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Posted: Fri Mar 11, 2011 6:57 pm
Evataph coldhearted_is_me ohh so basically im setting it to a control group right? Precisely, and then you can use the control group to build units without even looking at your base, this allows you to keep your eyes on the battle and your units, while still building your army. ok so now how do you make this permanent? or make it there whenever i go in game You can't. You've gotta reset your groups every time you start a new game. How did the quote boxes get ******** up?omg that sucks
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Posted: Fri Mar 11, 2011 8:25 pm
coldhearted_is_me Evataph coldhearted_is_me ohh so basically im setting it to a control group right? Precisely, and then you can use the control group to build units without even looking at your base, this allows you to keep your eyes on the battle and your units, while still building your army. ok so now how do you make this permanent? or make it there whenever i go in game You can't. You've gotta reset your groups every time you start a new game. How did the quote boxes get ******** up?omg that sucks It's not so bad. You get in the habit of it. One of the first things I do when I start is hotkey my hatchery to 5. Easy for the index finger to reach. Just segregate your barracks/factories/starports into separate keys and add them as you build them.
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Posted: Sat Mar 12, 2011 3:51 am
Since quote boxes broke.
Control groups help a lot, and I usually have my nexus/hatch/command center on 4 or 5, my first scouting worker on 1 until I get actual combat units, and then control my units based on what I'm making. I usually put overseers/observers in 0 since I seem to lose them often and 0 is easy enough for instant access =3. Anything after 4/5 is pretty much buildings/situational units for me.
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Posted: Wed Mar 16, 2011 5:59 pm
http://www.sc2replayed.com/replays/150879-1v1-terran-delta-quadrant
another game, my review on what i did wrong is:
didnt continously make scv's
and didnt expand fast enough
and a few other minor things, what about yall??
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Posted: Thu Mar 17, 2011 2:44 pm
C4D coldhearted_is_me ah thats cool i just want ton be the best i can be smile so what are the core fundamentals, so i know what to work on, you mean like everything you criticized in my first video? Pretty much, core fundamentals include macro, scouting, hotkeys and control groups. Doing things like constantly making units and always making use of the units and buildings you make. Mining constantly, using your energy efficiently, scouting the map, and doing so in a timely and efficient manner. You'll find that right up until platinum you can win 3/4 of your games based simply on fundamentals. Fundamentals are kind of boring, they aren't very exciting, but they are essential for good play. Every player can always improve more and more on fundamentals. Once you have fundamentals down, we can work on things like timings, predicting, countering units, positioning, and making mid game plans, but to be completely honest, all these things are nearly pointless to cover until you have a FIRM control of your fundamental skills. ok i got 2 more games both i won, criticize please!! smile http://www.sc2replayed.com/replays/151244-1v1-terran-backwater-gulch http://www.sc2replayed.com/replays/151241-1v1-terran-protoss-gutterhulk
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Posted: Wed Mar 30, 2011 7:59 pm
for your game you labeled as backwater gulch but is actually typhon peaks:
@1:20 - You make your depot far too late. Make it at 9 so you don't end up supply blocked for so long.
@2:30 - Took your refinery at 13 which is good, but you also made a second one. You don't need double gas this fast, and taking 2 gas this quickly cuts back your mining SCVs significantly for the early game; now you have -2 mining while it's building and then -6 when you're mining gas, instead of just -1 and -3.
@5:00 - You scout way too late for a 4player map. You ideally want your scout to get there before a marine will spawn (denying your scout from seeing anything) or your enemy walls off. Trying scouting between 10 and 12 (supply).
@6:50 - You have a lot of money (600/600) and are adding a barracks which is good, but if you have that much either make a factory so you can get to higher tech OR make a command center so you can expand and have a real economic advantage.
@6:50 - Try to hotkey your barracks/army like we discussed in the past.
@8:20 - Eventually you want to scan your enemy's base to see what tech route he's going (mass bio, air, tanks + ground, some mix, something weird, expansion, etc.) instead of just MULEing constantly. Knowing what your enemy is going is > 240 minerals (which is what a MULE provides).
@10:00 - When you move out to attack, scan before you attack. When you move up a ramp, send 1 marine alone to scout and see what he has. You don't want to blindly walk your entire army up his ramp because a) you will take tons of free hits by ANY units he has while you don't have vision, b) you get a horrible concave against his army and he has a superior concave/surface area to attack your units as they get funneled up a ramp and c) he could have tanks in siege mode if he wasn't horrible which would absolutely annihilate your army.
So big lessons are:
- Scout faster - Scan on your third "MULE" (so mule, mule, then scan to see what tech he has) - Scout or scan before you attack - nice job dealing with his drop
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Posted: Thu Mar 31, 2011 3:31 am
amphetamine x love for your game you labeled as backwater gulch but is actually typhon peaks:
@1:20 - You make your depot far too late. Make it at 9 so you don't end up supply blocked for so long.
@2:30 - Took your refinery at 13 which is good, but you also made a second one. You don't need double gas this fast, and taking 2 gas this quickly cuts back your mining SCVs significantly for the early game; now you have -2 mining while it's building and then -6 when you're mining gas, instead of just -1 and -3.
@5:00 - You scout way too late for a 4player map. You ideally want your scout to get there before a marine will spawn (denying your scout from seeing anything) or your enemy walls off. Trying scouting between 10 and 12 (supply).
@6:50 - You have a lot of money (600/600) and are adding a barracks which is good, but if you have that much either make a factory so you can get to higher tech OR make a command center so you can expand and have a real economic advantage.
@6:50 - Try to hotkey your barracks/army like we discussed in the past.
@8:20 - Eventually you want to scan your enemy's base to see what tech route he's going (mass bio, air, tanks + ground, some mix, something weird, expansion, etc.) instead of just MULEing constantly. Knowing what your enemy is going is > 240 minerals (which is what a MULE provides).
@10:00 - When you move out to attack, scan before you attack. When you move up a ramp, send 1 marine alone to scout and see what he has. You don't want to blindly walk your entire army up his ramp because a) you will take tons of free hits by ANY units he has while you don't have vision, b) you get a horrible concave against his army and he has a superior concave/surface area to attack your units as they get funneled up a ramp and c) he could have tanks in siege mode if he wasn't horrible which would absolutely annihilate your army.
So big lessons are:
- Scout faster - Scan on your third "MULE" (so mule, mule, then scan to see what tech he has) - Scout or scan before you attack - nice job dealing with his drop thanks and here are the others from a locked thread: http://www.sc2replayed.com/replays/156643-1v1-terran-zerg-backwater-gulch http://www.sc2replayed.com/replays/156641-1v1-terran-backwater-gulch http://www.sc2replayed.com/replays/151244-1v1-terran-backwater-gulch
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Posted: Mon Apr 04, 2011 4:45 pm
heres one more i think i did pretty well when i he went void rays i countered with mass marines which worked out very well
http://www.sc2replayed.com/replays/159387-1v1-terran-protoss-taldarim-altar-le
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Posted: Wed Apr 06, 2011 4:30 pm
coldhearted_is_me heres one more i think i did pretty well when i he went void rays i countered with mass marines which worked out very well http://www.sc2replayed.com/replays/159387-1v1-terran-protoss-taldarim-altar-le LOL, bronze players do the darndest things. Who VR rushes vs terran? rofl Have you started using hotkeys (not control groups, but normal hotkeys)? It doesn't really look like you do. I think I've said this before, but hotkeys improve your APM immensely, and you can get so much more done with higher apm. Work on control groups only after you've got the basic hotkeys down (personally, I recommend the grid layout since I use that and it was a lot easier for me to learn them that way. You also don't have to really spend time learning the other races' hotkeys. Standard or Grid, either way is perfectly fine.). You keep forgetting to produce SCVs. stressed It's better than when you first came here, but you'll want around 30 if you're 1-basing. I notice you just kind of ignore your base when you push out. You don't want to leave it unattended like that, because if your push miserably fails (like it did in that zerg replay of yours), you'll be struggling to defend if your opponent counter-pushes.
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Posted: Thu Apr 07, 2011 5:53 am
yea i've been using hotkeys, not enough i have to say but alot more than i used to, my main problem is i just have to set my production buildings to ctrl groups and then actually use the groups instead of just clicking on them, but other than that i use hot keys alot
thanks for the criticism
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Posted: Thu Apr 07, 2011 10:23 pm
heres another...
http://www.sc2replayed.com/replays/160828-1v1-terran-shakuras-plateau
banshees owned me, but i'm working on that, also few questions
since you counter banshees with marines, do muta's require the same counter or is there something else i can use?
and DT's in early game? is it best just to send MM's in and scan em? or is there a better strat?
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Posted: Fri Apr 08, 2011 2:34 pm
coldhearted_is_me heres another... http://www.sc2replayed.com/replays/160828-1v1-terran-shakuras-plateau banshees owned me, but i'm working on that, also few questions since you counter banshees with marines, do muta's require the same counter or is there something else i can use? and DT's in early game? is it best just to send MM's in and scan em? or is there a better strat? Mutas are either countered with marines or thors. Thors can do some crazy splash damage when the mutas clump together, but they're not as effective if your opponent knows how to magic box (but I wouldn't worry about that because bronze doesn't have the micro to magic box). Also, vikings can counter mutas to a certain extent. In small numbers, mutalisk < viking, but when clumped in big balls, mutalisk > viking. So if you can mass more vikings before he gets a big death-ball of mutas, it should stop harass (or even production). I dunno about DT. They have pretty weak defenses, so almost anything would work well. MM sounds good though, since DT are slow enough to kite.
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Posted: Fri Apr 08, 2011 2:39 pm
coldhearted_is_me heres another... http://www.sc2replayed.com/replays/160828-1v1-terran-shakuras-plateau banshees owned me, but i'm working on that, also few questions since you counter banshees with marines, do muta's require the same counter or is there something else i can use? and DT's in early game? is it best just to send MM's in and scan em? or is there a better strat? vs Mutas: - Well placed turrets with the range upgrade will protect your mineral lines/production facilities from mutas beautifully - A thor can defend vs them amazingly too - In head on battles, stim marines EVAPORATE marines - In head on battles with larger armies, thors mixed in will RAPE mutas too and then do huge damage vs nonling ground units.
-Dts: scan yeah if you're caught of guard, if you know it's coming a turret that covers your ramp so they can't get in is effective too.
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Posted: Sat Apr 09, 2011 5:41 am
ecstasy frost coldhearted_is_me heres another... http://www.sc2replayed.com/replays/160828-1v1-terran-shakuras-plateau banshees owned me, but i'm working on that, also few questions since you counter banshees with marines, do muta's require the same counter or is there something else i can use? and DT's in early game? is it best just to send MM's in and scan em? or is there a better strat? vs Mutas: - Well placed turrets with the range upgrade will protect your mineral lines/production facilities from mutas beautifully - A thor can defend vs them amazingly too - In head on battles, stim marines EVAPORATE marines - In head on battles with larger armies, thors mixed in will RAPE mutas too and then do huge damage vs nonling ground units.
-Dts: scan yeah if you're caught of guard, if you know it's coming a turret that covers your ramp so they can't get in is effective too.I'm assuming you meant "In head on battles, stim marines EVAPORATE mutas?"
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Posted: Fri Jan 13, 2012 4:26 pm
well here's the latest replay, also i anyone wants to play a few games i'd be more than willing to play, im in gold now so yea smile http://drop.sc/83657please scrutinize everything i did wrong! self evaluation: well the main thing was is that i let my minerals build up too much
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