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TLADT24918 Posts
On February 03 2014 23:58 Darkwhite wrote:Show nested quote +On February 03 2014 13:09 BigFan wrote:On February 03 2014 13:07 Darkwhite wrote:On January 31 2014 04:37 Birdie wrote:On January 30 2014 22:27 Darkwhite wrote:On January 29 2014 06:48 Foxxan wrote: What happened to carriers? Upgraded goliaths with emp to good? Or upgraded goliaths on their own to good?
Why dont zerg stay at lair, to fight terran? Impossible nowadays? They 'need' hive tech to have a chance at all?
Iam oldschool and pretty familiar with the new metas. I have always updated myself pretty good overall, but hard to know exact everything.
EMP vs Carriers is nearly useless; it removes only 150 shields, leaving 300 HPs; worse, the 300 HPs have the 4 armor, while the shields don't. Considering Carriers usually stack on top of each other, one EMP could take out over 1000 shields, definitely worth it. The problem is Carriers without shield still do full damage, and you are going to focus them down one at a time anyway. Range, cast time, sort of slow projectile which doesn't track and Science Vessels dying in half a second to a Carrier group makes it really hard to land. And the payoff is minimal: +1 Goliaths need 19 hits to kill a Carrier without shields, otherwise 25. It's not like it hurts to try, but it really doesn't make much of a difference and EMP is definitely not what stops Protoss players from going for Carriers. that's 6 less hits. I dunno but I would call that major. Given, I'm not saying it's easy to land an emp. Keep in mind that Lockdown is essentially a one-hit-kill spell from a 25/75 caster, and you don't see many of those either. except for Boxer lol but hmm, I think I see your point. I'm sure there's a legit reason. Going ghosts after having gone mech might be too big of an investment late game when you have to constantly produce units. At least, that's my guess for why lockdown isn't used as much.
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115 Posts
1)general advice: send scv to see the tricky scouting overlord. keep in mind that in four players maps you have to send 2nd scv scout if your first one didn't find zerg base.
2) build supply depot closer to command center near its right side, so lings wont pick it off.
3) you scouted the lings in time, so you should act accordingly. you have to block your ramp with 9-10 of your scv's. leave the rest to mine and 1 to make a bunker in a good place near your mineral line.
when the lings try to go up the ramp right click on the natural mineral with your scv's and attack move, this will mess his lings, giving you enough time to place the marine in the bunker. try to squeeze the second marine into the bunker and then lift the barracks and land it closer to the bunker.
proceed with making second barracks going for 2 rax stim attack.
how to stop 4 pool by stylish
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Thanks for fast response, appreciate it!
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Very general questions, but I'm just getting back into playing BW after giving it up for two and a half years.
1) When is it beneficial to go for an FD over a siege expand? I'm reading Liquidpedia and obviously the FD gives you more to work with at the expense of the delayed CC, but I'm not sure what builds it would be viable against as a soft counter (i.e. aggression, not in the sense of having extra defence for take your natural).
2) What are the main differences in playstyle between the Gundam and Joyo rushes? I think I recall someone mentioning that you should be more cautious with the Gundam rush because you aren't putting as much into the push as the Joyo does with the 2fac vulture follow up. It also seems like the Joyo rush timing is slightly later? Which one is a more effective counter for a greedy build e.g. 14nexus or 1gate expand?
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1) FD is better against fast dt than seige expand. It also allows you to push your opponent depending on their opening, and potentially kill their natural or contain them. This push also serves to scout your opponent. It sets you up to do a fact cc fact or a 3 fact push easily after expanding because it gives you a few marines and the mines upgrade rather than siege and it is better to have both speed and mines than siege when you do a super fast timing push (unless you are going for some weird contain strategy). You can vary the marine count of an fd to make it more aggressive or more economical. You can also scout easily after an fd because if you pushed outside of your natural, your vultures can run around and explore the map without having to wait for speed upgrade to charge past a light goon contain. If you seige expand you usually can't scout the protoss till vulture speed, scan, or drop play is ready. FD also is extremely good vs 1 gate fe which is done if the protoss player has just read one of the threads on teamliquid written about the build order bisu used versus flash on aztec.
2) Don't pay any attention to the 2 fact posts on liquidpedia. Instead dig for a few modern games in which the terran goes 2 fact and try to learn from those. I don't know 2 fact well because I don't do it much but general rule is that the fast attacking 2 facts that are with few or no tanks are great versus protoss tech builds, 3 tank 2 facts that initially pretend to be FD's are good versus standard protoss openings, and "a fuckton" of tanks 2 fact builds are good when you go 2 fact and you scout your opponent and shit your pants because he is doing a two gate opening. Versus 12 nexus you can do a "fuckton of tanks" two fact and attack late if you are tricky and make him think that you are not planning on attacking him so that he cuts units.
If anyone can elaborate please do because sc is complex xd...
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as a general rule, when playing in low ranks, always scout early
and scvs on the ramp + bunker :D
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TLADT24918 Posts
On February 05 2014 12:37 icystorage wrote:as a general rule, when playing in low ranks, always scout early and scvs on the ramp + bunker :D do you really need a bunker? I've had good success with just several SCVs to block and a marine although I dunno if the rax is finished by the time a 4 pool hits(especially close spawns).
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bunker is really not needed but if your having a hard time defending a scouted 4 pool them im assuming he is a bit new to sc bw. bunker is just for insurance, but not really needed.
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115 Posts
On February 05 2014 11:47 puppykiller wrote: 1) FD is better against fast dt than seige expand. It also allows you to push your opponent depending on their opening, and potentially kill their natural or contain them. This push also serves to scout your opponent. It sets you up to do a fact cc fact or a 3 fact push easily after expanding because it gives you a few marines and the mines upgrade rather than siege and it is better to have both speed and mines than siege when you do a super fast timing push (unless you are going for some weird contain strategy). You can vary the marine count of an fd to make it more aggressive or more economical. You can also scout easily after an fd because if you pushed outside of your natural, your vultures can run around and explore the map without having to wait for speed upgrade to charge past a light goon contain. If you seige expand you usually can't scout the protoss till vulture speed, scan, or drop play is ready. FD also is extremely good vs 1 gate fe which is done if the protoss player has just read one of the threads on teamliquid written about the build order bisu used versus flash on aztec.
2) Don't pay any attention to the 2 fact posts on liquidpedia. Instead dig for a few modern games in which the terran goes 2 fact and try to learn from those. I don't know 2 fact well because I don't do it much but general rule is that the fast attacking 2 facts that are with few or no tanks are great versus protoss tech builds, 3 tank 2 facts that initially pretend to be FD's are good versus standard protoss openings, and "a fuckton" of tanks 2 fact builds are good when you go 2 fact and you scout your opponent and shit your pants because he is doing a two gate opening. Versus 12 nexus you can do a "fuckton of tanks" two fact and attack late if you are tricky and make him think that you are not planning on attacking him so that he cuts units.
If anyone can elaborate please do because sc is complex xd...
fd is slightly less economical, and with good goons micro its easy to stop it and the terran is behind. its also better to go siege expand against 2 gate builds.
when i two fac in iccup the build order is 16 18 facts and go 3 tanks, 4 marines and 2-3 scvs push with vultures rally.
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I've updated to Windows 8 but my mouse is all weird now. What's going on and how do I set it up so it behaves like the way it did under Windows 7?
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On February 06 2014 02:31 fazek42 wrote: I've updated to Windows 8 but my mouse is all weird now. What's going on and how do I set it up so it behaves like the way it did under Windows 7? Try Chaos or mca launcher and use the mouse speed settings on those?
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As toss how do you deal with a 3rd off of one fact when you opened 21 nex into 3 gates and obs?
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I know it was detailed in a thread somewhere but I can't find it now.
How do you move your workers to mine gas before the building is finished and get them through other workers smoothly? shift+g only gets them to the building and start mining but they don't move through other workers like when you send them to mine minerals
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On February 06 2014 10:21 ii.blitzkrieg wrote: I know it was detailed in a thread somewhere but I can't find it now.
How do you move your workers to mine gas before the building is finished and get them through other workers smoothly? shift+g only gets them to the building and start mining but they don't move through other workers like when you send them to mine minerals You can't put them into maynard mode unless the refinery/assimilator/extractor is finished, unless you use nearby minerals.
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On February 06 2014 09:51 puppykiller wrote: As toss how do you deal with a 3rd off of one fact when you opened 21 nex into 3 gates and obs? Some sort of shuttle play makes the most sense to me, either reaver or some bulldog attack on their 3rd perhaps. Or quickly taking your own 3rd and 4th from 3 gates if you can see with obs that they are investing a bunch in turrets.
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On May 09 2011 12:33 Magus wrote: A lurker will take damage under dark swarm only from irradiate or a splash attack targeted at an adjacent unit.
Firebats? Storm? Plague? Melee units?
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Is there any broodwar related channel on IRC Quakenet with some action going on? Especially about Sonic content?
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On February 07 2014 22:30 fearthequeen wrote:Show nested quote +On February 06 2014 09:51 puppykiller wrote: As toss how do you deal with a 3rd off of one fact when you opened 21 nex into 3 gates and obs? Some sort of shuttle play makes the most sense to me, either reaver or some bulldog attack on their 3rd perhaps. Or quickly taking your own 3rd and 4th from 3 gates if you can see with obs that they are investing a bunch in turrets.
Dont forget to take into account which map you are using and what the start locations are. Examples of the aggressive option:
Jangbi vs Last Jade http://www.teamliquid.net/tlpd/korean/games/103249_JangBi_vs_Last/vod This is actually a 3 goon expo but still useful. I know you have seen this game already too. He waits at home while his first observer scouts, then waits for shuttle with 3 zealots, after his 10 goons.
Horang2 vs Reality Jade http://www.teamliquid.net/tlpd/korean/games/98770_Horang2_vs_Reality/vod Again; 'This is actually a 3 goon expo but still useful. I know you have seen this game already too.' He leaves 1 goon trapped at his 3rd, and immediately goes offensive with his other 9 goons as soon as the 1st observer pops. When the goons reach the ridge, he chooses to commit. Siege mode was not finished.
Trap vs Sharp New Sniper Ridge http://www.teamliquid.net/tlpd/korean/games/120300_Sharp_vs_Trap/vod This game is a 1 goon expand. He gets reavers and 4th gate and commits to aggression, this is an STX style.
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Hey thanks. I Haven't been able to work on it because I have been playing so much tvt lately, but this is really helpful.
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