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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. |
@Kamelixs
The only easy thing to say would be to build your production in rows, making sure there is 1 hex between rax and 2 if there is a factory, starport try to leave no space
Depots in blocks and/or behind mineral line
Just keep in mind if you mess it up a bit early on it can mean a few precious seconds later hesitating where to put more buildings or looking for more space. Keep it clean and tidy at square 1.
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I'm a platinum terran on AM and am having trouble holding heavy roach pressure/roach all-ins in response to Hellion Reactor Expands. First and foremost, I have trouble scouting it/seeing it coming because seeing a roach warren go down in response to hellions at the front is extremely typical and doesn't necessarily mean he will make roaches at all.
I like to transition directly into mech play off the hellion harass, but the roach timing typically hits right when the transition is finishing (as in 1-2 tanks out with siege mode just finished). Any thoughts on scouting or tips for holding this kind of pressure? Thanks in advance.
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On April 20 2012 06:58 thecondog3000 wrote: I'm a platinum terran on AM and am having trouble holding heavy roach pressure/roach all-ins in response to Hellion Reactor Expands. First and foremost, I have trouble scouting it/seeing it coming because seeing a roach warren go down in response to hellions at the front is extremely typical and doesn't necessarily mean he will make roaches at all.
I like to transition directly into mech play off the hellion harass, but the roach timing typically hits right when the transition is finishing (as in 1-2 tanks out with siege mode just finished). Any thoughts on scouting or tips for holding this kind of pressure? Thanks in advance.
You may want to consider banshee followups after reactor hellion expand; banshees can reliably scout, or give you enough information to indicate, roach and or ling aggression. Otherwise, you have to scout it at their front with hellions - if it's a map like Ohana or Shakuras you will really only see roach based aggression as they come down the ramp.
Typically to be safe against this you should have at bare minimum 4 marines to fill a bunker and build at least one tank. It's good practice with mech to just continue marine production until you know for certain you aren't going against 2 base aggression; they're cheap enough that it does not really slow down anything by much. Remember that hellion production is basically a waste of minerals in the early to early-mid-game phase if it is just roaches, so maybe put the racks back on the reactor. As always be ready to pull SCVs to the bunker before it is under attack. If it's obviously a desperate situation build 1 or 2 more bunkers
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You got outmacroed, outupgraded and you stimmed twice during that final battle. I.e. he had more stuff (8 of your marines were just chilling in a medivac at 12) 2-1 vs 1-0 and 35hp marines die really fast against anything. The upgrades and overstimming hurt the most.
So... concentrate on your midgame macro, on your upgrades, make tanks sooner and don't overstim like that. I personally go for 1 rax FE into double gas into tank marine in TvT, with barracks and marines as mineral sinks. I also don't make medivacs and just concentrate on tanks and marines instead. Then, if you're still alive in the lategame try to transition to viking BC. But you need to win a few games before you can worry about that
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Im looking for a good TVT semi allin build, as I hate the matchup nowdays and dont enjoy ladder due to mirrors.
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On April 20 2012 05:07 what123 wrote: Hello, I have a question about TvT. Ok, so basically I know a standard marine tank build I learned from Drewbie's guide. I have a composition of tanks, marines, and medivacs. The problem is, my opponent will just make vikings, take air control, and beat me as he has farther vision for his tanks. I've tried just building vikings of my own and the game just turns into a viking war (like 14 minutes into the game). How do I go marine - tank - medivac while avoiding this ridiculous viking stuff?
Remember that you have better mobilty than him becuase of the medivacs, exploit that! Try dropping his bases and positions from weird angles (just make sure the vikings arent there). You also have an advantage in direct fights becuase your rines are healed while his are not. This means your marines are buying more time for your tanks to smash his marines, in the end lettings your marines get passed his marines to kill his tanks. Also if you notice some lonely tank without marine/viking support you can drop directly on top off them. The only advantage the enemy T has is in tank wars.. but if you can avoid just that then you are in a really good shape.
Go mad with your forces, hit him wherever he isnt!
Cheers Dan
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So how do i suppose to stop a 1 base mothership allin???? i know its sounds funny, but thats like the sickest thing i have ever faced and i m top diamond terran on EU.
Scouting SCV scouts double gas early - i sigh... asking myself ok what now? dt? blinkstalkers? voirdays? some kind of sentry allin? cheking his expo on 5:30 - no expo, setting up bunkers on nat, patroling the map with scv to check for proxies, setting up turrets on main (vs some kind of dt drop) and turret on nat ofc... even setting a bunker on my main vs some kind of warpprim play or blink tsalkers.
Then! on 9 min mothership on my natural with 1 voidray sentry for guardian shield, and rest zealots... vortex the turret+bunker, kill it, i throw a scan.. doest really help much to kill everything in 3 sec possible."gg"....
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Hey, I just recently switched back to terran, and I'm in need of a few viable macro based build orders for practice. If you guys could link me a few BO-threads (one for each match up), I'd greatly appreciate it =)
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Blazinghand
United States25550 Posts
On April 20 2012 08:28 Tzuborg wrote: Hey, I just recently switched back to terran, and I'm in need of a few viable macro based build orders for practice. If you guys could link me a few BO-threads (one for each match up), I'd greatly appreciate it =)
If we're looking at just standard macro build orders, some of them are old enough to be liquipedia entries.
TvZ: http://wiki.teamliquid.net/starcraft2/Reactor_Hellion_Expand_(vs._Zerg) TvT and TvP: 1 rax fast expand. typically this is 10 depot 12 barracks 17 orbital command (16 scvs), 17 supply depot, CC when you can afford it, then add on 2 more rax as you can afford them, then 2 gasses at the same time when you hit an additional 150 gas (and another depot at like 24-25 supply), then get a tech lab and get stim (if vs P) or combat shields THEN stim (if vs T) and make units, and tech up and branch out at your leisure.
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On April 20 2012 08:24 dohgg wrote: So how do i suppose to stop a 1 base mothership allin???? i know its sounds funny, but thats like the sickest thing i have ever faced and i m top diamond terran on EU.
Scouting SCV scouts double gas early - i sigh... asking myself ok what now? dt? blinkstalkers? voirdays? some kind of sentry allin? cheking his expo on 5:30 - no expo, setting up bunkers on nat, patroling the map with scv to check for proxies, setting up turrets on main (vs some kind of dt drop) and turret on nat ofc... even setting a bunker on my main vs some kind of warpprim play or blink tsalkers.
Then! on 9 min mothership on my natural with 1 voidray sentry for guardian shield, and rest zealots... vortex the turret+bunker, kill it, i throw a scan.. doest really help much to kill everything in 3 sec possible."gg".... Replay? We can't help you much unless you give us a replay.
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On April 20 2012 08:24 dohgg wrote: So how do i suppose to stop a 1 base mothership allin???? i know its sounds funny, but thats like the sickest thing i have ever faced and i m top diamond terran on EU.
Scouting SCV scouts double gas early - i sigh... asking myself ok what now? dt? blinkstalkers? voirdays? some kind of sentry allin? cheking his expo on 5:30 - no expo, setting up bunkers on nat, patroling the map with scv to check for proxies, setting up turrets on main (vs some kind of dt drop) and turret on nat ofc... even setting a bunker on my main vs some kind of warpprim play or blink tsalkers.
Then! on 9 min mothership on my natural with 1 voidray sentry for guardian shield, and rest zealots... vortex the turret+bunker, kill it, i throw a scan.. doest really help much to kill everything in 3 sec possible."gg".... Got a replay, having problems wrapping my brain around this.
If a toss hasn't expanded after 7 minutes, turtle and throw down at least 2 extra bunkers (for a total of 3) at the nat. The way you tell it, it sounds like you only had 1? Where did he vortex, why didn't his zealots get vortex'd too? Why did you lose all your stuff to basically pure zealot...
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Well after watching the replay (tell me a site i can uplod it on, and i'll).. his first wave had 5 stalkers (thats how he sniped my turret), 4 zealots 1 voidray.. i know its not alot, but if he snipe the turret and i have no scans.. i m screwed.
I had 2 bunkers at my natural, and 1 on my base, + 2 turrets, one on my main minerals, and one on my natural. I feel like i invested so much on static defense and had my army smaller.. i mean, bunkers are good, but it doesnt help much vs cloaked units. I m seriousley so tired and frusrated of toss allins, like even when they are for macro game its the hardest matchup anyway..
Also to mention he stoped making probes on 24, and had 5 gate stargate..
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Blazinghand
United States25550 Posts
I upload my replays to drop.sc-- it's a good replay site and easy to use. upload yours there.
edit: also, vortex doesn't affect buildings...
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On April 20 2012 07:11 Huggerz wrote:Show nested quote +On April 20 2012 06:58 thecondog3000 wrote: I'm a platinum terran on AM and am having trouble holding heavy roach pressure/roach all-ins in response to Hellion Reactor Expands. First and foremost, I have trouble scouting it/seeing it coming because seeing a roach warren go down in response to hellions at the front is extremely typical and doesn't necessarily mean he will make roaches at all.
I like to transition directly into mech play off the hellion harass, but the roach timing typically hits right when the transition is finishing (as in 1-2 tanks out with siege mode just finished). Any thoughts on scouting or tips for holding this kind of pressure? Thanks in advance. You may want to consider banshee followups after reactor hellion expand; banshees can reliably scout, or give you enough information to indicate, roach and or ling aggression. Otherwise, you have to scout it at their front with hellions - if it's a map like Ohana or Shakuras you will really only see roach based aggression as they come down the ramp. Typically to be safe against this you should have at bare minimum 4 marines to fill a bunker and build at least one tank. It's good practice with mech to just continue marine production until you know for certain you aren't going against 2 base aggression; they're cheap enough that it does not really slow down anything by much. Remember that hellion production is basically a waste of minerals in the early to early-mid-game phase if it is just roaches, so maybe put the racks back on the reactor. As always be ready to pull SCVs to the bunker before it is under attack. If it's obviously a desperate situation build 1 or 2 more bunkers
Thanks for the idea! In your experience is it worthwhile to get cloak when doing a banshee follow up or not? I figure if it's just one banshee i.e. for scouting unit composition then of course not, but it also seems like a pretty big investment to get the port and the banshee(s) out if they are just going to get mowed down by queens, right? Although I must say there is the added bonus of potentially getting a raven out, which would help me with another problem I've been having recently, which is mass roaches with burrow movement. Not to mention killing creep tumors without wasting scans...I'll look into this :D Thanks again!
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On April 20 2012 09:05 dohgg wrote: Well after watching the replay (tell me a site i can uplod it on, and i'll).. his first wave had 5 stalkers (thats how he sniped my turret), 4 zealots 1 voidray.. i know its not alot, but if he snipe the turret and i have no scans.. i m screwed.
I had 2 bunkers at my natural, and 1 on my base, + 2 turrets, one on my main minerals, and one on my natural. I feel like i invested so much on static defense and had my army smaller.. i mean, bunkers are good, but it doesnt help much vs cloaked units. I m seriousley so tired and frusrated of toss allins, like even when they are for macro game its the hardest matchup anyway..
Also to mention he stoped making probes on 24, and had 5 gate stargate.. upload at drop.sc
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On April 20 2012 09:05 dohgg wrote: Well after watching the replay (tell me a site i can uplod it on, and i'll).. his first wave had 5 stalkers (thats how he sniped my turret), 4 zealots 1 voidray.. i know its not alot, but if he snipe the turret and i have no scans.. i m screwed.
I had 2 bunkers at my natural, and 1 on my base, + 2 turrets, one on my main minerals, and one on my natural. I feel like i invested so much on static defense and had my army smaller.. i mean, bunkers are good, but it doesnt help much vs cloaked units. I m seriousley so tired and frusrated of toss allins, like even when they are for macro game its the hardest matchup anyway..
Also to mention he stoped making probes on 24, and had 5 gate stargate.. This is actually mind-boggling...did you scan his main/ramp at all? -.-"
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I have a question.. I've had this problem with an allining zerg who denied my natural using ling roach off 23 drones.
I tried doing an 3 OC style I am still not used to but with the early tanks I figured I could just siege push his contain and kill it ultra cost efficiently. However by the time I finished this at 11:00 he had 55 drones to my 33 scvs had his third up. It ended being a 4 base zerg vs me with him still floating 1,3k minerals after our basetrade.
My question is, how can I best get rid of the zergs contain army in this particular game without giving the zerg time to reach a comfortable economy. I know I kind of botched my push with him going muta and me not having much marines so I kind of know the reason I lost. I still had a way larger army value^^. Should have build a bunker against his ling run by, that was all very sloppy. I kind of thought I had won because he allined me and I didnt took any damage from it.
Replay: http://drop.sc/164018
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What to do when the protoss just doens't move out? I try to take bases faster and try to engage but they keep their army between the nat and the third (on CK or entombed for example) and defend untill they're maxed
I always lose when I attack, even when I'm 35 supply ahead (or is a terran supposed to be ahead in supply because our units are cheaper?). Eventually when they do move out they have 10 templar with more than 175 energy, archons, colossi etc and my army just vaporizes in seconds. I don't know what to do, if I don't kill them early I feel like I can't do anything to stop them from doing this.
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I play terran as well and i have discovered in my pvt match-ups that i have to play offensively. I always execute the 1/1/1 build vs toss. http://www.teamliquid.net/forum/viewmessage.php?topic_id=326037 with my first rax i tech lab and get a reaper for extra scouting info and to poke around a bit. the the banshee comes out. then i transition into marine tank thor. Ive found that it is hard for toss to respond to this combination, as the counter to reapers, banshees, and thors is vastly different. Also a heavy bio build works wonders on an early expanding toss.
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On April 20 2012 23:47 kranten wrote: What to do when the protoss just doens't move out? I try to take bases faster and try to engage but they keep their army between the nat and the third (on CK or entombed for example) and defend untill they're maxed
I always lose when I attack, even when I'm 35 supply ahead (or is a terran supposed to be ahead in supply because our units are cheaper?). Eventually when they do move out they have 10 templar with more than 175 energy, archons, colossi etc and my army just vaporizes in seconds. I don't know what to do, if I don't kill them early I feel like I can't do anything to stop them from doing this. I've had the same issue like you have for months, and I think if it's one thing I have learned is that in 90% of the cases it's better to not directly attack him. Instead either drop your whole army in his main and take out tech/whatever is available until he moves his army back after that you're sometimes able to lift and leave with minimal losses, otherwise just be as cost effective as possible. He cannot really have both HT and collosus off 2 base and HT are soo slow that you can either lift vs collosus or engage with a good split/concave vs a HT first protoss.
Or do like a double drop in his main, stim the rest of your army and take out his third. Try messing around with different engagement tactics. There's so many possibilities, you can even send 2 empty medivacs while pushing his third, but that might not work depending on your level of play. This really was a key thing that was missing in my TvP gameplans. I had the exact same problem as you in that I was always trying to outmacro and then pick a good engagement vs all of his HT and collosus oftenly failling. Most of the time I did have a higher army value and supply but that was never enough. With me doing drops now it's allot closer then it was earlier.
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