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Posted: Fri Nov 12, 2010 2:42 am
As I journey towards the coveted SC2 Diamond League I will post replays from both my NA and SEA accounts. Ones I am proud of, and ones I am not so proud of (but mainly ones I am proud of, of course). Starting off with: Entry #1: Placement Match 3: Darek decides to stop turtling!DarekKhort v Joey TvZ Gold (based on Joey's league) (my league is...placement) Decided to stop turtling. See what happens! Entry #2: Placement Match 4: Drops happen. Need defenceMirkel v DarekKhort PvT Platinum (based on Mirkel) (my league is...placement!) Drops are good. Even better when your opponent forgets to defend and does not keep an eye on his observer.
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Posted: Fri Nov 12, 2010 7:31 pm
Placement match 3:
Macro needs work -Constantly build workers and units (worst when your at an attack) -Expand while going for your first push -Scouting wasn't nessasary, but in higher league matches, it is SUPER vital -Don't use supply drops unless its super important, a MULE can get 270 minerals which can make 2 supply depots (18 supply)
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Posted: Fri Nov 12, 2010 7:56 pm
Placement 4:
Again, macro needs work -Constantly build more WORKERS and units I loved the 1st drop, but in a few minutes, he had more workers and income than you
BIGGEST TIP EVER!! -When your facing a toss player, build as many marauders and NOT marines before 5 minutes If you had just a few marauders instead of marines, the battle could've finished a long time ago. But even if that failed, you must transition to marauder only (watch my replay and you'll know how it works)
-Expanding is your friend, after you destroyed his army with the 2nd drop, you could've expanded or while the battle was going, you should've sent more reinforcements
All of the other things are spoken on your placement match 3, especially the supply drop
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Posted: Fri Nov 12, 2010 7:58 pm
Pretty much exactly what JrSuper said for match three, also I'll add, just a small addition in watching your unit positioning, as you had your cluster in some fairly unhealthy locations a couple times which could have ended badly for you.
As for match 4, a lot of the same stuff applies, macroing, expanding, and scouting, but also knowing when to back out.
You attacked with a fairly decent sized force, which got wiped out completely, and very one sided and then you had a small residual force coming to reinforce that didn't make it there in time, yet opted to send them all in anyways where they essentially died for nothing and was just free units for your opponent.
Your drops, also must be noted for not pulling back when you should. Your first attack did so much damage, and could have been for free if you would have loaded up and flew away immediately after seeing the stalkers moving in. Your second attack was even more deadly and could have been saved with VERY minimal losses, had you just loaded up and flown away.
You don't need to sacrifice your units with every drop, the best part about a drop is how easy it is to get away afterwards, fly in, do your damage and fly out, there's no need to sacrifice units if you don't have to.
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Posted: Sat Nov 13, 2010 4:54 pm
Thanks JrSuper and C4D for the tips! Yea, I notice that whenever I decide to control my units my macro collapses a lot - need more practice on that.
Hmm; I didn't actually think about the marauder part - makes sense. Will focus more on them in future tvp s.
And indeed I find myself unable to keep supply up the traditional way - will need to work on that.
I also understand the whole keeping your drops alive part - watched a lot of replays and commentaries. However since the 1.1.2 patch update I've also watched a lot of people lose their medivacs fast due to acceleration and speed drops so just assumed in that game that it would be better to go for a few suicide drops instead. Understandably though I guess my fears were unfounded because I did manage to escape with one medivac on both drops.
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