2010-10-04, 13:14 | Link #4861 | |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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If I'm in a TvZ game, if I see the zerg early expand as they often do, I might expand as well and make a planetary fortress in my natural. If I'm in a TvT game, then I won't expand until I get some tanks out at least. If I'm in a TvP Game, I won't expand unless I see the P expand. So really I can only talk from the perspective of a mainly T player.
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2010-10-04, 13:53 | Link #4863 | |
Counter Force
Join Date: Nov 2007
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Generally though, I'm trying to practice a lot of FE build in every match up, especially so if the spawn location is at the opposite sides. The only match up that I don't really fast expand might be TvZ. -TvZ: Because I practice 5-rax reapers for so long, I find it the most comfortable opening for me. So I just 5-rax reapers on almost every map. This build expand when you have spare mineral after building 5-raxs (since reapers is mineral cheap but gas heavy). After waves of reapers, I normally have 2 base running for 7-raxs + Medivac and some tanks. -TvP: Zatic Build, the 2 rax timing push + expand. This is the build I like the most but also very hard to pull off if you don't have very good decision making (I still suicide my army a lot of time unnecessarily). It's very easy to lose your first batch of army to the force fielded choke and die with 4 gates or 3 gates robo/colossus timing push. But if you manage to save your army, then you are at a very good advantage because you have 2 base running. -TvT: I tried too 1-rax FE in a cross position but still need to refine my build a lot. Well, maybe because I really like HopeTorture's play against Ensnare so I want to make this build possible for me, but it would require a great skill to hold off the early aggression of the opponent. For other build, I normally go marauders/vikings or Tank/Vikings or Tanks/Marine drop then expand. Well, I tried a lot of different things unrefined so I end up losing a lot of games more than I should... (except TvZ that I almost open the very same build every time :P).
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2010-10-04, 14:27 | Link #4864 | |
On a mission
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But in general, you'd expand when it's safe to-- your enemy can't rush it, you are not planning to do some all-in attack, or you just secured yourself an advantage by winning a battle, and of course, if you are mining out your current resources.
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2010-10-04, 14:34 | Link #4865 | |
Spoilaphobic
Join Date: Jan 2009
Location: USA
Age: 37
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2010-10-04, 15:42 | Link #4866 |
Thinking outside the box
Graphic Designer
Join Date: May 2007
Location: The Netherlands
Age: 37
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You can expand when your going for your first attack, make expansion and move out. That way your expansion is quite safe because your enemy has to defend. And ofcourse the points archon wing made.
Remember at first battle, you don't have to fight till you lose your whole army, test their strength. See if you can take the other army or not, if you can't, go for hit and runs and keep him busy until you secured your expansion.
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2010-10-04, 15:43 | Link #4867 |
Senior Member
Join Date: Mar 2009
Location: Monterrey, Mexico
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one good chance way to expand its when doing pressure on the oponent by inertia if youre attacking, harassing, or just tasting the land the oponnent will on the defensive then try to expand have some 4 stalkers to acompany your probes made macro at the same time micro the attack it can be done with some practice, anyway its just a way there are many others you just need to spy your enemyoften checking his moves ,expanding as everything in this game its situational you need to learn to read those moments and act accordingly.
Edit: lol Sephi beat me to it xD |
2010-10-04, 17:55 | Link #4869 |
~Omedetô~
Join Date: Nov 2008
Location: Somewhere between heaven and hell !
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Ow lol that 2v2 game , Random T (me) + P vs T + P .
I watched the replay and i loled specially cuz of T player who did the "Mineral boosting trick" Check : http://www.mediafire.com/?jcydc8rormwnqyx |
2010-10-04, 19:33 | Link #4871 | |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Here's what I observed, particularly in Game 1 in Blistering Sands, as that was the most problematic: -You moved your Probe out rather late. This is the most minor detail but it was the first. You should have moved the Probe out as it was approaching 100 minerals so that your Pylon would have been built earlier, allowing you to continue building and producing more Probes. -You did not build Probes past early game. Even in early game, you had intervals of time where you would hold off on building the Probe, despite having more than enough minerals to build several at once and still have enough for army units. -You can just rally to gas from your Nexus if you wanted. The Probes will enter automatically on their own. -At around the 6:00 mark, you could have EASILY won with 5-6 Zealots. Your friend had 2 Zerglings, 1 Queen and more Drones than he wanted. There was about a minute's window mark before he started building Spine Crawlers. -At around the same time, you had over 1,000 minerals. More Gateways, more Zealots/Stalkers, more Probes, an expansion, anything to boost your army/economy in some way and keep that mineral count low. -When you pressed your attack, you did not produce more units. Always produce more, even outside battle, unless you run into a hard counter; at that point, tech switch or incorporate another unit type. It is almost inevitable that you will lose your units and producing more units will ensure that you do not get wiped like when your friend countered with just Zerglings. It also would've ensured that you won the game when you managed to wipe out his Roach Warren and Spawning Pool. That was the time to press an all-in attack. -The answer is not always more cannons. This is an understandable reaction; but a few well placed cannons is more than enough to hold off attacks and harassment if you keep producing units. -Always scout! Scout for expansions, army composition and whatnot. One instance: You had a force in the southeastern gold expansion and failed to notice that he was building an unguarded expo right next to you. Game 2 was pretty much the same thing in terms of unit production. You let him openly tech up, and late game Zerg is not something you want to face when he has map control and access to tons of minerals and gas. Last edited by Who; 2010-10-04 at 19:43. |
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2010-10-04, 19:35 | Link #4872 | |
Army of One
Join Date: Apr 2007
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2010-10-04, 21:20 | Link #4873 | |
On a mission
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Sassarai covered game 1 fairly well.. Basically, if the zerg stays on one base, you will probably win unless he manages to damage you badly so there is little rush to attack For the Desert Oasis game, it is generally not too great of an idea to do multiple tech routes as once with Protoss. Some Phoneix for killing the mutas worked very well but you didn't really have the gas for void rays and collosi. The other problem was that you only had 2 warp gates. You usually want some stalkers and sentries to support your units and to fight his air. Phoneixes can handle mutalisks but not corruptors. Theoretically people say a base can sustain 4 warp gates per base (so 8 for 2) but since most of us do not have perfect macro, it could go up to 10 or more. Another problem was losing the collosi and void rays, while those are strong units, they need support and cannot be isolated. Usually you'd bring them along with a large gateway army. Never send collosi alone-- they are too expensive to be lost. A key thing to remember is that drops or harasses like Void ray/phoenix harass are only effective when you have air superiority. If the enemy controls the air, it's very hard to pull them off. But if you do have a good amount of phoenix you can always try to kill random overlords near their base. And finally, there were some expansions he took unopposed because you never scouted them. Those can be game enders if you let him do that too much.
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Last edited by Archon_Wing; 2010-10-04 at 21:30. |
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2010-10-04, 22:43 | Link #4874 |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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http://www.sc2replayed.com/replays/8...elnaga-caverns
So I gave a go at the 5 rax reaper strategy against zerg, and it works remarkably well, but I feel like I messed up certain details. Can anyone offer advice on how I could've played better?
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Last edited by Reckoner; 2010-10-04 at 23:02. |
2010-10-04, 22:46 | Link #4875 |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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Dont know why... But I think Terran are only gonna be using Reapers now on Zerg ... Which is really bad in my case...
Also cant judge the replay Reckoner have to use a laptop right now that doesn't have SC2...
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2010-10-04, 23:22 | Link #4876 | |
On a mission
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Once your harass was very successful and his natural went down, you should start a CC in your base as you had many minerals. Also it'd be a good idea to start an ebay immediately after you realize he has mutas. I also didn't like how the reapers were suicided into the queen. At that point you can really just ignore the queen and go to town on his last few drones. Either that or just run. It also took a while to transition back to marines which made his mutas especially more damaging. But overall, it was pretty one sided from start to finish.
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2010-10-04, 23:31 | Link #4877 | |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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I'm amazed you were able to get a bunker at his ramp without him noticing it. Had it not been for your bunker your reapers wouldn't have done as much damage. Only thing I can feedback would probably be to get that engineering bay sooner to not just get turrets as a precaution but to boost your infantry's strength and hence your reaper's lethality. That and as Archon said, when you have that much minerals, build a CC. In fact according to liquidpedia you should around ~50 supply. That's the thing I hate about zerg, you can do so much damage against them but they can easily rebound if not kept in check. |
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2010-10-04, 23:46 | Link #4878 | |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Ignoring the minerals, which can be dumped into Marines, the gas was just stockpiled. Factory/Starport, Stim Pack, Combat Shields, Weapon/Armor upgrades, anything of that nature would've been extremely beneficial in the event that your opponent managed to somehow hold you off. |
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2010-10-05, 01:18 | Link #4879 |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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Oye, got slaughtered by diamond players today but I think I lasted a bit longer this time around I tried that reaper tactic against a diamond zerg player but he was able to hold me off with fast creep and speedlings. That and his micro was better. I think reckoner you got lucky because of that bunker. If it wasn't for the bunker your strategy would've failed.
It's funny and I think Reckoner probably agrees but against Protoss I'm diamond level (or at least competent). That's what they all tell me and I do beat them if I follow a stable build as Terran against toss. I'm hoping it's not because Terrans are OP against protoss in general but they didn't say that Against Terran I can hold my own so long as I"m not doing anything stupid but I lol at a guy who used nothing but mass ravens in a TvT. It was hilarious. Against Zerg is my worse and so far they are teaching me to go the hellion route so I'm practicing with Thors and Marines backed up by hellions. |
2010-10-05, 02:07 | Link #4880 | |
Bittersweet Distractor
Join Date: Nov 2007
Age: 32
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But yeah, the strategy is micro intensive, so if you're not good with micro don't even bother. I would learn easier strategies against zerg first. A standard play right now is to get a combination of marines tanks and helions with some thors if you see a spire.
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blizzard, starcraft, windows |
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