To add, a third timing later than ~3:30 or perhaps 4:00 at an absolute max is a red light If he mines gas and/or places buildings he doesnt use, you're still fine economically if you commit to defending
edit: you mention the speedlings kill the reaper, I feel like I'm repeating myself constantly but it might be good if you post the replay, because there's no ordinary scenario where speed would be done before the information you need has presented itself.
i dont know what you mean, i scout 3min 3rd base, it is not there, ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure. At 3:30 speed finishes if it was hatch into gas pool, from that point on, my reaper will die, and i dont see if he takes a 3rd OR a tech building
How can be ling Bling ONLY be so strong? i had no chace? was my macro that bad? the mines werent rly split ok i reacted poorly but still, HOLY...
i dont know what you mean, i scout 3min 3rd base, it is not there,
This is a clear sign that something is up.
ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure.
You should check gas mined way before that, your reaper should go to the natural to harass drones but don't fully skip out on looking at the gas. As I say in the quote, gas mined + lair timing should tell you enough as the counters for lairless aggression are similar and a lair means 2 base muta (check if he has 4 gasses, if 3 gasses it could be nydus but I haven't seen nydus in ages)
On June 20 2016 17:50 AleXusher wrote: i dont know what you mean, i scout 3min 3rd base, it is not there, ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure. At 3:30 speed finishes if it was hatch into gas pool, from that point on, my reaper will die, and i dont see if he takes a 3rd OR a tech building
How can be ling Bling ONLY be so strong? i had no chace? was my macro that bad? the mines werent rly split ok i reacted poorly but still, HOLY...
park a scv near to the 3rd base location and hide it / or take a scan
why dont you open up with a tank? makes u save against ling bling and roach ravenger...
also if u have multiple medivacs try to drop multiple places at once... he cant defend everywhere... and u can easily pick up early game and try to get some drones without any losses other than maybe a few marines u need to get some information about what ur opponent is going for. in the ling bling game u had 0 siege tanks but u had some liberators instead. liberators arent that good vs ling bling. with siege tanks you could have sniped out the banelings...
On June 22 2016 15:26 Damien wrote: How is the best way to pick up tanks with medivacs? I do medivacs, shift on each tank with right mouse button. Do exist a better way to do this?
You can fly in pick-up range select the tanks and right click them on the medivacs. That way your medivacs don't have to stop.
On June 22 2016 15:26 Damien wrote: How is the best way to pick up tanks with medivacs? I do medivacs, shift on each tank with right mouse button. Do exist a better way to do this?
You can fly in pick-up range select the tanks and right click them on the medivacs. That way your medivacs don't have to stop.
I knew this method, but it only works as you said: with medivacs over tanks. If you try to pick up tanks even from a short distance, medivacs start to pull each other and doesn't works.
Put an alt hotkey for Load on medivacs (I use F) and load+click every tank so full medivacs wont follow each other or go to every tank, and if you queue a rally point after clicking all the tanks, they will head to that way directly after pick up.
On June 23 2016 00:24 Toudeleski wrote: Put an alt hotkey for Load on medivacs (I use F) and load+click every tank so full medivacs wont follow each other or go to every tank, and if you queue a rally point after clicking all the tanks, they will head to that way directly after pick up.
You mean you rapid fire the load command? This is actually quite interesting.
Edit: just tested it, not sure if it was what you meant but it's a pretty sweet method, without the downsides of other used methods - moving the medivacs over the tank using shift +right click -> medivacs stack which delays the pickup - clicking the tanks on the medivac-> doesn't work when the medivac is healing something
Thanks :D
if other people want to do it:
Bind the load command to your rapid fire command in the hotkeys menu, hold the button while holding your mouse over the tanks.
I think he was just suggesting to rebind load to F, hold F down and click on tanks. Which is exactly what I do too, it's a good idea. I guess with rapid fire you could save yourself some clicking but I find it plenty easy to just click on the tanks I want to pick up while holding F
i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty http://ggtracker.com/matches/6700763 after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.
i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty http://ggtracker.com/matches/6700763 after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.
For the TvZ you lost the game due to not being able to reclaim your natural fast enough.
You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.
Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.
The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.
Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.
For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.
i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty http://ggtracker.com/matches/6700763 after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.
For the TvZ you lost the game due to not being able to reclaim your natural fast enough.
You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.
Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.
The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.
Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.
For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.
It's not that he was 'not able to' retake his natural; he could have seized it immediately after he chased out the Roaches and established a lowground Bunker, but he inexplicably camped in his main base for a long time while Zerg's economic progression had reached the 3-base stage unhindered...
i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty http://ggtracker.com/matches/6700763 after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.
For the TvZ you lost the game due to not being able to reclaim your natural fast enough.
You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.
Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.
The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.
Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.
For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.
It's not that he was 'not able to' retake his natural; he could have seized it immediately after he chased out the Roaches and established a lowground Bunker, but he inexplicably camped in his main base for a long time while Zerg's economic progression had reached the 3-base stage unhindered...
I'm actually not sure the natural ever had to be abandoned to begin with, there could have been a bunker on the low ground in time which should be enough if it gets repaired. But at least there was no reason to float it back to the main, the Zerg had nothing to kill a floating CC so it could have stayed at the natural, saves a lot of time.
Also just skip the widow mine, make a tech lab and get a safety tank when you scout something like this.
How low ? If we're talking 150, i've seen people playing bio withe that little in high masters. Lower than that, you can make mech works. basically make hellions, tanks, mines, libs and turrets and never attack. Once the protoss says "fuck it" and goes for tempest, mass vikings into a-moving his face. If you're meticulous enough in your defense, you can do that at roughly 120 apm in masters. Lower than that, I have no idea ^^
Pretty much all reference material has players with at least 200 apm. Unless you have some sort of physical deficiency I think the easiest way to improve would be to play standard with proper hotkeys and focus more on speed.