I´ve uploaded the replay here:
http://www.sc2share.com/BJp
Thank you for your time.
Forum Index > StarCraft 2 Strategy |
Damien
Brazil131 Posts
I´ve uploaded the replay here: http://www.sc2share.com/BJp Thank you for your time. | ||
Damien
Brazil131 Posts
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MrBarryObama
Korea (South)141 Posts
User was warned for this post | ||
SatedSC2
England3012 Posts
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Genome852
United States979 Posts
2. After 1/1, you wait a long time to get 2/1. You forgot armor upgrade. The zerg didn't even start researching 2/2 until 16 minutes in the game (!!!) after he got his ultra cavern up. If you had started upgrade research on time you would have had plenty of openings to kill him outright with a huge upgrade advantage. 3/3 vs 1/1 would not even be close (ultras are horrible until they get full armor upgrades, where they become tickled by marine damage due to exponential benefit of armor). 3. Your doom drops were in his vision, partly because of the entire map being creeped. 4. You should get tanks vs that composition. By the end you started getting tanks but it was already over. 5. (Losing a gazillion medivacs to that one fungal, ouch) | ||
Damien
Brazil131 Posts
I know that i played this game very bad. I don´t understand why could this thread be so bad. Is it why I´ve played bad or break rules on posting? | ||
Jer99
Canada8157 Posts
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Frumpysnoo
United States247 Posts
First thing I noticed you could have improved on was your early game pressure. Try to stay active with your hellion/reaper army early on, as it counters the only unit that Zerg is able to defend with at a very early point (zerglings). The whole point with this composition is to apply pressure with the reapers, like you did, and then mix in the hellions as soon as they're finished. I typically leave my base with 4 hellions, not 6. If you would have attacked his third earlier you could have potentially killed more, while losing less as he didn't have many units or much time to build them when you first arrived on his creep. But what decided the game in my opinion was the push around 15 minutes. When you haven't done some damage for a while, and haven't even really scouted, send out a small segment of your army to scout ahead and push back creep. You took a bit too much damage at this point to a very small amount of his army. The fungals a minute or so later on your medivacs also did quite a bit of indirect damage; drops are supposed to distract, and this mini-doom drop only welcomed him to come attack you after deflecting your medivacs. I also wouldn't worry so much about the Infestors, but rather the zergling count that game. Keep your Marauders up front, Marines split in the back, and Widow Mines spread out everywhere. Position yourself in a way so that you can kite backwards into your Widow Mines with your Marines. Most Zerg will actually get intimidated, thinking you may have much more than you do, and may even pull back instead of engaging you fully. If you have Marauders in the front properly, they can potentially absorb quite a bit of banelings, as well as slow down the swarm with concussive shells. Sorry if this has been hard to read, 0 editing and coffee just finished lol. Glhf dude | ||
bacoatc
El Salvador26 Posts
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Jer99
Canada8157 Posts
On July 30 2014 17:41 Genome852 wrote: 1. Your hellions actually killed a ton of lings, but by sacrificing them, the creep spread went uncontested and he creeped all the way to your third base (and later covered most of the map). Even without hellions you could send your small marine squad with medivac to clear creep, especially with no muta threat. 2. After 1/1, you wait a long time to get 2/1. You forgot armor upgrade. The zerg didn't even start researching 2/2 until 16 minutes in the game (!!!) after he got his ultra cavern up. If you had started upgrade research on time you would have had plenty of openings to kill him outright with a huge upgrade advantage. 3/3 vs 1/1 would not even be close (ultras are horrible until they get full armor upgrades, where they become tickled by marine damage due to exponential benefit of armor). 3. Your doom drops were in his vision, partly because of the entire map being creeped. 4. You should get tanks vs that composition. By the end you started getting tanks but it was already over. 5. (Losing a gazillion medivacs to that one fungal, ouch) This pretty much sums up my thoughts, minus the tanks. Widow mines IMO are still better The biggest issues were letting him spread that insane amount of creep, and you do almost no harassment at all. He was free to drone up and spread creep everywhere, and that gave him a huge advantage. Try dropping in 2 places at once instead of that massive doom drop when he has 90% map vision. Don't forget, when you are doing 4M you basically need to never stop the aggression. You have to continuously stream your units across the map and force units out of him instead of upgrades. Establishing your 3rd base earlier while keeping up SCV production will also help, + getting earlier upgrades too. | ||
Damien
Brazil131 Posts
I ll keep the pressure with hellions and reapers to force him attack me with lings and to stop the creep. I ll try not to lose the hellions and reapers to use them later, attacking 2 points: harassing some second or third base whit hellions, open the way with marines/medivacs over the creep. Is it right? I need to learn to stabilish a 3rd base soon. I dont know how to do it properly, so i ever delay it. I ll try to put the 3rd with a bunker ASAP. Thank you guys, really. I ll put another replay when i play observing ur tips. Sorry for my bad english. Im still learning. | ||
Kvassten
Sweden159 Posts
On August 19 2014 23:39 Damien wrote: Thank you guys! I ll try to improve all u said. I ll keep the pressure with hellions and reapers to force him attack me with lings and to stop the creep. I ll try not to lose the hellions and reapers to use them later, attacking 2 points: harassing some second or third base whit hellions, open the way with marines/medivacs over the creep. Is it right? I need to learn to stabilish a 3rd base soon. I dont know how to do it properly, so i ever delay it. I ll try to put the 3rd with a bunker ASAP. Thank you guys, really. I ll put another replay when i play observing ur tips. Sorry for my bad english. Im still learning. If you are gonna land your 3rd and saturate it early you must know that Zerg doesn't do a 1/1 speedroach timing or any other all in / heavy pressure. Also you can't lose your hellions because your third won't be able to mine because of speedlings. | ||
Damien
Brazil131 Posts
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Kvassten
Sweden159 Posts
In a "standard" game where Zerg goes for hatch first into some kind of early speed and plans to take a fairly early 3rd and you go for 3CC reaper hellion, the hellions provides map control. You use them to fight creep and scout for a 3rd, deny ling runbys, scout the Zerg natural for a double evo + roach warren which could indicate a fast 1/1 speed roach timing etc. In a game where you scout with your reaper and see no Zerg expansion at 4:00 and you see a baneling nest you will use your hellions to stay alive. If the Zerg goes for 3 fairly early hatches and your plan is to do heavy pressure you can go for a 2 factory hellion push. This push is designed to kill as many drones as you can but you often sacrifice the map control since you most likely will trade all the hellions to cripple the Zergs economy. This will often make the Zerg to all in you so saturating a 3rd isn't your highest priority. | ||
WeddingEpisode
United States355 Posts
made me want to establish a far-forward Planetary sometimes. Has anyone ever done this? | ||
PinheadXXXXXX
United States897 Posts
On August 22 2014 01:21 WeddingEpisode wrote: The inevitable spread of creep from his base to mine (speaking as Terran) has made me want to establish a far-forward Planetary sometimes. Has anyone ever done this? Well, ideally you want to expand in a way where your bases can be pfs and serve as a staging ground for your assaults, and a point which the zerg simply will not pass. I like to take my 4, 5 and 6 bases as kind of "counter" to the zerg's bases; in other words, directly across the map from his, so I can push straight from my forward expansion to his base. If you push from there you prevent the creep that matters. | ||
Genome852
United States979 Posts
On August 22 2014 01:21 WeddingEpisode wrote: The inevitable spread of creep from his base to mine (speaking as Terran) has made me want to establish a far-forward Planetary sometimes. Has anyone ever done this? Having an early expansion far away from the main does not work unless it is hidden. Otherwise, in TvZ you normally expand towards the zerg so your reinforcing units naturally protect your expansions on the way to the front. In super super late game on split maps, using PFs simply as static defense structures is also pretty effective. | ||
Damien
Brazil131 Posts
1) No fast third; 2) Low number of lings; 3) 1 gas with more than 100 gas mined. Some times they attack me so faster that I need to cancel the stimpack to swap factory on the lab and start tank production, delaying my stimpack. I watched some replays and i notice that gosus continues to producing the same bases used vs bane/muta, but they put some bunkers on the front and after have created reactor for starport, they put one lab on factory and use some tanks, no mines. How do you have sure that zergs will use roaches? How do u counter it at the early game? Than you all for the tips and for ur time. | ||
KOtical
Germany451 Posts
if u afraid of roach pushes u should get 1-2 tanks early then ur save against roach timings and zerg/bane... it also shouldnt delay u that much... vs zerg i get 15 supply gas and let 3 workers in gas, get 2 tanks + marines, if i scout he makes a third hatch i can push with marines + 2 tanks around 8 min and kill his third, while building my own third cc. if he doesnt expand just sit back get some rax + starport and ebays then. BO: - 15 gas 3 on gas as soon as finished - build 2 marines (i use them for sniping the overlord and to be safe against early pools...) - build reactor on rax - expand - build factory (build it so that overlords have hard time to scout) - build 2 tanks + wall off and marines (let marines secure your base from overlords) - scout for third - build 3rd cc - if zerg build 3rd base then go attack 3rd, if zerg havent build 3rd base, ur third is on the way already and u just need to defend it no need to attack that early then... - take all 4 gases now - my followup buildings are 2 ebays, 5-6 rax, 1 starport and i switch a rax to the tech lab of the factory to get faster stim/shield. so i hv ,3CC, 6-7 Rax (2 with tech 4 with reactor), 1 factory (with reactor), 1 starport with reactor. if he plays mutas u should get missle turrets + a 2nd factory for thor production. after the third cc ur free to go either into mech or bio...but its important that u stay on 1 gas until u can afford the third cc i usually transist to bio + medivacs + mines then... and dont forget the upgrades and supply depots... | ||
Damien
Brazil131 Posts
You must attack ASAP, so thanks delay ur attack and ur medivacs, or am I wrong? | ||
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