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 Terran Strategy discussion V 1.0, The Last Mankind on Galaxy

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SiewKaiz
post Sep 27 2011, 03:24 PM

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everything that counter my race is OP
FLampard
post Sep 27 2011, 03:32 PM

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QUOTE(jeffvip @ Sep 27 2011, 03:13 PM)
明修棧道 暗渡陳倉
公道不在人心,是非只在时势

Every race will be call OP by the other race, unless something happens in the Pro-scene
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talking about it is easy, to apply it in the game is difficult 纸上谈兵

whether you know how to use these rules flexibly, is the key.

This post has been edited by FLampard: Sep 27 2011, 03:35 PM
jeffvip
post Sep 27 2011, 03:38 PM

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QUOTE(FLampard @ Sep 27 2011, 03:32 PM)
talking about it is easy, to apply it in the game is difficult 纸上谈兵

whether you know how to use these rules flexibly, is the key.
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can... just watch TVB 楚汉骄雄 (The Conqueror's Story).

btw, the example I given just now are real. try to practice that if can
max_cavalera
post Sep 27 2011, 07:46 PM

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QUOTE(jeffvip @ Sep 27 2011, 11:24 AM)
who are we trying to do detail analysis. but what I can say is scout tricks mainly concentrate on gas. The best thing is of course u scout ur opponent's building, but usually it wont happen so easily. If you scout opponent is taking 1 or 2 gas, u can start to predict something.
eg,
Protoss taking early 2 gas. but u didnt see a bunch of sentries in his unit composition. Prepare for DT  or early colossus. u have to understand where did those gas gone.
Zerg taking gas early, if u see saturated drone in both bases, prepare for muta or even infestor. but u see suprising small amount of drone with 2 gas, baneling is coming.
Terran, usually early cloak banshee

But remember, dont apply this in team game strategy. Only in 1v1. team game, protoss will do mass void ray, zerg mass muta/ling and terran mass marine. they might taking the gas just for fun. Simply to say, u want to play real starcraft then don't play team game too often.
ur build against zerg require u to do heavy damage to the zerg mineral line in the early game with very micro intensive in the late game. How much is your APM to make such an build work always? I still think decent baneling muta play can crush this build with 1 mistake from Terran player.

A failed 4 gate means Protoss have to GG bcos I will always do a 1 Rax fast expand. If they dont gg, nvm. A failed rush will cause Protoss economically behind by a huge distance. Don't have to rush to kill him back, just play your normal game. scout and see whether that protoss double expand after failed 4 gate or not. Beware of DT if protoss didnt do a double expand. Do some drops and roll him over in the later stage.
what are you trying to say ah? Master Zerg (aka QQ Toss)  biggrin.gif
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agree. this built requires good decent micro n nvr let ur 1st 4 BFH dies. usually zerg will b forced to tech to roach when they see BFH coming. kite around but don't commit all in/suicide ur unit. linger around n near his natural expansion. by doing this their roach will sit in their base defending their mineral line.Normal zerg players will see this n try to counter by overproducing roach dat cost gas, which means they will tech up to muta much slower since muta cost gas too... then hit them with minimum 2 banshee ready with cloak mode and follow up by another 2 producing banshee. straight to main. kill off the queens n drones, then move in ur 4 BFH on 2nd group control n fry the leftover drones in main n natural expansion. usually will caught many zerg players by suprise since its a unexpected rush. don't overproduce BFH, MAX 4-6. 2-4 cloak banshee wil be the ultimate gg for them. usually is insta gg for my zerg opponent less than 13 mins mark. but i lose once before to zerg when he tech straight to roach without producing a single unit of lings and rush my base with 8-12 roach at 6mins mark++. i guess the only way to defend this push is by double bunkering ur ramp wif repairing scv. to wait until my 2 banshee produce to counter those mass roach.


Added on September 27, 2011, 7:50 pmMy APM for this built? usually a bit lousy avg 40-70 apm, but during enemy army encounter apm ranges between 120 - 330 apm(based on some my replay). usually those r spamming/queueing units army/scv when trying to micro a bit of ur army.

This post has been edited by max_cavalera: Sep 27 2011, 07:50 PM
quest_5692
post Sep 27 2011, 08:10 PM

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anyone who thinks terran is under powered against zerg and protoss need to learn to play.

TvP and TvZ are highly terran favoured at same level of play.
jeffvip
post Sep 27 2011, 08:26 PM

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QUOTE(quest_5692 @ Sep 27 2011, 08:10 PM)
anyone who thinks terran is under powered against zerg and protoss need to learn to play.

TvP and TvZ are highly terran favoured at same level of play.
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why suddenly this comment pop up? rclxub.gif
quest_5692
post Sep 27 2011, 09:21 PM

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aiyo, i 1 day come here 1 time only, its from 2 page ago i think, about the 3v3 zerg rush OP comment.

for terran, theres always a definite answer for all kind of attack from other race.
FLampard
post Sep 28 2011, 01:23 AM

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QUOTE(jeffvip @ Sep 27 2011, 03:13 PM)
明修棧道 暗渡陳倉
公道不在人心,是非只在时势

Every race will be call OP by the other race, unless something happens in the Pro-scene
*
bro i just realise 明修棧道 暗渡陳倉 is not 孙子兵法,its 三十六计, u mistaken...trolololol


btw i also learned another trick, lets say example if ur group of banshee is being hunted down by vikings and you anticipated that he has enuf fire power and clock detection to annihilate all ur banshees, split up your banshees, some go left some go straight while others go right. his vikings will have to choose which one direction to follow to kill. So you only lose 1/3 of your banshees instead of the whole flock.

This also i learn from Sun Tze, lolololol

This post has been edited by FLampard: Sep 28 2011, 01:26 AM
SiewKaiz
post Sep 28 2011, 08:26 AM

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QUOTE(FLampard @ Sep 28 2011, 01:23 AM)
bro i just realise 明修棧道 暗渡陳倉 is not 孙子兵法,its 三十六计, u mistaken...trolololol
btw i also learned another trick, lets say example if ur group of banshee is being hunted down by vikings and you anticipated that he has enuf fire power and clock detection to annihilate all ur banshees, split up your banshees, some go left some go straight while others go right. his vikings will have to choose which one direction to follow to kill. So you only lose 1/3 of your banshees instead of the whole flock.

This also i learn from Sun Tze, lolololol
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can u do it on ladder 1v1?
FLampard
post Sep 28 2011, 01:32 PM

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just played 1v1, now i realise there are so many terrans on 1v1 shocking.gif shocking.gif
jeffvip
post Sep 28 2011, 03:34 PM

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QUOTE(FLampard @ Sep 28 2011, 01:32 PM)
just played 1v1, now i realise there are so many terrans on 1v1  shocking.gif  shocking.gif
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not really for my case. 7 out of 10 is zerg player
SiewKaiz
post Sep 29 2011, 08:15 AM

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QUOTE(FLampard @ Sep 28 2011, 01:32 PM)
just played 1v1, now i realise there are so many terrans on 1v1  shocking.gif  shocking.gif
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at least u r not toss so u no need fear 1 1 1 that much~
max_cavalera
post Oct 1 2011, 02:27 AM

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111 wat so fearsome for dat built agains toss?
pepsi89
post Oct 1 2011, 04:57 AM

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QUOTE(max_cavalera @ Oct 1 2011, 02:27 AM)
111 wat so fearsome for dat built agains toss?
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a lot of variation to this build but the concept is the same, timing is unpredictable (fastest timing is just siege tank and marines) but all of these can be determined if u can scout with ur observer in his base thoroughly (sometimes it will be too late), but dont get scanned

some high level player are using phoenixes to counter this 1 1 1 and even MC was the one using it and almost lost to an unknown in his ogs TvP stream knowing what was coming to his way
SiewKaiz
post Oct 1 2011, 08:34 AM

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QUOTE(max_cavalera @ Oct 1 2011, 02:27 AM)
111 wat so fearsome for dat built agains toss?
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1st bcoz terran wall and tech inside u wont know wat is he doing~
2nd if u poke his wall with stalker~ most of them hide their army just left 1 bunker
3rd 1 1 1 alot variation sometimes b4 obs reach the terran base, terran move out with marines tanks push timing faster than normal 1 1 1
4th 1 1 1 each composition is deadly, u kill banshee u die to tank n marine, u kill tank u die to banshee and marine, u kill all marine u die to tank and banshee
and 2nd wave is even deadlier if u lost 50% of ur army defending 1st wave
5th it is coinflip against terran
jeffvip
post Oct 1 2011, 11:30 AM

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Chronoboost 3 3 timing for Protoss very deadly. After creator use this build against Terran in GSTL, I notice alot of Protoss start doing this. I have to keep my army in defensive concave position at home b4 my 3 3 hit, then only I feel save to move my army around. Maybe I need to try to find the window when Protoss is doing all those upgrade. Any recommend timing? The best is we can share out the 3 3-chronoboost-timing replays to find out roughly when usually toss doing this kind of timing. My toss opponent is doing 2 2 upgrade + charge + templar archive at 12 minutes mark.

This post has been edited by jeffvip: Oct 1 2011, 11:34 AM
SiewKaiz
post Oct 1 2011, 11:44 AM

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QUOTE(jeffvip @ Oct 1 2011, 11:30 AM)
Chronoboost 3 3 timing for Protoss very deadly. After creator use this build against Terran in GSTL, I notice alot of Protoss start doing this. I have to keep my army in defensive concave position at home b4 my 3 3 hit, then only I feel save to move my army around. Maybe I need to try to find the window when Protoss is doing all those upgrade. Any recommend timing? The best is we can share out the 3 3-chronoboost-timing replays to find out roughly when usually toss doing this kind of timing. My toss opponent is doing 2 2 upgrade + charge + templar archive at 12 minutes mark.
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1 1 1 is the answer to every protoss BO
quest_5692
post Oct 1 2011, 03:51 PM

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QUOTE(SiewKaiz @ Oct 1 2011, 11:44 AM)
1 1 1 is the answer to every protoss BO
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FLampard
post Oct 2 2011, 11:41 AM

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lol u play 111 back lar, 1 stargate, 1 gateway 1 robotic bay ... lol
quest_5692
post Oct 2 2011, 11:47 AM

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QUOTE(FLampard @ Oct 2 2011, 11:41 AM)
lol u play 111 back lar, 1 stargate, 1 gateway 1 robotic bay ... lol
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u clearly dno how OP is marine.

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