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The Terran Help Me Thread - Page 259

Forum Index > StarCraft 2 Strategy
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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.
Account252508
Profile Joined February 2012
3454 Posts
June 15 2012 11:59 GMT
#5161
--- Nuked ---
MonDeW
Profile Joined June 2011
Denmark369 Posts
June 15 2012 13:07 GMT
#5162
I've been having a lot of trouble with zealot archon lately, and i don't really know how to deal with it. Can anyone help a sad Terran? =)
dynwar7
Profile Joined May 2011
1983 Posts
June 15 2012 13:16 GMT
#5163
On June 15 2012 20:17 Ktk wrote:
Show nested quote +
On June 15 2012 17:33 dynwar7 wrote:
Does anybody have a new,fresh, working strategy in TvT? I used to like mech..... but thanks to their immobility I dont really use them, though I still love them.

So, My plan now is to go just Bio, and try to be aggressive as much as I can, drops everywhere, etc. and if it gets to mid-late game, I will transition to BC vikings.

Problems are:

1. He has a few turrets outside his perimeter, I cannot drop....and this is not even late game, where he normally has tons of minerals to spend on turrets. What do I do if bio cannot drop vs mech? Everyone says to drop vs mech and abuse mobility, but what if they have a good number of turrets?

2. I used MMM but was beaten by mass marine/some tanks/medivacs. Perhaps it was just my macro, but what do you suggest vs marrine tank?

3. Well, this is the whole question of this post Any new strategy for TvT that is fresh, new and works decently?


I once watched a TvT where Bomber gave no shits about turrets - he got a raven (gasp! try this after a banshee expand, maybe? raven expands are very good defensive openings imo too... esp if you can guarantee the opponent goes banshees) and PDD'd the turret line and dropped 16 marines for massive damage. Some food for thought

Marine tank is, on paper, good against bio in general since instead of tanks you have marauders, and by itself, marines beat marines/marauders.

What I've been doing TvT is either a banshee[or]raven expand or 1rax FE into 3rax port (basically exactly like the TvP build, stim first 2medivac timing without a flying factory) into bio or marine tank - whatever I feel is appropriate for what I see. Not sure if it's new or fresh, we don't see TvTs that often these days



Appreciate the help. Need more opinions regarding this
Regarding the imbalance, hilarious to see Zergs defending themselves....
s3rp
Profile Joined May 2011
Germany3192 Posts
Last Edited: 2012-06-15 13:32:49
June 15 2012 13:29 GMT
#5164
Has anyone found a way to safely transition into a decent Raven-count safely in TvZ without exposing yourself massively ? I've toyed around with 1 Rax FE into a few Banshees and from there on into Ravens instead of switching the Starport to a Reactor ( i just build a new one with for a reactor ) but since i don't have alot ( if any ) tanks i will straight up die to ling bling aggression . Sadly Even if i survive Raven without full energy just suck balls since everything they have costs so freaking much Energy .So even if i have the Ravens but not enough Enegy yet i lose. ( Not to mention you're screwed if you get fungaled once even with Energy but oh well .. )
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
June 15 2012 14:51 GMT
#5165
On June 15 2012 22:29 s3rp wrote:
Has anyone found a way to safely transition into a decent Raven-count safely in TvZ without exposing yourself massively ? I've toyed around with 1 Rax FE into a few Banshees and from there on into Ravens instead of switching the Starport to a Reactor ( i just build a new one with for a reactor ) but since i don't have alot ( if any ) tanks i will straight up die to ling bling aggression . Sadly Even if i survive Raven without full energy just suck balls since everything they have costs so freaking much Energy .So even if i have the Ravens but not enough Enegy yet i lose. ( Not to mention you're screwed if you get fungaled once even with Energy but oh well .. )


I wouldn't start getting ravens until you've secured a 3rd (you can get the one if you opened banshee, but no more). I like making 2 ports with techlabs, and possibly a 3rd with reactor. Basically, you need to check the timing of his hive/greater spire to see if you can safely build up ravens or quickly make vikings to survive, generally you will want a mix of both anyways.

I'd say the biggest weakness of getting ravens is if the Zerg just goes pure ultra/ling/infestor. Missiles don't do much to ultralisks and your standing army won't be able to match his.

So, to be as safe as possible you'll need defensive PFs, turrets, bunkers etc. Anything to create the most cost-efficient defensive position possible while you slowly get the critical raven count.

Also, going ravens relies 100% on your opponent being bad with his fungals. In theory ravens should never work, since they just get chain-fungaled and can't throw down a single missile. Hopefully they will get buffed/zerg will get nerfed in the near future so it becomes more viable. A decrease in cost wouldn't hurt.

This is from a mech perspective, can't really say how ravens work with a bio build.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
RedAllay
Profile Joined June 2012
United States1 Post
June 15 2012 15:12 GMT
#5166
On June 15 2012 22:16 dynwar7 wrote:
Show nested quote +
On June 15 2012 20:17 Ktk wrote:
On June 15 2012 17:33 dynwar7 wrote:
Does anybody have a new,fresh, working strategy in TvT? I used to like mech..... but thanks to their immobility I dont really use them, though I still love them.

So, My plan now is to go just Bio, and try to be aggressive as much as I can, drops everywhere, etc. and if it gets to mid-late game, I will transition to BC vikings.

Problems are:

1. He has a few turrets outside his perimeter, I cannot drop....and this is not even late game, where he normally has tons of minerals to spend on turrets. What do I do if bio cannot drop vs mech? Everyone says to drop vs mech and abuse mobility, but what if they have a good number of turrets?

2. I used MMM but was beaten by mass marine/some tanks/medivacs. Perhaps it was just my macro, but what do you suggest vs marrine tank?

3. Well, this is the whole question of this post Any new strategy for TvT that is fresh, new and works decently?


I once watched a TvT where Bomber gave no shits about turrets - he got a raven (gasp! try this after a banshee expand, maybe? raven expands are very good defensive openings imo too... esp if you can guarantee the opponent goes banshees) and PDD'd the turret line and dropped 16 marines for massive damage. Some food for thought

Marine tank is, on paper, good against bio in general since instead of tanks you have marauders, and by itself, marines beat marines/marauders.

What I've been doing TvT is either a banshee[or]raven expand or 1rax FE into 3rax port (basically exactly like the TvP build, stim first 2medivac timing without a flying factory) into bio or marine tank - whatever I feel is appropriate for what I see. Not sure if it's new or fresh, we don't see TvTs that often these days



Appreciate the help. Need more opinions regarding this


Rather then looking at unit composition think in terms of what your opponent is doing. If he is getting a lot of turrets fast on 2-3 base, that means he is playing defensive, which usually gives you the chance to expand behind this. Use your mobility as a way of keeping him pinned in his corner, some Sensor towers around his boarder may even help to spot any sneak attacks or hidden expos, but the bottom line is scouting is your friend.

Now to look at the Marine/Tank comp, if you keep him pinned for a while he will try one of 2 things:
1. He will just try and slowly break the contain
2. He will try and do marine drops of his own (trying to get around your contain)

For the first option, dont engage when his tanks are in siege mode, as you might just get eaten up, slow the push down for as long as possible. If you are able to be up on base count, you should also be able to replenish your army faster then him and have more stuff.

The second option, his tanks will not be probably defended, so this opens the oppurtunity to do Marauder/Marine bombs on his tanks (Medivac drop your units on his tanks). For this to really work make sure you have air control, as vikings may be really annoying. Once the tanks are gone push in, your MMM should even base race faster then his pure marines, but make sure to have vikings of your own to combat the floating buildings.

So sum up the new "Strategy" be patient, dont try and kill him right away, bleed him out with your macro by having way more stuff that even if you lose a battle, youll have way more stuff faster then him.
Always have a plan, but never plan on follow it.
Kull of Atlantis
Profile Joined June 2012
Turkey98 Posts
June 15 2012 15:57 GMT
#5167
Hello strategists,

I decided that if I want to be good at this game I need to choose myself a playstyle and stick to it.
So I decided to be an aggresive terran that also can macro, so my question is:

[?]Could you suggest me aggressive openings against each race that can put pressure all the time but doesn't limit macro possibilities? (again, you can directly link to liquipedia or another thread all help is appreciated)

I like to macro, I mean if you let me I can macro all day but I want to learn aggressive openings and builds than can also lead me to a good macro game.

Right now, I am playing 1 Rax FE against all races, of course if deviates after that according to each match up. This is beautiful because definitely leads you to macro but when I want to put pressure and put pressure, it feels too late.

Thanks,

Kull
King Kull must die!
HeroMystic
Profile Joined March 2011
United States1217 Posts
June 15 2012 16:00 GMT
#5168
On June 15 2012 22:07 MonDeW wrote:
I've been having a lot of trouble with zealot archon lately, and i don't really know how to deal with it. Can anyone help a sad Terran? =)

If you see Zealot/Archon, You gotta get Ghosts. Until you do, go more Marine heavy and put your Marauders up front of your Marines to tank the damage. Also, keep your medivac count high. They're the reason why MM can stay aggressive.
SKDN
Profile Joined April 2012
Sweden243 Posts
June 15 2012 16:01 GMT
#5169
On June 15 2012 22:07 MonDeW wrote:
I've been having a lot of trouble with zealot archon lately, and i don't really know how to deal with it. Can anyone help a sad Terran? =)

1.5 ghosts per archon and 2 marines per zealot to trade cost effectivly
NouMPSy
Profile Joined February 2012
United Kingdom13 Posts
June 15 2012 16:26 GMT
#5170
Hey guys

I was just wondering, how do you make the medivac drop the units inside of it while still moving, and this way spreading the units out in a line... rather than just stop and drop?
Ive seen this done a lot of times and think that this would be very useful


thanks for any response :D
Play aggressive or dont play at all :)
14fighter
Profile Blog Joined January 2012
United States226 Posts
June 15 2012 16:31 GMT
#5171
How important is it to snipe observers?
uzushould
Profile Joined September 2011
Austria122 Posts
June 15 2012 16:35 GMT
#5172
hello there,

as a lot of terrans play 1 rax fe into double gas nowadays, i m playing this style too almost every game. But lately zergs start to steal ur gas after ur 1 rax fe and i dont know how to react.

it will absolutely destroy every timing ur looking at, u won t even be able to get out helions in case of an banelingbust or mass ling attack....i have no idea how to follow this up....just take 1 gas and the second as soon as u killed his drone blocking the gas? That threws u behind in tech like for ever since u need about 3 - 4 marines to kill that badass drone.

i would really recomend every zerg doing this (but not against me ;-), i just want to know how u guys follow this up/how u react.

thx
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2012-06-15 16:37:40
June 15 2012 16:35 GMT
#5173
On June 16 2012 01:26 NouMPSy wrote:
Hey guys

I was just wondering, how do you make the medivac drop the units inside of it while still moving, and this way spreading the units out in a line... rather than just stop and drop?
Ive seen this done a lot of times and think that this would be very useful


thanks for any response :D


d(unload all) + click(mouse left) on the medivac, it starts unloading, then move the medivac straight to create a line
Asha
Profile Blog Joined November 2010
United Kingdom38257 Posts
June 15 2012 16:38 GMT
#5174
On June 16 2012 01:26 NouMPSy wrote:
Hey guys

I was just wondering, how do you make the medivac drop the units inside of it while still moving, and this way spreading the units out in a line... rather than just stop and drop?
Ive seen this done a lot of times and think that this would be very useful


thanks for any response :D


select the medivac, click drop and then click on the medivac itself rather than on the ground. This tells the medivac to start unloading the units.

On June 16 2012 01:31 14fighter wrote:
How important is it to snipe observers?


It's important. It keeps the Protoss in the dark, makes them scared of whether you might be pushing, dropping, or where your army is at all on the map. It costs them gas, and if they want to rebuild it costs them robo time.

Just work on spotting them and if you're sure one is there kill it =)
vthree
Profile Joined November 2011
Hong Kong8039 Posts
June 15 2012 16:42 GMT
#5175
Scout zergs make 6 Queens...

GG?
Floff
Profile Joined January 2012
Germany5 Posts
June 15 2012 17:14 GMT
#5176
On June 16 2012 00:57 Kull of Atlantis wrote:
Hello strategists,

I decided that if I want to be good at this game I need to choose myself a playstyle and stick to it.
So I decided to be an aggresive terran that also can macro, so my question is:

[?]Could you suggest me aggressive openings against each race that can put pressure all the time but doesn't limit macro possibilities? (again, you can directly link to liquipedia or another thread all help is appreciated)

I like to macro, I mean if you let me I can macro all day but I want to learn aggressive openings and builds than can also lead me to a good macro game.

Right now, I am playing 1 Rax FE against all races, of course if deviates after that according to each match up. This is beautiful because definitely leads you to macro but when I want to put pressure and put pressure, it feels too late.

Thanks,

Kull


Hi Kull,

IMO you'll have to decide 'when' you want to put on pressure. If you go 1rax FE all day long, then you cant expect to attack at 6:00min (except hellions mb). Figure out the timings, for example stim CB MM pressure at 9:30 vs. Protoss etc. If you still feel it's too late, then its not the opening but the execution you'll have to work on.
Floff
Profile Joined January 2012
Germany5 Posts
June 15 2012 17:16 GMT
#5177
On June 16 2012 01:42 vthree wrote:
Scout zergs make 6 Queens...

GG?


Not entirely. If you open hellions you still can delay (not stop) the spread to a certain degree. The last couple of games I always had 1-2 raven in my army. You save scans, see burrowed infestors/roaches, harass, PDD for lategame Viking vs. Curroptors. Notice also that Queen ground attack gets intercepted by PDD since the patch.
zmansman17
Profile Joined March 2011
United States2567 Posts
June 15 2012 17:17 GMT
#5178
Guys is anyone having a lot of trouble versus Zergs on ladder this and last season? So far this season I've played 16 games and 8 of which have been Zerg. I've won 1 and lost 7 of these games. I was rank 1 master last season but stopped playing right after the patch.

I've noticed this season that 11/11 rax is basically dead. Zerg overlords are too fast and seem to be able to scout the initial SCVs, and also if you attempt to wall off the bottom of a zerg's ramp, they can use their queen's 5 range to attack SCVs. All in all, Zergs can basically A move to stop 2 rax, and it takes them essentially no skill.

I've also noticed that the reaper FE, another favorite of mine, is pretty terrible. No longer can you harass queens and micro with 3 reapers, pick off a few drones, and annoy the Zerg. Queens just outrange you... Then of course reactor hellion is neutered and so Zergs are able to spread creep even MORE than before. The last game I played, I had a zerg's creep actually reach my natural by the mid game on antigua. Granted, it's my own fault and I should have denied creep better, I have NEVER had this happen before.

Just seems to me that Zerg is incredibly difficult to play against. I'm at a loss for even a suitable BO to work against them. Even MVP, MKP, MMA says Zerg is OP and they also have no idea what to do. I guess I'm going to go for the CC first into 2 gas into 3 marines, reactor hellion into banshee raven, but then I know I'm going to be pissed when I get roach rushed or Roach ling mid game timing. It really sucks that Zerg can choose so many timings and as Terran, you really can only hope that you will be permitted to be greedy. But even if you are greedy, it's only sufficient to say you have a chance to win the game, but nothing more
♞ - His EKG is flattening get me a defib stat! Prepped and Ready! - ♞
Vanchen
Profile Blog Joined March 2011
55 Posts
June 15 2012 18:19 GMT
#5179
On June 16 2012 01:35 uzushould wrote:
hello there,

as a lot of terrans play 1 rax fe into double gas nowadays, i m playing this style too almost every game. But lately zergs start to steal ur gas after ur 1 rax fe and i dont know how to react.

it will absolutely destroy every timing ur looking at, u won t even be able to get out helions in case of an banelingbust or mass ling attack....i have no idea how to follow this up....just take 1 gas and the second as soon as u killed his drone blocking the gas? That threws u behind in tech like for ever since u need about 3 - 4 marines to kill that badass drone.

i would really recomend every zerg doing this (but not against me ;-), i just want to know how u guys follow this up/how u react.

thx

Take the gas at your expo, make a faster bunker.

On June 16 2012 02:17 zmansman17 wrote:
Guys is anyone having a lot of trouble versus Zergs on ladder this and last season? So far this season I've played 16 games and 8 of which have been Zerg. I've won 1 and lost 7 of these games. I was rank 1 master last season but stopped playing right after the patch.

I've noticed this season that 11/11 rax is basically dead. Zerg overlords are too fast and seem to be able to scout the initial SCVs, and also if you attempt to wall off the bottom of a zerg's ramp, they can use their queen's 5 range to attack SCVs. All in all, Zergs can basically A move to stop 2 rax, and it takes them essentially no skill.

I've also noticed that the reaper FE, another favorite of mine, is pretty terrible. No longer can you harass queens and micro with 3 reapers, pick off a few drones, and annoy the Zerg. Queens just outrange you... Then of course reactor hellion is neutered and so Zergs are able to spread creep even MORE than before. The last game I played, I had a zerg's creep actually reach my natural by the mid game on antigua. Granted, it's my own fault and I should have denied creep better, I have NEVER had this happen before.

Just seems to me that Zerg is incredibly difficult to play against. I'm at a loss for even a suitable BO to work against them. Even MVP, MKP, MMA says Zerg is OP and they also have no idea what to do. I guess I'm going to go for the CC first into 2 gas into 3 marines, reactor hellion into banshee raven, but then I know I'm going to be pissed when I get roach rushed or Roach ling mid game timing. It really sucks that Zerg can choose so many timings and as Terran, you really can only hope that you will be permitted to be greedy. But even if you are greedy, it's only sufficient to say you have a chance to win the game, but nothing more

So a lot of people in this thread will hail the demuslim build as the saviour of their TvZ but I don't really like it because you are stuck on one gas for a while and a proper roach bling attack has a chance to kill you. I personally do one of 3 builds, (1300 Masters last season) MM/Hellion timing off a 15cc, hits at 930, 3cc into marine tank or 3cc into mech. I find that the double gas 3 cc into banshees and hellions is shut down by a lot of higher level zergs that I face, they just make a lot of queens and some roaches and ALWAYS have spores up in time and it's not worth the investment to not get anything done with your harass. The 15cc into MM/Hellion push feels more powerful than the demuslim build because you have more hellions and more marauders. Your factory is also reactored so you can re-enforce quicker AND after all that, it hits 30 seconds faster.
ST_Bomber|SKLGIM_MC|
sheib
Profile Joined June 2012
Belgium2 Posts
June 15 2012 18:47 GMT
#5180
Can somebody help me?

This is the situation: when I play terran do a gasless fast-expand in a TvT I can hold of almost any push but one. I build my bunkers and build the marines, the usual shit... But then the other terran rushes me with 2 siege tanks and marines in front of it. I can't kill the tanks because of the marines before it... If I pull my marines out of the bunker and rush the siege tanks I simply die, if I do nothing I just get steadily killed...

How to solve this?
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