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So I'm going to try out terran for a bit to see how I like it, and was hoping some of the veterans can give me some tips so I don't have to trial and error lose 20+ games just getting little things down.
1) How do you control construction? With toss I just had a probe in my main hotkeyed and made the building wherever I wanted it, then either make another building (pylons in midgame) then shiftclicked back to my minerals. With zerg I could just drag a box over a bunch of workers and built wherever and didn't have to worry about it any more. With the building mechanic, how do you control construction if you're building more than one thing at a time (since the box method would result in a bunch of scv's converging on one mineral line when I shift click my mineral line)? Is it better to just not have a hotkeyed worker and select individual scv's with the cursor to build (supply depots mid-late game)?
2) How many workers per mineral line do you want generally before you'd concider it saturated? I'd assume you need far less than zerg or toss with mules.
3) Is there a specific time you might want to start letting energy pool a bit on your OC's for scans if your scouting information is limited? Watching some pro matches I sometimes see an unscouted Darkshrine and the terran player somehow magically has just enough energy to get off a scan.
4) Just playing around with the odd custom game where I played random, I noticed if you have 2 Command Centers and one is an orbital command and another isn't, you can't press SS to make an scv out of both, it just makes 2 out of the OC. Is there a way around this, or do I just have to have seperate hotkeys if I have a PF?
5) Anything else you'd like to throw in, I'm more than receptive.
Thanks all. Cheers.
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I can kinda answer a few of these:
2) The same number as Protoss or Zerg, as resources now > resources later.
3) Very late game when you have a lot of resources pooled, or just before you take a high yield. Try to use it on mules whenever possible (the same way Zerg always tries building workers whenever possible)
4) I don't believe there is a way.
I play protoss mainly though, so I could be completely wrong on some of this stuff.
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I'm not a Terran player, but I think I can answer some of your questions, if anyone feel the need to correct what I said go for it .
2°) You just need as many workers as Zerg and Protoss to saturate a mineral line as a Terran, since Mules can mine from an occupied mineral patch. This is the reason why terran tend to expand a bit later as compared to Zerg or Protoss. Be careful tough ! You'll get more income, but you'll also deplete your main quicker.
4°) The same mechanism occurs with Zerg when you have a lair and an hatchery for instance. To be able to build from a different building, you don't have to use a different hotkey, just press the Tab hotkey to switch between building types. Hope I helped on those two, and more persons will help you on your other questions.
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1. I pick one scv from the mineral line and then shift click it back again. Picking one scv is not exactly hard as scvs are quit big in comparison to probes atleast
2.Saturated is 30 scvs not less. Mules helps Terran too keep up with Zerg and Protoss with more bases not covering cutting workers. When you are at one base you should never stop building scvs so you can transfer to the second base and then again don't stop building so you can transfer to your third. After that it depends on the situation.
3.Hard to say, play and you will learn when you die to DT/Banshee Against T taking a scan instead of a third mule is a good timing for scouting if he is going banshee or something else.
4. You have to tab between them to make the scvs. I think it is a bug (Zergs dont have this problem with hatch/lair/hive).
5. having all OCs on for example 0 is nice as it makes scaning muling easier.
GLHF
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On December 24 2010 20:11 Grildrak wrote: 4. You have to tab between them to make the scvs. I think it is a bug (Zergs dont have this problem with hatch/lair/hive).
Actually the same problem exist when you try to build queens from Hatch/Lair or Hive mixed in one hotkey, so I don't think it is a bug, it's just the way it is .
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On December 24 2010 19:46 Arisen wrote: So I'm going to try out terran for a bit to see how I like it, and was hoping some of the veterans can give me some tips so I don't have to trial and error lose 20+ games just getting little things down.
1) How do you control construction? With toss I just had a probe in my main hotkeyed and made the building wherever I wanted it, then either make another building (pylons in midgame) then shiftclicked back to my minerals. With zerg I could just drag a box over a bunch of workers and built wherever and didn't have to worry about it any more. With the building mechanic, how do you control construction if you're building more than one thing at a time (since the box method would result in a bunch of scv's converging on one mineral line when I shift click my mineral line)? Is it better to just not have a hotkeyed worker and select individual scv's with the cursor to build (supply depots mid-late game)?
2) How many workers per mineral line do you want generally before you'd concider it saturated? I'd assume you need far less than zerg or toss with mules.
3) Is there a specific time you might want to start letting energy pool a bit on your OC's for scans if your scouting information is limited? Watching some pro matches I sometimes see an unscouted Darkshrine and the terran player somehow magically has just enough energy to get off a scan.
4) Just playing around with the odd custom game where I played random, I noticed if you have 2 Command Centers and one is an orbital command and another isn't, you can't press SS to make an scv out of both, it just makes 2 out of the OC. Is there a way around this, or do I just have to have seperate hotkeys if I have a PF?
5) Anything else you'd like to throw in, I'm more than receptive.
Thanks all. Cheers.
1) Alternatively, you can shift-select how many workers you need. Or, box, build, and then seperately queue the workers back. Not entirely sure if boxing the whole line, building and queue-ing back will end up in having all the workers following that command, or just the ones who went building.
2) 2 per patch. Mules do not count towards saturating a patch.
3) This comes with experience, really. I've heard people throw the 7 minute mark around, if I'd have to name food counts (reliability of these is obviously small), I'd say 47-55 food, slightly less if you've expanded.
4) Yes, you can press S, Tab, S (Tab switches between wireframes in your selection).
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regarding point #1, i'm pretty sure that if you tell them to build something and queue back to a mineral patch - the scv's which didn't get the building command will simply ignore the order. so at most you'll get 2-3 scv's trying to get to the same patch, and it's unlikely they will be queuing at the same time.
also - a trick that many pro's use when dragging workers is to drag select a bunch and then use control-click on the selection grid to unselect some... pro's almost always use this technique when maynarding workers to expo etc. or to select 4 workers, send to expo gas then ctrl+click two of them and send to other gas.
also, as my 3rd CC is gonna be a planetary i usually don't need to build workers from it, as the scv production from the other 2 bases is sufficient. but i use tab as required.
if your scouting intel is that bad, simply build a barracks near enemy base and float over... i wouldn't save energy for scan unless you're 100% sure that your opponent is going DT or banshee etc.
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You'll want to scout at the time the build orders start to differentiate (since seeing 1 gate, 1 core isn't really helpful). This will be the same time you send you overlord as zerg for example. Imo the best timing is around 4:30-5:00. Keep in mind (although z/p like to think otherwise) that your scan will likely not see everything. Just because you don't scan a dark shrine or a starport, doesn't mean there isn't one. Also note what's not there (and should be) or what else could point to such an opening and prepare accordingly. For example, if you scan at 5 minutes and only see 2 gate/core but 2 gases, you know that something is up. Unfortunately you don't know if it's ht/dt tech, blink stalkers or stargate. So manual scouting (i.e. a reaper) is neccessary as you cannot possibly prepare for all of them.
Over time, you'll get a feeling for what you're scouting actually means. It helps analysing you own replays and/or actually having played the other races for some time.
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On December 24 2010 20:34 n0ise wrote:
2) 2 per patch. Mules do not count towards saturating a patch.
2 per patch is just around 75% mining, you want 3 per patch. The third scv will just mine for 50% as it have to wait a bit for the other scvs blocking it but it is still totally worth it.
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1) literally just pull a scv off of the mineral line to add on production buildings. Adding on supply depots do the same early game but eventually youll have to make them non stop so you will have to have an scv shift qued up to make another one. Late game youll need 2 scvs making supply depots to keep up with production rates. 2) 2 rows of selected scvs and 6 on gas. 3) Usually the 3rd amount of 50 energy is saved to defend dts or cloak banshees. 4) You can press tab to cycle through unit spells or different buildings. A cc and a oc are different so they have different ques. You can hotkey every building together an tab through to make first out of OCs then barracks then factories then starports. 5) TvZ build you want to learn is jinros 1-1-1 variant. TvP 2rax FE into 3rax cloak banshee and raven. TvT any 1-1-1 or 1rax fe variant.
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