The Terran Help Me Thread - Page 237
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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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Sergio1992
Italy522 Posts
On May 31 2012 18:46 Chaggi wrote: Is there a place where I can find a list of the maps that are favored to what races? I second this question. | ||
Thrillz
4313 Posts
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Absentia
United Kingdom973 Posts
On May 31 2012 21:12 Thrillz wrote: If I catch my opponent out of position and I'm ready to attack one of the mining bases, should I got for workers first or the hatch/nexus/cc? This is contingent on how many units you're planning to attack with, how out of position they are, how many other places you are attacking at the same time. Generally it's safer to go for probes first because at least then you have a guarantee of some damage. | ||
Sergio1992
Italy522 Posts
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Gosi
Sweden9072 Posts
On May 31 2012 21:12 Thrillz wrote: If I catch my opponent out of position and I'm ready to attack one of the mining bases, should I got for workers first or the hatch/nexus/cc? Depends on the matchup imo. vs Zerg go for the drones, vs Protoss I go for the nexus because no mining + no chrono fuck things up pretty big for him while probes can be replace really quickly by Protoss (unless you like REALLY wipes out a whole mineral line full of workers). Vs Terran take workers. | ||
Jaegeru
United Kingdom676 Posts
But after I've successfully hit the timing I have no idea of what I should be transitioning into - can anybody help? | ||
Blazinghand
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United States25550 Posts
On May 31 2012 21:16 Sergio1992 wrote: Another question: I find myself to be extremely slow on master with 65 apm. I wonder if there is any way to improve on this part. Should I start apm spamming? I found this guide on improving mechanics and APM helpful: http://www.teamliquid.net/forum/viewmessage.php?topic_id=319876 | ||
nAztycL
Chile18 Posts
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Brolettuce
United States48 Posts
On May 31 2012 23:36 nAztycL wrote: what can i do to the protoss deathball that comes with 5 collosy at 12 minutes? its a 2 base all in from the toss, either way, you should be scouting and noticing that either a, where is his gas going? and b, is he teching or is he just making a high unit/gateway count. Either way, and you notice that hes actually doing the collosus all in, you should alrdy have a starport reactor'd by 10minutes. You can usually scout this all in by 8minutes by the scans, seeing that he has his robotics bay up already / choron'ing his robo and that he has very few units ( like 4-5 units at his ramp ) Your reaction should include getting as many vikings out as possible, and get 2 bunkers at ur ramp just to delay him, dont expect to hold the attk w/ these bunkers Your vikings MUST surivive for this as you need to focus fire the collosus one by one, trying to deny any stalkers from hitting your vikings keep ur bio army back so that they wont get melt'd by all of his collosus. Once you've killed or maybe one collosus left with your vikings, you should be able to counter attack and smash him especially if you havent missed any unit cycles | ||
jabberjaw
225 Posts
Korean map statistics: http://www.teamliquid.net/tlpd/sc2-korean/maps foreign map statistics: http://www.teamliquid.net/tlpd/sc2-international/maps | ||
Brolettuce
United States48 Posts
On May 31 2012 22:36 Jaegeru wrote: For tvz, I've been doing the DeMuslim +1 Stim / Combat shield push that hit's before lair at around 10:30 and I've had alot of success with it pretty much always doing damage by killing the 3rd base or straight up winning games. But after I've successfully hit the timing I have no idea of what I should be transitioning into - can anybody help? I use to do this a for a bit, When your moving out, you want to grab 2 more gases, start +1 armor and tech lab on your factory to start tanks to be safe for ladder on counter attacks etc. Also, you should be able to take your 3rd, and add another 2 raxs and transition into a more standard marine tank composition When you are attacking, you will be usually be able to see what hes going into, either muta or infestor. Adjust properly to either unit and you will be golden. Once +1 armor is 50% done, make another ebay and armory and get that 2/2, since upgrades are very important in this matchup | ||
Sockpuppet
119 Posts
I really like a macro feel to the Terran Race, but i wanted to see what you guys would think of this builds viability at the mid-diamond to low-masters level. I feel by commiting smart trades and staying one step ahead of the zerg is a way to play TvZ that will never really phase out, no matter the meta game changes. Edit: Just added more detail for those who dont watch the VOD ![]() | ||
DelugeSC
United States96 Posts
On June 01 2012 00:39 Sockpuppet wrote: I know there has been a whole lot of discussion about the Demuslim timing attack, but i would like to sidetrack that to talk about what people think of Thorzain's quick 3cc reactor hellion opening almost always into marine-tank. Thorzain never looks as those he is in any danger the ENTIRE game, and i thought when someone is that dominate during a game their strategy should be taken into consideration. He used it in his series against Sheth specifically in RedBull BattleGrounds (link: http://blip.tv/day9tv/sheth-z-vs-taeja-t-g1-red-bull-battlegrounds-austin-group-b-day-1-6171160 ). I really like a macro feel to the Terran Race, but i wanted to see what you guys would think of this builds viability at the mid-diamond to low-masters level. I feel by commiting smart trades and staying one step ahead of the zerg is a way to play TvZ that will never really phase out, no matter the meta game changes. Edit: Just added more detail for those who dont watch the VOD ![]() Thorzain's 3CC Hellion play is extremely potent, but also extremely unforgivable I've found. Thorzain has incredible decision making, macro, and micro. For me, a high diamond player, it's often too disheartening to move out at the wrong time or get my push caught in mid-field and be unable to come back into it. The times that I have had success with it are the times where I trade cost effectively every battle and constantly keep aggression up. It's difficult. | ||
jameszz
United Kingdom8 Posts
Also, everygame that goes to 3-4 bases and 200 supply vs protoss I lose, I make MMM with ghosts and vikings/sometimes add in thors, and every trade I have with chargelot, archon, high templar, stalker/colosus, I lose. Even with all upgrades etc. Any help would be appreciated. | ||
Chaggi
Korea (South)1936 Posts
On June 01 2012 01:45 jameszz wrote: How do I beat sentrys as a terran? Every protoss I am playing against at gold/platinum level is just making sentrys and splitting my army making it useless.. The majority of the protoss's I play expand at about 8 minutes, and even if I have a bigger army to attack them at this stage when they expand, I can't.. because if I do, It's an instant loss as when I go to attack they either have a ramp or even on non ramp maps they split my army. It's like the only way I can beat protoss is the ones that don't make sentrys which is pretty rare. Also, everygame that goes to 3-4 bases and 200 supply vs protoss I lose, I make MMM with ghosts and vikings/sometimes add in thors, and every trade I have with chargelot, archon, high templar, stalker/colosus, I lose. Even with all upgrades etc. Any help would be appreciated. There's a few different ways to combat sentries 1) Early pressure, you can lower sentry count with enough early pressure by target firing. My main build is a 1 rax FE into 4 extra rax (total 5 rax) for marine pressure. My main targets are sentries and it really really helps mid game. You can do this with a 3 rax opening as well (push out with 5 marines, dSelect does this sometimes and you can catch 1-2 sentries too). 2) Medivacs, once you get medivacs, FF's are easily avoided. If he cuts your army in half, pick up the army that's caught by the FF, and drop it behind the FF. ezpz 3) Ghosts, land EMP's -> win As far as late game goes, army control and army composition is very important. If you have a specific fight you're curious about, a replay would be great. Otherwise, generally you want more marines than marauders, unless there's a REALLY high stalker count. Marines do more DPS, and they can shred chargelots pretty easily. They die to Protoss AoE really easily though. And you're gonna want a pretty high ghost count. I usually have 8-12, sometimes 14-16. Don't overmake medivacs, 6-8 is usually the magic number you wanna aim for. Other than that, a replay would be needed. | ||
jameszz
United Kingdom8 Posts
Thanks. I land emps but I never manage to emp every templar they have, and even if I cloak, they have an obs, and they still get enough storms in to do a lot of damage to my army. Maybe I should try the 5 rax method from now on vs toss, and aim for a big 5 rax all in on 2 bases at like 12 minutes? The medivac sentry method sounds good but a lot of the time this type of thing happens really early game before I have medivacs, within the first 8 mins, I usually get medivacs on about 9 mins. On June 01 2012 01:52 Chaggi wrote: There's a few different ways to combat sentries 1) Early pressure, you can lower sentry count with enough early pressure by target firing. My main build is a 1 rax FE into 4 extra rax (total 5 rax) for marine pressure. My main targets are sentries and it really really helps mid game. You can do this with a 3 rax opening as well (push out with 5 marines, dSelect does this sometimes and you can catch 1-2 sentries too). 2) Medivacs, once you get medivacs, FF's are easily avoided. If he cuts your army in half, pick up the army that's caught by the FF, and drop it behind the FF. ezpz 3) Ghosts, land EMP's -> win As far as late game goes, army control and army composition is very important. If you have a specific fight you're curious about, a replay would be great. Otherwise, generally you want more marines than marauders, unless there's a REALLY high stalker count. Marines do more DPS, and they can shred chargelots pretty easily. They die to Protoss AoE really easily though. And you're gonna want a pretty high ghost count. I usually have 8-12, sometimes 14-16. Don't overmake medivacs, 6-8 is usually the magic number you wanna aim for. Other than that, a replay would be needed. | ||
ultimania92
United States30 Posts
On May 31 2012 14:07 M7Jagger wrote: He warped in new HT's. We need replays to see what happened. | ||
Chaggi
Korea (South)1936 Posts
On June 01 2012 02:06 jameszz wrote: Thanks. I land emps but I never manage to emp every templar they have, and even if I cloak, they have an obs, and they still get enough storms in to do a lot of damage to my army. Maybe I should try the 5 rax method from now on vs toss, and aim for a big 5 rax all in on 2 bases at like 12 minutes? The medivac sentry method sounds good but a lot of the time this type of thing happens really early game before I have medivacs, within the first 8 mins, I usually get medivacs on about 9 mins. Honestly, what I'd really do is keep to your build, and scan before you go in. If you see a lot of sentries, just don't go in! Macro up and hit a medivac timing! | ||
iAmJeffReY
United States4262 Posts
On May 31 2012 22:36 Jaegeru wrote: For tvz, I've been doing the DeMuslim +1 Stim / Combat shield push that hit's before lair at around 10:30 and I've had alot of success with it pretty much always doing damage by killing the 3rd base or straight up winning games. But after I've successfully hit the timing I have no idea of what I should be transitioning into - can anybody help? I drop gas 2 and 3, get +1 armor, get starport -> reactor it, and then drop 2 more raxes, armory and 2nd ebay at 40% of +1 armor. I lift one of the tech lab raxes, and land the factory on it, the rax lands and makes a reactor. Start 3rd CC, then 2nd factory. That way, when third base is done, I'm on 5 rax 2 fac 1 port, standard marine tank with double ebay follow up. When third gets saturated, start 3rd fac, and 2-3 more rax. 3 base, I aim for 7-9 rax, 3 fac, 1 port. | ||
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