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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. |
eh depends on what you consider fun I guess. Maybe I'd suggest just open banshee every game (except against cheese)
Normally scout at around 11 supply 12 Barracks 13 refinery 15 orbital & marine 16 supply depot 18 or 19 Factory 20 or 21 second refinery stop producing marines after 4 - build a bunker After Factory completes - start Starport, and a tech lab on Factory Move Factory off tech lab for Starport and build hellion to scout map Start Cloak research then a Banshee
Build orders aren't hugely important even at low levels, what matters is understanding the general running order you want to be building stuff (assume constant SCV production, and marine production up to a point)
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On February 26 2012 18:56 Mandalor28 wrote:Show nested quote +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.
I personally think it's stupid for Blizzard to nerf Terrans the way they did. Terrans do have a lot of options but I feel like Blizzard literally looks through Liquidpedia, goes to Tournament results of GSL, and sees that there's a lot of Terrans still there, and they decide to nerf based on that. While the ghost was probably a little bit too powerful, it feels absolutely like a kneejerk response for them to nerf it and not consider the consequence of what happens if they nerf it too hard. Realistically, I think the metagame was moving to a point where Zerg probably could've been just fine even if left not nerfed.
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On February 26 2012 23:57 Chaggi wrote:Show nested quote +On February 26 2012 18:56 Mandalor28 wrote: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. I personally think it's stupid for Blizzard to nerf Terrans the way they did. Terrans do have a lot of options but I feel like Blizzard literally looks through Liquidpedia, goes to Tournament results of GSL, and sees that there's a lot of Terrans still there, and they decide to nerf based on that. While the ghost was probably a little bit too powerful, it feels absolutely like a kneejerk response for them to nerf it and not consider the consequence of what happens if they nerf it too hard. Realistically, I think the metagame was moving to a point where Zerg probably could've been just fine even if left not nerfed.
Every game I have right now is so stupid, every Zerg abuses lategame. This game has just become a farce where a casual Terran is required to go all-in or lose in late game, else he only relies on luck or a gigantic skill difference. TvZ was the most balanced and sane matchup for a normal player, now it has become retarded a-click BL/Ultra rush like every other MU except TvT.
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On February 27 2012 01:30 VoO wrote:Show nested quote +On February 26 2012 23:57 Chaggi wrote:On February 26 2012 18:56 Mandalor28 wrote: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. I personally think it's stupid for Blizzard to nerf Terrans the way they did. Terrans do have a lot of options but I feel like Blizzard literally looks through Liquidpedia, goes to Tournament results of GSL, and sees that there's a lot of Terrans still there, and they decide to nerf based on that. While the ghost was probably a little bit too powerful, it feels absolutely like a kneejerk response for them to nerf it and not consider the consequence of what happens if they nerf it too hard. Realistically, I think the metagame was moving to a point where Zerg probably could've been just fine even if left not nerfed. Every game I have right now is so stupid, every Zerg abuses lategame. This game has just become a farce where a casual Terran is required to go all-in or lose in late game, else he only relies on luck or a gigantic skill difference. TvZ was the most balanced and sane matchup for a normal player, now it has become retarded a-click BL/Ultra rush like every other MU except TvT. Shit and if they don't abuse late game, and you try to get on equal ground with a 3 OC build, they roach bane, roach ling bane you. Or just roach ling rush, drop a third behind 30 drones and power to 60 as you deal with the roach ling. You move out, they have infestors and 2/2 on lings.
Fair.
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Hello fellow Terrans, excuse me for the noob question, but can anyone explain to me how to drop medivac "cargo" while the medivac(s) is/(are) moving.(droping marines in a straight line for example)The only way I've managed to do it is with a single medivac and clicking on the marines inside one by one while medivac is moving, but when I am controling more medivacs than one I can't do it this way.
Thank You for reading.Silver Terran (EU)
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On February 27 2012 02:33 Shibunbundit wrote: Hello fellow Terrans, excuse me for the noob question, but can anyone explain to me how to drop medivac "cargo" while the medivac(s) is/(are) moving.(droping marines in a straight line for example)The only way I've managed to do it is with a single medivac and clicking on the marines inside one by one while medivac is moving, but when I am controling more medivacs than one I can't do it this way.
Thank You for reading.Silver Terran (EU)
Plan the route for a medivac, press D and click the medivac itself. It will then start to drop it's load one by one.
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Hello! I am having some major troubles dealing with Zergs, im currently in Platinum league and right now i am faceing ALOT of Zergs and i am haveing the feeling to just GG and surrender at the start becausei know how it will go, Bling, Infestor, Broodlords/Ultralisk and im stuck on 2 base while he is on 5. I Really need some tips or a diffrent strategi against Zerg. I am currently doing Marine/Siege tank/Banshee of 2 rax, 1 fac and 1 starport. Fairly earlie push out. im splitting Marines as good as i can and Sieging tanks in time and still the Zerg always shuts it down. Please help me, tiered of losing to Zergs.
Thanks for reading and thank you on forehand!
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On February 27 2012 04:06 Joeeri wrote: Hello! I am having some major troubles dealing with Zergs, im currently in Platinum league and right now i am faceing ALOT of Zergs and i am haveing the feeling to just GG and surrender at the start becausei know how it will go, Bling, Infestor, Broodlords/Ultralisk and im stuck on 2 base while he is on 5. I Really need some tips or a diffrent strategi against Zerg. I am currently doing Marine/Siege tank/Banshee of 2 rax, 1 fac and 1 starport. Fairly earlie push out. im splitting Marines as good as i can and Sieging tanks in time and still the Zerg always shuts it down. Please help me, tiered of losing to Zergs.
Thanks for reading and thank you on forehand!
It sounds like you're giving the Zerg way too much time to build up and steamroll, basically just leaving him alone until your "scary push" is ready.
Try going for more macro oriented build, focusing on harrassing/wearing down the zerg rather than one "big push" which it sounds like you're going for. Try reactor hellion > expand > tech lab and stim on rax > lift factory after 4 hellions > build 2 more rax, one on the unused reactor, while getting a starport and building reactor on factory > switch starport with factory and start a tech lab and start tank production
This will give you ample map control and harrassing opportunities (first with reactor hellions, then later with stimmed marines and two medivacs) and you'll be able to put contain the zerg to two bases for the first 10 minutes or so, assuming decent hellion micro, while safely taking your own.
Your medivacs will pop at around 8:30-8:45, and you'll be able to have 16 stimmed marines (note when you get to 16 marines, as this is the time you want to add a reactor to your 3rd rax) in his mineral line by 9-9:30 minutes. You can take your 3rd behind this harrasment, I like to make it a PF incase my drop fails completely, but as long as you're careful and don't like, drop your marines right on top of his lings or something, you'll usually be able to do some damage.
Get double upgrades asap and keep them going all the way to 3-3 and keep adding raxes. 3 production buildings per base is the rule of thumb. And remember to keep expanding! Doing drops? Expand! Doing a push? Expand! PFs are good, use them to expand aggressively vs Zerg :-)
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On February 26 2012 23:42 Huggerz wrote: open banshee every game
All right, I was actually thinking about doing something like this - trying for an air-centric BO that works in any matchup in the lower leagues.
If I open cloaked banshee every game, what kind of unit composition should I be aiming for, mid and late game, against each race? Should I follow up with a big air fleet and try to pin him in his base and expand across the map? Or just use the banshees to force air defenses and detectors and transition quickly into something else?
I feel like if a Terran is really dedicated to maintaining air superiority it'll be very hard to take it away from him, between reactored vikings and PDDs, and he can exploit it quite well with banshees. And if he's constantly threatening bases with his air fleet his enemy won't be able to move out with his army unless he wants to turn it into a base race, which, if the sky Terran aggressively expands with PFs, should favor him. Is this a good gameplan to work toward here? Or is there something horribly wrong with my reasoning?
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What are some good openings vs Z on Metalopolis? I have 4 builds I use 14 CC 2rax, and two different hellion. I have to use the hellions because you can't expand easily and get hard countered by roaches every time
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I have two questions.
1) In alot of tvt replays, players seem to be delaying siege tech more and more, as well as going for very marine heavy openings (like Thorzain on the Day9 daily). These openings just seem a little fragile to me; why have terrans been so comfortable in delaying siege tech and why is it safe to do so? 2) I have trouble managing armies that require multiple control groups. For instance, If I'm playing a tvp and my opponent goes zealot templar, I struggle managing my emps, kiting his zealots, and spreading my army to dodge storms. Is there a particular form of practice I can do to work on this, or do I just need to play alot of tvp?
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On February 27 2012 04:06 Joeeri wrote: Hello! I am having some major troubles dealing with Zergs, im currently in Platinum league and right now i am faceing ALOT of Zergs and i am haveing the feeling to just GG and surrender at the start becausei know how it will go, Bling, Infestor, Broodlords/Ultralisk and im stuck on 2 base while he is on 5. I Really need some tips or a diffrent strategi against Zerg. I am currently doing Marine/Siege tank/Banshee of 2 rax, 1 fac and 1 starport. Fairly earlie push out. im splitting Marines as good as i can and Sieging tanks in time and still the Zerg always shuts it down. Please help me, tiered of losing to Zergs.
Thanks for reading and thank you on forehand!
One thing you might want to consider is trying to focus more on drops and less on an early push. If you see the zerg is going for infestors instead of mutalisks, you have alot more leeway with drops, because its much easier to keep those drops alive. Try fast expoing and concentrating on harassment a little more in the early and mid game, while building towards a later push.
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On February 27 2012 09:06 paradox719 wrote: I have two questions.
1) In alot of tvt replays, players seem to be delaying siege tech more and more, as well as going for very marine heavy openings (like Thorzain on the Day9 daily). These openings just seem a little fragile to me; why have terrans been so comfortable in delaying siege tech and why is it safe to do so?
Delaying siege can be quite dangerous against a one base siege tank push. But the reason you see so many pro players delay siege is simply because 90% of the time, they know their opponent will too. The metagame favors delaying siege in favor of higher marine counts early on.
I've noticed a lot of people posting about the Thorzain build in the daily, and asking about how to counter a fast siege push. It's hard to do. The reason Thorzain felt safe doing it is because he scouted Puma going CC first, which of course meant his siege tech would also be very delayed.
This is why it can sometimes be dangerous to copy a pro's build without knowing all of the thought processes behind it. Just my two cents.
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On February 27 2012 02:33 Shibunbundit wrote: Hello fellow Terrans, excuse me for the noob question, but can anyone explain to me how to drop medivac "cargo" while the medivac(s) is/(are) moving.(droping marines in a straight line for example)The only way I've managed to do it is with a single medivac and clicking on the marines inside one by one while medivac is moving, but when I am controling more medivacs than one I can't do it this way.
Thank You for reading.Silver Terran (EU) Press "D" and then click on the medevac. It will start dropping at intervals, even if moving.
(Use with care though, once it begins dropping, I don't think it can be cancelled, so you can lose all of the marines pretty easily)
Now for my own question(s).
First, is there any point for gas stealing as a terran? I know that it can prevent some devastating protoss strategies, but it can be so easy to stop and sometimes pretty pointless.
Second, what are the late game compositions I should be aiming for in each matchup?
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On February 27 2012 09:06 paradox719 wrote: I have two questions.
1) In alot of tvt replays, players seem to be delaying siege tech more and more, as well as going for very marine heavy openings (like Thorzain on the Day9 daily). These openings just seem a little fragile to me; why have terrans been so comfortable in delaying siege tech and why is it safe to do so? 2) I have trouble managing armies that require multiple control groups. For instance, If I'm playing a tvp and my opponent goes zealot templar, I struggle managing my emps, kiting his zealots, and spreading my army to dodge storms. Is there a particular form of practice I can do to work on this, or do I just need to play alot of tvp?
If you delay tanks and siege mode you have extra gas to get combat shield, stim, medivacs, and upgrades faster than someone who is going for earlier tanks. Chances are that you will also have more marines especially if you do something similar to Thorzain's build. These factors coupled with the fact that the opponent will not have a lot of tanks in the early game make pure marine medivac with upgrades the way to go early game.
Your upgraded marines with medivacs (providing a decent engagement) will be able to kill the opponents army if they do not have enough tanks and if they do have enough tanks your drops will still be stronger as they will have to move slow tanks to kill the drop or move a lot of marines to deal with the drops which can open all sorts of two pronged typed attacks. Marines with combat shields are also really good at dealing with 1 base play if you know what the opponent is doing and engage correctly.
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On February 27 2012 10:21 CyDe wrote:Show nested quote +On February 27 2012 02:33 Shibunbundit wrote: Hello fellow Terrans, excuse me for the noob question, but can anyone explain to me how to drop medivac "cargo" while the medivac(s) is/(are) moving.(droping marines in a straight line for example)The only way I've managed to do it is with a single medivac and clicking on the marines inside one by one while medivac is moving, but when I am controling more medivacs than one I can't do it this way.
Thank You for reading.Silver Terran (EU) Press "D" and then click on the medevac. It will start dropping at intervals, even if moving. (Use with care though, once it begins dropping, I don't think it can be cancelled, so you can lose all of the marines pretty easily) Now for my own question(s). First, is there any point for gas stealing as a terran? I know that it can prevent some devastating protoss strategies, but it can be so easy to stop and sometimes pretty pointless. Second, what are the late game compositions I should be aiming for in each matchup?
1. not really. against toss if you can pull it off you can delay some things, but to me it backfires more than not. if you steal hoping to stop dts they just don't do dts. or they do dts later anyway, and it doesn't really hurt them too much. if you steal hoping to stop a proxy voidray or something...yeah itll probably delay it enough to stop it, or they'll do it anyway a minute late with 1 voidray instead of two. or youll delay it saying, "okay now he can't make a lot of tech fast, or sentries", and then try to capitalize that by being aggressive...but he'll make units because he's worried about you trying to take advantage of his low gas, and have more than he usually would when you attack him. and if you try to tech really fast because you have gas and he doesnt...he might just take those extra units he made because he was scared and kill you. just my thoughts.
against zerg i dont see a point at all. against terran i don't see a point at all.
2. it kind of depends entirely on the first half of the game, what your opponent is doing, and what "style" you're going for. in general against toss you'll probably have a lot of upgraded marines, a handful of mauradors, a bunch of ghosts, and/or vikings depending on his colossi count. in general against zerg youll have a lot of marines, a few mauraders, a few/lot of ghosts, some medivacs, and vikings depending, with or without thors, and with or without a high tank count, or a straight mech build, or a mech build with marines and a few medivacs instead of hellions and your playstyle will reflect that. against terran it really just depends too much on what you're going for and he's going for and how you react and how aggressive you are, but it's really intuitive.
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Hello fellow Marinebuilders =)
I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead?
(I'll add the replay later if I don't forget, I am at work atm )
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Hi,
i have a specific question for TvP! My normal build is:
- 1Rax FE - 1Gas after FE - add 2-3 more Rax (up to 3-4) with 1 TLab - Concussive, Stim after - Ebay, start +1 - Factory, Starport, 2 Medivacs
Now often times by the time my starport is nearly finished i scout a colossi. What do i do now??? In my opinion i need 2-4 Medivacs in the midgame to poke/drop/survive but if i dont start instantly viking production i will die to any 3-4 colossi timing, where i can possibly only get 2-4 vikings out if i build medivacs.
- do i build no medivacs or only 2 and start vikings? - is my starport too late? - what should i delay for a quicker statport, +1? - what is your timings to get the factory after a 1raxFE?
Thanks a lot!
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On February 27 2012 17:18 TAAF wrote:Hello fellow Marinebuilders =) I had a game the other day in which I killed of the whole Protoss army(200/200) in the middle of the map and still had a pretty good sized army left. What do I do then? Because I lost this game after trying to go for the kill and he just build Zealots and archons... should I go for his expos instead? (I'll add the replay later if I don't forget, I am at work atm  )
Without seeing the game i would advice you to abuse his zealot warpins.
- load up and drop the next available base, he has to run around and no warpins atm. - if he arrives load up and drop somewhere else, he has to run around.
he cannot do anything against that with zealots. Abuse your mobility, if you push the front, you will most likely not win if you dont have a massive army left. If your army is big enough try to catch thewarpin or building archons and kill it there.
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