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The Terran Help Me Thread - Page 164

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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.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 29 2012 16:25 GMT
#3261
EDIT: I'd also like to add the fact because Broodlords are so slow in movement, most zerg literally just A click the broodlords straight to your base (lol). If you have some map awareness (control of towers) you will find that you can actually cast nukes down into their movement path predicting where their army will be. I have taken out quiet a few Brood Flocks by doing this.

Show it, or it's a big lie. To me, it sounds like an awful big lie. Sounds like the zerg player has no clue what they're doing.

I have been doing this for a while now and believe me, it is really hard to pull off... but as you start to get the hang of it you will lose some and win some, but for gods sake don't leave the game when you can still potentially win it.

He was making a joke about the current game feel.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SirHyoon
Profile Blog Joined February 2011
Australia46 Posts
February 29 2012 16:27 GMT
#3262
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2012-02-29 16:31:22
February 29 2012 16:31 GMT
#3263
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.

That's the only way to break in if you can't handle a drop + push from multiple sides.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SirHyoon
Profile Blog Joined February 2011
Australia46 Posts
Last Edited: 2012-02-29 16:35:05
February 29 2012 16:34 GMT
#3264
On March 01 2012 01:31 iAmJeffReY wrote:
Show nested quote +
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.

That's the only way to break in if you can't handle a drop + push from multiple sides.


oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
February 29 2012 18:35 GMT
#3265
On March 01 2012 01:34 SirHyoon wrote:
Show nested quote +
On March 01 2012 01:31 iAmJeffReY wrote:
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.

That's the only way to break in if you can't handle a drop + push from multiple sides.


oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings

There is always an opening. If you have 5 bases, sometimes you have to force an opening, and hope you have at least 12+ rax to repump units. Use his sensor towers against him and move fake groups of units, or scvs or anything, into that area. Sensor tower his sensor towers.

If all else fails, a few thors really help break a tank line. Thors go in and stim box split the rest.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
kranten
Profile Joined January 2012
Netherlands236 Posts
February 29 2012 19:22 GMT
#3266
Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
February 29 2012 19:26 GMT
#3267
On March 01 2012 04:22 kranten wrote:
Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?


Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine.

A terran who's not proxying will never lose to 6 pool.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
c0se
Profile Joined March 2011
Germany148 Posts
February 29 2012 20:02 GMT
#3268
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

Some more information would be good. So you did alot of damage but you were not able to finish him off. Was he turtleing pure mech or marine/tank? If he was pure mech and you are pure bio,you did the right thing, just get as much bases as possible, make them all OCs and take all gases, you dont need to saturate all of them just 2 or 3, but all the gases. Mules will get you the minerals you need. Then go for heavy air play.
If he was marine/tank and you are pure bio, i recommend you to get siegetanks yourself, contain him and take more bases. This way you can easily outmacro him and he shouldnt be able to win. Dont forget to build enough infrastructure, to reinforce quickly. Your not ahead if your on 5 base against 2 base, if ur only producing tanks from 2 factories like him.

And please dont trade into 6 siege tanks when your pure bio. Use the map to catch him unsieged or drop on his tanks when he is pure mech and has no antiair. If ur pure bio against pure mech, its important to get vikings to gain air control.

For everything else, a replay would be nice.
Sajaki
Profile Joined June 2011
Canada1135 Posts
March 01 2012 02:34 GMT
#3269
When using the ThorZain tvt build, what is the best way to adapt to a 1 base fast tank push? it seems to directly hard counter this bio style in my opinion i dont know how to fight this style. Any general advice, especially from someone who uses that build frequently would be most appreciated.
Inno pls...
scarper65
Profile Blog Joined January 2011
1560 Posts
March 01 2012 03:33 GMT
#3270
On March 01 2012 11:34 Sajaki wrote:
When using the ThorZain tvt build, what is the best way to adapt to a 1 base fast tank push? it seems to directly hard counter this bio style in my opinion i dont know how to fight this style. Any general advice, especially from someone who uses that build frequently would be most appreciated.

Scout that it is coming, pull some scvs, stall their attack by forcing them to seige up on the way to their base, and meet them out in the open instead of trapped on your ramp.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 01 2012 03:35 GMT
#3271
On March 01 2012 01:34 SirHyoon wrote:
Show nested quote +
On March 01 2012 01:31 iAmJeffReY wrote:
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.

That's the only way to break in if you can't handle a drop + push from multiple sides.


oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings

Here's a game, only thing I can think of that comes close to 'turtley'

I assume you meant mech, as that's uber turtley.
http://drop.sc/123963

Just a standard bio vs mech game where he turtles hard at the end with tanks viking banshees hellions
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
BlacKcuD
Profile Joined October 2010
Germany107 Posts
March 01 2012 04:08 GMT
#3272


I assume you meant mech, as that's uber turtley.
http://drop.sc/123963

Just a standard bio vs mech game where he turtles hard at the end with tanks viking banshees hellions


What could the meching player have done better in this game to avoid being crushed in the end? Bunkers? Better Siege Tank Placement? More hellion Harrass? Less harrass? Something else?

Avid map maker and e-sport enthusiast.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 01 2012 04:37 GMT
#3273
On March 01 2012 13:08 BlacKcuD wrote:
Show nested quote +


I assume you meant mech, as that's uber turtley.
http://drop.sc/123963

Just a standard bio vs mech game where he turtles hard at the end with tanks viking banshees hellions


What could the meching player have done better in this game to avoid being crushed in the end? Bunkers? Better Siege Tank Placement? More hellion Harrass? Less harrass? Something else?


More active with his hellions, and keep up with ravens to stop the marauders with PDD. Sensor towers, and tanks spread more. He had them clumped so there's less 'risk' for me to stim and box bounce into them and clear them out.

So, I'd say sensor towers, more aggressive with hellions, spread tanks out, and keep my medics out of the air. He let me take bases seemingly unchecked.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SGilna
Profile Joined October 2011
Singapore27 Posts
March 01 2012 06:32 GMT
#3274
hi guys...recently i just switched from protoss to terran cuz i felt rather bored about using P ....

so i had tis game with a zerg he went baneling bust again and again(with eco only on a base) towards my entrance at the start b4 my hellions can come out...hmmm..any advice on tis?

here's the replay: http://drop.sc/124117

i place a bunker but he busted it...i put a CC he busted it too TT
More gg More skill - WhiteRa (idol) another idol - EGhuk
Mindblown
Profile Joined January 2012
United States6 Posts
March 01 2012 06:43 GMT
#3275
On March 01 2012 04:26 Blazinghand wrote:
Show nested quote +
On March 01 2012 04:22 kranten wrote:
Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?


Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine.

A terran who's not proxying will never lose to 6 pool.

[image loading]

User was warned for this post
u mad bro?
fatguyallen
Profile Joined March 2009
Romania75 Posts
March 01 2012 07:32 GMT
#3276
Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.

3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling
Vestrel
Profile Blog Joined December 2010
Canada271 Posts
March 01 2012 07:40 GMT
#3277
On March 01 2012 16:32 fatguyallen wrote:
Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.

3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling


Stim single marines and run them ahead of your army to scout for the zerg's army so you know when to siege up. (Usually immediately when you see the army.) Save up scans for your push as well instead of using MULEs.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-03-01 07:44:34
March 01 2012 07:44 GMT
#3278
On March 01 2012 15:43 Mindblown wrote:
Show nested quote +
On March 01 2012 04:26 Blazinghand wrote:
On March 01 2012 04:22 kranten wrote:
Do I need to scout for a 6 pool? Or does a 10 depot 12 rax 16 depot wall finish in time?


Even assuming you go for a 13 gas, on any map you can START your wall in time to stop a 6 pool, as long as you're walling depot-rax-depot. If you for whatever reason don't have an scv already starting the depot, quickly cancel your scv at your CC, then have you scv making the barracks halt and start your 2nd depot. Pull a 2nd scv to continue making the barracks, and you'll be fine.

A terran who's not proxying will never lose to 6 pool.

[image loading]

In before ban.


In all seriousness, this is a very poor way to respond to a post IMO.

On March 01 2012 16:32 fatguyallen wrote:
Hi, I am a terran in gold atm, soon to be in platinum hopefully. Besides not understanding the TvP matchup, and having problems with very late game TvT, my main problem atm is in TvZ.

3 base push, about 180 - 190 supply, i hit before BL/ultra timing, i hit with lots of marines and 7-8 tanks and 5-6 medivacs. I get caught unsieged, I die. Is it supposed to be like that ? Any tips on army movement against zerg please ? Since it's frustrating to most of the times having better macro but losing your whole army to infestor or baneling
Stim a marine ahead of your army to check for his army, or 5-6 to clear out creep tumors with a scan while also checking.

If players start to flank you on ladder, send a marine or two out to check for his army depending on the map.
This is my signature. There are many like it, but this one is mine.
BlacKcuD
Profile Joined October 2010
Germany107 Posts
March 01 2012 09:42 GMT
#3279
Stim a marine ahead of your army to check for his army, or 5-6 to clear out creep tumors with a scan while also checking.


^- This, and especially when you are in your "opponents half of the map", don't unsiege all tanks at once. Unsiege roughly half, move them forward with shift+siegemode, a little bit spread out. After they are up, move remainder of army forward. Rince and repeat until within vision range of his bases.
Avid map maker and e-sport enthusiast.
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 10:16 GMT
#3280
On March 01 2012 03:35 iAmJeffReY wrote:
Show nested quote +
On March 01 2012 01:34 SirHyoon wrote:
On March 01 2012 01:31 iAmJeffReY wrote:
On March 01 2012 01:27 SirHyoon wrote:
I have uttermost trouble playing against extremely turtley defensive styles of any race. it just drives me insane trying to hit my head against as battering ram. i played a TvT against a guy where i cleared out all his scvs at his natural in my first push but couldnt end because he turtled with tanks and turrets so i couldnt drop/do any damage at all even though i out expanded him and out macroed him. i was playing a heavy bio, and i know i have to trade armys but it looks scary as hell trading into 5-6 tanks even if they're unseiged he has about 3-4 more at the back seiged leapfrogging. how would you destroy this style? i was thinking of getting raven PDD to be able to drop his main because of the 6-7 turret ring all around. tips?

I have the same issue, always. I'm 150% aggressive, and I hate turtle players. Gotta get tanks, and siege his turrets and force him to move his army around. Even if you don't do damage, just keep making him go around. Sensor tower him into his own base, and just keep 100% tabs on all expansions. Take some bases, and fortify everything so he has to fight to get out. Switch to BCs or drop a nuke.

That's the only way to break in if you can't handle a drop + push from multiple sides.


oh god the thing was he was using sensor towers alot. had 3 covering his whole area. i was up to 5 bases trying to pick off tanks on antiga, all he did was slowly leapfrog towards the middle and take the gold. it was over by then because it was just a line of tanks and sensor towers against maruaders... i'll think about that nuke idea though, seems like a good point. bcs would have been harder because he had quite a few vikings

There is always an opening. If you have 5 bases, sometimes you have to force an opening, and hope you have at least 12+ rax to repump units. Use his sensor towers against him and move fake groups of units, or scvs or anything, into that area. Sensor tower his sensor towers.

If all else fails, a few thors really help break a tank line. Thors go in and stim box split the rest.


lately if I'm in a horrible situation where I'm on five bases against someone who's turtling really hard I transition to mass BC/Raven. If you can convincingly throw away some supply without being really vulnerable until throwing away that last bit to make room to max on BC/raven it's actually just hysterical.
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