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Just build into your natural after a while. If there's a big enemy army destroying your buildings, odds are you lost the game anyway. Nothing wrong with spreading out a few buildings. The biggest thing about Terran building placement is not blocking off any of your units, particularly larger tanks (which I do about 2/3'rds of my games ><)
You can select a unit, hit shift+2 and add it to team two. This has been a blizzard game staple. It is unlike other rts games which interprets shift+2 to mean "and add team 2 to this current group of selected units). That's one way to add units to hotkeys.
Reapers are only for scouting, and weird cheeses. How else are we supposed to use them? Their speed upgrade comes far too late for it to be any good, they take ages to build and they do shit damage. There is no other applicable use for reapers that cannot be performed much better by a different unit and a dropship.
200/200 favours protoss. I've been fiddling around with very tank heavy compositions in tvp, and it still favours protoss, I feel. It's up to the Terran to keep the toss to only 2 bases or just outright kill the bastard. Anything more just gets too dangerous too quickly, unless you get kinda lucky. That said, no real amount of vikings will really kill that many colossus before they rip your ground army to pieces. You simply cannot allow the protoss ball of death to get too large. It's that simple.
How to 1/1/1 vs zerg? Uh, don't? Well...
I think the only 2 builds you can 1/1/1 with, would be some kind of marine/hellion/banshee or dropship move, into expansion. The attack aims to kill as many drones as possible, and is probably pointless against roaches. You can also whip out a viking to start hunting overlords, which is fun. The important thing is that you HAVE to kill drones when you do one of those! Your expansion comes nice and late compared to something like a makarax/1 rax fe opening.
transition into, well, basically anything? You have the tools you need to secure your expansion with some tanks, and some medivacs for some drops. Just add more rax, some upgrades and get your 2 base timing push on. I've been playing makarax openings into macro games, and it's been going mostly ok (until like 30 lings hatch out when I didn't want them to. Hurts.)
For winning tvts early, well, there's some abusive shit you can pull. Makarax is possible. Floating factories into hellion/cloaked banshee motherfuckery, 3 rax marauder stim all-in, blue flame hellion drops (my preference for "fuck it" tvt's), tank drops on ledges on LT and DQ. That's about it I think? Just play some tvt on SEA and you'll see some real shit (heheh).
All those builds I've listed can be scouted and countered and are all pretty much 'luck based' play. This is because the alternative is standard play.
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On November 07 2010 11:52 Lunit wrote: In a TvZ and the zerg FE, what is the best way of going about it?
Ideally you want to force the zerg to make units. Without allowing him to drone heavily . You can do this with some kind of harassment or a push.
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Oh, didn't know madison was also posting his answers right now ><
Well, mine are pretty in-line with what he suggests. There's not much wrong with what he's saying (although personally I prefer macro games a bit more. Just me I guess).
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Have you found a way to beat zergs and tosses in the macro game with a certain army composition or micro?
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On November 07 2010 13:46 imBLIND wrote: Have you found a way to beat zergs and tosses in the macro game with a certain army composition or micro?
Marines are a very cost effective unit. Can easily be massed With upgrades they are beastly.
The problem is they are susceptible to aoe. Micro can help with their survivability. Medivac support and tank support are even better. Approach your tvz with the marine as the core unit and your other resources being spent on keeping marines alive / augmenting their dps. Keep your economy strong. Expand when safe. Continue to apply pressure to the zerg with marine waves / drops / and your standing army positioned with tanks. Force them to make units and not drones. When late game hits and your 3 / 3 bio you'll notice a turning point against most z players. You'll require less and less marines to take out zerg units.
As far as toss is concerned the matchup seems a little more dynamic at least for me. Most of my games are 2 base pushes which the toss fails to hold. Longer games transition from collosus into templar requiring an equal response from me.
Try rephrasing what you mean by "macro game" maybe I can give you a more precise answer
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I was wondering how the micro technique of dropping one unit at a time out of a medivac is done.
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On November 07 2010 11:55 tofucake wrote: 2200+ doesn't mean anything. What are your real qualifications? What notable players can you consistently defeat/do well against? What titles have you won? Who are you?
2200+ means more than your douche-y skepticism. How about thoughtfully responding to one of the questions instead? Maybe OP isn't really 2200, but his responses have been insightful whereas you come off amazingly troll-like for your post count.
To OP: 1/1/1 build often gets crushed to a 6:30 or 7:00 triple rax stim push. How do you prepare for this type of attack? Specifically, a SMART terran will have minimal units at his wall to prevent useful scouting by a sacrificial SCV, while also spreading his rax so you can't tell if he is triple raxing or not by a scan. My thoughts are your best bet is a scan to check if he is taking double gas or not, and responding to a single gas by delaying the starport and focusing on siege/bunkers. Is there a better way? am I missing something fundamental?
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On November 07 2010 14:10 cskalias.pbe wrote:Show nested quote +On November 07 2010 11:55 tofucake wrote: 2200+ doesn't mean anything. What are your real qualifications? What notable players can you consistently defeat/do well against? What titles have you won? Who are you? 2200+ means more than your douche-y skepticism. How about thoughtfully responding to one of the questions instead? Maybe OP isn't really 2200, but his responses have been insightful whereas you come off amazingly troll-like for your post count. To OP: 1/1/1 build often gets crushed to a 6:30 or 7:00 triple rax stim push. How do you prepare for this type of attack? Specifically, a SMART terran will have minimal units at his wall to prevent useful scouting by a sacrificial SCV, while also spreading his rax so you can't tell if he is triple raxing or not by a scan. My thoughts are your best bet is a scan to check if he is taking double gas or not, and responding to a single gas by delaying the starport and focusing on siege/bunkers. Is there a better way? am I missing something fundamental?
Well when your opening with 1 - 1 - 1 assuming you stay on top of your macro you can gauge his timing off of your own. Send a scouting scv - use a reaper - iincorporate some kind of early push - marines / hellion poke / viking flyby / banshee harass. Alternatively you can use a scan. 3 rax stim is very easy to hold off. Most safe tvt builds have a bunker at your ramp if your afraid of a stim push or doing a risky build set up 2.
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On November 07 2010 13:55 MadisonStreet wrote:Show nested quote +On November 07 2010 13:46 imBLIND wrote: Have you found a way to beat zergs and tosses in the macro game with a certain army composition or micro? Try rephrasing what you mean by "macro game" maybe I can give you a more precise answer
Going into the mid game with no clear advantage or disadvantage, where macro, control, and usage decides everything.
I generally do what you said to do vs Zerg, but Toss is more troubling because of storm and collosi wiping out my marines almost instantly and zealots wiping up everything else. Harassment works, but that won't win me the game. It's difficult to face a toss army head on and come out on top with flimsy units like the marine. I want to have a bulk of my army to be thor/ghost/hellion with an escort of marines and marauders and medivacs, but all of that gas just to get enough facilities and produce thors, ghosts, marauders, and medivacs is insane.
I basically need a build that will get me a quick third and that will allow me to deflect a timing attack with ease. An alternative would be BW style ZvT where I use a mobile force to harass and keep toss in his base. The only problem with this is that terran harass is easily countered by stalkers...
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how do you deal against muta/ling/banelings?
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On November 07 2010 14:31 imBLIND wrote:Show nested quote +On November 07 2010 13:55 MadisonStreet wrote:On November 07 2010 13:46 imBLIND wrote: Have you found a way to beat zergs and tosses in the macro game with a certain army composition or micro? Try rephrasing what you mean by "macro game" maybe I can give you a more precise answer Going into the mid game with no clear advantage or disadvantage, where macro, control, and usage decides everything. I generally do what you said to do vs Zerg, but Toss is more troubling because of storm and collosi wiping out my marines almost instantly and zealots wiping up everything else. Harassment works, but that won't win me the game. It's difficult to face a toss army head on and come out on top with flimsy units like the marine. I want to have a bulk of my army to be thor/ghost/hellion with an escort of marines and marauders and medivacs, but all of that gas just to get enough facilities and produce thors, ghosts, marauders, and medivacs is insane. I basically need a build that will get me a quick third and that will allow me to deflect a timing attack with ease. An alternative would be BW style ZvT where I use a mobile force to harass and keep toss in his base. The only problem with this is that terran harass is easily countered by stalkers...
Alright thats more clear - tank expanding is fairly safe if your looking for a pure build with "almost" no advantage or disadvantage. The thing is playing completely safe allows your opponent to play greedy if you fail to punish. Thats why I prefer builds with set pushes that either win outright against a greedy player or one lacking the ability to micro or set me up for a contain.
I dont have much experience with thor / hellion against toss on paper it looks solid but im pretty sure youd want some tanks in there and to be more bio centric. Also note bio midgame with mass drops is still fairly viable.
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On November 07 2010 14:36 HeroFighter wrote: how do you deal against muta/ling/banelings?
Check out some of the vs z replays i have up. I've been favoring more bio mech oriented play lately.
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Every TvZ replay I checked of yours was you doing a Makarax + bunkers @ ramp vs a hatch first zerg. How do you open vs zergs who pool first?
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On November 07 2010 14:45 Xingke wrote: Every TvZ replay I checked of yours was you doing a Makarax + bunkers @ ramp vs a hatch first zerg. How do you open vs zergs who pool first?
Gas less 1 rax FE.
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On November 07 2010 11:30 Arminius wrote: How do you counter a 4warpgate rush as Terran on maps like Blistering Sands? You can't bunker up, because the enemy will just attack you from the other entrance, and tanks are too immobile. I tried massing marauders off 3 barracks, but that got crushed, same with a fast ghost build.
3 rax > 4 gate, unless he's much better. 2 techlab marauder, 1 reactor marines. rax units hard counter gateway units.
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how do you defend against 1 base zerg baneling all in? usually hits 6.30ish and even if i know its coming and bunker up, still busts through. should i make 2 bunkers at ramp?
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MadisonStreet, some pretty cool replays you provided. i like your style of harass. your micro is well up to snuff too. i'll certainly be trying your early bunker push harass if zerg goes fe on me as it looks like a very good strat. normally i'd say its kind of risky but as you say just sitting back and allowing zerg to fe and drone up is even riskier. have you any replays of how you deal with zerg 1 base ling and roach style play.? anyway thanks for posting the replays i am sure there's a lot of terrans who will get a lot of inspiration from them.
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Hi I just played a TvP which I thought I played quite well, but got steamrolled ultimately. Things I did wrong were losing my dropship with 3 hellions early on, expanding late and not getting vikings. However I was confused that after the second major engagement I managed to level the harvester and food count, but my opponent was able to macro up a 200/200 army when I was at still at 120 food. I am only a gold player so my game understanding is really lacking and I would appreciate any help :D
Edit: After the first engagement I leveled the harvester count to <5 difference and food difference to <10, and the final battle was 140 to 180 food.
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1500~ diamond terran.
lately i have felt like I have stopped improving or something, now that I have a firm grasp of the game's mechanics i don't feel as if I am going over further. What is the best way to practice and lean and improve from games?
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Hey Madison, great replays. Your tvp looks a lot like mine, with the floating factory and everything. I'll usually kill a couple probes and maybe a pylon but not much else. I follow up that poke with a marine banshee raven push, but I usually keep the banshees with the marines, but do you think it's better to harrass first to pull their forces back? I noticed that this allowed you to catch some colossi out of position on scrap station which totally seemed to have won that game. The build always feels like a toss up on blistering sands, where I feel pretty boned if they 4 gate. You went for it anyway, was that a product of scouting or were you confident from the beginning you could defend the 4 gate?
I love the maka rax bunker play against Zerg, it looks like a pretty consistent way to pressure or kill that fe. It always felt risky to me but skipping the gas let's you back it up enough to really do damage. However, do you feel like you are set back too much if they just shut it down cold? What kind of transition do you do if that happens?
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