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The Terran Help Me Thread - Page 222

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.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 12 2012 08:02 GMT
#4421
On May 12 2012 15:29 xertion wrote:
What do you guys feel about the queen buff? I feel that Zerg hold reapers, hellions and banshee. I feel that I can not do anything earlygame... Queens pick off SCV's at bunkers so easily, they both block and range hellions so you can not kite. Also the creepspread is insane.


You can discuss that topic here, at the designated thread for doing so: http://www.teamliquid.net/forum/viewmessage.php?topic_id=336882
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
May 12 2012 09:58 GMT
#4422
On May 12 2012 10:15 Blazinghand wrote:
Full saturation is 24 workers per mineral line plus 3 per vespene geyser. Optimal saturation is 16 workers per mineral line.


Optimal can mean so many different things. 24 workers is optimal in terms of income per base, 16 workers is optimal in terms of income per worker. You might find that 20 workers per base is optimal for a 1 or 2 base timing attack. If you wanted to do a very early game attack you might find that 12 workers is optimal.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 12 2012 10:03 GMT
#4423
On May 12 2012 18:58 Willzzz wrote:
Show nested quote +
On May 12 2012 10:15 Blazinghand wrote:
Full saturation is 24 workers per mineral line plus 3 per vespene geyser. Optimal saturation is 16 workers per mineral line.


Optimal can mean so many different things. 24 workers is optimal in terms of income per base, 16 workers is optimal in terms of income per worker. You might find that 20 workers per base is optimal for a 1 or 2 base timing attack. If you wanted to do a very early game attack you might find that 12 workers is optimal.


In this case, given that I began by saying "Full saturation is 24 minerals per mineral line", I think the average joe should be able to figure out pretty easily that optimal saturation is in terms of income per worker. That being said, I understand that not everyone is familiar with the terminology so I will rephrase:

Full saturation is 24 workers per mineral line plus 3 per vespene geyser. Optimal income-per-worker saturation is 16 workers per mineral line.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
May 12 2012 19:33 GMT
#4424
What's the best way to get back into the game if you are behind?
Taeja the one true Byunjwa~
Huggerz
Profile Joined May 2011
Great Britain919 Posts
May 12 2012 19:40 GMT
#4425
Build 8 orbitals and max on ghost mech
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
xPabt
Profile Joined February 2012
226 Posts
May 12 2012 19:48 GMT
#4426
On May 13 2012 04:33 PinheadXXXXXX wrote:
What's the best way to get back into the game if you are behind?

Drops.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
May 12 2012 20:27 GMT
#4427
On May 13 2012 04:40 Huggerz wrote:
Build 8 orbitals and max on ghost mech

Unfortunately that doesn't work anymore. It would be more effective to go Tank/Thor/Raven at this point.
This is my signature. There are many like it, but this one is mine.
HeroMystic
Profile Joined March 2011
United States1217 Posts
May 12 2012 21:05 GMT
#4428
Are there any TvZ Raven builds?

I'm interested in applying Ravens vs Broodlords but I'm not sure when to transition into them.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 12 2012 21:08 GMT
#4429
On May 13 2012 04:33 PinheadXXXXXX wrote:
What's the best way to get back into the game if you are behind?


It really depends. Typically your game plan will be something like "harass and try to macro up" since a frontal assault would be disastrous. Take an in-base expo and try to contain him with your aggressive drops or whatever.

In TvT specifically, comebacks are possible if you can control some space with a good siege-up. Proper positioning can let a somewhat smaller marine/tank army defend a larger army of the same kind.

In TvZ it gets harder because if you ever stop pressuring the zerg he will explode economically. You need to keep on dropping, but rely on the tanks to hold ground or even do slow pushes. Your chief goal will be forcing units and denying the ridiculous creep spread an ahead zerg can get. If it really comes down to it, maxing out a mech army and doing a doom push may be your best option, especially if you can hit before hive.

In TvP you won't have the luxury of tanks to lean on. You need to harass very aggressively and make him afraid to move out. Think of this as the opposite end of the spectrum from TvT in terms of "turtle vs harass"
When you stare into the iCCup, the iCCup stares back.
TL+ Member
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 12 2012 23:01 GMT
#4430
On May 13 2012 04:33 PinheadXXXXXX wrote:
What's the best way to get back into the game if you are behind?

TvT and TvZ have the same comeback ability. Tanks, and marine + medics.

You take expansions and guard them with tanks as you do hit squads of marines and medics to force them out of position and try and hurt their economy. Seeing them, full army, move across the map on your side gives a perfect time for 16-24 marines in 2/3 medics to just destroy infrastructure and economy, and get out unscathed.

The key is to always not lose those units, as by either pulling back their army, or destroying buildings you can get back into the game.

Lemme find a good example of a game I played in a TvZ where I never, EVER could establish and keep 3 bases running, while the zerg had 5. I got back into the game by dropping in 1-2 spots as I attacked on the ground, and defended my could be third with tank marine turret.

http://drop.sc/175070 vs a 315 apm 1000pt master zerg that just destroyed me all over the map but couldn't close the deal due to upgrades and constant drops. 33 minute game, I should've lost, but drops + spreading him thin wore him down.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
G4rrett
Profile Joined June 2011
England124 Posts
Last Edited: 2012-05-13 00:09:14
May 13 2012 00:08 GMT
#4431
+ Show Spoiler +
Hey, I'm a high plat Zerg, (Other than ZvZ)
I'm actually so horribly fed up with ZvZ that I want to switch to Terran, i've always wanted too because it suits my playstyle.
However my fanboyism of JulyZerg and SaviOr kept me with the Swarm no matter what game haha.
Now that 85% games are ZvZ my motivation is seriously lacking.


Can anybody list some very basic build orders like 14/14 - 22 expo for zerg. However for Terran of course.

I'm looking for things like 1 rax FE vs P.
Hellion opening vs Z
Banshee opening vs T etc.

Thanks in advanced!
Artosis: 'How's the balance?' Nestea: 'Terran: if you play alot you can become great player, Protoss: if you play hard and become good it's unbeatable, Zerg: Sad'
Hexadecimal
Profile Joined March 2011
Canada55 Posts
May 13 2012 00:08 GMT
#4432
I've been playing TvP, MMM style, and I have a question regarding the amount of unit producing buildings I should have.

I was practicing against a Masters Protoss and we were both on 3 base, but I noticed my Minerals were floating. I had 6 Barracks, 4 with techlab 2 with reactor, 1 reactor starport, and double eng.

How many/what unit producing buildings should I have on 3 base as Terran vs Protoss?
Willba
Profile Joined June 2011
United Kingdom209 Posts
May 13 2012 00:11 GMT
#4433
On May 13 2012 06:05 HeroMystic wrote:
Are there any TvZ Raven builds?

I'm interested in applying Ravens vs Broodlords but I'm not sure when to transition into them.


http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605

Bit of an old guide but still has some useful info.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
May 13 2012 01:42 GMT
#4434
In TvT with the prevalence of 1rax expands I usually go for a factory off of 1gas and get a starport for a BFH drop while expanding->mech. However, if I scout a reaper expand, is triple-OC after factory a viable response? I tried it once and it worked out pretty well, just not sure if it is good enough to use often~.
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 13 2012 01:45 GMT
#4435
On May 13 2012 10:42 GTPGlitch wrote:
In TvT with the prevalence of 1rax expands I usually go for a factory off of 1gas and get a starport for a BFH drop while expanding->mech. However, if I scout a reaper expand, is triple-OC after factory a viable response? I tried it once and it worked out pretty well, just not sure if it is good enough to use often~.

If you confirm expo, then it's most likely 3 rax double reactor 1 tech lab + ebay -> reactor port marine/medic opening. So, in theory, yes it should work.

If you don't confirm expo, could be reaper/hellion, in which you might outright lose.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2012-05-13 05:36:18
May 13 2012 05:34 GMT
#4436
Ok for the sake of generating ideas/discussion (some in regard to the new patch)
What is you guys' opinions on the following:
1) leaving a factory reactored all game long vs Z (when going marine tank), after researching Blue flame. Those hellions would go a long way vs the popular ling infestor build so prevalent on the ladder, i would assume.
2) Hellion/marauder/Thor biomech combination. Basically BFH would deny any heavy ling based strategies, whilst the marauders take care of the roaches. Thors are the anti-muta unit/deterrent, as well as a giant meat shield. The goal would be to attack before hive tech (transition into vikings).
Upgrades would be 3/0 bio and 3/0 mech. Reason behind no armor would be to how little armor helps vs roach and bane, whilst the BFHs deny the lings (and small amounts of broodlings) from doing much of anything. Seems resistant to fungal,,, on paper. Should he go banelings, Tanks are easily accessible as well.
Inno pls...
Matrijs
Profile Joined May 2009
United States147 Posts
May 13 2012 07:59 GMT
#4437
On May 13 2012 14:34 Sajaki wrote:
Ok for the sake of generating ideas/discussion (some in regard to the new patch)
What is you guys' opinions on the following:

2) Hellion/marauder/Thor biomech combination. Basically BFH would deny any heavy ling based strategies, whilst the marauders take care of the roaches. Thors are the anti-muta unit/deterrent, as well as a giant meat shield. The goal would be to attack before hive tech (transition into vikings).



I used to do this in TvZ, and I would usually lose to either roach/infestor or mass baneling. The problem is that the Zerg can make banelings reactively and your tanks take time to come out.
AethariA
Profile Blog Joined March 2012
Canada22 Posts
May 13 2012 08:10 GMT
#4438
On May 13 2012 09:08 Hexadecimal wrote:
I've been playing TvP, MMM style, and I have a question regarding the amount of unit producing buildings I should have.

I was practicing against a Masters Protoss and we were both on 3 base, but I noticed my Minerals were floating. I had 6 Barracks, 4 with techlab 2 with reactor, 1 reactor starport, and double eng.

How many/what unit producing buildings should I have on 3 base as Terran vs Protoss?


As a rule of thumb, 3 unit producing structures (with addons) per base is good. But when you don't have to build workers/depots anymore, 4-5 per base, I think.
Mixxx
Profile Joined August 2011
Germany6 Posts
May 13 2012 08:17 GMT
#4439
How do I deal best against Protoss in mid to late game when I self am playing the Bio build.

Some more details: He's got a Zealots, Stalker, Sentry, Archon, High Templar Deathball with Upgrades 2-0. I've got the same supply (or even a little more) with Marines, Marauders, Medevacs, Ghosts and even 2 Tanks with Siege (Bio Upgrades 2-2). My army stands defensively and he is attacking me first. I see the attack coming and stim my Marines and Marauders and set down EMPs on his Army (not on his Templars). I will always lose this fight because of the storms. To be fair my micro isn't good. So I'm not fast enough to split my army properly. Even if I hold off the attack, he uses his warp ins and kills me with the second wave. I understand that you have to Micro a lot in this stand off. But is there something like a therotical best way to counter this P army?
iOwn
Profile Joined March 2012
Germany15 Posts
May 13 2012 10:23 GMT
#4440
as im having trouble against early game agression by protoss (especially one-based) - i usually open gasless FE into standard 3 rax / double gas - what are the timings and things to scout and what the conclusions to drew out of it? (e.g. 5:30-5:45 exe; 1 or 2 gas taken; 8:00 unit comopositions; etc)
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