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On May 13 2016 20:46 ihatevideogames wrote:Show nested quote +On May 13 2016 18:43 SHODAN wrote: how are you guys playing mech vs bio in TvT? I'm having fair success on frozen, but the other maps are very difficult. dusk towers is especially difficult. how do you spot drops coming on a large map? or get enough anti-air out to defend bio/tank/viking/liberator pushes? I'm a low dia scrub, so not sure how much of this is useful for you. I tend to turtle on with a million turrets and tanks in Dusk, making only tanks+vikings and a few mines. I really go crazy on the turrets, I even get the range upgrade. Even if they try to contain with early bio and tanks, I tend to gain air superirority and higher tank count soon enough. Then I double expand after that, having the CCs ready beforehand. Getting a 5th base is hard for mech on this map, but mines work wonders. On other maps, I make alot of mines. Works especially well on Frozen and Prion. Most bio terrans at my level don't make Ravens, so I can easily shut one attack path with mines and a couple of tanks and push from another side, while my bases are safe from drops because I spent half a map's worth of minerals making turrets.
I'm approx rank 300 on EU. I really like the idea of using 1-2 mines for vision while you turtle on 3 bases. you could sneak a medivac out with 2 mines and plant them on 2 ground routes, just to see how the bio player is splitting up his forces. I think it's a good alternative to suiciding hellions. hellions have higher vision range, but unless you are quick and have a hotkey available, they will get picked off for free due to concussive shells. mines can waste a scan and maybe damage a unit...
I do not have the same success when trying to compete for early tank/air superiority. tanks are very expensive for a 2-base mech terran. they are slow and you can't harass with them. so, I only make tanks once my third base is on the way. I try to keep the bio player pinned back for as long as possible with hellions, cyclones, blue flame and hellbat drops. I will probably make 3 cyclones in the early game once the new patch goes live (150/100 cost). they are great support units for the fast-paced GuMiho hellion/viking/medivac style.
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On May 11 2016 17:11 SHODAN wrote: ghosts in TvZ? is this a gumiho WoL appreciation thread? I have not seen ghosts used in TvZ by the pros during LotV. can anyone link me to an example? the trend in Korea is that if you go bio, you need to kill zerg before ultras pop. The ByuN vs Soulkey series from IEM Taipei featured ghosts.
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Is there already a good TvP scouting guide? Like how to scout with the reaper the best. How do i know what is comming? What do i scout for? etc etc. in HotS there were such guides, and they rly helped. I just had a game where i scouted super fast nexus, like nexus first, or gate nexus no gas, not sure, but the nexus was half way done, while i scouted with the SCV that made the rax.
the reaper then scouted 2 additional gates, so 3 in total, 2 gas, 1 adept and twilight. i thought, ok, he sure will add some gates soon. and prepared for an adept WP play, but it was fast 3rd and blink^^ So yeah sure i didnt see a robo. As you can see, lots of confusion going on here^^
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On May 15 2016 17:33 craz3d wrote:Show nested quote +On May 11 2016 17:11 SHODAN wrote: ghosts in TvZ? is this a gumiho WoL appreciation thread? I have not seen ghosts used in TvZ by the pros during LotV. can anyone link me to an example? the trend in Korea is that if you go bio, you need to kill zerg before ultras pop. The ByuN vs Soulkey series from IEM Taipei featured ghosts.
thanks for the tip. hope there will be some nukes
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How do i defend proxy robo in TvP? I tried turrets, viking was late but didnt matter at all i think even if it would have been on time. Immo and Adepts are to strong for my force. http://ggtracker.com/matches/6642577
also someone knows already this?
Is there already a good TvP scouting guide? Like how to scout with the reaper the best. How do i know what is comming? What do i scout for? etc etc. in HotS there were such guides, and they rly helped. I just had a game where i scouted super fast nexus, like nexus first, or gate nexus no gas, not sure, but the nexus was half way done, while i scouted with the SCV that made the rax.
the reaper then scouted 2 additional gates, so 3 in total, 2 gas, 1 adept and twilight. i thought, ok, he sure will add some gates soon. and prepared for an adept WP play, but it was fast 3rd and blink^^ So yeah sure i didnt see a robo. As you can see, lots of confusion going on here^^
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Vader is like single handedly keeping my tvp winrate from falling to low depths. For some reason I've played him like 6 times and won every time. I don't even need to look at the replay because he does the same shit every game. How to hold it:
Scv scout -> see 2 gasses no expo -> get 111 setup after your reaper fe -> get a cyclone from the factory then a tank, starport produces a medivac to give the tank survivability and mobility.
if you got 150 minerals, build a second barracks so you can start teching to stim. Float your cc back to your main base if you don't feel comfortable holding a natural versus this. You don't need the natural to hold it.
Keep producing tankivacs, lift whenever the get close enough to the tanks, tanks kill whatever he warps in. He will fuck up sooner or later and proceed to leave the game.
Keep your scouting scv at his base to check if he expands. He hasn't ever in my games but another toss might.
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Can someone tell me roughly the TvZ 16 marine drop build? Would be nice!
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On May 16 2016 22:42 Bojas wrote: Vader is like single handedly keeping my tvp winrate from falling to low depths. For some reason I've played him like 6 times and won every time. I don't even need to look at the replay because he does the same shit every game. How to hold it:
Scv scout -> 2 gasses no expo -> get 111 setup -> get a cyclone from the factory then a tank, starport produces a medivac to give the tank survivability and mobility.
if you got 150 minerals, build a second barracks so you can start teching to stim. Float your cc back to your main base if you don't feel comfortable holding a natural versus this. You don't need the natural to hold it.
Keep producing tankivacs, lift whenever the get close enough to the tanks, tanks kill whatever he warps in. He will fuck up sooner or later and proceed to leave the game.
Keep your scouting scv at his base to check if he expands. He hasn't ever in my games but another toss might. lol that guy still does that build? I played him a few times right after lotv came out and he already did this.
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On May 17 2016 00:54 Striker.superfreunde wrote: Can someone tell me roughly the TvZ 16 marine drop build? Would be nice! The build here is valid http://www.teamliquid.net/forum/sc2-strategy/504319-tvz-and-tvp-aggressive-builds
You can make it a bit more efficient if you make second rax before second depot. But with this variation don't make it as soon as you have 150 mins, wait until you're dropping your first mule and things will line up nicely.
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Oh, nice! Haven`t noticed that thread at all. Thanks a lot!
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Maybe someone can help me here. This TvZ, i lost horribly, and i dont know why Zerg is able to go greedy as heck 3 base spire, safely!!! I try to play Maru's TvZ fast stim push, and normally that works quite well, but not this time, idk what i did all wrong... i feel lost in this matter...
http://ggtracker.com/matches/6644103
btw: tyvm for your help Bojas
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On May 17 2016 22:33 AleXusher wrote:Maybe someone can help me here. This TvZ, i lost horribly, and i dont know why Zerg is able to go greedy as heck 3 base spire, safely!!! I try to play Maru's TvZ fast stim push, and normally that works quite well, but not this time, idk what i did all wrong... i feel lost in this matter... http://ggtracker.com/matches/6644103btw: tyvm for your help Bojas
Not a big fan og the scv scout in TvZ - especially not on a 2 player map like Dusk. I think Maru gets the 2nd gas earlier than you but im not 100% sure. The zerg is not being greedy here - he only saturated 2 base and a few drones on 3rd (49 drones). Also Maru usually adds more medivacs - but you build a single liberator after the initial 2. Maru also adds the 2 ebays before a 3rd cc. Stim finishes at 5:20 but u dont start combat shield until 5:45. The zerg hasnt made any banelings so I think a 4 medivac push with rines and stim and CS woulda been quite good. Zerg still hasnt been greedy with the drones and at 6:00 its 43 vs 47. Your upgrades are faster. At 6:20 you lose 2 medivacs and all the rines trading for a few zerglings - this is where you lose the game imo since with this build you cant really lose the initial drop without doing damage first. Now hes free to go up to 62 drones since you have no map prescense.
Basically use the starports for more medivacs. Kill creep and trade with the lings. If hes prepared and didnt overdrone like this game wait for more units and 4 medivacs and either do a multiprong attack or and attack with everything together.
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On May 17 2016 22:33 AleXusher wrote:Maybe someone can help me here. This TvZ, i lost horribly, and i dont know why Zerg is able to go greedy as heck 3 base spire, safely!!! I try to play Maru's TvZ fast stim push, and normally that works quite well, but not this time, idk what i did all wrong... i feel lost in this matter... http://ggtracker.com/matches/6644103btw: tyvm for your help Bojas
the problem is not that he gets a 3rd base safely. the problem is that he gets the 4th base safely while distracting you with mutas.
I think your push started out successful. you killed an overlord and loads of creep tumors. however, you retreated way too quickly. mutas were a long way from finishing. you could have split up your dropships. you could have harassed his mineral lines, or you could have elevator-ed into his main and wasted some zerglings as they run up the ramp. If this was Maru playing, I think he would have positioned 8 marines under that nook/ledge outside the third (see screenshot), while elevating 8 marines into the main. this way, you could waste a lot of zerglings as they run up the ramp without losing any marines.
I don't understand why you stopped medivac production in favor of a liberator. you could have had 2 more dropships full of marines. I play mech vZ, so I can't advise you from my own personal experience. however, on dusk towers I notice that GuMiho always has 2 dropships full of marines ready to snipe zerg's 4th base. so perhaps you could try this with your 3rd & 4th medivacs.
I think a pair of liberators are a good choice after the 3rd & 4th medivacs, around the time mutas are already on the map. If you have a pair of liberators, you can get by on making a single turret in each mineral line. I think 2 turrets is overkill and really hurts you. you kept all your marines home to defend the mutas. this just gives zerg free reign of the entire map. terran can only really afford to defend mutas with queued reinforcements. so, with muta defense in mind, you could do it like this:
- rally your raxx/starport to your main ramp. - build 16 marines and 2 dropships. queue up next round of marines and dropships. - just before your next round of marines are ready, boost the existing 16 marines and 2 dropships out to attack.
this way, if mutas fly in, you will always have reinforcements ready just in time, without sacrificing "attack time".
I think it is overkill to build your 3rd CC in your main. build it at your third base. you are pushing out with medivacs, so zerg will need all his units at home. there is very little risk, besides maybe a single zergling scout. building it right on the spot also ensures that overlords won't deny your third by dropping creep.
overall, you played too defensive. I get the sense that you are really afraid of mutas. well, the best defensive is always offense. keep your medivac push going for as long as possible. hang around outside his third. keep him distracted with drops and liberators. keep killing his creep tumors and make sure he doesn't get a 4th base for free.
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ok, ty all for your help, will try your suggestions out
Can someone explain me how to propper defend the +1 attack Adept Prism push? I had 1 Cyclone 1 WM and 23 Marines with stim vs 11 Adepts and 2 WPs, where the 2nd prism just finished in protoss base. So what happened is, the P splits his adepts into 2 groups, drops Adepts, and kills me from both sides. I was stupid enough to not react in time to kill the prism, but ... still, i have no clue what to do, bunker seem nice, but dont cover enough space.
http://ggtracker.com/matches/6644216
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Am I the only one who feels likes TvZ is pretty heavily T favored atm? I just started playing again and I'm currently 23-2 vZ with both losses being from when I first started playing again. The weird thing is that TvZ has always been my worst MU historically. I'm winning with pretty much everything though, timing attacks, Marine / Tank, 4M parade pushes, ect.
TvT atm is a total bitch though. Seems like everyne is just taking gambles in random openings and I always end up behind no matter what I do Starting t figure it out I think.
Also there's like no Protoss at my level it feels like. Played 32vT 25vZ and only 10vP. Seems kinda odd. Protoss feels super strong so I dont think it's balance related really.
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On May 18 2016 00:15 AleXusher wrote:ok, ty all for your help, will try your suggestions out Can someone explain me how to propper defend the +1 attack Adept Prism push? I had 1 Cyclone 1 WM and 23 Marines with stim vs 11 Adepts and 2 WPs, where the 2nd prism just finished in protoss base. So what happened is, the P splits his adepts into 2 groups, drops Adepts, and kills me from both sides. I was stupid enough to not react in time to kill the prism, but ... still, i have no clue what to do, bunker seem nice, but dont cover enough space. http://ggtracker.com/matches/6644216 Cyclone is useless unless you get lucky and the protoss flies a warpprism in where your cyclone is, make a tank instead. The tank + medivac combo is incredibly good vs allins.
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hey all,
i notice if i 1. select my ghosts 2. right click location to move to 3. shift+snipe on multiple ultras 4. my ghosts would first finish #2 command before sniping
this is the same for medivacs pick ups on tanks.. i would like the ghost to snipe immediately without finishing #2, is there a way to que that cancels my previous commands? thank you!!
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there is no way to use shift-queue for what you want. that would basically be autocast snipe, because the AI would be making the decision to cancel your move command for you. actually it would be better than autocast
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On May 23 2016 01:04 BLAQMAN wrote: hey all,
i notice if i 1. select my ghosts 2. right click location to move to 3. shift+snipe on multiple ultras 4. my ghosts would first finish #2 command before sniping
this is the same for medivacs pick ups on tanks.. i would like the ghost to snipe immediately without finishing #2, is there a way to que that cancels my previous commands? thank you!!
Don't do step 2, then. Select ghosts, snipe, shift-queue back if you want.
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On May 23 2016 10:26 terran4lyfe wrote:Show nested quote +On May 23 2016 01:04 BLAQMAN wrote: hey all,
i notice if i 1. select my ghosts 2. right click location to move to 3. shift+snipe on multiple ultras 4. my ghosts would first finish #2 command before sniping
this is the same for medivacs pick ups on tanks.. i would like the ghost to snipe immediately without finishing #2, is there a way to que that cancels my previous commands? thank you!! Don't do step 2, then. Select ghosts, snipe, shift-queue back if you want.
usually when i engage zerg, i get ultras + lings + etc thrown at me real fast, my reaction is to split my army (which includes my ghosts as well)
as i move my units back, i click the control group of my ghosts and do step #3 in the quote and i end up having ghosts finish their movements before sniping :/
the only solution ive found is to press S before i shift+snipe
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