To work on (reflexes wise)
- Double quick gas. This is pretty new to us.
- Supply timings: 3 in a row from the 2d, skip one cycle, then two more cycles from 3:00 (4th supply BEFORE 2d CC) then restart 2x2 from 4:50 (same time as we take natural gases and make those two vikings).
- Starport tech lab and factories are right after first hit squad is finished. Before 2d CC is started.
- SCV transfer to natural: correct timing - 4:20 (1 minute after start of build time)
- 3rd CC as we fill those natural gases
- When to send that SCV for 2d CC: rally the SCV that made the starport (very logical memory trick for a 1-1-1 starport expand)
1-1-1 starport expand, 3 reaper + 2 hellion opener, going into mid-game push with 3 vikings + 1 raven and two tanks. Transitionning into BCs.
Starport makes 1 viking + 1 raven, then takes reactor from rax, makes 2 vikings (for initial push), then goes back to tech lab for first BC.
Factory makes 2 hellions then makes tech lab and a couple of tanks for the push then defense.
Barracks makes 3 reapers, then reactor for the starport
What I would propose to make even better the demonstrated build by Hiro:
- Get faster 3rd CC with the floating money as move out
- Get ebay for turrets which can serve against drops/banshees etc.
- Delay the fusion core a bit and use available gas to put down at least a second factory to pump out a few hellions and spend the extra minerals, along with turrets for anti-drop/anti-bcs. Can use for multi-prong harrass and are decent vs marines (which opponent might want vs BCs).
- Gas goes into double armory, upgrades, fusion core and yamato, starports 2 and 3.
- Add 4th CC as soon as resources available.
- Minerals go into expansions, hellions, turrets, and any sim city building we want to make the chokes more clunky against bio or such in front of our tanks.
- Add ravens and vikings into the air mix to disable opponent s big units (thors or his own bcs and ravens).
- Target 4 base convergent point for our build: (4th base only uses gas)
2 factories for 3 hellions/cycle
5 starports, 4 with tech lab pumping 3 BCs + 1 viking, and 1 with reactor pumping 2 vikings. Add in a few ravens. Total of 3 BCs + viking.
During push, infrastructure added ...
factory beside starport that will lift to go back to tech lab (could delay FC and first BC -- needs to be worked out)
3rd CC + ebay
Fusion core (5:30)
First BC + yamato (6:30)
Add starports 2+3 with armory.
4th CC
Starports 4+5
The viking count during the push is a delicate part. We can keep making them to sustain our push but we're sacrificing on gas for factory + fusion core. To be explored.
Don't forget air upgrades + blue flame that should start sometime after double armory and starports 2+3
BCs win vs thors in a straight-up fight with equal army value. So might as well go for them if we re going into mech. They're also much less clunky since air, can teleport for harrass, won't be damaged by tanks/hellions/marauders. Definitly the better choice in the current meta.
6 | 0:00 | | |
13 | 0:12 | | |
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25 | 3:14 | | |
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28 | 3:50 | | |
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32 | 6:39 | | |
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