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The Terran Help Me Thread - Page 264

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.
dynwar7
Profile Joined May 2011
1983 Posts
June 18 2012 05:03 GMT
#5261
Someone please help me in TvT. I am totally lost here. I love going 1Rax FE, but need to be able to hold off any early aggression. I was thinking of going standard 1 rax fe, then getting fast raven and viking for enemy banshees. While doing this, maybe its good to hellion drop?

Again, while doing all this, when do I research siege tanks? TvT is so confusing -.-
Regarding the imbalance, hilarious to see Zergs defending themselves....
Qibla
Profile Joined December 2010
Australia343 Posts
June 18 2012 06:45 GMT
#5262
I'm a diamond Terran and I have a question. How do I minimise losses occurred from defending my building scv in the opening?

Most games of TvP or TvZ the opponents scouting worker will harrass my scv building my barracks. I have to pull 1, sometimes 2 workers to defend, especially if they focus down the building scv instead of switching to the attacking scv.

Pulling 2 scv's really eats a chunk out of my minerals and delays my CC for a good few seconds, which delays my bunker, double gas, ebay etc. I find especially most of the time the scouting stalker or stalker zealot combo will get to my front before my bunker goes down and they get free reign over my piss weak un-upgraded marines, unless I'm extremely vigilant on my micro.

This just sets me up horribly for the rest of the game.

How do the pro's react to this scv harrass?
Are you calling moi a dipshit?
xTrim
Profile Joined April 2011
472 Posts
June 18 2012 06:59 GMT
#5263
@quibla: as soon as you see an opposing worker appear on your mininap grab one worker and attack move towards your barracks. if he did not attack , your sc v will get a free hit which will net you a win in the fight. so he will probably give up on harassing the worker. then you get back to mining. if not keep attacking. if your scv is going to lose swap it with another one.

no way your opponent can focus the builder and kill it if you react as stated above
Sitinte
Profile Blog Joined January 2011
United States499 Posts
Last Edited: 2012-06-18 07:16:37
June 18 2012 07:10 GMT
#5264
@qibla: You can also pre-emptively start to build a supply depot to finish your wall-off if the scout doesn't arrive on time. Just have your SCV (the one that was building the barracks) on it for 2-3 seconds, pull it and return back to your barracks. After the rax finishes, return it back to the supply depot. It's more than feasible for FE, and times out with gas builds (getting the 150 minerals to start your Orbital at normal timing).

Just keep an eye on the depot, since it's going to be in deep red, and a worker dedicated to attacking it will kill it. Also, your SCV will rotate around in a diamond, so it'll be exposed for a little bit. But for the most part, your SCV won't be as exposed to your opponent's worker.
dynwar7
Profile Joined May 2011
1983 Posts
June 18 2012 07:12 GMT
#5265
Ok, I will summraize my question to this:

Everyone says to drop vs a meching terran. I wonder, have they ever seen a turret ring? It is hard to drop with lots of turrets...their dps to medivac is really really good. So, what is your solution to counter turret ring?
Regarding the imbalance, hilarious to see Zergs defending themselves....
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
June 18 2012 07:52 GMT
#5266
Try to find holes in the ring, or create them by killing turrets from the low ground, or you can try to bruteforce it by dropping with 4+medivacs at the same place.
Romanes eunt domus
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 18 2012 08:19 GMT
#5267
On June 18 2012 16:12 dynwar7 wrote:
Ok, I will summraize my question to this:

Everyone says to drop vs a meching terran. I wonder, have they ever seen a turret ring? It is hard to drop with lots of turrets...their dps to medivac is really really good. So, what is your solution to counter turret ring?


The reason turret rings aren't used is that they're expensive. Putting up a large number of turrets (rather than just one or two to zone drops out, making him drop closer to your army) costs a lot of money. It's better to just make 1 sensor tower and pay attention to the minimap.

IF, however, you're going bio or marauder/tank against a mech terran and find he has like 8 turrets, you should just double-expand-- YOU don't need to buy 8 turrets, so you spend the extra money getting a huge economic edge.

If you really, REALLY want to drop into a bunch of turrets, bring along 1-2 high energy ravens, make PDDs, and drop your dudes in. the PDDs will absorb a ton of turret damage.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
zezamer
Profile Joined March 2011
Finland5701 Posts
June 18 2012 08:44 GMT
#5268
On June 18 2012 16:12 dynwar7 wrote:
Ok, I will summraize my question to this:

Everyone says to drop vs a meching terran. I wonder, have they ever seen a turret ring? It is hard to drop with lots of turrets...their dps to medivac is really really good. So, what is your solution to counter turret ring?


Don't drop. Try to pick up turrets from low ground if possible.

If his main is secure move onto harass natural + 3rd. Drop natural and pressure third at the same time. Get more expansions.
dynwar7
Profile Joined May 2011
1983 Posts
June 18 2012 09:33 GMT
#5269
1. I have ( I think) decided to just go marine/tank/medivac in TvT. I must ask, is this a viable, decent build in TvT?

2. I would love to mix some vikings, and in TvT air control is a must anyway right? So I will be producing 1 medi 1 viking with my reactored starport, is this ok?

3. Lastly, is there a guide for this standard marine/tank/medivac style? I prefer something that has 1 rax FE since that is what I love to do

THank you
Regarding the imbalance, hilarious to see Zergs defending themselves....
SFGIANTS91
Profile Joined October 2011
United States51 Posts
June 18 2012 09:46 GMT
#5270
1. Marine tank is the most commonly used composition in tvt. Against bio it absolutely crushes if used correctly. Against mech you are going to have to mix in marauders or go pure bio.

2. Yes air control is important but you have to understand why, and that is vision. So if you want to mix in a few Vikings then go for it but prioritize medivac production until you have at least 8. Against mech I would say outproducing Vikings Is probably not gonna happen, so don't try it unless you know you can win and dominate the air war.

3 day 9 did a daily on a thorzain opening that starts out as a 1 rax fe . Search thorzain tvt on his archives : day9.tv/archives
DUDE! Where's my mothership???
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
June 18 2012 09:48 GMT
#5271
On June 18 2012 18:46 SFGIANTS91 wrote:
Against mech I would say outproducing Vikings Is probably not gonna happen, so don't try it unless you know you can win and dominate the air war.


I agree. The strength of marine/tank is that you can lean on your marines for AA and have a couple less vikings against the mech player. Medivacs are highly useful for healing, allowing stims, and of course drops. Still make vikings, of course, but try to get up to 6 medivacs.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
dynwar7
Profile Joined May 2011
1983 Posts
June 18 2012 09:50 GMT
#5272
On June 18 2012 18:46 SFGIANTS91 wrote:
1. Marine tank is the most commonly used composition in tvt. Against bio it absolutely crushes if used correctly. Against mech you are going to have to mix in marauders or go pure bio.

2. Yes air control is important but you have to understand why, and that is vision. So if you want to mix in a few Vikings then go for it but prioritize medivac production until you have at least 8. Against mech I would say outproducing Vikings Is probably not gonna happen, so don't try it unless you know you can win and dominate the air war.

3 day 9 did a daily on a thorzain opening that starts out as a 1 rax fe . Search thorzain tvt on his archives : day9.tv/archives


Thanks a lot I will look at the Thorzain guide.. Other than that, is there a guide here in TL for the standard marine tank medivac?

And if, against mech, I should not outproduce vikings, then what can I do? my medivacs will get killed and I have nothing to heal my marines..?

My plan is to pressure/finish the game quickly with marinetank/medivac, andif it goes long, transition to BC/viking/raven.
Regarding the imbalance, hilarious to see Zergs defending themselves....
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
June 18 2012 10:09 GMT
#5273
On June 18 2012 18:33 dynwar7 wrote:
1. I have ( I think) decided to just go marine/tank/medivac in TvT. I must ask, is this a viable, decent build in TvT?

2. I would love to mix some vikings, and in TvT air control is a must anyway right? So I will be producing 1 medi 1 viking with my reactored starport, is this ok?

3. Lastly, is there a guide for this standard marine/tank/medivac style? I prefer something that has 1 rax FE since that is what I love to do

THank you


errr, marine tank is probably the most common style in TvT, of course it's viable.
Dont think there's a particular guide, but the interesting part of TvT is that you can kinda use whatever opening you like (1/1/1 cloakshee, 1rax FE etc.) then transition into whatever style you like (in this case, standard marine tank).
Also, having enough vikings to keep air superiority is a good thing yes.

_______________

On my side i'm having troubles with TvP. I use the bomber 1rax fe and it works okay compared to my previous TvP builds but I still have those problems :

- How can I identify two base all-ins? Those always catch me offguard unless I get a lucky scan because they are too stupid to hide their stuff. At what time should I start worrying if I see no third base?

- How do I defend those 1base blink+obs things? even if I scan the obs they just bring a new one and can keep going between main and nat picking up stuff while not losing anything, and eventually they roll me over :/
Romanes eunt domus
snotboogie
Profile Blog Joined August 2009
Australia3550 Posts
June 18 2012 10:13 GMT
#5274
Someone please help me, I can't think my way out of this problem. TvT opponent goes for Thor repair all-in. I played completely standard and should have been able to smash his army but my units auto target the Thors which are being repaired. How can I make my units attack SCVs/opponent marines?

Replay: http://drop.sc/199933
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
June 18 2012 11:07 GMT
#5275
On June 18 2012 14:03 dynwar7 wrote:
Someone please help me in TvT. I am totally lost here. I love going 1Rax FE, but need to be able to hold off any early aggression. I was thinking of going standard 1 rax fe, then getting fast raven and viking for enemy banshees. While doing this, maybe its good to hellion drop?

Again, while doing all this, when do I research siege tanks? TvT is so confusing -.-

Against one base play, you commonly either get multiple tax for marines or you double gas and rush for siege tank and viking. You have to be defensive vs one base aggression, there will be no time for hellion drop.
In theory, theory and practice are the same. In practice, they are not.
SHODAN
Profile Joined November 2011
United Kingdom1144 Posts
June 18 2012 11:23 GMT
#5276
Hi

I'm a master terran (1000+ last season). My go-to build for TvZ is MMA's reactor hellion banshee. TvZ is my most refined matchup. I know where all my minerals, gas and supply are going up until the very late game. Here's the problem: 2 base muta really slows down the MMA build. Here's the situation I'm finding myself in a lot:

First two hellions scout no third: possible mutas.
First banshee scouts fast Lair: mutas (here I cancel cloak and cancel the 7th and 8th hellion)
I put down 3rd CC in nat, gas #3 and #4, 2 engineering bays, then rush for 3 additional raxx and 4-5 missile turrets.
Z won't put down his third until mutas.
I can't secure a third until I get enough marines to fight off both mua, ling, bane. It's around this time that Z takes a third and contains me. Tanks are delayed. A huge chunk of minerals disappears to static defense. It kind of spirals out of control from here: sometimes I trade my entire army for his just to get him off my doorstep.

Is there any rearrangement of the MMA build that would optimize a response to 2 base muta? Say, get raxx before gas/engi bays/3rd CC?
Yilias
Profile Joined May 2012
United States20 Posts
June 18 2012 12:40 GMT
#5277
There's two things I can think of that might work well.

Start medivac production upon scouting the lair and use drops to keep him occupied while you secure the third.
or
Drop the armory sooner than you need it for 2/2 and plop a thor in each mineral line.
http://dotabuff.com/players/71397300
DelugeSC
Profile Joined December 2011
United States96 Posts
June 18 2012 13:05 GMT
#5278
On June 18 2012 20:23 SHODAN wrote:
Hi

I'm a master terran (1000+ last season). My go-to build for TvZ is MMA's reactor hellion banshee. TvZ is my most refined matchup. I know where all my minerals, gas and supply are going up until the very late game. Here's the problem: 2 base muta really slows down the MMA build. Here's the situation I'm finding myself in a lot:

First two hellions scout no third: possible mutas.
First banshee scouts fast Lair: mutas (here I cancel cloak and cancel the 7th and 8th hellion)
I put down 3rd CC in nat, gas #3 and #4, 2 engineering bays, then rush for 3 additional raxx and 4-5 missile turrets.
Z won't put down his third until mutas.
I can't secure a third until I get enough marines to fight off both mua, ling, bane. It's around this time that Z takes a third and contains me. Tanks are delayed. A huge chunk of minerals disappears to static defense. It kind of spirals out of control from here: sometimes I trade my entire army for his just to get him off my doorstep.

Is there any rearrangement of the MMA build that would optimize a response to 2 base muta? Say, get raxx before gas/engi bays/3rd CC?


I usually transition right into double Thor right after the cloaked Banshee comes out and my 3rd CC starts. Still on 1 naked rax, 1 reactored factory, and 1 tech lab starport, throw down 2 more factories and an armory. Once the factories finish get two tech labs and make 2 thors and transition to mech.

Mech on 3 base until 200/200 then push to win.
zezamer
Profile Joined March 2011
Finland5701 Posts
June 18 2012 13:24 GMT
#5279
I think he's looking for advice on how to deal with that with biomech..
Artline
Profile Joined September 2011
177 Posts
Last Edited: 2012-06-18 14:37:06
June 18 2012 14:32 GMT
#5280
On June 18 2012 20:23 SHODAN wrote:
Hi

I'm a master terran (1000+ last season). My go-to build for TvZ is MMA's reactor hellion banshee. TvZ is my most refined matchup. I know where all my minerals, gas and supply are going up until the very late game. Here's the problem: 2 base muta really slows down the MMA build. Here's the situation I'm finding myself in a lot:

First two hellions scout no third: possible mutas.
First banshee scouts fast Lair: mutas (here I cancel cloak and cancel the 7th and 8th hellion)
I put down 3rd CC in nat, gas #3 and #4, 2 engineering bays, then rush for 3 additional raxx and 4-5 missile turrets.
Z won't put down his third until mutas.
I can't secure a third until I get enough marines to fight off both mua, ling, bane. It's around this time that Z takes a third and contains me. Tanks are delayed. A huge chunk of minerals disappears to static defense. It kind of spirals out of control from here: sometimes I trade my entire army for his just to get him off my doorstep.

Is there any rearrangement of the MMA build that would optimize a response to 2 base muta? Say, get raxx before gas/engi bays/3rd CC?


You have hellions so get a very early 3rd CC with planetary and turrets. 2 base muta defends with spines and if you can slip in the 3rd quickly you can get quite ahead. From there add a lot of barracks for a marine tank composition. The key part here is to get the 3rd as quickly as possible. You will have more bases to cover but if you can defend with good building placement (supply depots on 3rd, turrets, tank spread) you can hit a great timing with a critical amount of tanks. This only works if the mutalisks don't do much damage of course so it relies on making zerg do no damage while you mass up.

For specifics: with hellions you will be safe for taking a third. Double ebay is fine and get a faster tank (delay bio upgrades) paired with turrets and bunkers to fend off mutalisks. If zerg goes july style with mass lings/banelings/muta you really have to position well and be very effective with your units. I prefer not to drop with this style because you are taking a unnecessary risk. You got banshee tech so try utilising that too. You can delay their third and divert the mutalisks to defend to buy you time for static defenses.
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