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About 2 weeks before the last iccup i decided to switch from protoss to terran i figured it would be a good expirience since i like terran better than protoss so right now i'm d-/d and kinda sucking my favorite build is 8 supply 9 barracks 10 gas 12 marine 13 factory 14 fac 15 marine 16 siege workshop 17 siege workshop 18 supply 19 marine/tank/expo\ i was wondering if this is a good build or not and if so what could i improve on?
   
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infinity21
Canada6683 Posts
Recommended Threads ftw :o
A good build order would be: 9 supply 11 barracks (get at least 4 marines before your factory finishes to defend against early goon harass) 12 refinery 14 supply 16 factory (remove all but 1 scv from gas)
Then, when factory's near complete, start mining from 3 gas again. Get machine shop after it's done When it's done, research mines.
Alternatively, as soon as your machine shop is building, you can throw down your command center above your ramp.
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i know but this is my own variation i use mostly on tvp sometimes on tvz and was wondering if anyone had any help for me on it
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You're sacrificing so much economy for no reason. You get two factories, but only get one tank before expand. For maximum economy without delaying unit production much, you can go 9 supply 11 or 12 barracks 12 gas 14 or 15 depot 15 or 16 factory (these depend a bit on if you lost a scouting SCV or if a probe killed an SCV) etc. someone should be able to give a more detailed build than me, but that's a much better start. Look around the teamliquid replay section for the Flash vs Stork game on Colosseum, Flash uses a very solid TvP build for playing off three bases, getting a large army with fast upgrades, and moving out rather safely.
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@infinity - If you wall, you can live with 1-2 marines fairly easily.
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infinity21
Canada6683 Posts
About your build order, you sacrifice too much economy from building things too quickly. You want to be building scvs nonstop maybe except at 16 supply when you want to get your factory up asap.
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Wow infinity, you just said about exactly what I said with your two posts combined. >.<
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infinity21
Canada6683 Posts
oh hahaha I guess that means we're more or less correct?
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Well, okay. This build would never work in TvZ, because he can just expand as much as he wants. I can elaborate more tomorrow but I've gotta go for now.
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kk sounds good i have tried this before and it has 50/50 effect if they go for dt's/rush/early attack it fails horribly if not i works pretty good but i will try poke bunny's strat
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United States24613 Posts
On December 11 2008 11:31 Pokebunny wrote: @infinity - If you wall, you can live with 1-2 marines fairly easily. With close positions will you be able to hold off the goons with a bit of scv healing of the depot and then tank positioned correctly?
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infinity21
Canada6683 Posts
I think what Sea does is build a cc off 1-2 marines and increase to 3 after the cc starts building. I prefer having at least 4 though. Not all of us have pro gamer micro and it's not worth risking the entire game for a minor advantage since we're not quite at that level of pro-ness
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13 factory?
thats....interesting
and then 18 depot?
I'm going to cautiously label this a bad build
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On December 11 2008 12:26 micronesia wrote:Show nested quote +On December 11 2008 11:31 Pokebunny wrote: @infinity - If you wall, you can live with 1-2 marines fairly easily. With close positions will you be able to hold off the goons with a bit of scv healing of the depot and then tank positioned correctly?
unless he goes super mega hardcore
I mean if you do it on longinus you're fucked, but if his goons are shooting up ramp and he went something like 1 gate tech you're fine.
Just make sure to pump tanks initially (since it wouldnt make a ton of sense to FD off this) and siege expand cautiously
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