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I had written this up a while ago, it was in a thread but the new search function is hard to use so I figured id just repost it.
Early game build: 8 pylon, 10 gate, 12 assim, 14 core, 15 pylon.
When your assim finishes, put 3 on gas, then make your 17th probe the 4th on gas.
Goon as soon as core finishes, then robo when gas/money come in. Then make a zeal. This allows you to have 50 extra vespene.
Now, iirc, go pylon, range, goon. (Note: This build can be adapted to a reaver build. Neglect range, make a 2nd zeal after your 2nd goon, get shuttle/reaver afterwards). Your robo should finish soon after, make observatory, 2nd gate, then obs.
You want to make 2 obs right away while pumping goons from each gate. As a precautionary measure, i like to sometimes queue a shuttle after my 2nd obs, and I will cancel it if it becomes unnecessary based on his build. Send your first obs to the terran and your 2nd to your choke/ledge. Remember to rally your units to ramp and block it so vults cant get up.
Some other things to remember. Put a probe outside his choke/expo area to see if he leaves his ramp. Also put a probe by your expo -- the reasoning behind this is if you see him going fac cc, you can make a nexus at least 15-20 seconds faster.
the forking begins when you get your obs to his base...
There are 3 main builds you will see, with variations of each. 1. fact cc -- first cancel your queued shuttle, then as stated earlier, make a nexus right away at your natural (cancel building goons if necessary), then depending on positions, make another nexus to have 2 expos. if you do a 2 expo build, get 5 gate + citadel asap, cut probe production with even probe distribution among your bases, and power hard. If you do a 1 expo build, just power really hard and keep up constant probe production. Try to get dt a little faster also, dt in a shuttle FUCK fac cc pushes up hardcore.
2. fact port -- you want to put 3-4 goons by your minerals, get a shuttle right after your 2nd obs, make a few zeals, and expo after you have enough units to keep your ledge/main protected. [edit: I forgot to mention this....everyone has succumb at one point or another to mass turret on his cliff. This is the very reason why you need the shuttle queued right away. If you see your opponent doing it, hold it off as long as possible with your range goon+obs from below till your shuttle finishes. Make a 2nd shuttle if absolutely necessary] Then proceed with normal pvt, explained later.
3. dual fact -- There are a bunch of variations of this: 3a. gundam -- This is usually signified by 2 fact, 1 machine shop, a few tanks, a few vults and a decent amount of marines. You want to keep your shuttle (meaning dont cancel it), start throwing zeals into your unit production, and add a 3rd gate when money allows. Try to slow his push with your hopefully range upgraded goons while powering and setting up to break his early push. A few keys -- DO NOT ATTACK THIS TOO EARLY. It is better to build up and let him expo and absolutely demolish his push while taking few losses and expanding later than to barely keep an expo alive while losing almost all of your forces. Also, try to get in a few zealot bombs while his containment (yes, you might get contained) doesnt have turrets mixed in.
3b. vult rush into expo -- You will probably see 1 tank, 2 machine shops, both upgrading, and about 3-4 vults getting ready to fly across the battlefield. Just keep producing goons from your gates, and throw up an expo a little bit earlier (he cant kill it, just harass it). Dont forget to cancel your shuttle, you wont need it! Make a 3rd obs and dispatch any mines around your choke he leaves. When you have about 8+ goons, take a force of 4 goons+obs out and take out all mines you can find on the map. Proceed with normal pvt.
3c. 2 fact tank -- You will see 2 machine shops, 1 upgrading, 3-4 tanks, probably an ebay and maybe a few marines. You need to start producing zeals, and dont cancel your shuttle. Throw up a 3rd gate if you think his push will be enough to do damage. If he starts making turrets all over his main, expand instead of making a 3rd gate.
Ok, now that the opening game is out of the way (hopefully), lets work on the mid game. Some keys to pvt that most people neglect:
1) great obs spread. You need 1 obs patrolling bases you wont scout, 1 obs checking out the closest island to the terran, 1 obs by the terrans choke, 1 obs on your ledge, 1 obs in a place where dropships would probably leave their base, and 1 obs patrolling the map with a group of goons to get rid of mines. Yes, you need a lot of obs.
2) most toss players put zeals in their shuttles. put dts instead. if you place them well, one scan wont protect them from the cloaked fiends. it is also much more helpful for ledge drop defense.
3) storm sucks. if you are playing a good terran, the only use for storm is on drops, and im far too slow to get everything i need done while harassing their minerals. i also dont like having my shuttles away from home in case they decide to drop
4) ledge defense was mentioned earlier. when you have a decent sized army, put 2 goons and 1 zeal on your ledge. this acts as a sort of buffer till you can get more units up there.
5) I mentioned earlier to have goon/obs dispatching mines all over the map. this serves 2 purposes. a) when the terran leaves his main, you want to be able to set up your flank in peace, not worrying about losing your units to well placed mines, and b) you dont want to have the nuisance of not being able to build a nexus because of a stupid mine.
6) You need to expo, but not too much. Be smart about it. Generally you can take your 2nd expo early and you want to macro a while off of 3 base before you take your 4th base.
7) You want to get arbiters. dont rush to them, but dont neglect them either. you\'ve seen their uses, stasis is great for stopping pushes and recall is great for finishing terrans/distracting them late game.
Some comments on the end game: Often times terran has a stronghold on a certain section of the map. (For example, you are 9:00 on temple, and your opponent is 12:00. he uses both walls to take over the entire top/right side)The key is not attacking this straight out. Freak related it to a fight for the center of a chessboard. You dont actually engage in combat, but you dance around it and pick off mistakes that your opponent mistakes.
when you can, recall into your opponents main or expo. he will be forced to bring units back to save it. If he doesnt, he loses, just macro hard and defend with stasis/constant production. At this point in the game, you should really have at least 10 gates. When he brings stuff home to save his main, either hit an expo with units or hit his front because his stronghold has been relaxed.
when the terran\'s army is in disarray, you have to take full advantage of your lead. Stop any expansion attempts, expand yourself, macro hard, remember to keep producing arbiters. you can slack a little bit on the obs control at this point -- he should be integrating gols into his army to deal with your arbs so his vult force will be weak.
if you follow these basic guidelines end game, then you should come away with a victory in an equal expo, similar army size game.
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Is it really worth it to put 4on gas. On Nos when gas is horizontal, I believe it is. But im not sure for LT. You could always just put 3 on gas and make goons and just wait a bit for the gas to collect to make obs. I'm doubtful that the zeal is worth it instead of another goon early game. Just want to get your experiences on this.
Hum, you say storm sucks and prefer dts. Storm can be good for drops and if his stuff is clumped up. Its pretty versatile. I dunno, mabey its just about player preference.
Bring back the pvz one!
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yes its worth it, you mine 200/184, or about 8% faster, it adds up eventually.
the zeal is also worth it, you are short on gas if you build a goon instead of a zeal and short on units if you forgo building anything.
The temps thing is a player preference, I would rather have faster arbiters than storm. Storm is pretty good for stopping tornado pushes and once again storm drops, but i choose to do otherwise. sure you can do it if you like.
the pvz one is listed in the recommended strategy threads
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thank you balls of great size
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nice read, this should go in the list of recommended threads
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Yeah, hail the balls
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i remember that post/thread.....
thx a lot for making it, its helped my PvT out a _lot_ since i first saw it
(i use it on LT)
and i tend to go for slowly building carriers instead of arbs because at my level noone i've found can stand up to ~6 unscouted carriers and if i ever hit 12 along with good obs/sair support not even mass wraiths can kill them (and use cliffs to gay up gols)
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ALL HAIL YOUR COMEBACK
btw did you watch Sin City yet?
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no no i havent
i went home this weekend i should have went, i saw a titty scene on some site, the girl has a smokin body
im not really back yet, i havent played a game since thanksgiving and i wont until mid may or so. then ill be back!
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Taiche
France1963 Posts
Another BigBalls' guide ! Thanks a lot, clarified a few things for me
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wa haha so wonderful guide thank u very much.
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On April 17 2005 20:50 Locked wrote: i remember that post/thread.....
thx a lot for making it, its helped my PvT out a _lot_ since i first saw it
(i use it on LT)
and i tend to go for slowly building carriers instead of arbs because at my level noone i've found can stand up to ~6 unscouted carriers and if i ever hit 12 along with good obs/sair support not even mass wraiths can kill them (and use cliffs to gay up gols)
Hrmm... I almost always die trying to go carriers at my level
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Germany / USA16648 Posts
this will probably help me, since pvt is somehow my weakness, while i am pretty confident in pvz/pvp, because i can apply a lot more pressure. the often really passive play of pvt does not suit me ;>
thanks
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I never did like fast obs ;o If anyone is interested in another build (the build I use, and it's similar to a build I've seen Rek do a few times), it is here. I showed it to Leg, and he liked it. By the way, I'm not saying this is better than BigBalls's build, I'm just presenting another build that I find works out very well in almost all scenarios. Anyways, BigBalls: Thanks for such a detailed report on your build, it makes it a lot easier to understand how to react when you see the Terran doing something specific like you listed. I used to just respond the same to everything, and then I read this on WGT and it made things a lot more understandable.
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Now, iirc, go pylon, range, goon. who can tell me what does IIRC stand by? thx
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hehe i see. there are so many words(as for short ones in these threads) i can not understand probably. they puzzle me to follow author's guide quite a bit... -0- for example : wtf=?? edited: another one: pushing=?? can u explain it id details. is it a rush? thx
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On April 17 2005 20:50 Locked wrote: i remember that post/thread.....
thx a lot for making it, its helped my PvT out a _lot_ since i first saw it
(i use it on LT)
and i tend to go for slowly building carriers instead of arbs because at my level noone i've found can stand up to ~6 unscouted carriers and if i ever hit 12 along with good obs/sair support not even mass wraiths can kill them (and use cliffs to gay up gols)
I do not recommend this, get used to Arbiter control asap, you're using a crutch right now, an analogy of this would be you go 4 pool, if he scouts it you lose, if he doesn't scout it you win. There are obviously situations where you go carrier, but only when you are so economically ahead that you can put down 4 stargates asap and start pumping, not build 1-2 carrier at a time. It's way too much of an investment that he can kill you unsieged before your 1-2 carriers even come out.
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Arbiters are so temendously much better than carriers (yes, I know that was bad grammar). I usually go 2gate ranged goon/obs --> expo --> 5gate --> expo/arbiter/7+gates
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I dunno about arbiters. I like carriers better +_+
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Germany / USA16648 Posts
carriers are a huge investment, not well timed they often result in a too low troop count on the ground, which a good terran will take advantage from. arbiters can more easily be built without harming your troop count, you have spare gas anyway. of cource carriers have their use, it's all situational after all. i love arbiters though, plus they are much cuter than carriers!
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AND beating a Terran with arbiters does bring kind of a slight humiliation factor into play.
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what does nazgul do PvT??
i know he has amazing pvt but i don't think i've ever seen more than a couple reps +_+
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Should all races put 4 on gas?
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On April 19 2005 15:47 ihatett wrote: Should all races put 4 on gas?
terran should never put 4 on gas
toss/zerg not sure
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On April 19 2005 20:27 Locked wrote:terran should never put 4 on gas toss/zerg not sure
Where did you make up this theory? In TvT, the bottleneck is often gas, and a 4th gas is often placed on - in TvP, when you need to pump tanks one will often put 4 on both their min and natural gas...
For the poster above - wtf = what the fuck, pushing is when the terran pushes using missile turret + siege mode + spider mine to gain terrain.
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On April 19 2005 13:47 Dl33ter wrote: AND beating a Terran with arbiters does bring kind of a slight humiliation factor into play.
not at all, it's the hardest thing to beat for the terran
terrans should feel humiliated when they lose to carriers
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i dunno about arb tech>carrier tech in pvt. It seems progamers go carriers at least 4x as much as arbs in pvt. Those who belive arb tech is better please explain.
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On April 19 2005 22:30 exalted wrote:Show nested quote +On April 19 2005 20:27 Locked wrote:On April 19 2005 15:47 ihatett wrote: Should all races put 4 on gas? terran should never put 4 on gas toss/zerg not sure Where did you make up this theory.
casper said so ;D statistics put not more than a little gas gained as terran (atleast any of the ones i've seen)
edit: i also see progamers go for carriers much more than arbiters, am i just watching the wrong VODs and reading all the wrong reports or what X_X in fact the only time i can remember arbs really being used is when rA used the hallucination/recall against goodfriend on parallel lines.... i see many many games with carriers, particularly reach or maybe kingdom lategame
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That's a really great glossary! I'm amazed how accurate those definitions are
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many thx. i login BN Forums very few. so i miss that dics.
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I'm not arguing against it, but I don't understand how putting more probes on gas makes them harvest faster. With 3 probes, each one waits for a split second before entering.
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carriers do have their place. usually if you win against terran you win because you are winning the open ground battles and are getting more expansions then the terran. you can turn your economic superiority into 6 carriers rather quickly by plopping down 3-6 stargates instantly after a major battle that you come out on top of.
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RiSE get to school.
Love this guide, helping my PvT a lot (much needed :o)
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Thnx for the guide i've been working on my PvT recently and i think this will help me out in the long run
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On April 21 2005 06:45 volair wrote: carriers do have their place. usually if you win against terran you win because you are winning the open ground battles and are getting more expansions then the terran. you can turn your economic superiority into 6 carriers rather quickly by plopping down 3-6 stargates instantly after a major battle that you come out on top of.
you can also just make units and arbiters and win all the same, with much less risk involved
maybe you could even turn your economic advantage into mass scouts? You can afford it, so it must be good
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grot, you fool! there is more reason to using carriers then "i can afford them so why not". you get carriers because they own terran hard. come forth on east realm b.net for a demonstration if you like.
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On April 27 2005 09:43 volair wrote: grot, you fool! there is more reason to using carriers then "i can afford them so why not". you get carriers because they own terran hard. come forth on east realm b.net for a demonstration if you like.
LOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOLOOL
GROT WOULD TEAR YOU APART
I'll play you on his behalf - /m exalted on east. I'm sure he won't mind me posting a topic after we have a liquiownage.
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Canada9720 Posts
hey, i like volair. when i saw in the other thread that was responding to a banned guy in a year old topic, i had quite a chuckle.
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ill be on 9-11 or so eastern time tonight. ill own you so hard you will cry.
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On April 27 2005 11:22 volair wrote: ill be on 9-11 or so eastern time tonight. ill own you so hard you will cry. hmm i wanna play... where @?
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omg jesus loves you bigballs ^ ^ great strats, ich liebe dich :D
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do you have sex with dead wildebeasts?
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so did that ^ game ever get played or just get turned into another dead challenge
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The whole Imma own you aside, saying that going carrier is a bad idea in any situation is just plain dumb. Let's see...on one side almost every toss programer and top player uses carriers in a significant portion of long games, and on the other side we have Grot. Hum I wonder who is right here...
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Braavos36362 Posts
On June 23 2005 10:11 phexac wrote: The whole Imma own you aside, saying that going carrier is a bad idea in any situation is just plain dumb. Let's see...on one side almost every toss programer and top player uses carriers in a significant portion of long games, and on the other side we have Grot. Hum I wonder who is right here...
you should go on east tonight, volair will be on from 9-11
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I wouldn't make arbs vs oov nada etc -_-;; Anywayz I am making a lot of arbs these days kekekek. However vs really good gosu terrans I am forced to go carriers --;; Once you get an advantage directly carrier -_-;;
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thats false
carriers are for people who are ridiculous with them. i think arbiters are much easier to use. carriers also require a certain feel. you need to know precisely when to go them, what mixture to make your army, how to raid bases and use them to your advantage. it takes a lot of skill to go carriers while arbiters are just a good complement to a ground army.
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That's what I am saying. There are moments that carriers are good and moments where arbiters are good. You can't say that arbiters will "always" make you win the game.
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that's not what youre saying at all. youre saying you would rather go carriers against a good player. im saying you need to be very skilled to even use them effectively or gols will beat you.
and i never said arbiters will always win you the game.
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to be honest, carriers are better than arbiters, but i feel so much more comfortable going arbiters. adding to that, outside of korea the only people ive seen who actually knew how to use arbiters were zelotito, leg, smuft and grrrr, and 3 of those players all lived in korea. i really think unless you have an amazing skill with them and know all the subtleties that come along with going carriers, arbiters are better.
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I have been using both these days. Both seems very good and a must in late game +_+
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Bigballs you left out rekrul intentionally? kekeke But yes your strategies works good and very detailed. People who looking forward to master pvt is a must read. However it's not as simple as what bigball put it, you still have to partice alot to actually get it to work. I'm sure bigballs hasn't tell all his secret yet ^^ it's time to give it all up~!~!
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bigballs wrote 3) storm sucks. if you are playing a good terran, the only use for storm is on drops, and im far too slow to get everything i need done while harassing their minerals. i also dont like having my shuttles away from home in case they decide to drop
Now, I don't consider myself that good of a player, but I've played enough TvP against some very, very good protoss players and I have to say that this is absolutely, 100% untrue. Storm is very useful in many ways; not only in a harass capacity (300 apm toss make very good use of storm drops), but against pushes (especially when T gets lazy and just unsieged army attacks), and even on slow pushes (if P is attacking and gets storm on vults/small cluster of tanks, it makes a big difference). Saying storm sucks is just...
dumb.
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carriers + arbs + cliffs ... yeaaaah invisble carriers and unreachable arbs ... must be a pain i just watched some nal_ra replays in the replay section he went carriers all the times, but he's crazy, i mean stopping a 30 goliat attack with 3 carrs and 3 HT !!! he countered with micro a terran that out-macroed him ... for every player that fall behind on eco war pvt it is hard to get back without air units, and carrs are the only units with high damage
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storm doesn't suck it's incredibly good if you can use it. then again it's easier to be a newbie protoss and just get goon/zealot the whole game and get your timing down and the game is pretty simple but seriously if you can use storm like reach in the middle of a battle it will help you so much because once terran gets enough units, pure ground without storm won't stop them.
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obviously storm is good and has many uses, but i think the audience of this guide should NOT use storm and just stick to basics.
ideally, a player wants to constantly storm drop, have temps along with their armies (especially carriers) storming any sort of tornado and whatnot, but i think most players will just end up losing most of their temps to small vult raids and not end up doing any damage with them.
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By now in my PvT, storm has a big meaning. I mean I use ht a lot in shuttles or just guarding the cliff. So if I manage to take some expands and build some defence, I can go straight carriers(though 3 gas is often needed). Mostly holding of my enemy by storm(while dragoons/cannons protect temps) and annoying dt/zeal bombs. And of course storming enemy mineral line. With carriers and ht it is much more easier to win especially on maps with too many cliffs.
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On June 25 2005 09:07 BigBalls wrote: obviously storm is good and has many uses, but i think the audience of this guide should NOT use storm and just stick to basics.
ideally, a player wants to constantly storm drop, have temps along with their armies (especially carriers) storming any sort of tornado and whatnot, but i think most players will just end up losing most of their temps to small vult raids and not end up doing any damage with them.
true for me, i ll often go into archons like 2-3 just not enough to make him get emp archon drop the mineral line, it's not better than reaver nor storm, it's just a personal touch
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actually, you covered up ALOT of stuff.. goodjob
but to comment about the gundam thingy.. what about the variations of gundam?
such as gundam fake to fast expo..
most people are use to seeing fast expo but with only 1-2 fact tank but instead gundam fast expo will result in early vultures...
and depending on where the obs are and when they are, the vultures could scout the map pretty well and could even decide whether you will be able to move out or not cuz if u decide to take 2 expos against the T's fast expo and the terran decides to push fast with vultures and few tanks, it could be trouble for people who aernt good with micro or judgement
i know this because i usually always do gundam variations and protosses often get confused of whether to take a 3rd expo or not
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I really agree with almost everything he's said, but I wanted to offer the build I use for fast obs:
¤ Do the usual 8 pylon, 10 gate, 12 gas, 14 core, 15 pylon, 17 goon build.
¤ At 20, add a robo.
¤ Goon at 21, and pylon at 24 (Approximate numbers; sometimes it's 22 goon, sometimes it's 21.)
¤ When the pylon finishes, start another goon, and when the robo finishes, start an observatory.
¤ Add a gate before the observatory finishes.
¤ Keep making goons, probes, and don't under-pylon.
¤ When the observatory finishes, build an observer.
¤ Start goon range when the first observer is about half-done.
¤ Send the first observer to the Terran main, and start a second observer.
From there, just follow what BigBalls said about reacting to their build.
Anyways, BigBalls, I have some questions for you:
1.) If they 1fact cc, you need to double-expo to keep up with them in terms of econ and unit production. Now obviously you need to balance getting those 2 nexuses, and then you eventually want to get to 5gates, citadel, and a forge (cannons really help when you're on your second expo). How do you decide what to build? What takes priority? I find that the citadel can really wait until you've got at least a total of 5 gates, and the forge takes last priority by far.
2.) When you go for arbiters, do you prefer to get stasis or recall, and why?
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If they 1 fact cc, depending on the map, you DONT need to double expo to keep up with them. You can get dt first, power a little, then expo again. As long as you prevent them from slowly taking expansions then you can afford to not expo a second time right away.
However, if you do, what i like to do is get 3 gates pumping goons, then make citadel, then add a few more gates and get legs, then keep adding gates and work your way to DT. I get cannons last, you only really need them if your opponent starts pushing, you move out to slow it and he runs vults around.
When I go arbiters, I always go for stasis first. You need to be able to stop their frontal attack before you can even worry about attacking their mains or defended bases. I eventually get recall and when I have 3-4 arbiters, I can safely recall units into their base. If they counter attack me, I can stasis everything in sight and stop the attack.
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also remember, i havent played a game of bw in about 9 months, i dont remember every little detail perfectly, haha. i bet my pvt and pvp could probably still compete decently though, pvz would be just horrid
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I just came back from a 2 month break...my PvP and PvT are the same, if not better, but my PvZ went down the drains. T_T
Thanks, BigBalls, for the advice.
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hey i'm really having trouble vs terran when i'm toss, i start off and make goons and stuff but he immedianty seals up with like a billion sieged tanks and vultures. Then i start to mass with the occasional storm on his workers. by the time i get enough men to do something though he has contained me with mass mines and spread out tanks.
1. how do i get passed that early seal
2. how do i get rid of all the mines if he is covering them with seiged tanks
thanks!
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same here sith. almost exactly the same... it seem that after i have ob, i know what he doing... however he keep massing vultures and tanks (turret later on)... later do you kno,w he can overpower you with simple micro.
my question is : What unit to build to face the push.. zlot goons just dies... unless he have poor micro and/or positioning.
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glad to know i'm not alone lol, i also would like to know what unit to use to counter the push. i remember one time i tried to break out of the push with about 20 zels and 13 goons and they all got completely destroyed with maybe one or two losses on his side. damn those mines!
yeah i can find out exactly what he's doing ,but keep in mind this is lost temple usually and he puts his tanks on the edge and just blows everything up that comes close
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Work on your macro, watch your replays, do you have nonstop probes? Are you missing an obscene amount of pylons? Watch when he expands and when you do, is he expanding the same time as you or much earlier? Watch how you spend your money, is it going up unnecessarily? Are you using shuttle to get a 3rd aerial flank on him?
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Here are some tips of myself : -Never Dual Exp right away versus Fast CC order of Terran. Get an expansion first, make like 12 goon 4 zea in shuttle then maybe expo. Dual Expo can be killed so easy with 7 tank 12 vulture push. -Dont make range or Robotics till you kill the scouting scv in your base with dragoon. Those 2 thing can wait and it makes terran to play deffenssive. -Dont be lazy to make 2 cannon in each expansion. -Always upgrade when you get forge. -Give numbers like 12 zealot, 11 goon and obs instead of 7 goon 5 zea or things like this. You can kill mines easy with this. -You can kill mines without observer if you have at least 2 dragoon. Just move a bit and use hold command. If any mine comes up goons will kill it right away.(hold command makes goon attack much faster if any of you still dont know) -Never attack Terran if you are not sure. -Reaver strat versus terran is one of the most weakest cheese in the game.
I ll write more when more comes to my mind right now. All i can say is dont trust BigBalls strats %100. Make your own strat while playing the game (unless you wanna cheese or something). So you can understand the situtation.
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United States37500 Posts
Bigballs made this thread over half a year ago. And it is simply as he stated, a guideline. And for the most part, he gave very sensible advice. I agree with most of what you've said as well SuGoSu, except that last one.
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I thought this was going to be an update to better accomodate the 6 marine vult tank - fast cc rush.
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United States5262 Posts
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More or less if you follow SuGoSu's advice, it is. Don't doubl expo, 12 goon shut/zeal. You're set, Expo once secure... check with unit/production status with obs -_-;; ez said.
IIRC = If I recall correctly
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REVIVAL GO!
Was a pretty good revival though
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is awesome32244 Posts
Thats all you have to say?!
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Uh, while this topic is resurfacing from the abyss for another run at it...
What do you guys think of 1 gate robo obs these days? Anybody still use it regularly? Obviously 1 fac port no longer is used these days, so the only thing 1 gate obs is supposed to counter is 2 fac vult I guess? And everybody prefers to just hold that with pure range goons this day to expo earlier.
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i think with the new maps that render fact port not as useful, 1 gate robo isnt as useful since 2 gate goon does fine against most other terran builds.
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go gate, obs and then another gateway, expo.
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Haha i still use that build, i love it but thats mostly cuz im observer happy but i think its a strong build
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I wonder how long that guy will last for making such an awesome bump hehe
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Nice guides ! thanks for this!
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Russian Federation4235 Posts
This guide deals nicely with many things PvT, but it's abit outdated (for example, the "storm sucks" phrase doesn't need to be in anymore).
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kirby's PvT guidlines.
win the game early with dt rush lot rush photon rush or you lose.
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edit: I thought the recent bump was the one at the top of page 5 for some reason. Weird stuff.
Maybe if this is getting bumped so much a mod + others could collaborate on editing the OP (assuming BigBalls is gone) to add more updated content in a section at the bottom, reflecting more of a modern PvT style.
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