I know if I pull off a good banshee harass it basically messes the zerg up badly, but a number of games the zerg just goes for a fast lair, spawns an overlord and instantly shuts it down. It's got the benefit of not being remotely all in - I've got a good economy, but still. Worth it? Or would you go for drops?
The Terran Help Me Thread - Page 246
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Evangelist
1246 Posts
I know if I pull off a good banshee harass it basically messes the zerg up badly, but a number of games the zerg just goes for a fast lair, spawns an overlord and instantly shuts it down. It's got the benefit of not being remotely all in - I've got a good economy, but still. Worth it? Or would you go for drops? | ||
avantoux
France3 Posts
On June 07 2012 19:00 Beezleking wrote: I know this is vague but here it goes. When you first scout is there an expansion going up and is he still mining gas after zerglings are out? If there is no expansion and he is mining gas after zerglings are out its time to wait and do more scouting. At the 4:30 mark is when the nest should be put down but you never know it could be delayed. If he's going for a 2base bust the nest should be put down around 6mins? I usually scan around that time to see but even it's still up it may not be used. If you do manage to scout it (or if your opponent stops all attempts at scouting) you should get siege tanks and siege mode. Timings: 4:30 1base baneling nest 6:00 2base baneling nest 45 seconds for a siege tank 80 seconds for siege mode I have not been busted in a while but Im pretty sure you should prioritize your wall. And keeping it wall. If you've expanded on the low ground and can't maintain the position lift your cc and dont really fight for it until you've got enough to easily defend yourself. (I hope my timings are right // someone please tell me) thank you! Hmm often, the Z goes gaz first then pool and no expand. Most of the time it's a baneling bust all in. Sometime a mass roach all in. I try to scout the building if it's banelings or roach waren but he often kills my scv before with some lings. Anyway, if i have my facto, tank should be the best answer for both but if i got a facto reactor, could i have the time to swtich Tlab, siege tank? | ||
simian_sc
United States91 Posts
On June 07 2012 19:30 Evangelist wrote: Is it worth opening defensively TvZ on two base banshees? I've been doing a BO where I do a 1 rax FE into two gas into seige tech/banshees to hold all the roach/baneling all ins I'm getting but I'm having some trouble figuring out if it's just the shite macro of zergs at my level or if it's actually viable. I can get cloak, seige tech, a bunch of tanks and a few banshees and 5 basic production buildings with marines up easily by 10 minutes as normal for terran, but I still feel like with queens being as strong as they are, I'm barking up the wrong tree. I know if I pull off a good banshee harass it basically messes the zerg up badly, but a number of games the zerg just goes for a fast lair, spawns an overlord and instantly shuts it down. It's got the benefit of not being remotely all in - I've got a good economy, but still. Worth it? Or would you go for drops? I usually stick with drops, Evan. That banshee harass is just to conditional for me anymore. You have to do so much damage to their economy for it to be worth it. And with the new queen range, it's pretty easy to defend. I would just stick with a reactor hellion opening or go into the more popular 1 Rax expand/drop play we see a lot of the pros doing these days. | ||
Kaitokid
Germany1327 Posts
On June 07 2012 20:40 simian_sc wrote: I usually stick with drops, Evan. That banshee harass is just to conditional for me anymore. You have to do so much damage to their economy for it to be worth it. And with the new queen range, it's pretty easy to defend. I would just stick with a reactor hellion opening or go into the more popular 1 Rax expand/drop play we see a lot of the pros doing these days. new queen range has 0 influence on banshee harass.. | ||
Evangelist
1246 Posts
On June 07 2012 20:45 Kaitokid wrote: new queen range has 0 influence on banshee harass.. It does, because these days I tend to find instead of having the usual n base + 1 queens (nice and easy to deal with in terms of banshees) zerg are building 6 or 7 because they are that good at deflecting early aggression. Still, cheers. I'll have a think about it. Going early gas gives me a lot of options for drops and so on. Maybe I should just go mech. | ||
cydial
United States750 Posts
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dynwar7
1983 Posts
Vs protoss early pressure, when they attack with zealots, sentries and stalkers (something like 4 gate), i make bunkers at ramp. Should this be at ramp? I heard that vs protoss 4 gate and such, I need to make them a bit behind the ramp so my scvs can repair them if there are many force fields around my bunker. Basically I need lots of surround, where as vs Zerg, I need as little surround as possible to prevent zergling surround. Secondly, with my units in the bunker, what exactly should I be aiming at? Do I aim sentries first since they have GS up?or zealots since they do lots of dps? or even Stalkers? Thanks guys | ||
Sianos
580 Posts
On June 07 2012 22:37 dynwar7 wrote: HI guys Vs protoss early pressure, when they attack with zealots, sentries and stalkers (something like 4 gate), i make bunkers at ramp. Should this be at ramp? I heard that vs protoss 4 gate and such, I need to make them a bit behind the ramp so my scvs can repair them if there are many force fields around my bunker. Basically I need lots of surround, where as vs Zerg, I need as little surround as possible to prevent zergling surround. Secondly, with my units in the bunker, what exactly should I be aiming at? Do I aim sentries first since they have GS up?or zealots since they do lots of dps? or even Stalkers? Thanks guys In TvP you want to build your Bunkers in a way so that you can surround them with your SCVs for repair. You also want to build your Bunkers a bit from another, so that he has to use multiple Forcefields in order to completely prevent a repair. With your Units in the Bunker you should be aiming at the Sentries why: 1. Your units in the Bunker are the closest towards your opponent´s and have +1 Range 2. The Zealots which attack the Bunker are also in Range of the Units behind your Bunker, while the Stalkers and Sentries are not 3. The Sentry is the biggest thread in the attack, because they can cast Forcefields, which deny your repair, which makes the Stalker and Zealots "stronger". | ||
catabowl
United States815 Posts
The last week I have been practicing certain play styles to see where I have the most comfortability and the most stressful. This will be slightly long so if you want to skip over, go right ahead. One day I tried nothing but 1 base all-ins - Mixing it up with proxy 3 rax, 5 rax/scv, 1-1-1 against toss, Banshee rushes against fellow Terrans and I have noticed a slight success rate. My biggest surprize is that if I fake an Expo against Toss (Bunker at the ramp and force the stalker/zealot back) I usually get a walk over win as they drop down their expo in response. I have noticed that Zerg is defending my all-ins rather easy. (Poor Micro on my end maybe) but it seems that Zergs like to get 3 queens to defend the 2 base and then mass lings and run me over. It seems hellion open just does not give me the map control I need anymore. So, I have mixed in some Banshee play and tank all-ins with slightly better success but once the zerg catches me unsieged... gg and it makes me roid rage a little... Why did I unseige?!?!? TvT one base all-ins are winning me a ton of games. I guess terrans are expecting 2 base and I show up with 4 rax's worth of marines and then a Doom Drop 2 minutes later full of marines. So, my question for this - I am having problems doing successful 1 base all-in against Zerg. Anyone have a suggestion on where I can find a good replay pack to watch to refine? Next I tried some 3 Base macro games. I have noticed that this gives me a the most difficulty just because I always forget my depots. I'm usually about 10-12 seconds of waiting for Depots before more units. I will be working on that aspect a ton. I have noticed in my games that I struggle against Toss late game when I go for a 3 base macro game. I've had no problems in TvT (I understand that late game matchup) and my TvZ is about 50% late game. I am having a hard time hitting EMP's against Toss lately (Sentry and HT). It seems toss keeps an observer with there army at all times and one on my army. I try to scan and eliminate but it seems they always have another Observer ready to go. I was debating about flirting with more Raven play (1 or 2 less ghosts for 1-2 more ravens) but realized if the Toss goes more of the Zealot/Archon style, I get rick rolled. Any suggestions on how to improve late game TvP? I was thinking more drop play would be best as I have not experimented with that. I believe that is my next step into seeing how that affects my play. So, I have found that I'm more comfortable iniating attacks early and often. While I enjoy it, I feel that just 1 basing/2 base timing is limiting my ability to grow slightly better. I have noticed my best style is Bio. I usually (75%) bio against Terran and Toss. When I try to mech, it feels awkward (probably b/c I like to attack a lot and mech is the opposite) Any helpful ideas? Should I continue to play around on some days different styles or stick to my aggressive 1/2 base timings? | ||
BobMcJohnson
France2916 Posts
What would be the 3 macro standard openings/gameplans that I should practice? (one for each matchup) This was what I was doing before I stopped playing : TvZ : Reactor hellion expand into 3tanks+stim push while taking a third. Was my best matchup back then but Queen buff happened since then so I'm not really sure what to do instead of the reactor hellion expand. TvT : Pretty random, I couldnt really settle down on one particular build, most frequent one was cloak banshee expand into standard marine/tank play. TvP : Usually 1 Rax gasless expand, into "I have no fucking clue what i'm doing", was my worst matchup by far, and I was often going 1/1/1 in the end, since I was pretty frustrated with the matchup. So yeah, I'd like to know what is the current "standard" for each matchup, if there is one, and if there has been notable changes since then (like new all-ins that I should watch for ) Thanks | ||
alibabaglenn
United States2 Posts
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XenoJesus
United States72 Posts
http://www.team-dignitas.net/articles/blogs/Starcraft-II/1516/The-QXC-Bunker-A-New-Way-to-Contain-Creep-in-TvZ/ | ||
catabowl
United States815 Posts
On June 08 2012 03:28 BobMcJohnson wrote: So I was considering getting back into the game after a few months break, but i'm not really sure what to do now, since there has been two patches and quite a lot of metagame evolution since then. What would be the 3 macro standard openings/gameplans that I should practice? (one for each matchup) This was what I was doing before I stopped playing : TvZ : Reactor hellion expand into 3tanks+stim push while taking a third. Was my best matchup back then but Queen buff happened since then so I'm not really sure what to do instead of the reactor hellion expand. TvT : Pretty random, I couldnt really settle down on one particular build, most frequent one was cloak banshee expand into standard marine/tank play. TvP : Usually 1 Rax gasless expand, into "I have no fucking clue what i'm doing", was my worst matchup by far, and I was often going 1/1/1 in the end, since I was pretty frustrated with the matchup. So yeah, I'd like to know what is the current "standard" for each matchup, if there is one, and if there has been notable changes since then (like new all-ins that I should watch for ) Thanks For TvP, I am watching Bomber's new style. Day 9 did a great Daily on it. I believe it was #470. Really helped me. | ||
iAmJeffReY
United States4262 Posts
On June 07 2012 09:12 ShaneFeit wrote: I have also been doing this build and it has been working out quite well for me. First I want to share some tweaks that I have done to the build which works well IMO. I skip scouting at all since I believe it doesnt really change the build. This is not great if they build more than 6 lings early but that is rare. I do not get the ebay to wall off, whenever a bust happends or if you are forced to evacuate your natural, it really hurts to have the upgrades cancelled. 1 minute before pushing out I get a 2 more gases. When pushing out I get a reactor on my factory and build a starport, later followed by 2 more barracks. My reasoning is that with well upgraded infantry having quicker medivacs really gives you a lot more options to be agressive after the push. Now on to my question: I find it really hard to hold roach baneling busts. The roaches will scare my hellions off so I dont really know if its pure roach, which I feel confident holding with the amount of units i have. But against roach baneling all in, I really dont know how to spot it, or hold it without taking tons of damage. Moreover sometimes I would hold the push and move out to take map control, but if the zerg has a second wave of units coming i just die out on the map. How do I know if the zerg is macroing behind the push or bringing in more units? Would really appreciate any help or tips/tricks you have when it comes to holding this when doing the demuslim build. Didn't have many fresh replays vs roach bane using demuslim. I try to faggy cheese him to mess up his econ, hellions scout roaches, see lings, scan main = bane nest = bunker and prepare. By faggy cheese, I delay my CC by like 20 seconds, to force him to make more lings, and not just drone. I lose an scv and a few marines, but suffer no real damage. http://drop.sc/193368 vs 1300 zerg on NA (hes KR tho) | ||
Son of Gnome
United States777 Posts
On June 08 2012 05:19 alibabaglenn wrote: Hi I am a Gold level Terran player and I am having trouble with hotkeys. Before I start playing a lot for the summer I figure I should find out which system is best for Terran so that I can do the best that I possibly can. It doesn't feel right using the standard ones. I feel that they are very spread apart. I don't really like the feel for the standard keys that blizzard made but if that is what is supposedly best then I will keep using it and get used to it. I was wondering what the rest of you Terrans used? 123 units 4 cc 5 rax 6 fact 7 starport I remapped some of the upgrades as well, for example banshee cloak and blue flame are both e. Planetary is c and lift building is j. Is that what you are looking for? Basically anything that you have to reach for remap to something closer. Also map patrol to z or q | ||
jabberjaw
225 Posts
On June 07 2012 21:05 cydial wrote: Anyone able to link reps of Khas's game vs Scarlett where he mechs every single game? Only VODs are available afaik. You gotta ask the people who were casting (ChanmanV) it for the replays. | ||
Account252508
3454 Posts
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xParadoxi
United States78 Posts
On June 08 2012 05:21 XenoJesus wrote: If you haven't seen it yet, the QXC bunker play! Helps manage creep spread. http://www.team-dignitas.net/articles/blogs/Starcraft-II/1516/The-QXC-Bunker-A-New-Way-to-Contain-Creep-in-TvZ/ I'm gonna try that, seems like a great idea. | ||
Beezleking
Canada91 Posts
On June 07 2012 19:58 avantoux wrote: thank you! Hmm often, the Z goes gaz first then pool and no expand. Most of the time it's a baneling bust all in. Sometime a mass roach all in. I try to scout the building if it's banelings or roach waren but he often kills my scv before with some lings. Anyway, if i have my facto, tank should be the best answer for both but if i got a facto reactor, could i have the time to swtich Tlab, siege tank? If you build the tech lab on your rax after you get the reactor going I think you should. Again, I haven't faced those two all-ins for a long time. :S | ||
ShaneFeit
92 Posts
On June 08 2012 07:18 Son of Gnome wrote: 123 units 4 cc 5 rax 6 fact 7 starport I remapped some of the upgrades as well, for example banshee cloak and blue flame are both e. Planetary is c and lift building is j. Is that what you are looking for? Basically anything that you have to reach for remap to something closer. Also map patrol to z or q I just did a minor tweak to my hotkeys recently and I want to share it with you. I read about the Darkgrid and The Core hotkey layouts and it inspiried me to optimize my hotkeys. However I am not willing to change them completely, since I have been using the standard hotkeys since the beta. My control groups are pretty standard with: 123 units 4 cc 5 rax, factory, starport 6 starport 7 ebays 8 armory 9 ghost academy So what I changed was the hotkey for tanks and medivacs to A and I bound the Tab function to spacebar. So now when I want to macro I simply press 5 aaaaaaa spacebar aa spacebar aa and I get a full unit production of marines, tanks and medivacs which are my core units in almost all matchups. This has helped my macro a lot. Especially in TvZ which is so micro intensive and where it is not important switch composition, you just want to make sure you are constantly building those 3 units. However I used to have lift buildings on my spacebar, and I have not found a nice new spot to put it so if you guys have any suggestions that would be appreciated. | ||
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