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On April 07 2011 09:20 eunheeseung wrote: Hello, I am a sore noob at SC2. Even though I practice, I seem to have a hard time. Please help me. I am Terran. 1. When battling a Terran, I see no point of BattleCruisers. Everytime I go Bc's they go vikings. And they rape my BC's. 2. Excludin Marauders and Ghosts, I see no point of a 2 rax, 3 rax, etc. yamato takes out a few vikings, but yeah, vikings "hard counter" BCs with micro. that's why T tends to go BC against T when they already have more vikings than the opponent. in a "standard" TvT game, this means you have less tanks so you are vulnerable for a while, but BCs obviously "hard counter" tanks. only two units are viable against BCs, marines and vikings.
marines have sick DPS, and beat marauders in straight up fight cost-for-cost. don't compare marauders to marines, compare 1 marauder to 2 marines (cost-wise, and time-wise w/ a reactor, 2 marines are actually slightly cheaper) marauders are terrible against lings, though fine against banelings (not cost efficient to take out marauders with banelings, generally). generally marines are better against nonarmored units (marines, lings, mutas), and marauders are better against armored units (tanks, thors, buildings, stalkers). if you learn how to "kite," marines are extremely effective against lings before they get speed upgrade, and are always pretty good against them. marauders are always terrible against them.
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On April 07 2011 08:01 Kracklings wrote: why do terran start with 11 supply
I heard a while ago that the logic was the somewhat offset the fact that the SCV has to spend time building and not mining.
My question is:
Are there any other 'modifiers', other than 'Shift', 'Ctrl', and 'Alt' that you can use for keybinds ? Perhaps something that might not be on my keyboard, but that I can program a mouse button to ?
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Oh, i meant TVP when I said the rax thing
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On April 07 2011 09:28 eunheeseung wrote: Oh, i meant TVP when I said the rax thing yes, marauders are the core unit against toss. but marines are better against zealots and sentries, provided you have some 'rauders to slow the zealots. marines protect you against any void ray rush.
dunno if you watch any pro games, but marines are becoming more popular against protoss. you can't look at anything in isolation actually, comparing marines to marauders straight up. marines don't cost gas. this allows you to have more gas for tanks, banshees, and ravens, which are becoming increasingly popular against protoss.
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I just had a game and Infestors were so cheap! He fungal growthed my marines and killed and snuck into mah base with infestors, burrowed. 3 infestors at main and other 3 at natural. Tehn they let out infested Terrans and while i sent mah marines to fight back they used cracklins to kill my 4 rax wall block and gg plz help
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On April 07 2011 09:33 eunheeseung wrote: I just had a game and Infestors were so cheap! He fungal growthed my marines and killed and snuck into mah base with infestors, burrowed. 3 infestors at main and other 3 at natural. Tehn they let out infested Terrans and while i sent mah marines to fight back they used cracklins to kill my 4 rax wall block and gg plz help turrets stop sneaky infestor business, tanks outrange infestors, and ghosts EMP infestors (but don't worry about that right now). honestly, your zerg opponent may have just had more stuff than you (or he dashed straight for hive) more stuff "soft counters" less stuff. a LOT more stuff "hard counters" a lot less stuff. post a replay if you really want help.
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1. Hope you dont mind me, a noob asking all these questions. Sorry. 2. How are marines good? Dont they suckass against zealots? 3. I tried 10 marines 6 mauraders with 3 siege tanks and 5 medivacs but they got raped by immortal stalker zealot combo
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How do you add buildings in different locations that aren't on the screen at the same time (e.g. Nexus at different expansions) to the same hot key?
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2. assuming marauders are slowing the zealots and you are kiting the zealots, marines do more DPS to zealots because they aren't armored.
3. i can't really say anything just from that. a million things could've gone wrong. but that unit mix can indeed work against zealot/stalker/immortal. everything in that mix is good against a certain unit in his mix (marines > immortals, tanks/rauders > stalkers, marines + rauders > zealots with proper control, but stalker > marines, immortal > tank, zealots > marines + rauders if you let them hit you). you probably just need to macro better + stay within the cover of your siege line. don't worry too much about your unit mix.
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On April 07 2011 09:43 Spacekyod wrote: How do you add buildings in different locations that aren't on the screen at the same time (e.g. Nexus at different expansions) to the same hot key? i select "1" (my CC hotkey), shift click my new CC, ctrl + 1.
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Thx. Also whats a mechanic? Ppl say i have to get mah mechanics up before i know the counters and composition. 2. Hopefully u r terran?
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On April 07 2011 09:47 eunheeseung wrote: Thx. Also whats a mechanic? Ppl say i have to get mah mechanics up before i know the counters and composition. 2. Hopefully u r terran? yes i'm terran
i said "macro" which means constantly make SCVs, don't queue excessively, don't get supply blocked, and spend your money on units and upgrades and keep that money low. and expand when appropriate. if you do this correctly (even pros don't do this perfectly), you will have a lot of stuff, and you will win.
"mechanics" is like using hotkeys, paying attention to minimap, stuff like that imo.
"micro" is control of units in battle.
honestly, the best advice i can give you is to go here http://day9tv.blip.tv/posts?view=archive&nsfw=dc and look for "newbie tuesdays" like http://day9tv.blip.tv/file/4152891/
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thank you very much. I will work on that. Can you hotkey 3 of ur raxes to 1?
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you can hotkey as many things as you want to one key! i hotkey all my rax/facts/ports onto one key and tab through them, but most people put all rax on a key, all facts on a key, etc.
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the sites r good! noobie tuesday
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I recently switched to random after player Zerg, and I've been losing consistently TvP when protoss rushes for DT's...
I'm not sure how I'm supposed to scout this, particularly when they can easily proxy hide their templar tech. Any terrans who can tell me how to deal with this? Is there a set time when you just blindly get turrets up? Any clues to look for, etc? Thanks.
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If you want to know specifically about mechanics, there's a newbie tuesday called "Secrets of Hotkeys, APM, and Mouse Movement" and sequels to it called "Mechanics Revisited" and "Mechanics #2" or something like that. I don't remember their numbers.
Also, there's one that's very useful which is Day9 Daily #132 and it's titled "Back to the Basics". Listening to that one single-handedly took me out of Bronze.
Have fun!
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On April 07 2011 10:23 jdseemoreglass wrote: I recently switched to random after player Zerg, and I've been losing consistently TvP when protoss rushes for DT's...
I'm not sure how I'm supposed to scout this, particularly when they can easily proxy hide their templar tech. Any terrans who can tell me how to deal with this? Is there a set time when you just blindly get turrets up? Any clues to look for, etc? Thanks.
If you scout an early second gas and only a few gateways that can be pretty telling. It's tough to actually find the tech unless you scan in the right place. You don't want to blindly get turrets that's a waste of money.
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I want to start practicing an off-race and I'm leaning towards Terran. What would be the 1-2 builds I should practice to get a good idea of macro and defending/doing timing attacks? I preferably want to practice a fast expand build and a pressure into expand build.
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On April 07 2011 09:38 eunheeseung wrote: How are marines good? Dont they suckass against zealots?
Marines suck against zealots if you stand still and let them hit you while you shoot. Move back and shoot, move back and shoot, etc. The zealot can't hit and the marine can, the zealots will die.
Marines are crazy good for their cost.
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