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[H] Terran; too many minerals, too little gas

Forum Index > StarCraft 2 Strategy
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hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
August 20 2010 21:34 GMT
#1
I just got into Diamond and played a TvT, where I noticed I have too many minerals, but too little gas. I've been having this problem for a while now and I don't know what to do about it. It's really weird having 2000-3000 minerals and 0 gas. I guess it's mainly because I go: tanks, thors, vikings, and battlecruisers. My question is, how do I make use of minerals when all my units are so gas heavy?

Replay link
:]
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-08-20 21:36:41
August 20 2010 21:36 GMT
#2
Typical mineral sinks are hellions and marines. It's true though, mid game Terran is always (esp TvT) starving for gas, I like to use my energy for scans /supply drops instead of mules if that happens.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
vyyye
Profile Joined July 2010
Sweden3917 Posts
August 20 2010 21:36 GMT
#3
I'll go out on a whim and ask if you're making hellions/marines? Not able to watch the replay at the moment.
schnieder
Profile Joined August 2010
26 Posts
August 20 2010 21:37 GMT
#4
expand more in middle/late game
and if your not supply blocked at all....
RINES? they are always a good dps compliment/ meat sheild....
But make sure you are expanding as much as possible get early seiege tank map controll and mine that gas!
hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
August 20 2010 21:41 GMT
#5
I didn't make hellions or marines. I actually made 2 rax at one point but forgot about them. The thing with the hellions is, if I make hellions, that time it takes to make them is enough time for me to have enough gas to make another tank/thor. And I also considered making another factory, but that's 200 gas, which is a thor.
:]
ZaaaaaM
Profile Joined March 2010
Netherlands1828 Posts
August 20 2010 21:46 GMT
#6
...

Expand and/or make rines and/or make hellions.
no dude, the question
Thoreezhea1
Profile Blog Joined July 2010
United States532 Posts
August 20 2010 21:48 GMT
#7
Marines are good against anything par colossi and other splash.

Hellions are good against any form of light.

Marauders are heavy assault with only a little gas.

?

Should be a good compliment to your army, especially in tvz, I am not sure what your problem is.
What the Fu- REAPERS?!
OpRaider
Profile Blog Joined April 2010
United States307 Posts
August 20 2010 21:51 GMT
#8
mass some missile turrets in your base, especially in tvt.
it is what it is -day9 airplane story
whateversclever
Profile Joined November 2009
United States197 Posts
August 20 2010 21:56 GMT
#9
barracks, so that you can quickly reinforce your army if you need to push for the win or defend against a counter attack. if you are getting to the late game, you probably want like a billion barracks or something.
hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
August 20 2010 22:13 GMT
#10
Thanks a lot for the advice guys! I really appreciate it.
:]
Meldrath
Profile Joined June 2010
United States620 Posts
August 20 2010 22:14 GMT
#11
On August 21 2010 06:41 hahaimhenry wrote:
I didn't make hellions or marines. I actually made 2 rax at one point but forgot about them. The thing with the hellions is, if I make hellions, that time it takes to make them is enough time for me to have enough gas to make another tank/thor. And I also considered making another factory, but that's 200 gas, which is a thor.

Well the idea being if you have to many minerals, they are going to waste. Hellions build fast and if you have alot of minerals you gotta get them to the battle field. Build a factory with a reactor and just double pump the hell out of it. 10 hellions >13892712389 minerals. Bottom line is units are better then money. You can also build marines if you transitioned from a bio build earlier in the match plenty of options for your minerals. If you have low apm your money will creep up on you despite yourself so if thats the problem work on that
slap me I must be dreaming another "imba" arugment! fffffffffuuuuuuuuuuuuu!!!!!
zeidrichthorene
Profile Blog Joined March 2010
Canada83 Posts
August 20 2010 22:17 GMT
#12
This is a "problem" that happens with all races. It's really just caused by focusing heavily on high tech units, and neglecting low tech units.

Marines, Marauders, Hellions, turrets and bunkers can be used to balance yourself a bit as terran.
Roach, Zergling, Queen, and crawlers are your options for zerg
Zealot, Warp Prism, cannons and Stalkers (to an extent) can even things out as protoss.

In general, all of these options, except the queen, are means of enforcing map control. While marines, hellions or zerglings are going to get shot to shit by tanks if you try and assault their base directly, if your opponent tries to expand somewhere that they haven't "earned" through map control, these mineral units are a great way to stop them, or punish them for trying, without having to use your main (gas-based) force.

Likewise, minerals serve as a way to punish an indiscriminate air investment. Queens, marines, stalkers, as well as static defense all do quite well against all air besides capital ships. They also use no gas, except in the case of the stalker, which still has the lowest gas per mineral ratio of any protoss unit (other than zealots and warp prisms)

Gas is sort of the way you afford the powerful units. Minerals are sort of your reward for good mechanics. The difference between two terran players, one with good mechanics and one with awesome mechanics probably will not necessarily be tank or viking count. More likely, you'll see the player with awesome mechanics be able to, say, have a roaming group of marines available to take out expansions or pick off stray vikings. Or have a few missile turrets and a bunker at his expansions to prevent his opponent from simply doing the same thing.

The player with the poorer mechanics might match the opponent in tank and viking count, but may have a harder time securing a 3rd expansion as quickly, or end up being susceptible to drops away from their army, or they might get into a viking/viking battle and find stimmed marines charge in from behind the opposing vikings, turning a slight victory into a landslide loss.

Alternatively, if you're bumping the population cap, and don't want to sacrifice gas unit potential for mineral unit potential, just make fewer SCVs on minerals. Having fewer SCVs will increase the pop cap available for big units.
TheYango
Profile Joined September 2008
United States47024 Posts
August 20 2010 22:18 GMT
#13
On August 21 2010 06:48 Thoreezhea wrote:
Hellions are good against any form of light.

IIRC Hellions even have been determined to be cost-effective against Stalkers pre-blink (neither get bonus damage, and good surrounds give you superior splash), and can kite Roaches.
Moderator
Voyager I
Profile Joined July 2010
United States260 Posts
August 20 2010 22:51 GMT
#14
On August 21 2010 07:18 TheYango wrote:
Show nested quote +
On August 21 2010 06:48 Thoreezhea wrote:
Hellions are good against any form of light.

IIRC Hellions even have been determined to be cost-effective against Stalkers pre-blink (neither get bonus damage, and good surrounds give you superior splash), and can kite Roaches.


They're also bigger than Marines, and therefore less vulnerable to splash attacks like Psi Storm, Colossi, and friendly fire from your Tanks.

I've seen better players than me make excellent use of them as meatshields for Tank lines in true BW style. They're cheap, build fast, and do horrible things to Zealots.
Pobearo
Profile Joined August 2009
United States351 Posts
August 20 2010 23:43 GMT
#15
If there's any threat from the air build some barracks with reactors and get marines, if it's a ground based army a factory or factories with reactors and hellions. The might not be ideal, but any damage is good damage, and it can help sponge up some damage for your gassier units.
Cyclon
Profile Joined March 2010
United States99 Posts
August 21 2010 02:15 GMT
#16
On August 21 2010 07:18 TheYango wrote:
Show nested quote +
On August 21 2010 06:48 Thoreezhea wrote:
Hellions are good against any form of light.

IIRC Hellions even have been determined to be cost-effective against Stalkers pre-blink (neither get bonus damage, and good surrounds give you superior splash), and can kite Roaches.


I was surprised to discover this, but its true. 750 minerals worth of Stalkers is fairly evenly matched with 750 worth of Hellions, and of course hellions aren't sucking up gas so while half of your opponents force has to be Zealots, you are pumping tanks. Hellions scale better then Stalkers when you get larger numbers or get a better surround, pulling even further ahead. So much for the 'helpful' in game hints.
Gedrah
Profile Joined February 2010
465 Posts
August 21 2010 02:20 GMT
#17
Hellions also make an excellent meat shield to keep your Thors from dying quite as fast, and the splash damage can be a huge deal in large battles, if your micro is great. I can think of a few Beta games where I "sacrificed" 10-12 Hellions to drive very close to a Hydra blob and fire into the center\rear of it, damaging or killing 60% of the Hydras. In general, when you succeed at killing gas-costing units with units that don't, you've come out ahead...
What is a dickfour?
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
August 21 2010 02:23 GMT
#18
I suffer from this syndrome as well when I'm going tank/viking play. Generally I don't get marines and hellions to soak up those minerals because that wastes food, and I'd rather have a larger tank and viking force to beat my opponent in battles. What I do is mass build command centers and float them to accessible expos. If some go unnoticed then great you can start mining gas from those locations. If not, well your opponent will have to devote units to go and kill them, leaving his defense lines more vulnerable to a bust.
Sup.
Rkie
Profile Blog Joined October 2009
United States1278 Posts
August 21 2010 02:23 GMT
#19
just curious, are you one of those 1 base diamond level terrans?
Abandon
Profile Joined July 2007
United States8 Posts
August 21 2010 02:34 GMT
#20
Here's a thought. We are programmed as players to build workers until saturation, but perhaps Terran (especially in TvT) shouldn't do that. If you are cutting an SCV here and there to reduce the excess minerals, maybe you can get a unit out for your army or an upgrade slightly faster here or there without losing anything as the minerals would just be piling up in the end anyways. Also, mid-late game you will have spent less supply on SCVs and thus more on army. Maybe Terran just simply doesn't need that many workers on minerals.
Cyclon
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-08-21 02:50:30
August 21 2010 02:49 GMT
#21
On August 21 2010 11:34 Abandon wrote:
Here's a thought. We are programmed as players to build workers until saturation, but perhaps Terran (especially in TvT) shouldn't do that. If you are cutting an SCV here and there to reduce the excess minerals, maybe you can get a unit out for your army or an upgrade slightly faster here or there without losing anything as the minerals would just be piling up in the end anyways. Also, mid-late game you will have spent less supply on SCVs and thus more on army. Maybe Terran just simply doesn't need that many workers on minerals.



But, the only thing it costs to put more workers on minerals is... minerals. An SCV requires under a minute to earn back the money you spent on it. Unless you are reaching 200/200 or have a perfectly streamlined timing attack in mind, there is no reason not to pump SCVs till saturation. They pay for themselves so damn fast and afterwords every extra SCV you made is an extra marine every minute or a hellion every two.
Voyager I
Profile Joined July 2010
United States260 Posts
August 21 2010 02:53 GMT
#22
On August 21 2010 11:34 Abandon wrote:
Here's a thought. We are programmed as players to build workers until saturation, but perhaps Terran (especially in TvT) shouldn't do that. If you are cutting an SCV here and there to reduce the excess minerals, maybe you can get a unit out for your army or an upgrade slightly faster here or there without losing anything as the minerals would just be piling up in the end anyways. Also, mid-late game you will have spent less supply on SCVs and thus more on army. Maybe Terran just simply doesn't need that many workers on minerals.


Your logic is backwards. While one objective is to minimize excess minerals, the idea is to do so by putting them to good use, not simply avoiding having them in the first place.
hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
August 21 2010 03:43 GMT
#23
On August 21 2010 11:23 Rkie wrote:
just curious, are you one of those 1 base diamond level terrans?

I don't think I expanded to my nat too late. of course it's not SC1 CC timing, but I had 2 expos by the end of the game.
:]
Papajan
Profile Joined August 2010
United States15 Posts
August 21 2010 03:55 GMT
#24
If you're going extra marines, they probably won't fare too well with your main force, but they're handy for scouting the map or suicide-scouting their army/main. Sometimes you can get lucky and lure some vikings into marines and they'll prove their worth. Turrets are also always a nice mineral sink, both for protecting against drops as well as supplementing your tank crawl.

You can also use some lower gas units, though that'll cut into your tank/viking army a little. Marauders can be nice vs a small number of tanks, but then you gotta sink some extra gas into stim. Medivac/marine drops are fun to keep harass up if they don't have many turrets.
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