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The Terran Help Me Thread - Page 218

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.
daft21
Profile Joined November 2011
Switzerland15 Posts
May 07 2012 14:27 GMT
#4341
Thanks my swiss friends thats exactly what i was looking for.
Blackknight232
Profile Joined July 2011
United States169 Posts
May 08 2012 00:01 GMT
#4342
Is 1/1/1 style late game really effective in any m.u just wondering cause i've had successive results with it and i'm plat terran btw
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 08 2012 00:14 GMT
#4343
On May 08 2012 09:01 Blackknight232 wrote:
Is 1/1/1 style late game really effective in any m.u just wondering cause i've had successive results with it and i'm plat terran btw

No, it's a timing kind of thing. If you mean continual marine/tank/banshee or medic, yes it works in both TvZ and TvT. It's a timer based thing in TvP tho. Upgrades from protoss ( charge blink immortal collsai range attack/armor grades negate 1-1-1)
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
DelugeSC
Profile Joined December 2011
United States96 Posts
May 08 2012 00:49 GMT
#4344
Does anyone have a guide for the MMM timing push off of a 1 rax FE in TvP? I'm not looking for a Day9 video where he goofs off half the time; just a simple build order and timing explanation for the build and ideal timings?
Captain Marksie
Profile Joined March 2012
40 Posts
May 08 2012 01:48 GMT
#4345
On May 08 2012 09:49 DelugeSC wrote:
Does anyone have a guide for the MMM timing push off of a 1 rax FE in TvP? I'm not looking for a Day9 video where he goofs off half the time; just a simple build order and timing explanation for the build and ideal timings?


There's a strong ~10:30 MMM timing attack with +1 Attackand Stim which i've seen a lot of pros doing in streams. FilterSC has a good guide on it, search FilterSC on youtube (cant remember exactly which video it is).

Build order goes as follows (not really a supply count build order)

10-Depot
12-Rax
14-Depot (wall off)
17-Orbital (after 16th scv, you can queue 2 marines in your rax as soon as it finishes and still have enough to get the orbital)
Just before OC finishes send scv to natural. When OC finishes build scv, drop mule, then build CC on low ground.
Continuous SCV and Marine production
Then when you have the minerals:
Depot
Bunker
Rax
Rax
Double Gas
Upgrade CC to Orbital when it finishes
As you have the gas Reactor, Reactor, Techlab.
Next 100 gas factory and 3rd refinery
Next 100 gas Stim
E-Bay
Reactor on factory, build starport (switch once complete)

Move out when first two medivacs come out which should be about 10mins and stim should also be finished and +1 should be about 20seconds away (so it finishes just before you reach the enemy base.) I like to rally reinforcements to his tower or bottom of his ramp so if he has taken a third i have reinforcements to help punish him but if he is still on 2 base and has a lot of units to defend and enough sentries etc so that going up his ramp is a bad idea i can just sit outside his base and build up an army and prevent his third. Combat shields will also be on the way so i can just wait till that finishes and hit him then.

Follow up:
Start combat shields as soon as stim finishes
Build CC before or as you leave to attack, also take spare refinery, then Armory and E-bay (start +2 +1 as soon as possible), more rax, ghost academy, 2nd starport if you see colossus. Need to keep up quite a bit of aggression and try and deny his 3rd base for as long as possible. If he manages to take his third you have to have a fourth up and running and deny his fourth. Protoss' late game composition is very strong but very gas heavy and in denying him from taking bases means that as long as you keep trading and making him spend his gas eventually he wont be able to rebuild as fast as you and you should win.
Cycle
Profile Blog Joined March 2011
United States300 Posts
May 08 2012 02:45 GMT
#4346
I'm making battlecruisers TvP. Do I get +1 atk first or +1 armor first?
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
Wrathsc2
Profile Joined March 2011
United States2025 Posts
May 08 2012 02:58 GMT
#4347
On May 08 2012 11:45 Cycle wrote:
I'm making battlecruisers TvP. Do I get +1 atk first or +1 armor first?


atk is better for vikings as well. plating wont really affect shots done from protoss units and storm/feedback dont care about it either
A marine walks into a bar and asks, "Wheres the counter?"
maglame
Profile Joined May 2011
Norway10 Posts
May 08 2012 11:17 GMT
#4348
I don't know if this is the right place to ask these questions, but I'll give it a shot.

When should I stop making workers? I've heard something about the 72 worker mark, which makes some sense I suppose. But I would like to have some clarification on this.

Secondly, when I get stuck on two bases a little longer than I would like, am I supposed to cut worker production until I can expand again, or do I just keep going and over saturate my two bases?
Account252508
Profile Joined February 2012
3454 Posts
May 08 2012 11:26 GMT
#4349
--- Nuked ---
dotDash
Profile Joined March 2011
Sweden142 Posts
May 08 2012 13:41 GMT
#4350
On May 08 2012 11:45 Cycle wrote:
I'm making battlecruisers TvP. Do I get +1 atk first or +1 armor first?


I would recommend +atk since a lot of the attacks the P does will ignore the armor. Also, you have PDDs at your disposal to remove the attacks they do entirely. Also, some attacks benefit more from attacks than others, like the viking one.

Cheers
Dan
Feel free to tune in to my stream! Highmaster T aiming for GM with commentary! http://video.gamecreds.com/1sy1sfohwo31n/channel/dotDash-T-going-for-GM
BoggieMan
Profile Blog Joined August 2011
520 Posts
May 08 2012 13:57 GMT
#4351
On May 08 2012 09:49 DelugeSC wrote:
Does anyone have a guide for the MMM timing push off of a 1 rax FE in TvP? I'm not looking for a Day9 video where he goofs off half the time; just a simple build order and timing explanation for the build and ideal timings?

a standard stim medivac timing attack is
1 rax cc -> 3 rax + ebay then factory then starport
then attack with first 2 medvacs and stim and cshield.

will force the protoss to warp in sentries which costs alot of gas that he could use on tech.
best on maps like metalopolis where he cannot just ff the entrance to his natural like on for example shakuras.

you can drop his main if all his units are guarding the natural when your army is outside his natural.

if you scout collusi too late you should back off and defend until vikings are out, he will be able to forcefield and just crush you.

normally you can take a third behind this.
BoggieMan
Profile Blog Joined August 2011
520 Posts
May 08 2012 14:01 GMT
#4352
On May 08 2012 11:45 Cycle wrote:
I'm making battlecruisers TvP. Do I get +1 atk first or +1 armor first?

that depends, you making them off 2/3 base or lategame ?
in lategame you should have + air attack already for vikings.

but mostly stalkers just crush battlecruisers, so you can force stalkers with them, and then make marauders.
be careful with feedback on the bcs.
iNViCiOUZ
Profile Joined January 2011
Germany364 Posts
May 08 2012 14:51 GMT
#4353
TvZ:

I'm doing the standard reactored hellion expand.

I arrive at his natural with 4 hellions (2 more in production) I take a peak and see 2 queens, about 8 zerglings and 2 spines ~ 10 secs to finish.

What should I do?
- i could runby the spines and kill a view drones & zerglings but would loose the hellions. I have two more but they arrive to late to deny a quick third, are easy surronded by speedlings.

- cancel the 2 hellions

- build the hellions anyway now 6) to deny thrid & creep

-build the hellions (now 6) and try a runby to his main.

2. So I decided to go in with 4 hellions. how do I micro them to ge the most from it.
I mostly go behind the mineral line of the natural but get easy surronded by queen + zerglings
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
May 08 2012 15:05 GMT
#4354
If you are even considering making BC vs toss you have probably already won. If it matters, don't make BCs.

With hellions, whether you have 4 or 6 it doesn't matter, 400/600 minerals isn't a big deal. If you are not sure just keep them alive, helllions are always useful.
TheDwf
Profile Joined November 2011
France19747 Posts
May 08 2012 15:10 GMT
#4355
On May 08 2012 23:51 iNViCiOUZ wrote:
TvZ:

I'm doing the standard reactored hellion expand.

I arrive at his natural with 4 hellions (2 more in production) I take a peak and see 2 queens, about 8 zerglings and 2 spines ~ 10 secs to finish.

What should I do?

Unless you have great micro and multitasking, don't try to kill drones; containing him with your Hellions will do. Cancelling Hellions 5 & 6 is up to your build; 2 Spines usually means heavy droning, possibly with delayed Speedling. If you scouted no gas with SCV scout and 2 spines, you may go fast third directly on the spot.
DelugeSC
Profile Joined December 2011
United States96 Posts
May 08 2012 16:39 GMT
#4356
On May 09 2012 00:10 TheDwf wrote:
Show nested quote +
On May 08 2012 23:51 iNViCiOUZ wrote:
TvZ:

I'm doing the standard reactored hellion expand.

I arrive at his natural with 4 hellions (2 more in production) I take a peak and see 2 queens, about 8 zerglings and 2 spines ~ 10 secs to finish.

What should I do?

Unless you have great micro and multitasking, don't try to kill drones; containing him with your Hellions will do. Cancelling Hellions 5 & 6 is up to your build; 2 Spines usually means heavy droning, possibly with delayed Speedling. If you scouted no gas with SCV scout and 2 spines, you may go fast third directly on the spot.


Agreed. Unless you are sure you an outright kill him with the 4 Hellions it is much more effective to take a fast 3rd and prepare for a hard-hitting timing attack. Use the Hellions to zone him in and contain him. While this isn't as immediately gratifying, it will pay off in mid-game.
zmansman17
Profile Joined March 2011
United States2567 Posts
May 08 2012 17:15 GMT
#4357
On May 09 2012 00:05 Willzzz wrote:
If you are even considering making BC vs toss you have probably already won. If it matters, don't make BCs.

With hellions, whether you have 4 or 6 it doesn't matter, 400/600 minerals isn't a big deal. If you are not sure just keep them alive, helllions are always useful.


Actually don't use BCs unless in TvT late game. Even in TvZ they are weak sauce
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
nojok
Profile Joined May 2011
France15846 Posts
May 08 2012 17:23 GMT
#4358
I'm plat, when I face protoss I go classic 1 rax exe, 3 rax pressure when first 2 medivacs are out with stim. But when they rush colossi, I have a hard time taking them down. Should I scout they don't have sentries early and go for more pressure? Is there a bit of macro to take this 1 or 2 early colossi down? Is my macro so bad I don't hit enough early? I feel I often move at 10.
"Back then teams that won were credited, now it's called throw. I think it's sad." - Kuroky - Flap Flap Wings!
Cycle
Profile Blog Joined March 2011
United States300 Posts
May 08 2012 17:31 GMT
#4359
+1 atk it is. Ty for responses guys.
| chKCycle.551 | NA | Master League Random | Checkmate Gaming |
NihiLStarcraft
Profile Blog Joined January 2010
Denmark1413 Posts
Last Edited: 2012-05-08 17:47:31
May 08 2012 17:42 GMT
#4360
On May 09 2012 02:23 nojok wrote:
I'm plat, when I face protoss I go classic 1 rax exe, 3 rax pressure when first 2 medivacs are out with stim. But when they rush colossi, I have a hard time taking them down. Should I scout they don't have sentries early and go for more pressure? Is there a bit of macro to take this 1 or 2 early colossi down? Is my macro so bad I don't hit enough early? I feel I often move at 10.


If you begin moving out at 10:00 game time and you are really doing the aggressive 1 rax CC into 3 rax total push with as much Marine/Marauder as possible, the first two Medivacs and Stim (and nothing else) then you are indeed almost a minute late. Refine your build by watching pro replays (or post a replay of yourself) and you should be able to pull it all off a bit quicker. It's extremely important to never get supply blocked and really get that push out as soon as humanly possible because if your opponent is rushing colossi, as you mentioned, you should be able to hit him when he's on just one Colossus. He will have rushed that one Colossus like crazy, so he can't have much of a gateway support army (or Thermal Lance). With stim you should be able to do a lot of damage at that point (use your stimmed Marauders to focus fire the Colossus). But if you screwed up or didn't pull the build off just right and you're just 30 seconds late, he might well have a second Colossus there and then he's pretty much in the safe zone already and there's not much you can do to keep the game from going into the late game where it'll be even harder for you to win.

Be aware, though, depending on the map (how easy/feasible it is to use forcefields on the ramp/entry to his natural) it might not even be possible to punish a Colossus rush straight up. In that case I drop to pull his army away from the ramp, then stim and run into his natural with my main army (kinda banking on the fact that he messes up his forcefields with the drop going on at the same time). It isn't pretty or elegant but it works pretty frequently at Diamond level and - at any rate - it's a lot better then going to the late game without putting on pressure and doing damage.
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