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The Terran Help Me Thread - Page 154

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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.
Kamelixs
Profile Joined October 2011
Sweden88 Posts
February 19 2012 02:40 GMT
#3061
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)
scarper65
Profile Blog Joined January 2011
1560 Posts
February 19 2012 02:49 GMT
#3062
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)

If you researched concussive shells, than you want to being moving out when the second marauder and conc shells are around halfway done.
KenDM
Profile Joined June 2011
Netherlands206 Posts
February 19 2012 09:19 GMT
#3063
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)


Here Day9 analyses the 2Rax pressure strategy in depth:

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604

http://blip.tv/day9tv/day-9-daily-416-p2-marineking-vs-white-ra-2rax-opening-5947484

http://blip.tv/day9tv/day-9-daily-416-p3-marineking-vs-white-ra-2rax-opening-5947553

- Parts 1-3



Here there's a youtube video that calmly explains the buildorder as well as how to break out of a contain by a 1-basing Protoss:



I recommending watching this last video first by the way
SpeCtor
Profile Joined August 2010
233 Posts
February 19 2012 09:35 GMT
#3064
On February 19 2012 11:49 scarper65 wrote:
Show nested quote +
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)

If you researched concussive shells, than you want to being moving out when the second marauder and conc shells are around halfway done.


That makes no sense. The 2nd marauder and Conc shells finish at the same time.

Push when your second marauder pops outs.
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
February 19 2012 10:14 GMT
#3065
On February 19 2012 18:35 SpeCtor wrote:
Show nested quote +
On February 19 2012 11:49 scarper65 wrote:
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)

If you researched concussive shells, than you want to being moving out when the second marauder and conc shells are around halfway done.


That makes no sense. The 2nd marauder and Conc shells finish at the same time.

Push when your second marauder pops outs.


I would wait before passing such harsh judgment on another's idea, and consider for a moment-- even with the first marauder alone, a 2 rax pressure has more units than a 1 gate FE, so you'll be safe out on the map. If he's got a zealot or a couple units out in the open field, you want to catch them as soon as possible, right when concussive shell finishes. If you want to be out in the open field when concussive shell finishes, you need to exit your base BEFORE concussive shell finishes. This applies to both 2 rax pressure and 1 rax marauder builds in TvP.

Move out with a single marauder to time your pressure with Concussive Shells finishing when you are in the field.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
aLmosTeu
Profile Joined June 2011
Germany101 Posts
February 19 2012 17:05 GMT
#3066
Noah my friend! :D
im maybe about to switch to Terran again, could you write me some cool bo's, also some not standart? also posted something on TL and got some cool bo's oh and we need to do our 1 hour coaching still haha :D
huehuehuehue
Profile Blog Joined August 2011
Estonia455 Posts
February 19 2012 17:20 GMT
#3067
What are some standard mech starting build orders for TvT and TvZ? In TvT i have been doing 1 non cloaked banshee into expand in base/add on another factory. In TvZ obviously some kind of a reactor hellion opening, but which kind? Some replays would also be very helpful, I find them to help more than just written down build orders
Noocta
Profile Joined June 2010
France12578 Posts
Last Edited: 2012-02-19 17:22:18
February 19 2012 17:21 GMT
#3068
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)


What i do :
Move out with the first marauder and the few marines you have.
Poke a first time with the second marauder and Shell finished.
Poke a second time when combat shield finish.
Poke a third time when stim and the first medivacs are out ( it's at the same timign in the build in case you're wondering )

That's when you can't do the constant reinforcement and fight thing MarineKing do against whiteRa in the daily obviously.
" I'm not gonna fight you. I'm gonna kick your ass ! "
saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2012-02-19 18:44:44
February 19 2012 18:43 GMT
#3069
hi guys,

is there any nice thread for TvT sky terran?

i just loose two times toady with this composition and i always think I'm ahead.

I do a lot of run bys with bf hellions and kill him a ton of SCV is this a nice idea in TvT lategame? because his army was much stronger because he dont have that many scv... should i stop this bf hellion harassment?

How many BC should be the maximum?
How many Raven should i mix in?
With how many Starports i transition into Sky terran? (when i have 3 or 4 base)

What do i do if my opponent gets ahead in viking count? is is viable to just build thors...

let me know your tipps and guides for the TvT Sky battles ^^

thx

saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2012-02-19 18:48:12
February 19 2012 18:46 GMT
#3070
On February 20 2012 03:43 saaaa wrote:
hi guys,

is there any nice thread for TvT sky terran?

i just loose two times toady with this composition and i always think I'm ahead.

I do a lot of run bys with bf hellions and kill him a ton of SCV is this a nice idea in TvT lategame? because his army was much stronger because he dont have that many scv... should i stop this bf hellion harassment?

How many BC should be the maximum?
How many Raven should i mix in?
With how many Starports i transition into Sky terran? (when i have 3 or 4 base)
How many SCV should i have max in the late game? 25-30? more?

What do i do if my opponent gets ahead in viking count? is is viable to just build thors...

let me know your tipps and guides for the TvT Sky battles ^^

thx



sry i want to edit..
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
February 19 2012 18:51 GMT
#3071
On February 20 2012 03:46 saaaa wrote:
Show nested quote +
On February 20 2012 03:43 saaaa wrote:
hi guys,

is there any nice thread for TvT sky terran?

i just loose two times toady with this composition and i always think I'm ahead.

I do a lot of run bys with bf hellions and kill him a ton of SCV is this a nice idea in TvT lategame? because his army was much stronger because he dont have that many scv... should i stop this bf hellion harassment?

How many BC should be the maximum?
How many Raven should i mix in?
With how many Starports i transition into Sky terran? (when i have 3 or 4 base)
How many SCV should i have max in the late game? 25-30? more?

What do i do if my opponent gets ahead in viking count? is is viable to just build thors...

let me know your tipps and guides for the TvT Sky battles ^^

thx



sry i want to edit..


Although the precise build order may be out of date, the seminal Sky Terran article was iEchoic's 2fact 2port TvT: http://www.teamliquid.net/forum/viewmessage.php?topic_id=189624

You may want to open with a quicker expansion nowadays, but the basics that he talks about here hold true.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
rqPlan
Profile Joined December 2011
Nicaragua42 Posts
Last Edited: 2012-02-19 20:19:19
February 19 2012 20:17 GMT
#3072
Hi, I have been playing for 3 months. I had no problem to get my way up from bronze to plat, but it seems like I am stuck now. I think Terran is slightly (^^) weak in late game. P and Z know that, so they just macro and defend untill late game, and then get an easy win. Terran have to be active and have very restricted margin of error. Anyway I will post a game In hope for some advice:

http://drop.sc/115537 (sorry about the ragequit at the end)

How could have I won this game?

What should I focus on to improve first?

Thanks for your time

1. Remove unlimed unit selection - 2. Remove macro boosters - 3. Six workers
Kamelixs
Profile Joined October 2011
Sweden88 Posts
Last Edited: 2012-02-19 20:55:36
February 19 2012 20:40 GMT
#3073
On February 19 2012 18:19 KenDM wrote:
Show nested quote +
On February 19 2012 11:40 Kamelixs wrote:
Just a small question, when do you push with a 2 rax opening in tvp? (12/16 rax, 1 reactor, 1 techlab)


Here Day9 analyses the 2Rax pressure strategy in depth:

http://blip.tv/day9tv/day-9-daily-416-p1-marineking-vs-white-ra-2rax-opening-5947604

http://blip.tv/day9tv/day-9-daily-416-p2-marineking-vs-white-ra-2rax-opening-5947484

http://blip.tv/day9tv/day-9-daily-416-p3-marineking-vs-white-ra-2rax-opening-5947553

- Parts 1-3



Here there's a youtube video that calmly explains the buildorder as well as how to break out of a contain by a 1-basing Protoss:

http://www.youtube.com/watch?v=NZDsJJ][][WU0gA

I recommending watching this last video first by the way

Thanks!
KenDM
Profile Joined June 2011
Netherlands206 Posts
February 19 2012 21:25 GMT
#3074
Hi all you guys.

I'm beginning to fight more and more Gold players lately and I'm noticing a vast difference in skill. It's mainly that Gold players go to more bases quicker than Sivler players. How do I manage all my bases, how do I decide what kind of defenses to leave with all the bases? Because there's only so much you can do with turrets. Sometimes you just need siege tanks for those pesky infestors, you need a thor here and there and you need some marines to defend as well.

I'm aware that harassing keeps myself from being harassed. But what are some good goals to aspire in a race for bases or balancing your army in comparison to expanding?
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
February 19 2012 21:42 GMT
#3075
On most maps your third is usually quite close to your natural, so your main army can be positioned in such a way as to defend both at the same time. Turrets aren't necessarily there to defend on their own, they are there to buy time for your marines to get there an to make it cost inefficient for any mutalisks to attack.

You need to have good map awareness to avoid being outflanked. If you have a xel'naga tower and attack in the other direction then it is hard for them to take you by surprise.

You really need to post some replays so we can help you with specific examples, you should then be able to use these specific examples to get an idea of how to defend in general.
IMNotMvp
Profile Joined May 2011
Korea (South)530 Posts
Last Edited: 2012-02-19 21:44:38
February 19 2012 21:43 GMT
#3076
http://www.mediafire.com/?8yf6zcfie3kbxec
protoss is pretty imba -_____________________-
just missed some emps and that is all T__________________T

User was temp banned for this post.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
February 19 2012 22:28 GMT
#3077
Okay so i've recently been trying a reactor hellion/speed reaper opener to cover a fast third in TvP with an emphasis on killing sentries early.... Is it viable at all? I usually get 2-3 reapers up and 4 or 5 hellions, and use hellions to poke at nat and hopefully pick off some sentries while reapers scout the main and kill some probes... The only time that i've lost so far is when someone went 3gate robo immortal all-in (I usually do it on macro maps because that's the most common place for sentry-centric defense/aggression and the speediness of my units helps a lot more). I'm like 5-3 with the build so far against players ranging from mid diamond to high plat, is it worth developing the build further?
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
February 19 2012 22:54 GMT
#3078
On February 20 2012 06:43 IMNotMvp wrote:
http://www.mediafire.com/?8yf6zcfie3kbxec
protoss is pretty imba -_____________________-
just missed some emps and that is all T__________________T


Hey there. I'll just shoot what I think went wrong or how you could improve your play eventually. You don't need to do everything, but there are a few options that are already very viable in early game.

First of all a no gas FE is a very good build and yes - you do it correct with just 1 supply depot into the 2nd cc, but its giving the Protoss information. I for my part do think delaying the cc and getting a 2nd supply is more benefitial than getting the earlier CC as the Protoss can only guess against 2 marines. Is there a cc or is there not? Up to him if he wants to gamble or not!

You saw him with 1 gas (click on it, if it was a gas-first it could very well be a 1 gas DT build) and not much chronoboost - gate, core so you can expect him to go for a fast expand off of 1 gate. This is very standard and not as greedy because he did build a zealot so blocking his FE with an ebay is not an option (or not the best one) here. If you see him skipping the zealot go punish it and block the FE with an ebay. A lot of Protoss players will respond with an allin. 4 gate stalker blink / 4 gate. So keep an eye on that.

If you are playing as greedy as you are with that fast 3rd CC, you need a 2nd bunker and you could as well get away with 3 , just because a 1 gate into 4 gate or any agressive build (robo 5 gate, robo 6 gate, 6 gate, 7 gate) all will kill you right away. You did see the robotics so thats usually a sign of tech play, so this game you got away with it but the next you might not as what you did is very risky.

You are adding bunkers at 9:20, way too late, if it would be something agressive, it would hit earlier and you would be dead. If you want to know if he's teching or not, try to scan & check his gases at the natural. If he got no gas, no 3rd there's a very agressive push incoming. You should check this at around 7:00 - 7:30 I'd say. (still trying to get right timing).

Your engagements could be better and you could use more drops. Your fourth bsae is too late compared to the other 3. 74 scvs is not exactly too much, but if you start to bank money you could use 3-4 orbitals in addition to sack 10 scvs to get around 60 and have a bigger army, your income will stay solid. You don't have enough Ghosts. You should aim for 20-30 in lategame as the fights will become a lot easier with a lot of ghosts. Too marauder heavy vs a lot of zealots / immortals. Also you need way more production and you need to stop micro'ing when you lost a fight. Focus on macro.

CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2012-02-19 22:58:26
February 19 2012 22:56 GMT
#3079
On February 20 2012 06:43 IMNotMvp wrote:
http://www.mediafire.com/?8yf6zcfie3kbxec
protoss is pretty imba -_____________________-
just missed some emps and that is all T__________________T

Make 2 Medivacs before Vikings. Without Medivacs, you cannot pressure at all. Since you went 3 OCs, make a second Starport so you can build Medivacs along with Vikings.

Make Ghosts earlier. You're near maxed yet there is no Ghost in your army. Since there was not even a tiny skirmish so far in the game, Sentries will be full energy. Full energy Sentries + charge Zealots + area of effect = a world of pain. Fortunately enough, your opponent does not use Forcefields, but you need Ghosts to EMP those Sentries (and Templars, of course).

Your army composition is your problem. You need Ghosts. Aim at 8 Ghosts, if not more, in your maxed army, and 15 Ghosts by lategame. Along with a Marauder/Viking (15-20*) army, it can handle lategame Protoss armies. Pure Marauders (your army was close to that) cannot.

*Why so many Vikings? So that Colossi get destroyed very quickly, effectively preventing the Protoss player to use one of his two AoE core units. Ghosts deal with Archons/Templars, and with the Marauders they can take care of mass Zealots. Since Zealots are melee units, the more there is, the less they're efficient against an all-ranged army.

Even if you had EMPed his Templars, you would have lost the last fight because you have 8 Vikings against 7 Colossi. Nothing more, nothing less. This is why you need at least 15 Vikings.

You lost the previous fights because you did not have enough Ghosts.

By lategame, aim at :

- Getting PFs at key defensive locations along with your macro OCs;
- Getting 25+ Marauders / 15+ Vikings / 15 Ghosts / some Marines & Medivacs.
- Scanning Observers to kill them with your Viking cloud so that you can EMP his whole army with Cloaked Ghosts if he does not retreat.

And really, don't forget to have ~8 Ghosts in your first maxed army. Once you're on three bases, you should start building Ghosts, because Protosses on 6 gases will get both AoE tech anyway.
TAAF
Profile Joined March 2011
Switzerland226 Posts
Last Edited: 2012-02-20 07:26:43
February 20 2012 07:18 GMT
#3080
On February 20 2012 03:43 saaaa wrote:
I do a lot of run bys with bf hellions and kill him a ton of SCV is this a nice idea in TvT lategame? because his army was much stronger because he dont have that many scv... should i stop this bf hellion harassment?

You need to move away from the hellions late game. They don't really help late game... and sac scvs anyway lategame.
Crouching probe, hidden cannon
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