[Starcraft 2]: MP talk only. Banelings are blowing yo' stuff up!

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Posts

  • SkutSkutSkutSkut Registered User regular
    edited September 2010
    seems you need to FE to get enough gas for mass banshee/viking

    SkutSkut on
  • NylonathetepNylonathetep Registered User regular
    edited September 2010
    No tanks, no Marines, no Mauraders?

    Go Reaper, do a medivac drop with hellions, then use Viking BC?

    Nylonathetep on
    714353-1.png
  • valiancevaliance Registered User regular
    edited September 2010
    Guek wrote: »
    Olorin wrote: »
    It's games like this that make me want to say terran is OP. While I don't necessarily take that stance, I still think terran infantry is a bit too mobile, strong, cheap, and quick to build. Not any one of these one aspects is unbalanced, but I feel that combined it may be a bit too much. For example, in this game(I certainly made a lot of mistakes), I had double his workers, was ahead by 20-30 food for most of the game, yet my army couldn't do anything, even though he was floating 1000-1500 minerals pretty consistently. I mean christ I had double the workers, he floats a ton of money, but his army is still able to beat mine...this does not seem right. This is also the perfect example of why toss needs colossi/templar, but I never got them this game due to the constant pressure. I was always trying to warp in reinforcements and never felt like I had the window to tech. And before anyone yells forcefield his army...I was trying. But you can't when he won't sit still. He just slowly kept picking off zealots and I couldn't do anything.

    repimg-33-152932.jpg

    i dunno if you wanted tips but i'm gonna give them to you anyway!

    first, I'm gonna tell you straight up that zealots without charge against a marauder heavy army are absolutely, 100%, completely useless. If he's going heavy marauder/marine, you cannot attack him with zealots without charge. marauders smash stalkers and can kite zealots indefinitely so you're either going to need templar, collosi, or charge to deal with a bio army.

    Unless you overwhelm with a quick 4gate or catch them off guard in some other way, I've found that early game TvP leans heavily towards the terran player due to marauders. They're just too good against normal zealots and stalkers, it's almost never worth attacking early if they have a comparable force. My advice would be to turtle up a bit until you can get to those higher tech trees. You didn't need those extra warpgates halfway through the game, 4gates should keep your army high for a very long time. It would have been wiser to either build more units, tech up, or build some cannons at that point.

    In the end, he beat you by going pure bio without any tricks or fancy micro or anything. That's definitely beatable, you just need to play patiently. If it's clear he's going bio, know that an equal food army is just about always going to smash yours, especially on their home turf, without certain upgrades or higher tier units. Terran has the best defense in the game and superb offensive units. Don't fight battles unless you know (or think you know) that you'll come out on top.

    so they have the best defense and the best offense? o_O
    thats balanced. :P

    all jokes aside you just gotta get temps and colossi for PvT. just like ZvT need banelings and infestors. its just a must.

    valiance on
  • exoplasmexoplasm Gainfully Employed Near Blizzard HQRegistered User regular
    edited September 2010
    Anyone got links handy for the essential day9 vids for newbs? A friend of mine is in dire need of day9 education.

    exoplasm on
    1029386-1.png
    SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
  • MonoxideMonoxide Registered User, ClubPA regular
    edited September 2010
    Olorin wrote: »
    It's games like this that make me want to say terran is OP. While I don't necessarily take that stance, I still think terran infantry is a bit too mobile, strong, cheap, and quick to build. Not any one of these one aspects is unbalanced, but I feel that combined it may be a bit too much. For example, in this game(I certainly made a lot of mistakes), I had double his workers, was ahead by 20-30 food for most of the game, yet my army couldn't do anything, even though he was floating 1000-1500 minerals pretty consistently. I mean christ I had double the workers, he floats a ton of money, but his army is still able to beat mine...this does not seem right. This is also the perfect example of why toss needs colossi/templar, but I never got them this game due to the constant pressure. I was always trying to warp in reinforcements and never felt like I had the window to tech. And before anyone yells forcefield his army...I was trying. But you can't when he won't sit still. He just slowly kept picking off zealots and I couldn't do anything.

    repimg-33-152932.jpg

    this game looks a lot like my own PvT games, so I thought I'd comment on a few things I noticed that we actually both could use some work on

    from the beginning, he's outdoing you in upgrades. his first push that you fought off at your choke was right after he got +1 on his marines, while you had no upgrades, and at the end he had +2/+2 vs your +0/+0. I also rarely upgrade with the 3gate robo build because it's hard to find the time and minerals to do it, but maybe someone else can give some pointers on that.

    you did go for immortals and not colossi for whatever reason, and I've had better luck with colossus with 3gate/robo. either way your robotics facility laid dormant most of the time, and I think you could've had a better army composition with more immortal/colossi in the mix. each time you had only a few immortals and they're so easy to focus fire down with marauders that they may as well have not been there at all. and again, upgraded ones are even better.

    also you should've gone for an expansion earlier. I know it's hard to really balance between building units and expanding, especially with a build as tight on minerals as a protoss gateway/robo build is, but you could've absolutely won that game if you had at least a 3rd expansion. I think the minerals might come easier if you didn't have so many gates up off of 2 bases so early, then you could add more gates after you've got your 3rd expansion up and your income is a little higher.

    Monoxide on
  • Beef AvengerBeef Avenger Registered User regular
    edited September 2010
    Day9 is so freaking pumped about these games in this aftershow

    Beef Avenger on
    Steam ID
    PSN: Robo_Wizard1
  • undeinPiratundeinPirat Registered User regular
    edited September 2010
    love me

    some sean plott

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • Raiden333Raiden333 Registered User regular
    edited September 2010
    exoplasm wrote: »
    Anyone got links handy for the essential day9 vids for newbs? A friend of mine is in dire need of day9 education.

    http://day9tv.blip.tv/file/3732340/

    http://day9tv.blip.tv/file/4152891/

    And tell him to watch tomorrow, for Newbie Tuesday #2.

    Raiden333 on
  • TrusTrus Registered User regular
    edited September 2010
    DayFace.png

    Trus on
    qFN53.png
  • GuekGuek Registered User regular
    edited September 2010
    Monoxide wrote: »
    Olorin wrote: »
    It's games like this that make me want to say terran is OP. While I don't necessarily take that stance, I still think terran infantry is a bit too mobile, strong, cheap, and quick to build. Not any one of these one aspects is unbalanced, but I feel that combined it may be a bit too much. For example, in this game(I certainly made a lot of mistakes), I had double his workers, was ahead by 20-30 food for most of the game, yet my army couldn't do anything, even though he was floating 1000-1500 minerals pretty consistently. I mean christ I had double the workers, he floats a ton of money, but his army is still able to beat mine...this does not seem right. This is also the perfect example of why toss needs colossi/templar, but I never got them this game due to the constant pressure. I was always trying to warp in reinforcements and never felt like I had the window to tech. And before anyone yells forcefield his army...I was trying. But you can't when he won't sit still. He just slowly kept picking off zealots and I couldn't do anything.

    repimg-33-152932.jpg

    this game looks a lot like my own PvT games, so I thought I'd comment on a few things I noticed that we actually both could use some work on

    from the beginning, he's outdoing you in upgrades. his first push that you fought off at your choke was right after he got +1 on his marines, while you had no upgrades, and at the end he had +2/+2 vs your +0/+0. I also rarely upgrade with the 3gate robo build because it's hard to find the time and minerals to do it, but maybe someone else can give some pointers on that.

    you did go for immortals and not colossi for whatever reason, and I've had better luck with colossus with 3gate/robo. either way your robotics facility laid dormant most of the time, and I think you could've had a better army composition with more immortal/colossi in the mix. each time you had only a few immortals and they're so easy to focus fire down with marauders that they may as well have not been there at all. and again, upgraded ones are even better.

    also you should've gone for an expansion earlier. I know it's hard to really balance between building units and expanding, especially with a build as tight on minerals as a protoss gateway/robo build is, but you could've absolutely won that game if you had at least a 3rd expansion. I think the minerals might come easier if you didn't have so many gates up off of 2 bases so early, then you could add more gates after you've got your 3rd expansion up and your income is a little higher.

    maybe i'm wrong here but i've always found that immortals are only ever good against tanks, ultras, and stalkers. anything that can focus fire dps or get a surround on them takes em out pretty quick.

    Guek on
  • TL DRTL DR Not at all confident in his reflexive opinions of thingsRegistered User regular
    edited September 2010
    I am super unskilled with Reapers, Banelings, and High Templar. I was reticent to start practicing with them when I started the beta, and now I've developed the bad habit of never building them. Probably a good part of why I'm stuck in Plat, other than macro, micro, and vices.

    TL DR on
  • Beef AvengerBeef Avenger Registered User regular
    edited September 2010
    Raiden333 wrote: »
    exoplasm wrote: »
    Anyone got links handy for the essential day9 vids for newbs? A friend of mine is in dire need of day9 education.

    http://day9tv.blip.tv/file/3732340/

    http://day9tv.blip.tv/file/4152891/

    And tell him to watch tomorrow, for Newbie Tuesday #2.

    terrible, this could not be more wrong

    http://day9tv.blip.tv/file/3535320/

    that teaches everything one needs to know

    Beef Avenger on
    Steam ID
    PSN: Robo_Wizard1
  • TL DRTL DR Not at all confident in his reflexive opinions of thingsRegistered User regular
    edited September 2010
    Immortals are great for Marauders, except for the fact that Marauders often come with Ghosts.

    TL DR on
  • TheStigTheStig Registered User regular
    edited September 2010
    Immortals are great for Marauders, except for the fact that Marauders often come with stim.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • undeinPiratundeinPirat Registered User regular
    edited September 2010
    everytime i watch the 2v2v2v2 bgh video it gets funnier

    undeinPirat on
    [SIGPIC][/SIGPIC] steam: undeinpirat
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited September 2010
    Great Day[9] daily? Or greatest?

    3cl1ps3 on
  • eeSanGeeSanG I slice like a goddamn hammer. Registered User regular
    edited September 2010
    Immortals are great for Marauders, except for the fact that Marauders often come with Ghosts.

    Yeah, Immortals actually lose out in cost efficiency once Marauders get stim as Stig pointed out.

    Olorin: A good idea might be to reasonably sneak in upgrades or an expansion whenever you're not being attacked, even if you think you'll die if you do. If he doesn't attack then suddenly your gamble pays incredible profits.

    Example (GSL Spoiler):
    Such as game 3 of Cool vs oGsTop when Cool thought he lost so he powered Drones. oGsTop then failed to attack the available timing window which let Cool pull ahead economically despite suffering incredible econ harassment earlier.

    eeSanG on
    LFMGb.jpg
    Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979
  • VariableVariable Mouth Congress Stroke Me Lady FameRegistered User regular
    edited September 2010
    3clipse wrote: »
    Great Day[9] daily? Or greatest?

    for entertainment value that was one of the best

    Variable on
    BNet-Vari#1998 | Switch-SW 6960 6688 8388 | Steam | Twitch
  • VariableVariable Mouth Congress Stroke Me Lady FameRegistered User regular
    edited September 2010
    I've noticed that a lot of pros don't get ghosts in tvp. to me it seems essential.

    why am I overvaluing them so much?

    Variable on
    BNet-Vari#1998 | Switch-SW 6960 6688 8388 | Steam | Twitch
  • SkutSkutSkutSkut Registered User regular
    edited September 2010
    Woo got a replay with proxxy reapers into banshees with some hellions and the :O Battlecruisers!

    SkutSkut on
  • exoplasmexoplasm Gainfully Employed Near Blizzard HQRegistered User regular
    edited September 2010
    So MasterAsia wins the $200 Zerg challenge. Hincram was the Terran player.

    It went 6-4. They played all 10 games. Wow.

    exoplasm on
    1029386-1.png
    SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited September 2010
    Cunty wrote: »
    Raiden333 wrote: »
    Terran Funday Monday: No Marines, No Marauders, No Tanks. At all.


    :^:

    Time to try out that reaper/ghost build.

    GoodKingJayIII on
    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • SkutSkutSkutSkut Registered User regular
    edited September 2010
    Here's my funday monday submission.

    repimg-33-152955.jpg

    Proxy reaper, hellion, banshee and battlecruisers. Yes all of those are proxxied.

    SkutSkut on
  • PantsBPantsB Fake Thomas Jefferson Registered User regular
    edited September 2010
    SkutSkut wrote: »
    Here's my funday monday submission.

    repimg-33-152955.jpg

    Proxy reaper, hellion, banshee and battlecruisers. Yes all of those are proxxied.

    Needs more mass Raven
    :P

    PantsB on
    11793-1.png
    day9gosu.png
    QEDMF xbl: PantsB G+
  • SkutSkutSkutSkut Registered User regular
    edited September 2010
    PantsB wrote: »
    SkutSkut wrote: »
    Here's my funday monday submission.

    repimg-33-152955.jpg

    Proxy reaper, hellion, banshee and battlecruisers. Yes all of those are proxxied.

    Needs more mass Raven
    :P

    Ravens would need some form of defense against not bronze, though Joe should send him that replay of him losing to mass ravens I agree. :P

    Seriously this daily may as well be like "Zerg can't make anything but queens and spine crawlers" or Protoss can only make sentries"

    SkutSkut on
  • nealcmnealcm Alvarian AlvarianRegistered User regular
    edited September 2010
    Cunty wrote: »
    Raiden333 wrote: »
    Terran Funday Monday: No Marines, No Marauders, No Tanks. At all.


    :^:

    Time to try out that reaper/ghost build.

    light units won't know what hit them

    nealcm on
    19ZUtIw.png
  • MonoxideMonoxide Registered User, ClubPA regular
    edited September 2010
    eeSanG wrote: »
    Immortals are great for Marauders, except for the fact that Marauders often come with Ghosts.

    Yeah, Immortals actually lose out in cost efficiency once Marauders get stim as Stig pointed out.

    Olorin: A good idea might be to reasonably sneak in upgrades or an expansion whenever you're not being attacked, even if you think you'll die if you do. If he doesn't attack then suddenly your gamble pays incredible profits.

    Example (GSL Spoiler):
    Such as game 3 of Cool vs oGsTop when Cool thought he lost so he powered Drones. oGsTop then failed to attack the available timing window which let Cool pull ahead economically despite suffering incredible econ harassment earlier.

    So do you guys generally skip Immortals all together in 3gate/robo or 2gate/robo builds in PvT?

    I feel like they're maybe useful early on, but they cost nearly as much as a robo bay so maybe I'm overvaluing the usefulness of 1 or 2 immortals against an early MM push

    Monoxide on
  • TheBogTheBog Registered User regular
    edited September 2010
    Did the new state of the game go up yet or what?

    TheBog on
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited September 2010
    Guek wrote: »
    Olorin wrote: »
    It's games like this that make me want to say terran is OP. While I don't necessarily take that stance, I still think terran infantry is a bit too mobile, strong, cheap, and quick to build. Not any one of these one aspects is unbalanced, but I feel that combined it may be a bit too much. For example, in this game(I certainly made a lot of mistakes), I had double his workers, was ahead by 20-30 food for most of the game, yet my army couldn't do anything, even though he was floating 1000-1500 minerals pretty consistently. I mean christ I had double the workers, he floats a ton of money, but his army is still able to beat mine...this does not seem right. This is also the perfect example of why toss needs colossi/templar, but I never got them this game due to the constant pressure. I was always trying to warp in reinforcements and never felt like I had the window to tech. And before anyone yells forcefield his army...I was trying. But you can't when he won't sit still. He just slowly kept picking off zealots and I couldn't do anything.

    repimg-33-152932.jpg

    i dunno if you wanted tips but i'm gonna give them to you anyway!

    first, I'm gonna tell you straight up that zealots without charge against a marauder heavy army are absolutely, 100%, completely useless. If he's going heavy marauder/marine, you cannot attack him with zealots without charge. marauders smash stalkers and can kite zealots indefinitely so you're either going to need templar, collosi, or charge to deal with a bio army.

    Unless you overwhelm with a quick 4gate or catch them off guard in some other way, I've found that early game TvP leans heavily towards the terran player due to marauders. They're just too good against normal zealots and stalkers, it's almost never worth attacking early if they have a comparable force. My advice would be to turtle up a bit until you can get to those higher tech trees. You didn't need those extra warpgates halfway through the game, 4gates should keep your army high for a very long time. It would have been wiser to either build more units, tech up, or build some cannons at that point.

    In the end, he beat you by going pure bio without any tricks or fancy micro or anything. That's definitely beatable, you just need to play patiently. If it's clear he's going bio, know that an equal food army is just about always going to smash yours, especially on their home turf, without certain upgrades or higher tier units. Terran has the best defense in the game and superb offensive units. Don't fight battles unless you know (or think you know) that you'll come out on top.


    First, thanks for the tips, but I'm well aware of all this. Second, did you watch the replay? I didn't attack early, except to counter attack after one of his attacks failed. I didn't think he'd have much. Second, stay on four gates, seriously? I had two bases. That's easily supports 5-6 gates with tech. My general play style against terran is 1-gate expand (3-gate expand if close positions), get 5-6 gates, then either grab a third base or tech to templar. In games like these, I'm too busy replenishing zealots to tech. He runs in, kites back out and kills half my zealots. Then runs back in and finished everything else off. I have to pull probes, so I lose mining time as well as half my probes and I can still barely hold it off. Also, you clearly don't recall any of my posts, I'm always harping about even food terran beats even food protoss gateway units - I did tests and everything.

    Maratastik on
  • GoodKingJayIIIGoodKingJayIII They wanna get my gold on the ceilingRegistered User regular
    edited September 2010
    Catching up on some of last weeks' dailies. Wow, Day9 sure is cranking out the protoss focused stuff. I think he needs to diversify some more.

    GoodKingJayIII on
    Battletag: Threeve#1501; PSN: Threeve703; Steam: 3eeve
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited September 2010
    valiance wrote: »
    Guek wrote: »
    Olorin wrote: »
    It's games like this that make me want to say terran is OP. While I don't necessarily take that stance, I still think terran infantry is a bit too mobile, strong, cheap, and quick to build. Not any one of these one aspects is unbalanced, but I feel that combined it may be a bit too much. For example, in this game(I certainly made a lot of mistakes), I had double his workers, was ahead by 20-30 food for most of the game, yet my army couldn't do anything, even though he was floating 1000-1500 minerals pretty consistently. I mean christ I had double the workers, he floats a ton of money, but his army is still able to beat mine...this does not seem right. This is also the perfect example of why toss needs colossi/templar, but I never got them this game due to the constant pressure. I was always trying to warp in reinforcements and never felt like I had the window to tech. And before anyone yells forcefield his army...I was trying. But you can't when he won't sit still. He just slowly kept picking off zealots and I couldn't do anything.

    repimg-33-152932.jpg

    i dunno if you wanted tips but i'm gonna give them to you anyway!

    first, I'm gonna tell you straight up that zealots without charge against a marauder heavy army are absolutely, 100%, completely useless. If he's going heavy marauder/marine, you cannot attack him with zealots without charge. marauders smash stalkers and can kite zealots indefinitely so you're either going to need templar, collosi, or charge to deal with a bio army.

    Unless you overwhelm with a quick 4gate or catch them off guard in some other way, I've found that early game TvP leans heavily towards the terran player due to marauders. They're just too good against normal zealots and stalkers, it's almost never worth attacking early if they have a comparable force. My advice would be to turtle up a bit until you can get to those higher tech trees. You didn't need those extra warpgates halfway through the game, 4gates should keep your army high for a very long time. It would have been wiser to either build more units, tech up, or build some cannons at that point.

    In the end, he beat you by going pure bio without any tricks or fancy micro or anything. That's definitely beatable, you just need to play patiently. If it's clear he's going bio, know that an equal food army is just about always going to smash yours, especially on their home turf, without certain upgrades or higher tier units. Terran has the best defense in the game and superb offensive units. Don't fight battles unless you know (or think you know) that you'll come out on top.

    so they have the best defense and the best offense? o_O
    thats balanced. :P

    all jokes aside you just gotta get temps and colossi for PvT. just like ZvT need banelings and infestors. its just a must.

    I'm going to comment on this, though it doesn't apply to this game. I know you need templar/colossi, I am well aware of this. While in this game I did have a window to go templar or colossus (though it was much harder to decide in game due to his constant aggression), most games the terran is able to push with a critical mass of units before you can have a colossus, much less templar with storm, out. I use to 1 gate into robo for a quick observer and then get colossi (unless I scouted a push, then I chronoed an immortal). Now, I follow a more macro play style where I early expand and try to stay in the game by having a bigger army until I can get templar. That was this game, in several of his pushes, if you count up the units on each size, I had the bigger army. Still lost most of them, due to his kiting able to pick off zealots. By the end of the game I had charge, but it didn't change anything.

    Maratastik on
  • MonoxideMonoxide Registered User, ClubPA regular
    edited September 2010
    2 bases supports 5-6 gates without teching and expaning coming into play

    look at your own replay, you have practically zero minerals to spare and it shows. If you expanded to a 3rd base instead of having 6 gates, you could've gone for even more gates and had a way larger army than he did, with upgrades. Trust me, 4-5 gates with a robotics bay on 2 gates is plenty because the time period you'll be on 2 bases requires money to be spent on expanding and upgrades/tech.

    run the numbers in the unit tester with the exact armies you each had in the replay, but give yourself equal upgrades. I'm not entirely sure you would've still won that last push, but it should at least be a lot closer.

    Also you did get supply blocked a number of times, which again tells me you're overproducing units on that many gateways. With 6-8 production buildings you need to almost constantly be building pylons and consider the 100 mins each into your economy.

    Monoxide on
  • TheStigTheStig Registered User regular
    edited September 2010
    SkutSkut wrote: »
    PantsB wrote: »
    SkutSkut wrote: »
    Here's my funday monday submission.

    repimg-33-152955.jpg

    Proxy reaper, hellion, banshee and battlecruisers. Yes all of those are proxxied.

    Needs more mass Raven
    :P

    Ravens would need some form of defense against not bronze, though Joe should send him that replay of him losing to mass ravens I agree. :P

    Seriously this daily may as well be like "Zerg can't make anything but queens and spine crawlers" or Protoss can only make sentries"

    This was excellent. I like how he didn't bother to scout beyond the bushes.

    I want to toy around with the idea of proxying your entire base except for the CC of course, but making a PF out of it.

    TheStig on
    bnet: TheStig#1787 Steam: TheStig
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited September 2010
    Monoxide wrote: »
    2 bases supports 5-6 gates without teching and expaning coming into play

    look at your own replay, you have practically zero minerals to spare and it shows. If you expanded to a 3rd base instead of having 6 gates, you could've gone for even more gates and had a way larger army than he did, with upgrades. Trust me, 4-5 gates with a robotics bay on 2 gates is plenty because the time period you'll be on 2 bases requires money to be spent on expanding and upgrades/tech.

    run the numbers in the unit tester with the exact armies you each had in the replay, but give yourself equal upgrades. I'm not entirely sure you would've still won that last push, but it should at least be a lot closer.

    Also you did get supply blocked a number of times, which again tells me you're overproducing units on that many gateways. With 6-8 production buildings you need to almost constantly be building pylons and consider the 100 mins each into your economy.

    It's common knowledge that one base support three gates and a robo, or four gates. Consequently, two bases can support 6 gates and two robos, or eight gates. They may not all be at 100% but it's a good number. Hell I've seen five warpgate pushes by pros off of one base. I was resource starved b/c he forced me to pull probes several times.

    Maratastik on
  • GuekGuek Registered User regular
    edited September 2010
    Olorin wrote: »
    I was resource starved b/c he forced me to pull probes several times.

    in which case you probably shouldn't have built those extra gateways when you did.

    Guek on
  • TrusTrus Registered User regular
    edited September 2010
    I'm pretty stoked, I finally got my livestream configured correctly so that I can stream while I play without the stream lagging/dieing and where I don't get lag in game. So, now people can watch me be bad while I'm actually playing!

    Trus on
    qFN53.png
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited September 2010
    Guek wrote: »
    Olorin wrote: »
    I was resource starved b/c he forced me to pull probes several times.

    in which case you probably shouldn't have built those extra gateways when you did.

    Except they were already building before I was forced to pull probes? I'm not talking about when I pulled probes at the beginning. I'm talking about near the end. I had 50 probes when I built gateways 5 and 6. Then he pushed in around the time they completed. I had 40 probes after that. Shortly after that, he pushed in again and I had 39 probes left after having replenished some. Then when I put them back to mining, I misclicked and they sat there for a good minute not doing anything.

    Maratastik on
  • MonoxideMonoxide Registered User, ClubPA regular
    edited September 2010
    I'm not saying that you can't support 6 gates and 2 off of two bases, I'm saying that you should not have in that replay. it's like you're asking for crits and then shooting them down because you just want us to agree that MM is overpowered. you're also forgetting that the "two bases can support 6 gates" number means fully saturated bases, which (correct me if I'm wrong) you did not have.

    I've found that five gates and a robo on after expanding to my natural is a good number to start with, and once I have extra minerals, I build a sixth gate and a twilight facility or a second robo or whatever the situation calls for. I usually don't have the extra resources, because at the time I expand to the second base (7-9 minutes) I am also trying to do other shit, like teching up, and expanding to 3 bases so I have the econ to support HTs and don't have to worry about something like my main running out of minerals (like yours was at the end of the replay) and getting knocked back down to one base worth of income

    if you want my opinion, your economy was suffering, which means in that specific game, you had more production facilities than you could support. if you want to build 6 gateways on two bases in every single game, fine, go for it. but you can't just not expand because you don't have the money, you either need to cut unit production a bit for a round or two of warpgate-cooldown, or you need to build less gateways in the first place.

    edit:
    Olorin wrote: »
    Guek wrote: »
    Olorin wrote: »
    I was resource starved b/c he forced me to pull probes several times.

    in which case you probably shouldn't have built those extra gateways when you did.

    Except they were already building before I was forced to pull probes? I'm not talking about when I pulled probes at the beginning. I'm talking about near the end. I had 50 probes when I built gateways 5 and 6. Then he pushed in around the time they completed. I had 40 probes after that. Shortly after that, he pushed in again and I had 39 probes left after having replenished some. Then when I put them back to mining, I misclicked and they sat there for a good minute not doing anything.

    so if your probe count is cut from 50 probes to 40 probes (80%), you should probably cut your gateway production from 6 gates to 5 gates (83%) or be prepared to have a hamstrung economy until your probe count is back up.

    either way it wouldn't have been a problem if you expanded either earlier or right after his last push instead of trying to build up a counterattack.

    Monoxide on
  • MonoxideMonoxide Registered User, ClubPA regular
    edited September 2010
    by the way, I did just run the numbers in the unit tester and I found that while you would've fared a lot better had you also gone +2/+2, it's still not really favorable.

    having two colossus instead of the immortals (and even upgrades) comes out pretty consistently protoss-favored though, even with me A-moving the toss and focus firing down the colossi with the Terran side of things

    Monoxide on
  • MaratastikMaratastik Just call me Mara, please! Registered User regular
    edited September 2010
    Monoxide wrote: »
    I'm not saying that you can't support 6 gates and 2 off of two bases, I'm saying that you should not have in that replay. it's like you're asking for crits and then shooting them down because you just want us to agree that MM is overpowered. you're also forgetting that the "two bases can support 6 gates" number means fully saturated bases, which (correct me if I'm wrong) you did not have.

    I've found that five gates and a robo on after expanding to my natural is a good number to start with, and once I have extra minerals, I build a sixth gate and a twilight facility or a second robo or whatever the situation calls for. I usually don't have the extra resources, because at the time I expand to the second base (7-9 minutes) I am also trying to do other shit, like teching up, and expanding to 3 bases so I have the econ to support HTs and don't have to worry about something like my main running out of minerals (like yours was at the end of the replay) and getting knocked back down to one base worth of income

    if you want my opinion, your economy was suffering, which means in that specific game, you had more production facilities than you could support. if you want to build 6 gateways on two bases in every single game, fine, go for it. but you can't just not expand because you don't have the money, you either need to cut unit production a bit for a round or two of warpgate-cooldown, or you need to build less gateways in the first place.

    See my previous post. I had two fully saturated bases when I plopped down gateways 5 and 6. It was after they finished and he attacked and I pulled probes and lost them, that I didn't have the economy. And I never asked for crits. I just posted it b/c these games are the kind I find really frustrating. I'm not saying I played perfect. I got supply blocked at a really bad time and stockpiled nearly 1000 minerals b/c of it. My whole point in posting the replay, was how far ahead I was economically, how I was (generally) good about keeping my minerals down, and how my opponent had 1000-1500 minerals stockpiled at a couple key points, yet his army was always strong enough to deal with mine. I well aware that colossi/templar would have changed that. It just sucks that you can be that far ahead and not be able to handle a terran infantry with gateway units...or rather, despite my economic lead, I was never able to pull ahead in army size. And fine, if I hadn't have built those last two gateways, that's 300 minerals. I could have had three more zealots. That would not have turned the tide at any time after that point.

    Maratastik on
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