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The Terran Help Me Thread - Page 165

Forum Index > StarCraft 2 Strategy
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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.
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 10:21 GMT
#3281
On March 01 2012 15:32 SGilna wrote:
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


I can't currently watch, so I'm sorry if anything I say is just blatantly not applying to you, but.
You should have at least two hellions before the bust comes. Get them outside your base and active, and kite/snipe zerglings to delay him as much as possible, and flat kill banelings when you can. It'll get you time to get a few more out. Meanwhile, what I like to do is make a few mauraders and just put them on my ramp on hold position. Those + the hellions will stop a bust if you do it right, as batshit silly as that sounds.

The alternative is to scout the baneling nest, immediately give up on the hellions, switch it with a tech lab and start a tank and siege mode while being aggressive (or getting your buildings better positioned behind your depots so that you can repair them when the banelings come (a rax will survive a few baneling hits and have time to repair, a depot will not. unless the bust comes late and he has a shit ton of banelings, but in that case you'd already have 3ish siege tanks with siege mode and be fine).
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 01 2012 10:40 GMT
#3282
On March 01 2012 19:16 Angel_ wrote:
Show nested quote +
On March 01 2012 03:35 iAmJeffReY wrote:
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.

You can only do that after clearing vikings when going mech. If they still have air control, the tank line > your bio. The vikings > your bc/vikings. You have to clear out their vikings before making that switch. Or note they stopped at say... 5-7 vikings or something. Then secretly change over. could work. I never like any air transitions unless completely necessary.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
dynwar7
Profile Joined May 2011
1983 Posts
March 01 2012 10:41 GMT
#3283
On February 29 2012 10:52 DontLoseSightOfIt wrote:
Sincen I play mech, what is the most important upgrade for:

Tanks
Hellions
Thors

?

I know for tanks, with +1 weapon they can 1 shot lings right? And with thors vs a lot of zealots, it is better for +1 armor since zealots hit twice?

Or is this dependent on many other factors?



Nobody saw this
Regarding the imbalance, hilarious to see Zergs defending themselves....
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 01 2012 10:44 GMT
#3284
On March 01 2012 19:41 DontLoseSightOfIt wrote:
Show nested quote +
On February 29 2012 10:52 DontLoseSightOfIt wrote:
Sincen I play mech, what is the most important upgrade for:

Tanks
Hellions
Thors

?

I know for tanks, with +1 weapon they can 1 shot lings right? And with thors vs a lot of zealots, it is better for +1 armor since zealots hit twice?

Or is this dependent on many other factors?



Nobody saw this

Depends on the match up. Don't mech in TvP, it's a losing fight that's a gimmick, and very hard to work. My personal opinion. I'd say attack, always. +2 is the threshhold to 2 hit mutas for thors, not 3. +1 for ling/bane for tanks.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 10:46 GMT
#3285
On March 01 2012 19:40 iAmJeffReY wrote:
Show nested quote +
On March 01 2012 19:16 Angel_ wrote:
On March 01 2012 03:35 iAmJeffReY wrote:
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.

You can only do that after clearing vikings when going mech. If they still have air control, the tank line > your bio. The vikings > your bc/vikings. You have to clear out their vikings before making that switch. Or note they stopped at say... 5-7 vikings or something. Then secretly change over. could work. I never like any air transitions unless completely necessary.



i know. it's icky and scary and you have to do it REALLY carefully OR hope they don't scout what you're doing. but if you reach your end point it's just a complete "oh i guess i just win the game now" moment, and personally, if they do scout it, i find air vs air with tanks left over more interesting than strict mech vs mech fights.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 01 2012 10:53 GMT
#3286
On March 01 2012 19:46 Angel_ wrote:
Show nested quote +
On March 01 2012 19:40 iAmJeffReY wrote:
On March 01 2012 19:16 Angel_ wrote:
On March 01 2012 03:35 iAmJeffReY wrote:
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.

You can only do that after clearing vikings when going mech. If they still have air control, the tank line > your bio. The vikings > your bc/vikings. You have to clear out their vikings before making that switch. Or note they stopped at say... 5-7 vikings or something. Then secretly change over. could work. I never like any air transitions unless completely necessary.



i know. it's icky and scary and you have to do it REALLY carefully OR hope they don't scout what you're doing. but if you reach your end point it's just a complete "oh i guess i just win the game now" moment, and personally, if they do scout it, i find air vs air with tanks left over more interesting than strict mech vs mech fights.

Not always, it depends on how deep their tank/turret line goes. You have to start and move the tanks back so your bio can continue to roll. Then it's a matter of expansions to cut the money, or production to cut the...production.

And yes, mech vs mech is the slowest, worst MU ever. It's why I NEVER mech. I LOVE mech vs bio, although I hate mech. Nothing feels better than taking down a mech player with bio, IMO.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 10:59 GMT
#3287
On March 01 2012 19:53 iAmJeffReY wrote:
Show nested quote +
On March 01 2012 19:46 Angel_ wrote:
On March 01 2012 19:40 iAmJeffReY wrote:
On March 01 2012 19:16 Angel_ wrote:
On March 01 2012 03:35 iAmJeffReY wrote:
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.

You can only do that after clearing vikings when going mech. If they still have air control, the tank line > your bio. The vikings > your bc/vikings. You have to clear out their vikings before making that switch. Or note they stopped at say... 5-7 vikings or something. Then secretly change over. could work. I never like any air transitions unless completely necessary.



i know. it's icky and scary and you have to do it REALLY carefully OR hope they don't scout what you're doing. but if you reach your end point it's just a complete "oh i guess i just win the game now" moment, and personally, if they do scout it, i find air vs air with tanks left over more interesting than strict mech vs mech fights.

Not always, it depends on how deep their tank/turret line goes. You have to start and move the tanks back so your bio can continue to roll. Then it's a matter of expansions to cut the money, or production to cut the...production.

And yes, mech vs mech is the slowest, worst MU ever. It's why I NEVER mech. I LOVE mech vs bio, although I hate mech. Nothing feels better than taking down a mech player with bio, IMO.


agreed.

I use to think being an awesome mech terran would be just so kick-ass. But it's not. You think like, "oh tactical decision perfect positioning!" but what it really just boils down to is who's more patient than the other, and who will try to do something silly to break the monotony first. I loathe it.
SGilna
Profile Joined October 2011
Singapore27 Posts
March 01 2012 13:30 GMT
#3288
On March 01 2012 15:32 SGilna wrote:
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


I can't currently watch, so I'm sorry if anything I say is just blatantly not applying to you, but.
You should have at least two hellions before the bust comes. Get them outside your base and active, and kite/snipe zerglings to delay him as much as possible, and flat kill banelings when you can. It'll get you time to get a few more out. Meanwhile, what I like to do is make a few mauraders and just put them on my ramp on hold position. Those + the hellions will stop a bust if you do it right, as batshit silly as that sounds.

The alternative is to scout the baneling nest, immediately give up on the hellions, switch it with a tech lab and start a tank and siege mode while being aggressive (or getting your buildings better positioned behind your depots so that you can repair them when the banelings come (a rax will survive a few baneling hits and have time to repair, a depot will not. unless the bust comes late and he has a shit ton of banelings, but in that case you'd already have 3ish siege tanks with siege mode and be fine).


hmm come to realise i think i did not see any expo when i scouted his nat...so i should presume him going for early aggression e.g. baneling bust but i already had a wall up at the ramp with 2 depots and a rack. So what i should do is straight tech up to tanks? would siege tanks: siege mode be ready when the bust comes? assuming i had only 1 gas mining+ the gas needed for tech lab, do I need extra gas to produce tanks constantly or just 1 gas enuff for a factory...(food for thought) lol really appreciate your reply :D
More gg More skill - WhiteRa (idol) another idol - EGhuk
Ra.Xor.2
Profile Blog Joined May 2008
United States1784 Posts
March 01 2012 13:53 GMT
#3289
Two short questions:
What, generally, is your 2 rax build against zerg?

When do you generally get your gas after 1 rax fe in TvP and TvZ? I've mostly been doing this based on scouting, but I'm wondering if people have a system for doing it.
#1 Flash Fan
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 14:05 GMT
#3290
On March 01 2012 22:30 SGilna wrote:
Show nested quote +
On March 01 2012 15:32 SGilna wrote:
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


I can't currently watch, so I'm sorry if anything I say is just blatantly not applying to you, but.
You should have at least two hellions before the bust comes. Get them outside your base and active, and kite/snipe zerglings to delay him as much as possible, and flat kill banelings when you can. It'll get you time to get a few more out. Meanwhile, what I like to do is make a few mauraders and just put them on my ramp on hold position. Those + the hellions will stop a bust if you do it right, as batshit silly as that sounds.

The alternative is to scout the baneling nest, immediately give up on the hellions, switch it with a tech lab and start a tank and siege mode while being aggressive (or getting your buildings better positioned behind your depots so that you can repair them when the banelings come (a rax will survive a few baneling hits and have time to repair, a depot will not. unless the bust comes late and he has a shit ton of banelings, but in that case you'd already have 3ish siege tanks with siege mode and be fine).


hmm come to realise i think i did not see any expo when i scouted his nat...so i should presume him going for early aggression e.g. baneling bust but i already had a wall up at the ramp with 2 depots and a rack. So what i should do is straight tech up to tanks? would siege tanks: siege mode be ready when the bust comes? assuming i had only 1 gas mining+ the gas needed for tech lab, do I need extra gas to produce tanks constantly or just 1 gas enuff for a factory...(food for thought) lol really appreciate your reply :D



you need to keep scouting to see if he expands. you need to check his base for a baneling nest/high amount of zerglings. note: him expanding doesn't mean he's not busting you. but if you see a zerg staying on 1 base, you're probably going to get hit by something.

it really depends on the time you catch it. if the most you can do is float buildings to your ramp and repair, that's the most you can do and it's what you have to do. but if you catch it earlier you shouldn't ever have to do that.

you need two gas for siege tanks and siege mode in time. usually one tank in siege mode (that first shot they take) will turn a lot of zerg players around and just make them give up and play a normal game. that's what you're hoping to do. with your rax you need to make marines. or, again, if the time is really really bad, you might have to make a maurader or two and put them on your ramp on hold position. which is a mess.

end note: scout scout scout scout scout. in the early game zerg can't hide tech because there are only two places on the map where they can build things unless they hide a full hatch somewhere.
MonDeW
Profile Joined June 2011
Denmark369 Posts
March 01 2012 14:07 GMT
#3291
Hi. Im having trouble holding blink stalker all ins on Tal'Darim whem im gasless expanding. I don't really know what i can do against it on that map, as it has so many open spaces that the blink stalkers can harass from, be out of range of my bunkers or blink in the back of the main.
Thanks in advance
Angel_
Profile Blog Joined December 2011
United States1617 Posts
Last Edited: 2012-03-01 14:13:36
March 01 2012 14:12 GMT
#3292
On March 01 2012 22:53 Ra.Xor.2 wrote:
Two short questions:
What, generally, is your 2 rax build against zerg?

When do you generally get your gas after 1 rax fe in TvP and TvZ? I've mostly been doing this based on scouting, but I'm wondering if people have a system for doing it.


Cant help with the first one.

In TvP i usually get my first gas after my third rax. so rax fe orbital rax rax gas. if im worried about needing concussion shell i get it sooner (like before the other two rax come down) to get a maurader and conc shell out. (personally i normally don't gasless FE against toss anyway unless it's tal'darim) then i get the other two gas as soon as i start my factory, and the fourth when i start my starport or right before (unless i want double upgrades fast then i start 2-4 at the same time).

In TvZ i've been going pure mech a lot, but i still usually rax gas expand, and if not i rax expand and get gas immediately after starting the command center and then climb up to 2 then 3 as the CC finishes while i start my factories. admittedly though, my TvZ opening is not fluid at the moment in any sense of the word. It really depends on what I scout and if hellions and everything else the zerg is doing, or if I'm just being dumb and decide I want to reaper expand that game.
Angel_
Profile Blog Joined December 2011
United States1617 Posts
March 01 2012 14:16 GMT
#3293
On March 01 2012 23:07 MonDeW wrote:
Hi. Im having trouble holding blink stalker all ins on Tal'Darim whem im gasless expanding. I don't really know what i can do against it on that map, as it has so many open spaces that the blink stalkers can harass from, be out of range of my bunkers or blink in the back of the main.
Thanks in advance


my honest most helpful answer is to scout better. unless you get really really horribly unlucky you should be able to get the twilight council in time and then know you need to get a few mauraders/conc shell and well placed bunkers. on tal'darim i would go so far as to float your orbital back into your main rather than have to worry about defending that wide arc on top of everything else.
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
March 01 2012 14:23 GMT
#3294
I am having trouble comprehending why I lost this TvP.

My opponent opens with some WP harass (which I felt didn't do enough damage, albeit at a point it was 35 scv to 60 probe).
Then opponent somehow holds my 2/2 timing attack (I'm max supply) with 0 Colossus (I sniped them all with some back and forth micro).
Afterwards we trade some, him taking out my 4th and me killing his army.
Then my opponent gets DTs and I fend them off.
Then I get rolled when I stim into HT turning into Archons.

How the hell did I lose this game? I had a supply lead just about the whole game, with MMMGV.
Team Liquid needs more Terrans.
c0se
Profile Joined March 2011
Germany148 Posts
March 01 2012 14:36 GMT
#3295
On March 01 2012 23:07 MonDeW wrote:
Hi. Im having trouble holding blink stalker all ins on Tal'Darim whem im gasless expanding. I don't really know what i can do against it on that map, as it has so many open spaces that the blink stalkers can harass from, be out of range of my bunkers or blink in the back of the main.
Thanks in advance

Hi, since protoss does blink stalker all-in almost everygame against me, I allways open:
depot
rax
depot / early to deny scouting
cc
gas
rax
rax
bunker
depot
gas.

The first rax gets techlab as soon as I have 25gas and then constant building marauders+2 marines. That gives me a strong enough army to fight the blink stalkers even without bunkers. I allways have 1 marauder+2 marines in the bunker on my natural and all my other forces on the ramp of my main. So i can quickly defend everywhere. Of course you have to scout if he is expanding, but this way i never lose to 1-base play.

KroN
Profile Joined March 2011
Germany438 Posts
Last Edited: 2012-03-01 15:08:21
March 01 2012 15:02 GMT
#3296
Hi fellow Terrans,

i stongly feel the need to play 1-1-1 into Expand into normal Bio (but with 3-4 siege tanks alive from the beginning), i saw this play in

!!!WARNING!!! Light today's GSL spoiler
+ Show Spoiler +
MKP vs Killer G3 today GSL CodeA


i think its quite fun, did anyone ever played this some time?

thats vaguely what i saw

1-1-1
Reactor on Rax
few hellions to scout
(optional)Medivac for hellion marine elevator / drop to harass a little
Techlab Fac
Tachlab Port
Raven
inbase CC
after about 4 tanks take expo, kill incomming observers,
Rax on Fac Techlab, scout with Fac
maybe another Rax on Port Techlab, get infantrie upgrades
transition into normal bio play.

somehow i feel this is pretty safe and pretty powerful, or what am i missing.

+DT safe
+Safe expanding with few siege tanks
+Observer proof
+potential to do good eco damage early on if toss isnt scoting the drop
+you can hit a pretty goood timing/maybe contain at 2base where thefirst colossi come out if he goes that route.
+in a later fight 4 siege tanks and a raven should be a pretty efficient addition to zone and soften up?

What do you think are the big weaknesses? Do you think this could be a "every TvP" build for me to refine and learn or do you see it fail?

Im just bored of the standard bio opening somehow.

Edit: Mid-High diamond, this has to be viable in masters to make sense for me to refine and learn

Thanks for your opinion!
Absentia
Profile Joined March 2011
United Kingdom973 Posts
Last Edited: 2012-03-01 15:18:40
March 01 2012 15:09 GMT
#3297
On March 01 2012 23:23 iTzSnypah wrote:
I am having trouble comprehending why I lost this TvP.

My opponent opens with some WP harass (which I felt didn't do enough damage, albeit at a point it was 35 scv to 60 probe).
Then opponent somehow holds my 2/2 timing attack (I'm max supply) with 0 Colossus (I sniped them all with some back and forth micro).
Afterwards we trade some, him taking out my 4th and me killing his army.
Then my opponent gets DTs and I fend them off.
Then I get rolled when I stim into HT turning into Archons.

How the hell did I lose this game? I had a supply lead just about the whole game, with MMMGV.


1) Keeping your scouting scv alive is pretty much imperative. Make sure it's out of the protoss base by ~4:00.
The reason for this is that you can send it back in at around ~5:00 to check if an expansion has been taken or if the protoss is keeping his stalker at his base, (in which case they're likely hiding something).
In effect you open this game pretty risky considering you don't scout his expansion at all and nor do you have a bunker for early game defense.

2) At around ~7:00s I like to try to do a small push with whatever units I have at the time. Send an SCV out first to scout his unit count and then depending on what you scout, you can either push or pull back. Something like this would've been extremely effective in this game for you because around this time, he essentially has barely any units.

3) If you go double upgrades before you build a starport, you really need to double gas at your natural. If you don't, you simply won't have the gas count to build medivacs and armory/+2+2. Basically go double engie bay > factory > double gas > armory+starport around the factory finish.
+2+2 should start at around the same time as your first medivacs pop so there'll be an awkward point where you don't have gas for medivacs (3 and 4) and +2+2. However, it's more refined than the build you did and +2+2 should finish around the 13:00 minute mark.

Personally I gave up on a double upgrade timing because you end up giving protoss a third base too easily with delayed medivacs. If a protoss plays super greedy with a ~9 minute 3rd there'll be a lot of difficulty in punishing it. Colossus are similarly hard to punish unless you build a second starport because your medivacs and vikings are popping so late.

4) 11:00 You end up getting supply blocked a lot which kinda turns into a big deal with it happening 2/3 times in a row.
If you get supply blocked then put down 2/3 depots to ensure it doesn't happen again.
Your macro is faltering quite a lot at this point as well. As a general rule, I try to ensure i'm on 5 barracks by the 10 minute mark and by 11:00 minutes (at the latest) i'm building a third and getting ghosts.
I suppose this is another problem with early upgrade builds is that you can end up being gas starved for ghosts.

5) Your ghosts are ridiculously late and when you're pushing out for the first time at the 17:00 minute mark, his storm is almost finished, you've got 7 vikings vs 3 colossus (not enough) and he's got a vastly superior economy. He's also been spamming immortals which, without ghost support, are going to be a pain in the ass for you to deal with.
In terms of the actual engagement you do ok. Your army composition is just terrible though for reasons i've already mentioned, (primarily gas starvation and lateness of counter units).

6) After that engagement you're basically forced to sit on your ass while he's getting his ideal deathball setup.
Your max army in comparison to his non-maxed army at ~25:00 is pretty grim.
You're on 8 non-upgraded vikings vs 4 colossus, 2 ghosts against 13 high templar, you need to be more proactive about building vikings/ghosts in the right numbers to have any chance late game TvP.
I guess my general ideal composition is something like 10 ghosts 15ish vikings 5 medivacs and then marine/marauder to fill up the rest.

He engages awfully as well in the last battle (~26:00) but your unit composition just isn't good enough.

MonDeW
Profile Joined June 2011
Denmark369 Posts
March 01 2012 18:32 GMT
#3298
Im back again, on the same page even.

How do you hold a void ray all in when you 1rax gasless fe? I seem to die to it every time i encounter it, because they have too many meaty units, like zealots and void rays.
Im getting quite desperate, it's not fun losing all the time. Thanks.
Blazinghand *
Profile Blog Joined December 2010
United States25560 Posts
March 01 2012 18:45 GMT
#3299
On March 02 2012 03:32 MonDeW wrote:
Im back again, on the same page even.

How do you hold a void ray all in when you 1rax gasless fe? I seem to die to it every time i encounter it, because they have too many meaty units, like zealots and void rays.
Im getting quite desperate, it's not fun losing all the time. Thanks.


It's not easy. Assuming you scout he's one-basing (which you should) and you scout he has two gas (which you also should), you'll want to wall the top of your ramp, or at least get a bunker up there. Produce marines (basically only marines. you make make one marauder if you want, but marines are the best, especially since you can't know for sure it's VRs and not Immortals) and get stimpack or combat shields. If you want more production, instead of building a reactor, build another rax. The 3 gate VR does one of two things:
1) bust your ramp
2) use warpins to circumvent the ramp

If he does the former, you should be able to hold with some scvs repairing.
If he does the latter, you should be able to hold with some stutter step.

Your goal is to end the all-in by getting a good number of units, stimpack, or starport tech. Once any of that is done, you're gonna be fine.

Here's a Master TvP in which I hold 3 gate VR http://drop.sc/124506 (don't mind the trash talk this is my bro and me doing our thang)

I won't be able to give more specific advice without seeing a replay, but I hope this helps.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
BinxyBrown
Profile Joined December 2010
United States230 Posts
March 01 2012 19:02 GMT
#3300
Avilo says vs toss he mixes in 6 thors to tank zealot hits and buffer for his squishy bio army, has anyone tried this? My first thought was that thors are slow and toss could counter attack, but then i realised the bio in low numbers does really well vs toss units in low numbers so terran would be fine, also PFs are pretty good i hear =D
Banelings are like Ice Climbers if they grab you... your dead.
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