Destroy the rocks to defend your third. If he had harass you more with drops you would have suffered a lot defending 2nd and 3rd
Manage better your mineral lines to put drones on the new bases
Never attack a sieges tank line like that especially in those narrow palces. The best composition you have to attack turtling terrans is Brood Lords / Infestors / Corruptors and target Vicking and Thors only.
Lack of scouting in the middle game. You would have seen those factory and have a better composition than those Ultralisks. Composition is determined by opponent strategy.
Better control Drop routes with overlords. You had mutas to protect them from rogue Vickings
I felt like I had worked my way into a pretty big advantage this game, but once the broodlords came round I felt like there was nothing I could do against them.
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mGGTitan [NA ] (HotS)
Previously known as mGGTitan
"We are terran. We never surrender. We always fight 'till the end." - Empire Kas
I think a big turning point was the battle at 21 minutes. You have a really nice concave but still manage to come out behind in that engagement.
Why?
- Your tanks were poorly positioned, if they were a bit closer they would have gotten off more shots and if you focus fire you may kill the ifnestors before the fungals are dropped but with them so far back the infestors could cast fungals without even getting into range of your tanks
- You had a good concave but not really spread out and as a result two fungals get cast hitting 90% of your marines as well as the banelings which hit a tonne of your marines
- Your upgrades were really behind, 1-1 on bio and 0-0 on tanks vs his 2-3 (and chitinous plating)
Also you are floating so many resources. Once you get to maxed try and trade off your army with lots of small multi prong attacks like the small army at his 4th a drop at the third a drop at the main and walk an army into his nat all at the same time. You aren't investing much but it's likeley that you will do some daamge. And the units you do lose you should be able to replace in a single macro cycle and you replace them with better units, like if you lose 2 supply in marines build a ghost to get your supply back to 200. So you are doing damage to him while simultaneously improving your army.
After that you get caught off guard and engage his army awkwardly on the right side of the middle of the map.
Again your upgrades are letting you down. Also it doesn't help that you had no answer to broods.
Make sure you unseige ur tanks to stop ur tanks killing your own units when it targets the broodlings.
Rest of the match is more of the same, you don't even start 3-3, keep getting owned by fungals, need to work on your splits, get your tanks in position to shoot the infestors or use ghosts to emp/snipe the festors
Quote:
24:16 [All] mGGTitan: there's nothing i can do
24:22 [All] mGGTitan: the direct counter to broodlords
24:26 [All] mGGTitan: is coutnered by infestors
you had lost before he had even finished his greater spire so this doesn't come into it
Thx Aequitas,
But if I put the tanks too far forward they get ripped apart immediately by ultralisks. I also tried drops but his 3rd and main were really fortified with spores and spines. I agree the engagement against broods wasn't optimal and my upgrades were lacking.
I had a decently sized army, was ahead on supply, and was on even bases when he got broodlords, so I don't get how I'd lost before the greater spire even finished?
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mGGTitan [NA ] (HotS)
Previously known as mGGTitan
"We are terran. We never surrender. We always fight 'till the end." - Empire Kas
Last edited by mGGPrometheus; Mon, 17th-Sep-2012 at 1:08 AM.
I have lost to mutalisk harass twice now so I think it's time to get some help. Above I have provided a link to the replay as well as my stream. I play the game at 0:45:55 and analyse my loss at 1:00:25.
Mistakes I noted were:
Not enough scouting (information with which I could have used to end the game early thanks to his poor use of spinecrawlers in mutalisk based play.
Poor choice of tech, but tech based on poor scouting.
I recognised the late 3rd hatch... yet I didn't react to it.
I havn't analysed my macro yet but with the exception of occasionally forgetting probes I believe I was on top of it.
Thanks in advance
Edit: btw delete, since my coaching session with you I am handling PvP like a boss (very few losses), weakest links are now PvT and PvZ. TY for your help ^^
I have lost to mutalisk harass twice now so I think it's time to get some help. Above I have provided a link to the replay as well as my stream. I play the game at 0:45:55 and analyse my loss at 1:00:25.
Mistakes I noted were:
Not enough scouting (information with which I could have used to end the game early thanks to his poor use of spinecrawlers in mutalisk based play.
Poor choice of tech, but tech based on poor scouting.
I recognised the late 3rd hatch... yet I didn't react to it.
I havn't analysed my macro yet but with the exception of occasionally forgetting probes I believe I was on top of it.
Thanks in advance
just from the replay alone,
First thing (which isn't really that important in this game) but I would scout close by ground (horizontal) spawns first because the rush distance is actually really low on this map.
Gas means banelings all in, roach all in, or mutas. Unless they are mindgaming you, which is very unlikely on ladder since people tend to just use one build only for each matchup.
If you don't see banelings or roaches at your natural by the time you have a sentry or two, you can assume it's mutas.
With your first zealot, make it a bit earlier, and check his third straight away. That's the most important bit of information you can get from a zerg both at 4:30 and later in the game. If you saw no third at 6 mins, you would have known mutas for sure (because your zealot didnt run into 100 speedlings or roaches).
I think that's pretty much all I need to watch.
So what you do is you scout that he's almost definitely going mutas, and then you do your response. If you can scout these signs earlier, you have more time to prepare. So I would go for a really fast +2 attack (zealots can 2shot lings even if they upgrade armour) and also really fast armour upgrades, and move out after that. Colossus isn't that bad of a choice unless you neglect gateway units for too long to get them. Because it's muta ling. If you get 2 colossi, suddenly it's just muta. Guardian shield + blink stalkers can deal with mutas.
So whatever 2 base timing you do will either end up in a base race (make sure you set up some defenses before you move out), or he will defend with entire army (including mutas) at a wall of spine crawlers. You won't be able to break 10 spines, lings, and mutas. So from there you can just deny his third and take your own, cannon up and suddenly it's 3base protoss vs 2base zerg.
The reason a 2base timing would be strong in this situation is because it's close by ground spawns. It's hard for him to run around your army and do a counter attack. And his mutas don't have that many places to attack from.
But anyway, that didn't happen this game. With your observer you saw no infestation pit or any sign of a transition, and also his muta flock kept on growing. So from this you know he's going mass mutas for sure. This means you really really really needed upgrades (you only had +1attack without any other upgrades on the way at 13:30). Also means you'll need high templar and/or archons. I tend to avoid going psi storm against mutas because it takes so long and I usually fail the storms anyway. Maybe in this game you could have gone dts, used 4 to harass him and scout around the map, and then use the rest for archons. Also since you had colossus tech there's no reason to get both AOE techs, you'll be too gas starved.
Anyway, main thing is, know the signs from your first probe scout / zealot harass and respond earlier. And upgrades. I think you needed upgrades. Armour especially. His lings were 0/0 the whole game, so if you got 1 attack and 2 armour that would have changed any army engagements so much.
1) So when I scouted that he is going 1 base with a couple of gates, I understood that he is trying to go 1 base all in.
2) Immediately threw down more barracks for defence. + Bunkers.
3) Managed to defend, but what should I do next? I thought of expanding, but then again I chose to go end him immediately. Failed a couple of times, but since he is going his expand already, I must end him asap.
My question is, after you managed to defend 1 base with 1 base, do you build a second base and let him expand as well? (proceed to macro game), or try to end him since its 1 base to 1 base.
I admit my skills here are rather lousy because I don't know much about build orders and how to respond, but this is my very first win against a gold as well
I'm just a bronze that match, so don't expect much
1) So when I scouted that he is going 1 base with a couple of gates, I understood that he is trying to go 1 base all in.
2) Immediately threw down more barracks for defence. + Bunkers.
3) Managed to defend, but what should I do next? I thought of expanding, but then again I chose to go end him immediately. Failed a couple of times, but since he is going his expand already, I must end him asap.
My question is, after you managed to defend 1 base with 1 base, do you build a second base and let him expand as well? (proceed to macro game), or try to end him since its 1 base to 1 base.
I admit my skills here are rather lousy because I don't know much about build orders and how to respond, but this is my very first win against a gold as well
I'm just a bronze that match, so don't expect much
It's much better to analyse games that you've lost rather than of you winning, but you still made a large amount of mistakes, especially decision wise, that a much better player would crush you if you tried to do stuff like you did in this game.
I'll start off by saying there's no point in worker splitting in bronze. At the start of the game, just ctrl f1, then click onto a mineral patch. Since you don't have the mechanics that better players have, 90% of the time you're being inefficient when worker splitting, as we can see in this game, this is true.
So anyway, we get to the point where you put 3 raxes down, and put a bunker down at your natural. But what are you protecting? Unless there's an expansion there, there is literally no reason why you should be defending that area, it's unsafe, and much easier to defend the top of your ramp. Since youre terran, you can just make a command centre in your main, and float it to your natural whenever you feel safe, or just expand directly to your natural.
When someone allins you and you hold it, you immediately take a base. What you did was just go balls to the wall aggression, and this will work, but not always. Since you're a base behind at this point, and you're being the aggressor, your main aim is to even the score, and put them on one base. Many times, you would get up the natural ramp, see the expansion, and be like screw it, and just run up the ramp to the main, without killing that base. Think about what happens if you don't kill that base, you walk up that ramp and your army just gets completely owned and held off. You're put in a situation where you're behind on units and economy. It's much better to just take a base, and be the aggressor off a much better economy, this way, while you're being aggressive, you can take bases, or just go for an allin hit later where you'd have better tech and more units.
What you need to do is: Get a solid economic expand build, and keep working at that, and holding allins with economic builds.
Work on fundamentals, such as making workers, making units, getting upgrades, expanding
What you need to stop doing: Worker splitting for one. I didn't bother with it until I was about diamond, and even then, sometimes it was inefficient. I still screw it up sometimes to this day. Doing builds that are high on units in the early game, and low on economy. - Allining all the time leads you to only understand half the game. You're always playing this low economy game with the other player, where one is the aggressor, and the other the defender, and this keeps swapping depending on who wants to "allin" again and again. I can guarantee that if you stick to economic builds and being defensive, your skills will improve a hell of a lot more efficiently.
Opponents League: Gold
My league: Gold
Matchup: Terran(me) vs Protoss
http://drop.sc/261305
Hey guys, I'm having trouble with the late game protoss, I dont know why but every time i play against protoss I would always lose to the late game army, gateways units , hts and collosus. My army had vikings MMM and ghost but I still lost to the toss at the end. So I need help to know what I did wrong. Need help! :O
since it's a long game i'm gonna go straight to the 24 minute mark and start analysis from there.
ok so you seem to be in a very good position, nearly 3-3 while he is only halfway to 2-2
some massive problems i see are your saturation: you have 64scvs at 8 patches (your third) which is your only mining base. you have to try and conserve your main and natural by making sure that you mine more from your latest base as well as calling mules on this base. dont have so many scvs at a single base even if u have to long distance mine it is fine coz you will have more income and wont have to worry about transferring once ur new base finishes. the way to do this is once u have 16 scvs mining at one base u rally ur cc to ur next base.
The next problem you have is way too many scvs. it is 46 probes to 86 scvs + 2 mules. and you have 1800 to his 1600 resources income. and since you are both maxed armies this means ur army is a lot smaller. which it is: 12k protoss to 9k terran army value.
Make sure in late game you sacrifice some scvs and replace them with more orbitals.
The next problem i see at this point in time is your composition. I think you have just a few too many vikings for his collosus count. but the bigger problem is your medivac count. 3 medivacs is nowhere near enough. maybe more like around 8-10 would be a better number. also as i said before you just don't have enough marine and marauder either because too much of your supply is tied up in scvs. you should also have more marauder to marine ratio as well especially considering he is going stalker collosus.
and there is that engagement on the ramp which goes decently for you. not great. it could have been better if you kited with your mmm while ur vikings killed the collosus so you don't take as much damage.
Also if your losing the battle retreat with your remaining units. you just left your vikings there stacked on top of a storm.
Then you just lose because you don't have enough income to rebuild all that army in time to stop that counter attack. see how if you kept ur vikings alive you wouldn't have to rebuild them and could then spend all your money on mmm ghost.
you nearly get back in by killing all his ht's and emping half his army. but you don't stim for ages during that battle in the middle and you don't kite so you only trade evenely but you needed a REALLY good trade to stay in the game since it is 2 base to none.
Been suggested ling muta by several protoss but I can't ever get it to work. http://drop.sc/261547
Note: I felt like I couldn't find the money for it. I was spending all minerals on lings and never could dump the gas into mutas. I don't know why he didn't try to attack the third where I had defense. *sad*
Also, the quick warren and speed is because of his very late 3rd and 4th gases and spinning forge, I thought something quicker would come.
Thinking a max of 5 gases, maybe 4, at least not 6 for this in the future.
During the first 15 of this game i believe i was at an advantage army and macro wise however, i managed to let this advantage slip. During the first engagement i am aware my siege tanks (2) were not spread effectively allowing for a fast surround but i do not feel that this would have helped anyway.
After i saw this mutalisks out (quite a few) i was splurged on turrets; stopped drops and attempted to double expand due to my third being late. Please note, i am aware that during the time i was establishing my third and fourth i was floating in resources, however this was intentional as i was waiting for them to be established before i put down the extra production. I am aware my macro could have been better (working and army production being constant).
My upgrades were delayed/forgotten about an error i have acknowledged but i honestly do not feel as though any of this mattered i honestly felt like i would have had a 50+ army advantage but he could just move with his lings/bling army and walk through me while using his muta's to cause my army to split to defend....
Zerg is the only match up at the moment that i am having trouble analyzing myself as i can pick numerous mechanical errors in my play, but even if my mechanics were perfect i still feel i would lose against this composition due to my lack of army control.
Anyway, let me know what you guys think, this is starting to frustrate me as i am right on the cusp of getting a promotion (rank 1 gold and almost 100 points above rank 2 - however these match ups are just throwing it away)
ok so at around 11 minutes your macro starts to go quite poorly
engagement at 13 ish goes really badly for you, make sure you wait for your upgrades. and don't overextend your army. theres no need to use every single unit to kill creep. leave the rest of your army in a good position. and don't just make your army run all the way back. you have to stutter step. so you run a short distance back and then a move then run back again after they have shot a round. this is a very effective way of improving the cost efficiency of your army.
but i don't think you would ever have won that battle because your army was a lot smaller because of 1. your poor macro and 2. the fact that he had cut a lot of workers to get a bigger army up (if you scouted his third you would have seen no drones) in those situations it is better to just macro up. take your own third and play defensively; you are already ahead in econ because he made such a big army instead of drones.
you become way oversaturated, should take your third sooner. and again try to spend your money you are floating nearly 3k at 15 minutes
notice you have double his worker count (and mules) yet you are still only even on income, this is because of your saturation. at a certain point having too many workers mining at a base no longer returns additional income. make sure this doesn't happen by expanding and rallying your ccs to the new base. if you don't have a third yet then it is fine to long distance mine while you are getting it up. long distance mining returns a lot more income than oversaturation.
a poor engagement at 22 minutes. he caught u unseiged and you are just way too far behind before that but that was the nail in the coffin. there's no returning at this point.
So make sure you kill of creep and slowly leapfrog your tanks towards his base. don't just rush in you will get killed.
Also your upgrades were a bit slow. Try to remember to keep making them. maybe a second engi bay as well.
Just have a few questions regarding your replay analysis... when you said make sure you wait for upgrades what were you referring to? just like i was 0-1 should i be waiting to be 1-1 or something?
Also i like your idea of not sending in my entire ball to clear creep. However when you say to studder step, i was fighting on creep so i assumed that if i attempted to studder step against speedlings and fast banels i would just get overrun? (im not 100% that was actually the case but a question regardless).
I here so many conflicting arguments, people say, you have to harass zerg because if you leave them unpressured they will get a big death ball together and a move.. although i did ask a friend of mine who is a zerg player and he said the same sort of thing, that i should have scouted the third and realized his eco was deficient and then macroed.. but yeah... i know what you're saying i'll have to keep that in check next time.
How do you manage over saturation? 24 is the optimal right? how do you separate the excess from the 24 that need to continue?
Is there anything you could have suggested i did so i didn't fall behind? like if i had macroed up instead of pushing at 13 mins would i have been in a superior position? i know its hard to predict stuff like that but you know what i mean.
Also thank you for your analysis i greatly appreciate it!!
Just have a few questions regarding your replay analysis... when you said make sure you wait for upgrades what were you referring to? just like i was 0-1 should i be waiting to be 1-1 or something?
your combat shield and +1 (weps or armour cant remember) finished just after the engagement started. It wasn't too bad in this case but if he had engaged you sooner it would have been worse for you. Just make sure you haven't committed just before upgrades like wep/armour/seige/stim/combat shield etc etc. it's almost always better to wait up to like 30 seconds for upgrades before rushing in to kill the enemy .
Quote:
Originally Posted by ryrymanpie
Also i like your idea of not sending in my entire ball to clear creep. However when you say to studder step, i was fighting on creep so i assumed that if i attempted to studder step against speedlings and fast banels i would just get overrun? (im not 100% that was actually the case but a question regardless).
the slings are faster than ur marine marauder army so they are going to do damage for free if you are on a move command so you don't want to do that. Yes if you stutter step you will take more damage from the lings as you have to slow down, but considering that it allows you to do damage instead of just taking it, it is well worth it to stutter step. and if you are worried about getting surrounded, yes it can happen but it can also happen if you don't stutter step. Just think that when you ran away you took damage from stim and had to stim again since you wasted a lot of time running away. you took damage from the slings, his army had gotten in your army's face and you have done no damage from your mm. it's not a good trade. you always want to be doing damage and you stutter because it allows you to do about the same dps as if you were standing still and shooting, it allows you to minimize damage because you can get into a better position and it takes longer for the ling to do damage since you are running away.
in short: don't move command while your army is getting attacked, stutter stepping is how you run away because it lets you shoot and runaway at the same time.
Quote:
Originally Posted by ryrymanpie
How do you manage over saturation? 24 is the optimal right? how do you separate the excess from the 24 that need to continue?
2*n is optimal
2*n + f is max
(where n is the number of patches and f is the number of far patches)
so generally 16 is optimal and 20ish is max
so to saturate properly:
once you have optimal to max saturation you rally that command center to your natural. Once your natural has enough workers you rally all ur ccs to your third.
The more efficient way of doing it is:
once you have max workers at your main you rally to your natural. Once your natural cc is finished you transfer all but the optimal number of workers from your main to your natural until you have optimal at your natural as well then you rally your main cc to your main patches and your natural cc to ur natural patches. once you reach max at both you rally both to your third. once your third finishes you transfer all but the optimal from main and nat, etc etc.
Quote:
Originally Posted by ryrymanpie
Is there anything you could have suggested i did so i didn't fall behind? like if i had macroed up instead of pushing at 13 mins would i have been in a superior position? i know its hard to predict stuff like that but you know what i mean.
yeh i don't think it was a good idea to 1. rush into that engagement, you need to try and get into a good position so the engagement is as cost effective as possible. and 2. attack into a bigger and more expensive army with better upgrades (i think his ups were better?)
If you noted that he was making a lot of units, there is no need to attack because the damage to his econ has already been done. Theres no need to cross the map and have an engagement which will unlikely turn out better for you than if you were at base (walls, repair, closer reinforcements)
To not fall behind you have to constantly make scvs and constantly make units. Floating 3k is not good, if you had spent that money on more units instead of floating the money and having idle raxes all the time, your army would have been double the size with that push you did and then it may have turned out better (but still would have been better to just defend)
Was playing in a tournament the other day, lost 1:2 to this guy. I used my warp prism 4-gate build against him in all three games, and both times he went phoenixes, I lost. Game 2 he went blink stalkers and I crushed him. Any suggestions what to do vs phoenixes with my build?
Any tips on beating the kind of roach rush in my replay? It hits pretty early. I did all the scouting I could really do with my units, but regardless it just crushes hellion/banshee openers so hard.
___________________________________
mGGTitan [NA ] (HotS)
Previously known as mGGTitan
"We are terran. We never surrender. We always fight 'till the end." - Empire Kas
I did this in about 5 mins so its very rough please excuse.
scouted to early vs zerg - scout at 14 supply
@4 mins got gas not sure why should follow this up with a command center
scv production could be better
never puts scvs on gas
ok 4cc now crazy stuff
not getting supply blocked very nice
@ 10mins bunker should be closer to cc no use putting it there
good macro still not supply blocked
saturation is bad 16 (2 lines of workers) on minerals per base
need medivacs omg also shields and 2/2
@12 mins push makes no sense you need medivacs with this and combat shields
work out armoury timing for your 2/2
important!!! MEDIVACS!!!! for bio 100% need them.
Titan ill have a look at your replay too you are probs better than me anyway so take what i say with a grain of salt...
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