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On January 19 2017 18:46 PsiXPassion wrote: I'm diamond 1 and havent really gotten any better in the past two months despite playing hours a day. I don't have a lot of money I'm looking for some one who can coach like 5$ an hour. send me a pm on here or add me on bnet Passion#11876
I coach for free also lol my friend showed me his replay of him beating you yesterday haha what a coincidence :D but yeah if you want me to help you ill throw your the FRQ and ask you about it whenever you accept I guess lol
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On January 19 2017 18:07 Sound1 wrote:Thanks a lot for your comments buddies ! A lot of interesting thoughts right here. I still think an high APM (or EPM if you prefer) give you an advantage on your opponent. Multitasking is real in LOTV more than WoL or HOTS. With the new kind of economy, early harass is the key of the game. If you are unable to harass and in the same time keep a decent macro play, you are not in good position in the game. OFC we can talk about playstyle, even if at my plat level that is a little bit ridiculous. Drop style, multitasking or turtle waiting 200/200 to push forward. I can heard you can play with a defensive mindset, but I don't think it is a good approach of LOTV. @ArtyK and Ryu3600 who analysed my play. I know very well have a bad macro play behind my foolish harassment, and that is why I lose so many times. Maybe I play like that unconsciously because of my lack of macromanagement skill ? I want to outplay my opponent but I have not a good macro behind, so if he holds, easily he can kill me. @ ArtyK Lot of thanks for your precised analysis. I think it is not my harras play I have to improve, but more my macromanagement. Also, I have understood interest of marauders in TvZ against a mass banes play. Never I made marauders before ultras pop out, now I understand they are very good to tank banes.
Sound a good way to put it is I have around 300 APM. In most of my games I only need to use 187 and imo that is usually me doing single actions being lazy. But its those single actions that are so precise and fast that it counts as being really effective. But yeah you probably really need to work on your macro if I can give you tips it'll first be
1 base = 3 rax 1 fac 1 starport 2 base = 5 rax 1 fac 1 starport 3 base = 8 rax 1 fac 1 starport = 7 Rax 1 fac 3 starport = 7 Rax 3 Fac 1 Starport by 4 base you want at least 3 starports or 3 factories and 8 rax. These building #'s work for all match ups however I would always recommend 8/1/1 vs <> Zerg 7/1/3 vs Protoss <> and 7/3/1 vs Terran
another thing I always do is I try to aim to throw down double engineering bays after my push or after my third barracks. When you start +1 +1 you start your 3rd and 4th gas. Further more until you're use to it keep your camera over your barracks when you're not fighting so you can always watch to make sure units are made. Also a trick with macro to ensure you never get supply blocked is to always make 2 supply depots at a time. In every match up excluding TvT cause TvT is weird and dumb. You always take your main fights in what you would call a timing attack. A Timing Attack is basically where you attack as you're finishing a major upgrade for an example the 2/1/1 is a stim timing. The follow up is a +1 and combat shields timing. Between the interval of your timing attacks Terran can harass with Widow mine drops, Liberators and marine marauder drops. A key thing is to always make sure you're ahead of the Zerg or Protoss when you're getting upgrades. It seems small but upgrades in my early career (Bronze-Diamond) Really did sometimes win games for me.
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On January 10 2017 06:34 SCC-Faust wrote: Hey guys I'm having a lot of troubles with cannon rushes. I've been starting to do a 12 rax opening with rushing to a Marauder as fast as humanly possible to negate any cannon pressure. I'll get my first Marauder out, my economy hurting. Scouting all around for cannons. And then while I'm ready to expand and get into my macro game shoes, a fucking cannon starts hitting my supply depot off to the side. Oh brother.
Instead of rushing into a marauder you should scout your opponent or at the very least scout around the bottom of your ramp. If cannon rushes are something you're frequently faced with, you should check those replays, figure out about what time the first pylons are being built and go ahead and send an scv to scout for a bit at that time in your games.
I would recommend building an extra barracks and a bunker if you scout the rush. Also, if you built your first rax at the ramp and it's in cannon range, just go ahead and lift it and land it by your cc. It's good to note that 4 SCVs will kill a pylon/cannon before it is finished warping in. So pull a few scvs and use your marines and scvs to deny some pylons/cannons that he will try to build at the top of your ramp. It's likely he will do something like warp in 2 pylons and 4 cannons at the same time, but this is fine. Be sure to target the most recently placed buildings.
As far as building bunkers goes, your options depend on how early you scout it. If he is already up your ramp, you want to go ahead and build 1 or 2 bunkers in range of the pylons/cannons that are in your main. Using scvs and marines to pick a couple off should buy you enough time to do so. If you scout the first pylons at the bottom of your ramp you can build bunkers on the high ground in range of his buildings and attempt to deny the probe from ever getting vision up your ramp. By the time he has cannons warped in, you will have bunkers-that you can repair- in range. At this point you'll have enough bio to clear the rest up and he will have very few units back home, putting you in a solid position for the rest of the game.
Killing his probe is also a sure way to hold the cannon rush. Your scvs/marines should be enough to pick off the first couple of buildings at the top of your base and if he has no way of building additional pylons/cannons then you will hold.
Hope this helps.
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What counters Fast colossus & stalker pushes? I'm having a helluva a time.
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On January 23 2017 05:32 PureMetal wrote: What counters Fast colossus & stalker pushes? I'm having a helluva a time.
Stalker colossus armies are very fragile and depend a lot on forcefields/fighting the terran army without a concave assuming equal position in the game. Also, because they cost a lot it's generally true that the protoss will have a harder time defending multiple locations.
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On January 23 2017 05:32 PureMetal wrote: What counters Fast colossus & stalker pushes? I'm having a helluva a time.
Well its very advanced the stalker colossi army JK SCREW PROTOSS MASS MARU-DERS EVERY GAME VS PROTOSS AND JUST SMASH THEIR NOSES IN B) (watch Maru vs Showtime for more reference)
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Is there any way to do a relatively early, aggressive push with Tanks and Liberators? Just push across, siege things up, and kill some nerds? It seems like a slow push, but a strong one. I'm a total noob, just brainstorming fun stuff. What's an example of the "2-base tank allin" I've heard of? Anyone got a build or a replay of something like that? Thanks a lot.
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On January 23 2017 22:52 M0N57R0517Y wrote: Is there any way to do a relatively early, aggressive push with Tanks and Liberators? Just push across, siege things up, and kill some nerds? It seems like a slow push, but a strong one. I'm a total noob, just brainstorming fun stuff. What's an example of the "2-base tank allin" I've heard of? Anyone got a build or a replay of something like that? Thanks a lot.
Um if you want to All-In just go 1 base.. Lol but it'd be like (Vs Protoss) 14 Depot 15 Gas 16 Rax 17 Gas 19 Orbital 19 Reaper 20 Factory 20 Depot (After Reaper Reactor on Barracks) (Stop Worker production at full saturation) After your factory finishes start a starport and techlab on factory from here make 2 marines at a time and from factory 2 cyclones then, 2 tanks from Starport 1-2 Medivacs and then constant liberators If you want you can maybe add an engineering bay but like Id push out once both cyclones finish Please take note I do not at all recommend this. Not cause it's a bad build but because it is an all-in if you play all your games all inning you'll be missing out on the true fun that is in the Terran race.
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whats the general consensus for vetos in the incoming season?
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On January 24 2017 20:36 ilte wrote: whats the general consensus for vetos in the incoming season?
Playing about 5-10 games on each map and then veto the 3 you do the worst on.. For TvT if you hate doom drops either build an early sensor or expect a lot of crap on Paladino Terminal.. People will do stupid stuff in that one area of visiom block
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On January 23 2017 07:04 -HuShang- wrote:Show nested quote +On January 23 2017 05:32 PureMetal wrote: What counters Fast colossus & stalker pushes? I'm having a helluva a time. Stalker colossus armies are very fragile and depend a lot on forcefields/fighting the terran army without a concave assuming equal position in the game. Also, because they cost a lot it's generally true that the protoss will have a harder time defending multiple locations.
Thanks, multiple drops have been the key--my winrate bumped up since I started playing more of a drop style.
Also, any tips to stop fast oracle harrass? My build is FE with gas, 111 widowmine drop normally.
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On January 25 2017 12:08 PureMetal wrote:Show nested quote +On January 23 2017 07:04 -HuShang- wrote:On January 23 2017 05:32 PureMetal wrote: What counters Fast colossus & stalker pushes? I'm having a helluva a time. Stalker colossus armies are very fragile and depend a lot on forcefields/fighting the terran army without a concave assuming equal position in the game. Also, because they cost a lot it's generally true that the protoss will have a harder time defending multiple locations. Thanks, multiple drops have been the key--my winrate bumped up since I started playing more of a drop style. Also, any tips to stop fast oracle harrass? My build is FE with gas, 111 widowmine drop normally.
Depends if he went cyber before nexus (if nexus at all) or not.
vs gate-gas-gas-cyber i always scout for proxies with the reaper, keep the scouting scv on his side of the map to see if he expands. Then bunker asap at the bottom of my ramp for pylon rush, and ebay at 2.30 so that the turret finishes in time (even if i didn't find the proxy). At 3 minutes if the protoss still has no 2nd nexus you pretty much have to lift up your natural and bunker up in your main.
vs normal gate-gas-nexus you still need the bunker bottom of ramp if you see an msc building with your reaper. If you suspect oracle you can ebay at like 3.00 and the turret should finish in time (unless no msc), but i generally just put my second widow mine in the main mineral line, while marines are at my natural. First widow mine at the front of natural, sometimes it gets a free scouting adept, and when the medivac finishes drop the 2 mines
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I've been liking that hellion/cyclone opener build in TvZ. Most zergs I play seem to go to roach ravager against, which I don't have a huge problem with because I mix in some banshees and if they add hydras the hellions do nice damage to them with blue flame.
I actually have more trouble in games where the zerg just keeps adding more and more roach/ravager later in the game. When I get access to hellbats, I try to use them more instead. However even if I keep them up in front, they are taking so much damage before they even get up to the roaches where I start question if the hellions with their speed and range, are a better option? Should I be using hellions instead of hellbats? Or transitioning into something else entirely if the roach/ravager count starts getting too high? If so what is that something? Thanks! (I'm plat1/diamond3 level if that matters)
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What is the best defensive opening in TvP if you are playing mech?
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On January 26 2017 03:02 MockHamill wrote: What is the best defensive opening in TvP if you are playing mech?
I think opening reaper expo into 4 marines 1 cyclone and 1 viking would work
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On January 25 2017 23:57 iced16 wrote: I've been liking that hellion/cyclone opener build in TvZ. Most zergs I play seem to go to roach ravager against, which I don't have a huge problem with because I mix in some banshees and if they add hydras the hellions do nice damage to them with blue flame.
I actually have more trouble in games where the zerg just keeps adding more and more roach/ravager later in the game. When I get access to hellbats, I try to use them more instead. However even if I keep them up in front, they are taking so much damage before they even get up to the roaches where I start question if the hellions with their speed and range, are a better option? Should I be using hellions instead of hellbats? Or transitioning into something else entirely if the roach/ravager count starts getting too high? If so what is that something? Thanks! (I'm plat1/diamond3 level if that matters)
Try to do damage before they get that huge roach ravager army. When their army is too big just go into tank turtle and harass w/ hellions
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Do you HAVE to go mech now in TvT? ~5k EU masters and I have tried everything but mech seems too bullet proof.
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On January 26 2017 07:51 jamella wrote: Do you HAVE to go mech now in TvT? ~5k EU masters and I have tried everything but mech seems too bullet proof.
Thats not true, most Terrans (INno, Maru, ByuN, aLive etc) have chose to opt for biotank. Vs mech though just switch to pure bio liberator
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On January 26 2017 10:38 Ryu3600 wrote:Show nested quote +On January 26 2017 07:51 jamella wrote: Do you HAVE to go mech now in TvT? ~5k EU masters and I have tried everything but mech seems too bullet proof. Thats not true, most Terrans (INno, Maru, ByuN, aLive etc) have chose to opt for biotank. Vs mech though just switch to pure bio liberator
Yes that's something I've tried a lot of times, but I always get shut down by thors and turrets
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On January 26 2017 10:50 jamella wrote:Show nested quote +On January 26 2017 10:38 Ryu3600 wrote:On January 26 2017 07:51 jamella wrote: Do you HAVE to go mech now in TvT? ~5k EU masters and I have tried everything but mech seems too bullet proof. Thats not true, most Terrans (INno, Maru, ByuN, aLive etc) have chose to opt for biotank. Vs mech though just switch to pure bio liberator Yes that's something I've tried a lot of times, but I always get shut down by thors and turrets
Personally when i see that the terran will play full mech turtle i put 3 more starport ( when im in 3 base eco and i did a standard bio opening ) and i go full viking into range liberator, i get like 20-30 viking,like 10 liberator, 2~3 raven and some tanks to destroy building ( i play mostly sky, i stop produce bio ) and i try to doom drop my bio for minimal damage during the switch and i expand during this doomdrop. It works really well, the thors get killed easily against range libs, if the game goes ultra late game i go full raven/viking with upgrade seeker missil, it's the ultimate compo tvt i think ( master1 terran ).
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