TvZ Replay Trying to Improve My Macro
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  • Hey guys could someone maybe take a look at this replay and let me know what they think? I've been playing Starcraft for a while now, watching replays and reading guides and trying to consolidate all of the information into my game, just would love a heads up on if it is working well.

    Basically I'm really curious about my economy and structure control. Im not worrying about build orders right now because SC2 is fresh and new orders will be out all the time, but I'm just trying to get a hold of that early game, trying to keep my economy good so that I can produce units and just making sure to macro with that Mule.

    Pretty much this game I focused on getting that Mule down whenever I can, getting my workers up to 16 on min and 6 on gas (which I believe is wasteful past that point, let me know if this is horribly wrong), and expanding at an appropriate time (NO idea when that is...).

    I would greatly appreciate any tips you guys have!

    TvZ: http://www.megaupload.com/?d=NTJ3WT20
    EDIT: On this site: http://www.nibbits.com/sc2/replays/view/700/tvz-win-focus-on-macro

    Thanks, Nick

    Registered User
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  • I'll try to watch this when I get a chance. I doubt I'll teach you anything, but maybe you can teach me. I seem to do decent as Terran, but every so often I get a Zealot rush I can't fend off.

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    Addict
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    Battle.net
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  • I get a weird 'Replay Desync' error when I try to watch it. Anyone encountered this before?

    Lieutenant
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  • That's because you don't have the original Base.SC2data in your "SC II Beta\Mods\Liberty.SC2Mod" folder. If you are using custom AI, you need to put back the original file, whenever you watch multiplayer replays.

    I think you did pretty well nik_o_o, you set up a nice build and you got economy flowing. That should be pretty much standard opening.
    I like how you went for reactor at start and mass marines, thus building a decent army early on. Don't forget to put enough marauders in there too, they are a good counter for roaches.
    Hellions can be helpfull too, especially for harassing workers, as they are extremely fast. Cloaked banshees are also a nice addition, especially now when you get to research cloak faster.
    I think you expanded right too. I usually do it, when I have my first base maxed out - about 2 workers per mineral field and 3 per gas field. But it really depends on how your enemy is playing and how big of an army you have at the moment.

    When you play against protoss, don't forget to use ghost and EMP, to bring their shields down. And if they roll out a lot of collosi(which destroy infantry), omit your bio build and go for tanks, vikings and banshee.

    But overally, a very nice play, I think I'd play terran in a similar fashion.

    Private
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  • lonewolf, how does the collosus do good vs light units? i havent really used them much but i think their attack is slow and they dont have splash rite?

    Private
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  • They don't do splash damage, but they hit several units, when they're close together. They literally burn up infantry and zerglings. Of course you need to protect your colossus with a bunch of low tier units, which serve as meat shield, but an army containing 2-3 collosi is quite a formidable force against bio builds.

    Private
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  • vikings vs collosus, collosus goes down in 5 secs

    Private
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  • Ok.About the scv/probe/drone distribution, i'dd say like 25 on mins and 6-8 on gas (protoss probes can mine gas in a 4 probe format just fine).
    Btw, these values are good for your natural. For your expos, you defenately go for the same ammount on gas and a little less on mineral. In the end it all comes to what kind of unit build you are going for. If you wanna play mass zelots,there no point in expoing much gas wise,you just need enough gas for upgrades and a couple of support units.

    Colossuses dont have aoe in the main sense of the word. Their "aoe" comes from the fact that they have a liniar almost continous atack that, like the fellow above said, literally burns people lol. If you have 6-7 collosuses, your oponent is really in trouble unless it made collosuses as well,thors or ultras or any air unit that does ground atack. :D

    Registered User
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  • Okay your wallin could've been better. Personally I make sure my barrack is at the far right side (no matter where I spawn) so that the addon can be placed without lifting the barrack (not always possible, but I'm quite sure it is in this map.) Also I like to wait building the barrack for the wall right away and instead build some more scv's and then when I have the money I build the depot and the barrack at the same time. And I have it timed so that when the barrack is done I have 50 gas and then add the reactor.
    In TvZ I'd build another reactor for the Starport. And then mass vikings and some medivacs. Cuz vikings are good against biological. And the overlords just melt. They're also fairly good worker harrasers imo. But you can ofcourse use the old reactor from the first barrack if you want that instead..
    When you have such a heavy marine/marauder build I suggest you get stim pack. I don't think it's as good as in SC1 but I still think it's worth it.
    Imo you should make more SCV's to mine. Even the minerals closest to the command center can have 2 SCV's without interrupting eachother. And even though you have to many SCV's you can always expand and then use some of those SCV's. That way you won't have to build new SCV's every time you expand, and your economy accelerates much faster. You'll see..
    Sry for the long message :P Anyway- I'm only learning myself so don't take my word for it, keep training ;)

    Anonymous
    83.93.254.xxx
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  • vikings kill colossi yes but with stalkers. youll need micro

    Private
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  • Or maybe keep them at bay with some zealots

    Private
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