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Unread Fri, 21st-Oct-2011, 8:49 PM Who's Who:   BattleTag: delete12#6306  Race: Clan: aLt  Location: Sydney, Australia  Total Posts Made: 391 # 11
xGKingdelete
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Quote:
Originally Posted by ThePandarine View Post
And I'm back fresh out of the BSGCL and I lost :/ Would like the feedback cause I've been away quite awhile and my mechanics have dropped very low.

Before the game I've been practicing as much as possible but somehow I haven't been able to get back into the form you last saw me in.

I went for a crappy Conc Shell opening then just lost it from there. Nemo, you'd be colère comme l'enfer

http://www.sc2sea.com/downloads.php?do=file&id=528

The words of ALL the Feedback contributors is actually most wanted.

GLHF and thanks.

Day9 once said something like: when analysing why you lost, you should always go to the first mistake. Because most of the time, the problems that occur later in the game are a result of the first major mistake you've made. So I'll be talking a lot about your "crappy" concussive shell opening.


With early marauder against protoss, you have to be very crisp with your timings. 5 seconds could be the difference between being forcefielded out, or marching in and taking out a couple of units for free. Your tech lab rax was done at 3:25, but you were busy controlling a scout scv, and didn't start the marauder/conc shell upgrade until 3:40. You also cut scv production during those 15 seconds. It takes 17 seconds to train an scv, so that's pretty much one potential scv that you lost. It might not sound like a big deal, but over time, it makes a big difference. When setting rally points like that, you don't need to set them all at once. You can set 3 points, go back to making scvs and training units, then look back at the scv, and set some more points. Constantly switch back and forth from macro and micro, and make sure you have both under control.

The aim of the early marauder aggression is to take advantage of the timing window before protoss has warp gate tech complete, because there is only a stalker and a zealot to defend, maybe a sentry as well. Your first two marauders completed at 4:40, and his warpgate tech finished at 6:30. So you had a bit under 2 minutes to get to his base and do some damage, before his warp gates were done.

You have to get there as early as possible, with 2 or 3 scvs to lead the way up his ramp. So next time I suggest you take 2-3 scvs and push out as soon as your second marauder finishes, and go straight to the pylon, and straight to his base. Every second counts.

At 6:50 (after his warp tech is done), you do a kind of cute move and scan his base and take out a stalker. In my opinion, this was not worth the scan because you could have summoned a mule with that energy, and if he was paying attention, he would have pulled the stalker back. If you bring 2-3 scvs along for the ride, they can spot the high ground for the marauders and take the damage for your units. It takes 3 swipes from a zealot or 5 shots from a stalker to kill an scv. (during this time you had 3 scvs in the middle of the map, you probably were intending to bring them along, so I'm guessing that it's a mistake that you already know how to fix).

Also the timing of your upgrades were a bit off. Stimpack finished just after your army died. You should time your attacks for when your upgrades finish, and take advantage of the timing. So attack as soon as concussive shells are done, or attack as soon as stimpack is done. Not before.

The main aim of the 2rax pressure opening is to buy time so you can get up an expansion. The early attack picks off a few stalkers, and by the time the protoss can warp in enough units to attack, around 6, you will already have one or two bunkers in place, and an expansion behind them. Instead, you stayed on one base and teched to ghosts and medivacs. You didn't really need to attack him, if that was the unit composition you wanted. If you attack, you're delaying your tech for nothing.

So next time I suggest you do the same push (earlier), and throw down an expansion and a couple of bunkers behind the attack. Then add on a few more barracks so you can hold off any counter attack, and then you can proceed to get ghosts and medivacs. Or, you could abandon the push entirely, and just rush ghosts and medivacs off one base, without attacking.


And the things that happened after your opening are kind of irrelevant, because the reason they happened were because your opening didn't do enough damage. It was just 2base 96food vs 1base 51food. There was no way you could have won after that.

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 Nemo:  
Perfect !
 ToRPandarine:  
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