• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:06
CET 09:06
KST 17:06
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners9Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win TL.net Map Contest #21: Winners RotterdaM "Serral is the GOAT, and it's not close" 5.0.15 Patch Balance Hotfix (2025-10-8) StarCraft, SC2, HotS, WC3, Returning to Blizzcon!
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
[ASL20] Ask the mapmakers — Drop your questions BW General Discussion [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1707 users

[L] Accelerated learning for mid/low level Terrans - Page 8

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 6 7 8 9 10 14 Next All
Dice T
Profile Joined September 2010
United States5 Posts
August 31 2011 07:06 GMT
#141
A couple of tips I've picked up.

First -- Phase 3 can be practiced without a live partner using very easy AI (Protoss), in which the AI will only build a single zealot for a very long time (at least 7 or 8 minutes). Send a scouting SCV to the AI's base about when the first depot finishes and micro it around as you finish the build. The zealot will chase you around in a fairly naive way. Keep your scout alive and still reach 50 food by 6:40. If you can do that, I submit that you will have good confidence in this technique and not lose many (lower level) ladder games anymore.

Second -- As a further/complementary training step, you might consider practicing the build on the Macro Or Die maps. The Green Tea AI used is a more advanced (fairly realistic and challenging) AI than is used in stock Blizzard maps. Also, and foremost, on these maps, if you let your resource bank get too high (in proportion to your total supply) then your mineral line gets nuked. So here, the training objective is (a) get to 50 food by 6:40, (b) avoid getting nuked, and finally (c) win the game against increasingly difficult AI opponents. This 3 rax build, executed crisply, will keep your macro well honed initially, but you also need to keep the macro going into the mid and late game. The nuke pressure forces you to prioritize macro in your multitasking, with great results. To play Macro Or Die, search custom games for '+Macro +Die' and several maps will come up (at least on the AM server).
Ready to roll out
Lazy8s
Profile Joined September 2010
United States54 Posts
August 31 2011 17:33 GMT
#142
Does anyone bring an SCV to build a bunker? I tried this and it became so much more powerful vs P and Z. Also, what leagues are you guys getting into this way? I got to top of silver and terrans started cloak banshee rushing almost exclusively. How are you all dealing with that? I am now going 1-1-1 and still in silver. I think I am going to come back to this because my mehanics clearly still need a ton of work.
Tuplex
Profile Joined May 2010
80 Posts
Last Edited: 2011-09-01 06:14:17
September 01 2011 03:45 GMT
#143
I have been wondering something similar to Lazy8s. I'm high Gold now, can I really 3-rax my way to platinum? Anyone doing this at that level?

EDIT: I think I answered my own question, I just won 5 in a row against high gold players of all 3 races.

In the actual games though, I'm coming up 4-5 food short at 6:40, so I need to check my replays. I scout with my SCV that builds the first barracks, could that have something to do with it?

Good stuff.
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 01 2011 12:53 GMT
#144
@Tuplex: Could be true, maybe you should send the first marine out to scout...? I usually send out my scv after finishing the second SD.

@Adrenaline Seed: Do you think I'm ready for phase 2 of the training? I really want to get this build down so I can focus on reacting faster and more accurately.
Tuplex
Profile Joined May 2010
80 Posts
September 01 2011 14:39 GMT
#145
After playing vs. AI a few times and sending my SCV to scout like I did on the ladder, I was still able to hit 51 or 52 supply by 6:40, so it seems that is not the reason I was coming up short when laddering. It must be my execution, going to keep practicing...
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
September 01 2011 15:57 GMT
#146
On September 01 2011 21:53 KenDM wrote:
@Adrenaline Seed: Do you think I'm ready for phase 2 of the training? I really want to get this build down so I can focus on reacting faster and more accurately.


As soon as you have the build down start working on Phase 2. It is only going to improve your ability to execute the build in ladder. No reason to wait!
Think Big. Act Small. Fail Fast. Learn Quickly.
WraithIV
Profile Joined January 2011
United Kingdom5 Posts
September 01 2011 18:49 GMT
#147
Im happy to help out when im online

WraithIV.252 EU server
Fallians
Profile Blog Joined July 2011
Canada242 Posts
September 01 2011 19:02 GMT
#148
Ill help anyone who needs practice against a zerg (gold/plat level)
Fallians.904 on NA server
If you attack before 15minutes.. It's cheese....
KenDM
Profile Joined June 2011
Netherlands206 Posts
Last Edited: 2011-09-01 19:35:27
September 01 2011 19:02 GMT
#149
Macro-related question: When you have only 1 barracks assigned to your control group, you can see the progress of marauder/marine training and you can then press d/a on the right moment. But what if I group all my rax together (that's how I'm used to playing), what's your advise there on unit production timings?
Tuplex
Profile Joined May 2010
80 Posts
September 01 2011 20:47 GMT
#150
I think the only way is to queue one production cycle (ie, one marauder building and one queued, or two marines and two queued), otherwise you will have gaps in your production.
LoveIsSimple
Profile Joined August 2011
United States14 Posts
September 01 2011 20:47 GMT
#151
On September 02 2011 04:02 KenDM wrote:
Macro-related question: When you have only 1 barracks assigned to your control group, you can see the progress of marauder/marine training and you can then press d/a on the right moment. But what if I group all my rax together (that's how I'm used to playing), what's your advise there on unit production timings?


The way I do it is if I have a scv queued and a depot building then I know I can go ahead and queue in the next line of MM. You can also just feel the timing after a while to within a few seconds.

If all else fails you can double tap your rax hotkey, then double tap back to your army. It should only take about .2 seconds to get a mental picture of where each building is in the production cycle.
MERLIN.
Profile Blog Joined December 2010
Canada546 Posts
September 01 2011 21:04 GMT
#152
Merlin.787 willing to be practice dummy if needed, masters ranking.

If you can't use me, then no biggy. Great idea.
"A bullet to the head will solve your problems."
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 01 2011 21:44 GMT
#153
On September 02 2011 05:47 Tuplex wrote:
I think the only way is to queue one production cycle (ie, one marauder building and one queued, or two marines and two queued), otherwise you will have gaps in your production.


What if you don't have enough resources?
Tuplex
Profile Joined May 2010
80 Posts
September 01 2011 22:04 GMT
#154
Then you just have to watch it very closely and start another unit as soon as the previous one finishes. But even with this tight build, I find that you can queue the next units at least a few seconds before the previous ones finish. So, if you know that your 2 marines should be coming out fairly soon, just watch your minerals and as soon as you have 100, hit a-a to queue them up. It's hard when you are not watching your base.

When you ARE watching your base, if you have health bars turned on, you can see the production status bar for all of your buildings and addons, that helps too.
KenDM
Profile Joined June 2011
Netherlands206 Posts
September 02 2011 11:02 GMT
#155
What do you guys do when you engage in battle and want to kite your marauders. Do you produce at your base or do you finish the battle or what? I usually fight out the battle (in the last game this mostly destroys my front army, I do have a small army stacked at the base for defense against surprise attacks.)
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
Last Edited: 2011-09-02 15:33:52
September 02 2011 15:32 GMT
#156
On September 02 2011 04:02 KenDM wrote:
Macro-related question: When you have only 1 barracks assigned to your control group, you can see the progress of marauder/marine training and you can then press d/a on the right moment. But what if I group all my rax together (that's how I'm used to playing), what's your advise there on unit production timings?


This is a great question. Part of it is a biological clock, where you practice the timing so that your queuing but not too early. This will only take you so far into the mid game though where everything else causes you to lose track of these finite timings.

The important thing is that you get it right in the start game, when timings matter more than ever. It should be connected to your build, you should have an idea of when your marauders and your marines are going to finish based on what is happening for the first 7 - 10 minutes of your game.

Once your into mid game it is perfectly fine to just make sure there are 2 dots at all times (4 for a reactor). When you get to masters you might start looking at further improving this, but for now there is much more to focus on in mid game.

Something interesting that SlayerSMMA does is sets all his production buildings to a single hotkey (4) as usual but also sets his reactor rax (when he has one) to its own separate hotkey (3). This way he can tap 3 and see the progress, put 2 marines in when ready. Now he knows marauders take a bit longer than rines, so he taps 4 a moment later and ignores the structure with 2 dots as that is his reactor, and he adds 2 more marauders to the queue. He still keeps the reactor on his global (4) hotkey however so that he can get a full overview of his current production without double tapping. Eventually he re-assigns hotkey 3 when he needs it for something else, and 4 still contains everything.

On September 02 2011 20:02 KenDM wrote:
What do you guys do when you engage in battle and want to kite your marauders. Do you produce at your base or do you finish the battle or what? I usually fight out the battle (in the last game this mostly destroys my front army, I do have a small army stacked at the base for defense against surprise attacks.)


You can do both at the same time. Give it a try. If you only fight out the battle you will lose more units in production than you save from micro.
Think Big. Act Small. Fail Fast. Learn Quickly.
Bluemalice
Profile Joined August 2011
United States6 Posts
September 02 2011 16:37 GMT
#157
We were doing really well with this but recently started getting our butts kicked with this build. I think about 80% of my games have been where the other person has done an even earlier rush to my base and I end up defending. Since I'm basically one-basing up to this point, when I hold it off, I expand and move out and he's already massing some huge force. The games end up going for 25 minutes and basically just negates this build entirely because of always getting forced into late game with it and trying to catch up on my tech.

Any suggestions?
"Every man is guilty of all the good he did not do." -Voltaire
Adrenaline Seed
Profile Joined August 2010
United States194 Posts
September 02 2011 16:52 GMT
#158
On September 03 2011 01:37 Bluemalice wrote:
We were doing really well with this but recently started getting our butts kicked with this build. I think about 80% of my games have been where the other person has done an even earlier rush to my base and I end up defending. Since I'm basically one-basing up to this point, when I hold it off, I expand and move out and he's already massing some huge force. The games end up going for 25 minutes and basically just negates this build entirely because of always getting forced into late game with it and trying to catch up on my tech.

Any suggestions?


Sounds like a perfect scenario to me. If you can defend early pushes and go into late game it is great practice. Remember it is not about winning games, it is about improving your play. Don't try to kill your opponent, try to keep him from getting a third while you secure yours and work on staying on top of production.
Think Big. Act Small. Fail Fast. Learn Quickly.
KenDM
Profile Joined June 2011
Netherlands206 Posts
Last Edited: 2011-09-03 16:05:20
September 03 2011 13:30 GMT
#159
EDIT:

I edited this post because I'm now out of rage mode (blush).

1 - The build: The food count for producing structures and units: If it says refinery on 13, does that mean refinery should be up BEFORE 13? Or start building refinery AT 13 food?

Secondly: I build my 2nd depot BEFORE 16 food because I'm desperate to get my wall up. How much consequences does this have?

2 - Adaptation: I lost to mutalisk a couple of times today with this 3Rax build. Any tips on how to defend? Stop marauder and produce full-time marines? Extra Rax? Or a reactor on an existing Rax? My Thors in all these games got owned by a magic box :S Any tips on how to adjust this build to certain dangerous situations would be helpfull.

Tuplex
Profile Joined May 2010
80 Posts
September 05 2011 16:50 GMT
#160
On September 03 2011 22:30 KenDM wrote:
EDIT:

I edited this post because I'm now out of rage mode (blush).

1 - The build: The food count for producing structures and units: If it says refinery on 13, does that mean refinery should be up BEFORE 13? Or start building refinery AT 13 food?

Secondly: I build my 2nd depot BEFORE 16 food because I'm desperate to get my wall up. How much consequences does this have?

2 - Adaptation: I lost to mutalisk a couple of times today with this 3Rax build. Any tips on how to defend? Stop marauder and produce full-time marines? Extra Rax? Or a reactor on an existing Rax? My Thors in all these games got owned by a magic box :S Any tips on how to adjust this build to certain dangerous situations would be helpfull.



1 - It means start building your refinery when you have 13 food. If you start your 2nd depot before 16, then it will delay your Orbital Command and/or first marine. Honestly, there's not a lot to worry about before 16 food, I don't think you need to start that second depot so early.

2 - If your attack at 6:40 doesn't succeed, and you suspect mutalisks are coming, then you could expand and put up an engineering bay, add a few more barracks, and go for heavy marines with turrets. You'll need that engineering bay anyway to upgrade your infantry, so this is an efficient way to do it.

Question for Adrenaline Seed - do you recommend rallying reinforcements to your army when you push at 6:40? Or keep them in the base?
Prev 1 6 7 8 9 10 14 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 1h 54m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nina 204
ProTech116
StarCraft: Brood War
Sea 5346
Zeus 763
Larva 364
Noble 30
Hm[arnc] 20
Bale 18
NotJumperer 0
Dota 2
NeuroSwarm110
LuMiX1
League of Legends
JimRising 648
Reynor64
Counter-Strike
fl0m1816
Other Games
summit1g16804
WinterStarcraft461
C9.Mang0330
Organizations
Other Games
gamesdonequick734
Counter-Strike
PGL132
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Adnapsc2 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt671
• Jankos286
Other Games
• Shiphtur263
Upcoming Events
CranKy Ducklings
1h 54m
IPSL
9h 54m
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
9h 54m
Lambo vs Clem
Scarlett vs TriGGeR
ByuN vs TBD
Zoun vs TBD
BSL 21
11h 54m
Gosudark vs Kyrie
Gypsy vs OyAji
UltrA vs Radley
Dandy vs Ptak
Replay Cast
14h 54m
Sparkling Tuna Cup
1d 1h
WardiTV Korean Royale
1d 3h
LAN Event
1d 6h
IPSL
1d 9h
JDConan vs WIZARD
WolFix vs Cross
BSL 21
1d 11h
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
[ Show More ]
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
4 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.