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Blazinghand
United States25550 Posts
On March 12 2012 05:39 Cosmology wrote:Show nested quote +On March 12 2012 05:36 Blazinghand wrote:On March 12 2012 05:03 Cosmology wrote:On March 12 2012 04:52 iAmJeffReY wrote:On March 12 2012 04:50 Cosmology wrote: anyone have a build order or guide for Reaper FE? What match up? TvT sorry 10 depot 12 rax 13 gas After rax is finished, make a tech lab and then a reaper. Some people just make one for scouting, some make up to three. Some people take dudes off gas after mining 175 gas (enough for a tech lab, a reaper, and starting combat shields). Reapers build slowly and don't cost many minerals. You will quickly bank up for a CC. Start your CC at 400 minerals. what are the common transitions and what is the timing for gas #2? I guess that depends on your transition, and what are the advantages of more reapers? EDIT: What would be the proper way to transition into biomech, Marines, tank, medivac and possibly vikigns?
I'd add on 3 more rax as your nat CC comes up, then once all three rax are started, take the second gas and start an engineering bay. Use your 2 gasses to gradually tech up to starport and make medivacs. Once you're stable with that, you'll be moving out onto the map with combat shields, stim, +1. Take your 3rd+4th gas and start your 3rd base. Use this extra gas to start your armory and move into double upgrades, and begin tank production from your factory. This is what I do-- it delays tanks a bit but lets you be more aggressive with your infantry.
@KenDM I'll take a look
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Blazinghand
United States25550 Posts
On March 11 2012 10:52 KenDM wrote:Hi guys, could someone please analyse this replay for me? It's a TvP with a combo of quick VR's and Stalkers and I was left wondering how to scout this properly and what the right method of countering this composition was, I couldn't find a balance with enough marines for the VR's and enough Marauders for the stalkers. They had high ground vision as well, it was a very nasty play to fight against. In short, what to do when I spot this? http://drop.sc/129386
This build is called the "3 gate VR allin" and makes use of Void rays and stalkers. by spotting the high ground with a Void Ray he can harass your wall, warp in units in your base, etc. By opening with 2 rax you were actually pretty safe against it. In theory, the attack is over once the terran player has plenty of marines with stim. Try to focus on constant marine production during all-ins like this.
You actually were doing fine. When you initially moved out, you left 8 marines behind in your main in bunkers, which means you didn't have enough AA to fight the void rays. If you brought them with you you would have cleaned up the void rays also.
In the subsequent battles, a few things:
1) before you get medivacs, don't stim unless you're absolutely sure you're gonna kill the void rays. If he's near a cliff or something he can just run away and you'll have damaged yourself 2) accept that your wall will die and you can't really save it unless you're willing to move down your ramp 3) also, moving down the ramp like that was a bad move. Your bunkers were fine, there was no way he was busting that, and you were about to have medivacs and vikings-- wait for them next time.
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Hi guys, Top 8 Dia terran here, Can someone PLEASE watch and analyse these two replays for me? I'm really at a loss TT
Antiga: Here The only mistake that I'm aware of is the fact I didn't keep up with upgrades on the Antiga game. <-- this guy went DT into expand
Shakuras: Here On the Shakuras game... I don't know what I did wrong... except maybe i should macro better? Also maybe ghosts are needed? He didn't storm that much though, so not really needed I think. <-- normal game
Thanks, 
PS both are TvPs
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First TL post, huzzah.
So, I've recently switched races to Terran. I'm not a high-level player, having peaked in Gold. However, I'm improving.
With my recent switch to Terran, I'm of course having a lot of questions, but doing my best to answer them watching streams. However, I am having a really tough time figuring out siege tanks.
I can get an alright macro going for a marine/tank composition, but how to use tanks is beyond me right now. Especially when used offensively. I can use tanks alright if I want to turtle, but whenever I leave my base with the tanks, I have a really hard time engaging with them. It seems like every time I engage, by the time the tanks go into siege mode, they are for the most part dead, despite what I try to do with my marines to buy them time.
This is especially an issue for me in TvT when the opponent has tanks of their own. They just have a way better grasp on how to use tanks against me than I do them.
Any tips for tanks?
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A small tip, Never unsiege all of your tanks at once when trying to attack your opponent unless you are 100% sure you have time to siege back up again before he attacks (especially true vs ling/bling combo).
Try to bunny hop your tanks i.e. unsiege half -> move tanks forward -> siege -> siege other half -> move tanks forward ->siege. This can be dones faster by: click tank -> unsiege (D button) -> right click to where you want it to move -> Shift + E. This means you don't have to wait until it moves to the location and then tell it to siege. Saves time
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On March 13 2012 00:09 KiddCabbage wrote: First TL post, huzzah.
So, I've recently switched races to Terran. I'm not a high-level player, having peaked in Gold. However, I'm improving.
With my recent switch to Terran, I'm of course having a lot of questions, but doing my best to answer them watching streams. However, I am having a really tough time figuring out siege tanks.
I can get an alright macro going for a marine/tank composition, but how to use tanks is beyond me right now. Especially when used offensively. I can use tanks alright if I want to turtle, but whenever I leave my base with the tanks, I have a really hard time engaging with them. It seems like every time I engage, by the time the tanks go into siege mode, they are for the most part dead, despite what I try to do with my marines to buy them time.
This is especially an issue for me in TvT when the opponent has tanks of their own. They just have a way better grasp on how to use tanks against me than I do them.
Any tips for tanks?
As posted above never unseige all of your tanks at once and leapfrog them - shift queing unseige move and seige is your friend and makes it much faster to do that with multiple tanks. While spreading them out at the same time so that opponents have to travel that much further to reach the rest of your tanks allowing them to get off more hits.
Edit: Abusing the map is also important, as on maps like entombed valley you can break down the rocks next to the middle base and put some tanks up there where they wont be able to be hit by anything unless they spot the high ground with vikings / medivacs or a scan.
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Thanks for the responses about the tanks, guys. I admit my leapfrogging could be better. I have to get better at judging the speed of doing so - I feel that whenever I try, I either overextend or I don't spread enough. At least that gives me solid ground to work on.
However, I'm still at a loss for pressing toward armies with tanks or colossi. Whenever I try to leapfrog against armies with other long-range units, I end up losing the forward group of tanks. Sometimes, the rear group of tanks will get off a few shots, but nothing that will cause serious damage. It's like when I deal with other tank/colossi armies, I get stuck and can't press forward: or they overwhelm the forward group of tanks and back off before the rear group of tanks can do any serious damage.
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On March 13 2012 00:42 KiddCabbage wrote: Thanks for the responses about the tanks, guys. I admit my leapfrogging could be better. I have to get better at judging the speed of doing so - I feel that whenever I try, I either overextend or I don't spread enough. At least that gives me solid ground to work on.
However, I'm still at a loss for pressing toward armies with tanks or colossi. Whenever I try to leapfrog against armies with other long-range units, I end up losing the forward group of tanks. Sometimes, the rear group of tanks will get off a few shots, but nothing that will cause serious damage. It's like when I deal with other tank/colossi armies, I get stuck and can't press forward: or they overwhelm the forward group of tanks and back off before the rear group of tanks can do any serious damage.
Tanks in TvP are useless in almost all occasions except a 1-1-1 all-in. That's because toss mid/late units will rip through them. Zealots are surprisingly efficient against tanks. I would advise you to stay away from that composition for now in that matchup.
TvT marine/tank is all about vision, even if you are containing and pinning your opponent against a wall. It is absolutely crucial (even in TvZ) to stop muling before your push to save for some scans. In TvT marine/tank, it is essential to maintain air dominance because vikings will give you the sight advantage needed to outrange enemy tanks. In those cases leapfrogging is like walking on glass because you have to judge how much you can afford to push up. Even with air dominance and superior sight, don't get overconfident and unsiege 10 tanks and move them 1 block forward because if your opponent catches whiff of it he can throw down a scan and that could wipe them all. If you watch TvT games of marine tank it's always about positional control and air dominance. The second air control is lost or your tank count is significantly withered down, your opponent can easily press his advantage or you are forced to pull everything out in your push.
Also, don't be afraid to abuse his positional immobility and just do drops or separate harass away from the area of engagement to help thin the tank count on the front lines, it sometimes helps you to push forward too.
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On March 12 2012 05:44 Blazinghand wrote:Show nested quote +On March 12 2012 05:39 Cosmology wrote:On March 12 2012 05:36 Blazinghand wrote:On March 12 2012 05:03 Cosmology wrote:On March 12 2012 04:52 iAmJeffReY wrote:On March 12 2012 04:50 Cosmology wrote: anyone have a build order or guide for Reaper FE? What match up? TvT sorry 10 depot 12 rax 13 gas After rax is finished, make a tech lab and then a reaper. Some people just make one for scouting, some make up to three. Some people take dudes off gas after mining 175 gas (enough for a tech lab, a reaper, and starting combat shields). Reapers build slowly and don't cost many minerals. You will quickly bank up for a CC. Start your CC at 400 minerals. what are the common transitions and what is the timing for gas #2? I guess that depends on your transition, and what are the advantages of more reapers? EDIT: What would be the proper way to transition into biomech, Marines, tank, medivac and possibly vikigns? I'd add on 3 more rax as your nat CC comes up, then once all three rax are started, take the second gas and start an engineering bay. Use your 2 gasses to gradually tech up to starport and make medivacs. Once you're stable with that, you'll be moving out onto the map with combat shields, stim, +1. Take your 3rd+4th gas and start your 3rd base. Use this extra gas to start your armory and move into double upgrades, and begin tank production from your factory. This is what I do-- it delays tanks a bit but lets you be more aggressive with your infantry. @KenDM I'll take a look
How standard would you consider that, is that what most pros do?
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On March 13 2012 01:58 Cosmology wrote: How standard would you consider that, is that what most pros do?
Koreans usually 1-1-1 then expand. Foreigners use fast expands much more.
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Do you guys put production all on one hotkey or seperately? It's something I've been wondering if it's efficient to do.
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On March 13 2012 02:35 Sennin wrote: Do you guys put production all on one hotkey or seperately? It's something I've been wondering if it's efficient to do. It pretty much matters not at all. One hotkey: easier to reach, but more button presses if you want to access your facts/ports. Multiple: Maybe harder to reach, but faster.
Mine is probably a little weird, but i put my rax on 6 and facts/ports on 7, so it's sort of hybrid of both.
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On March 13 2012 02:35 Sennin wrote: Do you guys put production all on one hotkey or seperately? It's something I've been wondering if it's efficient to do.
it all depends on what you want. I am used to tabbing so i keep them all on one hotkey.
One hotkey
+Easier because its only one button to press +Set rally point for all with one button as well -All goes to the same location so It might mess up location for say a banshee -Takes longer to build units overall
Multiple hotkeys +Set rally points for each production type +Fastest way to build units +helps mechanics and keyboard use -More chances to mess up rally, especially when reinforcements are needed -Harder because of more buttons to have to press
Overall, i just prefer one hotkey, in the end though it is just preference.
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On March 13 2012 02:18 zezamer wrote:Show nested quote +On March 13 2012 01:58 Cosmology wrote: How standard would you consider that, is that what most pros do?
Koreans usually 1-1-1 then expand. Foreigners use fast expands much more. What's a good 1-1-1 build that's not overly gimmicky and pretty reliable for TvT?
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Hello, everybody. There are so many terran build orders, and some of them require high APM. As you can tell, I am pretty slow as hell, but I learn fast.
Can someone else please post a good build order for a beginner? I am currently playing placements.
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On March 13 2012 03:57 Cosmology wrote:Show nested quote +On March 13 2012 02:18 zezamer wrote:On March 13 2012 01:58 Cosmology wrote: How standard would you consider that, is that what most pros do?
Koreans usually 1-1-1 then expand. Foreigners use fast expands much more. What's a good 1-1-1 build that's not overly gimmicky and pretty reliable for TvT? I'd say a reactor marine -> hellion -> raven expand. You get 2 gasses, total. 2 marines, reactor, then make marines, and hellions. After 1st hellion, make a tech lab, swap with port, make a raven, after raven swap factory onto tech lab, make tank + siege + 2 more rax, and land starport and make 2 vikings.
Voila! Safe vs cloakshee, and most all ins. You even set yourself up for a 1 raven, 2 viking, marine + hellion + 2-3 tank timing push. PDD vs marauders, or auto turrets and siege pressure.
It's probably like 12 rax 13 gas 16 OC 18/19 factory, 19 refinery kinda opening.
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On March 12 2012 23:51 phoenixfeather95 wrote:Hi guys, Top 8 Dia terran here, Can someone PLEASE watch and analyse these two replays for me? I'm really at a loss TT Antiga: HereThe only mistake that I'm aware of is the fact I didn't keep up with upgrades on the Antiga game. <-- this guy went DT into expand Shakuras: HereOn the Shakuras game... I don't know what I did wrong... except maybe i should macro better? Also maybe ghosts are needed? He didn't storm that much though, so not really needed I think. <-- normal game Thanks,  PS both are TvPs
I watched the second game.
1.) You just let him take his 3rd uncontested while you had a pretty sizable army in the middle. You need to be more aggressive in TvP than you are. Keep trading or droping with his army. Don't just let him build up. Keep the pressure on. You were way too passive.
2.) If your not getting vikings for early colossus you need ghosts instead at some point. Ghosts are always good. Always work a couple in as soon as you can. EMP is essential for taking out shields. Protoss units have a lot of HP. If you had some EMPs I guarantee he wouldn't have rolled you in the last fight.
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On March 13 2012 05:06 iAmJeffReY wrote:Show nested quote +On March 13 2012 03:57 Cosmology wrote:On March 13 2012 02:18 zezamer wrote:On March 13 2012 01:58 Cosmology wrote: How standard would you consider that, is that what most pros do?
Koreans usually 1-1-1 then expand. Foreigners use fast expands much more. What's a good 1-1-1 build that's not overly gimmicky and pretty reliable for TvT? I'd say a reactor marine -> hellion -> raven expand. You get 2 gasses, total. 2 marines, reactor, then make marines, and hellions. After 1st hellion, make a tech lab, swap with port, make a raven, after raven swap factory onto tech lab, make tank + siege + 2 more rax, and land starport and make 2 vikings. Voila! Safe vs cloakshee, and most all ins. You even set yourself up for a 1 raven, 2 viking, marine + hellion + 2-3 tank timing push. PDD vs marauders, or auto turrets and siege pressure. It's probably like 12 rax 13 gas 16 OC 18/19 factory, 19 refinery kinda opening.
So while raven is making should I make a reactor on the factory, and also do I just keep the reactor on the rax? and when do I start the starport? factory finishes, i make a hellion and a starport then once 1 hellion is done throw a tech lab on there?
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Also, how the hell do I push in a TvT, I had 60 to 40 marines and 11 tanks to 5 and I just couldn't figure out a way to push his nat without losing my entire tank force
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On March 13 2012 06:19 Cosmology wrote:Also, how the hell do I push in a TvT, I had 60 to 40 marines and 11 tanks to 5 and I just couldn't figure out a way to push his nat without losing my entire tank force  Drop, siege his cliffs, make him generally uneasy. There is almost ALWAYS a weak spot. With 11 tanks, 60 marines against 40 marines, and 5 tanks you can probably just brute force your way in if your upgrades are up to snuff. It's a matter of control and splits and what not.
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