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On January 29 2012 10:44 Warchariot wrote: Hi guys, i'm looking for an optimal/rough build order on a marine tank build, i've been having a lot of sucess in 1v1 with it, but I feel the build could do with some refining, does anyone know or where to find either a build order, or a pro replay of someone implementing this.
Depends largely on matchup...do you mean a 1 base marine tank all in, a mid/late game focused marine tank build, etc?
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so guys, i recently played a zerg who used a ultra infestor ling bane style, and he dropped, but didnt do a ton. How would i stop this? i open reactor hellions, and then into marine tank medivac. i got a ghost, landed a good emp, made some marauders, but i was just not winning engagments.
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On January 29 2012 11:59 Overlord17 wrote: so guys, i recently played a zerg who used a ultra infestor ling bane style, and he dropped, but didnt do a ton. How would i stop this? i open reactor hellions, and then into marine tank medivac. i got a ghost, landed a good emp, made some marauders, but i was just not winning engagments. It sounds like you already have a good build and composition to deal with it. As long as you siege and split properly you should win every stand-up fight. The most important thing to keep in mind when going up against heavy ground-melee Zerg is good simcity to defend against vicious counterattacks. As long as you place your buildings properly, 2-3 tanks can repel an entire army.
So make sure to build your depots in front of chokes instead of placing them behind minerals. Don't be shy about slamming down extra Rax to narrow chokes, you should have extra minerals because you don't need turrets for Mutas. Infantry upgrades are VERY important vs Ultra/Ling, you definitely want double ebay and a quick +1 Vehicle Weapons.
You shouldn't need to worry about drops too much with ground melee Zerg, its much more common with ground missile Zerg, but if you're really worried about it you can always build a sensor tower or float a Rax.
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On January 29 2012 13:41 RoboBob wrote:Show nested quote +On January 29 2012 11:59 Overlord17 wrote: so guys, i recently played a zerg who used a ultra infestor ling bane style, and he dropped, but didnt do a ton. How would i stop this? i open reactor hellions, and then into marine tank medivac. i got a ghost, landed a good emp, made some marauders, but i was just not winning engagments. It sounds like you already have a good build and composition to deal with it. As long as you siege and split properly you should win every stand-up fight. The most important thing to keep in mind when going up against heavy ground-melee Zerg is good simcity to defend against vicious counterattacks. As long as you place your buildings properly, 2-3 tanks can repel an entire army. So make sure to build your depots in front of chokes instead of placing them behind minerals. Don't be shy about slamming down extra Rax to narrow chokes, you should have extra minerals because you don't need turrets for Mutas. Infantry upgrades are VERY important vs Ultra/Ling, you definitely want double ebay and a quick +1 Vehicle Weapons. You shouldn't need to worry about drops too much with ground melee Zerg, its much more common with ground missile Zerg, but if you're really worried about it you can always build a sensor tower or float a Rax. yeah, idk why, but this guy dropped like 3 times.
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Ok guys I just got RAPED by a Zerg and I am effing clueless this guys is just wayyyyy to effing good. Please tell me what I did wrong. I dont know I did a standard Reactor Hellion opener I tried to be aggressive and stuff but he always holds it off then he squishes me! here is replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=252081 This makes me wanna switch races! PLEASE HELP ME! BLAZING HAND I NEED YOU!
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Hi Guys, Just wondering if the skilled Terrans out there would like to record themselves doing Dargliens Micro Trainer, with commentary as they're doing it. Actually, it can even be a replay. I recently found it for the SEA region and its been a real eye opener to how important micro is in this game. I can generally get thru a few levels, but then i just get rolled. Challenges like the 'TvP death ball', 'TvZ timing push' and even 'The Split' get pretty hard after a few levels with my silver micro. I found some clips on youtube, but I find it hard to see what they're doing.
Cheers
Edit: Heres a 38 min replay of some pretty crappy micro...tips would be much appreciated.
http://drop.sc/99864
And here's the map: http://www.sc2mapster.com/maps/dargleins-micro-trainer/files/17-dargleins-micro-trainer-v1-11/
I'm playing the SEA version that I found in game if that makes difference.
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Gold league Terran, I have a question about TvZ please.
Started using hellion reactor openings, After the factory swaps with the rax for reactor, i build another CC in base, and a bit later on, with my hellions controlling the map, i put the CC in my natural. Ok, the thing is that at about 10-12 min mark, I am building my 3rd command center, while building marines/tanks. Say we're on metalopolis since there it seems that i get most TvZs. Since at that mark mutas are already on the map, my hellions are dead so no more map control, my marines/tanks are rallied in my natural, it seems almost impossible sometimes to defend my 3rd base, even with 3 turrets there against mutas. Should i be splitting my armies between my 2nd and 3rd ? Should i keep nonstop pressure to force the mutas to defend and thus my 3rd will be relatively safe? (then again i lose tanks non-stop if i do that). Any ideas are welcome please.
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fatguyallen:
Replay is always nice, but as a general rule, you just take your army with you when you are taking your third, and keep it there while you are getting up turrets. With sim city at your natural you won't be at too big off a risk having your army at your third. The important thing is that the travel distance between your natural and third is short, so mutas will not get done too much. I don't see any need to be attacking him just because he has mutas. You should have lots of marines to defend already. Have turrets up in time and defend once he gets there.
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Yo...
So, I am usually Protoss but trying to learn Terran. I find it annoying that when ghosts are in the group, I can't stim the rest of my guys so I need seperate groups. ... this leaves me fumbling around trying to stim, emp, AND kite my units... It usually ends up my guys sitting there getting killed by zealtos whie I try to EMP or something... How do you group your units, and what is your order of events in combat vs Protoss on how you handle business, vs, say, gateway + templar army?
Before, I'd have medivacs, marines, mauraders on 1 and ghosts on 2, but then I can't kite with the ghosts after the EMP. Not really sure what to dow th the ghosts to keep them alive and use them properly without interfering with my main kiting events. Does this sound good for the future?
1 - Entire Army 2 - Marine, Maurader, Medivacs 3 - Ghosts
Order of Events: 3 - Try to EMP before battle if possible, 2 - Stim, 1 - Kite --- If they are attacking me, should I just do 2 - Stim, 1 - Kite, and try to get some 3 - EMPs off?
Please help me figure out how to do this all without fumbling like a fool and getting nothing done. Thanks!
PS--- the toher annoying thing is that if my guys are stimmed, my ghosts will get left behind and killed whenever I am maneuvering.. right?
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I'm bad against protoss but this is the way I do it:
1 Vikings 2 Bio + medivacs 3 Ghost
I try to pre spread my units out in a big concave, scan often to see where his army is at (you can't get surprised or you will lose), then when I see him approaching I cloak ( if i have) my ghosts, get off my emp's then shift-click vikings onto colossi, and then stim and micro units (kite against zealots etc). I don't think you should have an "entire army"-group against protoss. It is useless.
But really the number one tip is to keep av good concave at all times. The problem in TvP is that the protoss army is constantly dealing damage while the terran army is running back, taking damage. A concave will make zealots less amazing, and all of your units will be dealing damage, which is really important.
I'm just a diamond level player so I hope someone with a better understanding could give input aswell.
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AHhh... I like this concave idea--- setting it up ahead of time. I kept getting owned by storms which would take out my whole ball. it sucked.
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On January 29 2012 14:06 Goku___ wrote:Ok guys I just got RAPED by a Zerg and I am effing clueless this guys is just wayyyyy to effing good. Please tell me what I did wrong. I dont know I did a standard Reactor Hellion opener I tried to be aggressive and stuff but he always holds it off then he squishes me! here is replay: http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=252081This makes me wanna switch races! PLEASE HELP ME! BLAZING HAND I NEED YOU!
The point of reactor hellions isn't merely to do damage. Think of it like this:
Zerg builds more defense - now you're ahead for free Zerg builds less defense - now you take advantage and do damage
He built 3 spinecrawlers. That is gonna slow his economy by ALOT! You can build a 6 minute third, you can make a super nasty two base timing push.. but the key is building SCVs constantly. You should have about 45-50 by 10 minutes. You were way behind!
The key to building SCVs on time is to be thinking about them a few seconds before the last one finishes, so you can queue it up and have no seconds lost. Those seconds stack up all through the game! You don't wanna be going off to build a supply depot or micro your hellions when your SCV is about to be done building and you didn't start a second one.
If you're microing hellions, there's nothing wrong with starting an extra SCV or two to give yourself a little extra time. Sooner or later, though, you'll have to train yourself to jump back and forth smoothly.
Watch a Bomber macro TvZ (like vs DRG at Orlando) and check out his SCV count at 10 minutes. Play a few games of your own, and make absolutely sure you get that SCV production perfect. Once you can do that, try and fit everything else in at the same time!
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On January 29 2012 18:23 MooSlapper wrote: Before, I'd have medivacs, marines, mauraders on 1 and ghosts on 2, but then I can't kite with the ghosts after the EMP. You cannot “kite” with Ghosts anyway. Archons, Zealots and Stalkers have a superior movespeed, and Colossi have the same, so each time your Ghosts turn back to shoot, Colossi will shoot back.
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On January 29 2012 11:42 RaE21 wrote:Show nested quote +On January 29 2012 10:44 Warchariot wrote: Hi guys, i'm looking for an optimal/rough build order on a marine tank build, i've been having a lot of sucess in 1v1 with it, but I feel the build could do with some refining, does anyone know or where to find either a build order, or a pro replay of someone implementing this.
Depends largely on matchup...do you mean a 1 base marine tank all in, a mid/late game focused marine tank build, etc?
I was thinking of early pressure or turtling depending on what I find out from the scout. But the idea was to have something I could open with and do pressure if they are being overly greedy, but gives me a good transition in to the mid/end game
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Hey guys, what is a good way to hold 4 gate/3 gate robo all-ins off of a 1rax gasless fe. The bunkers just seem to die way too fast @_@.
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If I see a lot of chronoboost I go up to 5 rax and add bunkers. It absolutely obliterates 4gate/3gate robo. If he ends up expanding I just pressure with my marines and play a normal game from there on. It can also ble held with 4 rax (with quicker tech), just remember enough bunkers. Against 4gate 3 bunkers is enough without a doubt, against 3gate robo I like to just add as many as possible, like 6-7 to be on the safe side, but I don't think I actually need that many.
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On January 29 2012 20:52 KimJongChill wrote: Hey guys, what is a good way to hold 4 gate/3 gate robo all-ins off of a 1rax gasless fe. The bunkers just seem to die way too fast @_@.
To hold you almost have to do 4 rax no gas after CC. It's a safe build that transitions well, but techs a little slower than 3 rax with tech. You -can- hold one bases with 3 rax but it's difficult. The main thing is have a quick reactions on bringing SCVs to repair your bunkers before they can get in there and FF.
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hi guys. I need to learn some cheeses since i started some tourneys and my 1/1/1 is very weak vs protoss do u know about a thread to help me with it?
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Hey guys I'm a platinum Terran here. I'm still struggling on how to control my army properly against protoss. My macro is getting a lot better there's games where i feel it's so one sided just due to my poor control. Here's a recent TvP replay of mine. http://drop.sc/99947
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On January 29 2012 21:02 Kui wrote: To hold you almost have to do 4 rax no gas after CC. No, there's no problem holding 4 gate with +2 rax after gasless 1 rax FE. The key is scouting (twice: first to check gas/pylons/chronoboosts, second to check if he expanded).
On January 29 2012 21:01 krooked wrote: If I see a lot of chronoboost I go up to 5 rax and add bunkers. It absolutely obliterates 4gate/3gate robo. If he ends up expanding I just pressure with my marines and play a normal game from there on. Sounds like overreaction to me. It sure depends on how much he commits (number of Warp cycles, etc.) compared with the damages he does, but a failed 4 gate should not end up expanding into a normal game. I mean, he may expand, but he should lose quickly after that, because you should have the upper hand both with economy and technology, and your 5 rax does not allow the latter.
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