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Forum Index > StarCraft 2 Strategy |
Beastyqt
Serbia516 Posts
https://www.youtube.com/channel/UCo4EukJcKyZL6oXoLfsWxfA Feel free to leave any feedback or suggest future guides please! | ||
Ryu3600
Canada468 Posts
On February 16 2017 02:35 Beastyqt wrote: Hey guys I started YouTube channel recently and I'm trying to upload as many guides as I can. Let me know what kind of guides you'd like to see the most so I can get those going first. https://www.youtube.com/channel/UCo4EukJcKyZL6oXoLfsWxfA Feel free to leave any feedback or suggest future guides please! I think a video describing how to use the Terran late game units effectively and understanding how to use them would be a great video (Such as the ghost and raven or the ghost lib comp) | ||
Gurbak
France622 Posts
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MockHamill
Sweden1793 Posts
This holds both 2 and 3 rax reaper, cyclone pressure builds, banshee opening and liberator openings. However it typically lose to a 2-base push with 3 tanks, 2 medivacs and lots of marines. That push typically hits a the timing where you have gone up to 3 factories (2 tech, 1 reactor) but only have one tank. Is there any different mech opening that beats the 2-base 3 tank, 2 medivacs and lots of marine push and still if safe against reaper cheese, cyclone pressure builds, banshee opening and liberator openings? | ||
Damien
Brazil131 Posts
Replay: http://ggtracker.com/matches/6986181 | ||
eeChiama
Argentina96 Posts
On February 16 2017 02:35 Beastyqt wrote: Hey guys I started YouTube channel recently and I'm trying to upload as many guides as I can. Let me know what kind of guides you'd like to see the most so I can get those going first. https://www.youtube.com/channel/UCo4EukJcKyZL6oXoLfsWxfA Feel free to leave any feedback or suggest future guides please! Just getting back into sc2, and found your content really useful. Thank you! | ||
Ryu3600
Canada468 Posts
March 01 2017 13:57 GMT
#1347
On February 19 2017 01:13 MockHamill wrote: When going mech I found it best to open defensively with 2 cyclone, 2 ravens and marines. This holds both 2 and 3 rax reaper, cyclone pressure builds, banshee opening and liberator openings. However it typically lose to a 2-base push with 3 tanks, 2 medivacs and lots of marines. That push typically hits a the timing where you have gone up to 3 factories (2 tech, 1 reactor) but only have one tank. Is there any different mech opening that beats the 2-base 3 tank, 2 medivacs and lots of marine push and still if safe against reaper cheese, cyclone pressure builds, banshee opening and liberator openings? I haven't been going mech a whole lot in TvT recently but would 2 reaper hellion work? You get enough units to hold most early attacks, you get a reasonable expo timing, faster double raven then people who open 2 reaper cyclone and if they do something cheesy you can still make a cyclone if needed after the hellion. You could also get 4-6 marines before adding a 2nd factory to focus on tank and raven production. | ||
Alucen-Will-
United States4054 Posts
March 01 2017 22:10 GMT
#1348
I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- | ||
Ryu3600
Canada468 Posts
March 02 2017 00:47 GMT
#1349
On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation | ||
Alucen-Will-
United States4054 Posts
March 02 2017 00:55 GMT
#1350
On March 02 2017 09:47 Ryu3600 wrote: Show nested quote + On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- | ||
Ryu3600
Canada468 Posts
March 02 2017 02:57 GMT
#1351
On March 02 2017 09:55 Alucen-Will- wrote: Show nested quote + On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- I wish you could do that haha but new marauders ya know? Just play with a big bio push or make tanks until 7:30-8:30 after that add widows, Widows are incredible in TvP (Watch Ryung vs PtitDrogo and Polt) | ||
Charoisaur
Germany15567 Posts
March 02 2017 09:34 GMT
#1352
On March 02 2017 09:55 Alucen-Will- wrote: Show nested quote + On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- If you play without wms/liberators then adept timings will probably kill you - but if you can hold on to ~150 supply you should be fine. But if they add splash damage like collossi or high templar you obviously need other units as well. | ||
Alucen-Will-
United States4054 Posts
March 02 2017 10:27 GMT
#1353
On March 02 2017 18:34 Charoisaur wrote: Show nested quote + On March 02 2017 09:55 Alucen-Will- wrote: On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- If you play without wms/liberators then adept timings will probably kill you - but if you can hold on to ~150 supply you should be fine. But if they add splash damage like collossi or high templar you obviously need other units as well. Thanks it seems WM are the best choice as cost-efficient as they are. Maybe even 2 fac- off 3 bases with tanks/mines is a viable mid-game comp generally. Before a liberator transition | ||
Elentos
55454 Posts
March 02 2017 12:28 GMT
#1354
On March 02 2017 09:47 Ryu3600 wrote: Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. It's also essentially a BO loss against a nydus all-in so try not to let them scout you. | ||
Ryu3600
Canada468 Posts
March 02 2017 17:28 GMT
#1355
On March 02 2017 19:27 Alucen-Will- wrote: Show nested quote + On March 02 2017 18:34 Charoisaur wrote: On March 02 2017 09:55 Alucen-Will- wrote: On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- If you play without wms/liberators then adept timings will probably kill you - but if you can hold on to ~150 supply you should be fine. But if they add splash damage like collossi or high templar you obviously need other units as well. Thanks it seems WM are the best choice as cost-efficient as they are. Maybe even 2 fac- off 3 bases with tanks/mines is a viable mid-game comp generally. Before a liberator transition Mmm.. Id have to disagree I like the idea of two factories but I personally think tanks and widows are a pick one and stick with it thing. You usually never want both and in most cases if the game goes on long enough you end up going into widows so Id say opening tank pushes and getting drilling claws and swapping off at 8:30 would be very efficient because tanks will lose their scaling as the games goes on vs protoss | ||
Charoisaur
Germany15567 Posts
March 02 2017 21:12 GMT
#1356
On March 03 2017 02:28 Ryu3600 wrote: Show nested quote + On March 02 2017 19:27 Alucen-Will- wrote: On March 02 2017 18:34 Charoisaur wrote: On March 02 2017 09:55 Alucen-Will- wrote: On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- If you play without wms/liberators then adept timings will probably kill you - but if you can hold on to ~150 supply you should be fine. But if they add splash damage like collossi or high templar you obviously need other units as well. Thanks it seems WM are the best choice as cost-efficient as they are. Maybe even 2 fac- off 3 bases with tanks/mines is a viable mid-game comp generally. Before a liberator transition Mmm.. Id have to disagree I like the idea of two factories but I personally think tanks and widows are a pick one and stick with it thing. You usually never want both and in most cases if the game goes on long enough you end up going into widows so Id say opening tank pushes and getting drilling claws and swapping off at 8:30 would be very efficient because tanks will lose their scaling as the games goes on vs protoss I don't think drilling claws is that useful against toss but otherwise I agree. | ||
Ryu3600
Canada468 Posts
March 02 2017 22:59 GMT
#1357
On March 03 2017 06:12 Charoisaur wrote: Show nested quote + On March 03 2017 02:28 Ryu3600 wrote: On March 02 2017 19:27 Alucen-Will- wrote: On March 02 2017 18:34 Charoisaur wrote: On March 02 2017 09:55 Alucen-Will- wrote: On March 02 2017 09:47 Ryu3600 wrote: On March 02 2017 07:10 Alucen-Will- wrote: At what point of TvP is the liberator transition required? I seem to die mid-game with a normal bio army before the liberators come out- speaking of which, in your bio army what is the general mix of marine/marauders when playing a typical zealot/glave/stalker army? It feels adepts fare well against pure bio on even upgrades Ie; should I favor early upgrades for a midgame timing or just transition to liberators and play defensively? Also TvZ: How viable is the HOTS 3 quick 3 CC opening? Is it weak against early mutalisks/ravager openings or is there a decent strategy to cut corners still- For TvP I typically start my liberator production after 4-8 medivacs depending on what the protoss does. If they go heavy into colossi I will favor vikings(on 2 starports) if they go heavy on disruptors ill go for 2 starports and lib range (1 reactor 1 techlab) Also whenever I play a matchup I always believe the best time to start upgrades should be before your 3rd (unless you go fast 3rd) Which would be @ around 4:30 - 5:30 or whenever your 3 rax finish. In TvP there are typically 3 big openers you can do. 1. Gas first widow drop 2. RFE 3rax 3. 17cc(ccfirst) And most people will go from these builds into either a tank timing @ 6:30 with 2 tanks 2 libs combat shields, stim and +1 and others will do a faster bio push with combat shields and stim. If you need any of these builds explained please msg me and ill go further in depth with this explanation. -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------Now as for TvZ there is in fact a very powerful fast 3CC build it goes by many names some people call it the 3-1-0 others call it the 4hellion 3cc. Whatever you want to call it does not matter but the idea of it is you open with fast reactored hellions and a fast 3rd command center at the cost of a delayed starport and bio production. Naturally, your bio production does kick off rather quick (after the 4 hellions) and your starport tech comes right after. Example of how I would do it: 14 depot 16 rax 16 gas 19 orbital & reaper 20 cc 21 marine (start reactor right after) 22 factory & depot swap off factory asap Make 3rd cc 2 hellions (up to 4-6) and start a tech lab and stim on barracks next you'll want to get a wall and double ups going after the 4-6 hellions swap off the factory add 2 more barracks and make another reactor with the factory and construct a starport. Make sure your bio production is constant and if you can do not lose the reaper or the hellions you'll need them to deny creep so good unit control is very much necessary. From here go into any style of play you like off of a strong 3cc macro style. (NOTE: if you think they will all-in you cut medivacs and make liberators/banshees, tanks and bunkers. if you hold you're going to win) And phew thats all! hope this was helpful again just let me know if you need more help or a better explanation Thanks for the advice/builds. I am curious generally- How strong is pure bio against the adept/stalker/zealot composition? In HOTS You could play pure Bio against gateway units and be 100% fine. I haven't checked the mathematics on in but it feels weaker at even economy- If you play without wms/liberators then adept timings will probably kill you - but if you can hold on to ~150 supply you should be fine. But if they add splash damage like collossi or high templar you obviously need other units as well. Thanks it seems WM are the best choice as cost-efficient as they are. Maybe even 2 fac- off 3 bases with tanks/mines is a viable mid-game comp generally. Before a liberator transition Mmm.. Id have to disagree I like the idea of two factories but I personally think tanks and widows are a pick one and stick with it thing. You usually never want both and in most cases if the game goes on long enough you end up going into widows so Id say opening tank pushes and getting drilling claws and swapping off at 8:30 would be very efficient because tanks will lose their scaling as the games goes on vs protoss I don't think drilling claws is that useful against toss but otherwise I agree. Haha when you drop widows on protoss like I do you'll know B) I will at certain times just dedicate all my widows to suiciding into the toss mineral lines and not going to lie it does work. | ||
Damien
Brazil131 Posts
March 04 2017 18:14 GMT
#1358
Replay: http://ggtracker.com/matches/6986181 How can I counter protoss as terran, when they use only adepts with glaves + phoenix? | ||
Diamadoshikiller
France56 Posts
March 05 2017 08:04 GMT
#1359
I'm very interesting about TvP and i think some timing of protoss and terran are the first thing we need to know. Perhaps i make mistake. Correct me if it's possible. Nexus 2 00:55-01:20 Greedy nexus first 01:20-02:00 Macro play 02:00-03:00 Harass into expand After 03:00 it's 1 base all-in Nexus 3 03:15-04:15 It's seem greedy if protoss not play Adept/phoenix. 04:15-05:00 Macro Nexus with a lot of gate units (adept/warprism harass). 05:00-06:00 Safe Third with hight Tech (usualy colossus) and good number of gate units. After 06:00 it's 2 bases all-in | ||
eeChiama
Argentina96 Posts
March 06 2017 16:21 GMT
#1360
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