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Member
(07-06-2012, 03:54 AM)
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#252
Expand after racks. Bunker up.
Scout for 4-gate (check Nexus Energy + # of gateways). Usually high energy save will mean 4-gate as a Protoss can only put two Chrono boosts on probes. If you feel 4 gate pressure, make +1 to 2 additional bunkers as 4 gate pressure starts at 6:00-6:30. Also, check the ramp of a protoss if possible as I doubt people will play with an aggressive stalker. DT rush will hit around 7:00 or later. Make a certain # of racks (I don't 1v1 as Terran... yet). Factory -> reactor. Starport. Swap. Usually when perfected you can hit at 9:30-10:00. Split two medivacs. For your drop, focus on probes or tech (e.g. spinning forge, robotics bay). Make vikings if you see the toss has Colossus tech. Play it out from there.
Last edited by claviertekky; 07-06-2012 at 04:07 AM.
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May the Schwartz be with you
(07-06-2012, 04:46 AM)
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#254
13-7 tonight on ladder. Played for like 5 hours ;;
Streamed it, here is the VODs if anyone wanted to watch Diamond league protoss :p Part 1 http://www.twitch.tv/corran666/b/323811683 Part 2 http://www.twitch.tv/corran666/b/323816419 Part 3 http://www.twitch.tv/corran666/b/323827196 |
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Rage Apologist
(07-06-2012, 07:06 AM)
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#257
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relies on auto-aim
(07-06-2012, 08:40 AM)
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#258
I'd just go bio off two base into aggression into 3 base bio with tank support, defend your 1 base advantage, trade tanks, get 5 bases up and trade units all day. That's not hard. Here's a Marine Tank VOD. Simple matchup. http://youtu.be/N3ETvFlEPcg |
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Member
(07-06-2012, 11:38 AM)
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#259
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Member
(07-06-2012, 01:43 PM)
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#260
I have mentioned it before here and not sure if anyone has seen/tried it but audiobuilds on youtube are great. If you can practice one of those and get down the mechanics it helps me a lost more than reading a build order list. |
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Member
(07-06-2012, 04:13 PM)
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#261
With that style you just turret ring everywhere and play super defensive with hellion hurass (drops or running around) everywhere against both bio and mech players. You've also got sky terran which means you just get a bunch of vikings/banshees and ravens before slowly teching up to BCs and if the opponent goes for a lot of thors you just have to make sure you split properly. Against a good mech player Bio is very difficult, but you can definately do it as the GSL proves. Just make sure you're trying to drop everywhere and maybe use ravens and PDD's to defend your drops going in, abuse their mobility like mad and expand everywhere. The best way to play TvT outside of mech IMO is to go bio tank since bio on it's own can be very very flimsy unless you can control it really well. |
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Member
(07-06-2012, 04:34 PM)
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#262
I will admit that in the last TvT match that I just lost, I could have done a drop and won the game but I blame that on my scouting. His build was far too funky for me to predict and I guess I gave him too much credit in think he would play a normal game.
I've tried those audio builds and I'm not too fond of them. I also don't stay strict to build orders either. I mean, I go as far as like 18 supply and then basically I do whatever.
I want to try to figure out a solid build against Terran. Something I'm comfortable with. I'm most comfortable with 1 rax FE. So how about this: Gas first normal rax expansion orbital factory and reactor(reactor on rax) switch when they're both done ---> double hellions 2nd gas bunker up with a couple marines while building starport tech lab on rax switch starport with barracks and build first banshee. (cloak or no cloak???) Be annoying with 4 hellions and see if I can get an opening while banshee is doing work. After that, I go up to 3 rax, switch factory with starport then I can go into viking/medivac and tanks right away. Somewhere in between get 3rd and 4th gas along with Engineering bay. How's that sound? |
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Member
(07-06-2012, 05:08 PM)
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#264
Last edited by Keikaku; 07-06-2012 at 05:17 PM.
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Member
(07-06-2012, 05:20 PM)
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#265
Medivacs - drops + healing, gives tank vision Vikings - denies tank vision, controls the sky, gives tank vision Banshees - destroy tank line, SCV harass unit Turret - protect tanks, static air protection Thor - the tank shield to break a sieged line, crushes stacked banshees/vikings Marines - support the tank Marauders - support/destroy tanks Ghosts - nuke a choke point guarded by tanks Hellions - tank meatshields Ravens - PDD negates marauders/vikings supporting tanks, reveals cloaked banshees/ghosts Throw a sacrificial marine scout when you push to get a feel where your opponent's tanks are rather than moving your whole army. If you feel contained, throw scans to see what's going on. Mech's weakness is mobility. It's actually more preferable to go medivacs and drop in multiple locations. Use tanks to guard choke points in case your opponent decides to push because he grows impatient as he doesn't have a choice. I guess in your league most people like to open up with Banshees/hellion drops or attack when stim is done. Usually with air attacks, the opponent just wants to end the game quickly by destroying the other's SCVs. Then finish with a follow up of marines and whatever mixed.
Last edited by claviertekky; 07-06-2012 at 05:32 PM.
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Banned
(07-06-2012, 06:03 PM)
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#275
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Member
(07-06-2012, 06:22 PM)
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#278
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May the Schwartz be with you
(07-06-2012, 06:36 PM)
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#279
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Member
(07-06-2012, 06:42 PM)
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#281
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Member
(07-06-2012, 09:58 PM)
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#286
^^iPhone or bust yo
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May the Schwartz be with you
(07-06-2012, 10:18 PM)
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#287
Hipster |
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Member
(07-07-2012, 12:08 AM)
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#291
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Member
(07-07-2012, 12:11 AM)
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#293
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Junior Member
(07-07-2012, 02:11 AM)
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#297
You have 2 main styles, bio and mech, bio is good on pretty much good on every single map but mech is map dependent. Good map features for mech are overall smallness, low number of attack paths, and easily defensible 3rds. Bio v Bio This is what the large majority of TvT is about. Marines, Medivacs and Tanks. The basic gasless 1 rax expo is a solid opener on all maps, 1 rax reaper expand is a good option on maps where reapers can get in at multiple points, and 1-1-1 is applicable to maps with good architecture for sieging from the low ground (antiga, metropolis). If you see your opponent is going for bio himself (1 rax openers indicate this), upgrades are gonna be the major player here. The general safe 1 rax expo build goes something like 2 rax after command center, double gas, then combat shields + double engineering bays, tech to medivac, add tanks. On maps that are not as open, you can also opt to delay medivac numbers to build up your tank count earlier (this is important on a map like cloud kingdom). Your goal in the midgame should be to take and defend a third right after you get medivacs, while trying to sustain economic damage to your opponent. Make sure you build turrets when your opponent is able to produce medivacs to stop drops. Keep a marine along potential attack paths to be constantly aware of your opponents position, and always control watchtowers if you can. Send a marine to the most likely 3rd position so you're aware of the timing of his 3rd. If you see you have an opportunity to attack, do it. Experience is the key to telling when you can attack but good indicators are upgrade advantage, unsieged tanks, bigger army, and potential for better arc. You're pretty much never going to want to attack into sieged tanks unless you have far superior numbers or positioning. The method of attack should be 1a, siege tanks, then split marines lightly to form a good arc and mitigate splash. The best time to drop is when attacking, generally you wanna drop 3rd or natural, main bases tend to be defended by turrets. Beyond this, keep expanding, add more factories and barracks, and be constantly aware of your opponents position. You're probably gonna be spending the large majority of your energy on scans, since POSITION IS CRITICAL in this matchup. If it becomes a seige tank staredown, tech to nukes or BCs. Here's a rep http://drop.sc/216326 Bio v Mech Expand more aggressively and your composition should be A LOT of marauders with some tanks, marines, and medivacs. Bunkers at 3rds and beyond are going to be useful to mitigate hellions. You should NEVER be attacking when large amounts of tanks are seiged, and you should focus on teching to air (vikings and BCs) fairly quick (4th base time). Make sure you have more vikings than your opponent once you start switching to air. Bio v Mech is mainly about having your opponent have stuff to deal with so he doesn't settle find a nice spot to siege in your neck of the woods. Drops, counterattacks, in multiple locations while threatening with your main army is key. Mech v Bio Open up with reactor hellion expand or some type of reactor hellion banshee play. Transition into quick blue flame or siege so you don't get stomped by a medivac attack and focus heavily on defense. Add on the factories and get double armory soon after. Get the turrets up in time, keep some marines (unupgraded) in the main to pickoff stragglers that make it through the turrets. Composition should focus on tanks, with a good number of hellions, and then vikings for positioning. Don't fight until you have at least 150 supply, but instead use the hellions (drop or otherwise) to kill his econ. Always have tanks in position and sieged. Makek sure you're aware of when your opponent is transitioning to air so you can add on more starports yourself. Most games will end with you getting into positioning and wrecking his 3rd/4th at the same time, or you wrecking his army with 15 sieged tanks, and then proceeding to do the former. Mech v Mech Same as mech v bio, just make sure you have more vikings than him or you're boned. Allins The strongest allin is 1-1-1. This is especially potent on maps like antiga, where if you get bad spots you're gonna have to rally halfway across the map to stop him from sieging up. The key is attacking before he sieges. If you're doing the average 1 rax expand, you should have combat shields done, so just take your marines, pull 8-10 scvs and fight him when hes about 3/4ths the way to your base. He shouldn't have enough marines to take the watchtowers from you so you should be able to see it coming in time. For cloak banshee, just get turret up (you should have engineering bays around 5-6 minutes depending on your build). You just need this for detection really, 6-8 marines is going to stop a banshee pretty easy as long as you don't chase it needlessly.
Last edited by xmShake; 07-07-2012 at 02:28 AM.
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(07-07-2012, 02:45 AM)
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#298
do u guys think i'm cute
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