So Many Rookie Errors!- StarCraft 2 - Getting Good - Platinum League 1v1 TvP

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VoidSpace Alpha

VoidSpace Alpha

Күн бұрын

Пікірлер: 37
@firestarter000001
@firestarter000001 Ай бұрын
Yeah with more then 4 colossus if you havent got lots of vikings or mass tanks, its very hard. To cheer you up i think i lost like 15 last games, its all red lol. And i dont think i even played that poorly... I was like 1/5 dia 2, now im at half dia 3 lol. Also archons have a weird dynamic with Terran, because they got 350 shields but only 10 health. If you build ghosts and emp them, they are useless. Without ghosts they are pretty powerfull, 350 shields is a lot of tanking.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Okay so I’ve learnt I really need to build ghosts. Got it now. I WILL do this
@OzTroy
@OzTroy Ай бұрын
You’ve gotten this far because you usually outproduce the people you play against (you were ahead in supply for the first 10 minutes of this game again). Generally you make a lot, attack but then outproduce your opponent who eventually taps out because you have too much. However, You’re at a level where that is no longer going to be the case in many of your games. Your production is your strength but to keep progressing you need to focus on the other things. Like Building placement - Yours is generally terrible, you constantly get units trapped - not just this game but most of your games. Avoid cluttering the top of your main base ramp with buildings (this is your standard building placement) - it traps units and also gives you less surface area if you need to defend the ramp (you can’t have a defensive unit where the buildings are). Unless you are swapping building addons in the early game move production back from the ramp. Don’t place buildings unless you are aware of the consequences. When placing any building think about how it affects your units and how it affects the enemies units. Also, it hasn't happened to you in most of your games but you build things in locations that could be sieged -- in TvT think about placement near the edge of your base a tanks and some vision can knock out your buildings (this was not the case in this game but in other games you have played it is something I noticed.) Unit positions - your multiple drops are great but think about the following. - Always siege your tanks unless they are on the move. You fail to do this every game ( I know other have mentioned this). Make it a habit when you hear the sound that a tanks has been made go to it and make sure it sieges up. - Think about where your units are. You generally have your units in a clump in the open. This is bad against splash damage and you have lost games against zerg because your army is wiped from banelings. - think about what units the opponent has and where units should be - take advantage of the map and place units in chokes and harder to reach places. - use building placement to protect defense units. You do a good job of building placement to wall off some areas but a few buildings in font of sieged tanks, or buildings placed to distracts A move attacks is always good Scouting - When you play protoss always scout for the second pylon in the base if it’s there then generally you’re sweet - You left his main base too early. Your scouting is pretty good though and the more you play to more you will learn what to look for. Scouting is an all-game task and you did fairly well in this game. Awesome to see you build a sensor tower you should do this more often. You usually have the money for it. Game sense - - At about the 12-minute mark you were floating 2500 minerals and you dropped mules - why? This was just before you moved out. Better to use those mules as scans so you don’t walk into his army and get smashed. Before moving out scan - where is the army. - When you’re maxed that should trigger you to push upgrades and/or prepare a transition. - Set up a transition - this is a tricky thing to do but I’ve seen you do this in a few games before. In this game you had a basic army while the toss had higher tier units. Do a few token drops to keep them busy and lose the units so you can transition into things like upgraded liberators and battle cruises - he had no anti air and if you suddenly appeared with Yamato enabled 6 BC’s the colossus and immortals would be useless. This is hard to do and needs to be hidden though. Ghosts V toss are also good. Engagement’s - This is micro intensive and something you do well some of the time - this game was not one. You simply walked up to his superior army. Your tanks were slow to siege which you identified but even then, he had the perfect army to counter yours. Focus fire, unit positions, where you engage, should you engage his army or hit a run his bases? all things to think about. I'm nit picking here but moving forward you'll need to expand your approach
@JanGaarni
@JanGaarni Ай бұрын
"Unless you are swapping building addons in the early game move production back from the ramp." This!!! I was going to leave a comment just like this one. :) If you arn't planning on swapping addons with the Rax, build the factory literally anywhere else. :)
@charleysimmons427
@charleysimmons427 Ай бұрын
couldn't have said it better hella good advice right here
@Voidspacealpha
@Voidspacealpha Ай бұрын
Thanks man. Took me a while to give this the attention it deserves, sorry about that, but I’m super appreciate of the time and comment. I hope my game sense grows. It used to be I was worrying about the timing on my second, now I’m thinking about the timing on my 3rd, so hopefully it’s moving in the right direction
@Voidspacealpha
@Voidspacealpha Ай бұрын
I really do need to do this. It causes me so many problems
@Voidspacealpha
@Voidspacealpha Ай бұрын
I promise I’ll use it
@drulad43
@drulad43 Ай бұрын
TBH the Macro & the Scout was Near-Perfect the only thing Missing was the "RESPONSE" which was the point of having a scout in the 1st place 😂 Tip: "Terran is a Meat Grinder" A "Glass Cannon Meat Grinder" is the best way to describe any Terran army. It relies a lot on Critical Damage, thats why Setting up in Strategic Positions is very essential or even sometimes required. And The easy way of doing it (especially against any splash) is 1. Select an area for engagement 2. Spread Your Army in that Particular Area 3. Send a Squad as Bait to lure them in . 4. Let them come to your army and Grind his Army to Dust😊 5. If they don't, try to Surround them like Zerg 6. If still not DoomDrop to a base where his army is NOT then Your Army Spread Again in that new Area 😊
@Voidspacealpha
@Voidspacealpha Ай бұрын
These are good bits of advice. Cheers
@MrDenniy
@MrDenniy Ай бұрын
Screwed around at max supply for 2 minutes. Protoss armies are the best in the game when they are able to build to max and they just keep getting better with higher tier units and spell casters. Once you are maxed, your army stops getting better. Must fight immediately. At least A move to a staging point, then maybe do a couple macro tasks while you’re walking across the map and then shove in there. Didn’t have the units to fight so many Colossus (vikings). Probably could’ve fought 2. Protoss scale geometrically since they have so many options for splash damage. Should scan ahead or scout, but even without that, if you had taken the fight 2 minutes earlier, it wouldn’t have been so one sided and you could adjust your comp based on what you saw. If he is defending your drops, stop doing isolated drops. Instead, sync a drop up with your main shove. It takes a much more skilled player to defend drops at the same time as a big fight than to defend drops in isolation. Just kill the freakin reactor if it’s in your way. In conclusion, keep in mind that the most valuable resource in SC2 is time. Thats why they call it an RTS. Don’t waste time.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Very fair point, and you’re absolutely right
@EchtelionofGondor
@EchtelionofGondor Ай бұрын
Some tips for your macro: 1. Build an orbital on your third, more mules more scans more good 2. Be less conservative with the reactor on the starport, building vikings and medivacs (and later on liberators) two at a time is really good 3. spam ccs, thats just gonna help with outproducing 4. Be less concerned about what everything is doing. It always looks like you`re trying to babysit everything, wich is bad.
@Voidspacealpha
@Voidspacealpha Ай бұрын
I do try to babysit everything. It’s a really time intensive bad habit
@BradleyHerbst
@BradleyHerbst Ай бұрын
The only real reason to build your buildings in a line like that is if you're going to swap the add-on between buildings to get tanks or starport units out faster. It should only really be done with your first three buildings unless you are planning on swapping out stuff later on the road. You constantly build your buildings in a long line like this which causes you going to always take a very long time to walk around them before they're even able to get out on the field.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Yeah you’re totally right. The worst part is I don’t even know where I got that habit from. It’s so dumb. Please accept my apologies
@proape6052
@proape6052 Ай бұрын
The easiest change you could make would be the army comp. You only need 1 Reactor Barracks vs Protoss. Your army should be mostly Marauders. The MVP of that Protoss army were the Colossus. They can roast Marines very quickly but they do minimal damage vs Marauders. They're still deadly due to their range and splash but their DPS isn't the best and Marauders naturally space out your army more so their splash is further mitigated. Besides Templar which are not a direct combat unit, Protoss only has Archons, Sentries, and Zealots as non armored ground units and Marauders hurt vs armor. Even though they themselves are armored units, they out trade Immortals, especially with Stim and Medivacs. Protoss needs splash damage to counter swarmy Terran bio so they can use High Templars or Disruptors for Marauders. Disruptors will 1 shot all bio units so it all comes down to the micro but Templar do damage over time. Marauders are bigger so the Storm catches less units and their health gives you more time to move them out of the Storm. The only direct ground combat unit good against Marauders are Zealots which is why you still want 1 Reactor Barracks. Also, the Archons are really good vs Tanks. They're big so the splash damage is useless and Tanks don't do good damage vs them. The problem with Archons is that aside from Tanks or early rushes, they're pretty bad. Terran units are really fast and outrange Archons so you can kite them to death. Aside from that, Archons suggests that a Protoss has High Templars (Using DTs just for Archons is rare) and both High Templar and Archons are weak to Ghost EMP. Archons only have 10 HP outside of shields so Ghosts can instantly take away 100 from their 350 shield health. The big micro you want vs Protoss is to set up all siege units, mainly Widow Mines/Tanks early game and Liberators late game. Then you pull parts of your bio army backwards. This forces the basic units like Stalkers, Zealots, and Archons to move forward and it often outruns the splash damage or pulls them into the Liberators.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Hopefully you saw the latest episode where I made a ton of marauders
@Voidspacealpha
@Voidspacealpha Ай бұрын
That’s because I read this and then didn’t respond 😂❤️👍 Thanks for the advice
@Spectre11B
@Spectre11B Ай бұрын
As a protoss main, the goal is to get to a tier 3 deathball. This works for most Diamond 2 and below. It is extremely difficult for Zerg and Terran to confront a deathball directly. The biggest advantage Terran has is in small numbers they have more firepower and they require a disproportionate amount of response to neutralize. It's really hard for Protoss to predict how much to send in response until it's too late. You were right in this video, you should have set up at a choke point, and sent in a portion into his main or natural. As for this game, Ghosts would have annihilated his Archons. Even consider making nukes, especially if he's turtling up.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Very good point. I can make that change imidiately
@EchtelionofGondor
@EchtelionofGondor Ай бұрын
As a protoss main myself i really recommend chargelot immortal to you, its unfunny how many terrans are incapable of countering that.
@Spectre11B
@Spectre11B Ай бұрын
@@EchtelionofGondor it is a good composition. I'd also add sentry.
@Voidspacealpha
@Voidspacealpha Ай бұрын
Is that due to not having a good defensive line?
@Voidspacealpha
@Voidspacealpha Ай бұрын
What does the sentry add?
@MrJaguarskills
@MrJaguarskills Ай бұрын
You needed air units I think the reason you did not know that was you never scanned the army to see what he built
@Voidspacealpha
@Voidspacealpha Ай бұрын
Very good point
@erikhaynes5506
@erikhaynes5506 Ай бұрын
I'm sure those stuck tank crews were forever grateful to that lone add-on blocking their path. Got to white flag it instead of being lasered to a crisp inside their tank incinerator.
@Voidspacealpha
@Voidspacealpha Ай бұрын
I really through I was past making dumb building placement mistakes. Oh well, guess I need to work on that too, which is fine. Every day is a learning day
@AShadow007
@AShadow007 Ай бұрын
Lots of good feedback already. I'll just mention that you macro'd great. When you hit 200 supply, the toss was at 146 supply. That's a huge advantage. By the time your attack started, the toss was up to 190 supply. Timing is everything. Also, when you did move out, you had 4k in the bank. That's time to go to crazy with production buildings...12-15 barracks, 4 factories, 4 starports. Go BIG. Spend it. Then even if you lose that fight, you can max out again FAST. Instead, you are producing 3 marines, 2 marauders, 1 tank, and 1 viking....
@Voidspacealpha
@Voidspacealpha Ай бұрын
Very good point on the production
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