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On January 09 2017 06:56 AleXusher wrote: how do i win vs roach ravager? or roach ravager hydra? I try drops but they dont deal enough dmg, zerg is everywhere, they are so fast, you cant hit them, i try 3 fac tanks with bio, also gets crushed hard. So how do i win vs zerg? LBM is fine but RRH is to hard to deal with.
So how do i win? What is my gameplan against RRH? When can i attack, when should i be defensive? When can i take my 4th? What is with lategame? It feels like zerg can get safe to lategame and there is nothing i can do about it. Drops get spotted by overlrods which are hard to clear when he is active with his army. Although he has quite a lot of spores later on to deny anydrops, and doomdrops wont work either, as it just splits my army in half, and i lose at both ends. So what can and what should i do, in order to get ahead/win, what ever. Replays.
On January 09 2017 13:26 Damien wrote: Can you guys sugest text about starcraft? How to practice and learn? Pick a vod or replay of someone you know is good (a progamer) and record exactly what they did that game. Then practice it over and over in an empty game (or against a cpu, etc) until you memorize it. Then execute it in real games and study your replays to learn how to adapt it, when it's actually good, and when it's genuinely bad. Then rinse and repeat ad naseum.
Additionally/alternatively watch your replays and take detailed notes. Find out what you are consistently doing wrong or leaving room for improvement in. Then make some goals on how to address those patterns and focus on fixing those 1 at a time in each future game.
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Replays.
I dont need an analyzis of all the mistakes i made. I need a gameplan! i can analyze them myself, but first i need to know, what i should have done, in order to see the mistakes. So pls:
how do i win vs roach ravager, or roach ravager hydra? What is my gameplan against RRH? When can i attack, when should i be defensive? When can i take my 4th?
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On January 09 2017 19:37 AleXusher wrote:I dont need an analyzis of all the mistakes i made. I need a gameplan! i can analyze them myself, but first i need to know, what i should have done, in order to see the mistakes. So pls: how do i win vs roach ravager, or roach ravager hydra? What is my gameplan against RRH? When can i attack, when should i be defensive? When can i take my 4th?
Dealing with Roach Ravager Hydra should be relatively easy for Terran. Zerg vs your bio shouldn't need to add Hydras. The challenge is when the zerg is smart enough to play with burrow festors (Kind of like Nerchio?) Anyways, vs Roach Rav Hydra like you may have said earlier drops don't do enough for you? That is probably due to a lack of drop position or you're dropping in bland areas. Early game I like to open TvZ (Bio) with a 2/1/1 and drop just outside the third and try and pick it off. A neat trick you can do is if the third say on Overgrowth is clear run straight to the mineral line and try to get marines between it. If the zerg opened with heavy Lings you can win a game easily off of that if they went early roaches you can sometimes split the 2/1/1 into two drops and try to hit two areas. But general vs this composition you wanna make a giant siege line. This tank line is where your units are rallied and its basically a position that if the zerg attempts to break they will just die or lose a lot. When they engage or leave their base is general when you want to drop why? Because for them to be on your side of the map when you run this kind of game plan what ends up happening is they are stuck with two choices
Choice #1 Attack into your siege line and take a bad fight that you're ready for
Choice #2 Fall back and deal with your drop (Usually what they do) and the distance for them to get there usually ensures you'll get something.
Now the idea is when they are always losing stuff and you're always running or taking the better fight you will start to gain a supply advantage when you feel your upgrades are better and you got more you can push out try to scan ahead to know when to siege. (Also Liberator harassment works if you can't do 2-3 prong drops) Typically when I play this style I like to start double liberator production after 6 medivacs. Also vs heavy roach ravager try to go into heavy marauder production (3 reactors 4-5 techlabs) and tank upgrades are really useful. Remember each vehicle damage upgrade increases tank damage to ARMORED by 5
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On January 09 2017 19:37 AleXusher wrote:I dont need an analyzis of all the mistakes i made. I need a gameplan! i can analyze them myself, but first i need to know, what i should have done, in order to see the mistakes. So pls: how do i win vs roach ravager, or roach ravager hydra? What is my gameplan against RRH? When can i attack, when should i be defensive? When can i take my 4th? You have to understand your problems are specific to the scenarios you're encountering. You're probably doing the right thing but executing it poorly, so I need to specifically see what you're fucking up to help you since you apparently can't help yourself. If you ask a general question you get general answers. You want a gameplan? Play better than your opponent. You want specific advice? Show me your games so I can see explicitly what you're doing and facing.
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Hey guys I'm having a lot of troubles with cannon rushes. I've been starting to do a 12 rax opening with rushing to a Marauder as fast as humanly possible to negate any cannon pressure. I'll get my first Marauder out, my economy hurting. Scouting all around for cannons. And then while I'm ready to expand and get into my macro game shoes, a fucking cannon starts hitting my supply depot off to the side. Oh brother.
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On January 08 2017 11:07 Nightmarjoo wrote:Um your tvz and tvp builds are far from standard; I dunno if that bothers you or not. You leave yourself very vulnerable to protoss aggression by always going cc first. I think a safer standard opening would be a marine cc or reaper cc opening (possibly from gas first) into marine mine drop. There are many examples of this build, such as from the first group in the current GSL season. You can watch those on http://www.sc2casts.com. If you prefer 3rax openings to tech openings, you can do reaper cc raxrax stim, or if you insist on cc first you should do cc raxrax gas at a minimum, if not just cc raxraxrax gasgas ebay. Thank you for the reply. I've spent some more time on build orders and focused first on TvP. The builds not being standard does bother me, I would like to learn to play "the proper way" first. I'm currently looking at TvP through the following building blocks:
Opening ▼ 2-base = 3-1-1 ▼ 3-base = 5-1-1
Opening options: safe (recommended on 2-player map) - reaper expand 2-1-1 + Show Spoiler +Notes: The standard TvP opener?Source: http://lotv.spawningtool.com/build/38210/14 0:17 Supply Depot 15 0:41 Barracks 16 0:46 Refinery 19 1:28 Orbital Command 19 1:29 Reaper 20 1:41 Command Center 20 1:52 Supply Depot 21 2:01 Barracks Reactor 22 2:10 Barracks 23 2:28 Factory 23 2:31 Refinery 24 2:38 Marine x2 Constant production 27 2:53 Orbital Command 30 3:12 Barracks Tech Lab, Starport Produce Marines once completed 31 3:13 Widow Mine 37 3:30 Stimpack @100% Barracks Tech Lab 39 3:35 Supply Depot Build as necessary 44 3:49 Medivac 46 3:57 Factory Reactor 48 4:11 Engineering Bay 53 4:30 Barracks 55 4:31 Liberator 58 4:46 Medivac Analysis: A bunker at the natural should be constructed when possible to deny general aggression from Protoss. Use the Medivac to harass and scout the Protoss. Be sure to converge into 3-1-1 (Barracks-Factory-Starport) before getting the third CC. Also, the Factory should be used to construct add-ons for Barracks to converge into 5-1-1 on 3 bases more smoothly rather than producing Widow Mines. The Liberator follow-up is a matter of personal preference, but it supports the Medivac pressure reasonably well. Use both to scout and harass Protoss. Transition into mid game MMML as soon as possible with Stim, Combat Shield, and upgrade advantages. - reaper expand 1-1-1 mine drop + Show Spoiler +I ripped this build myself from recent GSL VOD like you sggested. I think I got it down correctly, but feel free to point out any mistakes I've made. Notes: You have to get some value from first drop (either kill probes or something else, preferably pulling out as much of drop as possible. You cannot lose drop for free)Source: Maru vs herO GSL 2017 S1 Code S Group B M3G114 depot 15 refinery 16 barracks 20 oc 20 reaper 20 cc 20 factory 21 refinery 21 @ 100% reaper reactor on barracks // keep reaper at home 22 depot 24 @ 100% factory starport 24 @ 100% reactor 2 marines // prioritize 2 marines over 1 widow mine 26 @ 100% factory widow mine // once widow mine and marines in production, use reaper to scout 29 @ 100% cc oc 30 2 marines 33 widow mine 35 1 medivac 38 2 marines [reaper was lost, factoring in 1 extra supply from now on] 41 barracks 41 2 marines 44 @ 100% 2nd mine tech lab on factory // when first medivac finishes, load up 1 mine and 6 marines and go drop protoss while second mine also crosses map 47 engineering bay 49 @ 100% tech lab siege tank // while dropping the main mineral line and pulling protoss forces, walk in with second mine in natural and bury in natural mineral line continuation: - lift factory and land second barracks on tech lab - get second tech lab on third barracks - research stim, combat shield and plus one - get marine marauder medivac and siege tanks (if they go stalker, make a lot of marauders) - push out
risky (recommended on 4-player map) - cc first into 3-rax into 3-1-1 + Show Spoiler +Name: CC First into 3-rax bio Source: http://lotv.spawningtool.com/build/41240/Build: 14 Supply Depot 17 Command Center 18 Barracks 19 Refinery 20 Barracks 22 Marine Keep producing from all rax 23 Orbital Command 23 Orbital Command 23 Barracks Reactor @100% Rax 23 Barracks Tech Lab @100% Rax 23 Barracks @150 Minerals 23 Refinery Stimpack @100% Tech Lab Supply Depot Engineering Bay Barracks Reactor Supply Depot Factory Missile Turret Terran Infantry Weapons Level 1 Starport @100% Factory Factory Reactor Combat Shields @100% Stimpack Refinery Medivac Medivac > you mentioned I should build second barracks before getting a refinery, why is that? Doesn't that just delay the reactor? - cc first into 3-rax (gasless) into 3-1-1
So there's basically several ways to get to certain points in the TvP matchup, most of which involve some sort of harass/drop while building up a bio force. I'm planning to go reaper expand 2-1-1 on 2-player maps and cc first 3rax on 4-player maps. Does this seem like a good standard way of playing the matchup?
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On January 10 2017 06:34 SCC-Faust wrote: Hey guys I'm having a lot of troubles with cannon rushes. I've been starting to do a 12 rax opening with rushing to a Marauder as fast as humanly possible to negate any cannon pressure. I'll get my first Marauder out, my economy hurting. Scouting all around for cannons. And then while I'm ready to expand and get into my macro game shoes, a fucking cannon starts hitting my supply depot off to the side. Oh brother.
Have you consider sending a SCV to scout his main to check for gateway/forge? If you don't see a gateway and don't see a forge, expect something fishy is coming up.
Second, keep your eye for the probe, especially with the vision of the SCV building your first depot. If you go standard, 14 depot, 15 barrack, I don't see how you cannot stop a canon rush. If you see a probe being cheeky (not going to your main) or dropping a pylon, pull about 4-8 SCVs (depend on how many pylons he dropped) to go after the pylons. have 1-2 SCVs to after the probe.
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Against a Protoss rushing Carriers and Storms, should a Terran trade Marines for their army once it's decently sized? Meaning like 1-1 or 2-2 Marine-Medivac-Viking push?
Updated with Replay. http://ggtracker.com/matches/6928145
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On January 12 2017 11:54 geokilla wrote: Against a Protoss rushing Carriers and Storms, should a Terran trade Marines for their army once it's decently sized? Meaning like 1-1 or 2-2 Marine-Medivac-Viking push? If they rush storm thats really expensive on their part. Just macro and do a big 1-1 push and contain them on like 2 or 3 bases as well make vikings and like 1-4 ghosts Usually the protoss won't have enough to kill you if they are "rushing" that sort of tech
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Mech in TvZ post 3.8
Before the 3.8 patch my TvZ winrate was around 50% using mech.
After the 3.8 patch my TvZ win rate has dropped to 35%. Are the any Terrans that have equal or better success with mech now compared to before the 3.8 patch?
If yes, please describe how you play or link to a replay.
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On January 15 2017 22:29 MockHamill wrote: Mech in TvZ post 3.8
Before the 3.8 patch my TvZ winrate was around 50% using mech.
After the 3.8 patch my TvZ win rate has dropped to 35%. Are the any Terrans that have equal or better success with mech now compared to before the 3.8 patch?
If yes, please describe how you play or link to a replay.
Use INnoVations Mech (Cyclone Mech) and just focus on using all your early units to screw with the zerg as hard as you can. Don't lose any units killing the third is huge. but at the same time deny creep as best as you can a bigger guide can be found here https://terrancraft.com/2016/12/17/tvz-innovations-hellion-and-cyclone-mech/
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Hi folks ! Terran Plat T3/T2 here. Start my 5th year in the game. I know I play not enough to become good. To increase my level I watch A LOT of sc2 VODs and pro players twitch stream.
ATM TvZ is my worst MU while that is my prefered one...weird I work a lot on it. Sometimes I play unranked and I leave if it is not a zerg. I watch so many pro games from Inno, ByuN...Saw the Blizzcon final 200 times, I know the BOs (2-1-1, Fast 3rd CC, Timing push Cyclones/Hellions, 3 racks reapers...), I work hard my mechanics, my multitasking, my APM is about 230~250. Even with that, I m crushed so often that is kill my passion for the game.
Often I open 2 racks for the 5 min stim timing. Sometimes I am able to execute it perfectly (drop on the Zerg 3th base at 5 with stim finished), I make some dammages, kill drones, queens...now I am able to put the 2nd wave (2 medivacs full of marines and shield and +1 attack on the way) ...And at the end, the zerg puts the ultras and win ...with his 60 APM
Am I the only one to suffer like this ? I don't know how to change my feeling. I hate to whine but ... That is like if you have not a multitasking of jesus, and marineking hands to split marines, you gonna lose. My TvZ late game is so so bad...Can someone give me some advices ?
I saw the question about mecha vs Zerg now with the new patch. Personnaly, I confess that the 2 factories reactor opening is really really strong. A little push with 4~5 hellions and 3 cyclones, and the zerg is just shocked. Now that is the only way I can win vs Zerg. (In Plat, I feel like zergs don't see enough Mech play to know how to counter it = no mutas before a long time in the game.)
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On January 18 2017 05:37 Sound1 wrote:Hi folks ! Terran Plat T3/T2 here. Start my 5th year in the game. I know I play not enough to become good. To increase my level I watch A LOT of sc2 VODs and pro players twitch stream. ATM TvZ is my worst MU while that is my prefered one...weird I work a lot on it. Sometimes I play unranked and I leave if it is not a zerg. I watch so many pro games from Inno, ByuN...Saw the Blizzcon final 200 times, I know the BOs (2-1-1, Fast 3rd CC, Timing push Cyclones/Hellions, 3 racks reapers...), I work hard my mechanics, my multitasking, my APM is about 230~250. Even with that, I m crushed so often that is kill my passion for the game. Often I open 2 racks for the 5 min stim timing. Sometimes I am able to execute it perfectly (drop on the Zerg 3th base at 5 with stim finished), I make some dammages, kill drones, queens...now I am able to put the 2nd wave (2 medivacs full of marines and shield and +1 attack on the way) ...And at the end, the zerg puts the ultras and win ...with his 60 APM Am I the only one to suffer like this ? I don't know how to change my feeling. I hate to whine but ... That is like if you have not a multitasking of jesus, and marineking hands to split marines, you gonna lose. My TvZ late game is so so bad...Can someone give me some advices ? I saw the question about mecha vs Zerg now with the new patch. Personnaly, I confess that the 2 factories reactor opening is really really strong. A little push with 4~5 hellions and 3 cyclones, and the zerg is just shocked. Now that is the only way I can win vs Zerg. (In Plat, I feel like zergs don't see enough Mech play to know how to counter it = no mutas before a long time in the game.)
APM are meaningless, theres people with 300 apm in plat and some with less than 200 in gm.
ByuN doesn't hit at 5 minutes, more like 5.10, so if you manage to get even close to that i don't know how you can lose in platinum. If the guy has 30+ lings don't bother, he overmade units so you've already done indirect damage. Unless you get in a great spot where the lings can't surround you just save your marines to hit later with the reinforcing medivac.
Now if you can't kill the zerg with the first waves that's a macro/positionnal problem, it'd be easier to see your main flaws if you sent a replay. On even eco and tech you should be ok with bio + mines and libs on most maps vs ultras, they even got nerfed so if you deal with the ling bling he can't really chase you without taking damage anymore
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@Sound1
I'm just going to kind of echo what ArtyK said - high APM really doesn't tell you much. I've taken games off of diamond level opponents with 100 APM.
But I actually hit the same roadblock as you - I used to play bio in all match ups, but in TvZ I was just hitting a wall. Eventually I switched to mech and my life became easier, but the long story short is that sometimes trying a different style can help.
Also, the more you play the better you'll get, so long as you're in a good head space and are having fun with the game. Sometimes it isn't the builds or play styles that are holding you back, but the mindset. I'm not saying that this is specifically your problem, but it's something to consider.
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On January 18 2017 14:33 Frudgey wrote: @Sound1
I'm just going to kind of echo what ArtyK said - high APM really doesn't tell you much. I've taken games off of diamond level opponents with 100 APM.
I don't know. I think APM (I mean EPM) is closely linked with multitasking, right ? If Terran doesn't make multifront attacks, I think it is an auto lose. Terran has to harass all game long while he micros his army and develop his base so... Zerg can have a defensive mindset all game long, waiting for Ultras, and then push forward with his T3 units. Only have to defend some drops, but you know the MU, Terran has to stop zerg to drone. As some dudes say : "drones best zerg unit".
I struggle so much to deal with mass banes mid game play, and OFC ultras late game. I think ATM, Terran has to beat the Zerg in early game. If he is unable to do it, mid and late game is very very hard...GSL matchs from today showed it (Dark vs Cure and Leenock vs Jjakji)
For those who are interested by my play, my last TvZ games.
- dl.free.fr - dl.free.fr - dl.free.fr - dl.free.fr
2 wins and 2 losses, but wins are thanks to miss macro from my opponent.
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On January 18 2017 21:46 Sound1 wrote:Show nested quote +On January 18 2017 14:33 Frudgey wrote: @Sound1
I'm just going to kind of echo what ArtyK said - high APM really doesn't tell you much. I've taken games off of diamond level opponents with 100 APM. I don't know. I think APM (I mean EPM) is closely linked with multitasking, right ? If Terran doesn't make multifront attacks, I think it is an auto lose. Terran has to harass all game long while he micros his army and develop his base so... Zerg can have a defensive mindset all game long, waiting for Ultras, and then push forward with his T3 units. Only have to defend some drops, but you know the MU, Terran has to stop zerg to drone. As some dudes say : "drones best zerg unit". I struggle so much to deal with mass banes mid game play, and OFC ultras late game. I think ATM, Terran has to beat the Zerg in early game. If he is unable to do it, mid and late game is very very hard...GSL matchs from today showed it (Dark vs Cure and Leenock vs Jjakji) For those who are interested by my play, my last TvZ games. - dl.free.fr- dl.free.fr- dl.free.fr- dl.free.fr2 wins and 2 losses, but wins are thanks to miss macro from my opponent.
Your Losses could stem from your Micro and Macro ability. I remember at the start of 2016 I nailed most of the bio builds and I learned a lot of tricks and what not but, it took me numerous amounts of games to understand how to fight ultralisks how to fight Zerg what style to use how to engage etc. However what I initially started with was Baneling split challenge. Use the non MLG one. 2ndly I played a lot of Dargleins Micro Trainer and Marine control. Aside from the micro front you next also need to know what to make macro wise vs Zerg. Assuming you go vs lingbane you want marine marauder widow medivac with liberators after 6 or more medivacs. you want an 10:3 Marine to Marauder ratio from your barracks and you want to make nonstop widow mines. The reason for this is because with lingbane you want to use mostly marine to DPS the mutalisks and lings while having marauders tank banelings (When they roll towards you control click the marines behind) (you can do 8:4 in the late game) Next, vs roach ravager. Personally vs this style I like to do 8:4 and have 1-2 tanks produced. The idea with this one is you just kind of make a huge siege line where they cannot attack into and drop everywhere. And I don't mean 1 drop at a time in different spots I mean you gotta multi prong . Finally late game while I haven't looked at your replays I assume vs ultralisks you probably don't transition too much. Anyways this part of the game is stupidely hard and can often times be frusturating. In patch 3.8 Ultralisks are now actually possible to deal w/ without having the control of a GM. Heres how it works. You want to swap out of any heavy marine style and try to go more into marauders so for an example 6:5 M/M and you want liberators. you want to kind of sit back and turtle a bit. Throw down a P.F if you can near your undefended bases and a sensor tower. Your game plan is to just kind of abuse the immobility and chunkyness of ultralisks. What I like to do is first try and take out any free workers or queens as long as I can until I have the army I would want (3,3 Marine Marauder Tank lib medivac and sometimes ghosts) Next you want to engage in a very slow and mythodical way. What I do personally is I make a giant ring of liberators around my army. A key thing to do is to never stack your liberation zones always try to have the rings as spread out but still connected as possible. Liberation areas are like a "you can't touch me" zone. So the more spread out they are Zerg will eventually have to engage into them which is bad for them and good for you because you just run around kiting in it. Vs ultralisks you want heavy marauder to kite and focus fire. If there are too many ling bane units you can swap tanks out for widows or hellbats but ideally you want to fight where they will get clumped and have a difficult time running into the liberator range areas. Anyways that is all if you have any other questions let me know but aside from that I hope that helps!
PS: High APM is only useful when you do multi drops (thats what really kills Zerg, Mentally ofc)
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On January 18 2017 21:46 Sound1 wrote:Show nested quote +On January 18 2017 14:33 Frudgey wrote: @Sound1
I'm just going to kind of echo what ArtyK said - high APM really doesn't tell you much. I've taken games off of diamond level opponents with 100 APM. I don't know. I think APM (I mean EPM) is closely linked with multitasking, right ? If Terran doesn't make multifront attacks, I think it is an auto lose. Terran has to harass all game long while he micros his army and develop his base so... Zerg can have a defensive mindset all game long, waiting for Ultras, and then push forward with his T3 units. Only have to defend some drops, but you know the MU, Terran has to stop zerg to drone. As some dudes say : "drones best zerg unit". I struggle so much to deal with mass banes mid game play, and OFC ultras late game. I think ATM, Terran has to beat the Zerg in early game. If he is unable to do it, mid and late game is very very hard...GSL matchs from today showed it (Dark vs Cure and Leenock vs Jjakji) For those who are interested by my play, my last TvZ games. - dl.free.fr- dl.free.fr- dl.free.fr- dl.free.fr2 wins and 2 losses, but wins are thanks to miss macro from my opponent.
APM is completely irrelevant so doesn't matter if you have 200 or 500. EPM is linked to multitasking but you probably have more like 100 EPM (ByuN and Dark can hardly go above 230), and it doesn't tell how you scout, how you react, what your map control looks like, what positionning you have in defense and offense, or how good your mechanics are. Some people drop 15 times in a row and do 0 damage, but if they just dropped ONCE at 2 places at a time they might win the game. So i recommend you ignore apm/epm when it comes to improving because it doesn't tell you anything else than "i need to spam more and do more stuff"
In platinum your macro is the problem, yes terran has to do damage to zerg but with proper macro you could literally win by attacking once with your entire army... In fact people see what pros do and start trying to multi drop like them, but how are you supposed to win if the guy defends and you're microing instead of spending your money? It's always been about making more units and attack at the right place at the right time, not about blindly trying to send a thousand medivacs to their death.
Looking at your games, you're trying too hard to harass and end up doing things like shift dropping on top of a roach army or onto spores. You make mines while you clearly saw one guy going roaches, should have made a tech lab right away. Then you kept taking fights vs lurkers with bio instead of making a wave of liberators to finish the game.
Vs mindthegap on vaani, after your first drop you stop making scvs for the next 3 minutes...so doesn't matter if you kill 10 drones you're killing your own economy. Could have been on 66 scvs when your 3rd finished and then make use of that by reaching your 8rax 1 fact 2reactored starport production faster, and then just overwhelm the zerg with one big push or drops, doesn't matter, you'd have more. Your staport production is lackluster as well, still 4 medivacs and 0 libs at 10 minutes. Upgrades are super late, combat shield should start when stim finishes on the first tech lab, and same thing for the ebay, near the end of the game you have +1/+0 vs +3/+3
At 10 minutes you see hes only taking his 4th now and yet you still have no idea about the hive. At 11 minutes, classic multi task try hard = you give a bunch of units for free at his third and barely do any damage in his main, while a minute earlier you had 5 mines and 30 more army supply. Could have just killed him but you have no idea what he's doing. That's lack of scouting/scans. You know you have 3 bases vs 3 which is terrible for zerg and yet you're still trying to multi prong to kill him, doesn't make sense right? So even without seeing the hive i would have just either finished him right away or waited for a 200/200 to close it out.
In the last fight you have like 2 medivacs left because you threw away so many/didn't produce enough, you shouldn't even be out there on the map with not support You don't run away from the lings on top of your mines but on the left side for some reason, so 2 of them shoot only a handful of banelings. Oh and i guess you forgot to build a 4th because you were hoping to kill him, but you would still be in the game at that point if you had an economy.
By the way the 2-1-1 build isn't rax > gas > CC > 2nd depot but rax > gas > CC > 2nd rax > 2nd depot, you need to switch between 2nd rax and 2nd depot. (unless you saw pool first then obviously wall)
Now say next time you play tvz you get in an even game economically, and you have your bio army with some medivacs, liberators and mines. This army needs to be sieged, burrowed, and pre-split, which means you should never ever EVER blindly attack. Always scan or send a marine at the front to see where your opponents units are, then you can figure out how close you can get to a base without having to setup the engagement. This army is very strong, but don't expect to win with it if you get caught offguard
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On January 18 2017 21:46 Sound1 wrote:Show nested quote +On January 18 2017 14:33 Frudgey wrote: @Sound1
I'm just going to kind of echo what ArtyK said - high APM really doesn't tell you much. I've taken games off of diamond level opponents with 100 APM. I don't know. I think APM (I mean EPM) is closely linked with multitasking, right ? If Terran doesn't make multifront attacks, I think it is an auto lose. Terran has to harass all game long while he micros his army and develop his base so... Zerg can have a defensive mindset all game long, waiting for Ultras, and then push forward with his T3 units. Only have to defend some drops, but you know the MU, Terran has to stop zerg to drone. As some dudes say : "drones best zerg unit".
While I can see where you're coming from, I respectfully disagree. At my level at least, I can do zero drops and still win my games. I'm not saying that drops are a bad thing, (and drops can be really, REALLY powerful!) but I wouldn't say it's an auto lose if you don't do it.
I play mech so take my comment accordingly, so obviously you'll notice different things with different play styles. Shameless plug, but I have plenty of games on my YouTube channel where I don't do very much, if any, harassment. Mostly, if I do something, it's just hellion runbys. Sometimes I just out macro them.
Again, this is Diamond league, so this might not fly at higher levels, though you should be able to out power your opponents with just solid mechanics in Platinum.
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Thanks a lot for your comments buddies !
A lot of interesting thoughts right here.
I still think an high APM (or EPM if you prefer) give you an advantage on your opponent. Multitasking is real in LOTV more than WoL or HOTS. With the new kind of economy, early harass is the key of the game. If you are unable to harass and in the same time keep a decent macro play, you are not in good position in the game.
OFC we can talk about playstyle, even if at my plat level that is a little bit ridiculous. Drop style, multitasking or turtle waiting 200/200 to push forward. I can heard you can play with a defensive mindset, but I don't think it is a good approach of LOTV.
@ArtyK and Ryu3600 who analysed my play. I know very well have a bad macro play behind my foolish harassment, and that is why I lose so many times. Maybe I play like that unconsciously because of my lack of macromanagement skill ?
I want to outplay my opponent but I have not a good macro behind, so if he holds, easily he can kill me.
@ ArtyK Lot of thanks for your precised analysis. I think it is not my harras play I have to improve, but more my macromanagement. Also, I have understood interest of marauders in TvZ against a mass banes play. Never I made marauders before ultras pop out, now I understand they are very good to tank banes.
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