I’m pretty much using the same opening every game no matter what the match up is or what map I’m playing on and I want to know if there is a whole in it. Here’s the build order (critique welcome):
*I can typically complete a wall in with 2 supply depots and 1 barracks at most.
*If there are multiple spawn locations or the spawn locations are far away I’ll scout after the first supply depot, if not I’ll scout after the first barracks.
*After my first marine is done I usually add a tech lab and produce a single reaper. I use that reaper for some additional scouting and minor harass. If I kept my initial scouting scv alive I’ll use it to construct a bunker for my reaper to fall back to. If I can no longer run my reaper around their base I’ll put it on patrol through the map.
Zerg really has no counter against a strong Bio-mech build, so watch the replays where you lost again, and find spots where you maybe could have tweaked your build order timing, or find a better time to put pressure on the zerg.
You see zergling / baneling / muta so much because it’s basically the only build a Z can use to beat a decent terran. If zerg is using this army mixture, they can at least harrass with mutas to take extra expansions, and force the terran to micro his army instead of “1A left clicking” to a victory.
To get a rax out at 11 if you did a depot at 10 then you would need to pull a second scv off the line and possibly even cut a scv from production. I’d rather take the econ over getting a build out 1 supply faster.
I’m pretty much at the bottom but as far as fearing P units… Immortals rank up pretty high… just the thought of possible Immortals make me shun roaches. I probably overact on my fear of getting roaches because I usually lose to gateway units with no roaches and proceed to gg. Hard for me to try and scout out what’s going on as pretty much every P I’ve played usually goes for a stalker first. I think I just need to adjust my build and get some earlier lings to kill scouters / and scout themselves. They usually don’t come out until 16.
Man, I am so far behind. I haven’t played the game since mid-beta release (before huge Roach nerf), so I have a lot of catch up to do. Trying to do a lot of research on builds and what not, but it’s slightly overwhelming since I have both WoW and FGs I try to keep up on. TLWiki2 helps, but it’s still just that: a wiki. I’m not even sure what’s that legit anymore and what isn’t.
Yo cut the drama crap, handle that shit in PM’s if you have to just get that shit out of here.
15 orbital? Ummm, if I start my rax at 12 it finishes at 15. I make my marine and orbital at the same time, so depending on which I clicked on first the orbital could be 15 or 16, which is literally the same thing in this case, possibly off by 1 second.
so sadly i rarely get a chance to play so take this advice for what its worth. i asked you about phoenixes earlier but i suck with them. i’m just sticking with the following for now.
i usually open up with 2 gate. i park a probe in their natural. if they expand, i try to kill it and am usually successful. if i see they don’t, i send my probe back inside their main to scout, and attack. either way i’m trying to put pressure on to force them to get lots of zerglings roaches or crawlers, which will slow them down. the trick to attacking is to always park one zealot at your choke, and perhaps a sentry, that way if they get speedling they can’t base swap you.
i get 4 warp after that and pressure. i throw on a robo too for obs and immortals (for roaches). then i get thermal lance and collosus. usually if you pressure them enough with zealots they’re forced to make lots of roaches which prevents them from getting too many mutas.
the trick is to constantly pressure them with 2 gate, transition into 4 gate, and win. by doing so you’re forcing to waste tons of money on defense, and make it hard for them to expo.
i dunno what ill do once zealots are nerfed (2 gate will be useless opening?) and warp gates are nerfed…