Haxord wrote:What is the best way to deal with a sera com that has a gun upgrade early on (replay 3455818)? I felt that I had the tech and the eco, and I just did not know how to push the commander back. Eventually died to an unrelated cause due to not scouting, but I feel that his com would have been able to push me all the way back and I lost my HQ. Thanks
Hey Haxord.
First let me say that I am no means a pro. I am not saying this is the gospel truth about what you should have done. I am only a lowly 1400 and I'm sure someone higher ranked might have different advice. But since nobody else seems to want to reply, here are my thoughts.
A few smaller things -- not why you lost, but thought I'd mention them.
- You can build your factory on the far side of the mex closest to your hydro and your first engy will get to the hydro much sooner.
- You overbuilt power a tiny, tiny bit. better to overbuild than underbuild, but at 5:00 you were floating +50. Had you been planning on an upgrade that would have been great, but you weren't. Had you gone air that would have been great, but you didnt.
- You should have gone air. On Isis air (IMO) is very important and it's risky having only one player doing it. Also, as you so aptly stated, this would have allowed you to scout.
Here are the reasons why I think gun com screwed you over:
#1. You didn't see it coming. He actually went t2 before he went gun, probably for the extra health and so he could finish gun faster. When someone goes t2, go gun and push them. This almost never fails. All they have is extra health, but you have 2x the dps. They can try and make a t2 pd, but you can oc it.
But you didn't scout, so you didn't see him going t2.
The best way to survive something after it happens is to keep it from happening in the first place. I cannot overemphasize how important it is to scout.
#2. You built your t2 hq too far up. Had you survived the jester snipe, you would have lost anyways because your mirror had t2 and you lost your hq. If you do make that mistake again, as soon as you know you're going to lose your HQ, start another in a safer place.
#3. You tried to put up PD waaaaaay too late. If you had scouted and seen he was going gun and you had gotten up 3 t2 pd, maybe you could have held him off. But 1 t2 pd will always lose to a gun com -- hence why you counter a t2 ACU with a gun ACU. All else equal, and the timing the same, the gun ACU will win if s/he pushes.
I would say by a longshot #1 is the reason. You cannot counter things if you don't know they are coming. You should have gone gun when you saw him going t2, and pushed.
Let's assume he went gun at the same time you did. In that case I would also go stealth on your ACU, and I think rocket bots + stealth are the right choice if you have the apm to micro them. If not, go rhinos, and keep them spread out so his o/cs are less effective.
Since ilshies cost ~2x as much as any other t2 unit, your overcharges are twice as mass effective, so every ilshie you o/c to every unit of yours he o/cs puts you ahead. Lastly, you would need air control to keep him from scouting, because the counter to stealth is constant scouting. From there you might put up one or two t2 PD to keep him at bay while you kept kiting with rocket bots. I would anticipate he would go turtle against the rocket bots. They have the longest range of any t2 unit, and with stealth and air control they are basically impossible to counter at the t2 level, so people tend to turtle against them. So in anticipation of a turtle I would also start making MMLs. And if you can't keep air control, some flak as well.
But basically. Scout. Counter t2 ACU with gun. Counter gun with gun. Anticipate. Prepare.