• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 17:25
CEST 23:25
KST 06:25
  • 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
[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy18ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win0[BSL22] RO32 Group Stage3Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3
StarCraft 2
General
Weekly Cups (May 30-Apr 5): herO, Clem, SHIN win Rongyi Cup S3 - Preview & Info Team Liquid Map Contest #22 - Presented by Monster Energy Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool What mix of new & old maps do you want in the next ladder pool? (SC2)
Tourneys
GSL CK - monthly team event Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
The PondCast: SC2 News & Results Mutation # 520 Moving Fees Mutation # 519 Inner Power Mutation # 518 Radiation Zone
Brood War
General
ASL21 General Discussion Pros React To: JaeDong vs Queen [BSL22] RO32 Group Stage so ive been playing broodwar for a week straight. Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues [ASL21] Ro24 Group F Escore Tournament StarCraft Season 2 [ASL21] Ro24 Group E
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread The Chess Thread Russo-Ukrainian War Thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Loot Boxes—Emotions, And Why…
TrAiDoS
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
ASL S21 English Commentary…
namkraft
Electronics
mantequilla
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1300 users

The Terran Help Me Thread - Page 143

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 141 142 143 144 145 460 Next
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
February 07 2012 22:22 GMT
#2841
On February 06 2012 05:09 TheDwf wrote:
Show nested quote +
On February 04 2012 09:46 saaaa wrote:
is it clever to build 4 techlabs and 1 reactor on my first 5 rax in TvP if my opponent went for the standard collosus+gateway style?

and just adjust it with maybe 3 reactor and 2 techlabs if he went for archon+zealot?

or should i always go for 3 techlabs and 2 reactor to increase my dps?

I'd advise against going 3 Reactors + 2 Labs even against a Zealot/Archon composition, because you'll still need to build some Marauders to tank/slow Zealots, but most importantly enough Ghosts to EMP Archons into oblivion, so stay on 3 Labs + 2 Reactors.



and what should i do against a collosi / gateway style? 4 techlab and 1 reactor? or just 3 techlab+2 reactor?

ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
February 07 2012 22:27 GMT
#2842
hi, any idea what the trick is to get a worker build something to switch sides building so It doesn't get killed as easily?
Brood War Protoss, SC2 Terran/Protoss
ToastieNL
Profile Blog Joined July 2010
Netherlands845 Posts
February 07 2012 22:28 GMT
#2843
On February 08 2012 07:27 ThePianoDentist wrote:
hi, any idea what the trick is to get a worker build something to switch sides building so It doesn't get killed as easily?

Sadly, it's an algorithm we haven't figured out (yet), so it is all based on luck.
Zerg lategame is imbalanced as shit. Also: "Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA. Even MMA asks for buffs. Srsly Blizzard. Srsly.
xJaCEx
Profile Joined August 2010
155 Posts
February 07 2012 22:45 GMT
#2844
You can rally the worker to one side and then stop building and it might come over to that side and when it starts up again it "might" not go back to the other side.

Anyhow I'v been working with my scout rax idea and its actually having ok results tho I'm still not sure it's better then just trying to blind counter builds. The way I get it to work is by just having 2 on gas until I build the 2nd scout rax and having a slightly delayed factory but the scouting info comes right when I would be building the port so I can decide to drop a 2nd fact or 2 more rax if I see it would benefit me. It kinda works good with the 111 build because I just get a reactor and lab ahead of time and can basically switch into any tech I need. I really think it is better then a scan in terms of scouting I get to see the whole opponents base for any hidden tech.
First blood is as good as anything.
statikg
Profile Joined May 2010
Canada930 Posts
February 07 2012 22:54 GMT
#2845
On February 08 2012 07:27 ThePianoDentist wrote:
hi, any idea what the trick is to get a worker build something to switch sides building so It doesn't get killed as easily?


I'm assuming the context of this question is when the walling off builder is getting killed. Just tell him to stop building (press t) and then click him back to building and he will switch sides most of the time, if he doesn't just do it again and he will.
Joedaddy
Profile Blog Joined July 2010
United States1948 Posts
Last Edited: 2012-02-08 02:30:00
February 08 2012 02:02 GMT
#2846
On February 08 2012 02:36 huggab0y wrote:
I've started playing terran a bit, usually play protoss and I'm in high diamond. I'm doing my terran games on the korean server so I don't screw up my ladder points on EU.

Haven't played much at all and I notice koreans are considerably better than EU folks, I am in mid gold now and get outmacroed by silver players... I guess I'm not used to macro with terran yet

Anyway, in TvT I am playing thorzain's build with one rax expand into three rax, with fast upgrades and so on. The thing is I don't understand how to engage terrans who go one base with fast tanks and medivacs. I try to move out and engage him when he is not sieged. I have about 5-8 more marines than him, with combat shield, but his army still wins (because of medivacs?). I just need like 2-3 more mins for my medivacs + tanks to finish.

Wish I could upload a replay but it doesnt seem to work with replayfu, and I guess you non-korean players cant view them anyway.

TL;DR How to engage an early terran army with tanks + medivacs if I have only marines with combat shield?


I think you're talking about Thorzain's build from the day9 daily a short while back. If so, that build doesn't move out until after you have stim + medivacs and +1 is about to finish. When you say that you try to move out and engage him, do you mean he is sieging outside your base and bunny hopping into your natural?

If you are on 2 bases and your terran opponent is still on 1 base then you shouldn't be attacking into his main at all. You already have a huge lead with 2 base income vs his 1 base income. Grow your lead, take your 4th gas and start your own siege tank production and continue upgrading. Make sure you have a way to scout/deny him from taking hidden expansions.

A replay would really be helpful if I've misunderstood what you were describing.
I might be the minority on TL, but TL is the minority everywhere else.
TheDwf
Profile Joined November 2011
France19747 Posts
February 08 2012 09:20 GMT
#2847
On February 08 2012 07:22 saaaa wrote:
Show nested quote +
On February 06 2012 05:09 TheDwf wrote:
On February 04 2012 09:46 saaaa wrote:
is it clever to build 4 techlabs and 1 reactor on my first 5 rax in TvP if my opponent went for the standard collosus+gateway style?

and just adjust it with maybe 3 reactor and 2 techlabs if he went for archon+zealot?

or should i always go for 3 techlabs and 2 reactor to increase my dps?

I'd advise against going 3 Reactors + 2 Labs even against a Zealot/Archon composition, because you'll still need to build some Marauders to tank/slow Zealots, but most importantly enough Ghosts to EMP Archons into oblivion, so stay on 3 Labs + 2 Reactors.



and what should i do against a collosi / gateway style? 4 techlab and 1 reactor? or just 3 techlab+2 reactor?

I'd stay on 3/2, because nowadays Protoss are more prone to go Zealot-heavy with just enough Stalkers to defend Colossi against Vikings.

On February 08 2012 07:45 xJaCEx wrote:
Anyhow I'v been working with my scout rax idea and its actually having ok results tho I'm still not sure it's better then just trying to blind counter builds. The way I get it to work is by just having 2 on gas until I build the 2nd scout rax and having a slightly delayed factory but the scouting info comes right when I would be building the port so I can decide to drop a 2nd fact or 2 more rax if I see it would benefit me. It kinda works good with the 111 build because I just get a reactor and lab ahead of time and can basically switch into any tech I need. I really think it is better then a scan in terms of scouting I get to see the whole opponents base for any hidden tech.

Please don't come here to say that scouting is not worth it. This is terrible advice. Odds are you simply don't know what means the things you're seeing. A scouting Barracks with an 1-1-1 opening is useless, because you have access to early air units and you have all the tech needed to deal with anything, really. Building 2 blind Vikings while your opponent is going to 6-gate you simply means suicide. Blind units in TvP are really a terrible idea, just learn to scout with SCVs, army pokes, drops, flyng Factory and scans.
DelugeSC
Profile Joined December 2011
United States96 Posts
February 08 2012 15:13 GMT
#2848
Does anyone have a suggestion for a good 111 build to use TvT on smaller maps like Arid Plateau and/or Xel'Naga caverns?

I'm looking for a 111 with a strong timing push.
saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2012-02-08 15:23:46
February 08 2012 15:21 GMT
#2849
at the moment i see it more and more..

in TvZ if they go for cloak banshee.. some players like supernova, nada wait for 2 banshee and dont show their first banshee to surprise the zerg with cloak and can they can easily snipe one queen even with overseer..

What are the advantages and what way should i do?
TAAF
Profile Joined March 2011
Switzerland226 Posts
February 08 2012 15:47 GMT
#2850
On February 09 2012 00:21 saaaa wrote:
at the moment i see it more and more..

in TvZ if they go for cloak banshee.. some players like supernova, nada wait for 2 banshee and dont show their first banshee to surprise the zerg with cloak and can they can easily snipe one queen even with overseer..

What are the advantages and what way should i do?

I find banshee plays really weird against Zerg. I like the method to wait for 2 banshees. It also depends in what league you are in, because I find Zergs to play really save in the plat-diamond league and if they get a spore the banshee gets denied easily.
If you get away with a cloaked banshee build and the Zerg is not scouting the banshee and you don't scout an evo you go for 2 banshees with cloak. If you see an evo or he scouts your banshee I would go with the first banshee and still get cloak. (Maybe cancel cloak if the Zerg is building a lot of spores.)
Crouching probe, hidden cannon
TAAF
Profile Joined March 2011
Switzerland226 Posts
Last Edited: 2012-02-08 15:55:15
February 08 2012 15:51 GMT
#2851
On February 08 2012 07:27 ThePianoDentist wrote:
hi, any idea what the trick is to get a worker build something to switch sides building so It doesn't get killed as easily?

Lets assume you are building the bunker next to a hatch (in between the minerals and the hatch). You can get your scv of building when he is on the right side run him over to the left side and let the scv build again. He will probably switch to the right side again and the drone has to run around to the other side (assuming he attacks your scv). And you might get lucky and the scv will switch to the other side as soon as the drone gets to your scv again.
Ah you might also want to figure out how long the scv stays on one side of the building until he switches (I guess it's the same amount of time for every side of the building)
But it's mostly luck =)
Crouching probe, hidden cannon
bwodie
Profile Joined June 2011
Australia41 Posts
February 08 2012 21:48 GMT
#2852
is anyone else having trouble with the 2 rax reactor first build these days?
protoss seem to have adapated and are even easily holding it against me with a 1 gate expand, let alone anything more.
I think they must be cutting probes to get more units out if they scout my 2 rax?

I am getting to enemy base with 5 rine + 1 rauder + conc
krooked
Profile Joined May 2011
376 Posts
February 08 2012 21:53 GMT
#2853
I'm not very good but I have found out that I only push against nexus first / 1gate FE, any expand later than that I just get my own expo and chillax.
Huggerz
Profile Joined May 2011
Great Britain919 Posts
February 08 2012 22:10 GMT
#2854
On February 09 2012 06:48 bwodie wrote:
is anyone else having trouble with the 2 rax reactor first build these days?
protoss seem to have adapated and are even easily holding it against me with a 1 gate expand, let alone anything more.
I think they must be cutting probes to get more units out if they scout my 2 rax?

I am getting to enemy base with 5 rine + 1 rauder + conc


Well, don't ever do it on cross positions for certain. This build is so old any self-respecting Protoss will have a reasonable sense if it is coming, if they scouted at all. I find just going tech lab (1 rax, or add a second if you like) and pushing with 1 marine, 1 or 2 marauders + conc. shell and an SCV is so much more likely to arrive at a time to maybe force a nexus cancel and kill stuff. Also allows for a quicker CC. I really don't think you can get much benefit from a reactor that early in TvP compared to other options.

I can't really say if Protoss you come up against cut probes, watch your replays
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
February 09 2012 01:41 GMT
#2855
i am a terran player in high gold.. and i have been losing a lot to players who just turtle up in their one base with literally a maxed army of only siege tanks, and they cover everything with missile turrets.
i have tried expanding everywhere, wating for their minerals to run out, and then attacking with banshees/ bc's, but it just takes so long!
is there a quicker way to beat them?
Taeja the one true Byunjwa~
Artline
Profile Joined September 2011
177 Posts
Last Edited: 2012-02-09 02:06:48
February 09 2012 01:58 GMT
#2856
On February 09 2012 10:41 PinheadXXXXXX wrote:
i am a terran player in high gold.. and i have been losing a lot to players who just turtle up in their one base with literally a maxed army of only siege tanks, and they cover everything with missile turrets.
i have tried expanding everywhere, wating for their minerals to run out, and then attacking with banshees/ bc's, but it just takes so long!
is there a quicker way to beat them?


By expanding and teching yourself, you are making the game longer, but more favoured for you. Should your opponent push out you will have the upper hand. But if you attack into his turtling position, the opponent will be favoured, and could win with a counter attack.

It's up to you to decide. Sure victory, or risk it with a earlier attack.

is anyone else having trouble with the 2 rax reactor first build these days?
protoss seem to have adapated and are even easily holding it against me with a 1 gate expand, let alone anything more.
I think they must be cutting probes to get more units out if they scout my 2 rax?

I am getting to enemy base with 5 rine + 1 rauder + conc


Instead of 5rine 1 rauder, why not push out with more? For example, when you have 3 marauders? Alternatively you can get factory/second gas and tech to medivacs whilst researching combatshield and stim (in that order). Important thing to do is to not let Protoss scout your 2rax. (i.e. delay making 2nd rax until probe is out of your base). By pushing later Protoss may become confused and think it is a techbuild (like 1-1-1) and react to that instead (observers/keeping stalkers in their mineral lines). You can take advantage of such reactions and micro your way to killing their Nexus/winning right there.
EienShinwa
Profile Joined May 2010
United States655 Posts
February 09 2012 02:32 GMT
#2857
Are there any stim/medivac timing pushes I can do early vs toss after FE? I never seem to be able to keep up with the protoss after the game becomes a macro one =/
I have a simple philosophy: Fill what's empty. Empty what's full. Scratch where it itches. Alice Roosevelt Longworth
Awmaface
Profile Joined June 2011
United States21 Posts
February 09 2012 03:24 GMT
#2858
On February 09 2012 11:32 EienShinwa wrote:
Are there any stim/medivac timing pushes I can do early vs toss after FE? I never seem to be able to keep up with the protoss after the game becomes a macro one =/


How early do you want to do the attack? And it can be difficult to just say "always move out at time X". There are timing pushes after a FE build, but the time can be delayed from early aggression pushes, and you need to be able to see what hes teching to, HT, Collisi, or mass gateway.

But in general, after you take the FE (if you go gasless or a gas expo but usually an expo before the 4 min mark) then get up to 3-4 more barracks to hold off any early aggression (can even throw down up to 3 bunkers if they are really hitting you), and also start to mass bio for your medis.

After you start your additional Rax, take both gas in your main and start getting that gas count high. You then can get Concussive, an ebay around 6-6:30 to start +1, and after Concussive begin Combat shield.

Keep massing up units and you can omit any of the above ugs as you want for a faster Factory and SP.

Make you Factory as soon as you have 100 gas, and start Stim as soon as Combat Shield is complete

Start SP as soon as you finish the Factory. The Factory should also start up a Reactor

Move out with about 4 medivac and you can hit with your bio force, 4 medis, +1, Combat Shield, Stim, and Concussive at around the 12 min mark. The medis can be out faster if you omit some ugs and you can support 2 Medis on 1 base (ie 2 gases) but you CANNOT build any other gas unit, including Marauders, without your 3rd/4th gas.

So to outline the gas consumption i recommend the following order: concussive, +1 attack, combat shield, Factory, Stim, Double Medivac
MadeOfPotato
Profile Joined February 2012
United States30 Posts
February 09 2012 04:32 GMT
#2859
In a TvT matchup, when is a good time to start going for ghosts and battlecruisers, if at all? Late game, as in after about 3 or 4 expansions is what I've always thought, but I've gotten battlecruiser massed a few times lately...
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
February 09 2012 04:49 GMT
#2860
On February 09 2012 13:32 MadeOfPotato wrote:
In a TvT matchup, when is a good time to start going for ghosts and battlecruisers, if at all? Late game, as in after about 3 or 4 expansions is what I've always thought, but I've gotten battlecruiser massed a few times lately...


I dont usually use ghosts in tvt, as snipes dont help and emps dont really do anything either. Battlecruisers I really only use as a super late game unit, like you thought, but usually only to break a terran turtle. If people are battlecruiser massing you then you are being too passive by letting them tech up. If someone doesn't attack you for a while and you know they are teching up, sometimes the most effective thing to do is either to attack, as you should have a bigger army, or to divert their attention and then do a drop to destroy some tech. Contains also work quite well, as bcs are resource-heavy.
Taeja the one true Byunjwa~
Prev 1 141 142 143 144 145 460 Next
Please log in or register to reply.
Live Events Refresh
Next event in 2h 35m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Hui .100
StarCraft: Brood War
Calm 2886
Mini 504
ggaemo 153
Soulkey 84
910 31
Sexy 20
NaDa 9
Dota 2
monkeys_forever336
Counter-Strike
Coldzera 1626
Super Smash Bros
C9.Mang0166
Other Games
summit1g11285
Grubby3437
FrodaN765
shahzam483
Liquid`Hasu247
ToD159
Sick86
Trikslyr60
Mew2King58
ROOTCatZ47
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 11
• davetesta10
• Kozan
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• IndyKCrew
StarCraft: Brood War
• RayReign 38
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV934
League of Legends
• Doublelift2436
Other Games
• imaqtpie1622
• Scarra797
• Shiphtur257
Upcoming Events
PiGosaur Cup
2h 35m
Replay Cast
11h 35m
Kung Fu Cup
13h 35m
Replay Cast
1d 2h
The PondCast
1d 12h
CranKy Ducklings
2 days
WardiTV Team League
2 days
Replay Cast
3 days
CranKy Ducklings
3 days
WardiTV Team League
3 days
[ Show More ]
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
4 days
WardiTV Team League
4 days
BSL
4 days
Replay Cast
5 days
Replay Cast
5 days
Wardi Open
5 days
GSL
6 days
Liquipedia Results

Completed

CSL Elite League 2026
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
StarCraft2 Community Team League 2026 Spring
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026

Upcoming

Escore Tournament S2: W2
IPSL Spring 2026
Escore Tournament S2: W3
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
RSL Revival: Season 5
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
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 © 2026 TLnet. All Rights Reserved.