Secondly, with marine tank medivac it is quite common to end the game quickly right? I mean, with mech...you have to prepare for like 30+ min game long or so, compared to marine tank medivac which is generally able to end games faster, correct? Because I simply dont want to have 30+ min long games each time I play TvT, just would love to make sure if I can end the game (generally) relatively quickly with marine tank medivac?
The Terran Help Me Thread - Page 265
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dynwar7
1983 Posts
Secondly, with marine tank medivac it is quite common to end the game quickly right? I mean, with mech...you have to prepare for like 30+ min game long or so, compared to marine tank medivac which is generally able to end games faster, correct? Because I simply dont want to have 30+ min long games each time I play TvT, just would love to make sure if I can end the game (generally) relatively quickly with marine tank medivac? | ||
Sianos
580 Posts
On June 18 2012 23:37 dynwar7 wrote: So with marine/tank/medivac, what do I do if I see my enemy going mech? Add more marauders? This is bad because I need medivacs to heal my marines, and he will have vikings. Secondly, with marine tank medivac it is quite common to end the game quickly right? I mean, with mech...you have to prepare for like 30+ min game long or so, compared to marine tank medivac which is generally able to end games faster, correct? #1 Depending on the Hellion number of your opponent. Marrauders don´t cost much gas, so you should be able to build both. Aggainst mech in general you have 2 options: 1) You contain him and get him from expanding, so that he needs to push in your tankline 2) Dropping and splitting his units #2 Yes, you are right.That´s because Marine, Tank, Medivac is more mobile and you want to abuse this advantage over the mech player. Another reason is, that´s it´s almost impossible to catch up with the Viking count of a meching player and the Viking count determines the winner in Lategame (If there are already a lot of Tanks on both sides). | ||
MarkT34
United States111 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 -.- The safest way to 1 rax FE in TvT is to rely on early siege tech, or to have a barracks-heavy expand where you go for a 2-medivac timing. I personally prefer the barracks heavy expand. A really easy way to do it was outlined by Day9 in this daily: http://blip.tv/day9tv/day-9-daily-394-p1-terran-week-thorzain-s-tvt-5862954 | ||
MarkT34
United States111 Posts
On June 17 2012 12:00 netherDrake wrote: TvP woes. http://www.sc2sea.com/replays.php?do=viewreplay&id=1360 First of all my control is terrible, I just can't seem to do all the necessary kiting/splitting and storm dodging and also microing my vikings/ghosts at the same time. I also find it very hard to punish toss when he's out of position, perhaps I could have tried to drop the third and nat more but I'm unable to capitalize on his positioning with my drop play. I rarely win unless I manage to get a lucky engagement or a good drop off. Anyone can help with this? My macro/upgrades also weren't perfect that game, but I was hold a position next to his watchtower and was afraid to get caught out by toss (which I still did). You seem to be having problems in the late game, which most Terrans are. You can practice all you want, but it is extremely difficult take out a toss late game - unless you take the upper hand mid game. What Terrans are figuring out now (Bomber is a great example) is that in the mid game, the Terran is EXPONENTIALLY more powerful than the toss. If I were you, I would watch some of the more recent VoDs of Terrans doing mid-game timing pushes. A great place to start would be with Bomber at the Red Bull Battlegrounds. He does a push that if it doesn't outright kill the toss (which it will definitely do some of the time) it cripples them so that he can simply walk over them later in the game. His innovation is similar to Stephano's in ZvP. With your macro, I would say that you could definitely pull this off against players of your similar rank with practice. | ||
MarkT34
United States111 Posts
On June 18 2012 04:21 deeshoo wrote: Hi guys, off of three base and on in late game TvP (standard bio + viking ghost composition) just how much production am I capable of? I was previously going off 8rax (5 tech labs, 3 reactors) and 2 reactored ports, but I feel like that's not enough. Thoughts? Diamond NA Terran I mean the easiest way to tell if you are running off of enough production and you aren't maxed is to look at your money. But for what you are looking for, you have to play it by ear. If you scout him while he is already getting colossi out and you get caught with your pants down, you obviously are going to need more Starports. If he is going for HTs, you will need more barracks to get out ghosts. And I might as well throw this in, but you should aim to make your production so that your army is made up of about 2/3 marines and 1/3 marauders, with ghosts and medivacs in there too obviously. If you are maxed and floating mass cash because of it, it cant hurt to throw down some more rax and ports so that you can remax quicker, and you can even expand more if you have the map control. | ||
ContactKilla
United States194 Posts
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zmansman17
United States2567 Posts
On June 19 2012 02:15 ContactKilla wrote: Just came back after 6 week break and playing Diablo3.... Oh boy. Welcome back! And Happy Birthday! Hopefully you enjoyed Diablo 3, but not as much as Starcraft 2 ^_^ | ||
gavinashun
101 Posts
On June 19 2012 01:54 MarkT34 wrote: I mean the easiest way to tell if you are running off of enough production and you aren't maxed is to look at your money. But for what you are looking for, you have to play it by ear. If you scout him while he is already getting colossi out and you get caught with your pants down, you obviously are going to need more Starports. If he is going for HTs, you will need more barracks to get out ghosts. And I might as well throw this in, but you should aim to make your production so that your army is made up of about 2/3 marines and 1/3 marauders, with ghosts and medivacs in there too obviously. If you are maxed and floating mass cash because of it, it cant hurt to throw down some more rax and ports so that you can remax quicker, and you can even expand more if you have the map control. There is a great website to see how much you can afford: http://haploid.nl/sc2/unit_production/terran.php You enter your bases/workers, and production buildings and it will tell you if you can afford that or not. As to your question of being on 3 bases, assuming full saturation (let's say 16 SCV on minearls in each base, 6 geysers with 3 in each, and the 3rd being planteary not orbital), then yeah, that's about right, if you are constantly making out of the reactor ports. That said, if you are not making constantly from the reactor ports, you could definitely afford more tech lab rax. My2cents | ||
MiraculiX
Norway22 Posts
They can on some maps go up to 4 bases and almost Hivetech before making a single unit... only queens... | ||
deeshoo
United States319 Posts
On June 19 2012 03:35 MiraculiX wrote: How on earth is Blizzard thinking that Terran is suposed to play vs Zerg now? They can on some maps go up to 4 bases and almost Hivetech before making a single unit... only queens... I've been experimenting with my own variant of DeMuSlIm's (I don't know how he capitalizes those letters :|) hellion/upgraded marine push to try and punish fast thirds while securing my own third and establishing more production. If I scout that he went fast Lair then I'll just pull back and take my third, and the most I'll do to poke is just clean up some creep and clear the towers; either way I'll transition into marine tank medivac and prepare for a 2/1 timing push while dropping somewhere else. From that point on if my macro stays intact (it's pretty bad ![]() | ||
ContactKilla
United States194 Posts
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zezamer
Finland5701 Posts
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zhurai
United States5660 Posts
On June 19 2012 07:02 zezamer wrote: hey over 20 games today, no TvT, you guys still play this game ? ![]() I'm bad, so I don't really play too much (plus finals next week, also I'm managing some team*) * competitive, not pro yet, the race spread is sad here too | ||
iAmJeffReY
United States4262 Posts
On June 19 2012 07:02 zezamer wrote: hey over 20 games today, no TvT, you guys still play this game ? ![]() lol same, buncha troll games and not a single tvt. mostly tvz. | ||
Worker Drop
Chile9 Posts
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HeroMystic
United States1217 Posts
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WaKai
Canada88 Posts
On June 19 2012 08:59 Worker Drop wrote: Can someone tell me an all in against Nexus first ( Doing Rax fe bomber style) If you do a rax fe, if you see a nexus first. a move marines, ctl click scv's and proceed to auto win. nexus first should never work and should never be in tvp. | ||
zmansman17
United States2567 Posts
On June 19 2012 06:38 ContactKilla wrote: Lol so does this game even like the Terran race? When was last buff for us? Lol. We had a HSM speed increase buff not too long ago. Before that I honestly don't know. I have dreaded every patch and the term "patch", at least for me became synonymous with nerf. | ||
zmansman17
United States2567 Posts
On June 19 2012 12:04 WaKai wrote: If you do a rax fe, if you see a nexus first. a move marines, ctl click scv's and proceed to auto win. nexus first should never work and should never be in tvp. This isn't necessarily a good idea. And Nexus first really can't be punished that easily. If you are playing someone ahead of time that you have played before and know will Nexus first, you can auto win if you 2 rax 12/13 (you could also 11/11) and proxy one of the rax close to their base. Then bring 5 scvs and bunker rush as you push. However, without knowing this beforehand, and then scouting Nexus first, your best best may be too feign pressure with early marines and a few scvs and double expand behind it. I have found as a high master player that Nexus first is not all that risky for the Protoss if you are going for the traditional 1 rax FE. To meta game this build, if you are having this happen a lot, but you do not want to fully commit to a proxy rax, may I recommend a 12 rax, 13 gas, reaper FE. This way if they nexus first, your first 2 reapers will Pwn the Protoss player. Reapers outmicro zealots and they won't be able to have a stalker for the first 2 reapers. Especially if you force them to produce another zealot, thereby delaying the stalker again (they do this to buy time, so you don't decimate their probe lines). The other benefit to a reaper FE is that if they do not do a greedy build, you can just make 1 reaper and then go marauder concussive shell and send that marauder to the close watch tower and wait for their stalker to come and visit. Then you may grab a free stalker and have some map control and scouting with your reaper. | ||
Worker Drop
Chile9 Posts
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