Again, while doing all this, when do I research siege tanks? TvT is so confusing -.-
The Terran Help Me Thread - Page 264
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dynwar7
1983 Posts
Again, while doing all this, when do I research siege tanks? TvT is so confusing -.- | ||
Qibla
Australia343 Posts
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? | ||
xTrim
472 Posts
no way your opponent can focus the builder and kill it if you react as stated above | ||
Sitinte
United States499 Posts
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
1983 Posts
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? | ||
BobMcJohnson
France2916 Posts
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Blazinghand
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United States25550 Posts
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. | ||
zezamer
Finland5701 Posts
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
1983 Posts
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 | ||
SFGIANTS91
United States51 Posts
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 | ||
Blazinghand
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United States25550 Posts
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. | ||
dynwar7
1983 Posts
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. | ||
BobMcJohnson
France2916 Posts
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 :/ | ||
snotboogie
Australia3550 Posts
Replay: http://drop.sc/199933 | ||
Daniel C
Hong Kong1606 Posts
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. | ||
SHODAN
United Kingdom1060 Posts
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
United States20 Posts
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. | ||
DelugeSC
United States96 Posts
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
Finland5701 Posts
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Artline
177 Posts
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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