|
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. |
On June 08 2012 11:46 ShaneFeit wrote:Show nested quote +On June 08 2012 07:18 Son of Gnome wrote: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 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.
Kan you fix the hotkey so you can make THe CC in like the W button?
|
On June 11 2012 16:52 Pillage wrote:Show nested quote +On June 11 2012 16:44 Prospect wrote: how do I stop mass speedling and bling!! My rine/medivac gets stomped by this one thing Seige tanks. Once you get a critical number they need mutas or their whole ground army dies.
I would agree with this if there are large numbers of banelings, but, if it is more mass ling infestor i would suggest blue flame helions which are also very good and require less gas, produce 2 at a time, etc. also if you are gonna mix in tanks OR BFH upgrade your damn vehicle weapons they are so important. focus fire banelings with tanks if you go the tank route. GL!
|
Hello strategists,
I am diamond league Terran EU. My question is about TvT on Tal'Darim Altar.
I don't know if it's a general consensus but I am to face a Terran on Tal'Darim Altar to play more than 1 base. In all my TvT's on that map recently, every opponent went for 1 base play with fast siege upgrade, tanks, marines and air support. (1-1-1)
(1)Is it possible to hold this with 1 Rax FE into 3 rax mass marines, or as soon as I scout it, should I change into a counter build? The problem is if I change into a counter build, I will definitely be behind compared to his timings.
In the last game, I tried to change but he had 2 siege tanks plus a banshee and I didn't have siege upgrade and only had 1 tank and 1 viking, he kited his banshee well and disabled my expansion from lower ground then he took his expansion.
(2)Do you have any suggestions on TvT on Tal'Darim Altar? (It can be another build order on liquipedia, all kind of help is appreciated)
Thanks,
Kull
|
On June 11 2012 22:00 Kull of Atlantis wrote: Hello strategists,
I am diamond league Terran EU. My question is about TvT on Tal'Darim Altar.
I don't know if it's a general consensus but I am to face a Terran on Tal'Darim Altar to play more than 1 base. In all my TvT's on that map recently, every opponent went for 1 base play with fast siege upgrade, tanks, marines and air support. (1-1-1)
(1)Is it possible to hold this with 1 Rax FE into 3 rax mass marines, or as soon as I scout it, should I change into a counter build? The problem is if I change into a counter build, I will definitely be behind compared to his timings.
In the last game, I tried to change but he had 2 siege tanks plus a banshee and I didn't have siege upgrade and only had 1 tank and 1 viking, he kited his banshee well and disabled my expansion from lower ground then he took his expansion.
(2)Do you have any suggestions on TvT on Tal'Darim Altar? (It can be another build order on liquipedia, all kind of help is appreciated)
Thanks,
Kull
You can stop the 1-1-1 in the same way like you do it on other maps with the 1 Rax fe into 3 Rax. The key is to see the push comming and attack it with your marines and a good amount of scvs before their tanks can siedge up. While engaging him, make sure to send your scv in the front and to get a good surround so that all of your maines can attack his units, while his units are attacking your scvs. Defending a 1-1-1 isn´t that hard, but you must see it comming and you need to engage this quite well and of course you can´t effort do forget about macroing back home, while preparing/engaging the push.
|
When 1 rax expanding against zerg, and they follow up with fast 3rd, how do you win?
My b/o atm is 1 rax expo, double gas, reactored fact and starport tech, get 4-6 hellions and 1 banshee and push the 3rd. meanwhile put down 4 more reactored rax, swap fact and port, put down another fact and get a 3rd and pump marine tank medi with double ebay.
I seem to be getting rolled by all compositions but mainly infestor ling bling muta.
|
For me it seems that you get too much production before you are getting your 3rd Base. 5 Rax w addons, 2 Facs w addons and 1 Starport is way too much for produce of 2 Base. It seems, that your macro isn´t good enough to keep up with the production of a Zerg player, but i can only say more if you add a replay to make sure, whether my suggestion is correct. There isn´t "the way to win" after your 1 Rax fe. It all comes down to your macro, attack timings and decision making. If you want any more help, add a replay and i can tell you what´s going wrong.
|
i was wondering about any new guides or the last strategy guide of terran build orders, im a bw player and i just need information of the build orders, the counters, timings and some basic stuff about the match ups to make faster my transition to sc2. Could anyone tell me where can i look for some of this? ( i dont know if some of the guides posted around the forums are outdated thats why i ask)
|
|
I've been having difficulty early game in TvP going 1 Rax FE.
I've been doing Bomber's 1 gas after expo into 3 rax 1 TL and getting a bunker down in front but I start having trouble almost immediately. What is the best way to scout/react to proxy stargate and other Protoss cheeses? What should I be looking for and how can I react to stop them?
Another problem is the ~10 minute push. I have a lot of marines, some marauders, and medivacs but my push is just ground to a pulp at his gate. If I play skittish and poke and prod, a colossus usually comes out and then my aggression is shut down. In this case I usually turn around and head back to my 5 rax production on 3 bases, but am still steamrolled when he decides to move out and I try to take a 4th. Cannons and warped in stalkers prevent drop harass, and I find any multi-prong attack scary because if I lose one side then it's gg because it usually results in a 1a of my base.
What should I be trying to do with that 10 minute push? It seems fruitless.
EDIT: Diamond
|
Hello TL. I'm a diamond terran and I would like to improve my ghost micro.
When I'm using ghosts it feels so awkward and I'm making so many mistakes. Walking my ghosts into prottos army, or droping feeble EMPs which effect only a few units.Dont get me started on my sniping skill...
Well, I would like to improve, but I don't know how. I have searched TL, google, youtube, but I haven't find anything that has come even close to useful.
I'm searching for a guide which would familiar me with the basic Ghost controls and how to use them in combat. Also a custom map for ghost micro would be awesome, but I haven't found one yet.
That's it, hope you guys will be able to help me
Have a great day and enjoy yourselves
PS: I'm aware you can play custom game with a friend and just fight when maxed, but there are 2 problems. The first one is: I don't have anyone to play with (/foreveralone) and secondly the idea of just randomly clashing armies together doesn't seem legit. Is it?
|
On June 12 2012 03:22 DelugeSC wrote: I've been having difficulty early game in TvP going 1 Rax FE.
I've been doing Bomber's 1 gas after expo into 3 rax 1 TL and getting a bunker down in front but I start having trouble almost immediately. What is the best way to scout/react to proxy stargate and other Protoss cheeses? What should I be looking for and how can I react to stop them?
Another problem is the ~10 minute push. I have a lot of marines, some marauders, and medivacs but my push is just ground to a pulp at his gate. If I play skittish and poke and prod, a colossus usually comes out and then my aggression is shut down. In this case I usually turn around and head back to my 5 rax production on 3 bases, but am still steamrolled when he decides to move out and I try to take a 4th. Cannons and warped in stalkers prevent drop harass, and I find any multi-prong attack scary because if I lose one side then it's gg because it usually results in a 1a of my base.
What should I be trying to do with that 10 minute push? It seems fruitless.
EDIT: Diamond
As far as the cheeses, the best thing to look for is gas timings and pylon placement/timing. Often times you'll lose your first scouting SCV so it's very important to store a second scouting SCV somewhere that allows you to get into the enemy Protoss base later on after the first stalker has moved out. Oftentimes if you find the first stalker still in his base, he's not going to be cheesing. A lot of cheeses rely on using that first stalker and zealot to camp outside the Terran base to prevent scouting. If you find the enemy base is missing that 3rd pylon and the player has 2 gasses, that often means it is a proxy.To deal with that , simply put up more bunkers and possibly throw up an engineering bay. Make more marines and less marauders to deal with void rays.
Given that's how to deal with a Stargate, it's also possible for players to do 3 gate robo immortal pushes which are an entirely different beast to handle. For this mass bunkers and marines will be important. Also positioning one unit slightly in front of your bunker line is important to give you time to react and pull SCVs to repair. It's often smart to save a scan for around the 6 minute mark to see what's in the enemy base. Also having that first scouting SCV scout out the Protoss' first 3 pylons is very important if they aren't doing a fast nexus build. Knowing the location of those 3 pylons allows you to position a scan better. Repair + Bunker is going to be your best option against most cheeses.
For the 10 minute push, it's meant to punish people who are trying to tech too much. If they're trying to go Collosus tech and forge, you'll often have enough units to do severe damage or outright win the game. If they aren't teching too aggressively then you probably cannot do too much damage. Try to use a drop to scout out their tech and draw units out of position so you can poke in the front with a different group. If a collosus pops out you need to immediately begin viking production. Keep tabs on their potential 3rds so you know what's coming. If they're spending money on cannons, then dropping is going to be harder but it's money wasted for them. You'll often want to do sort've "bait and hook" tactics with your medivacs to draw units around, while rushing in to attack other places. Also on some maps, the 10 minute push with medivacs can be used to bypass ramps that are easily forcefielded and get into a strong position. Try to drop and take out tech or snipe a few workers. Be cautious as if you lose this army, you'll lose the game. If they're going heavy gateway, don't try to fight, just try to maybe snipe a few units while kiting. Definitely don't try to go up ramps and if you do/get forcefielded, ferry out with your medivacs.
The 10 minute push is incredibly important. The main things are 1. Check the tech of the Protoss and punish if he's teching too hard. 2. Get map presence, show that you have medivacs, make him afraid of drops, and possibly drop to snipe important structures/workers. 3. Check for 3rds and punish appropriately.
Hope this helps.
|
On June 12 2012 03:41 Chronious wrote: Hello TL. I'm a diamond terran and I would like to improve my ghost micro.
When I'm using ghosts it feels so awkward and I'm making so many mistakes. Walking my ghosts into prottos army, or droping feeble EMPs which effect only a few units.Dont get me started on my sniping skill...
Well, I would like to improve, but I don't know how. I have searched TL, google, youtube, but I haven't find anything that has come even close to useful.
I'm searching for a guide which would familiar me with the basic Ghost controls and how to use them in combat. Also a custom map for ghost micro would be awesome, but I haven't found one yet.
That's it, hope you guys will be able to help me
Have a great day and enjoy yourselves
PS: I'm aware you can play custom game with a friend and just fight when maxed, but there are 2 problems. The first one is: I don't have anyone to play with (/foreveralone) and secondly the idea of just randomly clashing armies together doesn't seem legit. Is it?
Well the use of ghosts is simply being able to use casters in general. I'd say it's not an issue of your micro specifically applying to ghosts but an issue with your micro in general.
That being said, ghosts are probably the most difficult unit to use in the Terran arsenal and to improve that it is simply a matter of playing more games where you decide to use them. Find a Protoss practice partner and play say 10-20 games against him where you use ghost builds. That's going to be the best way to practice.
As far as actual tips and tricks with ghosts, it is often best to keep them on a separate hotkey as 1. they aren't as fast as your stimmed bio, and 2. they have their own abilities (obviously). Keep ghosts on a separate hotkey and really get a strong idea of the range of both snipe and EMP. Having a separate hotkey for your ghost should allow you to solve the issue of walking them into the enemy. As far as feeble EMPs, it's a matter of knowing the range of EMP and predicting where the enemy units will move during cast/walk time. Keep ghosts in the front of the army usually so that you can EMP before the engagement.
Knowing what to EMP is also key. Obviously units with energy should be your first choice, but after that it's a judgement call of whether or not you should be EMPing say a clump of 8 stalkers, or a group of an archon and a few zealots. Often times you'll simply want enough ghosts to completely blanket EMP the enemy army. As soon as the EMPs are cast, try to send your ghosts behind the rest of your army so you don't lose your expensive units. From there split your bio and micro the rest of your army.
Not sure if this helps but I'd say the best way is to simply play more and more games where you use ghosts.
|
On June 12 2012 00:38 Qibla wrote: When 1 rax expanding against zerg, and they follow up with fast 3rd, how do you win?
My b/o atm is 1 rax expo, double gas, reactored fact and starport tech, get 4-6 hellions and 1 banshee and push the 3rd. meanwhile put down 4 more reactored rax, swap fact and port, put down another fact and get a 3rd and pump marine tank medi with double ebay.
I seem to be getting rolled by all compositions but mainly infestor ling bling muta.
With a fast 3rd the Zerg's tech is going to be slower and they will be stretched a bit thin as far as defending 3 bases so what I'd recommend is abusing this and the fact that your tech is so far ahead.
You need to be immediately doing multipronged harass when your tech comes out, try getting medivacs instead of banshees as banshees are very easily stopped by queens now. Try things like dropping in the main while running your hellions into their 3rd. It'll be a matter of harassing them and taking advantage of the fact that they are going to be hard pressed to defend three bases. Also this depends heavily on the map. Keep up your macro and your harass and you should be in good shape. If you're getting rolled by these compositions it's most likely they're out macro-ing you and just having too many units for you to handle. You've got to get that harass in to slow down their production, don't let them drone aggressively early on and punish them if they do.
|
On June 11 2012 22:00 Kull of Atlantis wrote: Hello strategists,
I am diamond league Terran EU. My question is about TvT on Tal'Darim Altar.
I don't know if it's a general consensus but I am to face a Terran on Tal'Darim Altar to play more than 1 base. In all my TvT's on that map recently, every opponent went for 1 base play with fast siege upgrade, tanks, marines and air support. (1-1-1)
(1)Is it possible to hold this with 1 Rax FE into 3 rax mass marines, or as soon as I scout it, should I change into a counter build? The problem is if I change into a counter build, I will definitely be behind compared to his timings.
In the last game, I tried to change but he had 2 siege tanks plus a banshee and I didn't have siege upgrade and only had 1 tank and 1 viking, he kited his banshee well and disabled my expansion from lower ground then he took his expansion.
(2)Do you have any suggestions on TvT on Tal'Darim Altar? (It can be another build order on liquipedia, all kind of help is appreciated)
Thanks,
Kull
1. On all maps it's entirely possible to hold a 1-1-1 with 1 Rax FE. It's a matter of picking the proper engagement and seeing it coming. If you scout it, you've got to position units slightly in front of your base to see the push coming and then immediately respond and engage it before the siege tanks can manage to set-up and the enemy gets a strong position on your natural. Proper SCV micro is going to be required and they will be needed in the fight. Getting Stim/Combat will also be incredibly important as they are both very useful upgrades. Either one of them is going to help out a lot but you probably won't be able to get both.
2. 1 Rax FE is a pretty solid build for TvT on Tal'Darim. Other builds that seem to work are banshee expand builds and even blue flame hellion drops to counter 1 Rax FEs. I'd say most TvT builds are entirely viable on Tal'Darim.
|
On June 11 2012 05:02 Immersion_ wrote:Hi guys. Thanks to all of you who answered my last question. I'm still having trouble in PvT, especially against people kicking off 2 base Robo, I feel my little timing "push" can just not accomplish anything if he sits tight, there's nowhere to do much damage with drops am I behind if I do nothing here? http://drop.sc/195249Flaws (I think) I spotted myself: Switched completely out of vikings far too early. Maybe slightly too marauder heavy. Miscontrolled the few drops I did try but that map just seems horrible for dropping surface area when they take that 3rd Didn't transfer correctly to my 3rd, saturation was botched (do you think this cost me a lot?) Buggered up the last engagement badly (as did he or he would have rolled anyway). I feel I macrod "ok" obviously always big room for improvement at my level. Specific and more general comments very welcome thanks.
Anyone on this? Sorry damn frustrated atm
|
Thank you -Fox for your answer, great help! Is there a guide anyone knows of on how to efficiently pick-up and ferry caught units with medivacs? I usually bind them with my marines and marauders so to pick up I usually cntrl-click one of them, move them to the front, then box the front and click the medivacs and bring them out. Is there an easier way to do that?
|
On June 12 2012 05:30 DelugeSC wrote: Thank you -Fox for your answer, great help! Is there a guide anyone knows of on how to efficiently pick-up and ferry caught units with medivacs? I usually bind them with my marines and marauders so to pick up I usually cntrl-click one of them, move them to the front, then box the front and click the medivacs and bring them out. Is there an easier way to do that?
Although this can take some time to adjust to I'd recommend putting your medivacs in a different control group entirely. It's easy to a-move with medivacs and bio in the same group but a lot of the time this leaves your medivacs vulnerable as they try to heal units while you are retreating. This often causes them to lag behind and get picked off. However, what you are you doing right now is probably the easiest way. Also just visually looking at the battle and clicking the medivacs on your screen to move them forward is plausible. I find having them on a separate hotkey allows you to do it the fastest though, especially after you've picked up the units and are trying to retreat the medivacs. It is definitely faster meaning there is less chance of your medivacs being shot down while full.
|
I saw someone recommend a special hotkey setup a long time ago and cant find it, but I wanted to share it becuase ive been using it for about a year and within a week of using it my macro improved dramatically.
The hot keys Q and W are not used with the Terran race. (set this to control group 0 as Q, and to set control group should be ctrl+Q.)
I set all barracks to Q, it is lightning fast to go Q--->A, D
I set all facts/ports to W(Set to control group 9, ctrl+9 to set). A lot of people are iffy about tabbing through, but honestly the only air unit you really build with Terran is vikings or medis which makes it easy to just tab through and hit the hot keys.
Give it a try, it is so damn effcient macro wise, all your fingers are in one spot,
Also, I have my camera hot keys set to `(location 1) which is at my main CC
and my second camera hot key is Caps lock which is at my wall.
|
On June 12 2012 03:41 Chronious wrote: Hello TL. I'm a diamond terran and I would like to improve my ghost micro.
When I'm using ghosts it feels so awkward and I'm making so many mistakes. Walking my ghosts into prottos army, or droping feeble EMPs which effect only a few units.Dont get me started on my sniping skill...
Well, I would like to improve, but I don't know how. I have searched TL, google, youtube, but I haven't find anything that has come even close to useful.
I'm searching for a guide which would familiar me with the basic Ghost controls and how to use them in combat. Also a custom map for ghost micro would be awesome, but I haven't found one yet.
That's it, hope you guys will be able to help me
Have a great day and enjoy yourselves
PS: I'm aware you can play custom game with a friend and just fight when maxed, but there are 2 problems. The first one is: I don't have anyone to play with (/foreveralone) and secondly the idea of just randomly clashing armies together doesn't seem legit. Is it?
Hotkey them with your vikings, when vsing a toss use your scans to see there position, and then run the ghosts in first to land all your emps, then charge in with stimmed bio.
|
What's a solid way to open TvZ now? I just switched to Terran a couple weeks ago and have been doing reactor hellion 3 CC build but high level pros are saying it's not viable now with the queen buff. I can get it to work in plat but no one ever allins me (or does it well at least). I don't want to do allins, because i want to improve my mechanics by playing macro games first.
|
|
|
|