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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"....
Dont fucking leave us here hanging mate...i want that replay for every reason possible
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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.
Just wait for them to move out with their 200/200. Blanket it with EMPs and then just a-move to win.
DO NOT expand too much, keep your supply in army, take a 4th but don't saturate it. In fact I wouldn't even saturate your third fully, it's only when you are having constant battles that you need really high income. If he waits a long time to move out then put your spare money into more rax and more orbitals.
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I'm looking for a good solid vs all macro build that allows versatile transitions.
I'm only in Gold but have been away for a year so I suck and belong in Bronze.
I'm thinking a 2 rax expand with gas, but I'm open to suggestions and I need a build I can just practice,practice, practice to get me started, but no cheese or all ins. I want to practice the fundamentals.
I'm not sure if the Liquipedia builds are old or what but it doesn't have what I'm looking for. I've probably missed something so link it if you know something I've overlooked.
So, can anyone help me out with a good macro based build that gives me good mid to late game options?
Thanks! :-)
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1rax FE is probably the best all-rounder
10 supply 12 rax 15 OC 17-20 CC depending on how many marines you feel comfortable with I guess
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On the hellion expand question, you have to continue poking and and prodding his base, you want to sac one when you have around 6 incase he hides his roaches. if he has more than 3, immediately make one rauder and two marines one pixel away from the wall, if you see low drone count with your sac hellions, consider it roach/ling/bane all in aggression and you want to immediately put down a 2nd sdefence line and be prepare to sac your natural temporarily until you have your seige tanks out.
Banshees is a great follow up to hellions as well and you might consider that as well, although the cost of early tanks. banshees establish firm map control, denies scouting and great all around until zerg has that spire finished which takes an ample # of time.
The safest opening a terran can do I feel against zerg is reactor factory expand because its not too early or not too late and you have those relatively fast hellions to make the zerg spend his valuable minerals on defence early and delaying his income
The greediest build a terran can do is probably that 4OC build because while you will dominate the zerg on econ or on par with him which is (**** good), you're very vunerable for early timing attacks, and 2 bling/roach/ling all in is incredibly hard to hold off
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On April 21 2012 04:55 Willzzz wrote:Show nested quote +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. Just wait for them to move out with their 200/200. Blanket it with EMPs and then just a-move to win. DO NOT expand too much, keep your supply in army, take a 4th but don't saturate it. In fact I wouldn't even saturate your third fully, it's only when you are having constant battles that you need really high income. If he waits a long time to move out then put your spare money into more rax and more orbitals.
I think that's difficult to do because when you have your 200/200 ball, the toss is on par with like 170/180 or so, and even if you blanket the entire toss ball with EMP, colosseus with lance will tear through the bio.Maybe its just me..but that seems to be the case... How many ghosts do you recommend then to have in your 200/200 composition against a max death ball?
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I am a low platinum level protoss thinking of switching to terran.
Does anyone have any advice for doing so, should i smurf down a little bit (say to silver) in order to work my way back up or just go in at the deep end and start queing as terran?
And can you guys recommend good 1 base plays/all-ins to use while i get used to the new mechanics?
Thanks in advace
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OK. How do you stop an immortal bust if you 1 rax FE? I've lost to the same build like 5 times on KR server. 1 gate robo FE into 3 gate robo immortal bust. They attack with like 2-3 immortals, 5-6 sentries and then stalker/zealot. It doesn't even look all in since its only 3 gates + 1 robo. I've tried going into 5 rax. I've tried 3 bunkers, even had 4 one game. It keeps trumping me... Anyone else run into this build?
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Can someone give me advice on how to micro ghosts to snipe high templars? Do I hold shift then use snipe against all of them? How many snipes do I need to kill a high templar? Do I even have to use shift or can I just hold the snipe hotkey?
I really need advice on how to properly micro my ghosts to snipe high templars.
Thanks in advance for any replies.
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On April 21 2012 08:43 monkybone wrote:Show nested quote +On April 21 2012 08:14 SupLilSon wrote: OK. How do you stop an immortal bust if you 1 rax FE? I've lost to the same build like 5 times on KR server. 1 gate robo FE into 3 gate robo immortal bust. They attack with like 2-3 immortals, 5-6 sentries and then stalker/zealot. It doesn't even look all in since its only 3 gates + 1 robo. I've tried going into 5 rax. I've tried 3 bunkers, even had 4 one game. It keeps trumping me... Anyone else run into this build? Yes, and I got slammed. It doesn't matter how many bunkers you have, sentry immortal will take them all down without injury, and it's impossible to engage with FF. FE into tank marine might counter this, but I have no idea. I do a delayed gas FE 1-1-1 build that deals well with immortal builds because you just have to get rid of that one OB, and 1-2 tanks, scvs, couple banshees and marines deal well with this build.
That being said, from a 1 rax FE, it requires a lot of bunkers, and SCVs on both sides to repair. Either medics, or ghosts are needed at the time his push hits, or you are boned. Some maps lead well to an early ghost counter if you see it coming. Antiga, metropolis, ohana, shakuras, CKingdom, Korhal... off top of my head. Why is it good? If you get 1-2 ghosts out, you have high ground over the ramp, and the range of EMP + radius can destroy this push if you land a good emp.
The FE into immortal is much harder, as it is not very all in. You need to see it coming, and go into a VERY heavy marine count, with medics and +1, or ghosts. Marines eat gateway units with ghosts backing or medics with +1/stim/cs
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Diamond Level T here.
How do you beat Toss? Any build they do beats any build I do, due to their superior units. EMP their entire deathball? They still roll through my +3/+3 bio. EMP their Templars? Don't worry, they just warped in 3 more right behind them and Stormspammed in one spot, immediately removing 20 food worth of bio. Huge food lead? Yeah, doesn't matter because they have more than zero Colossus.
I bring my rank up against Zerg and Terran, and then drop it right back down against Toss.
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Anyone have any suggestions on how to scout Zerg 2 base timings or cheese? I keep getting runover by roach bane or roach ling coming out of nowhere. Is there some perfect scan timing or something?
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On April 21 2012 15:19 Tausken wrote: Anyone have any suggestions on how to scout Zerg 2 base timings or cheese? I keep getting runover by roach bane or roach ling coming out of nowhere. Is there some perfect scan timing or something? http://www.twitch.tv/iamjeffrey_/b/315656561 27:25 start of a TvZ on KR vs low master Z Shows the demuslim like TvZ opening, and a transition to a hellion heavy build upon scouting (by being hit) of a 2 base econ bust.
Ooh, well there ya go...2000th post.
Oh, and don't take notice of the BM. I was tired of people staying in obviously won games lol had like 8+ that day. I rage very quickly.
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On April 21 2012 14:38 beep wrote: Diamond Level T here.
How do you beat Toss? Any build they do beats any build I do, due to their superior units. EMP their entire deathball? They still roll through my +3/+3 bio. EMP their Templars? Don't worry, they just warped in 3 more right behind them and Stormspammed in one spot, immediately removing 20 food worth of bio. Huge food lead? Yeah, doesn't matter because they have more than zero Colossus.
I bring my rank up against Zerg and Terran, and then drop it right back down against Toss. You'd be better off posting some replays in the Terran help me thread.
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I have two questions:
1) How is Terran suppose to deal with Infestors in TvZ? I almost never see pros/masters use ghosts anymore in the match up and feel like 6-8 infestors can demolish my marines.
2) How are you suppose to micro EMPs in TvP? Do you hold shift and then cast the EMP hotkey or are you suppose to hold down the EMP hotkey and spam click?
Thanks in advance for any help.
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On April 21 2012 07:33 LighT. wrote:Show nested quote +On April 21 2012 04:55 Willzzz wrote: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. Just wait for them to move out with their 200/200. Blanket it with EMPs and then just a-move to win. DO NOT expand too much, keep your supply in army, take a 4th but don't saturate it. In fact I wouldn't even saturate your third fully, it's only when you are having constant battles that you need really high income. If he waits a long time to move out then put your spare money into more rax and more orbitals. I think that's difficult to do because when you have your 200/200 ball, the toss is on par with like 170/180 or so, and even if you blanket the entire toss ball with EMP, colosseus with lance will tear through the bio.Maybe its just me..but that seems to be the case... How many ghosts do you recommend then to have in your 200/200 composition against a max death ball?
Well against the colossus you just have to do your standard viking/bio micro to try to minimise damage. If the colossi have been EMPed then it will be easier. Also prepare a nice concave, this will also help minimise damage.
In terms of ghosts, as many as you think you can get out in time. In your first max a minimum of 8, in later game max armies, maybe as many as 20 if you can afford it.
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On April 21 2012 16:44 Hexadecimal wrote: I have two questions:
1) How is Terran suppose to deal with Infestors in TvZ? I almost never see pros/masters use ghosts anymore in the match up and feel like 6-8 infestors can demolish my marines.
2) How are you suppose to micro EMPs in TvP? Do you hold shift and then cast the EMP hotkey or are you suppose to hold down the EMP hotkey and spam click?
Thanks in advance for any help.
Well I see pros use all sorts of techniques to deal with infestors:
a hit squad of 3 stimmed marauders can snipe an infestor in seconds banshees can sometimes perform a similar role an insane medivac count often seems to nullify the damage quite well splitting your units and the obvious one - tanks
Personally I stick mainly to tanks as I don't have godly micro 
But try to bait out fungals on small numbers of units so that he doesn't have too many fungals left for the big engagements. When he is low on energy you should be really aggressive. The final thing that helps is having INSANE marine production.
Personally when I EMP I just use single click, E-click, E-click, etc. I really don't find it any slower than using shift or hold down.
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