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On July 30 2016 08:05 Megs wrote: Hi All,
I'm learning the game and following 'The Staircase' method. I'm interested in understanding how to more efficiently saturated bases (i'm terran) with scv's.
Things i've tried:-
- Saturate first base then move additional workers to 2nd base when it completes, then rally all scv's being produced to the second base and so on; this feels awkward when in game. - or saturate first base and then drag half the workers off to the second base. then when getting 3rd base drag 1/3 of the owrkers from both bases - this gets difficult to keep track of!
what are you thoughts on the best way of 'managing' workers?
Megs
im pretty new too but i try to keep production on both and switching a few over esp if its gold minerals when my cc finishes then i just wait as the minerals deplete and meander those ones too
but im a big noob too have trouble managing 4+ bases
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On July 29 2016 20:40 AleXusher wrote:lost again to a one base toss. how do i defend this? ... http://ggtracker.com/matches/6746554i had turrets and bunkers, but adepts just shade in and its gg :D Some improved control and you kill the oracle and lose fewer marines/scvs over the course of the game.
Turret in minerals is fine, I don't see that any of the other turrets you kept making, losing, and remaking helped. Bunkers are better since they work vs voidrays and other units, have larger surface area to repair, and if he ever backs off you can salvage excess bunkers to make 3rd cc with.
I think moment you lifted cc you could've made techlab-- since you're defending a single location a couple fewer marines won't matter since you're relying on bunkers. I know you wanted to make marines since he had a stargate, but I think marauders (with concussive before stim) would've helped. Not only are they more effective against the stalkers you kept feeding units to, but it would've made it much harder for him to breach your ramp for the final bust as his slowed units blocked the rest. Additionally, if you ever took your nat and walked across map he couldn't kite you with impunity across the map.
You worked too hard to repair the wall that you couldn't possibly hold, losing marines and scvs in the process. You did a good job of replacing depots before you got supply blocked, so worrying about depots you didn't need wasn't a good investment.
Ultimately the thing that prevented you from losing game was you didn't have enough bunkers. For sure a third bunker was necessary, to the right of the second one, but even a 4th wouldn't be overkill since you can salvage for 100% return, since you had the minerals to make them, and since he was absolutely all-in. I think your 2nd bunker should've been where you landed your barracks also. You wanted your bunkers to support each other the way units in a concave normally do. You lose everything to adepts, but adepts only wreck light units-- they can't really touch bunkers. Notice that in the end he never commits to trying to kill them.
Another improvement for the follow-up scenario-- you should have started factory (staying on 1gas would've been fine) in back of base to prepare the medic transition, once you could for sure afford it.
I think you were actually really close to holding, just needed some little changes and improvements and you'd have stomped him.
On July 28 2016 20:12 GumBa wrote: Hey guys I just bought lotv and looking to get back into sc2 and was wondering if one of you could give me the standard opener and strat in for every matchup so I can get back into the groove. http://sc2casts.com/
On July 30 2016 08:05 Megs wrote: Hi All,
I'm learning the game and following 'The Staircase' method. I'm interested in understanding how to more efficiently saturated bases (i'm terran) with scv's.
Things i've tried:-
- Saturate first base then move additional workers to 2nd base when it completes, then rally all scv's being produced to the second base and so on; this feels awkward when in game. - or saturate first base and then drag half the workers off to the second base. then when getting 3rd base drag 1/3 of the owrkers from both bases - this gets difficult to keep track of!
what are you thoughts on the best way of 'managing' workers?
Megs You're over-thinking it. Look at the scv saturation numbers (e.g. x/16 in main) and adjust from there. Unless you've taken a gold just leave scvs mining the original base to maintain saturation. If you have 14/16 scvs in main and maynard any to your nat you're simply losing income for no net gain once they arrive at your nat. Once you're at 16/16 just rally scvs to your nat. Yes, it'll take a longer time for new scvs made in your main to result in a gain in income, but that's only true for 1 scv at a time whereas maynarding excess workers is the same loss per worker but for multiple simultaneously for a greater loss in income. As you mine out mineral blocks, send excess workers to your unsaturated expansions.
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You're over-thinking it. Look at the scv saturation numbers (e.g. x/16 in main) and adjust from there. Unless you've taken a gold just leave scvs mining the original base to maintain saturation. If you have 14/16 scvs in main and maynard any to your nat you're simply losing income for no net gain once they arrive at your nat. Once you're at 16/16 just rally scvs to your nat. Yes, it'll take a longer time for new scvs made in your main to result in a gain in income, but that's only true for 1 scv at a time whereas maynarding excess workers is the same loss per worker but for multiple simultaneously for a greater loss in income. As you mine out mineral blocks, send excess workers to your unsaturated expansions.
Thanks dude, will persevere with that method.
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Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
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On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
in diamond you can play mech just fine only at gm/pro level mech is not viable.
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On August 01 2016 06:14 Charoisaur wrote:Show nested quote +On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
in diamond you can play mech just fine only at gm/pro level mech is not viable.
Dunno, it stopped working ever since I got promoted and started playing better players. The maps ain't helping either.
It seems to me that the only way to win with mech on some of these maps is to turtle and weather the storm till he's mined out and broke.
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On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
Yes its possible to play "alternative" strats than bio but expect to lose more if both players are equal in "skill". Welcome to LOTV...
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On August 01 2016 06:14 Charoisaur wrote:Show nested quote +On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
in diamond you can play mech just fine only at gm/pro level mech is not viable.
i would say mech is viable if you play a leage above your opponent
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On August 01 2016 14:35 AleXusher wrote:Show nested quote +On August 01 2016 06:14 Charoisaur wrote:On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
in diamond you can play mech just fine only at gm/pro level mech is not viable. i would say mech is viable if you play a leage above your opponent not an entire league but definitely a tier. I'm master 1 and can win with mech vs master 2 players just fine. but yeah vs players in the same tier it's not really possible to win with mech. But if you play just to have fun there's no reason not to play mech.
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is there nowadays any way for me as casual to win vs zerg?
I try 5 rax vs greedy 3rd and fail, mass drops fail vs queens and mutalisks or just split army, i cant deny creep what so ever, zerg is always ahead, and i find no dmg... Are they guides out yet? Like the modern MMM guide for HotS?
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On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
I guess you have to ask yourself what it is about bio you hate and what about mech you prefer. Either way your focus should be on improving your multi-tasking to maximize your economy and the utility of each unit you make while trying to minimize that of your opponent. You need to watch your replays and identify ways you could have done better with regards to that whether you win or lose. You can always do better. If you're getting flustered and frustrated it's probably effecting your play and your adaptations between games. You're plateauing because you aren't being diligent in your quest for improvement, and I'm guessing you aren't really trying to use every weapon available, whether it's a refusal to use certain units or tactics or ignoring the psychological element of sc.
The game isn't rigged at any point in the game-- there's always a solution, the tricky part is either identifying the correct solution in time to implement it or in executing it.
I can talk generally about this for forever, but without replays I can't really be specific. Post some replays if you're actually interested in getting some help.
On August 01 2016 22:47 AleXusher wrote: is there nowadays any way for me as casual to win vs zerg?
I try 5 rax vs greedy 3rd and fail, mass drops fail vs queens and mutalisks or just split army, i cant deny creep what so ever, zerg is always ahead, and i find no dmg... Are they guides out yet? Like the modern MMM guide for HotS? What does casual mean? If by casual you mean you don't want to work hard, I certainly hope there isn't a way to win like that.
Midgame tvz is a series of skirmishes that determine who holds map control. The better you do in the midgame the more money he has to put into things that aren't ultras, and the fewer bases he has to pull income from to make ultras with.
You don't need to put marines in his mineral line to do damage. If he has mass queen, focus on killing things that aren't near queens, and if there's literally no vulnerable targets go after the queens themselves. If he has to replace queens, you've done damage. If he makes a bunch of lings to chase you around, you've done damage. If you force him to blow transfuses, you may be setting up an opportunity to do damage later. Every tumor you kill is damage done. Every tumor he doesn't spawn a new one with is damage. Watch your replays and look at everything you had an opportunity to kill with whatever units you made. The busier you are the busier he has to be. Test his multi-tasking with yours.
Gonna quote my post on the page before regarding lategame... + Show Spoiler +When ultras come out pull the bulk of your army back unless you're already super prepared for them somehow. If he doesn't have mutas or corruptors out continue to drop harass. If he does, don't suicide units pointlessly. If he just has corruptors and you know for sure where they are and his main army is far from his base you can drop harass to draw the corruptors away.
Handling ultras requires both ghosts and liberators, with priority going to ghosts of the two. Ghosts are more reliable because liberators can just get mowed down by corruptors (and god help you if he has vipers), and because ghosts are equally useful against ultras and broodlords.
The general tactic to combatting ultras is you use the dynamic between a strong defensive position (could be at an expansion of yours, could be at a choke on the map, or could be in an aggressive position near one of his expansions), the mobility of your bio army, and the power of ghosts' snipe. Generally speaking, you engage his army with part of your main army (you almost never attack zerg with all of your army-- leave a pre-positioned concave behind the poking force), getting free kills with your range advantage as you can, kiting back into your main force, then splitting and kiting with your main force as he runs through a gauntlet consisting of one or more of the following: liberation zones, tank range, widow mines, and planetary fortress fire (if you have tanks, you're probably using tanks, liberators, and a pf). He'll pull back as he comes into your kill zone, at which point you unload snipes on his ultras while he retreats. Rinse and repeat.
Your ghosts can be with your main army, but you usually want them either to the side of the path you're retreating through or directly behind your army to minimize the chances of their snipe getting interrupted by taking damage. You may need to utilize cloak to get your ghosts in an effective and safe position. If that's the case, you may need to prioritize overseers or infestors over ultras initially.
The further behind you are when hive tech comes out the harder you'll have to turtle. If you're having difficulty harassing his expansions with drops while turtling, consider getting cloak and at least one nuke to harass his expansions with cloaked nukes.
Ultimately if you can't kill zerg before hive tech your goal is to starve him out by repeatedly engaging his army trading enourmously efficiently. Zerg should never be able to chase your entire army as it kites back through liberation zones and all that other fancy stuff. If zerg can just run through everything and kill your entire army in spite of proper positioning and usage of all the things I talked about, then you were either in a horrible position for the engagement (and probably didn't have enough of those things, especially at least 1 pf), or you were horribly outplayed and you lost because your mechanics were inferior or you traded poorly before hive tech or you didn't expand or limit his expansions in the least bit.
Other things to consider: you may need vikings as an extra dynamic to deal with corruptors. Ravens (seeker/pdd) may also help alternatively. Liberator range upgrade is good, because it makes it harder for his corruptors to attack your liberators. You also can do cute things with depots and turrets in a kind of checker pattern to block the pathing of ultras near a critical choke or expansion to make it easier to kite his army-- especially if you don't have liberators or other fancy things up yet. If you don't have neither ghosts nor liberators you're going to lose horribly, even if you fight by a pf.
If you make it impossible in your head, it becomes impossible.You need to understand what zerg fears, and to control your own fear by actually having a grasp on what zerg can realistically have at any given point.
Odds are high the builds you're using have nothing to do with your winrate. There's no easy magic fix to suddenly win every game.
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On August 02 2016 04:53 Nightmarjoo wrote:Show nested quote +On August 01 2016 05:54 ihatevideogames wrote: Ever since I got promoted to diamond a couple of days ago I've been fed up with the game.
I play Terran and I don't like bio. I feel like Blizzard is telling me to either switch race or switch game if I refuse to play bio. I find msyelf playing more and more dota because it's so fucking frustrating when nothing works. I like playing long macro games, but the game is rigged in tvp and tvz in the late game.
Yes I'm salty.
I guess you have to ask yourself what it is about bio you hate and what about mech you prefer. Either way your focus should be on improving your multi-tasking to maximize your economy and the utility of each unit you make while trying to minimize that of your opponent. You need to watch your replays and identify ways you could have done better with regards to that whether you win or lose. You can always do better. If you're getting flustered and frustrated it's probably effecting your play and your adaptations between games. You're plateauing because you aren't being diligent in your quest for improvement, and I'm guessing you aren't really trying to use every weapon available, whether it's a refusal to use certain units or tactics or ignoring the psychological element of sc. The game isn't rigged at any point in the game-- there's always a solution, the tricky part is either identifying the correct solution in time to implement it or in executing it. I can talk generally about this for forever, but without replays I can't really be specific. Post some replays if you're actually interested in getting some help.
Ever since I first played SC2 back in WOL, I always preferred long macro games with an emphasis on positional play. The 'don't let them get there' reality of the terran matchups was what made me quit the game during the brood/festor era. I never understood why, if both players play 15 minutes without touching eachother and have even macro, one should have a big advantage because of the race he plays? Anyway, I always look at replays of losses and have figured some things, fixed my compositions a bit. My biggest mistake in tvz was playing to win. Now I play to not lose, wait till the zerg is mined out or has to go or is just bored. That's the only way I've figured I can win tvz with mech, get a maxed thor/viking/ghost army and turtle till he's bored. I even had a game where the other guy was mined out and broke and went afk and I kept waiting for his unstoppable brood/viper army that didn't exist for like 10 minutes. I found this style works well for me and I don't mind 50 minute games, but I wonder if there's any other way for mech to win. Maybe if the thor had more AA range, I could actually move out.
I play mass speed banshee in tvp. It's a hit or miss style, but it creates crazy games that are super fun most of the time, so I don't mind so much even when it feels rigged. Normal mech is out of the question unfortunately, I can scrape through somehow in tvz but tvp is the epitomy of 'don't let them get there'. If I hit a wall and start losing alot again and can't figure out what I'm doing wrong I'll make sure to post some replays.
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On July 30 2016 08:05 Megs wrote: Hi All,
I'm learning the game and following 'The Staircase' method. I'm interested in understanding how to more efficiently saturated bases (i'm terran) with scv's.
Things i've tried:-
- Saturate first base then move additional workers to 2nd base when it completes, then rally all scv's being produced to the second base and so on; this feels awkward when in game. - or saturate first base and then drag half the workers off to the second base. then when getting 3rd base drag 1/3 of the owrkers from both bases - this gets difficult to keep track of!
what are you thoughts on the best way of 'managing' workers?
Megs I don't main terrain (zerg here), but:
In general, what I do is I cut my workers in half (half as in, half of all workers) from my Main to my nat. I keep both bases rallyed to their own mineral line, and continue to build workers. Then, I build my third, and keep making workers. Then transfer at least 8 workers split from my 2 bases.
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Cool. In WoL I meched exclusively every matchup before I quit playing. I've switched back to bio for tvz/tvp having come back to Lotv, but it'd be interesting to see what mech styles people are trying out.
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so i try to hit at multiple locations at the same time, sure i am not good but i tried and i lost hard, i find no dmg, and mass ling bling with corruptor killed me, what did i all wrong and how can i improve?
http://ggtracker.com/matches/6750802
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On July 28 2016 12:36 Nightmarjoo wrote:Show nested quote +On July 25 2016 08:10 NexT_SC2 wrote: Could someone update me on the current meta openings for tvz (why do we open hellions now?) and how/ when to transition to lategame vs ultras. Are ghosts pretty much mandatory vs ultras now? Is it even worth it to make liberators? Show nested quote +On July 28 2016 05:06 Damien wrote: I just can't win against Zergs. It's all the same, ultra/corruptor/blords. Use some fast expansion opening build order, then either tech up or get 2nd rax and stim (you can 3rax no reactor if you cc first). If you tech up, use hellion + banshee/liberator or marine/tank to create some kind of cover for 3rd cc. If you rax up get stim asap and tech to medics, and then send marines in medics out as soon as possible, starting 3rd cc same time. Your first aggression phase is either 2tankevacs or 2medic marine drop with stim. Use them to harass zerg as much as possible without losing anything. For the most part, nothing is worth sacrificing any unit to kill. Kill drones, queens, units, tumors, damage buildings, and with marines kill ovys. Your second aggression phase is when you have the other option (tank or stim). Use that to stop creep spread, and depending on army sizes use it to deny his 4th base. Unless you're confident you can win a battle and kill the 4th without great loss you usually aren't fully committing to an engagement. Always maximize your strength and minimize his. A battle you can barely win is probably not worth starting. Your mechanics govern how long you can be on the map and how much you can spread zerg out. If you need to pull back completely to avoid getting overrun, do it. The more successful you are at each skirmish, drop, and engagement, the longer zerg has to delay their hive. The more space zerg has, the faster his hive is. When ultras come out pull the bulk of your army back unless you're already super prepared for them somehow. If he doesn't have mutas or corruptors out continue to drop harass. If he does, don't suicide units pointlessly. If he just has corruptors and you know for sure where they are and his main army is far from his base you can drop harass to draw the corruptors away. Handling ultras requires both ghosts and liberators, with priority going to ghosts of the two. Ghosts are more reliable because liberators can just get mowed down by corruptors (and god help you if he has vipers), and because ghosts are equally useful against ultras and broodlords. The general tactic to combatting ultras is you use the dynamic between a strong defensive position (could be at an expansion of yours, could be at a choke on the map, or could be in an aggressive position near one of his expansions), the mobility of your bio army, and the power of ghosts' snipe. Generally speaking, you engage his army with part of your main army (you almost never attack zerg with all of your army-- leave a pre-positioned concave behind the poking force), getting free kills with your range advantage as you can, kiting back into your main force, then splitting and kiting with your main force as he runs through a gauntlet consisting of one or more of the following: liberation zones, tank range, widow mines, and planetary fortress fire (if you have tanks, you're probably using tanks, liberators, and a pf). He'll pull back as he comes into your kill zone, at which point you unload snipes on his ultras while he retreats. Rinse and repeat. Your ghosts can be with your main army, but you usually want them either to the side of the path you're retreating through or directly behind your army to minimize the chances of their snipe getting interrupted by taking damage. You may need to utilize cloak to get your ghosts in an effective and safe position. If that's the case, you may need to prioritize overseers or infestors over ultras initially. The further behind you are when hive tech comes out the harder you'll have to turtle. If you're having difficulty harassing his expansions with drops while turtling, consider getting cloak and at least one nuke to harass his expansions with cloaked nukes. Ultimately if you can't kill zerg before hive tech your goal is to starve him out by repeatedly engaging his army trading enourmously efficiently. Zerg should never be able to chase your entire army as it kites back through liberation zones and all that other fancy stuff. If zerg can just run through everything and kill your entire army in spite of proper positioning and usage of all the things I talked about, then you were either in a horrible position for the engagement (and probably didn't have enough of those things, especially at least 1 pf), or you were horribly outplayed and you lost because your mechanics were inferior or you traded poorly before hive tech or you didn't expand or limit his expansions in the least bit. Other things to consider: you may need vikings as an extra dynamic to deal with corruptors. Ravens (seeker/pdd) may also help alternatively. Liberator range upgrade is good, because it makes it harder for his corruptors to attack your liberators. You also can do cute things with depots and turrets in a kind of checker pattern to block the pathing of ultras near a critical choke or expansion to make it easier to kite his army-- especially if you don't have liberators or other fancy things up yet. If you don't have neither ghosts nor liberators you're going to lose horribly, even if you fight by a pf.
Ty a lot man! I am doing the Byun fast drop with 2 medivacs full of rines, trying to snipe third, followed by 2 tanks/2 medivacs drops near natural and pressing it with the marines that goes before it. It is working and may TvZ is being improved. I am holding the ultras/corruptors now, I am using ghosts, liberators, tanks and turrets. he cant advance with corruptors because I snipe them. : )
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On August 02 2016 16:26 AleXusher wrote:so i try to hit at multiple locations at the same time, sure i am not good but i tried and i lost hard, i find no dmg, and mass ling bling with corruptor killed me, what did i all wrong and how can i improve? http://ggtracker.com/matches/6750802 Bad control blundered your first drop-- you lost all the marines from one medic pointlessly without significantly diminishing his zergling or queen count. Then you let the surviving medic and marines just chill for a bit instead of finding a new target, which could have given his relatively large zergling count freedom of movement-- which in conjunction with the fact that he had a baneling nest and that you no longer had the marine count sufficient to fight his queens straight-up meant he probably could've busted your nat and done game-ending economic damage given your low army size.
Furthermore you don't utilize the 3rd Medic you made (it's common to make a widow mine or two while you make the 3rd medic since you don't have that many marines, which adds a new dynamic to your drop harass between the 3 (ideally) medics you have-- as if you can burrow the widow mine outside detection range it requires the zerg to invest considerably more time and thinking to negate the damage of each mine cd, potentially, all the while you continue to tax him with your other medics).
When you do utilize the second medic, you successfully draw his attention to those units, which should have set up targets for the third medic had they not already appeared. You also don't use the space created by occupying his attention and keeping his zerglings busy to land your 3rd cc at the expansion, resulting in a relatively diminished income.
Once you utilize your third medic finally you fly by several overlords, which should have alerted the zerg, but he wasn't paying attention. I think in most scenarios it's best to just kill those overlords instead of assuming your opponent is incompetent. However you fail to make the most of his inattention by suiciding your medic followed by overstimming the dropped marines.
Your next major aggression wave is poorly timed, as your marines from the 3rd medic drop had scouted his spire, and here you loaded your entire army into medics right when you should have expected mutas coming out. You get a little lucky in that he hasn't made any yet, but during the aggression your left force sees his first corruptor, which should have reminded you to be worried about dropping.
In the following aggression wave your left force is nullified by his corruptor force (that you should have been expecting based on the single corruptor you'd scouted and the lack of mutas), which he had placed near the most common drop area, which you predictably tried to drop in. At the same time you overstim your right force, move your medics around a lot so they don't have time to heal anything, and then blunder your micro such that the overwhelming zergling force is able to deal with your army before it worries about your widow mines, rather than at the same time.
You cut medic production very early, and start making liberators instead after he has already made a significant corruptor force. I'm not saying don't make liberators ever after he has corruptors, since obviously they are useful against ultras, and when used properly in conjunction with widow mines can add an extra dynamic to your pushes. You starve yourself of medics you desperately need by throwing away so many medics trying to drop followed by immediately cutting medic production, and then you blow your first liberators taking bad fights as described before.
Next aggression wave is more drops, but not in conjunction with a ground army doing anything, so you guarantee your drop accomplishes nothing as you feed units the lings and corruptors you're already tracking. Corruptors don't mean you don't drop ever, but when he doesn't have ultras he needs to protect from liberators with corruptors, and especially when you don't have any other kind of push going that might distract or divide his force and attention, you are minimizing the probability that your drop will have any semblance of efficacy.
After that you then push with your army, after having repeatedly drained your total force while consistently trading inefficiently, ensuring that your push will accomplish nothing but feed another 50 supply to a zerg who has maintained a superior economy for the entire game. Ironically it's right before this push that you identify your lack of medics, and make two extra starports to remake your medic production. The result is you're now dumping money into medics you no longer need since you've diminished the size of the rest of your army to such an extent as rendering those medics useless and making it harder to remake your lost ground force.
So I point out these mistakes and the series of events that resulted in you losing the game not to make you feel bad, but to point out the many opportunities you had to adapt your tactics to remain in the game. Obviously no player makes no mistakes, but you have a plethora of learning opportunities in this game we shouldn't waste.
The trend I see here is you lack an impression of the map as a whole, such that you don't see how each move is going to effect the game. You repeatedly fed units by attacking at the wrong place at the right time. You consistently make minimal effort to micro your units to get more out of them. You bunch up your units in ways that makes it easy for zerg to efficiently eliminate your entire force. Each move you make is irrespective of every other, so that it's easy for zerg to shut them down one at a time. The few times you split your force up you completely failed to manipulate one element or the other. You never attack at moments of relative strength. You never max once. You scan infrequently and you don't send scouting marines ahead of your attacks to identify the enemy's position, size, and composition.
Your scv production could have been better. You never start 3-3, but the game had gone downhill by then, so that's not the biggest deal.
Your build was good, and as far as I noticed your macro wasn't bad. The only real macro mistake I noticed was the odd port production I pointed out-- stopping medics early, and then overmaking them later. Essentially anything I didn't point out was fine-- which is a lot of things, so don't feel too bad. Just because I hilighted your mistakes with a lot of words doesn't mean you made that many mistakes, but obviously the mistakes you made had more to do with your defeat than did your accomplishments.
Essentially your decisions on what to do with your units made the game easy for zerg. If you built your forces up better, or used your armies more effectively, you would have applied a lot more pressure to the zerg. Not only would that have meant you would have more units and have traded more effectively, but by applying that pressure to zerg you would prompt him to make mistakes, which would either make the game easier for you, or provide you with opportunities you might be able to identify and capitalize on to snowball the game in your favour.
So if I had to break everything I just said down to a single phrase: work on trading more efficiently.
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thank you for your help
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Can someone recommend me solid openings (one for every Matchup)?
I played just my own style until recently but I found the limits of it when facing master players who have their stuff planned out for most scenarios. =/
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tvz 16rax 16gas reaper cc reactor rax depot gas fact tech stim port reactor 2medic 1-2 mines medic cc ebayebay raxraxrax Use the two medics and 16 marines you should have accumulated to take map control and secure your third base while killing what you can as described over the last couple pages of this thread. Use the third medic with 4-6 marines and 1-2 widow mines in conjunction with the first two, as is possible.
tvp 15gas 16rax fact marine tech cc cyclone rax reactor stim port ebay cc raxraxrax SCV scout at 17. Use the cyclone to defend an oracle or early aggression or scout his unit count in his nat, depending on what your scv has scouted. You can scout his third when your first two medics come out to determine whether or not you can take your third or if you need to bunker up. Note that with this build stim will only be at about 3/4 completion when your medics are on the map.
Alternatively you can use the exact same build described under tvz.
tvt 15gas 16rax reaper fact reaper hellion cc port SCV scout at 17 to try to differentiate between fast expansion, 2gas tech, and 2-3rax reaper. Use your first reaper defensively since a rax first reaper will be out on the map before yours. Once you have two reapers you can move them together to scout the map.
The purpose of this specific order of buildings and units allows you to react to whatever you scout. If he's going an aggressive reaper build with good micro your 2reapers will defend his first 2 reapers and with your hellion out you should stop the next wave as well. If he's going cloaked banshee you can expand and then get viking raven in time. You'll need to use one scan to buy time for raven completion. If he's going anything normal (expansion) you just adapt based on your style/preference. I can't teach you how to adapt into bio, I don't use it tvt at all. If he does any kind of marine/tank/medic aggression you can shit on it with reactor hellions and a viking, even if you want to go bio after.
Of course there's many other openings, transitions, and unit choices for every matchup. I can answer whatever questions you have about what I wrote or suggest alternative options if you want.
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