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The Terran Help Me Thread - Page 229

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.
Qwaky
Profile Joined April 2012
Croatia20 Posts
May 22 2012 09:18 GMT
#4561
Take a look at yesterday Day[9] daily, it should give you some ideas

Here's a link http://blip.tv/day9tv/day-9-daily-466-p1-quanticillusion-s-aggressive-unorthodox-play-6158083
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 22 2012 09:45 GMT
#4562
On May 22 2012 18:07 _Book wrote:
What do you guys do in TvZ now?
Ever since the patch change i find every opening useless. Reactor hellion? Doesn't matter, creep still spreads so much because of the queen range, giving them space to take a third.
Reapers? Queens out range them.
1 rax expand? They take a quick 4th and tech to infestors and rush hive.
The only opening i do that has any success rate is the proxy 11/11 rax for a quick win.
That is the opening i feel...safe doing. Everything else seems to be pointless to try because creep will still spread insanely quick, and a 3rd will be taken quicker because of the queen range buff. I am at a complete and utter loss.
TvZ was my best match up before this buff, and now anytime i see a zerg i have to decide between losing because i cant deny creep or a 3rd anymore, or cheesing to get a win.
And yes, i have tried cloaked banshees. But any zerg with a brain will get atleast one spore by the time they show up making them utterly useless because they will just move drones.
I am at a loss. Contemplating switching races because the grass seems so much greener on the other side. They get buffs, we get our early-midgame advantage shut down.

This is the biggest rage filled post I have seen. And sadly, about everything you said is purely wrong. Search through this thread, find the build order I posted for the demuslim style TvZ 1 rax FE with a marine/hellion stim/cs/+1 push.

I'll even repost replays for you, my unhappy friend.
http://drop.sc/176261 vs 970 masters Z
http://drop.sc/176262 vs 760 masters Z
http://drop.sc/176263 vs 1300 masters Z
http://drop.sc/181272 vs 950 masters Z
http://drop.sc/181273 vs 1100 masters Z (Zelia, the rager streaming zerg, so funny his after game rage)
http://drop.sc/181537 vs 1220 masters Z

There ya go. There are a ton of examples of an early game attack working, and most times straight out winning the game against this 'fast third' style of ZvT.

10 depot
12rax
15 depot
16 gas
17 oc
21 cc
23 fac
23 reactor on rax
24 depot
25 rax
25 rax

There's a basic opening BO for it.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
May 22 2012 16:51 GMT
#4563
On May 22 2012 17:45 Scila wrote:
Can somebody give me BO for 2 rax cheese that MVP does in TvP? thx :D


The build Mvp uses is a proxy 11/11. Typically this build only works on 2-player maps. Basically, he makes a 10 depot, then makes 1 more scv, then an 11 barracks (proxied) then another 11 barracks (proxied). You have to cut scvs to do this.

The timing of when to send out your scvs to proxy is: send one scv just as you start your depot, then send another scv 20 seconds later. Depending on rush distance, when you send your first scv might be earlier or later, but always send the second scv 20 seconds later. Your first 11 rax starts at 1:35, and the second one starts at like... 2:03 ish, maybe earlier or later depending on your mineral pairing and how far your initial depot was from your mineral line.

This build is highly effective against greedy builds, but is very weak if scouted and/or the adversary is going for a safe build. It is also very micro-intensive and generally difficult to execute.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
MonDeW
Profile Joined June 2011
Denmark369 Posts
May 22 2012 17:26 GMT
#4564
So, i've basicly been exclusively meching in TvT, except for 1 base pushses. Now, i've been trying to bio/mech to mix things up, and i'm having a problem against meching players. Even though i'm playing reasonably well, i'm still losing. I drop, i attack from multiple fronts, i counter attack etc. Am i supposed to do an air switch if i want to win?

Thanks on forehand!
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
May 22 2012 17:37 GMT
#4565
On May 23 2012 02:26 MonDeW wrote:
So, i've basicly been exclusively meching in TvT, except for 1 base pushses. Now, i've been trying to bio/mech to mix things up, and i'm having a problem against meching players. Even though i'm playing reasonably well, i'm still losing. I drop, i attack from multiple fronts, i counter attack etc. Am i supposed to do an air switch if i want to win?

Thanks on forehand!


Typically if you're going marine/tank against hellion/tank, you're going to have some troubles. Most people begin incorporating Marauders once they realize their opponent is going for full mech. An air switch can be good IF you have air control, since mech lacks the basic AA that marines give you, but there's always the possibility of losing air control in that case. A BC transition, properly supported, is a little more effective against mech than bio, though.

Typically though using marauders instead of marines helps a lot with the multi-prong attacks, dropping, etc. If you are forced to engage a mech army directly, try to do so out in the open field where you can get the greatest spread possible and try to catch him unsieged.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
teamhozac
Profile Joined April 2012
404 Posts
May 22 2012 19:04 GMT
#4566
Corruptor/broodlord/infestor... is it beatable now that ghosts are worthless? I generally go mech and get vikings accordingly, but vikings just seem to melt to corrupters, and Thors are pretty terrible against BLs... I imagine marine/tank/ghost is ideal, but you basically have to snipe all the infestors and charge in with your stimmed marines? I guess? TvZ has become so difficult for me lately unless it is a smaller map, and there are few of those
MonDeW
Profile Joined June 2011
Denmark369 Posts
May 22 2012 19:30 GMT
#4567
So, TvZ has changed, and i see a lot of pros doing the Hellion Banshee opening, but i'm having trouble finding a replay of it. Does anyone have a replay of them using it/ of a pro using it?
iHirO
Profile Blog Joined January 2011
United Kingdom1381 Posts
May 22 2012 19:46 GMT
#4568
Is there a formula for late game Terran on how much production and orbitals to build? I've always winged it but wonder if theres an optimal amount to produce.

For example, if I was going mech and a split map situation occurred, should I keep building production until Im able to remax in one production cycle or is this a waste of resources?

Is the number of orbital command centres to be built (for mules) based on the amount of remaining resources left in the game, e.g. Is it better to mine out the map faster but have less overall bank?
GraphicsThis is for all you new people: I only have one rule. Everyone fights. No one quits. You don't do your job, I'll shoot you myself. You get me?
MonDeW
Profile Joined June 2011
Denmark369 Posts
May 22 2012 20:13 GMT
#4569
On May 23 2012 04:46 iHirO wrote:
Is there a formula for late game Terran on how much production and orbitals to build? I've always winged it but wonder if theres an optimal amount to produce.

For example, if I was going mech and a split map situation occurred, should I keep building production until Im able to remax in one production cycle or is this a waste of resources?

Is the number of orbital command centres to be built (for mules) based on the amount of remaining resources left in the game, e.g. Is it better to mine out the map faster but have less overall bank?


Depends on the match up, but if you're going mech against mech in tvt, and it's split-map, then make sure to make a tech switch to battlecruiser and/or get air control. You can still have a lot of factories, counting on the fact that you have a lot of gas. In TvZ, i think getting a lot of factories along the way is nice, because then you can react to the tech switches that the zerg can do lategame. Also, a very important thing to remember when using mech is; you are going to have a lot of excess minerals, so just build command centers whenever you think you can afford it, even in the midgame. It's really good to have mules to fall back on if you lose scv's, are having a lot of scans.
SFGIANTS91
Profile Joined October 2011
United States51 Posts
Last Edited: 2012-05-22 20:47:36
May 22 2012 20:46 GMT
#4570
On May 23 2012 04:30 MonDeW wrote:
So, TvZ has changed, and i see a lot of pros doing the Hellion Banshee opening, but i'm having trouble finding a replay of it. Does anyone have a replay of them using it/ of a pro using it?



hey mondew!

day 9 does a daily on this exact type of opening, it focuses on marine king against dongraegu! he shows how to open that way into bio and then into mech. pretty cool. good luck! link below.

day 9 archive link to nutty tvz
DUDE! Where's my mothership???
Vanchen
Profile Blog Joined March 2011
55 Posts
May 23 2012 03:39 GMT
#4571
Hi, I was wondering if I could get some feedback in this game. 1K ish Masters level Some things I noted were:
1. I had way to many SCVs
2. I was fine up until the 3rd engagement of 200/200 with his infestors and ling/bling crushing my army.
3. Even though my opening didn't do that much damage (or no damage) it delayed his 3rd and I had equal upgrades with his very early double evo.
4. More tanks?

http://drop.sc/185087

ST_Bomber|SKLGIM_MC|
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
Last Edited: 2012-05-23 05:51:30
May 23 2012 05:30 GMT
#4572
On May 22 2012 18:45 iAmJeffReY wrote:
Show nested quote +
On May 22 2012 18:07 _Book wrote:
What do you guys do in TvZ now?
Ever since the patch change i find every opening useless. Reactor hellion? Doesn't matter, creep still spreads so much because of the queen range, giving them space to take a third.
Reapers? Queens out range them.
1 rax expand? They take a quick 4th and tech to infestors and rush hive.
The only opening i do that has any success rate is the proxy 11/11 rax for a quick win.
That is the opening i feel...safe doing. Everything else seems to be pointless to try because creep will still spread insanely quick, and a 3rd will be taken quicker because of the queen range buff. I am at a complete and utter loss.
TvZ was my best match up before this buff, and now anytime i see a zerg i have to decide between losing because i cant deny creep or a 3rd anymore, or cheesing to get a win.
And yes, i have tried cloaked banshees. But any zerg with a brain will get atleast one spore by the time they show up making them utterly useless because they will just move drones.
I am at a loss. Contemplating switching races because the grass seems so much greener on the other side. They get buffs, we get our early-midgame advantage shut down.

This is the biggest rage filled post I have seen. And sadly, about everything you said is purely wrong. Search through this thread, find the build order I posted for the demuslim style TvZ 1 rax FE with a marine/hellion stim/cs/+1 push.

I'll even repost replays for you, my unhappy friend.
http://drop.sc/176261 vs 970 masters Z
http://drop.sc/176262 vs 760 masters Z
http://drop.sc/176263 vs 1300 masters Z
http://drop.sc/181272 vs 950 masters Z
http://drop.sc/181273 vs 1100 masters Z (Zelia, the rager streaming zerg, so funny his after game rage)
http://drop.sc/181537 vs 1220 masters Z

There ya go. There are a ton of examples of an early game attack working, and most times straight out winning the game against this 'fast third' style of ZvT.

10 depot
12rax
15 depot
16 gas
17 oc
21 cc
23 fac
23 reactor on rax
24 depot
25 rax
25 rax

There's a basic opening BO for it.


how do you manage roaches or bling busts?

Actually some questions:

1) How do you handle banelings in your first attack at around 8 minutes~ at the 3rd? Are there usually no banelings at that point if they go fast 3rd or what?
2) What do you do if they don't take a 3rd? (or late normal) Turtle up and go normal?
joeschmo
Profile Joined January 2011
United States167 Posts
May 23 2012 05:52 GMT
#4573
Roach and bling busts are tough but it can hold. That build is good vs 3 hatch zerg sometimes, if you catch them off guard with it. If they scout it it can be ran over easily even with good micro.
13JackaL
Profile Joined March 2011
United States577 Posts
May 23 2012 06:06 GMT
#4574
On May 23 2012 04:30 MonDeW wrote:
So, TvZ has changed, and i see a lot of pros doing the Hellion Banshee opening, but i'm having trouble finding a replay of it. Does anyone have a replay of them using it/ of a pro using it?


Download the IPL4 replay pack. It may be prepatch but if you look at group D, basically you see MMA, Bomber, jjakji, and byun all raping Idra with that build. It works great even after the patch too.
and my axe
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2012-05-23 06:31:31
May 23 2012 06:29 GMT
#4575
TvZ 1 rax FE
You're not talking about a 1 Barracks FE here, remember? Though maybe it does because of 16 gas instead of 15........ Maybe I just think that 1 Barracks FE always equals nothing but at most 2 depots and 1 barracks before CC.

I will watch the replays tomorrow though. I'm heavily lacking in mid game transitions atm.
This is my signature. There are many like it, but this one is mine.
rpdla
Profile Joined January 2012
Korea (South)11 Posts
May 23 2012 08:17 GMT
#4576
1. In TvP when is a good time to start ghost production?
2. Is it better to have more production facilities than generally required before max?, e.g. having normal amount - semi-slowly working down your money if it spikes during micro battles vs having more than needed and instantly spend resources after a spike (I understand it's better just to not have spikes but sometimes its inevitable)
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 23 2012 08:25 GMT
#4577
On May 23 2012 17:17 rpdla wrote:
1. In TvP when is a good time to start ghost production?
2. Is it better to have more production facilities than generally required before max?, e.g. having normal amount - semi-slowly working down your money if it spikes during micro battles vs having more than needed and instantly spend resources after a spike (I understand it's better just to not have spikes but sometimes its inevitable)


1) I always start at the very latest when I get my 3rd base's gas up. If they rush to templar, I always go as soon as I see templar.

2) It's always good to add, not sure what you're asking.
rpdla
Profile Joined January 2012
Korea (South)11 Posts
May 23 2012 08:33 GMT
#4578
Ah thanks,
For question 2 I meant:
Is it better for me to stay on (e.g.) around 5 rax (w/ addons) and 1 port (reactor) on 3 base, adding more only after max or start adding more before max (because I can generally keep my resources relatively low before max on just the 5 rax and port, except for spikes during micro)
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 23 2012 09:34 GMT
#4579
On May 23 2012 17:33 rpdla wrote:
Ah thanks,
For question 2 I meant:
Is it better for me to stay on (e.g.) around 5 rax (w/ addons) and 1 port (reactor) on 3 base, adding more only after max or start adding more before max (because I can generally keep my resources relatively low before max on just the 5 rax and port, except for spikes during micro)


It really depends on how you play IMO. If you can keep your resources low, and have your rax's always producing, then sure, wait till max.

For me, I like to add them gradually, and when I hit a decent bank, I'll add on a lot at once.

I know one of my friends though, gets stupid amounts of bank, and drops like 10 rax's, and then it happens again, and he has enough to defend even though he's not producing optimally.
BlindKill
Profile Blog Joined July 2011
Australia1508 Posts
May 23 2012 12:29 GMT
#4580
Is Mech viable in TvP? Anyone here ( or anyone famous like Goody ) that can perform mech strat TvP better than the standard bio strat at the moment ? I normally open 1 rax FE , secure 3 gas get 2 fact, armory up, 4th gas 3rd fact and just build hellion/tank from it.... but even when ideally positioned I still get rolled by a 1a toss. So I added ghosts this time and still I got rolled. Is it just a bad strategy or am I missing something here?
“Life is a grindstone, and whether it grinds a man down or polishes him up depends on the stuff he's made of.”
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