
The Terran Help Me Thread - Page 172
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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. | ||
BuKI
Sweden6 Posts
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Noocta
France12578 Posts
On March 07 2012 16:53 Token` wrote: Has any pro terran (preferably Korean) released any recent replay packs? Vile Illusion give replays pack sometimes. But from Koreans pro, no, they don't do that. You can use the Polt replays from Assembly, and the Marineking replays from MLG tho. ( And soon, MMA replays from IEM ) On March 08 2012 02:21 BuKI wrote: Need a good build order for 2 rax pressure ![]() In TvP or TvZ ? | ||
BuKI
Sweden6 Posts
TvP On March 07 2012 16:53 Token` wrote: Has any pro terran (preferably Korean) released any recent replay packs? Here is some replays from IEM http://www.esl-world.net/masters/season6/hanover/news/187213/ | ||
Kamelixs
Sweden88 Posts
There is a Day[9] daily about it. It's a recent one so it shouldnt be to hard o look up in the archive. It's named "Marineking vs White-ra, 2 rax" or something similar | ||
BuKI
Sweden6 Posts
On March 08 2012 02:47 Kamelixs wrote: @BuKI There is a Day[9] daily about it. It's a recent one so it shouldnt be to hard o look up in the archive. It's named "Marineking vs White-ra, 2 rax" or something similar I saw it recently but I am looking for a complete build order. | ||
Rassy
Netherlands2308 Posts
This question has no doubt been asked before but i could not find it on the last few pages of the tread,so pls forgive me if this been asked before. What is the best unit composition to deal with Charged zealot/centry/archon/colossus The amount of colossus/immortal is verry limited if anny at all , though you will see colo if you go mass marines and a few immortal if you go marauder. archons say between 3 and 6 and then the rest zealots and a few centrys left over from early game Basicly the infamous zealot archon comp. As far as i know the best way for terran to fight the zealots is with marauders medivac still and then kite the zealots, while avoid ff, i tried this in (team) games and it did not work at all for me, also zealots are suposed to be strong against marauders so i cant believe this is the best option Against archons drewbies terran guide recommands ghosts in a 2 to 1 ratio wich i dont find satisfactory either. This is suply efficient (2 ghost and 1 archon is both 4 suply) but not cost efficient (2 ghosts is 600 resources and 1 archon is 400 resources) Dealing with the colossus or immortal is relativly easy but i cant find a way in practice, nor think of a way in theory to efficiently deal with charge zealot archon. The closest thing i could think of is mass banshee lol So to resume: what is the best composition against zealot archon with a few robo suport units @ below ty for your response So basically: Have a core of marine, marauder with medivacs to support. Add ghosts to fight archons, and vikings to fight colossi. You have to land your emps and kite effectively, but if you do so you should be fine. This is what i do atm (against annything the protoss does basicly),and while this does work for me against a standard zealot stalker colossus army i get absolutely slaughterd against zealot archon. I have to admit though that i dont use manny ghosts nor lend good emps, i guess emp is vital then here unlike against the normal stalker zealot colossus deathball Still this feels to me as a somewhat clumsy way of dealing with it and am still hoping there is a better way like maybe mass hellion or banshee or something equally weird to mass chargelot archon | ||
Blazinghand
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United States25550 Posts
On March 08 2012 04:25 Rassy wrote: Hey. This question has no doubt been asked before but i could not find it on the last few pages of the tread,so pls forgive me if this been asked before. What is the best unit composition to deal with Zealot/centry/archon/colossus The amount of colossus/immortal is verry limited if anny at all , though you will see colo if you go mass marines and a few immortal if you go marauder. archons say between 3 and 6 and then the rest zealots and a few centrys left over from early game Basicly the infamous zealot archon comp. As far as i know the best way for terran to fight the zealots is with marauders medivac still and then kite the zealots, while avoid ff, i tried this in (team) games and it did not work at all for me, also zealots are suposed to be strong against marauders so i cant believe this is the best option Against archons drewbies terran guide recommands ghosts in a 2 to 1 ratio wich i dont find satisfactory either. This is suply efficient (2 ghost and 1 archon is both 4 suply) but not cost efficient (2 ghosts is 600 resources and 1 archon is 400 resources) Dealing with the colossus or immortal is relativly easy but i cant find a way in practice, nor think of a way in theory to efficiently deal with zealot archon. The closest thing i could think of is mass banshee lol So to resume: what is the best composition against zealot archon with a few robo suport units Against Zealots, you want a certain number of marauders to concuss and give an extra bit of tanking, but your real damage dealing units are marines. You want ghosts to deal with Archons, as well. Although you say "ghsots are 600 resources", most of that is easy-to-get minerals, whereas archons cost vespene gas, sharply limiting the Protoss ability to construct them. Ghosts will also be useful against sentries and immortals. So basically: Have a core of marine, marauder with medivacs to support. Add ghosts to fight archons, and vikings to fight colossi. You have to land your emps and kite effectively, but if you do so you should be fine. | ||
Willzzz
United Kingdom774 Posts
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Clbull
United Kingdom1439 Posts
How do I micro Ghosts agianst Protoss? I am half decent at EMPing a whole army as long as I don't get all my ghosts feedbacked or sniped in the process, but sniping templar? Another matter entirely. As much as I know it's my fault, I feel like Snipe feels broken. Whenever I try it, it often doesn't work, even if I try the tip shown in StarCraft Master challenge 28, HOLD DOWN R and then click the templar. Often, I get the same four issues when trying to snipe with ghosts:
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iAmJeffReY
United States4262 Posts
On March 08 2012 02:15 VoO wrote: What to do against lings? I'm at HM/GM. I'm talking bout 400 lings+ instant remax on 3 bases and infinite macro hatches, BFH don't matter against these masses and infestors, macro is not possible with constant runby. Something have a similar experience? Every game I get mass lings, even when I go mass bfh, impossible to stop. I need a working build order against high master Zerg... Tanks are the only sufficient, efficient way of dealing with lings. You need at least +1, obviously for the armor they will have. By mass lings, I assume ling infestor. I only have luck getting a second factory, and a third base early and getting a nice number of tanks to actually REALLY threaten the zerg. 10+ tanks allows you to push so ridiculously hard, as I'm sure you know. So, I'd say use more bunkers and tanks, as the instant remax of all lings fucking sucks ass. It's so hard to kill, when you waste 20+ mutas, 20+ banes, and their lings, and bam 100 more at you. The only way is to employ better tank positioning to have more tanks left after battles to continue pushing. | ||
Kamelixs
Sweden88 Posts
On March 08 2012 03:01 BuKI wrote: I saw it recently but I am looking for a complete build order. Oh, ok! I actually wrote down the timings in that daily, I guess thats more of what you are looking for? 10 Supply depot 12 Barracks 13 Refinery 16 marine (@100% reactor on rax) 17 Orbital barracks [2] (@100% rax, Techlab + Concussive shells) Depot when minerals allow 22 Depot 28 Marauder + concussive shells Attack when marauder 1 is finished (arrive with your units at the opponents base at ~6:00-6:20) @100% shells (~6:00): COMBAT SHIELD Rally your barracks to the opponents base Focus units and try to make good trades @100% shells (~6:00): COMBAT SHIELD ~6:35 EXPANSION! ~7:50 factory + when minerals allow, gas [2] ~8:00 Stim Expo finished +1 barracks ~9:00 Starport ~10:00 Engineering bay Note that the timings can vary alot since this was just what MKP was doing in that match | ||
Noocta
France12578 Posts
On March 08 2012 03:01 BuKI wrote: I saw it recently but I am looking for a complete build order. Well, it should look something like that : 10 depot 12 Rax 13 Gas Second rax Second depot 1 Marine then Reactor Techlab on the second rax marauder and slow shell push on the map with the first marauder and the few marines combat shield then stim Then, when you have the money : 3rd Rax Second gas Factory starport medivac It's pretty simple to do. Just make sure you try to hidde the second rax. | ||
Odds
Canada1188 Posts
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Sajaki
Canada1135 Posts
On March 08 2012 09:36 Odds wrote: Why don't any terrans get defensive siege tanks to hold chokes and defend expos against protoss? They're a good gas sink and you need to play defensively anyway. I'd think you could just sit them well out of immortal range, and if the enemy gets blink stalkers, T could just sit his MM near the tanks and use them as blink bait. What gives? The upgrade differential. Also then you can't use the factory for spotting. Plus you must upgrade siege tech, and each tank is quite expensive and must be backed up with some bio or whatever because with just two tanks the zealots can survive, get to melee range... and kill the unnecessary investment. and bio is just so much better ![]() | ||
forsakeNXE
Germany539 Posts
If i have alot of problems in different tvp lategame situations what to focus on first? Like what i have for problems now is: my upgrades are sometimes like 2 and 1/3 compared to his 3/3. My EMP's are decent but not best and i get stormed by like the "last 2 templars" which join the battle later. My Ghosts stuck behind my bio and cannot snipe. I go waaay to marauder heavy instead of marines. How do i get protoss into a "bad" postion? Normally he positions well sometimes after crushing one of my pushes he has a very good position and can easily defend his later expos (like on metropolis gsl), so i get into a bad position very fast. So one more question a bit off that: Attacktimings as terran: - If you go shell first right at 3/4 move out and attack and retread - right after stim + shield - with medivacs - once ghosts comes into play That's sorta right or are there more timings (off of 1rax fe). So third quick question: About tricking a toss: I lately went to go 13. gas and mine with 3 guys to trick toss into believing that i go some kinda 1-base play or 1-1-1 or 2rax or sth. As soon as the probe gets taken out (which depends very largely [most of the time around 50-70 gas were mind, once even 110) i pull all guys out of gas and go expo + bunker. To which extend is this usefull? Thirdly. I watched this: So 3 Bunkers are like "standard"? Doesn't this hurt my push alot (with medivacs)? Thanks you guys =))) So much! | ||
BuKI
Sweden6 Posts
On March 08 2012 08:23 Kamelixs wrote: Oh, ok! I actually wrote down the timings in that daily, I guess thats more of what you are looking for? 10 Supply depot 12 Barracks 13 Refinery 16 marine (@100% reactor on rax) 17 Orbital barracks [2] (@100% rax, Techlab + Concussive shells) Depot when minerals allow 22 Depot 28 Marauder + concussive shells Attack when marauder 1 is finished (arrive with your units at the opponents base at ~6:00-6:20) @100% shells (~6:00): COMBAT SHIELD Rally your barracks to the opponents base Focus units and try to make good trades @100% shells (~6:00): COMBAT SHIELD ~6:35 EXPANSION! ~7:50 factory + when minerals allow, gas [2] ~8:00 Stim Expo finished +1 barracks ~9:00 Starport ~10:00 Engineering bay Note that the timings can vary alot since this was just what MKP was doing in that match Thank you ![]() | ||
Angel_
United States1617 Posts
On March 08 2012 10:11 Enemyy wrote: Okay, okay, i'm very sorry, cause i know that it has been asked like ALOT ALOT ALOT in the last weeks and i have read alot about it but i want to ask it another way around: If i have alot of problems in different tvp lategame situations what to focus on first? Thanks you guys =))) So much! first. don't attack him. make him attack into you if at all possible. that lets you immediately solve half of the things that are literally "my positioning was shit" problems. i would say really the thing you should probably work on before anything else is scouting. "im too maurader heavy" "im behind on upgrades" "im not having enough of ______", if you're scouting correctly youll catch yourself and kick yourself in the ass to make sure you're actually getting what you need to or passing him. from there you'll be able to work on positioning and micro where you're comfortable because youll have what you need to, and you'll know you're with him or ahead on upgrades. then you can just take each issue as it comes: "i need to micro my ghosts better", "i need to wait to stim better/not stim everything at once" "i don't need to stim my mauraders at all" "i didn't need to kite there" "if id used my ghosts correctly there wouldn't have been any storms anyway", "i could have set up a better choke with planetaries and sensor towers and turrets so that he couldn't attack from that angle" " i should have baited with vikings more/my factory/used vikings/ghosts to kill observers" etc... - Also, tricking toss in the early game into believing you have gas when you don't when you actually will have wasted the minerals and mining time for it and you just dont plan on using it is really just a waste. it's not going to actually change what the toss is doing dramatically enough to make up for what you're losing, if it does at all. | ||
Odds
Canada1188 Posts
Also how in the fuck to break a turtle in TvT when I have double his supply and expos all over the map? | ||
Cantro
Canada117 Posts
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ricecake
152 Posts
In TvT, if I am marine-tank how do I break a turtled enemy going [mech / marine-tank / bio-tank]? | ||
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