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Liquid`Jinro Sweden. June 03 2012 21:50. Posts 32589 | Profile Blog # |
Download
Random ladder TvP vs lllllllll account.
Early:
- Don't know for sure that he expanded but it's the likeliest build, especially given the map and lack of early second gas. - scan around 7 min seeing nothing at nat/no gas means 6-8 gate or 3rd, transfering probes means 3rd most likely. - Decide to carry on with my 4 medivac/+1 timing and get 3rd. Everything standard and I think I finish the early game quite ahead.
Mid: - Would have preferred to keep aggression on and never make ghosts, but I realize that I'm not able to do anything so I make an academy. - I feel like it's not right that he can take the center expansion un-contested with how the early game went, but not sure what I did wrong that allowed him to. - Not happy with how limit fight went.... Yeah I won but we end up on same base, similar supply and I don't have any initiative. Not ideal.
Late: - Second limit fight complete disaster, not sure why army so small when I feel like my macro did not slip. - Not sure it's better to stop trying to do damage to him at this point and instead go defensive, take 11 and get a bunch of silos for nukes OR go BC. |
| | tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n Formerly FrozenArbiter |
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| Severus_ June 03 2012 22:15. Posts 741 | Profile Blog # |
I think because he went for the PartinG build with the 3 nexuses he stoped all your midgame advantages you have as terran (11-16mark). With his 3nex he was able to catch on upgrades cuz of chrono despite your early upgrade. Even with his macro fails going 1k/1k minerals because you had no advantages anywhere he won the game. The fights and harass were ok. About the army i feel TvP bio you need less scvs and more macro orbitals you had 70 scvs you don't need that many I think because you don't need much gas you can cut some gas scvs and build more CC's(you died with 1k+ gas). The army comp i feel you should have stoped mrauders completly he had only zealots,archon,hts so it might have been better to go marine,ghost only, i know they can tank more dmg and kite but you can't kite zeals and archons so with your good micro i think you can use ghosts and marines better than mrauders. In some of the fights your medivacs are infront and they die and most of the game you don't have alot of medivacs i know they suck in 200/200fights but most of yours werent so i think you need to work on that. That is my opinion about this replay.Last edit: 2012-06-03 22:15:26 |
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| Immersion_ United Kingdom. June 03 2012 22:25. Posts 494 | Profile # |
Just before the first limit fight you flew 6 medivacs into his Archons, you also should have pulled back slightly further before making the stand to utilize the planetary better imo. You threw your entire advantage away at that point.
I think that's pretty much the main reason you lost. The time you should be punishing him and stretching him with harass you struggled to do anything due to losing too many units in an engagement I think should have been pretty favourable.
In terms of a more general outlook I'm afraid I have the same problems myself.
Last edit: 2012-06-03 22:25:21 |
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| ohampatu United States. June 03 2012 22:30. Posts 1434 | Profile # |
On June 03 2012 22:15 Severus_ wrote: I think because he went for the PartinG build with the 3 nexuses he stoped all your midgame advantages you have as terran (11-16mark). With his 3nex he was able to catch on upgrades cuz of chrono despite your early upgrade. Even with his macro fails going 1k/1k minerals because you had no advantages anywhere he won the game. The fights and harass were ok. About the army i feel TvP bio you need less scvs and more macro orbitals you had 70 scvs you don't need that many I think because you don't need much gas you can cut some gas scvs and build more CC's(you died with 1k+ gas). The army comp i feel you should have stoped mrauders completly he had only zealots,archon,hts so it might have been better to go marine,ghost only, i know they can tank more dmg and kite but you can't kite zeals and archons so with your good micro i think you can use ghosts and marines better than mrauders. In some of the fights your medivacs are infront and they die and most of the game you don't have alot of medivacs i know they suck in 200/200fights but most of yours werent so i think you need to work on that. That is my opinion about this replay.
Still trying to download the replay. But i wish people wouldn't always say toss hit '1k/1k' on 3 bases, his macro is bad. If he is playing the 'parting' style he will bank that inbetween warpins with a 'gw' only style. Thats 10 gates worth of units, which is pretty standard amount of gates for 3 bases, although I think Parting generally goes for 8 quick gw's.
The thing im seeing alot of Terrans 'misconceive' for want of a better word, is they 'feel' like they are ahead way more than they are after the midgame. Ive had multiple terrans rage at me that they did alot of 2 base pressure and thought they were chipping me away to death, but once id clear the aggression and get a couple warp-ins of zealots/ht i can just snowball the game. I think this is partly because with 10 gw's, templar tech, and 3 bases--you can do a full 10 warp in of zealots, then 5 of ht, rinse/repeat. It just allows you to build an army almost twice as fast as any other toss style, which helps you catch up if your behind. It's also hard for terran to know when protoss is about to 'clean it up' with the midgame aggression, so sometimes terrans do 1 extra attack thats not needed that allows protoss a huge lategame lead.
Edit: Is this a general problem you have vs this style? or is it more map dependent? Daybreak is one of the 3 maps i practice quite a bit on, and a few of my friends hate playing tvp on it. Its just really easy for protoss to 'zone' his side of the map. Its easier to spot dropships/army movements, and its also easier to chip away the terran with single ht's moving forward to drop storms because their are so many high ground/low ground areas. Last edit: 2012-06-03 22:36:09 |
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| Huggerz Great Britain. June 03 2012 22:37. Posts 918 | Profile # |
o___o hello!
Early game goes fine, dunno why he didn't bother trying to delay your SCV starting CC a little bit though. I think you could benefit from scouting the map with an SCV aggressively after losing first one - would mean you wouldn't need to build an unnecessary bunker and turret if you'd seen his third start or seen enough to indicate he is definitely wanting to expand again. Once his units are well-positioned you aren't going to get much info beyond scanning.
He just has too much stuff when you push for you to achieve anything by frontal attack. Best option you really have is take the Xel Naga, drop one or two medivacs in his main and try probe his third. One thing I think Terran absolutely has to do in this situation is make sure he keeps way ahead in upgrades - your Armory and second Eng. Bay need to be earlier for this.
First fight goes fine for you but he retains worker lead and charge is finishing so it's not a big deal. He's still 0-0 though so upgrade lead is the best thing you have going - keep it going! This is imperative when you delay ghosts, in general.
At this point there's little to be done but be getting more barracks, another expansion, upgrades and ghosts. He can deal with drops easy at this stage, even if he didn't have templar ready in his main.
I don't really think there's any way you could deny the middle expansion without ghosts. 2-2 timing with ghosts could have been a strong option. Otherwise he has too many units + storm, and little else to do but split the map. Getting ghosts earlier should definitely be considered, even if it's only for a push at 2-2 or otherwise. Last edit: 2012-06-03 22:38:48 |
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| Snowbear Korea (South). June 03 2012 22:41. Posts 1771 | Profile Blog # |
First of all it feels weird to give advice to such a great player as you, jinro, but since you asked, I will try to share my view on this game.
You did awesome in the early-mid game, and you were FAR ahead (he lost 2400 recources more then you). This means you will 100% win with a decent timing push. In my opinion TvP is all about timings. Between 15:00 and 15:30 you had this timing. No way he could've hold a 1-1 MMM army with 1) 0-0 grades, 2) no collossus, 3) no HT with storm. But: it's hard to "feel" those timings when you are ingame. I guess it's all about developing a good game sense + 1 or 2 key scans. You missed the timing by +-20-30 seconds.
Then it get's hard. You missed a timing, and you get impatient. He had too much HT - archon tech, and without ghosts it's very hard to trade cost efficiënt with this. You tried to trade, and you did actually pretty good.
Then you kept on trading pretty good, but for some reason he defended well (zealot archon ht + that collossus switch is very strong).
At 24:00 you attacked his 4th, and from there it was just over. He had a much better army + the deathball force was strong with him. Last edit: 2012-06-03 22:42:13 |
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| texmix United States. June 03 2012 22:41. Posts 106 | Profile # |
The main battle to contest his 3rd at 11:20: You had 4 medivacs but 2 of them had been rallied and not gathered with the army. At 13 minutes you had 2 to 4 medivacs doing nothing in middle of map while your army traded with 0 medivacs against chargelots. Medivac grouping/control was #1 problem with this game IMO. You left mid game with better upgrades but inferior economy and inferior tech.
In later game your superior mechanics got a snipe on his 3rd and you had cost efficient trades, but not punishing his 3rd (via bad medivac usage) was too much to overcome.
Minor things that may not be true because I'm only mid masters: I play protoss and often do the fast 3rd with 8 to 12 gates, stim timings are hard to hold. At 8m 30s you had 18 marines, 1 marauder, and stim was finishing. He was 2 stalkers and 5 sentries, but was about ready for first big warp-in... so maybe there wasn't a window here, I just know the my first big warp-in timing vs stim timing sometimes leaves me vulnerable for 30 seconds.
You error on the side of having an scv production breaks for 1 to 2 seconds instead of having one que'd for 1 or 2 seconds. At 9 minutes you were 2 to 4 scv's short of where you could have been and didn't have a timing attack to show for it.
Edit:
On June 03 2012 21:50 Liquid`Jinro wrote: Everything standard and I think I finish the early game quite ahead.
At 14 minutes (after your initial attacks on his 3rd had stopped) you felt ahead because of how cost efficiently you traded.... but you are behind here. He has charge done and storm researching off of 3 fully saturated bases. He took a fast 3rd, kept tech up, and held- I don't understand how you think you are ahead.Last edit: 2012-06-03 23:01:40 |
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| Absentia United Kingdom. June 03 2012 22:54. Posts 838 | Profile # |
On June 03 2012 22:30 ohampatu wrote: Show nested quote +On June 03 2012 22:15 Severus_ wrote: I think because he went for the PartinG build with the 3 nexuses he stoped all your midgame advantages you have as terran (11-16mark). With his 3nex he was able to catch on upgrades cuz of chrono despite your early upgrade. Even with his macro fails going 1k/1k minerals because you had no advantages anywhere he won the game. The fights and harass were ok. About the army i feel TvP bio you need less scvs and more macro orbitals you had 70 scvs you don't need that many I think because you don't need much gas you can cut some gas scvs and build more CC's(you died with 1k+ gas). The army comp i feel you should have stoped mrauders completly he had only zealots,archon,hts so it might have been better to go marine,ghost only, i know they can tank more dmg and kite but you can't kite zeals and archons so with your good micro i think you can use ghosts and marines better than mrauders. In some of the fights your medivacs are infront and they die and most of the game you don't have alot of medivacs i know they suck in 200/200fights but most of yours werent so i think you need to work on that. That is my opinion about this replay.
Still trying to download the replay. But i wish people wouldn't always say toss hit '1k/1k' on 3 bases, his macro is bad. If he is playing the 'parting' style he will bank that inbetween warpins with a 'gw' only style. Thats 10 gates worth of units, which is pretty standard amount of gates for 3 bases, although I think Parting generally goes for 8 quick gw's. The thing im seeing alot of Terrans 'misconceive' for want of a better word, is they 'feel' like they are ahead way more than they are after the midgame. Ive had multiple terrans rage at me that they did alot of 2 base pressure and thought they were chipping me away to death, but once id clear the aggression and get a couple warp-ins of zealots/ht i can just snowball the game. I think this is partly because with 10 gw's, templar tech, and 3 bases--you can do a full 10 warp in of zealots, then 5 of ht, rinse/repeat. It just allows you to build an army almost twice as fast as any other toss style, which helps you catch up if your behind. It's also hard for terran to know when protoss is about to 'clean it up' with the midgame aggression, so sometimes terrans do 1 extra attack thats not needed that allows protoss a huge lategame lead.
This seems like what happened in Jinro's game. The attack period, lasting from 11:00 to 13:30, you're clearly trading better in terms of main army vs main army. After you're forced to retreat, though, the protoss is still on 3 fully mining bases in a position where they can tech heavily, (and safely due to high gateway production).
It seems like this game just snowballs away from you because of the fact you weren't able to do any significant economic damage in the midgame vs his extremely economic opening. Maybe you'd have benefitted from a four medivac drop play at the third or main, (depending on his map position) ala MVP's game vs Parting on Metropolis in the latest gsl.
There are other things in the late game that were disadvantageous to you. Your ghost production is super late and I think your upgrades have also been delayed frequently such that the toss comfortably finishes 3/3 before you do. Hence even when you come out ahead in the first limit engagement, you're left with basically no ghosts, sub-optimal upgrades and a low viking/medivac count. Your SCV count was too high relative to the point in the game.
However, these things seem kind of unavoidable given how the rest of the game played out. The biggest thing seemed to be the lack of economic damage the protoss suffered during the mid game. I'm certainly no expert on the subject but I think the best way to combat a situation like the one you found yourself in at 11:00 would be to focus on doing some kind of significant economic damage through very heavy drop play.
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Liquid`Jinro Sweden. June 03 2012 23:16. Posts 32589 | Profile Blog # |
At 14 minutes (after your initial attacks on his 3rd had stopped) you felt ahead because of how cost efficiently you traded.... but you are behind here. He has charge done and storm researching off of 3 fully saturated bases. He took a fast 3rd, kept tech up, and held- I don't understand how you think you are ahead.
Maybe I should rephrase it to something else, but outside of actually killing the 3rd, I'm not sure how much better of an early game you can hope for given the two openings.
I'll reply to/read the rest of the comments later or tomorrow morning~~ |
| | tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n Formerly FrozenArbiter |
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Josh_rakoons United Kingdom. June 03 2012 23:23. Posts 1157 | Profile # |
Just a question, but why is TL giving advice to a pro gamer? When half of the population of TL is gold or lower? o.o
I'm not a terran player at all, but i think maybe your response to the third base was a bit.. off. I think you should of gone for the same push but added on another engineering bay and really focused on your upgrades, he was 0-0 at 16 mins.. I feel like you could've won, at that time with an upgrade advantage. Last edit: 2012-06-03 23:35:44 |
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| JustinL Australia. June 03 2012 23:25. Posts 57 | Profile # |
On June 03 2012 23:23 Josh_rakoons wrote: Just a question, but why is TL giving advice to a pro gamer? When half of the population of TL is gold or lower? o.o
Because he asked for it |
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Liquid`Jinro Sweden. June 03 2012 23:26. Posts 32589 | Profile Blog # |
On June 03 2012 23:25 JustinL wrote: Show nested quote +On June 03 2012 23:23 Josh_rakoons wrote: Just a question, but why is TL giving advice to a pro gamer? When half of the population of TL is gold or lower? o.o
Because he asked for it
Yup, pretty much covers it. I welcome all discussion. |
| | tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n Formerly FrozenArbiter |
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dynwar7 June 03 2012 23:29. Posts 1955 | Profile # |
I dont really get the title of this thread, Jinro, but can I just suggest something that will sound noobish to you - Ghosts.
If I remember correctly, at one point you only had....3 or 4 ghosts? I think you need so many more, try to transition to mass ghosts while applying pressure of course, and he had sooo many zealots and archons, both of which are weak vs Ghosts.
I am starting to love ghosts, tbh. With 3/3 they do 26 to light, just like marauders do vs armored. Marauders DPS vs armor is really good, and that is the same as ghosts, excluding stimpack, yes... |
| | Regarding the imbalance, hilarious to see Zergs defending themselves.... |
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Liquid`Jinro Sweden. June 03 2012 23:33. Posts 32589 | Profile Blog # |
On June 03 2012 23:29 dynwar7 wrote: I dont really get the title of this thread, Jinro, but can I just suggest something that will sound noobish to you - Ghosts.
If I remember correctly, at one point you only had....3 or 4 ghosts? I think you need so many more, try to transition to mass ghosts while applying pressure of course, and he had sooo many zealots and archons, both of which are weak vs Ghosts.
I am starting to love ghosts, tbh. With 3/3 they do 26 to light, just like marauders do vs armored. Marauders DPS vs armor is really good, and that is the same as ghosts, excluding stimpack, yes...
Hm, could be a good point. The title of the thread is because I felt like I might have been staying on an aggressive composition for too long (lots of marine marauders, slow ghosts, kinda high scvs because you'll be fighting a lot so trading). When going more mass ghost, more of a long term plan, more ccs, gradually less scvs, getting more of a 1 gigantic army kind of deal... |
| | tell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n Formerly FrozenArbiter |
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Josh_rakoons United Kingdom. June 03 2012 23:36. Posts 1157 | Profile # |
On June 03 2012 23:25 JustinL wrote: Show nested quote +On June 03 2012 23:23 Josh_rakoons wrote: Just a question, but why is TL giving advice to a pro gamer? When half of the population of TL is gold or lower? o.o
Because he asked for it
Ok.. fair enough.. I don't really know what use we are going to be though.
*included this in case you didn't see it on my first post :
I'm not a terran player at all, but i think maybe your response to the third base was a bit.. off. I think you should of gone for the same push but added on another engineering bay and really focused on your upgrades, he was 0-0 at 16 mins.. I feel like you could've won, at that time with an upgrade advantage.Last edit: 2012-06-03 23:37:55 |
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| Whitewing United States. June 03 2012 23:39. Posts 5748 | Profile # |
On June 03 2012 23:33 Liquid`Jinro wrote: Show nested quote +On June 03 2012 23:29 dynwar7 wrote: I dont really get the title of this thread, Jinro, but can I just suggest something that will sound noobish to you - Ghosts.
If I remember correctly, at one point you only had....3 or 4 ghosts? I think you need so many more, try to transition to mass ghosts while applying pressure of course, and he had sooo many zealots and archons, both of which are weak vs Ghosts.
I am starting to love ghosts, tbh. With 3/3 they do 26 to light, just like marauders do vs armored. Marauders DPS vs armor is really good, and that is the same as ghosts, excluding stimpack, yes...
Hm, could be a good point. The title of the thread is because I felt like I might have been staying on an aggressive composition for too long (lots of marine marauders, slow ghosts, kinda high scvs because you'll be fighting a lot so trading). When going more mass ghost, more of a long term plan, more ccs, gradually less scvs, getting more of a 1 gigantic army kind of deal...
That seems to be the way ThorZaIN plays the matchup, if it gives you a reference point to look for replays. |
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| Sepi Finland. June 03 2012 23:45. Posts 181 | Profile # |
Okay i can clearly see why you posted this rep and asked communitys help.
Terran lategame MMMG seems to melt ridicuosly easily to that zealot archon colo mix that he pushed whit. Okay, clearly there was a point where you were ahead after the 3rd snipe, but i cant really come up anything useful that you could improve much.
The viking production slowed you down a bit when you got overrun at one of the last fights but you did it correctly. (you cant down them whitout that viking count you had and you couldnt know how many hes going to produce)
Other than controlling drops and harrashment correctly i cant come up whit anything.
I also tend usually to have slow ghosts, but in this case they certainly could have helped bit earlier.
To me this game ultimately feels like you are pretty head to head even and you didnt do enough damage in the mid and just got raped by protoss late comp.
This happens to me also about 75% in masters.
Last edit: 2012-06-03 23:47:20 |
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| myRZeth Germany. June 03 2012 23:47. Posts 818 | Profile # |
i m almost eu gm and i ve got to say the hardest pvt is the lategame with planetarys and mass ghosts,sensortowers, mass vikings,gasworkers+mules,etc i always think the terrans just should be practicing that and play it it works the best on maps like daybreak and shakuras tvp is getting harder for the terran, because the protosses figured out the timings when to defend drops and when to move out/expand etc now terran has to figure out how to play when they are ahead and transition into the lategame
do you get what i want to say? my english is not the best |
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| BronzeKnee United States. June 03 2012 23:48. Posts 2763 | Profile # |
At 11:05 it was 109 to 125 supply with Protoss ahead with Protoss having 67 workers to Terran's 50 (+2 Mules). Protoss also had their third base up at 7:40 and was saturated while the Terran third was still building and at 55%.
Thus the Protoss player is down only 1 supply, with a significant economic advantage by the 11:05 minute mark. I actually haven't finished watching beyond the 11:05 mark yet as I type this, but you're only advantage was in tech (you had +1, combat shield and stim and Medivacs out) and with his 8 Gates worth of production, he can afford inefficient trades with you. I'd say you were quite far behind at this point in the game, and that you never had any advantage before that point either. You misread what he was doing, while his third was building you were throwing down an additional Bunker and Missile Turret at your natural. Additional scouting prior to throwing down that bunker could have changed this game.
Continuing on with the replay now. The battle that ensued went about as well as possible for you because his force fields weren't that great, but you didn't have the Medivacs for a sustained battle and you were on a timer because Charge was about to finish. Again he can afford to trade inefficiently because he has such a large economic advantage.
After the battle ends and you pull back you even out the economic situation and take a supply lead, but he is catching up quite quickly with tech. After a failed drop in his main and an engagement below his center expansion, I'd say the game is even, but your opponent is taking his 4th. Had you hit a timing sooner before storm finished you might be have been able to do significant damage there, but it would have been difficult/almost impossible know when to attack so this is kind of moot point, but the fact when you did attack it was the anti-timing as storm has just finished lead to him evening up the supply.
You split up his armies nicely, but I don't think you actually do that much damage, the most significant being the Nexus kill at the 3rd, but his counter attack into your 4th evens things out, and he does a lot of damage because he has a lot of Archons and you don't have any Ghosts. The major engagement at the 24 minute mark has you get some excellent EMPs off on his HT's but his Zealots and Archons run over your Marine/Marauder force, and receive no EMP support. Furthermore you attack at 180 food vs his maxed army. At that point in the game, your opponent has an upgrade advantage too.
After that engagement, you are down by 14 workers and he has a supply lead. That engagement decided the game. Had you EMPed his Zealots and Archons, and engaged after +3 armor had finished with a 200 food army things could have been much different. In the final battle, he had a massive supply lead, and also had too many Archons for you to contend with.
In the end this was his game to lose. He had a significant lead at the start, and you clawed you way back and could have won if you had more Ghosts. But honestly if he had better forcefields at the initial engagement, he could have outright won the game there, and he should have.
Last edit: 2012-06-04 00:02:50 |
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Liquid`Jinro Sweden. June 03 2012 23:49. Posts 32589 | Profile Blog # |
On June 03 2012 23:47 Tassadarstarcraft2 wrote: i m almost eu gm and i ve got to say the hardest pvt is the lategame with planetarys and mass ghosts,sensortowers, mass vikings,gasworkers+mules,etc i always think the terrans just should be practicing that and play it it works the best on maps like daybreak and shakuras tvp is getting harder for the terran, because the protosses figured out the timings when to defend drops and when to move out/expand etc now terran has to figure out how to play when they are ahead and transition into the lategame
do you get what i want to say? my english is not the best
Yeah you are probably right, I think on a map like Daybreak it might just be that I should cease aggression much sooner than what I did. I used to play it almost purely defensively, but I think that's a mistake as well since it makes life a bit too easy for toss.
On June 03 2012 23:48 BronzeKnee wrote: At 11:05 it was 109 to 125 supply with Protoss ahead with Protoss having 67 workers to Terran's 50 (+2 Mules). Protoss also had their third base up at 7:40 and was saturated while the Terran third was still building and at 55%.
Thus the Protoss player is down only 1 supply, with a significant economic advantage by the 11:05 minute mark. I actually haven't finished watching beyond the 11:05 mark yet as I type this, but you're only advantage was in tech (you had +1, combat shield and stim and Medivacs out) and with his 8 Gates worth of production, he can afford inefficient trades with you. I'd say you were quite far behind at this point in the game, and that you never had any advantage before that point either. You misread what he was doing, while his third was building you were throwing down an additional Bunker and Missile Turret at your natural. Additional scouting prior to throwing down that bunker could have changed this game.
Continuing on with the replay now. The battle that ensued went about as well as possible for you because his force fields weren't that great, but you didn't have the Medivacs for a sustained battle and you were on a timer because Charge was about to finish. Again he can afford to trade inefficiently because he has such a large economic advantage.
After the battle ends and you pull back you even out the economic situation and take a supply lead, but he is catching up quite quickly with tech. After a failed drop in his main and an engagement below his center expansion, I'd say the game is even, but your opponent is taking his 4th. Had you hit a timing sooner before storm finished you might be have been able to do significant damage there, but it would have been difficult/almost impossible know when to attack so this is kind of moot point, but the fact when you did attack it was the anti-timing as storm has just finished lead to him evening up the supply.
Fair points, but I don't think you can rely on scouting the 3rd, if the protoss is careful you shouldn't be able to get past the two watchtowers (and you can't really risk chasing away stalkers from the watchtower in case he's about to 4 or 6 gate you). That doesn't mean I shouldnt have tried, obviously Small risk, great reward.
Last edit: 2012-06-03 23:51:46 |
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