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On February 23 2012 06:14 Noocta wrote:Show nested quote +On February 23 2012 06:01 iAmJeffReY wrote:On February 23 2012 05:55 Noocta wrote: This will sound silly but i encounter this a lot even in low master. What do you do against a protoss who 1gate expand / nexus first with a ridiculously fast forge and place some canon at his entrance ?
I just encountered a Toss on Shakuras who did : Nexus, gateway forge 3 canon at his ramp then crazy tech with only a handfull of unit. By 10min he had 7 gates up, cgarge finish, two forge upgrading, a robo and templar archive just started.
Am i too scared of canons ? I feel i can't touch 3 canon before medivac and stim, dunno if it's right. Get out medics faster, and drop him as you take another base. Or, go for a push and add in 2-3 siege tanks and medics and go. Cannons aren't to be feared. The sentry with cannon combo...yes that is different. I pretty much rushed to medivacs after i saw the canons. Hard to get them earlier than 10min tho. :/ I faced a protoss who did just that. When I saw the cannon I just triple expanded and kept on the pressure with drops and double upgrades. He couldn't get out of his base after I overwhelmed him with units. But I guess it could have gone differently.
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United Kingdom14103 Posts
On February 24 2012 06:39 iAmJeffReY wrote:Show nested quote +On February 24 2012 06:35 Targe wrote: Hey, with a Terran start, I tend to go for either harass with cloak banshees or a 1 barracks quick expansion, is what I'm doing here right? At the moment I'm in gold league but really should be in Bronze IMO…
Targe No. There are WAY more than those 2 openings you can use. I don't use either of them, and I do quite well.
I tend to go for those, or mass marauders and marines for early then bring in siege tanks + siege along with medics after. Thing is I can't seem to progress from there. Care to help by directing me?
Targe
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@Yohsc2
OK, a few items I identified:
1) Don't reactor your starport if you are going tanks, you can't afford it. 2) @14:30 you donate a bunch of marines for free, if you are just clearing out creep 2-3 marines is enough. 3) If you see infestors, expect burrow. 4) If you are on equal bases, then play safe, defend and don't take risks. 5) Don't leave the game when you can still win
But generally pretty good going, you are playing a masters player, on a zerg favoured map and you very almost win.
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Is there a way around the warp-in = you are guaranteed to lose unless you absolutely crush their army, mechanic? that's all i feel it comes down to lately and I'm starting to genuinely just hate tvp beyond the early game. i feel like im stupid.
edit: i feel like against toss, if i don't go extreme aggro harrass all the time, and just try to play "standard", warp-in actually just means i lose unless i crush the shit out of protoss.
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On February 24 2012 13:21 Angel_ wrote: Is there a way around the warp-in = you are guaranteed to lose unless you absolutely crush their army, mechanic? that's all i feel it comes down to lately and I'm starting to genuinely just hate tvp beyond the early game. i feel like im stupid.
edit: i feel like against toss, if i don't go extreme aggro harrass all the time, and just try to play "standard", warp-in actually just means i lose unless i crush the shit out of protoss.
There is no identifiable question which can be answered in this post
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I think the whole idea is that you DO crush their army, just like against zerg in order to beat their better reinforcement mechanics you must win with a decent amount of stuff left over from the big engagement. Playing terran is all about positioning.
A lot of terran players have got into the mindset of "I can't trade efficiently so I must have an economic advantage". This is IMO exactly the wrong direction to take. Even if terran do have an economic advantage they can't convert it into an army advantage because they can't match production.
Terran must put all their effort into constructing the ultimate army, they must then make sure they get a good engagement. If you can't crush the protoss army there and then, don't engage. Keep kiting their army until they put themselves in a vulnerable position and then take maximum advantage.
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Help needed.. i was a diamond terran last season but stopped playing due to exams, now im plat
I struggle late game vs every race, I find it hard to expand to my 3rd all the time as I don't have enough units to defend it due to delaying my 3rd all the time. Ive resulted to just staying on two base and then going all in because im too behind.... My macro sucks, and ive been a 1/2 base player since bronze lol... now its coming back to haunt me.
I kinda need some tips on how you take your 3rd, and what is the suitable time to take a 3rd vs each race
Help appreciated OwnD :-)
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in TvP if i go 2 rax expand how many bunkers do i put up for a 3 gate expand same question for 3gate robo expand with them making immortals
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@ OwnD
I generally find that taking a third comes quite naturally, after getting your production buildings for 2 base, e.g. 5 rax and reactor starport, you just get your 3rd next time you have 400 minerals.
Delaying your third shouldn't mean your army is any smaller, you can easily max out on 2 base. I kinda get the impression you are losing quite a lot of units early on? Maybe being too aggressive when it isn't appropriate?
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On February 25 2012 06:35 TheQforce wrote: in TvP if i go 2 rax expand how many bunkers do i put up for a 3 gate expand same question for 3gate robo expand with them making immortals
You should only need 1 bunker vs a 3 gate expand, get 2 or 3 bunkers if they 3gate robo immortal timing attack and expand behind it. If they expand before beginning immortal production tho (which is quite common) start getting ghosts instead of reactored starport, as their attack will hit at about 10 min, which gives you just enough time to get moebius + ghost(s) out with EMP ready. Note that if you're going ghosts as a counter to this, you probably only need 1 bunker.
When you're doing 2 rax (reactor first I assume) you get alot of bio pretty fast, so as long as you're macroing correctly you should have enough units to hold anything coming out of 3 gates.
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On February 25 2012 08:45 Willzzz wrote: @ OwnD
I generally find that taking a third comes quite naturally, after getting your production buildings for 2 base, e.g. 5 rax and reactor starport, you just get your 3rd next time you have 400 minerals.
Delaying your third shouldn't mean your army is any smaller, you can easily max out on 2 base. I kinda get the impression you are losing quite a lot of units early on? Maybe being too aggressive when it isn't appropriate?
hmmmm i am kinda aggressive early on.. but i thought that was the strength of terran.. All of my builds are aggressive or all ins.. I tried 1 rax expo but I always failed and went back to 1/2 base plays
ill post up some replays if you dont mind watching them ?
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TvT on this new kingdom map. I planned a 1/1/1 opening and scouted my opponent taking gas as well but apparently he somewhere proxied his rax. How would you react to this if you can't find it?
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On February 26 2012 04:07 Hero1 wrote: TvT on this new kingdom map. I planned a 1/1/1 opening and scouted my opponent taking gas as well but apparently he somewhere proxied his rax. How would you react to this if you can't find it? Proxy marauder. Rebuild the depots you're going to lose, and bunker up. From there it's about scouting out their transition.
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Can someone link me to a good build order for laddering against each matchup? I haven't played since beta and my friends got me back into SC2 recently. I want to practice a bit with each build before I try to get ranked. I'd prefer to try to learn something offbeat, non-standard and fun that'll be decent in the lower leagues (I'd be very surprised if I started anywhere but Bronze after such a long break).
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Any basic super generic tips on TvZ versus Stephano style? Should I drop more? What should my army composition be? I watched all the ASUS games, in which Lucky and Stephano both used upgraded lings, roaches, and infestors, but their terran opponents all seemed to do really different things
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How does one harass a Protoss in the late game (5-6 bases) when he's all cannoned up at each of his expansions so I can't drop/do banshee harass/anything?
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On February 26 2012 10:29 deathtrance wrote: How does one harass a Protoss in the late game (5-6 bases) when he's all cannoned up at each of his expansions so I can't drop/do banshee harass/anything? 8 or 12 Marauder drops don't really care about Cannons. You can also use Nukes.
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On February 26 2012 10:29 deathtrance wrote: How does one harass a Protoss in the late game (5-6 bases) when he's all cannoned up at each of his expansions so I can't drop/do banshee harass/anything? It seems vs Z and P late game, it comes down to ghosts and nukes. No other way to do damage or anything. They do tend to clump gateways and pylons, so perhaps a double nuke on them before/during an engagement.
All theorycraft, and probably insanely hard to execute. I, myself, cannot do it by any means.
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On February 26 2012 09:25 Trollface wrote: Can someone link me to a good build order for laddering against each matchup? I haven't played since beta and my friends got me back into SC2 recently. I want to practice a bit with each build before I try to get ranked. I'd prefer to try to learn something offbeat, non-standard and fun that'll be decent in the lower leagues (I'd be very surprised if I started anywhere but Bronze after such a long break).
I'd second this because I've been on hiatus for 6-8 months and am just as must lost as I am rusty. Though, I know the the "newest" builds aren't as know and out there because of the recent patches I've researched. Though my research has also only turned up builds that are several, several, patches back.
On another note, and I hate to sound fanboyish, but if it just me is blizzard really nerfing terran play the wrong way? By the wrong way I mean nerfing the units, and not the synergy. I can say from past experience the barracks time change isn't much of a deal in terms of standard play, and it in fact helps enforce standard play. I just think that the nerfs are too specific.
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