|
On July 05 2011 21:39 kenkou wrote: As a Terran player, what are the best ways to place static defensive structures. Two problems I have right now are mutalisk's in TvZ and heavy early gateway pressure in TvP.
Against muta's, where are the key points you should place turrets? Also, how many should you make? For reference, lets say the zerg went 2 hatch muta into expansion, so heavy muta play.
Against protoss, my default build is 2 rax reactor/tech lab pressure, and fall back into expansion. I feel I get run over by any sort of gateway pressure, 3 gate expand is very common. How many bunkers is usually needed to negate their pressure? How should they be placed? Also, how many scv's is usually ideal to pull off the mineral line to repair?
Should you be building the CC on the low ground or in your main base if you 2 rax in TvP? If I build my CC in my main, I feel I need to expand as soon as my orbital is finished, so is there even a need to expand on the high ground?
Well I'll give you some insight into these problems your having even if It may not be a complete answer. (forgive me zatic)
Turrets have a range of 7(+1 with upgrade) and mutalisks have a range of 3. so imagine a mutalisk attacking a turret from the left ___M__T___T____ if you put a turret 4 spaces to the right of the first turret it will still be able to shoot the mutalisk. Thus they can cover one another. (5 if you have the range upgrade but not rele relavent.) put the turrets on the outsides of your mineral line if you plan on making a lot or right in the middle if you just want 2 to hold them till your marines arrive to save the day.
I'm gonna go ahead and say build the orbital in your main. I have no idea how to answer surviving 3 gate expand pressure. ... umm... if they are three gate expanding they will be making lots of sentires and not attacking... you are actually quite likely to do pretty good damage with concussive 2 rax pressure if you dodge their first force fields. hmm... yeah i guess build bunkers? lol
EDIT: 2 bunkers on high ground 3 on low ground if your scared.
|
On July 05 2011 21:15 Sinklarr wrote: How many production facilities can a terran pull off of 2 bases? Sorry if its a stupid question (i'm bronze xD) 6-7 rax without addons and generally 3-4 with addons for each mining base. Any less will get you have spare resources to make up with an expansion. Obviously the less raxes than the max will get you faster spare resources.
TL;DR 6-7 rax with addons on 2base but you will not have much minerals to spare for an expo unless you cut production or you make marines from tech lab raxes.
On July 05 2011 21:39 kenkou wrote: As a Terran player, what are the best ways to place static defensive structures. Two problems I have right now are mutalisk's in TvZ and heavy early gateway pressure in TvP.
Against muta's, where are the key points you should place turrets? Also, how many should you make? For reference, lets say the zerg went 2 hatch muta into expansion, so heavy muta play.
Against protoss, my default build is 2 rax reactor/tech lab pressure, and fall back into expansion. I feel I get run over by any sort of gateway pressure, 3 gate expand is very common. How many bunkers is usually needed to negate their pressure? How should they be placed? Also, how many scv's is usually ideal to pull off the mineral line to repair?
Should you be building the CC on the low ground or in your main base if you 2 rax in TvP? If I build my CC in my main, I feel I need to expand as soon as my orbital is finished, so is there even a need to expand on the high ground? The best way to place turrets is to place it from the direction from the zergs base to your base. Like you don't need to place turrets in the back of your base because if the muta's enter your base and fly to the back then they'll have to get out if they want to survive. Thus making the chances of the muta's flying into the back of your base less likely so you need to place turrets in the front of your base because they'll take unnecessary damage from turrets.
If the toss has a 3gate then 2 bunkers is enough in most cases. I usually get 1 or 2 more depending if I saw his expo or not and I pull all my scv's to repair as it's better to repair the bunkers with all your scv's than with less scv's where you would have the scenario "I should have pulled more scv's".
With a 2rax you usually pressure thus it's acceptable to expand at the natural rather than on high ground. There are disadvantages ofcourse in case he's 4gating or doing a push himself. You'll need to build 2-3 bunkers asap then.
Edit: With in the front of the base I do not mean build it near the ramp. In this context I meant every way that is accessible from air from his base to your base will be front.
Edit2: I generally build 2 turrets at each spot and depending if I have more spare minerals I will build more at each spot. 1 Turret in the beginning will fend off low amount of muta's but if the muta's go like 10+ then you'll definitely need 2 at least for each spot to buy some time for your forces to defend.
|
What's the proper response to 3gate stargate void ray allins when you 1 rax expanded as terran? they warpin on high ground avoiding my bunkers.. have you lost when they are doing that or can you do something to turtle back up?
Pretty hard to scout when the stargate is proxied aswell..
|
On July 05 2011 23:07 Bojas wrote: What's the proper response to 3gate stargate void ray allins when you 1 rax expanded as terran? they warpin on high ground avoiding my bunkers.. have you lost when they are doing that or can you do something to turtle back up?
Pretty hard to scout when the stargate is proxied aswell..
I love doing this to people ;p The only times i loose are when the throw down a bunch of barracks and mass marine. And i mean MASS
|
Hi there ! I'm new on the forums so i hope i'm posting in the right section.
I've read Cecil's guide on how to improve and I'm "stuck" at choosing my 3 builds. I've decided to go for Thorzain's fast 2/2 vs P and TheSTC fast expand into mass bio vs T.
But I'm struggling to find one vs Z that I could emulate. Do you guys think the 3 tanks push might be a good idea ? Or is it outdated ? Because when i watch pro replay they always end up doing high apm harrasment stuff with helions or marines and I know that I won't be able to execute those properly at my level (Im gold).
thanks in advance
|
On July 05 2011 23:07 Bojas wrote: What's the proper response to 3gate stargate void ray allins when you 1 rax expanded as terran? they warpin on high ground avoiding my bunkers.. have you lost when they are doing that or can you do something to turtle back up?
Pretty hard to scout when the stargate is proxied aswell..
Missile turrets and marines. I thought missile turrets were too expensive, but really everytime time the terran player gets them my void ray stalker push fails I might be doing it wrong though, that's not one of my best cheese.
|
On July 06 2011 00:24 Geiko wrote:Show nested quote +On July 05 2011 23:07 Bojas wrote: What's the proper response to 3gate stargate void ray allins when you 1 rax expanded as terran? they warpin on high ground avoiding my bunkers.. have you lost when they are doing that or can you do something to turtle back up?
Pretty hard to scout when the stargate is proxied aswell..
Missile turrets and marines. I thought missile turrets were too expensive, but really everytime time the terran player gets them my void ray stalker push fails I might be doing it wrong though, that's not one of my best cheese.
VoidRay All-in vs a 1rax FE isn't cheese per se
|
Blazinghand
United States25558 Posts
On July 06 2011 00:08 IstandAlone wrote: Hi there ! I'm new on the forums so i hope i'm posting in the right section.
I've read Cecil's guide on how to improve and I'm "stuck" at choosing my 3 builds. I've decided to go for Thorzain's fast 2/2 vs P and TheSTC fast expand into mass bio vs T.
But I'm struggling to find one vs Z that I could emulate. Do you guys think the 3 tanks push might be a good idea ? Or is it outdated ? Because when i watch pro replay they always end up doing high apm harrasment stuff with helions or marines and I know that I won't be able to execute those properly at my level (Im gold).
thanks in advance
An easy and solid two base strategy to execute against zerg is a two rax pressure expand wijth marine pressure into a siege tank timing attack. Three tanks is good. Any tricky strategy that will somehow overwhelm marines and tanks shouldnt be a problemm at the lower levels.
|
when you select a bunch of units how do u deselct a few of them. For expample if i select 6 dornes but want 3 of them to go mine gas how do i deselect the extra drones
|
On July 06 2011 01:26 palmer04067 wrote: when you select a bunch of units how do u deselct a few of them. For expample if i select 6 dornes but want 3 of them to go mine gas how do i deselect the extra drones Hold down shift and click any probe icons (the ones in the middle) 3 times in a row. Shift is generally deselect. You can also Shift + highlight units to remove Shift + ctrl + click unit icons to deselect all units of that type
On July 06 2011 00:08 IstandAlone wrote:+ Show Spoiler +Hi there ! I'm new on the forums so i hope i'm posting in the right section.
I've read Cecil's guide on how to improve and I'm "stuck" at choosing my 3 builds. I've decided to go for Thorzain's fast 2/2 vs P and TheSTC fast expand into mass bio vs T.
But I'm struggling to find one vs Z that I could emulate. Do you guys think the 3 tanks push might be a good idea ? Or is it outdated ? Because when i watch pro replay they always end up doing high apm harrasment stuff with helions or marines and I know that I won't be able to execute those properly at my level (Im gold).
thanks in advance All your strategies sound on the difficult side of ones to master, which should be your goal. As i see it mastering a build is to accomplish being most efficient. Getting all the way to the end is the most important thing. It teaches you what precise timing is so you can understand the feel of it better. It wont teach you to be versatile but it will help you tonnes on the ladder. I'm not saying go out and 4 gate every game but every protoss player should be good at 4 gating. Try to pick stratagies that have a measurable "move out with this at this time" step. As for high APM harassment. Don't be afraid to pick a time when you harass every game (that goes as planned) and do a low apm version. One marine drop in the main with your second medivac or something. You have to learn what it feels like eventually. I can't help you with specifics for terran but welcome to the forum! =) and check This Thread out.
|
On July 06 2011 01:26 palmer04067 wrote: when you select a bunch of units how do u deselct a few of them. For expample if i select 6 dornes but want 3 of them to go mine gas how do i deselect the extra drones
shift+left-click on the drone portraits in the selection box until you have 3 selected. Shift+left-click deselects them from the group.
EDIT: I meant the wireframe (portraits) in the bottom middle of the screen, not the portrait that shows the drone's face.
|
On July 06 2011 01:41 Vod.kaholic wrote:Show nested quote +On July 06 2011 01:26 palmer04067 wrote: when you select a bunch of units how do u deselct a few of them. For expample if i select 6 dornes but want 3 of them to go mine gas how do i deselect the extra drones shift+left-click on the drone portraits in the selection box until you have 3 selected. Shift+left-click deselects them from the group. You should get used to shift+clicking them in the selection group tabs in the bottom middle of your screen, so you can quickly do that. You often need to shift deselect things, and using the portrait is a bad habit.
|
On July 06 2011 00:08 IstandAlone wrote: Hi there ! I'm new on the forums so i hope i'm posting in the right section.
I've read Cecil's guide on how to improve and I'm "stuck" at choosing my 3 builds. I've decided to go for Thorzain's fast 2/2 vs P and TheSTC fast expand into mass bio vs T.
But I'm struggling to find one vs Z that I could emulate. Do you guys think the 3 tanks push might be a good idea ? Or is it outdated ? Because when i watch pro replay they always end up doing high apm harrasment stuff with helions or marines and I know that I won't be able to execute those properly at my level (Im gold).
thanks in advance If you see a lot of pro replays doing that in TvZ, then if you copy it you should be put in a good position. Since I play P I know really little about TvZ, but I do know that having low apm or poor micro should never dissuade you from doing a build you commonly see. If anything, you should be opting to do that one specifically, as your struggles will make you a better player, as you'll have to improve to pull things off correctly.
|
On July 06 2011 02:40 CecilSunkure wrote:Show nested quote +On July 06 2011 01:41 Vod.kaholic wrote:On July 06 2011 01:26 palmer04067 wrote: when you select a bunch of units how do u deselct a few of them. For expample if i select 6 dornes but want 3 of them to go mine gas how do i deselect the extra drones shift+left-click on the drone portraits in the selection box until you have 3 selected. Shift+left-click deselects them from the group. You should get used to shift+clicking them in the selection group tabs in the bottom middle of your screen, so you can quickly do that. You often need to shift deselect things, and using the portrait is a bad habit.
By "portraits in the selection box" I meant the wireframes in the selection box. We were talking about the same thing :p
|
Whats the hotkey for cancel morphing? like morphing lings and corruptors.
|
Thank you all for your answers. I think I'll go with the now common 2rax into BF hellions into Marine/tank. That should keep me occupied for a while.
|
On July 06 2011 02:50 BoD0M wrote: Whats the hotkey for cancel morphing? like morphing lings and corruptors. escape key I believe?
Bed of Razors?
|
Do densic structures (turrets, spines, cannons) benefit from unit upgrades or do they have static stats the entire game. I know that there are Terran defense specific upgrades such as building armor and range increases, but do the attack upgrades also affect them?
|
On July 06 2011 06:21 Emporio wrote: Do densic structures (turrets, spines, cannons) benefit from unit upgrades or do they have static stats the entire game. I know that there are Terran defense specific upgrades such as building armor and range increases, but do the attack upgrades also affect them? No, only protoss shield upgrades and terran building armor effects static defense.
|
Can anyone tell me the build for the Roach Ling all-in
|
|
|
|
|
|