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The Terran Help Me Thread - Page 105

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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
saaaa
Profile Joined November 2010
Germany419 Posts
January 02 2012 00:37 GMT
#2081
How do I control a mech army optimal?


Which controlgroups? Hellion and Tanks in one control group?

should i use the stop function for my hellions?
Are there any micromanagement tipps?
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
January 02 2012 02:00 GMT
#2082
On January 02 2012 09:37 saaaa wrote:
How do I control a mech army optimal?


Which controlgroups? Hellion and Tanks in one control group?

should i use the stop function for my hellions?
Are there any micromanagement tipps?

It depends on your composition (ie. do you use ravens/vikings/ghosts/banshees/etc. in addition to hellion/tank/thor)

For just hellion/tank/thor I like everything on 1, then tanks on 2 and thors on 3 (to target fire mutas). You could instead put hellions on 2 if you'd rather control those individually. Use tanks to target fire roaches or infestors.
Creator of sc2unmasked.com
( bush
Profile Joined April 2011
321 Posts
January 02 2012 02:11 GMT
#2083
how to put a scv in a bunker?

sometimes when bunker rushing i need to do this, but instead of getting into the bunker, the SCV keeps repairing.

is there any way to put a scv in a bunker when the bunker is damaged?
oo
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
January 02 2012 02:19 GMT
#2084
On January 02 2012 11:11 ( bush wrote:
how to put a scv in a bunker?

sometimes when bunker rushing i need to do this, but instead of getting into the bunker, the SCV keeps repairing.

is there any way to put a scv in a bunker when the bunker is damaged?

L is the hotkey for load.

If the bunker is hurt, he will go to repair, not load. Just hit L then click on whatever unit you want to load in it.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
( bush
Profile Joined April 2011
321 Posts
January 02 2012 02:33 GMT
#2085
oh really thank you!
how didnt i realized it b4?

nice!

thx!
oo
Absentia
Profile Joined March 2011
United Kingdom973 Posts
Last Edited: 2012-01-02 03:07:10
January 02 2012 03:02 GMT
#2086
On January 02 2012 07:48 deathtrance wrote:
Show nested quote +
On January 01 2012 03:29 Absentia wrote:
Ideally you NEVER want to be in your base in TvZ for too long. If you're sitting in your base for an extended period of time then you're simply playing the matchup wrong. You want to control the main attack paths so that;
a) It is harder for the zerg to counter-attack
b) It is harder for the zerg to expand
c) It is harder for the zerg to defend his existing bases.
d) It is harder for the zerg for extend his creep
e) It is harder for the zerg to create his ideal army because he has to worry about you pushing forward



Okay, so exactly how do you go about doing that xD. I have no clue how I made it to Plat without knowing this at all. Could you like, provide an example, a diagram, or a replay? I'm not understanding how you do that and accomplish those five things.

Perhaps there is some commentated VOD or tutorial that explains this concept well?


Those five things are accomplished simply by controlling the main attack path(s). There's not an individual action to accomplish each. As others have correctly pointed out though, this doesn't consist of sitting in the middle of the map for an extended period of time. Instead, it takes the form of pushing towards Xel Naga towers, (with a stimmed marine to alert you of ambush) and then pulling back to wherever your production is rallied to. If you're being temporarily defensive you can use drops to divert his army from attack paths, (hence giving them to you when you do decide to push)
You are NOT aggressive at all times - you simply pick certain timings of when you want to be aggressive/think you are stronger than your opponent and do small pushes across the map.
200/200 is often one such case but others include +1 vehicles, infantry upgrades, successful drops, after establishing mining/static defense at an expansion.

If you want a really good example of how to play like this, watch the first game between Jjakji and Leenock at the GSL November finals. It's free to watch and demonstrates a lot of solutions to a lot of problems terrans face. You've got to make sure that your defense is impeccable at all times and that your unit control/awareness/positioning are almost perfect, (relative to your opponent's skill level of course). Watch how he drops when building and defending his 4th and armory or how he goes all over the map once he maxes out and +1 vehicle weapons finishes.
Leenock does gives Jjajki quite a hefty lead early on the game, (something to keep in mind) but you can see the playstyle that Jjaki is going for regardless.
http://www.gomtv.net/2011gslsponsors7/vod/66643

MMA and Bomber also play aggressive TvZ styles so check out their replays from some of the prior MLGS/GSLs.
You can find MLG replay packs through the TL search function.

Happy vs July
~40 minutes

Bomber vs Nestea


Are also good examples, (though odd games). At the very least they show how consistently well played aggression and effectively controlling space throughout games can make TvZ a lot easier to play.
LambtrOn
Profile Blog Joined September 2010
United States671 Posts
January 02 2012 03:34 GMT
#2087
In TvP, I do a gasless expand and move out once I get 2 medivacs for a drop/hit the 3rd. Somewhere around this point I scout to see if it's colo or HT tech. If it's colo, I will start viking production asap. Is this a good idea? Or should I commit more to medivacs early on? I feel like this would help my drop play since I'm usually stuck on two medivacs. I really feel like constant harass is the only way to kill a toss late game. Thoughts?
imre
Profile Blog Joined November 2011
France9263 Posts
January 02 2012 03:42 GMT
#2088
On January 02 2012 12:34 LambtrOn wrote:
In TvP, I do a gasless expand and move out once I get 2 medivacs for a drop/hit the 3rd. Somewhere around this point I scout to see if it's colo or HT tech. If it's colo, I will start viking production asap. Is this a good idea? Or should I commit more to medivacs early on? I feel like this would help my drop play since I'm usually stuck on two medivacs. I really feel like constant harass is the only way to kill a toss late game. Thoughts?


If you see him upgrading the range you've enough time to get two more medivacs, if he seems to already have it (almost impossible) then switch over to vikings asap. If you want to drop a lot, a second starport is really useful against heavy colossi builds (which are the most vulnerable to drops).

Late game the key is to have an impeccable army control. EMP everything, focus fire with vikings, kite with the bio ball and vikings. And have enough medivacs because a bunch of orange/red health bio doesn't do shit vs a warp in late game. You need to scout his composition after each battle too, a colossi switch is so deadly if you've not enough vikings. The good thing is it's, for me, the most satisfying part of sc2, winning an head to head late game vs a toss.
Zest fanboy.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
January 02 2012 03:52 GMT
#2089
On January 02 2012 09:37 saaaa wrote:
How do I control a mech army optimal?


Which controlgroups? Hellion and Tanks in one control group?

should i use the stop function for my hellions?
Are there any micromanagement tipps?


Generally I use 1 for tanks/hellions/thors, 2 for hellions, (and 4 when I do runbys, if you keep at mech eventually you'll be able to drop and control 2 groups in different mineral lines at once), and 3 for air, ALWAYS have air on a separate hotkey, regardless of how much air you have, you NEED to be able to control for air battles and not have your tanks go off into an enemy siege line >.> it's just like rines, you have to be really careful about positioning so the more control groups the better

These are just mine, obviously it varies but generally the more the better, especially for Air!
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
awakenx
Profile Joined May 2011
United States341 Posts
January 02 2012 05:20 GMT
#2090
On January 02 2012 12:02 Absentia wrote:
Those five things are accomplished simply by controlling the main attack path(s). There's not an individual action to accomplish each. As others have correctly pointed out though, this doesn't consist of sitting in the middle of the map for an extended period of time. Instead, it takes the form of pushing towards Xel Naga towers, (with a stimmed marine to alert you of ambush) and then pulling back to wherever your production is rallied to. If you're being temporarily defensive you can use drops to divert his army from attack paths, (hence giving them to you when you do decide to push)
You are NOT aggressive at all times - you simply pick certain timings of when you want to be aggressive/think you are stronger than your opponent and do small pushes across the map.
200/200 is often one such case but others include +1 vehicles, infantry upgrades, successful drops, after establishing mining/static defense at an expansion.

If you want a really good example of how to play like this, watch the first game between Jjakji and Leenock at the GSL November finals. It's free to watch and demonstrates a lot of solutions to a lot of problems terrans face. You've got to make sure that your defense is impeccable at all times and that your unit control/awareness/positioning are almost perfect, (relative to your opponent's skill level of course). Watch how he drops when building and defending his 4th and armory or how he goes all over the map once he maxes out and +1 vehicle weapons finishes.
Leenock does gives Jjajki quite a hefty lead early on the game, (something to keep in mind) but you can see the playstyle that Jjaki is going for regardless.


MMA and Bomber also play aggressive TvZ styles so check out their replays from some of the prior MLGS/GSLs.
You can find MLG replay packs through the TL search function.


Wow, thanks for the vods and the more in-depth explanation. I'll study the VODs/Replays when I can. Thanks for the advice and insightful advice xD
WorstMicroNA
Corridor
Profile Joined June 2011
Malaysia32 Posts
January 02 2012 11:54 GMT
#2091
How does a terran react to a TvRandom?
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
January 02 2012 12:16 GMT
#2092
On January 02 2012 20:54 Corridor wrote:
How does a terran react to a TvRandom?

I like to go gas first banshee or 1 rax FE. Going gas first is risky mostly in TvP, but the fast banshee can often pay off and if you build a bunker you can hold off any early aggression. Usually I think it's better to expand than to get cloak, but that's a choice you can make after scouting what race they are.
Creator of sc2unmasked.com
TheDwf
Profile Joined November 2011
France19747 Posts
January 02 2012 12:58 GMT
#2093
On January 02 2012 20:54 Corridor wrote:
How does a terran react to a TvRandom?

Earlier scout, or gasless rax FE, or standard Orbital Opening with 13 gas which can lead to Reactor Hellion in TvZ, 2 rax or 1 reactor rax FE with SCVs pulled off gas for earlier CC in TvP, Cloaked Banshee expand in TvT, etc.
Absentia
Profile Joined March 2011
United Kingdom973 Posts
January 02 2012 15:30 GMT
#2094
What do you do with an armory after upgrading +1 vehicle attack in tvz (bio-tank)?
Is it better to get +2 attack or +1 armor, (or none at all). I tend to just upgrade the mech armor until the units are 1-3 but i'm not sure if this is optimal or not.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-01-02 15:56:58
January 02 2012 15:56 GMT
#2095
On January 03 2012 00:30 Absentia wrote:
What do you do with an armory after upgrading +1 vehicle attack in tvz (bio-tank)?
Is it better to get +2 attack or +1 armor, (or none at all). I tend to just upgrade the mech armor until the units are 1-3 but i'm not sure if this is optimal or not.

Attack all the way. Why go for armor? At least upgrading attack if they roach, or infestor, or ultra, you have a giant DPS increase with tank splash.

Not to mention, any mutas in the air means you already have +2 for your thors to catch them balled up.

How does a terran react to a TvRandom?

Normal 10 supply (scout) 12 rax 13 gas 16 OC 17 depot for me. 1 marine, into reaper FE vs random, as it's safe against every race.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Absentia
Profile Joined March 2011
United Kingdom973 Posts
January 02 2012 17:27 GMT
#2096
I generally get armour so tanks die less quickly to any lings that get to attack them and a common late game switch I do into a heavier thor composition feels more solid if I start with +2/3 armor +1 attack. +2 for thors seemed pretty good but i thought having sturdier tanks would be better than simply upgrading 2 units in my army
Increasing the splash damage with each attack upgrade wasn't something i'd thought about though and compensates for two of those issues and the other can just be solved by getting another armory.

I'll try getting attack upgrades instead.
Flood1993
Profile Joined September 2011
Spain61 Posts
January 03 2012 03:49 GMT
#2097
Hi, just wanted to ask one thing. I'm thinking about switching to terran from protoss and I'm wondering which would be the most similar build to the 3 gate robo. What I like about that build is that the robo allows to tech to colossus fast while you can put still pressure on the opponent with gateway units. Also you can get upgrades or research some diferent tech paths (like charge or anything) without signing the defeat at the moment. What would the twin of that build as terran? Some variation of 1/1/1? What I'm looking for is a build that fits the best with:
· Not falling too far behind in army size terms early in the game.
· Being able to secure map control if possible (I think for this it would be important to start getting watch towers and all that with the very first 2 marines + scv?).
· Being able to tech switch relatively fast.
· Start getting the first expansion at 6:30/7:00 under normal circumstances.

Note that I would also like to focus my play on out-macroing my opponent rather than winning (or losing) with some timing push or something every game. (I just say it because of my cheesy spirit in 1v1 which I want to stop)


This is somehow the idea I've got:
Start with the standard:
10 depot
12 rax
13 refinery
15 oc

get a bunch of marines (3 or 4) then tech lab
get a relatively fast factory while adding 2 more rax asap
get some early tank
get expansion (at this time should a scan go down at enemy's base to see what's going on, because scouting via SCV is probably impossible, am I right?)
get starport
keep macroing

What do you think? It not very innovative but it's something good to start with, ain't it?


And some questions I've got apart of that.
The standard distribution of add ons against protoss with 3 rax is 2 tech labs and 1 reactor right?
And against T or Z 2 reactor and 1 tech lab?

Thank you.
fristeh
Profile Joined August 2011
Belgium10 Posts
January 03 2012 06:28 GMT
#2098
On January 03 2012 12:49 Flood1993 wrote:
Hi, just wanted to ask one thing. I'm thinking about switching to terran from protoss and I'm wondering which would be the most similar build to the 3 gate robo. What I like about that build is that the robo allows to tech to colossus fast while you can put still pressure on the opponent with gateway units. Also you can get upgrades or research some diferent tech paths (like charge or anything) without signing the defeat at the moment. What would the twin of that build as terran? Some variation of 1/1/1? What I'm looking for is a build that fits the best with:
· Not falling too far behind in army size terms early in the game.
· Being able to secure map control if possible (I think for this it would be important to start getting watch towers and all that with the very first 2 marines + scv?).
· Being able to tech switch relatively fast.
· Start getting the first expansion at 6:30/7:00 under normal circumstances.

Note that I would also like to focus my play on out-macroing my opponent rather than winning (or losing) with some timing push or something every game. (I just say it because of my cheesy spirit in 1v1 which I want to stop)


This is somehow the idea I've got:
Start with the standard:
10 depot
12 rax
13 refinery
15 oc

get a bunch of marines (3 or 4) then tech lab
get a relatively fast factory while adding 2 more rax asap
get some early tank
get expansion (at this time should a scan go down at enemy's base to see what's going on, because scouting via SCV is probably impossible, am I right?)
get starport
keep macroing

What do you think? It not very innovative but it's something good to start with, ain't it?


And some questions I've got apart of that.
The standard distribution of add ons against protoss with 3 rax is 2 tech labs and 1 reactor right?
And against T or Z 2 reactor and 1 tech lab?

Thank you.


Well as a terran alot of ur builds depent on which race you are playing against.
There are many maps where terrans prefere to FE vs protoss cause they can get away with it.
Versus zerg the reactor hellion opening allows you to gain map control in the early game + take a relative fast exp. Bad thing is ur vulnerable vs roach push early on.
1/1/1 is a build u can do pretty much in each MU , it allows you to put pressure by adding more barracks if you see opponent is teching up or FE, or u can take ur own expo pretty fast and are relatively safe with it. You can transition into whatever u like for the mid game.
If you want to play more aggressive you could also go for the 3 rax opener vs protoss in particular, focussing on fast concusive and put pressure. About the addons, techlab first is what suits me best, U could discuss about 2 techlabs or 2reactor though, depends if he's going zealot or stalker heavy. Basicly you'll have to adapt alot on what ur opponent is doing and not just mass up a giant deathball like most protosses do (no offence).
Harrasment is one of the keys in terran play in each MU.

regards, fristeh
This sentence is false.
TheDwf
Profile Joined November 2011
France19747 Posts
January 03 2012 12:28 GMT
#2099
On January 03 2012 12:49 Flood1993 wrote:
Hi, just wanted to ask one thing. I'm thinking about switching to terran from protoss and I'm wondering which would be the most similar build to the 3 gate robo. What I like about that build is that the robo allows to tech to colossus fast while you can put still pressure on the opponent with gateway units. Also you can get upgrades or research some diferent tech paths (like charge or anything) without signing the defeat at the moment. What would the twin of that build as terran? Some variation of 1/1/1? What I'm looking for is a build that fits the best with:
· Not falling too far behind in army size terms early in the game.
· Being able to secure map control if possible (I think for this it would be important to start getting watch towers and all that with the very first 2 marines + scv?).
· Being able to tech switch relatively fast.
· Start getting the first expansion at 6:30/7:00 under normal circumstances.

Note that I would also like to focus my play on out-macroing my opponent rather than winning (or losing) with some timing push or something every game. (I just say it because of my cheesy spirit in 1v1 which I want to stop)


This is somehow the idea I've got:
Start with the standard:
10 depot
12 rax
13 refinery
15 oc

get a bunch of marines (3 or 4) then tech lab
get a relatively fast factory while adding 2 more rax asap
get some early tank
get expansion (at this time should a scan go down at enemy's base to see what's going on, because scouting via SCV is probably impossible, am I right?)
get starport
keep macroing

What do you think? It not very innovative but it's something good to start with, ain't it?

Thank you.

You could try 2 rax against Protoss, seems to fit your requirements. Reactor Hellion against Zerg, and Cloak Banshee opening against Terran. That being said, there's no really such thing as “tech switch” in Terran. The Siege Expand you're describing is too slow and will not allow any map control / pressure. But it depends on what league you're in, I guess; maybe it would still be OK in lower leagues.

On January 03 2012 12:49 Flood1993 wrote:
And some questions I've got apart of that.
The standard distribution of add ons against protoss with 3 rax is 2 tech labs and 1 reactor right?
And against T or Z 2 reactor and 1 tech lab?

Yes.

On January 03 2012 15:28 fristeh wrote:
Versus zerg the reactor hellion opening allows you to gain map control in the early game + take a relative fast exp. Bad thing is ur vulnerable vs roach push early on.

Not really. One bunker with one Marauder and you're done with his Roach pressure.

On January 03 2012 15:28 fristeh wrote:
If you want to play more aggressive you could also go for the 3 rax opener vs protoss in particular, focussing on fast concusive and put pressure.

3 rax is all-in, not pressure.
TAAF
Profile Joined March 2011
Switzerland226 Posts
January 03 2012 15:48 GMT
#2100
On January 02 2012 20:54 Corridor wrote:
How does a terran react to a TvRandom?


I usually go 13 gas and scout after my supply depot. And I always wall-off.
After I see what race my opponent is I will go fast FE vs toss or banshee or hellio tvt and hellion tvz
Crouching probe, hidden cannon
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SL Budapest Major 2025
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