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[H] Terran; too many minerals, too little gas
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hahaimhenry
Canada368 Posts
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ChickenLips
2912 Posts
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vyyye
Sweden3917 Posts
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schnieder
26 Posts
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
Canada368 Posts
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ZaaaaaM
Netherlands1828 Posts
Expand and/or make rines and/or make hellions. | ||
Thoreezhea1
United States532 Posts
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. | ||
OpRaider
United States307 Posts
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whateversclever
United States197 Posts
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hahaimhenry
Canada368 Posts
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Meldrath
United States620 Posts
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 ![]() | ||
zeidrichthorene
Canada83 Posts
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. | ||
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TheYango
United States47024 Posts
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. | ||
Voyager I
United States260 Posts
On August 21 2010 07:18 TheYango wrote: 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
United States351 Posts
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Cyclon
United States99 Posts
On August 21 2010 07:18 TheYango wrote: 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
465 Posts
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dudeman001
United States2412 Posts
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Rkie
United States1278 Posts
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Abandon
United States8 Posts
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Cyclon
United States99 Posts
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
United States260 Posts
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
Canada368 Posts
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
United States15 Posts
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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