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Sergio1992 Italy. May 25 2012 16:47. Posts 521 | Profile Blog # |
Hi everyone, my tvp win ratio is about the 0%.
I will post one game where I think I played kinda well. Please would you kindly analyze it with me?
I started with a double rax, because I do not wish to go into lategame against protoss, because they are too strong and my micro sucks.
I wish to know if such matchup can be won by a mere noob like me. I am not even never able to damage a protoss that uses gateway units...
So ridicolous..
anyway I open 2 rax, and I think I denied his expansion for a bit of time. Aa soon as I saw he had no exp I teched to medivacs then started going fully aggression. I was able to snipe his natural nexus and his tech(templar archives) but I was not able to fully destroy him and cleanse him from the map, because he destroyed my MMM with gateway units (-.-)
At the end, I was a fool because I didn't lift my third cc while he was attacking it with zealots, so he was able to deny my third for a really long time.
Tips?
Thanks for help
Replay: http://drop.sc/185787Last edit: 2012-05-25 17:02:06 |
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| monk United States. May 25 2012 16:50. Posts 6811 | Profile Blog # |
| Good post, but please remember to tag your thread next time. |
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| StarcraftNerd1547 Sweden. May 25 2012 17:28. Posts 270 | Profile # |
What i have started doing alot in TvP is go quick triple CC if you scout fast expo. This will make it possible for you to max much faster and go into a midgame 200 supply push with the appropriate tech. Basickly what you do is hit when you are strong and he is weak. i recommend checking out TaeJa's first replay pack from TL, he had a game on Shakuras where he did a really strong build.
If you still lose there is always 11/11 allin 
User was warned for this post |
| | I wondered why the baseball was getting bigger, then it hit me. |
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| Rogan United Kingdom. May 25 2012 17:56. Posts 9 | Profile # |
Hi there - just watched your game. I'm just going to go through a couple of things that I think you could have done differently:
Firstly, your first push-out - I think if you wanted to delay his expansion by just a little bit longer, you could have made a more serious poke towards his ramp, just to force a forcefield and a few more units. He only had 2 immortals 2 zealots and 3 sentries, so he was relying on those sentries to keep you at bay while he waited for a beefier army. Equally, that attack gives you pretty decent map control, so you don't have to run all the way back to your base - leave a unit at the watchtowers, perhaps even poke into his natural to scout (rather than using up 2 scans).
He parked an observer in the space between your main and natural, which you should really be taking out.
The second engagement (stim and medivac timing) went really badly for you. Whilst this map has a low win-rate for Terran, the great thing about it is the ability to flank the army at his natural. If you send half your army round by the third, whilst hitting up the ramp, you can get a much better engagement over the one you had, where he cut your army up very nicely. You then stimmed ALL (despite half of it being stuck behind a forcefield) your army twice (so you've already lost 20 HP on your marines and 40HP on your marauders). A little trick to get round the forcefields is to lift the units up with your medivacs, dropping them either behind (to block zealots) or in front (to maximise dps) of the forcfield.
He was up to 7 gates and had blink, having opened very safely with a lowish economy - he wasn't going to have collosus, so you don't need vikings when you started building them, and you definitely don't need to be producing out of 2x starport once you scout that he's going templar tech.
Letting your third get destroyed was really bad (you should have been aware that there must have been a proxy pylon when he had a zealot attempting to block your third), but I think you did OK to kill his natural. However, I think you could have saved your army, by lifting up and running away, rather than losing it all, just to snipe his templar archives.
You scan absolutely tonnes in the mid-late game - I don't know what you're looking for particularly, esp. when it's evident that he's going to be going for gateway tech for sometime longer.
You make your re-made a third a planetary fortress - I think this is just going to put you even further behind, and it's not going to save you if he tries attacking it with his army (i.e. it melts), especially when he's going up to a fourth. You need to transfer some of your over-saturated bases' SCVs to your third ASAP, too.
You hit a massive anti-timing when you attacked his fourth, hitting about 10 seconds BEFORE your upgrades finished, that was an error.
Finally, do you seriously not hotkey your armies? I feel that is a massive limitation on your skill, and, coupled with the use of base hotkeys, is something you should definitely learn to do.
Sorry if these seems like a bit of a ramble, I was just writing as I went through for a second time. |
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| rebotfc United Kingdom. May 25 2012 18:16. Posts 143 | Profile # |
| Just remember when you snipe someones nexus, they are not instantly weaker, they are weaker 1 to 2 minutes later when the lack of resources begins to bite. Often its best after sniping an expansion to retreat to safer ground and stay ahead economically. To re-secure his destroyed expansion he has to spread his army, and thats when you can drop him or hit another expansion. |
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Sergio1992 Italy. May 25 2012 19:42. Posts 521 | Profile Blog # |
On May 25 2012 17:56 Rogan wrote: Hi there - just watched your game. I'm just going to go through a couple of things that I think you could have done differently:
Firstly, your first push-out - I think if you wanted to delay his expansion by just a little bit longer, you could have made a more serious poke towards his ramp, just to force a forcefield and a few more units. He only had 2 immortals 2 zealots and 3 sentries, so he was relying on those sentries to keep you at bay while he waited for a beefier army. Equally, that attack gives you pretty decent map control, so you don't have to run all the way back to your base - leave a unit at the watchtowers, perhaps even poke into his natural to scout (rather than using up 2 scans).
He parked an observer in the space between your main and natural, which you should really be taking out.
The second engagement (stim and medivac timing) went really badly for you. Whilst this map has a low win-rate for Terran, the great thing about it is the ability to flank the army at his natural. If you send half your army round by the third, whilst hitting up the ramp, you can get a much better engagement over the one you had, where he cut your army up very nicely. You then stimmed ALL (despite half of it being stuck behind a forcefield) your army twice (so you've already lost 20 HP on your marines and 40HP on your marauders). A little trick to get round the forcefields is to lift the units up with your medivacs, dropping them either behind (to block zealots) or in front (to maximise dps) of the forcfield.
He was up to 7 gates and had blink, having opened very safely with a lowish economy - he wasn't going to have collosus, so you don't need vikings when you started building them, and you definitely don't need to be producing out of 2x starport once you scout that he's going templar tech.
Letting your third get destroyed was really bad (you should have been aware that there must have been a proxy pylon when he had a zealot attempting to block your third), but I think you did OK to kill his natural. However, I think you could have saved your army, by lifting up and running away, rather than losing it all, just to snipe his templar archives.
You scan absolutely tonnes in the mid-late game - I don't know what you're looking for particularly, esp. when it's evident that he's going to be going for gateway tech for sometime longer.
You make your re-made a third a planetary fortress - I think this is just going to put you even further behind, and it's not going to save you if he tries attacking it with his army (i.e. it melts), especially when he's going up to a fourth. You need to transfer some of your over-saturated bases' SCVs to your third ASAP, too.
You hit a massive anti-timing when you attacked his fourth, hitting about 10 seconds BEFORE your upgrades finished, that was an error.
Finally, do you seriously not hotkey your armies? I feel that is a massive limitation on your skill, and, coupled with the use of base hotkeys, is something you should definitely learn to do.
Sorry if these seems like a bit of a ramble, I was just writing as I went through for a second time.
Thanks for help. I was waiting for a switch to colossi 
Anyway, I do not make ghosts against few Templars. I find ghosts useless. Some may say that ghosts are needed, but they cost way too much , and if someone just make templar I will just start going aggro mode and making a shitton of medivacs. If ghost costed gas then I would make them. Also I find emp's splash ridicolous. I need way too many ghosts as terran to make them work |
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| padfoota Taiwan. May 25 2012 20:08. Posts 1053 | Profile Blog # |
On May 25 2012 19:42 Sergio1992 wrote: Show nested quote +On May 25 2012 17:56 Rogan wrote: Hi there - just watched your game. I'm just going to go through a couple of things that I think you could have done differently:
Firstly, your first push-out - I think if you wanted to delay his expansion by just a little bit longer, you could have made a more serious poke towards his ramp, just to force a forcefield and a few more units. He only had 2 immortals 2 zealots and 3 sentries, so he was relying on those sentries to keep you at bay while he waited for a beefier army. Equally, that attack gives you pretty decent map control, so you don't have to run all the way back to your base - leave a unit at the watchtowers, perhaps even poke into his natural to scout (rather than using up 2 scans).
He parked an observer in the space between your main and natural, which you should really be taking out.
The second engagement (stim and medivac timing) went really badly for you. Whilst this map has a low win-rate for Terran, the great thing about it is the ability to flank the army at his natural. If you send half your army round by the third, whilst hitting up the ramp, you can get a much better engagement over the one you had, where he cut your army up very nicely. You then stimmed ALL (despite half of it being stuck behind a forcefield) your army twice (so you've already lost 20 HP on your marines and 40HP on your marauders). A little trick to get round the forcefields is to lift the units up with your medivacs, dropping them either behind (to block zealots) or in front (to maximise dps) of the forcfield.
He was up to 7 gates and had blink, having opened very safely with a lowish economy - he wasn't going to have collosus, so you don't need vikings when you started building them, and you definitely don't need to be producing out of 2x starport once you scout that he's going templar tech.
Letting your third get destroyed was really bad (you should have been aware that there must have been a proxy pylon when he had a zealot attempting to block your third), but I think you did OK to kill his natural. However, I think you could have saved your army, by lifting up and running away, rather than losing it all, just to snipe his templar archives.
You scan absolutely tonnes in the mid-late game - I don't know what you're looking for particularly, esp. when it's evident that he's going to be going for gateway tech for sometime longer.
You make your re-made a third a planetary fortress - I think this is just going to put you even further behind, and it's not going to save you if he tries attacking it with his army (i.e. it melts), especially when he's going up to a fourth. You need to transfer some of your over-saturated bases' SCVs to your third ASAP, too.
You hit a massive anti-timing when you attacked his fourth, hitting about 10 seconds BEFORE your upgrades finished, that was an error.
Finally, do you seriously not hotkey your armies? I feel that is a massive limitation on your skill, and, coupled with the use of base hotkeys, is something you should definitely learn to do.
Sorry if these seems like a bit of a ramble, I was just writing as I went through for a second time.
Thanks for help. I was waiting for a switch to colossi  Anyway, I do not make ghosts against few Templars. I find ghosts useless. Some may say that ghosts are needed, but they cost way too much , and if someone just make templar I will just start going aggro mode and making a shitton of medivacs. If ghost costed gas then I would make them. Also I find emp's splash ridicolous. I need way too many ghosts as terran to make them work
You arent the only one :/ I find ghosts really hard to fit in on 2 base. Micro for the win >_<Last edit: 2012-05-25 20:09:16 |
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| Dvriel May 25 2012 20:37. Posts 434 | Profile # |
On May 25 2012 19:42 Sergio1992 wrote:Thanks for help. I was waiting for a switch to colossi  Anyway, I do not make ghosts against few Templars. I find ghosts useless. Some may say that ghosts are needed, but they cost way too much , and if someone just make templar I will just start going aggro mode and making a shitton of medivacs. If ghost costed gas then I would make them. Also I find emp's splash ridicolous. I need way too many ghosts as terran to make them work
U are so wrong about Ghosts.Platinum Terran here anyways. Ghosts really cost too much maybe,but do a great job if u hit good EMPs.Dont forget they are unavoidable.U need 4-5 ghosts to try EMP hit army,and no matter if u dont get his HTs,anyway u do a lot of damage and help ur army to survive longer.Try to get cloak and send them in front of army.Ofc they may feedbacked,but u must at least try,because Storms are pretty scary if u dont micro well.U can also nuke his expansions and make him move there or pull probes. Dont underestimate them.Blizzard changed them to less gas,but as we see now,this was a mistake and very often in late game T got lot of useless gas and no minerals..Every caster is gasheavy,but ghosts...No sense,but its like it is...David Kim´s Choice |
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| Klyberess Sweden. May 25 2012 21:10. Posts 317 | Profile # |
You can't just skip ghosts vs storm It just doesn't work. |
| | EmpireHappy <3 STHack <3 ByunPrime |
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| HeroMystic United States. May 25 2012 22:49. Posts 894 | Profile # |
| There is absolutely no reason to neglect Ghosts if the opponent is on three bases and getting HTs. The only hinderance Ghosts give is it makes you less aggressive since Ghosts don't have the needed speed to keep up with MMM, but making the scariest unit in TvP useless is a godsend. It's absolutely baffling to hear a Terran say Ghost is useless in TvP. |
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| Stoopid0boi Australia. May 25 2012 23:34. Posts 48 | Profile # |
On May 25 2012 21:10 Klyberess wrote:You can't just skip ghosts vs storm  It just doesn't work.
Thats unless you're mkp, referencing the up and down game against startale ace.... Impossible micro.
And for discussions about ghost I typically start adding them when I start saturating my third base. The damage emp does on zealots alone is way worth it |
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| WaKai Canada. May 25 2012 23:45. Posts 88 | Profile # |
I suggest you do a 1 rax fe. Important thing is to save your scouting scv before the stalker comes out ~3;30 then scout at 5:00, if theres no expo, save up a scan to see what all in he's doing and prepare accordingly or suicide the scv. Basically how tvp works right now is that with 1 rax fe you're weak before your two medivacs are out, a good time to scan is when you start +1. If you see 5-6 GW build 2 more bunkers for total of 3. Once your medivacs are out, you're in control. Your goal is to get your third while denieing his. Keep a close eye on his army and see if you can snipe a col, if you can do a drop then stim snipe. you'll be surprised how fast they go down when in the midgame. By the time the toss has 3 colosi or storm, you should have your third fully operational and building your 4th cc while the toss just got his 3rd saturated. Then it becomes a rinse and repeat. Trying to snipe cols and poking.
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| Sepi Finland. May 26 2012 00:11. Posts 177 | Profile # |
I'm EU diamond and all my opponents are D aswell.
I personally dont understand this MU either. Well i always go 1 rax expo, fast ups and mmm push/pressure afterwards and sometimes and maps like ohana and cloud kingdom i almost always go to fast 3rd (If not enable to put it down just mule and scv prod).
But my problem is that almost EVERY P opponent turtles like hell until they got their 3rd colo and if your going to fast medvacs (usually 4) u have like 2 vikings out when they start to push. And if they dont go colo and just mass aoe storm im most of the time able to beat those. But colo just destroys me. Sure i can do damage and if everything goes as i planned i'm able to snipe his 3rd in those cases i'm almost already won, but 2 base pushes after sitting are ridicuosly hard to hold. Especially in some maps like metalopolis where the ground is so much in P favor. And i feel like i cant pressure against them. I have tried, but it usually end up me losing most of my army whit medvacs left and he has maybe few stalk/sentry left. Its so risky that i tend not to overextend in that mid/early game, eventhough that i pressure if he takes fast 3rd( because you need to).
Yeah sure i can do drops but if my opponent plays well hes waiting for them and when i drop he starts his main push. And thats another 10 supply that i would need to hold that.
I almost always hit when he goes for mass sentry and am able to waste his sentry energy beacuse of my micro but still I cant hold that 2 base timing colo push.
There has also been cases that i have defended either 6 gate or 1 base all in and were in big lead and still lose the game because my over aggression. ( stupid doomdrops etc.) But thats my own fault.
When i win i often feel like im playing opponent who isnt that good on macro etc.
Big maps still give me so much trouble. But maps like ohana feels so much easier.
Usually my opponent doesnt micro he just rolls.
Just to note. My army splitting and micro is pretty decent level I have steelseries Sensei mouse etc. and my TvZ is about 75% WR. i have no trouble microing my units as splitting and kiting.
I'm highly frustrated in this MU.Last edit: 2012-05-26 00:19:05 |
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| WaKai Canada. May 26 2012 01:07. Posts 88 | Profile # |
On May 26 2012 00:11 Sepi wrote: I'm EU diamond and all my opponents are D aswell.
I personally dont understand this MU either. Well i always go 1 rax expo, fast ups and mmm push/pressure afterwards and sometimes and maps like ohana and cloud kingdom i almost always go to fast 3rd (If not enable to put it down just mule and scv prod).
But my problem is that almost EVERY P opponent turtles like hell until they got their 3rd colo and if your going to fast medvacs (usually 4) u have like 2 vikings out when they start to push. And if they dont go colo and just mass aoe storm im most of the time able to beat those. But colo just destroys me. Sure i can do damage and if everything goes as i planned i'm able to snipe his 3rd in those cases i'm almost already won, but 2 base pushes after sitting are ridicuosly hard to hold. Especially in some maps like metalopolis where the ground is so much in P favor. And i feel like i cant pressure against them. I have tried, but it usually end up me losing most of my army whit medvacs left and he has maybe few stalk/sentry left. Its so risky that i tend not to overextend in that mid/early game, eventhough that i pressure if he takes fast 3rd( because you need to).
Yeah sure i can do drops but if my opponent plays well hes waiting for them and when i drop he starts his main push. And thats another 10 supply that i would need to hold that.
I almost always hit when he goes for mass sentry and am able to waste his sentry energy beacuse of my micro but still I cant hold that 2 base timing colo push.
There has also been cases that i have defended either 6 gate or 1 base all in and were in big lead and still lose the game because my over aggression. ( stupid doomdrops etc.) But thats my own fault.
When i win i often feel like im playing opponent who isnt that good on macro etc.
Big maps still give me so much trouble. But maps like ohana feels so much easier.
Usually my opponent doesnt micro he just rolls.
Just to note. My army splitting and micro is pretty decent level I have steelseries Sensei mouse etc. and my TvZ is about 75% WR. i have no trouble microing my units as splitting and kiting.
I'm highly frustrated in this MU.
you should always be able to take your third when medivacs are out. If he rushed cols you just go kill him because stim snipe the col and kill his weak army after that. Always denie his third aswell. You don't have to drop, only if he has a lot of gw units.
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][Primarch][ Sweden. May 26 2012 02:01. Posts 302 | Profile # |
On May 26 2012 01:07 WaKai wrote: Show nested quote +On May 26 2012 00:11 Sepi wrote: I'm EU diamond and all my opponents are D aswell.
I personally dont understand this MU either. Well i always go 1 rax expo, fast ups and mmm push/pressure afterwards and sometimes and maps like ohana and cloud kingdom i almost always go to fast 3rd (If not enable to put it down just mule and scv prod).
But my problem is that almost EVERY P opponent turtles like hell until they got their 3rd colo and if your going to fast medvacs (usually 4) u have like 2 vikings out when they start to push. And if they dont go colo and just mass aoe storm im most of the time able to beat those. But colo just destroys me. Sure i can do damage and if everything goes as i planned i'm able to snipe his 3rd in those cases i'm almost already won, but 2 base pushes after sitting are ridicuosly hard to hold. Especially in some maps like metalopolis where the ground is so much in P favor. And i feel like i cant pressure against them. I have tried, but it usually end up me losing most of my army whit medvacs left and he has maybe few stalk/sentry left. Its so risky that i tend not to overextend in that mid/early game, eventhough that i pressure if he takes fast 3rd( because you need to).
Yeah sure i can do drops but if my opponent plays well hes waiting for them and when i drop he starts his main push. And thats another 10 supply that i would need to hold that.
I almost always hit when he goes for mass sentry and am able to waste his sentry energy beacuse of my micro but still I cant hold that 2 base timing colo push.
There has also been cases that i have defended either 6 gate or 1 base all in and were in big lead and still lose the game because my over aggression. ( stupid doomdrops etc.) But thats my own fault.
When i win i often feel like im playing opponent who isnt that good on macro etc.
Big maps still give me so much trouble. But maps like ohana feels so much easier.
Usually my opponent doesnt micro he just rolls.
Just to note. My army splitting and micro is pretty decent level I have steelseries Sensei mouse etc. and my TvZ is about 75% WR. i have no trouble microing my units as splitting and kiting.
I'm highly frustrated in this MU.
you should always be able to take your third when medivacs are out. If he rushed cols you just go kill him because stim snipe the col and kill his weak army after that. Always denie his third aswell. You don't have to drop, only if he has a lot of gw units.
Really? You will actually just roll over and die to a good 2 base collosi timing (squirtle style) if you do not see it coming and get out vikings. Or am I totally wrong here? |
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| WaKai Canada. May 26 2012 02:16. Posts 88 | Profile # |
On May 26 2012 02:01 ][Primarch][ wrote: Show nested quote +On May 26 2012 01:07 WaKai wrote: On May 26 2012 00:11 Sepi wrote: I'm EU diamond and all my opponents are D aswell.
I personally dont understand this MU either. Well i always go 1 rax expo, fast ups and mmm push/pressure afterwards and sometimes and maps like ohana and cloud kingdom i almost always go to fast 3rd (If not enable to put it down just mule and scv prod).
But my problem is that almost EVERY P opponent turtles like hell until they got their 3rd colo and if your going to fast medvacs (usually 4) u have like 2 vikings out when they start to push. And if they dont go colo and just mass aoe storm im most of the time able to beat those. But colo just destroys me. Sure i can do damage and if everything goes as i planned i'm able to snipe his 3rd in those cases i'm almost already won, but 2 base pushes after sitting are ridicuosly hard to hold. Especially in some maps like metalopolis where the ground is so much in P favor. And i feel like i cant pressure against them. I have tried, but it usually end up me losing most of my army whit medvacs left and he has maybe few stalk/sentry left. Its so risky that i tend not to overextend in that mid/early game, eventhough that i pressure if he takes fast 3rd( because you need to).
Yeah sure i can do drops but if my opponent plays well hes waiting for them and when i drop he starts his main push. And thats another 10 supply that i would need to hold that.
I almost always hit when he goes for mass sentry and am able to waste his sentry energy beacuse of my micro but still I cant hold that 2 base timing colo push.
There has also been cases that i have defended either 6 gate or 1 base all in and were in big lead and still lose the game because my over aggression. ( stupid doomdrops etc.) But thats my own fault.
When i win i often feel like im playing opponent who isnt that good on macro etc.
Big maps still give me so much trouble. But maps like ohana feels so much easier.
Usually my opponent doesnt micro he just rolls.
Just to note. My army splitting and micro is pretty decent level I have steelseries Sensei mouse etc. and my TvZ is about 75% WR. i have no trouble microing my units as splitting and kiting.
I'm highly frustrated in this MU.
you should always be able to take your third when medivacs are out. If he rushed cols you just go kill him because stim snipe the col and kill his weak army after that. Always denie his third aswell. You don't have to drop, only if he has a lot of gw units.
Really? You will actually just roll over and die to a good 2 base collosi timing (squirtle style) if you do not see it coming and get out vikings. Or am I totally wrong here?
When i say rushed, i mean he got them out early, after a 6 or 5 gate timing but you can trade with them in the midgame, you have the stronger army. Try to bait ff and if he's doing a 2 base attack, you can do a drop to snipe pylons so that he misses 2 production cycles. I havn't played against that style... most toss either 1 base or try to expo to third.Last edit: 2012-05-26 02:18:45 |
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| Sepi Finland. May 26 2012 08:46. Posts 177 | Profile # |
On May 26 2012 02:16 WaKai wrote: Show nested quote +On May 26 2012 02:01 ][Primarch][ wrote: On May 26 2012 01:07 WaKai wrote: On May 26 2012 00:11 Sepi wrote: I'm EU diamond and all my opponents are D aswell.
I personally dont understand this MU either. Well i always go 1 rax expo, fast ups and mmm push/pressure afterwards and sometimes and maps like ohana and cloud kingdom i almost always go to fast 3rd (If not enable to put it down just mule and scv prod).
But my problem is that almost EVERY P opponent turtles like hell until they got their 3rd colo and if your going to fast medvacs (usually 4) u have like 2 vikings out when they start to push. And if they dont go colo and just mass aoe storm im most of the time able to beat those. But colo just destroys me. Sure i can do damage and if everything goes as i planned i'm able to snipe his 3rd in those cases i'm almost already won, but 2 base pushes after sitting are ridicuosly hard to hold. Especially in some maps like metalopolis where the ground is so much in P favor. And i feel like i cant pressure against them. I have tried, but it usually end up me losing most of my army whit medvacs left and he has maybe few stalk/sentry left. Its so risky that i tend not to overextend in that mid/early game, eventhough that i pressure if he takes fast 3rd( because you need to).
Yeah sure i can do drops but if my opponent plays well hes waiting for them and when i drop he starts his main push. And thats another 10 supply that i would need to hold that.
I almost always hit when he goes for mass sentry and am able to waste his sentry energy beacuse of my micro but still I cant hold that 2 base timing colo push.
There has also been cases that i have defended either 6 gate or 1 base all in and were in big lead and still lose the game because my over aggression. ( stupid doomdrops etc.) But thats my own fault.
When i win i often feel like im playing opponent who isnt that good on macro etc.
Big maps still give me so much trouble. But maps like ohana feels so much easier.
Usually my opponent doesnt micro he just rolls.
Just to note. My army splitting and micro is pretty decent level I have steelseries Sensei mouse etc. and my TvZ is about 75% WR. i have no trouble microing my units as splitting and kiting.
I'm highly frustrated in this MU.
you should always be able to take your third when medivacs are out. If he rushed cols you just go kill him because stim snipe the col and kill his weak army after that. Always denie his third aswell. You don't have to drop, only if he has a lot of gw units.
Really? You will actually just roll over and die to a good 2 base collosi timing (squirtle style) if you do not see it coming and get out vikings. Or am I totally wrong here?
When i say rushed, i mean he got them out early, after a 6 or 5 gate timing but you can trade with them in the midgame, you have the stronger army. Try to bait ff and if he's doing a 2 base attack, you can do a drop to snipe pylons so that he misses 2 production cycles. I havn't played against that style... most toss either 1 base or try to expo to third.
Yeah. I see that you obviosly havent played against it. You do NOT have the stronger army and you cannot snipe ET colossi when there are 2 2 lots and ff in the way. If you go for it its pretty much do or die, and the odds are against you.
I'm not saying every game is that but when it hits its just so hard to stop. Most of the time theyll go for the third also.
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Sidebar Settings...

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