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The Terran Help Me Thread - Page 290

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.
Ace SpadeZ
Profile Joined May 2012
United Kingdom15 Posts
July 04 2012 12:56 GMT
#5781
Has anyone got any decent tips on tvp? If the game passes the half an hour mark,i have trouble countering a protoss deathball (normally consisting of colossus, mass zealots, archons and hts) and always end up losing no matter how many bases ahead I am. I normally try to be aggressive with medi drops and constant attacks in these games, but sometimes they can defend pretty well against it while taking a good chunk out of my economy in the process (the cost of producing constant units). Thanks for any help in advance
dynwar7
Profile Joined May 2011
1983 Posts
July 04 2012 13:12 GMT
#5782
On July 04 2012 20:04 monkybone wrote:
Show nested quote +
On July 04 2012 19:20 dynwar7 wrote:
Hi guys

I have never asked for replays before, but let this be my first and only one.

I am searching of TvT replays where one player goes sky terran, but not later in the game. For example, I have seen boxer vs rain in MLG where both transitioned to sky...its popular, you can see on youtube lol.

So yeah, maybe the one where the player transitions to sky around early/mid game is fine.

Thank you, hope I can find some



There's a VOD of Maru vs Alive where Maru goes straight for an air composition last season of GSL. Search through the vods if you have access.


Nooo! Shame I have no access to GOM.... Is it the first game? First games IIRC are free right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Account252508
Profile Joined February 2012
3454 Posts
July 04 2012 13:18 GMT
#5783
--- Nuked ---
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-07-04 13:42:53
July 04 2012 13:42 GMT
#5784
On July 04 2012 22:18 monkybone wrote:
Show nested quote +
On July 04 2012 22:12 dynwar7 wrote:
On July 04 2012 20:04 monkybone wrote:
On July 04 2012 19:20 dynwar7 wrote:
Hi guys

I have never asked for replays before, but let this be my first and only one.

I am searching of TvT replays where one player goes sky terran, but not later in the game. For example, I have seen boxer vs rain in MLG where both transitioned to sky...its popular, you can see on youtube lol.

So yeah, maybe the one where the player transitions to sky around early/mid game is fine.

Thank you, hope I can find some



There's a VOD of Maru vs Alive where Maru goes straight for an air composition last season of GSL. Search through the vods if you have access.


Nooo! Shame I have no access to GOM.... Is it the first game? First games IIRC are free right?


Might be up-and-downs. I don't remember, but yeah, first games are free.


Alright, do you remember if the mentioned game is the first one? And...I just google "Maru vs Alive GSL" right?

Anybody else know of the replays I am looking for?
Regarding the imbalance, hilarious to see Zergs defending themselves....
SgtJoKeR
Profile Joined March 2012
Canada37 Posts
July 04 2012 14:00 GMT
#5785
Ok guys there will be a bit of a complaint here but don't worry I won't elaborate in the QQ mode.

Everytime in Terran vs Zerg that I see or don't see a roach ling bling or ling bling all-in I die. I just die.
6 hellions to deal with ling bling and marauders to deal with roaches and marines to deal with whatever else because they are so good.

I'm going to present to you this replay. In that precise game I dunno what I was thinking I didn't scout for it. fact remains I cannot deal with this all-in even if I scout it. I had marauders as tanks and hellions to kill ling bling.

I just don't know how to deal with this with or without knowing it's coming everytime it seems to me like I need 300 apm like pros to deal with it!

http://drop.sc/214399

I need all the help possible , thanks!
Why so serious?
forsakeNXE
Profile Joined October 2011
Germany539 Posts
July 04 2012 14:12 GMT
#5786
Hey i am looking for a build order or/and guide for the opening for that @ 13min tvt game here done by dappolos opponent:

http://de.twitch.tv/dignitasapollo/b/323425397

Thanks alot! =)
Let's learn together!
Account252508
Profile Joined February 2012
3454 Posts
July 04 2012 14:16 GMT
#5787
--- Nuked ---
Poffel
Profile Joined March 2011
471 Posts
July 04 2012 14:44 GMT
#5788
On July 04 2012 23:00 SgtJoKeR wrote:
Ok guys there will be a bit of a complaint here but don't worry I won't elaborate in the QQ mode.

Everytime in Terran vs Zerg that I see or don't see a roach ling bling or ling bling all-in I die. I just die.
6 hellions to deal with ling bling and marauders to deal with roaches and marines to deal with whatever else because they are so good.

I'm going to present to you this replay. In that precise game I dunno what I was thinking I didn't scout for it. fact remains I cannot deal with this all-in even if I scout it. I had marauders as tanks and hellions to kill ling bling.

I just don't know how to deal with this with or without knowing it's coming everytime it seems to me like I need 300 apm like pros to deal with it!

http://drop.sc/214399

I need all the help possible , thanks!

First of all, your semi-walloff at your natural seems to be problematic. Granted, the bunker was what stopped the initial wave eventually, but together with the depots it also stopped your SCVs from retreating, and your main army had to literally fight with their backs against a wall, while your opponent could engage from a relatively open angle. Try to create a bottleneck for your opponent, not for yourself, with your buildings.

Secondly, after you defended the initial wave you were miles ahead in tech and economy. However, you kept insisting to send your workers back to mining at your natural before you had enough of an army to drive out the remaining zerglings. Did you see how the enemy avoided your bunker like the plague? He couldn't break you at this point, and the only problem was that your bunker placement didn't allow for enough coverage to defend the natural.

You lost because you kept sending SCVs into zerglings, pushed out too soon, and eventually let lings slip through the walloff of your main. In my opinion, you should have lifted your natural, sent your SCVs to your main (maybe leave a couple of that bunker), kept those depots up and waited until you had enough of an army to secure your natural. Once again, you were ahead at this moment. A one-basing terran with two orbitals and 42 SCVs who is already ahead on tech and upgrades can afford to delay mining at his natural against a two-basing zerg with 27 drones for quite a while.
Qibla
Profile Joined December 2010
Australia343 Posts
July 04 2012 14:46 GMT
#5789
Just played a TvZ, I have no idea how I could have won.

Scouting early I see he makes a few more lings than normal, so I prepare my bunker wall. Then my hidden scout sees his 3rd go down. I defend like 3 or 4 ling bane attacks, and move out to do some damage, kill his 4th, which I have no idea where he got the money to build, and his army is just massive. I've already lost the game, even though as far as I could see I didn't make any major mistakes.

If anyone could shed some light that'd be kewl

http://www.sc2replayed.com/replay-videos/19124
Are you calling moi a dipshit?
dynwar7
Profile Joined May 2011
1983 Posts
July 04 2012 14:55 GMT
#5790
On July 04 2012 23:16 monkybone wrote:
Show nested quote +
On July 04 2012 22:42 dynwar7 wrote:
On July 04 2012 22:18 monkybone wrote:
On July 04 2012 22:12 dynwar7 wrote:
On July 04 2012 20:04 monkybone wrote:
On July 04 2012 19:20 dynwar7 wrote:
Hi guys

I have never asked for replays before, but let this be my first and only one.

I am searching of TvT replays where one player goes sky terran, but not later in the game. For example, I have seen boxer vs rain in MLG where both transitioned to sky...its popular, you can see on youtube lol.

So yeah, maybe the one where the player transitions to sky around early/mid game is fine.

Thank you, hope I can find some



There's a VOD of Maru vs Alive where Maru goes straight for an air composition last season of GSL. Search through the vods if you have access.


Nooo! Shame I have no access to GOM.... Is it the first game? First games IIRC are free right?


Might be up-and-downs. I don't remember, but yeah, first games are free.


Alright, do you remember if the mentioned game is the first one? And...I just google "Maru vs Alive GSL" right?

Anybody else know of the replays I am looking for?


go to gomtv.net and try to find it there.


What did you meanby up and downs by the way?
Regarding the imbalance, hilarious to see Zergs defending themselves....
zezamer
Profile Joined March 2011
Finland5701 Posts
July 04 2012 14:56 GMT
#5791
On July 04 2012 23:12 Enemyy wrote:
Hey i am looking for a build order or/and guide for the opening for that @ 13min tvt game here done by dappolos opponent:

http://de.twitch.tv/dignitasapollo/b/323425397

Thanks alot! =)


Well he looks at the opening after the game @ 25.11
it's something like
10 depo
12 rax
13 gas
tech lab
2nd rax
2nd tech lab
(depo somewhere before expo but cant see the timing from the vod, I think it's after the 2nd rax)
expo
double reapers
combat shields
rax 3 and 4
VPVanek
Profile Joined August 2010
Canada238 Posts
July 04 2012 15:55 GMT
#5792
CAn smeone help me out TVP, I find if the game goes past 20, and the protoss has HT + colossi + Charge etc etc, its very hard to win past that point.
FoXer
kranten
Profile Joined January 2012
Netherlands236 Posts
Last Edited: 2012-07-04 17:01:34
July 04 2012 17:00 GMT
#5793
On July 01 2012 05:30 Blazinghand wrote:
Show nested quote +
On July 01 2012 04:29 kranten wrote:
How do you guys place your bunker in TvP? In like half my games protoss chronos his stalker/zealot and bypasses the bunker and runs straight to the main. I'm 1 rax expanding with a low ground cc.


Typically you'll have at least started your third depot by this point, and if you use all 3 depots to wall the main choke, it means he can't do this. Here's the layout I use:

+ Show Spoiler +
[image loading]


This lets me prevent that sort of zeal/stalker walkby.


Thanks, though never start my 3rd depot at 27 as the cc will finish in a few seconds, just using the barracks instead. They won't be in perfect collums (wich really bothers me, ) but so be it.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
July 04 2012 17:23 GMT
#5794
@Qibla

Did you need to scout as early as you did? It delayed your CC from going down and told you nothing of any interest.

Seeing 6 lings @ 6:40 is hardly the sign of an incoming bust. You over-reacted.

You didn't make a wall at all, you just made some bunkers, it's not the same. If you are not building units with your factory it makes an excellent wall.

Clearly you were going bio, but you have to be a lot more aggressive to make bio work, your macro just wasn't up to the task. You had some pretty nasty supply blocks.

Unless you can dramatically improve your macro, I think you might be better off using standard marine tank.

Don't think he was that far ahead, he might have got an early 4th, but with no drones at his 3rd or 4th for a long while because of his aggression.

The big problem was that you ought to have been in a position @ 9:30 to hold that attack easily. You need to work on your sim city and your build order.
phiinix
Profile Blog Joined February 2011
United States1169 Posts
July 04 2012 17:32 GMT
#5795
On July 04 2012 21:56 Ace SpadeZ wrote:
Has anyone got any decent tips on tvp? If the game passes the half an hour mark,i have trouble countering a protoss deathball (normally consisting of colossus, mass zealots, archons and hts) and always end up losing no matter how many bases ahead I am. I normally try to be aggressive with medi drops and constant attacks in these games, but sometimes they can defend pretty well against it while taking a good chunk out of my economy in the process (the cost of producing constant units). Thanks for any help in advance


On July 05 2012 00:55 VPVanek wrote:
CAn smeone help me out TVP, I find if the game goes past 20, and the protoss has HT + colossi + Charge etc etc, its very hard to win past that point.



These are MY thoughts on tvp. If you don't win in the midgame, you've lost. Find ways to be more aggressive on 2 base and 3 base, taking a faster 4th than your opponent to sustain eco for longer is out of the question if you're playing standard.

I've been opening mkp style of 2 reactor 1 tech lab starport with the +1 stim cs mostly marine push. On top of that, i get +2 rax before I start the third. I move out with the first 2 medivacs and set all the rallies to the front of his base. Once the 2 rax are done I usually get 2 techlabs, but it can be situational. Having this sort of mix allows you to put on a lot more agression when protoss is weakest, aka the time period a little before tech is out to the time period when tech is still low to make a huge difference (maybe he only has 2-4 storms, 1-2 colossus).

Majiru
Profile Joined March 2011
Canada13 Posts
July 04 2012 18:11 GMT
#5796
BIO~~~~~~~~~~~~~~~~~~~~~!!!!!!!!!!!!!!!!!!!!!!!11

User was warned for this post
ZaiJian XiaZhiSou
Ace SpadeZ
Profile Joined May 2012
United Kingdom15 Posts
July 04 2012 18:18 GMT
#5797
On July 05 2012 02:32 phiinix wrote:
Show nested quote +
On July 04 2012 21:56 Ace SpadeZ wrote:
Has anyone got any decent tips on tvp? If the game passes the half an hour mark,i have trouble countering a protoss deathball (normally consisting of colossus, mass zealots, archons and hts) and always end up losing no matter how many bases ahead I am. I normally try to be aggressive with medi drops and constant attacks in these games, but sometimes they can defend pretty well against it while taking a good chunk out of my economy in the process (the cost of producing constant units). Thanks for any help in advance


Show nested quote +
On July 05 2012 00:55 VPVanek wrote:
CAn smeone help me out TVP, I find if the game goes past 20, and the protoss has HT + colossi + Charge etc etc, its very hard to win past that point.



These are MY thoughts on tvp. If you don't win in the midgame, you've lost. Find ways to be more aggressive on 2 base and 3 base, taking a faster 4th than your opponent to sustain eco for longer is out of the question if you're playing standard.

I've been opening mkp style of 2 reactor 1 tech lab starport with the +1 stim cs mostly marine push. On top of that, i get +2 rax before I start the third. I move out with the first 2 medivacs and set all the rallies to the front of his base. Once the 2 rax are done I usually get 2 techlabs, but it can be situational. Having this sort of mix allows you to put on a lot more agression when protoss is weakest, aka the time period a little before tech is out to the time period when tech is still low to make a huge difference (maybe he only has 2-4 storms, 1-2 colossus).


I agree, its very rare for me to have won past the mid game point, unless the protoss player made a fatal mistake. That build sounds really good- playing aggressive works well against protoss- but how long into the game do you end up attacking with it? I normally attack when the protoss is teching up with a medi drop (tanks and marines), but sometimes it ends up failing if they have enough stalkers and zealots to counter.

Thanks for your help either way, i will give your build a go and see how it works out for me
zezamer
Profile Joined March 2011
Finland5701 Posts
Last Edited: 2012-07-04 18:26:27
July 04 2012 18:25 GMT
#5798
On July 05 2012 03:18 Ace SpadeZ wrote:
Show nested quote +
On July 05 2012 02:32 phiinix wrote:
On July 04 2012 21:56 Ace SpadeZ wrote:
Has anyone got any decent tips on tvp? If the game passes the half an hour mark,i have trouble countering a protoss deathball (normally consisting of colossus, mass zealots, archons and hts) and always end up losing no matter how many bases ahead I am. I normally try to be aggressive with medi drops and constant attacks in these games, but sometimes they can defend pretty well against it while taking a good chunk out of my economy in the process (the cost of producing constant units). Thanks for any help in advance


On July 05 2012 00:55 VPVanek wrote:
CAn smeone help me out TVP, I find if the game goes past 20, and the protoss has HT + colossi + Charge etc etc, its very hard to win past that point.



These are MY thoughts on tvp. If you don't win in the midgame, you've lost. Find ways to be more aggressive on 2 base and 3 base, taking a faster 4th than your opponent to sustain eco for longer is out of the question if you're playing standard.

I've been opening mkp style of 2 reactor 1 tech lab starport with the +1 stim cs mostly marine push. On top of that, i get +2 rax before I start the third. I move out with the first 2 medivacs and set all the rallies to the front of his base. Once the 2 rax are done I usually get 2 techlabs, but it can be situational. Having this sort of mix allows you to put on a lot more agression when protoss is weakest, aka the time period a little before tech is out to the time period when tech is still low to make a huge difference (maybe he only has 2-4 storms, 1-2 colossus).


I agree, its very rare for me to have won past the mid game point, unless the protoss player made a fatal mistake. That build sounds really good- playing aggressive works well against protoss- but how long into the game do you end up attacking with it? I normally attack when the protoss is teching up with a medi drop (tanks and marines), but sometimes it ends up failing if they have enough stalkers and zealots to counter.

Thanks for your help either way, i will give your build a go and see how it works out for me


You really don't want to build tanks in tvp. +1 attack bio + medivacs timings hits somewhere between 10-11mins
Ace SpadeZ
Profile Joined May 2012
United Kingdom15 Posts
July 04 2012 22:51 GMT
#5799
On July 05 2012 03:25 zezamer wrote:
Show nested quote +
On July 05 2012 03:18 Ace SpadeZ wrote:
On July 05 2012 02:32 phiinix wrote:
On July 04 2012 21:56 Ace SpadeZ wrote:
Has anyone got any decent tips on tvp? If the game passes the half an hour mark,i have trouble countering a protoss deathball (normally consisting of colossus, mass zealots, archons and hts) and always end up losing no matter how many bases ahead I am. I normally try to be aggressive with medi drops and constant attacks in these games, but sometimes they can defend pretty well against it while taking a good chunk out of my economy in the process (the cost of producing constant units). Thanks for any help in advance


On July 05 2012 00:55 VPVanek wrote:
CAn smeone help me out TVP, I find if the game goes past 20, and the protoss has HT + colossi + Charge etc etc, its very hard to win past that point.



These are MY thoughts on tvp. If you don't win in the midgame, you've lost. Find ways to be more aggressive on 2 base and 3 base, taking a faster 4th than your opponent to sustain eco for longer is out of the question if you're playing standard.

I've been opening mkp style of 2 reactor 1 tech lab starport with the +1 stim cs mostly marine push. On top of that, i get +2 rax before I start the third. I move out with the first 2 medivacs and set all the rallies to the front of his base. Once the 2 rax are done I usually get 2 techlabs, but it can be situational. Having this sort of mix allows you to put on a lot more agression when protoss is weakest, aka the time period a little before tech is out to the time period when tech is still low to make a huge difference (maybe he only has 2-4 storms, 1-2 colossus).



I agree, its very rare for me to have won past the mid game point, unless the protoss player made a fatal mistake. That build sounds really good- playing aggressive works well against protoss- but how long into the game do you end up attacking with it? I normally attack when the protoss is teching up with a medi drop (tanks and marines), but sometimes it ends up failing if they have enough stalkers and zealots to counter.

Thanks for your help either way, i will give your build a go and see how it works out for me


You really don't want to build tanks in tvp. +1 attack bio + medivacs timings hits somewhere between 10-11mins


I think your right their not very useful late game, and their too expensive for a 10 min push. Ill try a bio push instead
fabioisonfire
Profile Joined August 2010
United States81 Posts
July 05 2012 00:44 GMT
#5800
As Terran, how can you decide when's the correct time to drop on your opponent?
The things you own, end up owning you.
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