Simple Questions, Simple Answers - Page 60
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Austro
Australia48 Posts
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Ideas
United States7955 Posts
On January 24 2012 21:38 Austro wrote: I've only started playing more 1v1s recently.... noticing that people around D level seem to 2gate goon range into reaver drop a lot. How would I go about scouting this if my SCV can't get into his main? i.e. what signs would I be looking for.... and around when would the drop hit? generally if he has a really late expansion, that's a good indication of a tech build (either DTs or reavers). scout at common proxy spots (areas outside of your base such as expansions) to check for a proxy robo bay. beyond that just try your best to sneak a SCV in when you can, and be prepared for the worst. remember that if you are expecting reavers, put turrets in a ring around your base (to prevent shuttle from entering), and to put turrets near important structures (factories, CC, etc) if you are expecting DTs (to prevent DTs from killing them). hopefully someone who mains terran will give you a better response lol | ||
JMave
Singapore1802 Posts
On January 24 2012 21:38 Austro wrote: I've only started playing more 1v1s recently.... noticing that people around D level seem to 2gate goon range into reaver drop a lot. How would I go about scouting this if my SCV can't get into his main? i.e. what signs would I be looking for.... and around when would the drop hit? if u cant get in his base, always compare your expansion timing to his. 2 gate goon reaver delays expansion by a lot so if you have started your cc already and he is still not moving out with anything, then he is up to something. the most common thing to do is to position the second tank and some marines up in the main along with the third tank and prepare for the drop. it will require some micro so it will require some practice. one tip is to siege up a tank near a turret around your mineral line and then spam stop on the tank when he unloads the zealot and then attack the reaver instead. | ||
nosliw
United States2716 Posts
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pyrogenetix
United Arab Emirates5090 Posts
On January 25 2012 09:36 nosliw wrote: Tanks auto target reavers when both zealots and reavers are in range? Yes because of higher unit tier but players will usually drop a zealot first to take that first tank shell then drop reaver shortly thereafter. Good protoss players will count the tank cooldown and pickup his reaver when tanks fire. Not a terran player but I think you can stop your tanks from firing by spamming S and then snipe the reaver when it comes down again. note to self: read a few posts before posting. thanks JMave for making me look like an idiot. | ||
tryummm
774 Posts
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mtwow789
67 Posts
I recommend this when toss is using zealot+probe to block the entrance. This means he is really doing something weird. Just build an ebay near his base and fly it over to toss' base. If toss was doing high tech, he won't have enough goons to shoot down ebay fast enough to prevent you from viewing his base. If he was going aggressive build, you would be able to count goons and be able to be prepared. Otherwise, just like posts above said, check the expansion on toss' natural. It is easier to check, just have the scv hug the wall when trying to bypass toss' guards. For normal 1gate expo, by the time toss has 2 goons, he will have probe come out to natural. If you count more than 3 goons and still no expo, that means he went robo tech or something else. Also if you were able to get into the base, if you don't see 3 pylons after 1st goon is hitting you, that means he has built something proxy. | ||
Monsyphon
Canada190 Posts
I just started playing and i want to learn a build that can carry through games until i can get sick mechinics | ||
Release
United States4397 Posts
On January 29 2012 05:50 Monsyphon wrote: Can someone recommend me a terran build that works for all matchups? I just started playing and i want to learn a build that can carry through games until i can get sick mechinics 1 fact expo. It branches off after the expo. | ||
Monsyphon
Canada190 Posts
what i should be following, or something different? | ||
Ideas
United States7955 Posts
On January 26 2012 02:01 tryummm wrote: In the Flash MeMe thread...people keep implying Flash beat a proxy 2 Gateway Zealot build with a 14 CC opener. Does anybody know where the VOD of this game is? i cant think of that ever happening. maybe it did but i just forgot, but i dont think that ever happened. i could be wrong though, ive seen 14cc beat 4pool before (leta did it last year). | ||
kidcrash
United States616 Posts
Also if I can see a few vods of this style, that'd be great. | ||
popzags
Poland604 Posts
On January 24 2012 03:14 jello_biafra wrote: Have you tried 192.168.0.1 to access router? Nonono, you misunderstood me. I DON'T USE router. I just go to school, pull out laptop, connect to wireless LAN and go to ICCup, where ATM. I cannot host. Putting '192.168.0.1' results with 'Server 192.168.0.1 does not respond' message. | ||
doubleupgradeobbies!
Australia1187 Posts
On January 30 2012 18:52 kidcrash wrote: In PvT, is it viable to forgo arbiter tech for earlier storm + high templar and just use shuttles to protect your HT from snipe/emp? I understand the value of arbiters but it seems like if terran does everything in their ability to nullify them, they can be a bit useless (4 supply + cost of tech). Also if I can see a few vods of this style, that'd be great. At low levels yes, at high levels, kinda yes but you should aim for arbiters eventually if only for recall. Youtube doesn't work for me here, but i do recall one game where best beat flash with mass gateway + storms. But yeah if you are going for an arbiterless build you need to catch their push out of position and storm the crap out of their army(unless your really lucky and they fuck up letting you crush their push with pure speedlot goon early on). They tend to be quickish games where the game is effectively over sometime in the midgame. But as a general rule you should aim for arbiters eventually. On January 30 2012 19:53 popzags wrote: Nonono, you misunderstood me. I DON'T USE router. I just go to school, pull out laptop, connect to wireless LAN and go to ICCup, where ATM. I cannot host. Putting '192.168.0.1' results with 'Server 192.168.0.1 does not respond' message. Basically you can't host. The port fowarding is router/modem specific and not PC specific so afaik there is no way for you to set it up correctly. The router won't be port fowarded, and they won't give you access in order to port forward them, since an accessible router + some curious, tech savvy school kids make for a disastrous combo. | ||
Golgotha
Korea (South)8418 Posts
27 minute mark it starts I have a question behind the reasoning of the earlier hatchery at 27 supply, instead of the 35 supply like in the 5 hatch hydra build. also what is the purpose of this build and why is it used? Harem told me it was good against speedlot sair, and I think it is this is true because you get your wall up a bit faster and sunkens faster. is this the correct assessment? also the delayed hydra den and evo allow for the 6th hatch that you can use to drone up a fourth. but why is this build stronger than the 5 hatch hydra? weaknesses and advantages? I have a reasonable idea on how to do the build but would like to know the thought behind the BO. Thank you! I couldnt find this build on Liquipedia, is there a hard BO that is available online? | ||
Sayle
United Kingdom3685 Posts
On January 30 2012 20:14 doubleupgradeobbies! wrote: At low levels yes, at high levels, kinda yes but you should aim for arbiters eventually if only for recall. Youtube doesn't work for me here, but i do recall one game where best beat flash with mass gateway + storms. But yeah if you are going for an arbiterless build you need to catch their push out of position and storm the crap out of their army(unless your really lucky and they fuck up letting you crush their push with pure speedlot goon early on). They tend to be quickish games where the game is effectively over sometime in the midgame. But as a general rule you should aim for arbiters eventually. IMO, delaying arbiters in favor of templars is effective but more mechanically demanding than the usual rush to arbs. Arbiters are a lot more durable, have the same speed as your ground army, and fly overhead so won't get blocked by other units. They're also much bigger so it's easier to click them to cast spells. To do well with templars, you need good mouse speed/accuracy to click them and also a good sense of positioning. You need the shuttle to unload templars in a way that they're close enough to cast storms on everything but not too far ahead of the rest of the ground army so they don't get auto-targeted by the AI. I found that when I just started using templars over arbiters in the midgame, I was spending all my APM/focus on the shuttle with templars and ended up losing a lot of engagements because my overall army positioning suffered. I think it's well worth it though. Pulling off the occasional Jangbi storm is very rewarding | ||
illidanx
United States973 Posts
I created a new thread because the question does not seem to be so simple. | ||
JMave
Singapore1802 Posts
On February 01 2012 17:04 Golgotha wrote: Been learning the 6 hatch build vs toss instead of the 3 spire into 5 hatch hydra. jaedong uses it here: http://youtube.co/watch?v=IhbElOofzYQ 27 minute mark it starts I have a question behind the reasoning of the earlier hatchery at 27 supply, instead of the 35 supply like in the 5 hatch hydra build. also what is the purpose of this build and why is it used? Harem told me it was good against speedlot sair, and I think it is this is true because you get your wall up a bit faster and sunkens faster. is this the correct assessment? also the delayed hydra den and evo allow for the 6th hatch that you can use to drone up a fourth. but why is this build stronger than the 5 hatch hydra? weaknesses and advantages? I have a reasonable idea on how to do the build but would like to know the thought behind the BO. Thank you! I couldnt find this build on Liquipedia, is there a hard BO that is available online? i cant see the video but from my experience, 35 hatch gives you a very short time span to prepare for an attack or to drone up. it is the basic idea of how protoss would usually delay making goons and make 3 gateways at one time to have a much stronger macro capability. similarly, there is short drone cutting at this point, almost counter-intuitive, but the ability to move to a fourth much faster becomes more possible with this shortened timing and having more larvae at the critical point of attack. this is basically to prepare for any kinds of speed zeal attacks, those that move out with 6 zealots to the delaying of stargate for speed and attacking with 4 zealots. | ||
Release
United States4397 Posts
Anyone know where a copy might be? | ||
xxpack09
United States2160 Posts
On February 02 2012 14:24 Release wrote: Been looking for the FBH vs Savior game on Katrina. Can't seem to find it anywhere. Saw it in a highlight video a while back. Anyone know where a copy might be? http://www.teamliquid.net/tlpd/korean/games/8050_firebathero_vs_sAviOr TLPD says no VOD exists (although someone somewhere may have it downloaded on their comp) | ||
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