it viable to go 7 pool aka CatZ in ZvP and only build 4 lings to kill Pylon + Forge? Can worker pull stop this too easily? Do they not kill cannons fast enough? Are they not a high enough thread to mineral line so toss just puts up cannon @forge? 2. is it viable to rush +1 carapace in ZvP to compensate +1 timing attack pushes from protoss (to make ling defense an option)? 3. is it viable to go double hatch before pool in ZvP vs Nexus first? 4. is burrowed banelings a viable strategy to push protoss 2 base timings when they skip observer? 1. You can try to work that angle, though I would recommend 8pool for that as it's slightly more economical, but either way if you don't get probe kills just killing the pylon/forge won't get you out ahead, and you'll have to successfully predict the protoss follow up and act accordingly to secure a lead. 2. The problem with rushing +1 carapace, is that protoss usually hits a timing for the second that their upgrade finishes, which means with chrono boost it will be out before your +1 carapace. This is of course unless you go for a super super fast +1 carapace which will cut into your economy/tech sort of significantly in order to get it out that early, leaving you in a worse position if they don't completely commit to an allin type build. 3. No, they can still pylon block your expansions, which means you have to have lings out to kill them in a reasonable amount of time, and they'll still have a timing to cannon rush your third if they scout it, as the forge will finish before your pool, and they can skip gateway/second pylon to cannon your third. 4. It can be, but it's sort of a gimmicky type thing, because any 2base allin that hits after lair tech finishes and and upgrade has time to be done (in standard FFE vs 3hatch openings), should have an observer undoubtedly, and of course some players will cut this observer, but a well executed one will not. | ||
Grobyc
Canada18410 Posts
March 10 2012 23:26 GMT
#11536
when toss goes 1 gate fast expo? when toss goes zealot -> stalker (no expo)? when toss goes stalker w/o zealot (no expo)? | ||
Blazinghand
United States25546 Posts
March 10 2012 23:33 GMT
#11537
On March 11 2012 08:26 Grobyc wrote: What time does the first stalker typically come out in TvP when toss goes 1 gate fast expo? when toss goes zealot -> stalker (no expo)? when toss goes stalker w/o zealot (no expo)? I think the answer to this is almost always at 4:35-- a 1 gate FE gets a Cyber Core ASAP after the gate, and a stalker ASAP after cyber core, not expanding until after a stalker and warpgate have been started. Any build that gets a zealot first finishes the zealot before the cyber core finishes. An exceptionally greedy build might cut the zealot start the Nexus before the stalker, which would delay the stalker to about 4:50. | ||
mrmuhammadhakim
Malaysia2 Posts
March 11 2012 02:20 GMT
#11538
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AmericanUmlaut
Germany2560 Posts
March 11 2012 09:48 GMT
#11539
On March 11 2012 08:33 Blazinghand wrote: Show nested quote + On March 11 2012 08:26 Grobyc wrote: What time does the first stalker typically come out in TvP when toss goes 1 gate fast expo? when toss goes zealot -> stalker (no expo)? when toss goes stalker w/o zealot (no expo)? I think the answer to this is almost always at 4:35-- a 1 gate FE gets a Cyber Core ASAP after the gate, and a stalker ASAP after cyber core, not expanding until after a stalker and warpgate have been started. Any build that gets a zealot first finishes the zealot before the cyber core finishes. An exceptionally greedy build might cut the zealot start the Nexus before the stalker, which would delay the stalker to about 4:50. Blazinghand is right. You might skip the Zealot to get the Nexus out 100 minerals faster, but that doesn't affect the Stalker timing. | ||
Ganseng
Russian Federation473 Posts
March 11 2012 16:47 GMT
#11540
did people actually start to use phoenixes against mass mutalisks after 1.4.3? do terrans build ghosts at all in late game tvz after 1.4.3? i mean professional players mainly. | ||
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