Thread View: alt.games.starcraft
7 messages
7 total messages
Started by Johnda...
Mon, 15 Sep 2008 16:23
TvP Lost Temple, Strategy Help Please
Author: Johnda...
Date: Mon, 15 Sep 2008 16:23
Date: Mon, 15 Sep 2008 16:23
52 lines
2805 bytes
2805 bytes
Hi All, I've been having a terrible time beating my pal who plays Protoss. We pretty much only play on Lost Temple, due to the genericness of the map. In replays, he has better micro, to my better macro. I start it off with 8 supply 9 Baracks 9.5 Refinery 11 Supply Build vultures, mines, second command and try to prevent him from expanding Unfortunately he's come up with a strategy I cannot over come no matter how fast I build. He basically blocks my 2nd expo exit spot with 5 or 6 zealots. Sometime just outside of my main expo. The reason he does this is so that he can block me from blocking him expanding from his first expo to a 2nd expo plateau that isn't weak to upper ground siege tank bombardment(basically he has two seperate bases. I normally scout with my 13th SCV and can find when he's about to start this expo. The main problem is that by the time I have my 3rd vulture out he's already got 6 or 7 zealots at the front of my base pinning them in. When I try running by, leaving my base a tad under defended his 2nd expo already has 2 cannons at the pinch point and 2 cannons near his resources. So in short, there is no way I can stop that expo with just vultures. My first thought was to block off the entrance point of that 2nd base with mines and drop tanks with a few vultures to clean that up. The main problem there is that he has 3 or 4 zealots by that time and perhaps a carrier or 2 that he's fast expanding to. I've tried my darndest to get goliaths up in time....sent 2 tanks and 4 goliaths in the strat but can never survive. I've tried stopping his expo...but then he just uses his 5 zealots to break through my terran wall. Any suggestions to this dilemna guys?
Re: TvP Lost Temple, Strategy Help Please
Author: Mr Byers
Date: Tue, 16 Sep 2008 03:00
Date: Tue, 16 Sep 2008 03:00
19 lines
1944 bytes
1944 bytes
On Mon, 15 Sep 2008 09:23:48 -0700 (PDT), Johnda...@gmail.com wrote: [...] Spider mines should rape zealot butt cheeks in early game. Seeing as how he's never gonna get inside your main base if you wall in the ramp and D it, it should be doable getting another exp going by sending an SCV to one of the other starter locations/natural exps either before he masses zealots or while you send some crap to distract them (or build a CC in base and fly it somewhere nearby), just D the exp with mines and some guys, he can't stop expansions on the whole map, just keep the spider mine enemas coming. -- Mr Byers An active agent who appears unexpectedly to provide a contrived solution to an apparently insoluble difficulty.
Re: TvP Lost Temple, Strategy Help Please
Author: Luc The Perverse
Date: Sat, 20 Sep 2008 02:02
Date: Sat, 20 Sep 2008 02:02
26 lines
1716 bytes
1716 bytes
Mr Byers wrote: > On Mon, 15 Sep 2008 09:23:48 -0700 (PDT), Johnda...@gmail.com > wrote: > > [...] > > Spider mines should rape zealot butt cheeks in early game. Seeing as > how he's never gonna get inside your main base if you wall in the ramp > and D it, it should be doable getting another exp going by sending an > SCV to one of the other starter locations/natural exps either before > he masses zealots or while you send some crap to distract them (or > build a CC in base and fly it somewhere nearby), just D the exp with > mines and some guys, he can't stop expansions on the whole map, just > keep the spider mine enemas coming. > I always found a way to screw up the wall in . . . Just one of many reasons that I never play with Terran -- LTP "But it's not a normal rape, it's a rabbit rape. A fantastic bunny bumming"
Re: TvP Lost Temple, Strategy Help Please
Author: Mr Byers
Date: Sat, 20 Sep 2008 11:29
Date: Sat, 20 Sep 2008 11:29
13 lines
1569 bytes
1569 bytes
On Sat, 20 Sep 2008 12:02:51 +1000, Luc The Perverse <lucsnt_n...@REMOVECAPShotmailXX.com> wrote: >I always found a way to screw up the wall in . . . Just one of many >reasons that I never play with Terran LUC -- Mr Byers Veteran of the Bermuda Triangle Expeditionary Force 1990-1951.
Re: TvP Lost Temple, Strategy Help Please
Author: Friar Broccoli
Date: Mon, 29 Sep 2008 02:36
Date: Mon, 29 Sep 2008 02:36
56 lines
3057 bytes
3057 bytes
On Sep 15, 12:23 pm, Johnda...@gmail.com wrote: > Hi All, > > I've been having a terrible time beating my pal who plays Protoss. We > pretty much only play on Lost Temple, due to the genericness of the > map. > > In replays, he has better micro, to my better macro. > > I start it off with > > 8 supply > 9 Baracks > 9.5 Refinery > 11 Supply > > Build vultures, mines, second command and try to prevent him from > expanding > > Unfortunately he's come up with a strategy I cannot over come no > matter how fast I build. > > He basically blocks my 2nd expo exit spot with 5 or 6 zealots. > Sometime just outside of my main expo. > > The reason he does this is so that he can block me from blocking him > expanding from his first expo to a 2nd expo plateau that isn't weak to > upper ground siege tank bombardment(basically he has two seperate > bases. > > I normally scout with my 13th SCV and can find when he's about to > start this expo. > > The main problem is that by the time I have my 3rd vulture out he's > already got 6 or 7 zealots at the front of my base pinning them in. > > When I try running by, leaving my base a tad under defended his 2nd > expo already has 2 cannons at the pinch point and 2 cannons near his > resources. So in short, there is no way I can stop that expo with > just vultures. Fly the factory outside your base and build the vultures there. > > My first thought was to block off the entrance point of that 2nd base > with mines and drop tanks with a few vultures to clean that up. The > main problem there is that he has 3 or 4 zealots by that time and > perhaps a carrier or 2 that he's fast expanding to. > > I've tried my darndest to get goliaths up in time....sent 2 tanks and > 4 goliaths in the strat but can never survive. > > I've tried stopping his expo...but then he just uses his 5 zealots to > break through my terran wall. > > Any suggestions to this dilemna guys?
Re: TvP Lost Temple, Strategy Help Please
Author: ihatespamandyoumustremov... MuuM...
Date: Mon, 17 Nov 2008 00:26
Date: Mon, 17 Nov 2008 00:26
173 lines
9324 bytes
9324 bytes
IN TEH PALECE KNOWEN AS alt.games.starcraft, TEH FAGGORTER Johnda...@gmail.com DUMPED HIS GHEYE SHIET ON MY COMPUTAR SCREEN!!!!: >Hi All, > >I've been having a terrible time beating my pal who plays Protoss. We >pretty much only play on Lost Temple, due to the genericness of the >map. > >In replays, he has better micro, to my better macro. > >I start it off with > >8 supply >9 Baracks >9.5 Refinery >11 Supply > First off this build is terrible and does nothing except give you a worse economy. A generic TvP start would be 9 supply 10 rax 11 refinery Factory as soon as you have 100 gas(this should be around 16 supply or close) 2nd depot as soon as you reach 100 mins again (might have to cut an SCV) If you see he's zeal rushing, you can opt to start the 2nd depot to finish the wallin before starting the fact. >Build vultures, mines, second command and try to prevent him from >expanding > >Unfortunately he's come up with a strategy I cannot over come no >matter how fast I build. > >He basically blocks my 2nd expo exit spot with 5 or 6 zealots. >Sometime just outside of my main expo. > >The reason he does this is so that he can block me from blocking him >expanding from his first expo to a 2nd expo plateau that isn't weak to >upper ground siege tank bombardment(basically he has two seperate >bases. > >I normally scout with my 13th SCV and can find when he's about to >start this expo. > >The main problem is that by the time I have my 3rd vulture out he's >already got 6 or 7 zealots at the front of my base pinning them in. > >When I try running by, leaving my base a tad under defended his 2nd >expo already has 2 cannons at the pinch point and 2 cannons near his >resources. So in short, there is no way I can stop that expo with >just vultures. > >My first thought was to block off the entrance point of that 2nd base >with mines and drop tanks with a few vultures to clean that up. The >main problem there is that he has 3 or 4 zealots by that time and >perhaps a carrier or 2 that he's fast expanding to. > >I've tried my darndest to get goliaths up in time....sent 2 tanks and >4 goliaths in the strat but can never survive. > >I've tried stopping his expo...but then he just uses his 5 zealots to >break through my terran wall. > >Any suggestions to this dilemna guys? I'm not really sure what the problem is here. Are you saying he's blocking your ramp or choke with zeals, preventing you from leaving your base? correct? And that h'es expanding very early, like after his 1st gate, around 16-18 supply, yes? If he's really making that many zealots (5-6) you're gonna kill him with a 2fact vulture build - do the above build, add a 2nd factory around 20 supply, get machine shops for both and research speed and mines at the same time. Move out when you have 6-8 vultures. Since he's expanding you should have this about the time he has his 6 zeals+forge warping (depending on when he'd get it) if you don't, practice your basic build mechanics until you do (don't drop SCVs and never forget to make depots on time, but don't either build them too early, don't queue up any units but keep your factory rolling at all time). With a bit of micro you should be able to kill the zealots with 0 or very minor losses. If he's making that many zeals at the start he's not gonna have any money for cannons or goon by that point, which means your vultures can freely rape his probes and mine his ramp/gateway exit/everything and you win the game because he has no eco. Also note that even with a cannon or so, you can usually place some vults near the mins out of range of them and keep sniping probes or force him to pull them until he can bring units to clear them up. If you're saying he has both 6 zeals + cannons at the ledge and expansion nexus by the time you can move out with a handful of vultures, you're doing something terribly wrong and just need to execute your build better, because there's no way he should be able to afford everything that. Cannons+nexus is possible yes, but not cannons+nexus+half control group of zeals. And in case he'd go just cannon you could rape him with a fast siege push anyway. Another option would be to go 1fact 1port, and again vultures. Do the above, but instead of a 2nd fact make a starport and get 4 vultures with mines. Let him camp his zeals at the choke, and just drop the vultures into his main base. If he has cannons, just sneak the vults somewhere outside their range where they can hit probes. Also, mine around his gateways so that any units that he builds will die to mines, and mine the path to the nexus. When you finally think he'll be coming for your ass and he's gonna kill your shit, load your vults back into the dropship, and then go drop his expansion - He'll have to travel all the way around the map to get to you. Simultaneously while you're doing this, you should be getting a 2nd dropship and researching siege + getting a few tanks. Since you've been harassing him with the vults his economy is gonna be crap (if it wasn't already because if his stupid build), and soon you can go drop his ass with some tanks + vults. Remember, because of the travel distance, he's not going to be able to defend both his expansion and main adequately at the same time if your harass was effective - this should allow you to do significant damage probe damage, or more likely, probably kill sorry-ass expansion. The 3rd option would be to just go regular 2fact joyo. Again, get the 2nd factory around 20 supply (as soon as you have 200/100 gas again), get two machine shops, and research siege+mines. Move out with 2-3 tanks, 3-4 vults a few marines and 2-3 SCVs. kill his puny zealot horde(don't lose units), laugh at him wasting money on cannons at his expo, and go for his main. Build bunker & set up a contain, mine his ramp, siege the tanks with a nice spread, and build an engineering bay. Add a turret or two to cover in case he went DTs, and float the ebay in the air to give you vision up his ramp. Set your factory rally points to your contain outside his base. If he really was zealot/cannon heavy his tech is going to be extremely late, meaning he's not going to have any way to break out of your little encampment for a good while. Once you're set up, either float your barracks (actually start doing that while moving out already) or start making a 2nd ebay near his expansion ramp, then simply move the next batch of tanks there, siege, float the ebay/rax for vision, and kill the cannons on the ledge, move in with tanks/vult to rape his expansion. The last option would be to just get an early expansion yourself - remember equal expansions in TvP usually means terran has the advantage. Go 1fact, and after starting your first tank and siege mode research, start making a new CC in your main, then simply siege up & float the CC down once it's finished. Or rather, since he seems to be so zealot heavy, you could probably get away with even starting the CC before the factory, because there's no way he'll be able to touch you with a wallin anyway. Also, if he ever tries to break your wall, just pull off a good amount of SCVs (proportional to his zeals) to repair it, and whatever you have on the other side will eventually kill his units or he'll be forced to retreat if he wants to save his units. You need to be quick about it though, as if he has several units chances are he could break the wall before you can bring SCVs to the wall, since the distance from the minerals to the choke on LT can be kind of long on some start positions. Anyway, from your post it sounds to me it's more a case of you just having bad mechanics/macro and your friend exploiting this, so you'd probably do best to concentrate on practicing to perfect your builds (keep those SCVs, depots, and units rolling non-stop) more than trying to figure out any specific strategies, because mass zealot into cannon expansion is probably the worst opening ever a Protoss could do in a PvT on a map like LT.
Re: TvP Lost Temple, Strategy Help Please
Author: ihatespamandyoumustremov... MuuM...
Date: Mon, 17 Nov 2008 00:28
Date: Mon, 17 Nov 2008 00:28
31 lines
2462 bytes
2462 bytes
IN TEH PALECE KNOWEN AS alt.games.starcraft, TEH FAGGORTER Luc The Perverse <lucsnt_n...@REMOVECAPShotmailXX.com> DUMPED HIS GHEYE SHIET ON MY COMPUTAR SCREEN!!!!: >Mr Byers wrote: > >> On Mon, 15 Sep 2008 09:23:48 -0700 (PDT), Johnda...@gmail.com >> wrote: >> >> [...] >> >> Spider mines should rape zealot butt cheeks in early game. Seeing as >> how he's never gonna get inside your main base if you wall in the ramp >> and D it, it should be doable getting another exp going by sending an >> SCV to one of the other starter locations/natural exps either before >> he masses zealots or while you send some crap to distract them (or >> build a CC in base and fly it somewhere nearby), just D the exp with >> mines and some guys, he can't stop expansions on the whole map, just >> keep the spider mine enemas coming. >> > > >I always found a way to screw up the wall in . . . Just one of many >reasons that I never play with Terran You always scrwed the wall even after I explicitly told you how to do it. Hell, on the oldstyle ramp maps, your building placement is always the same even! I don't get how one possibly can screw the classic wallin up, except if you're mentally dysfunctional or something :v (ooooo burn)
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads