Posted 05 January 2011 - 09:22 AM
2) What are some general tips for a new Terran player in 2v2 to succeed up to C rank? (I have not played Terran in a couple years.) Should I never go bio against an enemy team with a Terran or Protoss? How do you help your dying ally early game when my Terran has no map control?
Thanks in advance, I have recently progressed up to C rank for the first time . LML to the rescue
Posted 05 January 2011 - 02:34 PM
batteries are good if you try to defend with fewer units, also, and it doesn't matter if it's early or late game, units can gain their shield back at any point which makes them survive longer, ofc it's more useful with fewer units, and not with a 200/200 army, since you couldn't really restore too many unit's shield anyways.
and yes, archon benefit from them big time, especially against muta harrass, that's where i also use them in 1v1, when the Z goes mutas and you don't make corsairs but an archon, and an archon dies very easy to either good mutalisk micro or simply to spread out mutas.
2. imo terran bio is pretty crappy, i like it when my opponents do it in 2v2;) and that said i mostly play as PZ, so idk if it's really that well against PZ @priest.
if P goes for fast templar tech, he has dt's which one-hit marines (1comsat isn't enough for proper detection), besides that HT's and maelstorm both beat marine medic, also do reavers. overall mm is pretty weak against P in general, if he goes for templar tech or rvr tech (which is most likely in 2v2). against terran it depends. if used with dropships it can probably do great dmg, however, massive tanks>>mm.
against zerg it's just as good as in 1v1 ofc, but never forget that mm can be easily beaten by lingsurround if there aren't enough firebats, even in 1v1 you can basicly beat any Terran with lings only until C-/C level (ofc switch to ultracrackling by going for fast hive).
for the question of how to help your dying ally.. if he is bad enough to die, you don't need him anyways! campcampcamp and steamroll, don't forget terran is imba;)
or just send some scv's with marines (make some marines early game, anyways), since you don't need them at your base at that point. it ofc depends how much your opponent has, and if he is protecting his base, sometimes you can also take out one of the other players with a good marine/scv push and then beat the other guy 1v1.
Posted 06 January 2011 - 09:04 AM
There are three methods to using the Shield Battery. 1) You can use the Shield Battery on an empty area near your own units to recharge multiple units at a time. 2) You can use the Shield Battery on individual units. 3) Finally, You can select the desired units and then click on the Shield Battery.
If you use the Shield Battery on any units out of range, however little the amount, they will have to stop attacking and walk back to the Shield Battery. Whenever you use the Shield Battery to recharge units, all units targeted will have to stop attacking while being recharged. This may have a bad outcome for you when you are being attacked on your ramp. An alternative is only targeting the weakest units. Perhaps the most effective method is pulling the wounded units out of the line to the rear to recharge and regroup later. One should note using the Shield Battery on a unit results in it losing its hold position. Zealots can be lured away by Zerglings.
On maps where starting locations are close to each other, like on hunters, you can build a Shield Battery to help you contain an enemy.
Shield Battery useages are situational, meaning that you can't often predict using them beyond the spur of the moment, an example being when you expect a tough fight. It is not viable to put Shield Batteries well in advance and to plan on using it. Because going both Photon Cannon and Shield Battery is overkill, you have to opt for one or the other. Opting for a Photon Cannon with range will also enable you to use the required Forge for a +1 upgrade to two hit kill Zerglings. Photon Cannons may be better defense overall than Shield Batteries, however you may not have adequate time to make them. You should opt for the Shield Battery when you don't have time to make the Pylon, Forge, and Cannons. A Forge takes 50 seconds to morph in, and then you have to build Photon Cannons that take another 50 seconds. A Shield Battery only takes 30 seconds to morph in, which is about a minute faster than making a single Photon Cannon.
As defense, Shield Batteries aren't effective to use on units being attacked by heavy damage dealer. In the amount of time the unit spends not attacking and charging, he may lose more than the regained Shields. This is a reason why they aren't extremely effective in the late game. In the late game it may not be worth it to use on units when you have too many and cannot take them out of combat for enough time to recharge.
Paired with Archons or any other unit, you have the disadvantage of having to bring the unit away from the fight to the Archon. You will have to wait for a stop in the fighting to take your units back to the Shield Battery.
On certain maps, Shield Batteries become even more viable. On maps without a geyser at the first expansion, like Nostalgia, having a lot of gas-intensive units becomes harder to achieve. You may want to preserve Archons, Reavers, High Templars, and Dragoons; And in doing so, it may be as effective as having another of those units. In island games, where gas is also limited due to dificult to obtain expansions, Shield Batteries become more viable as well.
A Dragoon or two with a Shield Battery can be used in combination with Micro to great effect against many Marines. You may need several Shield Batteries to recharge a large amount of your own Carriers. You may benefit from using a Shield Battery in defensive PvZ situations where you use it with a Reaver to hold off an all-in enemy. Corsairs, as well, can benefit from the Shield Battery recharge. In PvT and PvZ and PvP, a Protoss can benefit from having a Shield Battery in aiding his Shuttle/Reaver harass. Low shields on Shuttles or Reavers can be recharged. After a fast expansion, you may benefit from a Shield Battery while being behind on numbers of units.
You may opt for A Shield Battery in 2v2 when you have a Zerg ally because you won't need the detection Photon Cannons offer. In fact, Shield Batteries are more viable in 2v2 games. You may need to hold your ramp as long as possible while your ally's painfully slow Marines or Zealots come to your aid. In conclusion in 2v2 Shield Batteries are more viable than in 1v1 because there are more "spur of the moments" when you may need them, and you may need to hold off the enemy while your ally arrives to help you.
Posted 10 February 2011 - 07:41 PM
man go play 2v2
lings+M&M or zeaL+M&M push rapes alot of lower ranked players just because they don't scout it or don't expect it
and even on higher ranks it's possible to use a good push+drill will kill almost any player that was greedy enough
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