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The Terran Help Me Thread - Page 225

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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 15 2012 16:52 GMT
#4481
On May 16 2012 00:11 saaaa wrote:
Show nested quote +
On May 15 2012 07:56 Blazinghand wrote:
On May 15 2012 03:58 saaaa wrote:
On May 14 2012 05:36 Starshaped wrote:
On May 14 2012 05:05 saaaa wrote:
On May 14 2012 04:36 Starshaped wrote:
On May 14 2012 02:03 saaaa wrote:
On May 14 2012 01:19 Starshaped wrote:
Nobody good goes mech in TvP, at least not seriously, since it's just suicide. I personally do it, but only because my computer is too bad for me to go bio. Just trust me, stay away from mech TvP unless you want to be frustrated to no end. 2base mech all-ins are alright, but macro mech is just handing the win to your opponent (if he's smart), with rare exceptions depending on map.

Polt has an excellent TvZ mech, which I highly recommend. Rainbow does some nice mech all-ins. ForGG does some good mech all-ins as well.

Mech in TvT is really common, so you can watch any good Terran to see it. I suppose Goody is the classic example, but he opens up too gimmicky for my taste most of the time.

If you don't mind watching "lesser" players, Avilo (NA Terran) plays mech a lot in TvT and TvZ, very macro-oriented and passive.


i am plat and i win against master players fairly easy at the moment. if you play mech right there is no way to loose it.. you can only loose if you do terrible mistakes -> If you play a nearly perfect game and its 100% a win. In TvP you can hold all hard all-ins which can the protoss execute really easy. But Mech in TvT and TvZ is way easier in my opinion because you don't need your whole army to defend attacks but in TvP you need every tank in the right place.

I never saw Polt played Mech in TvZ only Tank+Bio :/


It's the exact opposite. It doesn't matter how well you play mech vs Protoss, it will always come down to whether or not your opponent makes big mistakes or doesn't know what to do. Protoss won't usually all-in against mech, but if they feel like it they can just go blinkstalker/collo and destroy you since you cannot possibly deal with that kind of mobility (though there are a few maps where it's easier to defend).

The biggest problem with mech against Protoss, besides the immobility, is that you can almost never trade armies effectively. Protoss can literally a-move into your sieged position and trade fairly well.

Bottom line is that if you won with macro mech against Protoss, it was because your opponent let you.


you should watch this thread with his replays inside and you will have another opionion. I include in "mech" also BC, Banshee and Ravens... and a mix out of Tanks, Hellion, Thors, BC, Raven, Banshees is mindblowing believe me.

here ist the thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003


I've played mech TvP at high master level for a very long time, I know what I'm talking about. There is simply no case to be made for lategame mech TvP. You can play it, and you can win with it, I even think TvP is my best win% overall, but it doesn't matter. You rely too much on gimmicks and on your opponent being bad. Against a player who knows what to do against mech (and trust me, there are about 500 valid responses) you simply will not win. Of course, there are some maps where it's alright, but for the most part you'll be playing with a big disadvantage if you go mech in TvP.

Also, if you're going to go mech, always go ghost-mech. Don't do the no-ghost stuff this guy is writing about, lol.

I know mech can feel really strong when you get these really one-sided wins, but you must understand that it's only because your opponent doesn't know what he's doing >_>

Play mech if you want, but don't for a second think it's strong or solid in TvP. I've learned that the hard way.


Can you explain these most valid responses? Maybe you have replays, where you lost to this kind?

You suggest only going ghost+mech and not just mech+BC in the midgame and add ghosts later on?



In my experience, Mech is totally viable in TvP all the way up to low Master league without it inhibiting you in any meaningful way. Once Protosses start getting smarter you find yourself putting a lot more effort into winning with mech than you would with bio. The reason you need ghosts are for 4 purposes:
1) EMP is vital against hardened shields
2) EMP is useful against Archons, which are tanky non-armored non-light units
3) EMP brutalizes HTs, which are powerful against immobile tanks, stacks of air units, and any energy units you may have like banshees, ravens, etc
4) EMP also hits air units above ground units, providing useful splash damage.

Even just a few ghosts can make a huge difference. Once you're on 3 bases I highly recommend adding a couple.

In terms of adding BCs, you need to be careful not to leave yourself too vulnerable to some sort of huge zealot walkby since BCs have limited mobility and can't control ground space like hellion/tank can.


In fact you suggest mech+ghost in the midgame and not BC? I feel it's safer to have a huge tank+hellion+banshee count and then transition into BC and on 4/5 Base adding ghosts.


I categorically recommend ghosts in TvP.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Huggerz
Profile Joined May 2011
Great Britain919 Posts
May 15 2012 17:06 GMT
#4482
I don't realistically see a way to secure a third base with mech against Protoss without either EMP, enough banshees to kill immortals quick enough (whether thor or tank build) or some insane banshee harass contain. I've played mech against a bunch of different Protoss Master and top Diamond and most wins were just running over them with thor banshee damage output with 2-3 EMPs. Tank builds are weak in so many ways against Protoss and I struggle to make it work at all.

I think you can get away with delaying ghosts significantly with thor banshee play but not with tanks. Tank & hellion damage alone is so much flimsier
“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."
ButtCraft
Profile Joined March 2011
United States114 Posts
May 15 2012 23:00 GMT
#4483
On May 16 2012 02:06 Huggerz wrote:
I don't realistically see a way to secure a third base with mech against Protoss without either EMP, enough banshees to kill immortals quick enough (whether thor or tank build) or some insane banshee harass contain. I've played mech against a bunch of different Protoss Master and top Diamond and most wins were just running over them with thor banshee damage output with 2-3 EMPs. Tank builds are weak in so many ways against Protoss and I struggle to make it work at all.

I think you can get away with delaying ghosts significantly with thor banshee play but not with tanks. Tank & hellion damage alone is so much flimsier



The key to taking a 3rd with mech lies in your ability to contain the protoss with 1 banshee, and 1 medivac with 3 or 4 hellions inside.

The longer you keep those units alive, the longer the protoss has to stay in his base.
Sometimes you just gotta say fuck it, and swing for the fuckin fences
zmansman17
Profile Joined March 2011
United States2567 Posts
May 16 2012 03:32 GMT
#4484
On May 16 2012 01:52 Blazinghand wrote:
Show nested quote +
On May 16 2012 00:11 saaaa wrote:
On May 15 2012 07:56 Blazinghand wrote:
On May 15 2012 03:58 saaaa wrote:
On May 14 2012 05:36 Starshaped wrote:
On May 14 2012 05:05 saaaa wrote:
On May 14 2012 04:36 Starshaped wrote:
On May 14 2012 02:03 saaaa wrote:
On May 14 2012 01:19 Starshaped wrote:
Nobody good goes mech in TvP, at least not seriously, since it's just suicide. I personally do it, but only because my computer is too bad for me to go bio. Just trust me, stay away from mech TvP unless you want to be frustrated to no end. 2base mech all-ins are alright, but macro mech is just handing the win to your opponent (if he's smart), with rare exceptions depending on map.

Polt has an excellent TvZ mech, which I highly recommend. Rainbow does some nice mech all-ins. ForGG does some good mech all-ins as well.

Mech in TvT is really common, so you can watch any good Terran to see it. I suppose Goody is the classic example, but he opens up too gimmicky for my taste most of the time.

If you don't mind watching "lesser" players, Avilo (NA Terran) plays mech a lot in TvT and TvZ, very macro-oriented and passive.


i am plat and i win against master players fairly easy at the moment. if you play mech right there is no way to loose it.. you can only loose if you do terrible mistakes -> If you play a nearly perfect game and its 100% a win. In TvP you can hold all hard all-ins which can the protoss execute really easy. But Mech in TvT and TvZ is way easier in my opinion because you don't need your whole army to defend attacks but in TvP you need every tank in the right place.

I never saw Polt played Mech in TvZ only Tank+Bio :/


It's the exact opposite. It doesn't matter how well you play mech vs Protoss, it will always come down to whether or not your opponent makes big mistakes or doesn't know what to do. Protoss won't usually all-in against mech, but if they feel like it they can just go blinkstalker/collo and destroy you since you cannot possibly deal with that kind of mobility (though there are a few maps where it's easier to defend).

The biggest problem with mech against Protoss, besides the immobility, is that you can almost never trade armies effectively. Protoss can literally a-move into your sieged position and trade fairly well.

Bottom line is that if you won with macro mech against Protoss, it was because your opponent let you.


you should watch this thread with his replays inside and you will have another opionion. I include in "mech" also BC, Banshee and Ravens... and a mix out of Tanks, Hellion, Thors, BC, Raven, Banshees is mindblowing believe me.

here ist the thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=323003


I've played mech TvP at high master level for a very long time, I know what I'm talking about. There is simply no case to be made for lategame mech TvP. You can play it, and you can win with it, I even think TvP is my best win% overall, but it doesn't matter. You rely too much on gimmicks and on your opponent being bad. Against a player who knows what to do against mech (and trust me, there are about 500 valid responses) you simply will not win. Of course, there are some maps where it's alright, but for the most part you'll be playing with a big disadvantage if you go mech in TvP.

Also, if you're going to go mech, always go ghost-mech. Don't do the no-ghost stuff this guy is writing about, lol.

I know mech can feel really strong when you get these really one-sided wins, but you must understand that it's only because your opponent doesn't know what he's doing >_>

Play mech if you want, but don't for a second think it's strong or solid in TvP. I've learned that the hard way.


Can you explain these most valid responses? Maybe you have replays, where you lost to this kind?

You suggest only going ghost+mech and not just mech+BC in the midgame and add ghosts later on?



In my experience, Mech is totally viable in TvP all the way up to low Master league without it inhibiting you in any meaningful way. Once Protosses start getting smarter you find yourself putting a lot more effort into winning with mech than you would with bio. The reason you need ghosts are for 4 purposes:
1) EMP is vital against hardened shields
2) EMP is useful against Archons, which are tanky non-armored non-light units
3) EMP brutalizes HTs, which are powerful against immobile tanks, stacks of air units, and any energy units you may have like banshees, ravens, etc
4) EMP also hits air units above ground units, providing useful splash damage.

Even just a few ghosts can make a huge difference. Once you're on 3 bases I highly recommend adding a couple.

In terms of adding BCs, you need to be careful not to leave yourself too vulnerable to some sort of huge zealot walkby since BCs have limited mobility and can't control ground space like hellion/tank can.


In fact you suggest mech+ghost in the midgame and not BC? I feel it's safer to have a huge tank+hellion+banshee count and then transition into BC and on 4/5 Base adding ghosts.


I categorically recommend ghosts in TvP.


Indeed!
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
RedSox12
Profile Joined April 2012
58 Posts
May 17 2012 00:44 GMT
#4485
I am having great difficulties defending against Protoss early game playing Terran when 1 rax fast expanding.
It doesn't really matter whether it's 4 gate, 3 gate robo, obs stalker blink, or even 2 base early pushes.
Even when I scout early game, and get ready and bunker up even more, I still cannot defend them untill I get a more efficient army size.
This is bothering me greatly.
They would break the bunkers, force field my scv's to stop them from repairing and just get through, this happens all the time.
Do you have any general advise or article links on how to deal with this more effectively, where exactly to place, how many bunkers and how to react to it properly?
Around low master league level situations
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-05-17 00:51:35
May 17 2012 00:50 GMT
#4486
--- Nuked ---
bwodie
Profile Joined June 2011
Australia41 Posts
May 17 2012 01:29 GMT
#4487
On May 15 2012 11:04 bwodie wrote:
so frustrated vs zerg atm. I open 4 hellion into the 2 medivac 10 or 12 rines pressure...
I had 4 zergs in a row blindly mass roaches last night, absolutely flatten me.

I am not used to having to scan before 9 minutes, but now it seems I have to scan at 6 to check tech??? and if they hide the tech at expo, im fucked??


what you guys doing with your scans?
Greenei
Profile Joined November 2011
Germany1754 Posts
May 17 2012 05:13 GMT
#4488
How do I know if Zerg is doing 4 Queens opener? Is no gas enough to make that conclusion?
IMBA IMBA IMBA IMBA IMBA IMBA
SolidMoose
Profile Joined June 2011
United States1240 Posts
Last Edited: 2012-05-17 06:32:17
May 17 2012 06:30 GMT
#4489
On May 17 2012 09:44 RedSox12 wrote:
I am having great difficulties defending against Protoss early game playing Terran when 1 rax fast expanding.
It doesn't really matter whether it's 4 gate, 3 gate robo, obs stalker blink, or even 2 base early pushes.
Even when I scout early game, and get ready and bunker up even more, I still cannot defend them untill I get a more efficient army size.
This is bothering me greatly.
They would break the bunkers, force field my scv's to stop them from repairing and just get through, this happens all the time.
Do you have any general advise or article links on how to deal with this more effectively, where exactly to place, how many bunkers and how to react to it properly?
Around low master league level situations


If you don't see a normal 1 gate FE, do 5 rax no gas. It's extremely safe against all ins or early pressure. If it's blink stalkers, get your gas a little sooner to start marauders, concussive, combat shields, and don't be afraid to pull some scvs early on. You don't need stim first because he'll just blink away. The only thing you really have to watch out for while doing this is 1 base Colossus.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 17 2012 09:18 GMT
#4490
On May 17 2012 14:13 Greenei wrote:
How do I know if Zerg is doing 4 Queens opener? Is no gas enough to make that conclusion?

Yes. Check third around 5-7 minutes, as it's a new thing for them to gasless -> 4 queen -> double gas -> third -> roach ling defense
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
zezamer
Profile Joined March 2011
Finland5701 Posts
May 17 2012 17:58 GMT
#4491
What's the correct response to blink stalker colossus all in if I'm opening 1 rax expo into standard +1 mmm timing ?
Absentia
Profile Joined March 2011
United Kingdom973 Posts
May 17 2012 18:44 GMT
#4492
On May 18 2012 02:58 zezamer wrote:
What's the correct response to blink stalker colossus all in if I'm opening 1 rax expo into standard +1 mmm timing ?


If you upload the replay i'll take a look for you.
Sianos
Profile Joined April 2011
580 Posts
May 17 2012 19:19 GMT
#4493
On May 18 2012 02:58 zezamer wrote:
What's the correct response to blink stalker colossus all in if I'm opening 1 rax expo into standard +1 mmm timing ?


More Informations please... On how many bases is he? When does he attack?

You can´t suspect us to answer your question without any background information. At least upload a replay and do your own analysis on it.
Sennin
Profile Joined July 2011
Belgium50 Posts
May 17 2012 19:32 GMT
#4494
I've been looking into 2 rax openings recently to improve my multitask and micro. I've found some vsP and vsZ but is there one for TvT?
IMoperator
Profile Joined October 2011
4476 Posts
May 17 2012 19:49 GMT
#4495
On May 18 2012 04:32 Sennin wrote:
I've been looking into 2 rax openings recently to improve my multitask and micro. I've found some vsP and vsZ but is there one for TvT?

Not really. You can try doing the same 12/14 rax build that is used in TvZ, but overall 2 rax in TvT isn't very good. Bunkers too good yo!
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 17 2012 20:16 GMT
#4496
On May 18 2012 04:32 Sennin wrote:
I've been looking into 2 rax openings recently to improve my multitask and micro. I've found some vsP and vsZ but is there one for TvT?

I'll go run a quick build through the game against computer and link you a replay. It's a weird 14/14 raxrax build that goes into 4 marine -> tech + reactor and into marauders + shell then stim, and constant marines with an expo at like 35-40 supply, ebay at 6 min for +1 and turrets incase of banshee.

As far as remembering on the top of my head
10 rax
12 supply
14rax
14 rax
15 gas
16 supply
17 scv (cut)
18 marine
19 marine
20 scv (continue constant SCV now)
21 marine -> reactor
22 marine --> tech lab
23 CC

Gotta check the bad replay for it. It goes into 4 rax 2 fac 1 port with a 10 min third marine tank standard transition.

Stop at the push if you want, and change it as you will, or go with marine tank after 2 rax bio opening.

http://drop.sc/181856
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ViciousZerg
Profile Joined April 2012
United States1 Post
May 17 2012 20:29 GMT
#4497
I just started playing Terran and I have been encountering a lot of Protoss's that go heavy cannon's all around their base and blocking off areas. My question is what is the safest way to deal with these instead of just macro-ing up trying to muscle through them. It really seems like an inefficient way to deal with it. Thanks for any help.
RockStarCrft
Profile Joined February 2011
Turkey470 Posts
Last Edited: 2012-05-17 20:44:04
May 17 2012 20:31 GMT
#4498
Hi everyone,

I am trying to find the BO; 3rax (1tech lab, 2 reactors) +1 timing push with 2 medivacs in TvP. I see MarineKing do it a lot. But, I do not know the correct BO. I feel that my push comes a bit late. I looked at wikipedia but can not find it there.

Can you give me the link to that build?

Thanks in advance
Sennin
Profile Joined July 2011
Belgium50 Posts
May 17 2012 21:18 GMT
#4499
On May 18 2012 05:16 iAmJeffReY wrote:
Show nested quote +
On May 18 2012 04:32 Sennin wrote:
I've been looking into 2 rax openings recently to improve my multitask and micro. I've found some vsP and vsZ but is there one for TvT?

I'll go run a quick build through the game against computer and link you a replay. It's a weird 14/14 raxrax build that goes into 4 marine -> tech + reactor and into marauders + shell then stim, and constant marines with an expo at like 35-40 supply, ebay at 6 min for +1 and turrets incase of banshee.

As far as remembering on the top of my head
10 rax
12 supply
14rax
14 rax
15 gas
16 supply
17 scv (cut)
18 marine
19 marine
20 scv (continue constant SCV now)
21 marine -> reactor
22 marine --> tech lab
23 CC

Gotta check the bad replay for it. It goes into 4 rax 2 fac 1 port with a 10 min third marine tank standard transition.

Stop at the push if you want, and change it as you will, or go with marine tank after 2 rax bio opening.

http://drop.sc/181856

Thanks man, Love comments you put in the game :p
Sajaki
Profile Joined June 2011
Canada1135 Posts
Last Edited: 2012-05-17 21:27:16
May 17 2012 21:26 GMT
#4500
On May 18 2012 05:31 RockStarCrft wrote:
Hi everyone,

I am trying to find the BO; 3rax (1tech lab, 2 reactors) +1 timing push with 2 medivacs in TvP. I see MarineKing do it a lot. But, I do not know the correct BO. I feel that my push comes a bit late. I looked at wikipedia but can not find it there.

Can you give me the link to that build?

Thanks in advance


The one i use to great success goes something like this:
12 rax
15 OC
16 CC
21 +2 rax
23 +2 gas
+bunker
@5:45ish +bunker 2 (i actually dont scout vs protoss because i blindly incorporate a turret and second bunker, which i view as the equivalent money it would cost to scout in the first place, and even if i scout an allin or 2 gas i would have to build the bunkers and turret anyway so...)
gas allocation: tech lab reactor reactor stim (or u can get stim before the reactors it depends on your marine timings)
6:15 engi bay
+1 weps @100%
7:00 factory
starport @100%

Then push at first two medivacs. (I usually get my gas when i push since im very marine heavy and dont start marauders till the starport is done, thus am not gas starved).

At the push u can either get a third first, then extra rax, or go to 5 rax total (@10:00) and delay the third in favor of more pressure.
These timings i got from fOrGG's stream btw.

Inno pls...
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