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On January 26 2017 15:47 Crozo64 wrote:Show nested quote +On January 26 2017 10:50 jamella wrote:On January 26 2017 10:38 Ryu3600 wrote:On January 26 2017 07:51 jamella wrote: Do you HAVE to go mech now in TvT? ~5k EU masters and I have tried everything but mech seems too bullet proof. Thats not true, most Terrans (INno, Maru, ByuN, aLive etc) have chose to opt for biotank. Vs mech though just switch to pure bio liberator Yes that's something I've tried a lot of times, but I always get shut down by thors and turrets Personally when i see that the terran will play full mech turtle i put 3 more starport ( when im in 3 base eco and i did a standard bio opening ) and i go full viking into range liberator, i get like 20-30 viking,like 10 liberator, 2~3 raven and some tanks to destroy building ( i play mostly sky, i stop produce bio ) and i try to doom drop my bio for minimal damage during the switch and i expand during this doomdrop. It works really well, the thors get killed easily against range libs, if the game goes ultra late game i go full raven/viking with upgrade seeker missil, it's the ultimate compo tvt i think ( master1 terran ).
Oh hey I do the same thing lol why bother going a normal style when you can just air them to death? xD Of course I open every TvT with a banshee raven build (http://lotv.spawningtool.com/build/41668/) But yeah um if your drops are shut down that hard it means #1 you're too slow #2 you're dropping the wrong area #3 you don't scan ahead and drop enough. Even with a line of turrets if you drop 3 medivacs you should atleast be able to get 1/2 of it to land and kill stuff. If you run past the thors and vikings then idk why you dropped there.. But usually in your league mech players will leave their tanks and bring their vikings (Idkwhy) just siege libs over the now unprotected siege tanks if you have liberator range, awesome abuse it
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On January 26 2017 15:47 Crozo64 wrote: Personally when i see that the terran will play full mech turtle i put 3 more starport ( when im in 3 base eco and i did a standard bio opening ) and i go full viking into range liberator, i get like 20-30 viking,like 10 liberator, 2~3 raven and some tanks to destroy building ( i play mostly sky, i stop produce bio ) and i try to doom drop my bio for minimal damage during the switch and i expand during this doomdrop. It works really well, the thors get killed easily against range libs, if the game goes ultra late game i go full raven/viking with upgrade seeker missil, it's the ultimate compo tvt i think ( master1 terran ).
You've got me curious here, what is ratio between tech labs and reactors on your starports when make the transition into skyterran? And what upgrades should be prioritized? For example should Raven upgrades be prioritized over airship weapons etc?
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On January 30 2017 07:17 Revotus wrote:Show nested quote +On January 26 2017 15:47 Crozo64 wrote: Personally when i see that the terran will play full mech turtle i put 3 more starport ( when im in 3 base eco and i did a standard bio opening ) and i go full viking into range liberator, i get like 20-30 viking,like 10 liberator, 2~3 raven and some tanks to destroy building ( i play mostly sky, i stop produce bio ) and i try to doom drop my bio for minimal damage during the switch and i expand during this doomdrop. It works really well, the thors get killed easily against range libs, if the game goes ultra late game i go full raven/viking with upgrade seeker missil, it's the ultimate compo tvt i think ( master1 terran ). You've got me curious here, what is ratio between tech labs and reactors on your starports when make the transition into skyterran? And what upgrades should be prioritized? For example should Raven upgrades be prioritized over airship weapons etc?
Usually im in 3 reactor 1 tech lab ( just for the range liberator and 1 2 raven prod after a good viking count ) at the begining of the transition, i just spam vikings and try to hide them somewhere in my b1 during my bio attack.
The raven upgrades dont matter when u have only 2/3 of them, i start this only when i switch all my starport to tech labs for the full raven prod. For the upgrades i just go 2 armory for upgrades armor and sky weapon and i totally stop the bio upgrades ( never more than 1/1 ). I put the fusion core ( for range liberator ) at the same time i put the additional starports ( u can build it latter but liberator range is so essential i dont want to forget to put it ), range liberator is the most important upgrade in this style because all ur strenght is the huge range of libs so start this upgrade as soon as the fusion core finish. U can kill all his ground units easily with it ( only against mech players of course ^^ marines destroy libs ), without the range upgrade thors counter libs. Sometimes u can attack with the AA of the libs to help a hard fight sky vs sky, but dont chase too much, vikings with hit and run kill libs very fast. I use 3 totally separate group for my main army: viking/raven , libs, tanks.
I start the mass raven production very late ( only when the game go in a stalemate state where we both camp with turret and we take all the map ), the game end usually before the mass raven switch ( which im not too sure when to start )
I didn't tried this style hundreds times so im not expert of it ^^, but it seems a very good mech counter, i won a lot with it at least.
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hi,
I have win rates of 68% vs Terran, 55% vs Protoss, and 38% vs zerg. So I really need help with the match-up.
I have questions about Zerg Compositions.
What is the proper counter to mass muta?
I've had limited success massing liberators above bio with a few mines. Is this the right thing to do?
What is the proper counter to mass corrupter into brood lords.
I honestly am lost here even when I have a much better economy. Especially if infestors are out.
The biggest problem I have with corrupters is I can win/draw fights against the zerg, but I'm not killing any of the corrupters during them so the numbers grow until they become impossible to deal with.
What is the proper counter to mass roach/ravager (talking 200 supply roach ravager)?
I feel like I get a decent composition of medivac marine marauder tank which is marauder heavy but still get rolled. Either I try pushing to early and get rolled or I push too late and get destroyed by corrupter, broodlord, +/- infestor.
Am I just supposed to expand like crazy and wait for them to attack and hopefully get a good engagement and then react to whatever tech comes out next?
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On February 05 2017 03:04 HungrySC2 wrote: hi,
I have win rates of 68% vs Terran, 55% vs Protoss, and 38% vs zerg. So I really need help with the match-up.
I have questions about Zerg Compositions.
What is the proper counter to mass muta?
I've had limited success massing liberators above bio with a few mines. Is this the right thing to do?
What is the proper counter to mass corrupter into brood lords.
I honestly am lost here even when I have a much better economy. Especially if infestors are out.
The biggest problem I have with corrupters is I can win/draw fights against the zerg, but I'm not killing any of the corrupters during them so the numbers grow until they become impossible to deal with.
What is the proper counter to mass roach/ravager (talking 200 supply roach ravager)?
I feel like I get a decent composition of medivac marine marauder tank which is marauder heavy but still get rolled. Either I try pushing to early and get rolled or I push too late and get destroyed by corrupter, broodlord, +/- infestor.
Am I just supposed to expand like crazy and wait for them to attack and hopefully get a good engagement and then react to whatever tech comes out next?
1. the best counter to mass muta is constantly pushing so he doesn't get the freedom to harass you with the mutalisks and is forced to suicide them to your marines. If that's not possible a defensive approach with turrets and groups of marines/thors at the right places is good. I think thors are better than libs to counter mutas since the patch.
2. you can pull this composition apart with heavy drop play. but to defeat the ultimate broodlord/corruptor/viper/infestor deathball you have to transition to mass raven eventually.
3. again drops are really good vs that so just try to play defensive while backstabbing with a few drops. Once you hit 2/2 and are near max you should steamroll roach ravager.
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On February 05 2017 03:04 HungrySC2 wrote: hi,
I have win rates of 68% vs Terran, 55% vs Protoss, and 38% vs zerg. So I really need help with the match-up.
I have questions about Zerg Compositions.
What is the proper counter to mass muta?
I've had limited success massing liberators above bio with a few mines. Is this the right thing to do?
What is the proper counter to mass corrupter into brood lords.
I honestly am lost here even when I have a much better economy. Especially if infestors are out.
The biggest problem I have with corrupters is I can win/draw fights against the zerg, but I'm not killing any of the corrupters during them so the numbers grow until they become impossible to deal with.
What is the proper counter to mass roach/ravager (talking 200 supply roach ravager)?
I feel like I get a decent composition of medivac marine marauder tank which is marauder heavy but still get rolled. Either I try pushing to early and get rolled or I push too late and get destroyed by corrupter, broodlord, +/- infestor.
Am I just supposed to expand like crazy and wait for them to attack and hopefully get a good engagement and then react to whatever tech comes out next?
Mutas : Marines. 3/3 Marines absolutely destroy mutas. Combine marines with bio and boom mass mutalisks is useless. Granted, Muta Ling Bling can cause trouble for biomine, but when you have secured your 3rd base and have upgrades Zerg will no longer trade efficiently, forcing some sort of tech switch.
Mass corruptor: Can't say I've seen it or used it, but my best guess would be viking raven. Ravens are hidden OP (imo) and viking raven should tear through corruptors. You can also just build marines.
Roach Ravager: used to be decently hard to deal with as terran in my experience, but these days I find that tanks instead of biomine work amazingly, even when zerg adds in hydras and 2/2 or 3/3 upgrades, bio tank and good positioning shred the zerg.
In the late game Brood Lord Infestor works as a timing switch after a huge trade for both players. I think what you should do is scan to spot the greater spire (hopefully while it's morphing) at which point you can add 1 or 2 more starports so that you have the ability to switch into ravens and vikings.
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Mutas : Marines. 3/3 Marines absolutely destroy mutas. Combine marines with bio and boom mass mutalisks is useless. Granted, Muta Ling Bling can cause trouble for biomine, but when you have secured your 3rd base and have upgrades Zerg will no longer trade efficiently, forcing some sort of tech switch.
Mass corruptor: Can't say I've seen it or used it, but my best guess would be viking raven. Ravens are hidden OP (imo) and viking raven should tear through corruptors. You can also just build marines.
Roach Ravager: used to be decently hard to deal with as terran in my experience, but these days I find that tanks instead of biomine work amazingly, even when zerg adds in hydras and 2/2 or 3/3 upgrades, bio tank and good positioning shred the zerg.
In the late game Brood Lord Infestor works as a timing switch after a huge trade for both players. I think what you should do is scan to spot the greater spire (hopefully while it's morphing) at which point you can add 1 or 2 more starports so that you have the ability to switch into ravens and vikings.
I have a difficult time trading well enough during the first few fights to not be stuck in my base against bling muta. Hence the muta ball grows zerg can expand freely and eventually I lose to ultralisks because I can't deal with both mutas and ultras at the same time. Either I max on a weak army, or don't have enough supply of good units. (or some combination of both)
I don't mean mass corrupter in the literal sense. I mean the corrupter ball grows to a level that I actually can't deal with it. Doesn't matter if it's brood lords, infestors, or ultras doing the damage I just die. Either they tank mine hits, take out liberators/medivacs, turn into brood lords and wreck tanks, or It takes too long to get enough viking raven to deal with it. By that time infestors are out and I'm completely lost at that point beyond turning the game into a crazy base trade and hope they mess up. I guess the question I have is am I supposed to be dropping pdd or seeker missle?
I played a few more games against roach ravager lately and did better but still have problems pushing against it. Especially when it's very difficult to deal with creep spread. It takes multiple drop ships worth of units to do any damage or take any favorable trade that is scary enough to pull the zerg out of position. Because of that it's hard to kill creep, and eventually that leads to bad engagements when it's time to push. I've tried 1 factory tank, 2 factory tank, and 3 factory tank (with bio) and have still been run over.
I'm not trying to whine. I'm just trying to figure out what the appropriate responses to things are so that when I lose I know that it was because of something else other than composition and decision making.
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On February 06 2017 12:55 HungrySC2 wrote:Show nested quote + Mutas : Marines. 3/3 Marines absolutely destroy mutas. Combine marines with bio and boom mass mutalisks is useless. Granted, Muta Ling Bling can cause trouble for biomine, but when you have secured your 3rd base and have upgrades Zerg will no longer trade efficiently, forcing some sort of tech switch.
Mass corruptor: Can't say I've seen it or used it, but my best guess would be viking raven. Ravens are hidden OP (imo) and viking raven should tear through corruptors. You can also just build marines.
Roach Ravager: used to be decently hard to deal with as terran in my experience, but these days I find that tanks instead of biomine work amazingly, even when zerg adds in hydras and 2/2 or 3/3 upgrades, bio tank and good positioning shred the zerg.
In the late game Brood Lord Infestor works as a timing switch after a huge trade for both players. I think what you should do is scan to spot the greater spire (hopefully while it's morphing) at which point you can add 1 or 2 more starports so that you have the ability to switch into ravens and vikings.
I have a difficult time trading well enough during the first few fights to not be stuck in my base against bling muta. Hence the muta ball grows zerg can expand freely and eventually I lose to ultralisks because I can't deal with both mutas and ultras at the same time. Either I max on a weak army, or don't have enough supply of good units. (or some combination of both) I don't mean mass corrupter in the literal sense. I mean the corrupter ball grows to a level that I actually can't deal with it. Doesn't matter if it's brood lords, infestors, or ultras doing the damage I just die. Either they tank mine hits, take out liberators/medivacs, turn into brood lords and wreck tanks, or It takes too long to get enough viking raven to deal with it. By that time infestors are out and I'm completely lost at that point beyond turning the game into a crazy base trade and hope they mess up. I guess the question I have is am I supposed to be dropping pdd or seeker missle? I played a few more games against roach ravager lately and did better but still have problems pushing against it. Especially when it's very difficult to deal with creep spread. It takes multiple drop ships worth of units to do any damage or take any favorable trade that is scary enough to pull the zerg out of position. Because of that it's hard to kill creep, and eventually that leads to bad engagements when it's time to push. I've tried 1 factory tank, 2 factory tank, and 3 factory tank (with bio) and have still been run over. I'm not trying to whine. I'm just trying to figure out what the appropriate responses to things are so that when I lose I know that it was because of something else other than composition and decision making.
First P.D.D's ideally you want like 1 P.D.D for every 3-4 corruptor
Next vs roach ravager if you want a simple 3 prong try this, just build up a huge tank defense force and by the mid game if you retained and kept all of your medivacs start making double liberator what you can do is you can send a liberator to 2 bases (1 per each) and drop another, regardless whether they shut down 1 of the drops or a liberator as long as you don't sit over a spore, spine or army your libs or drop one of them should do damage and if the zerg is not practiced in dealing with this type of attack you can do a lot of damage. Meanwhile all you do is mass tanks and try to get a huge siege position outside their base lol
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If you go mech and Protoss do a pylon rush killing the wall to your main with shooting pylons, is there any way to avoid taking severe damage except going fast tank?
Every time I have tried to go for cyclones instead of fast tanks I have lost the game since I cant kill his pylons without losing cyclones.
Maybe I am missing something but fast cyclone instead of fast tank seems like a build order loss against a Pylon rush (with some follow-up attack).
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Russian Federation473 Posts
hi guys,
how do you best defend 1 base ravager rush from zerg?
i lost 3 times in a row to it and it was very frustrating
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pokebunny did hold it with scouting, bunker at the lowground and bunker on the highground, evac natural. first bunker is to buy time for 2nd bunker. Banshee or Tanks work, i guess, you are ok to lose 5-8 SCVs due to double OC if you play Reaper FE.
Just my input, if someone has a better idea, of wants to correct me, feel free to go ahead
Hope it did help you a bit
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How do i have to react in order to defend any protoss allin if i play CC first 3 rax?
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On February 13 2017 19:46 AleXusher wrote: How do i have to react in order to defend any protoss allin if i play CC first 3 rax?
With really really really good control otherwise you can't. But I suppose the best thing you can do is start like 1-2 bunkers on the high ground and make widow mines. CC first can be really good but its really greedy.
Edit: Make sure to also know what all-in they do. For blink stalkers getting a fast widow count, and concussive marauders should work. For an oracle all in widows and missile turrets. And for an Adept all in 1 tank and widows or a cyclones will hold.
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Hey guys,
is there a possible way to counter swarmhosts with factory mech and some starport support. I play high Diamond. I play only mech against zerg. I try to play mech a bit more agressive. Do i have to counterattack if the zerg gets swarmhosts and pushes with them?
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On February 14 2017 01:10 AlphaAeffchen wrote: Hey guys,
is there a possible way to counter swarmhosts with factory mech and some starport support. I play high Diamond. I play only mech against zerg. I try to play mech a bit more agressive. Do i have to counterattack if the zerg gets swarmhosts and pushes with them?
I've frequently seen a wall of hellbats in front of the slower bits of your army chew the locusts to shreds, and then you have a good 30 seconds to be able to push before they get the next wave of locusts.
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On February 14 2017 01:10 AlphaAeffchen wrote: Hey guys,
is there a possible way to counter swarmhosts with factory mech and some starport support. I play high Diamond. I play only mech against zerg. I try to play mech a bit more agressive. Do i have to counterattack if the zerg gets swarmhosts and pushes with them?
My experience is the following:
1. It is almost impossible trying to defend you bases and production from Swarm Hosts. Then can even take down planetary fortresses under mass repair. Even if you defend you lose lots of resources with no resource loss for Zerg. 2. You can not catch and kill swarm hosts. Hellions only tickle them and you can not get enough banshees to kill but a few of them. 3. It is pointless trying to push into the Swarm Hosts. At best they retreat while you lose units for free. 4. The only mech unit that can handle locusts is blueflame hellbats.
The only way I have ever defeated Swarm Hosts is when I: 1) Get lots of bluflame hellbats early enough. 2. Ignore the Swarm Hosts and counter attack with my entire army trying to kill his bases. It is an all-or nothing attack and my winrate when doing it is only about 40% but it is better than trying to fight a losing battle where Swarm Hosts wither down your army for free until he eventually have such a resource advantage he can basically build any army and defeat you.
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On February 14 2017 01:10 AlphaAeffchen wrote: Hey guys,
is there a possible way to counter swarmhosts with factory mech and some starport support. I play high Diamond. I play only mech against zerg. I try to play mech a bit more agressive. Do i have to counterattack if the zerg gets swarmhosts and pushes with them?
I usually open with INnoVations cyclone hellbat opener and than if I ever see swarmhosts I just add 2 starports (1-5-2) and I get speed and cloak for banshees and just kill em with those
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Hello, how are you all doing? After many years I'm back to play SCII again, my problem is I cannot find example builds for LoTV in the liquipedia, can someone point to any resorce to un-rust myself with actual meta example builds. Terran, btw.
If you can recommend nice tools to train it would be thanked also, thank you in advance,
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