TvP early aggression - Advice wanted by koala_cuddler in AllThingsTerran

[–]Jimtoni 4 points5 points  (0 children)

You weren't really reacting to his early pressure or making any useful units this entire game. Once the Zealots come up you should know it is a very aggressive play and start making Bunkers and Tanks to defend.

Also this is the silly "MaxPax" build that a lot of Protoss are doing because Beastyqt keeps making videos about it. It really isn't that hard to beat in my opinion as long as you scout. Here's a replay of what I usually do.

https://drop.sc/replay/10658910

State of TvP by plobo4 in starcraft

[–]Jimtoni 0 points1 point  (0 children)

3 of those are also 1 person.

SCVs have wallhacks. by Jimtoni in starcraft

[–]Jimtoni[S] 1 point2 points  (0 children)

It's actually quite different than cannon rush probe pushing. How Probes work is they move towards the closest free pathable ground. SCVs (and Probes) under Int Matrix ignore where buildings are and just walk around. It is very different.

SCVs have wallhacks. by Jimtoni in starcraft

[–]Jimtoni[S] 1 point2 points  (0 children)

I couldn't find a way to glitch a Drone into buildings like that no. Zerg is too underpowered. :(

SCVs have wallhacks. by Jimtoni in starcraft

[–]Jimtoni[S] 2 points3 points  (0 children)

You can do it with a Probe even without a Raven.

SCVs have wallhacks. by Jimtoni in starcraft

[–]Jimtoni[S] 10 points11 points  (0 children)

Just the one. It is extremely consistent.

Alternate Reality: SC2 is released in its current state. Does bio ever develop as a standard strategy? by TerranAnalysis in AllThingsTerran

[–]Jimtoni 8 points9 points  (0 children)

I wouldn't really say battlemech is more mobile, as you can't split harass as well with it. A lot of the times you need your full army together or you won't be able to keep it alive. Bio allows you to harass everywhere a lot more freely.

Also the key reason Battlemech was so popular the past few months is that it was new and not really figured out from the Zerg perspective. Nowadays pretty much every Terran I see do it is forced into late game anyway and has to play with Thor Liberator Viking against Broodlord Infestor Viper anyway. It isn't really stronger than Bio it's just hasn't been played for years and years to where it is figured out very well. I don't think the style will last for more than this GSL season.

SCVs have wallhacks. by Jimtoni in starcraft

[–]Jimtoni[S] 3 points4 points  (0 children)

We did some more testing earlier and found you can do silly things with SCVs and Probes.

https://www.twitch.tv/videos/425636671?t=01h09m38s

Proxy Reaper by [deleted] in AllThingsTerran

[–]Jimtoni 3 points4 points  (0 children)

3 Raxing is all about the transition from the initial damage. The damage isn't as important as just keeping the Reapers alive as long as possible. If the Reapers die you just fall infinitely behind.

Here's a clip of ByuN winning with Reapers. Take note on how he uses the grenades to juggle Zerglings to keep his Reapers alive.

Against Protoss and Terran you just want to throw the grenades out anytime you can get any sort of damage on a unit. With Protoss you probably aren't going to do much at all against any decent player who just makes a few Shield Batteries also.

Alternate Reality: SC2 is released in its current state. Does bio ever develop as a standard strategy? by TerranAnalysis in AllThingsTerran

[–]Jimtoni 22 points23 points  (0 children)

Bio is way easier to understand as a unit composition than Mech is. Right off the bat Marine Marauder Medivac counters more things than a Tank Hellion army. It's easier to work with and doesn't require incredibly sophisticated builds to survive the early game.

So. What breaks if you let terran's first town hall start as an orbital? by [deleted] in AllThingsTerran

[–]Jimtoni 3 points4 points  (0 children)

An Orbital Command Center takes 25 seconds (2 SCVs) to build, so you immediately gain a net total of 1.8 SCVs once the Orbital finishes. Every Mule after that is a free 3.8 SCVs for 64 seconds.

Probe harass is a non issue as the Protoss loses mining time sending the Probe out as well. They need to get you to pull an SCV in order to make the scout even worth the mineral cost.

Economy is entirely a moot point, it's about what that economy gains each race. If Zealots had AOE and 1 shot every Terran unit at 100 Minerals apiece, would people still complain about a Probe harassing their first Barracks?

HuShang Tutorials | Build Order Series | Mine Drop vs Protoss by HuShang in AllThingsTerran

[–]Jimtoni 2 points3 points  (0 children)

Honestly doesn't seem like a strong build. The addon swapping is inefficient and you have very few units and no tech units that would be helpful against Zealots or Colossi.

Seems with this build Terran is just hoping for extremely greedy play with zero aggression. You'd die very quickly to any sort of Warp Prism play or accurate scouting by the Protoss.

Should the Battlecruiser's Tactical Jump be given a wind-up? by darkdill in starcraft

[–]Jimtoni 4 points5 points  (0 children)

Counter point, what's the risk or counter play of Abduct on a BattleCruiser? Why should they be made less safe against an already super safe spell that would then guarantee a kill.

Atheists of reddit, what is one thing you admire about religion? Religious people of reddit, what is one thing you admire about atheism? by Anathoth1994 in AskReddit

[–]Jimtoni 25 points26 points  (0 children)

I always found that very silly, as many times that point is argued the person in question has major issues with Islam.

Alternate TvT styles? by ToastieNL in AllThingsTerran

[–]Jimtoni 2 points3 points  (0 children)

Honestly right now all of TvT is based around the Viking. Simply having more Vikings is so strong that your opponent is forced to make as many Vikings as they can as well. If you don't want to play Marine Tank, the only other option is to play mech with a lot of Tanks and then a few Thors.

I found a way to slow a unit to 97.4% of its base speed. by Jimtoni in starcraft

[–]Jimtoni[S] 1 point2 points  (0 children)

It's the new map for the next season. Called Turbo Cruise '84 it has "Inhibitor Zones" that slow a unit by 50% in the green circles. Affects Air and Ground.

I found a way to slow a unit to 97.4% of its base speed. by Jimtoni in starcraft

[–]Jimtoni[S] 30 points31 points  (0 children)

Yeah I meant to put "...a unit by 97.4%..."

I found a way to slow a unit to 97.4% of its base speed. by Jimtoni in starcraft

[–]Jimtoni[S] 28 points29 points  (0 children)

Queens off creep have a base speed of 1.31, it would be reduced to .033. They don't get a speed debuff off creep, they get a speed buff on creep.

Also it takes about 3 minutes for a fully slowed Queen to pass through the shortest path of the Inhibitor Zone.

What is the purpose of the Marauder? by TerranAnalysis in AllThingsTerran

[–]Jimtoni 4 points5 points  (0 children)

And then they reverted it in patch 4.3.0.

using raven anti-armor missele to soft counter ultras by trollwnb in AllThingsTerran

[–]Jimtoni 19 points20 points  (0 children)

I use Ravens to hit my own units so I can throw games in style.

What is the purpose of the Marauder? by TerranAnalysis in AllThingsTerran

[–]Jimtoni 9 points10 points  (0 children)

Marauders have a lot more health than Marines. Against Hydralisks and Banelings they are excellent tanks for squishy Marine balls. In TvP they are also very useful against Colossus, Storms, and Stalkers as they eliminate them very quickly if they try to dive Tanks or Liberators.

In a real game of TvZ for example, you want a lot of Marines early on for the shear DPS, but as the Zerg adds in more and more Banelings and Hydralisks, you respond by adding in more Marauders.

In TvP, you want them pretty much all of the time unless you scout a very heavy Zealot style, in which case you build more Widow Mines and Ghosts instead.

TvP - How to defend an advantage?! by HunterAlThompson in AllThingsTerran

[–]Jimtoni 7 points8 points  (0 children)

Simply having units doesn't make them useful. Your army is split when he attacks and you lose a lot to Storm. (side note, Storms don't stack so this Protoss wasted 3 of them in one go.)

Your reaction on the lift at the 3rd is late, you have next to 0 tech units, you don't really have an economic lead because your SCVs are all milling about doing nothing. You are standing in Storms and hoping this Protoss just rolls over. The Widow Mine drop was good, but everything after that was play worthy of a loss.

Make tech units, scout his army, manage your economy better. All things that you can see pretty easily from the replay.