• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:12
CEST 19:12
KST 02:12
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Team TLMC #5 - Finalists & Open Tournaments0[ASL20] Ro16 Preview Pt2: Turbulence3Classic Games #3: Rogue vs Serral at BlizzCon9[ASL20] Ro16 Preview Pt1: Ascent10Maestros of the Game: Week 1/Play-in Preview12
Community News
Weekly Cups (Sept 8-14): herO & MaxPax split cups2WardiTV TL Team Map Contest #5 Tournaments1SC4ALL $6,000 Open LAN in Philadelphia7Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues29LiuLi Cup - September 2025 Tournaments3
StarCraft 2
General
Weekly Cups (Sept 8-14): herO & MaxPax split cups SpeCial on The Tasteless Podcast Team TLMC #5 - Finalists & Open Tournaments Weekly Cups (Sept 1-7): MaxPax rebounds & Clem saga continues #1: Maru - Greatest Players of All Time
Tourneys
WardiTV TL Team Map Contest #5 Tournaments Maestros of The Game—$20k event w/ live finals in Paris RSL: Revival, a new crowdfunded tournament series Sparkling Tuna Cup - Weekly Open Tournament SC4ALL $6,000 Open LAN in Philadelphia
Strategy
Custom Maps
External Content
Mutation # 491 Night Drive Mutation # 490 Masters of Midnight Mutation # 489 Bannable Offense Mutation # 488 What Goes Around
Brood War
General
BW General Discussion [ASL20] Ro16 Preview Pt2: Turbulence BGH Auto Balance -> http://bghmmr.eu/ ASL20 General Discussion Playing StarCraft as 2 people on the same network
Tourneys
[ASL20] Ro16 Group C [ASL20] Ro16 Group B [IPSL] ISPL Season 1 Winter Qualis and Info! Is there English video for group selection for ASL
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile General RTS Discussion Thread Nintendo Switch Thread Borderlands 3
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread The Big Programming Thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
Movie Discussion! [Manga] One Piece Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion MLB/Baseball 2023
World Cup 2022
Tech Support
Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
BarCraft in Tokyo Japan for ASL Season5 Final The Automated Ban List
Blogs
The Personality of a Spender…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1398 users

The Terran Help Me Thread - Page 235

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 233 234 235 236 237 460 Next
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.
Procify
Profile Joined December 2011
United States52 Posts
May 30 2012 04:01 GMT
#4681
Can anyone explain to me if helion openers are still good?

I feel like banshees present much stronger map control, especially with the most recent patch increasing the effectiveness of queens vs helions.

If you get a tech lab on a starport, get 2 banshees and a raven, you can bring much more to the table and even put on powerful enough harass to sometimes deny a third, or at least get drone kills.

Are we slowly working our way into the new meta? Or is Helion opener still good?
Needs more breakable rocks.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 30 2012 04:34 GMT
#4682
On May 30 2012 13:01 Procify wrote:
Can anyone explain to me if helion openers are still good?

I feel like banshees present much stronger map control, especially with the most recent patch increasing the effectiveness of queens vs helions.

If you get a tech lab on a starport, get 2 banshees and a raven, you can bring much more to the table and even put on powerful enough harass to sometimes deny a third, or at least get drone kills.

Are we slowly working our way into the new meta? Or is Helion opener still good?


I've had a lot of success with really greedy zergs that have 2-3 queens at the front defending, and I'd have 6-8 hellions and just run by and fry a shit ton of drones.

But that's really against stupid players. I like banshee's though, they can actually deny a 3rd and I don't worry about roach all-in's
ultimania92
Profile Joined September 2011
United States30 Posts
May 30 2012 04:46 GMT
#4683
http://drop.sc/188588

What could I have done to improve over this game? I can't see what I could have done.
"SSSSsshame if something happened..."
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
May 30 2012 05:30 GMT
#4684
On May 30 2012 13:46 ultimania92 wrote:
http://drop.sc/188588

What could I have done to improve over this game? I can't see what I could have done.


I hate to be "that guy" but typically a little more information is given, including what you think you did well, what you think you did poorly, what your opponent did, and where you think the game went from being even to being lost.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 30 2012 05:39 GMT
#4685
On May 30 2012 13:46 ultimania92 wrote:
http://drop.sc/188588

What could I have done to improve over this game? I can't see what I could have done.


1) Could build CC on low ground. You're not really hiding anything anymore. You already showed no gas, might as well
2) Why are your marines in your base, should be lower so you can get some hits in.
3) wow you pulled way too many SCVs
4) why did you get concussive first? might as well get stim if you're not gonna be aggressive with your forces
5) 8 minutes, no idea what he's doing. You don't know if it's a 1 base, how many gases at the natural, if he has a 3rd, etc
6) move out without medivacs, and get trapped by FF's in an awful position. you need to engage better. Why send your entire army to his 3rd? Just send 1 marine/scv and you can get the same amount of info
7) holy crap why don't you scan his natural, blind vikings? it's so obvious that he's going templar and no ghost academy in sight - this is gonna be bad
8) engaging in an awful place, and took a money storm
9) why do you have 2 ghost academies?
10) oh my, he just rolled into you, lucky he walked a few templar to your face before storming

Basically, you didn't scout, which means you made some counter units when you could've been making medivacs
and because of that, your ghost academy was really late
you engaged really really poorly and gave away a lot of units
you didn't really know his 3rd base timing, which is arguably the most important base to actually know
oh and you had 1? ghost made, you need a lot more.
Whatson
Profile Blog Joined January 2012
United States5356 Posts
Last Edited: 2012-05-30 06:20:56
May 30 2012 05:45 GMT
#4686
On May 30 2012 13:46 ultimania92 wrote:
http://drop.sc/188588

What could I have done to improve over this game? I can't see what I could have done.

I'm looking at it right now, and I'll put things down as I go along.
Your opening was alright, you could have put down your bunker earlier, lifted your depots, etc..
at 9:30, he has a 10 harvester lead, and he's up about 10 supply. Part of that is because you got supply-blocked multiple times. You also have literally zero information on what your opponent is doing, and you have no map control beyond your natural.
11:45, you walk straight up the ramp, blind as a bat and get diced by FFs. At least you nailed all the sentries.
Major over saturation of your natural, you have around 16 SCVs mining in your main, including gas, and double that at the natural.
14:00 still blind. No idea what he's doing, no map vision, no idea what tech he's going. So you blindly make vikings. Go figure.
15:30 Yay you finally scan his ramp! You see a templar archives, and an archon moving around. So why would you charge up the ramp with a mainly marine force knowing that there's a giant possibility of templar waiting with storms? You sit in a storm, kills about a third of your force, and all the surviving marines are deep red, you're very lucky he rushed his second storm.
16:10 And then you go blindly drop his main -.- See a pattern here? If you had bothered scanning with your 100 energy CC, you would have seen stalkers and cannons waiting. As it is, you donate your entire bio force, nearly entirely in the red I might add, for a cannon, a stalker, and 5 or 6 zealots. You're now 40 supply behind. You also need more production buildings as you have marines and marauders queued up all the way on every single rax you have.
19:30 He pretty much just rolls over you, it would have been much more one-sided he hadn't fucked up his Templar control and let most of them die without a single storm. And while you're busy microing 8 marines and 4 medivacs against three immortals, he has 4 zealots and an archon gutting your heavily oversaturated main mineral line kills about 35 SCVs. And you decided to drop MULEs to mine at your natural. Which die almost instantly.
After that battle, you decided to make a marine-only force, even though you have 1k gas banked. Zero ghosts. And then you go blindly drop his main again, which goes about as well as the first attempt. You're continuing to make mass marines btw, with only 4 medivacs.
You stim in trying to save your third, he attacks up your main ramp. You decide to fight at your main's ramp, where only a third of your marines can fire. Third stim in a row. One storm kills 30 marines. GG.
¯\_(シ)_/¯
Yilias
Profile Joined May 2012
United States20 Posts
May 30 2012 06:20 GMT
#4687
On May 30 2012 13:46 ultimania92 wrote:
http://drop.sc/188588

What could I have done to improve over this game? I can't see what I could have done.


Just writing down notes as I watch:

The zealot/stalker/stalker poke did more damage than it should. If you gasless FE, you need to either start a bunker by 4:30 or opt to defend the high ground behind a wall. You also need to confirm that he's expanding. If he'd been doing a 3/4 gate, you would have died right there.

You get supply blocked a few times between ~35 and 50 food and for quite a while at 118, which is obviously bad, and leads into the next point.

Your worker production should be better. You have 33 SCVs at 10:00, you should have around 10 more than that. Later on at 14:00 you only have 49, when you should be at or approaching your goal of 60-65 SCVs. You ended up economically behind simply from not making enough workers.

When you drop your starport, you should make sure you take all 4 gasses. Medivacs are very gas heavy, a single reactor port uses 3 geysers worth of gas.

If you go for 3rax port, I suggest not pushing without making the medivacs, you should get some use of out your investment in building the factory and starport. If you'd had 2-4 medivacs with your attack you probably would have rolled his zero AoE army and won right there.

When you do your 2 base push, you should drop your third behind it. The push prevents him from attacking while it's building.

When you start your third, also start a ghost academy. If he is going storm first it sets you up to begin ghost production, and if he's going collosi first you're prepared for the tech switch later.

If you see HTs, dont attack up a ramp into storm. It didn't work out too badly this time, but if he'd had a few sentries you would have been FFed in and your whole army wiped out. Also, the second you see templar tech and you don't have a ghost tech, start a ghost academy.

Don't drop with all your units in the red, let them heal up first. That attack lost you 3 medivacs worth of bio to kill a cannon and a few zealots.

Although you do want to stop at 4 medivacs against collosi first to begin viking production, you don't need to stop medivac production against storm first. Going up to 8 medivacs is excellent against zealot/archon compositions.

The game is essentially over at the twenty minute mark unfortunately. He attacked with an army that had a dozen HTs while you had no ghosts out. No amount of micro is going to win you that fight. The only reason you managed to stabilize was because he decided to stop attacking because he knew how far ahead he was. You may have had a chance if you had grabbed all your workers and brought them with your last group of counter attack marines to his third, but even then it would have been slim.

TLDR
You need to time your gasses, medivac and ghost tech better.
You need to improve your worker production.
http://dotabuff.com/players/71397300
Schnitzelboi
Profile Joined April 2012
1 Post
May 30 2012 07:31 GMT
#4688
How do I break a siege line? In TvT if my opponent gets a center position on the xel naga watch tower i always struggle to break his siege line. IF my opponent gets control of the tower what is the best way to break it? Almost all terrans will surround there bases with turrets and most expos that are exposed are PF's...really frustrating because while i normally have better micro/macro then my opponent it is impossible to outmacro a hill xD
Everything I'm not made me everything I am -Kanye West
JYUUU
Profile Joined June 2011
France5 Posts
May 30 2012 07:44 GMT
#4689
nuke
iTzSnypah
Profile Blog Joined February 2011
United States1738 Posts
Last Edited: 2012-05-30 09:23:41
May 30 2012 09:22 GMT
#4690
How do you beat Zerg? I can almost always get to late-game but then I slowly die.

drop.sc/188663
drop.sc/188664
drop.sc/188665

EDIT: I'm diamond but that shouldn't make any difference.
Team Liquid needs more Terrans.
DifuntO
Profile Joined November 2011
Greece2376 Posts
May 30 2012 09:23 GMT
#4691
How do you deal with mass Hydralisks in TvZ? I use marine tank but both die really quicly so we just keep trading armies.

I never lost to mass hydras though,they are slow off creep,so i take bases and make a ton of racks.It's just kinda
annoying,like TvT marine battles,it ends when he runs out of money.

So i was wondering if there's a better way to deal with them.
All I do is Stim.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
May 30 2012 09:27 GMT
#4692
On May 30 2012 11:43 Starshaped wrote:
Show nested quote +
On May 30 2012 10:25 iAmJeffReY wrote:
On May 30 2012 10:06 Birdfood wrote:
Its so hard for terrans to beat zergs now after the queen and overload buff.... =.= Its stupid

...look up like 3-5 posts. I'm far from good, and yet I take out semi pro and pro zergs with a simple 'timing push' you could call it. If someone like me, almost 1k with 80 or so games, can beat a 1450+ masters zerg in the current patch, it's not nearly as hard as people make it seem.

I never even used to do reactor hellion anyways. Hellions are still effective, you just can't sit outside their base with 4 and be invulnerable.

Change your playstyle. Go watch those games, try a new build. TvZ is very micro intensive, so if your micro is suspect, your TvZ will be suspect.


Beating some Zergs with a "timing push" doesn't make it an easy matchup. Macro games are incredibly difficult vs good Zergs. I mean, I've beaten great Zergs with "timing pushes" but that's anecdotal and doesn't really say anything.

Specifically when you win with a "timing push" or some sort of gimmick it is never a stable win. Stuff gets figured out and what matters will always be the normal macro games. I know the feeling of just crushing your opponent with some timing or harass or whatever and thinking "man this matchup is easy" but wait until you get a few games where your push is shut down easily and you start questioning yourself and the matchup a lot more.

Personally, I've given up any hope of consistently doing damage early on against Zerg. There comes a point on the ladder where the opponent is just too good and takes minimal damage from whatever is thrown at them, so I'm experimenting more with quick 3rd builds and just going super econ focused. Of course, it's map dependant.

I only call it that, because I push out at a timing, with an army. I take a third behind it, drop 2nd ebay and armory, starport, 2 more rax, and 2nd fac... It's not all in, by any means, and by about ~10 min my third has dropped.

I can play the same zerg multiple times, and do the exact same build, and still be set up nicely to go into the mid game. It's not a gimmick.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
xtcxtc
Profile Joined May 2012
United States1 Post
May 30 2012 09:46 GMT
#4693
How did i lose this game? I did the storkman 3 cc build and please excuse the rage i was drunk. http://drop.sc/188666
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 30 2012 10:14 GMT
#4694
On May 30 2012 18:23 DifuntO wrote:
How do you deal with mass Hydralisks in TvZ? I use marine tank but both die really quicly so we just keep trading armies.

I never lost to mass hydras though,they are slow off creep,so i take bases and make a ton of racks.It's just kinda
annoying,like TvT marine battles,it ends when he runs out of money.

So i was wondering if there's a better way to deal with them.


they're like more expensive marines that are slow

so tank tank tank
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
Last Edited: 2012-05-30 10:52:48
May 30 2012 10:51 GMT
#4695
Thanks a lot to both Taaf and IamJeffrey for help with the Demuslim opening! it was appreciated :D
Kamelixs
Profile Joined October 2011
Sweden88 Posts
Last Edited: 2012-05-30 14:23:51
May 30 2012 14:20 GMT
#4696
Something I really need help with is dealing with harrass in TvT. What's the most efficent way to deal with medivacs and counterattacks? Turret rings around your bases? Not rallying your army to the front (if you are further ahead on the map than your opponent) Leaving some tanks and marines back home while still having a forward set rally? A combination? Even if I got a 2-3ish base contain on my opponent I sometimes lose because drops kill my base since I've got no army there

Also, when going for a 1 rax expo (t-zain style for example) How do you most efficently scout a 1 base 1-1-1 allin, and stop it without too many losses?
Brolettuce
Profile Joined July 2011
United States48 Posts
May 30 2012 14:44 GMT
#4697
On May 30 2012 23:20 Kamelixs wrote:
Something I really need help with is dealing with harrass in TvT. What's the most efficent way to deal with medivacs and counterattacks? Turret rings around your bases? Not rallying your army to the front (if you are further ahead on the map than your opponent) Leaving some tanks and marines back home while still having a forward set rally? A combination? Even if I got a 2-3ish base contain on my opponent I sometimes lose because drops kill my base since I've got no army there

Also, when going for a 1 rax expo (t-zain style for example) How do you most efficently scout a 1 base 1-1-1 allin, and stop it without too many losses?

If you know he is going to be doing harassment with medivacs ( especially a person going bio ) its a good idea to keep some units where you think he is most likely going to be to drop etc, so u can intercept his medivac. If you're going bio yourself, you could do that, and keep the rest of your bio and tanks if u have any at your natural or your 3rd etc. If you are going mech, it will be a good idea once you have 3 base economy to get a turret ring with sensory towers to deal with the drops. Until then, have a few hellions and a tank sieged against your cc, and you should be fine against anything.

If your reaction time is slow or you know you don't have the best map awareness ( watching your map, keeping xel control etc ) make sensory towers so you are able to see the drop incoming and bring the proper units to defend it.

You should only be rallying to your natural or ur 3rd, and keep the units at the contain and reinforce every once in a while. So when he drops, you will still have some units back at home
¯\_(ツ)_/¯
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
May 30 2012 15:29 GMT
#4698
Did I miss something? Why in the last 4 TvT's I've played has everyone rushed to ravens? Who does that? Does it ever work?
Chicken Chaser
Profile Joined July 2010
United States533 Posts
May 30 2012 15:47 GMT
#4699
On May 31 2012 00:29 The KY wrote:
Did I miss something? Why in the last 4 TvT's I've played has everyone rushed to ravens? Who does that? Does it ever work?


Are they following it up with a 1/1/1 tank push? It could be to secure air control while stopping cloaked banshee opens
The KY
Profile Blog Joined October 2010
United Kingdom6252 Posts
May 30 2012 15:58 GMT
#4700
On May 31 2012 00:47 Chicken Chaser wrote:
Show nested quote +
On May 31 2012 00:29 The KY wrote:
Did I miss something? Why in the last 4 TvT's I've played has everyone rushed to ravens? Who does that? Does it ever work?


Are they following it up with a 1/1/1 tank push? It could be to secure air control while stopping cloaked banshee opens


Nah they take it to 2 base.

I can't really say what their long term plan is since I usually just kill them as it enters mid game.

Seriously though I just played another guy and he did the same thing. Weird.
Prev 1 233 234 235 236 237 460 Next
Please log in or register to reply.
Live Events Refresh
Monday Night Weeklies
16:00
#23
RotterdaM447
Harstem424
TKL 234
IndyStarCraft 181
PiGStarcraft129
SteadfastSC107
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 447
Harstem 424
TKL 234
IndyStarCraft 181
PiGStarcraft129
SteadfastSC 107
UpATreeSC 63
MindelVK 40
Codebar 16
StarCraft: Brood War
Calm 3816
Sea 1359
EffOrt 1285
Shuttle 1126
Stork 346
firebathero 281
ggaemo 264
Rush 214
Hyuk 150
hero 89
[ Show more ]
Mong 88
Dewaltoss 77
JYJ77
sas.Sziky 58
Mind 48
zelot 38
soO 29
Rock 17
Movie 16
Noble 15
SilentControl 14
yabsab 13
ajuk12(nOOB) 12
Terrorterran 11
sSak 9
Shine 9
Hm[arnc] 7
Counter-Strike
ScreaM980
flusha156
Other Games
tarik_tv20912
gofns13445
B2W.Neo884
ceh9520
FrodaN495
Beastyqt405
crisheroes291
Lowko280
Fuzer 236
XaKoH 189
KnowMe92
QueenE84
Trikslyr67
Mew2King49
NeuroSwarm48
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• OhrlRock 1
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• FirePhoenix6
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota2710
• Ler83
League of Legends
• Jankos1465
• Nemesis1365
Other Games
• Shiphtur253
• imaqtpie32
Upcoming Events
OSC
6h 48m
Sparkling Tuna Cup
16h 48m
Afreeca Starleague
16h 48m
Light vs Speed
Larva vs Soma
2v2
17h 48m
PiGosaur Monday
1d 6h
LiuLi Cup
1d 17h
RSL Revival
2 days
Maru vs Reynor
Cure vs TriGGeR
The PondCast
2 days
RSL Revival
3 days
Zoun vs Classic
Korean StarCraft League
4 days
[ Show More ]
RSL Revival
4 days
[BSL 2025] Weekly
5 days
BSL Team Wars
5 days
RSL Revival
5 days
Online Event
5 days
Wardi Open
6 days
Liquipedia Results

Completed

BSL 20 Team Wars
Chzzk MurlocKing SC1 vs SC2 Cup #2
HCC Europe

Ongoing

KCM Race Survival 2025 Season 3
BSL 21 Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025
IPSL Winter 2025-26
BSL Season 21
SC4ALL: Brood War
BSL 21 Team A
Stellar Fest
SC4ALL: StarCraft II
EC S1
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
MESA Nomadic Masters Fall
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.