The Terran Help Me Thread - Page 236
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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. | ||
Chaggi
Korea (South)1936 Posts
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Whatson
United States5356 Posts
On May 31 2012 00:58 The KY wrote: 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. I actually played a guy who went fast Ravens two days ago, IDK, it could be for helping against bio or maybe transitioning to sky Terran style? | ||
TAAF
Switzerland226 Posts
On May 30 2012 18:46 xtcxtc wrote: 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 Did not watch the game but something I can say right of the bet is don't play drunk and expect to win ![]() | ||
iAmJeffReY
United States4262 Posts
On May 30 2012 19:51 Sergio1992 wrote: Thanks a lot to both Taaf and IamJeffrey for help with the Demuslim opening! it was appreciated :D I'm glad it helped. It only gets better when you learn to read/scout more actively, and don't just wait for the push. If I see 4 queen, no gas, third by 5-6 min, I move out ASAP and just pressure the hell out of them. It's fun to put some stress on these hardcore macro zergs, as you are macroing behind it as well. | ||
beat farm
United States478 Posts
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GTPGlitch
5061 Posts
+ Show Spoiler + 12 rax 14 gas 3 marines @100 gas, factory @25 gas, tech lab No military production, @400 minerals CC @100% tech lab, marauder production begins -Start stim when you have 100 gas, conc shell after stim @100% factory, 1 hellion -After hellion, start reactor -Use the hellion to scout for proxy buildings @100% stim, move out with marauders to secure xel'naga tower and join hellions to marauders Start additional factory production, rally fac/rax to your army, and start 3rd CC Use hellions (should have 6-7) to snipe sentries (which get 2shot) Stim marauders in, do as much damage as you can to P army, start tank/hellion production at home Take third, macro up, and go for the win!~ | ||
PersonDudeGuy
Canada47 Posts
Like. I went mech doing this fast thor/hellion style, i tried to sim city as best as i could but when the zerg pushes with mass mass roach (maybe maxed) on my PF 3rd he 1 shotted all my thors so i couldnt repair. Is it as simple as just scanning ahead and switch to tanks, or should i have a really good sim city earlier with some repairing? | ||
GTPGlitch
5061 Posts
On May 31 2012 10:16 PersonDudeGuy wrote: Most players like to go for fast, large groups amounts of hellions and thors early on with fast upgrades and a 1/3 when doing mech. When going for this style which does quite well against mutalisk play and roaches rushes (because of mass repair) how do you deal with a large roach timing? Like. I went mech doing this fast thor/hellion style, i tried to sim city as best as i could but when the zerg pushes with mass mass roach (maybe maxed) on my PF 3rd he 1 shotted all my thors so i couldnt repair. Is it as simple as just scanning ahead and switch to tanks, or should i have a really good sim city earlier with some repairing? Personally I always mix in 4-5 tanks early and keep the tank count around there for the majority of the game-helps defend roach or baneling busts ^^ | ||
Birdfood
United States33 Posts
On May 30 2012 10:25 iAmJeffReY wrote: ...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. Lol plenty of pro players have said that the queen buff has made them OP, its not just me... Queens not only have prevented hellions from being useful besides a couple minutes of map control, they also improved drastically against early game marines, making any 2 rax or marine all ins or such THAT much harder to pull off. In addition to the overload buff, all ins are so easy to spot now lol, so basically Terrans are super limited in builds now... Most Terrans are like going super fucking greedy 3 base now, and then we get to qq when they roach bling ling all in us... DERP The fact that the Terran has to drop consistently, have BETTER micro, and amazing macro to even have a chance at beating a zerg in mid-late game is kind of frustrating lol.... Im mid masters Terran. | ||
ultimania92
United States30 Posts
Maybe I need to banshee expand or something. | ||
Birdfood
United States33 Posts
On May 31 2012 11:35 ultimania92 wrote: So, TvT on larger maps, like Taldarim. Is a fast expand even viable, even assuming you keep them in the dark and stop SCVs from scouting you out? Even with bunkers I still died to a fast tank push simply because a stupidly fast siege tank push just shells everything to death. Any ideas what to do? I held the relevant xel'naga tower, and tried to swing a bunch of marines around to snipe the tank, but to no avail. Maybe I need to banshee expand or something. you can fast expand, you just need to keep a relatively large marine ball, and catch the tanks on the way to your base with control of xel naga towers, attack before they siege, and you should be fine. | ||
M7Jagger
Sweden237 Posts
People say i need to do damage in the early game because that's when Terran has the advantage but i don't see the advantage that terran has and in the late game, protoss has both colossus and HT that does so much damage to my fragile units. When i lose to another Terran or Zerg, it's because there is a flaw in my game/build and it's really easy to identify the problem but against Protoss, it's always the battle that is the problem. I just lost to a silver protoss, he had 50 workers to my 65+mules i had a bigger army, i had emp'd his entire army with cloaked ghosts but when he threw down the storms my army died almost instantly. People always say i can emp whenever i complain about storm but they forget that storm kills, emp don't. I just don't know what to do, i cant split against the storm because at the same time i need to kite against the zealots, stim, emp, and macro. So yeah, what am i doing wrong? | ||
iWiSHiWASGUD
United States35 Posts
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Chaggi
Korea (South)1936 Posts
On May 31 2012 12:25 M7Jagger wrote: I need help in TvP asap. I am a gold Terran, playing quite alot (not that much lately because of school and i will be graduating in a few days) and doing alright in TvT, great in TvZ (I win almost every TvZ) bot i lose all the time against Protoss, i win against high plat zergs (i once beat a diamond zerg) but lose to mid silver protosses. People say i need to do damage in the early game because that's when Terran has the advantage but i don't see the advantage that terran has and in the late game, protoss has both colossus and HT that does so much damage to my fragile units. When i lose to another Terran or Zerg, it's because there is a flaw in my game/build and it's really easy to identify the problem but against Protoss, it's always the battle that is the problem. I just lost to a silver protoss, he had 50 workers to my 65+mules i had a bigger army, i had emp'd his entire army with cloaked ghosts but when he threw down the storms my army died almost instantly. People always say i can emp whenever i complain about storm but they forget that storm kills, emp don't. I just don't know what to do, i cant split against the storm because at the same time i need to kite against the zealots, stim, emp, and macro. So yeah, what am i doing wrong? some replays would help the biggest problem is probably your army comp and army control. If you say you hit the entire army with EMP's, then how do HT's have enough energy to storm? but really, replays would be great. On May 31 2012 13:03 iWiSHiWASGUD wrote: So im having a bit of trouble in TvZ with having the zerg just have more stuff than me late game. It seems like no matter how much of a lead I get drones nullify it. Here is a replay in which I feel that I did an efficient job at killing workers but it seems that drones that dont matter as a zerg player. What could I have done to prevent me from losing this game? http://drop.sc/189012 i wanna say it was your upgrades, and lack of any mech in your engagements that really hurt you. your early harass looked good, but I don't think it did as much damage as you thought (even though u killed like 20+ drones) | ||
Chaggi
Korea (South)1936 Posts
On May 31 2012 11:35 ultimania92 wrote: So, TvT on larger maps, like Taldarim. Is a fast expand even viable, even assuming you keep them in the dark and stop SCVs from scouting you out? Even with bunkers I still died to a fast tank push simply because a stupidly fast siege tank push just shells everything to death. Any ideas what to do? I held the relevant xel'naga tower, and tried to swing a bunch of marines around to snipe the tank, but to no avail. Maybe I need to banshee expand or something. I fast expand on literally every map. The key is to realize that if he has tanks, he probably has little amount of other stuff. If you're gonna FE, you're most likely going to just have marines, What you need to understand is that about FE, you NEED to have map control. When you have map control, you can see armies coming. Usually fast tank pushes come with 2-3 tanks, and that's pretty easy to stop, as long as they don't siege up (and even if they do, if they don't have a good position, it's not too bad) Also, you're gonna have more SCVs with 2 CC's coming up, you can sac some SCVs to buffer the damage. That's really how you stop it | ||
Deleted User 255289
281 Posts
On May 31 2012 08:35 beat farm wrote: i got my computer for college yesterday so i finally have a computer than can run starcraft 2. iv decided to play terran, and im clueless to a point. iv watched gsl matches and what not so i know a little theory, but not realy. my question are what builds should i learn first vs each of the races? any general advice. I'd recommend you to go play a map called "yabot". Its a map for learning build orders. Once you load it up select the 3 Rax Stim build and practice it till your push hits at around 7:30-8:00. Thus will help you get the hang of stuff. Then do the build on league. After, you have a feel for the early stages of the game, you may begin to 'play standard', usually involving longer games. I'd recommend you to watch FilterSC's terran videos on youtube. Simply start from the bronze video even if you are not in bronze. | ||
M7Jagger
Sweden237 Posts
On May 31 2012 13:41 Chaggi wrote: some replays would help the biggest problem is probably your army comp and army control. If you say you hit the entire army with EMP's, then how do HT's have enough energy to storm? but really, replays would be great. i wanna say it was your upgrades, and lack of any mech in your engagements that really hurt you. your early harass looked good, but I don't think it did as much damage as you thought (even though u killed like 20+ drones) He warped in new HT's. | ||
Chaggi
Korea (South)1936 Posts
I don't believe that. Even if he warped in new HT's, he doesn't have enough energy for storm. Seriously though, post a replay so we can see where you need to work on. | ||
Blazinghand
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United States25550 Posts
On May 31 2012 14:22 Chaggi wrote: I don't believe that. Even if he warped in new HT's, he doesn't have enough energy for storm. Seriously though, post a replay so we can see where you need to work on. I agree with chaggi. We can't really help you unless you post a replay, since, assuming you're coming here for our expertise, we'll notice things you didn't. | ||
iTzSnypah
United States1738 Posts
TvZ I did everything I set out to do and still lost. I opened 14cc into 5rax and then poked at 3rd. Discovered my opponent hasn't took it yet. I assume muta's and put up a few turrets. I later scan the main and find infestor energy being researched. I get ghosts (which I never do). At this point I still haven't started tanks. I decide to play bio after remembering one of the NASL hosts stating that ling/festor beats marine tank. So I have my marine marauder cloak ghost army and I push and we trade pretty evenly. Zerg techs to broods and ultras at the same time. And then I start slowly losing the game. Towards the end of the game, I have 3 reactor starports and 11 rax, 7tech,2reactor,2naked. I did what I said I would: Expand a bit sooner Get ghosts if I see Infestors Never have more than 3 reactor barracks. (I usually don't tech switch to marauders when I see ultra's so I put this constraint on) And I still lost after I believe having a sizable lead in the midgame. What could I have done differently? | ||
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