The Terran Help Me Thread - Page 291
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dynwar7
1983 Posts
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Shrean
United States6 Posts
It's to the point of where I feel like my only option is to start doing an all-in for every TvP. At least that might win a few games. | ||
xertion
Sweden52 Posts
On July 05 2012 10:54 Shrean wrote: Yeah, I feel the same way. I don't think I've won a game this season in TvP where it went past 18 min or so. Just can't find a way to beat the colossi/chargelot/HT/archon deathball. I still get rolled up even when I have good EMPs. It's to the point of where I feel like my only option is to start doing an all-in for every TvP. At least that might win a few games. Try to move around his army, in the end game the Protoss is quite spread out with multieple different bases, and it could be difficult for him to defend them all. If he moves too much to one side of the map to defend a base, just hit his main and production with a big drop or something and keep doing that. Never pick fight in a choke, you will die... Try to pick fight in open areas and try to flank him. Position is key. So... Do not pick fight in a choke, if he is not coming out in the open area (where you have positional advantage) Try to move around him and strike where his army is not until he is forced to move out on the map. | ||
Jaxtyk
United States600 Posts
On July 05 2012 09:44 fabioisonfire wrote: As Terran, how can you decide when's the correct time to drop on your opponent? Normally you'll see terran players drop against zergs to create a confusion or diversion for them to set up their units properly. When zerg does not go mutas, which they rarely do anymore, drop as much as you can since they have no real units to snipe the medivacs besides infestors. | ||
Fencar
United States2694 Posts
On July 05 2012 17:02 xertion wrote: Actually, you're completely fine in late-game straight up engagements if you do it correctly.Try to move around his army, in the end game the Protoss is quite spread out with multieple different bases, and it could be difficult for him to defend them all. If he moves too much to one side of the map to defend a base, just hit his main and production with a big drop or something and keep doing that. Never pick fight in a choke, you will die... Try to pick fight in open areas and try to flank him. Position is key. So... Do not pick fight in a choke, if he is not coming out in the open area (where you have positional advantage) Try to move around him and strike where his army is not until he is forced to move out on the map. First, build Marines>Marauders at something like a 4-1 ratio. (Don't do this if he's going for Stalker/Colossus. Get Marine>Marauder at something like a 2-1 or 1-1 ratio instead.) Second, try to snipe the Observer with your Vikings. (conditional) If you snipe it, cloak, run in with your Ghosts, EMP everything and then run in with stimmed Bio and roll over everything. If you don't get it, EMP as much as you can then pull your Ghosts back, and then run in with stimmed Bio and kill the Zealots and then kill everything else. Last priority is to focus fire Colossus with Vikings. Just make sure your Vikings don't eat Psi Storms. If you have forces left over, go kill an expansion and then retreat to rebuild. If you miss EMP's on his HT's, stay as far away from them with your Bio as possible. If they get in range to Storm your Bio, it gets really ugly really fast. Same thing with a lot of Colossus. (5+) In the very late game when you've mined out your main, natural, and even third, I highly recommend going up to 5 or 6 techlab Barracks and building a lot of Reapers and Marauders with PF's to cover you while you build up these Reapers. Getting Reaper/Marauder instead of Marine/Marauder works because Reapers do the highest DPS per supply against Light in the entire game, and cost a lot of the one resource you have an abundance of in the late-game: Gas. I recommend skipping Reaper speed as you want your army to be easy to move around, which means staying together and not getting picked apart. You will have to make sure your Reapers don't get too ahead sometimes, though. | ||
SKDN
Sweden243 Posts
On July 05 2012 10:54 Shrean wrote: Yeah, I feel the same way. I don't think I've won a game this season in TvP where it went past 18 min or so. Just can't find a way to beat the colossi/chargelot/HT/archon deathball. I still get rolled up even when I have good EMPs. It's to the point of where I feel like my only option is to start doing an all-in for every TvP. At least that might win a few games. + Show Spoiler + you need to practice dealing with the nightmare of a maxed protoss deathball its not easy but if you get good at it nothing can stop you! User was warned for this post | ||
saaaa
Germany419 Posts
On July 05 2012 10:31 dynwar7 wrote: Does anybody else have replays of tvt where one guy goes air in mid game or even early? Maru against Alive on Entombed Valley was the match ![]() | ||
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EsportsJohn
United States4883 Posts
On July 05 2012 09:44 fabioisonfire wrote: As Terran, how can you decide when's the correct time to drop on your opponent? REASONS TO DROP: 1) You need to move out on the map. Particularly in TvZ, you can start dropping in your opponent's main, opponent's 3rd, etc, to allow you to move a big marine/tank force out towards the watchtower. Because your opponent has to deal with your drop, they can't stop you from moving out. 2) You need a counterattack option. This is common in TvT, where we see players dropping each other's mains when the army gets out of position. When this happens, your opponent will generally pull back to defend the drop, thereby delaying the push. 3) You want to pull units out of position. In TvP, terrans are generally doing aggression at ~10:00. By doing drops in the main, they can pull enough units out of position to steamroll the natural. This can also be used in scenarios with 3 bases. The more split up your opponent's army is, the weaker it will be defending the front. 4) You need to do lategame damage. In lategames with maxed versus maxed armies, you can drop during a big battle with 4-8 marauders in any matchup and do a TON of damage. The reason this is viable is because terran can sac SCVs in the lategame and have a larger army supply. Essentially, there is no wrong time as long as you can apply one of these reasons to your drop. Drops are good for "just doing damage", but their primary purpose is a little deeper. Try experimenting with drops, doing them all the time. The more your practice it, the more it'll become clear when you should drop and when it's a better idea to just keep your army together. | ||
Templar.
Canada133 Posts
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Fencar
United States2694 Posts
On July 06 2012 05:16 Templar. wrote: What do you mean by 'aggressive'? FE into 2base aggression like standard 1rax FE into 3rax, or 1 base aggression into MMM like Cloak Banshee expand?anyone got some general aggressive build orders for TvP? just reinstalled sc2 and need something to do my placement matches with for TvP ![]() Cloakshee strategy: http://blip.tv/day9tv/day-9-daily-299-how-to-get-a-90-winrate-with-terran-5123776 1 Barracks FE into 3rax, 5rax later, more aggressive variant: http://blip.tv/day9tv/day-9-daily-470-p1-bomber-s-tvp-revolution-6189511 | ||
Havik_
United States5585 Posts
EDIT: Here's the original thread if you want to read it. I'm a bit late with this build. lol. http://www.teamliquid.net/forum/viewmessage.php?topic_id=264470 | ||
phiinix
United States1169 Posts
Edit: Regarding the mega sentry immortal zealot all-in, I think it's a tough hold for sure. I think terran could have reacted a bit better. The ebays were not such a good choice, he would have been better off with 2 extra bunkers. Even if there weren't enough units to fill them, he could just leap the units from one into another. Secondly, and the biggest part, is that the push timing is very late. In if a protoss goes double gas before 3:30 with 3 guys in each, my cheese alarm is going off. By 6, if I scout no expo, it's pretty much 100% cheese. At this point, terran could have scanned and seen everything. If I scout robo and 3+ gates, I bank on immortals. The latest, and I mean latest expand you'll ever see is at 6:30, if he does a defensive 3 gate expo. So a scan at 7 will be the absolute latest you'll know what kind of cheese is coming At this point terran can go reactionary ghosts, and the game is pretty won imo. 7:00 Ghost Academy, done at 7:40, you can get out 2 ghosts easily by 8:30, and they'll have like 4 emps by the time the push hits. Other small mistakes were making a few too many scvs imo (they cost 176 minerals/minute while marauders cost 200) and not preemptively moving scvs to auto repair, which he saw with his factory | ||
NiteWatch
Indonesia58 Posts
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Fencar
United States2694 Posts
On July 06 2012 13:38 NiteWatch wrote: 1 Barracks FE into Reactor Hellion/Cloakshee and 8:00 third CC is the build you're referring to as the 'forgg build' right? That build is what I use in low-mid masters, works like a charm. (Connection issues prevent me from practising a lot, have to get that fixed so I can practice more consistently. At the moment I haven't been able to play at all today. Hey whats the best opener for mech vs zerg? I used to do 2 fac bf hellions but keep dying to roach maxes and i dont hv the apm to do forgg build. ![]() You don't actually need that much APM to do that build, you just need to not lose your Hellion/Banshee while macroing. The role of Hellion/Banshee is to prevent creep from spreading too far and to keep you safe from all-in's. What's great about the Banshees is that they never lose effectiveness when you're going Mech, because he can't make Zerglings, which are the one ground unit Banshees are not efficient against. Mech guide with said build: http://www.teamliquid.net/forum/viewmessage.php?topic_id=308972 | ||
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EsportsJohn
United States4883 Posts
On July 06 2012 13:38 NiteWatch wrote: Hey whats the best opener for mech vs zerg? I used to do 2 fac bf hellions but keep dying to roach maxes and i dont hv the apm to do forgg build. You can do several openings against zerg that transition well into mech. All you have to look for is 1) does my opponent have the ability to go roaches, and 2) what unit(s) will best take me into this transition? Roaches are the strongest units against mech before it gets going really well. Therefore, you need to know if your opponent has the ability to just spam roaches and overrun you before you can get the critical number of tanks or thors. If there's no ability to suddenly make several roaches, you're in pretty good shape for transitioning. Likewise, you have to think about the UNIT or UNITS that are going to take you there. With the obvious need of space and time, you want to be doing something aggressive, seizing some kind of map control. Many units are good for this type of thing, including reapers, hellions, banshees, and early marines. If hellions aren't working for you, try banshees. If neither works, try both put together. It's all about your innovation. Several mech openings include going for a reaper bunker rush followed by a cloaked banshee (LastShadow does this, Day9 did a daily on it). You can open 2rax bunker rush and transition into mech (DeMuslim vs Nestea MLG Providence). You can open with a fast tank and quick 3CC (LastShadow does this a lot, there's a thread on the forum). You can open hellion/banshee (the Forgg opening). You can open 1-base cloaked banshee (the classic way to open mech). You could even open with a 3rax marine push and transition into mech composition by swapping add-ons. The point is that you're not really limited on HOW you get there, as long as you know you're safe and have enough time to get the factories and units that you need up. I strongly suggest that you look at the hellion/banshee opener and just play really conservative with your harassing units. Hellion/banshee is by far the strongest and easiest composition to work with. Believe in yourself and don't let "because I don't have enough APM" stop you. Just do it and get better at it every time. Hope this helps! | ||
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EsportsJohn
United States4883 Posts
On July 06 2012 05:16 Templar. wrote: anyone got some general aggressive build orders for TvP? just reinstalled sc2 and need something to do my placement matches with for TvP ![]() MKP vs. MC at MLG Winter Championship, Pool A Fast expand into 1-1-1 configuration Bomber vs. Squirtle at Red Bull Battlegrounds, Group D 1rax FE into 3rax Other than that, there are a few builds that include mass barracks plays, getting 4-5 rax early on and making nothing but marines, pushing around 7:30-8:30. The 3rax is the most standard build for TvP right now though. | ||
Chaggi
Korea (South)1936 Posts
On July 06 2012 05:16 Templar. wrote: anyone got some general aggressive build orders for TvP? just reinstalled sc2 and need something to do my placement matches with for TvP ![]() I do this 5 rax with a push at around 6:30-7:00 with marines rallied. if you can keep map control and stop the protoss from scouting your rally, they will usually take a ton of damage. i snipe a stupid number of sentries and then from there, i take 4 gases and transition into a normal game, with medivacs at around 12 minutes. i've had lots of success with it, went from a 20%~ win rate to a 90% win rate in the last 2 months or so. (but that's more cause i understand the matchup a lot more, if i play a normal 3rax, could probably still have the same success) | ||
saaaa
Germany419 Posts
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neozxa
Indonesia545 Posts
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Thezzy
Netherlands2117 Posts
On July 06 2012 23:46 neozxa wrote: I just want to ask a simple and also pretty stupid question: What is the correct way to micro your Medivacs when you go bio, so that they can heal your Bio units constantly while the MM ball attacks and kite? Do you have them "Scan Move" on one of your marines so that they can follow your MM ball or do you micro them and then when you engage you have them hold position? I usually keep my medivacs and MM on separate hotkeys and just micro the MM ball. The medivacs usually follow on their own to heal any damage. My question: Is a 12/14 rax opening against Zerg still good without Bunker rushing? I like to get the CC out a little earlier and am not a big fan of Bunker rushing in general, but is it a critical component of a 12/14 rax push or can 3-5 marines do some poking on their own? | ||
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