Quote:
Originally Posted by Karak
have a replay for you guys. opponent is a diamond protoss.
https://drop.sc/replay/6741397
my thoughts:
-barely missed my timing at his 3rd. should have had a ling there and attacked with my small amount of roaches and lings right away to deny.
-my macro was slow so my timing attack on his 3rd was slow
-under droned
-didnt scout and anticipate his tech change, although im not sure how i could afford it
-some lolbad micro
what do you guys think?
My notes:
- send first overlord to natural ramp, you'll have a glimpse into how they opened sooner and with increased overlord speed they will never have anything to snipe it by the time you arrive (even vs T, if they for some reason start with marines, you can get it to a high ground spot or something)
- balance your drones, a little after taking your 3rd you have 20 drones on minerals in the main but only 9 at the natural (do you have the X/16 graphic on over your hatches?), later it's 23 on minerals in the main (with both gases taken and full) and 8 (!!) at the natural
- re: scouting, I actually am bad at this too and need to be more proactive about it in terms of scouting tech, but one thing that definitely helps a lot is scouting
bases. I try to burrow lings at 3rd/4th/5th locations (don't always get burrow fast enough to block a 3rd) to know if they're trying to macro or if I'm going to get all-ined. That definitely affects when I stop droning and start cranking units. One of the things that I imagine made this game harder on you was finding out pretty late that you were even on bases for a long time.
- his unit skins are annoying and I hate them
- when you scout a gateway heavy army I like starting a lurker den (tbh I like starting a lurker den in most zvp situations but especially this one)
- get a second evo and do double upgrades, it'll make your midgame/lategame life easier when you're on 3/3
- you never got hydra speed upgrade
Micro is whatever and overrated, I think the key points for this game were upgrades (at the end he was seconds from having 3/2, you were on 2/1 and not researching anything) and composition (staying on roach ravager hydra which gets more and more vulnerable as Protoss adds charge/storm/etc, never getting your own endgame-type army with lurkers or broods or vipers). And while I've posted a lot about how much I hate banelings ZvP, one spot they
are pretty good is against zealot-heavy armies like his.
Quote:
Originally Posted by Karak
Watching from Karak's perspective because lol Terran...
- first overlord -> natural, if you don't see a CC then you need to start thinking about what might be coming your way and maybe saccing an overlord into the main, if you don't scout no CC builds (which obv aren't common with good players but we aren't playing good players yet) then you're liable to get blindsided by something early
- at 7:30ish and the composition choices here are...interesting. I think you might be a little better served by picking ling-bane or roach-hydra and kinda sticking to it - you're currently forgoing armor upgrades by getting both armor and melee upgrades, you invested into bane speed in a game where you probably won't be making tons of banelings (you may want to later when you have a bank but then you can research it later too)...it's not terrible or anything and won't lose you the game, but probably not the most efficient army setup
- forgot hydra speed again, make sure you internalize that they have two upgrades you need
- in 14:00 engagement, baneling micro needs a lot of work. I generally put them on a separate control group (alt+shift+number will add them to <number> group while
also removing them from whatever current group they're in, which is super useful) and do something like... (1 is my main army group and ` is banelings)
1. 1 rclick past enemy army, ` rclick past enemy army - send both groups on move command past them
2. when I'm happy with the depth of my army relative to theirs (for lings I prob want a partial surround, for roach/hydra not that deep but deep enough that lots of my units can fire at once) a-click the 1 group
3. press ` and direct ~all of my attention on move-commanding banes into the heart of their army
In this fight a bunch of banes a-moved into a tank and then it looks like you move-commanded them but then they got wiped out by a widow mine (mines OP).
- bane runby at ~14:00 was a great move even if (results oriented) that base wasn't built/saturated yet
- work harder at getting creep spread out to (and beyond) all expansions you take, that lower left base at ~14:45 is begging to get taken out as soon as he sees it because you have no warning until there's a ton of stimmed marines on top of it
- you have 4/3 drones on a gas geyser at your 3rd or 4th for a ton of the game, I think you need to turn that graphic on that shows you workers
- 15:15, yep rip that creepless base
- vipers are seriously good units and this spot (against bio-tank) is another situation where they'd be so useful for blinding cloud
- 16:30 engagement, more banes hitting tanks, gotta control those better
- upgrades again - he has 3/3 against your 2/2, I think you just forgot
- 16:50 hopefully you learned here how beastly ultras are against marines, you ran those 2 ultras away earlier against a bunch of marines in a spot where you probably could have taken the fight (ultras OP)
- no adrenal
gotta get back in the habit of remembering which upgrades come when
- not a bad point in the game to add a spire to help clear those medivacs out - I think it lets him be ballsier with his drops/attempted snipes on hatches to know that it's a freeroll for him to get out whenever he wants w/o losing medivac
- detonated a pretty decent number of banes on the planetary to kill it when a surround with lings/ultras would have done the job, think this was just a case of having them all on the same group
I think key points in this one are...
- again, upgrades (both getting to 3/3 and not forgetting adrenal/hydra speed/etc)
- baneling control
- again, composition - these aren't terrible choices or anything you made and you can experiment with stuff, but you can probably re-learn how to best employ this stuff if you pick melee or ranged at the start of the game and generally stick with it. Also, one thing I didn't note above - I think the end of the game was a bad time to build banelings, he was super marauder heavy at that point and banelings weren't going to trade very well against what he had
- having some plan against medivacs/drops - I think early on that plan was hydras and static defense but eventually both kinda disappeared from the game and never came back or got replaced by anything else