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The Terran Help Me Thread - Page 3

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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.
Synche
Profile Joined May 2010
United States1345 Posts
August 06 2011 13:27 GMT
#41
Hello, I'm looking for a TvZ replay that executes the Slayers blue flame + marine timing, with a singleton medivac. The one that was really popular at MLG. It really doesn't need to be the exact Slayers replay, I don't think they've been released yet, but I know at least Painuser has said he's been doing the build on ladder.

I'm in diamond, so anything executed at masters level and above is probably good enough for me. Also, preferably I'd like another replay that executes the transition after a failed timing. Thanks for the help.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
August 06 2011 13:54 GMT
#42
On August 06 2011 14:26 benthekid wrote:
What's the safest opening against zerg that doesn't put you to far behind econ wise but can stop roach rush/baneling bust cheeses?

And could you link a build order? thx in advance

Any kind of FE will work where you build the CC in your base. All you have to do is to scout the cheese and act accordingly. I always build my CC behind my wall to give it some extra health. If I see a roach rush I build 1-2 bunkers and get SCVs ready to repair.

The 1 Rax Reaper FE is the safest one in my opinion though. You can scout with the reaper and build marauders from the tech lab or rush to a siege tank with bunker support.
ლ(ಠ益ಠლ) APM, Why u make me spam?
Shootist
Profile Joined May 2011
Singapore405 Posts
August 06 2011 15:04 GMT
#43
Silver here.

If I happen to go for a 1 rax (with gas) expand, how should I hold off fast 3/4 gate fast stalker pushes, esp if there is a proxy pylon allowing the Protoss to warp to the high ground?

I have a lot of difficulty holding off this especially for the latter if I didn't scout the proxy - without the bunker my marines melt.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
August 06 2011 15:13 GMT
#44
On August 07 2011 00:04 Shootist wrote:
Silver here.

If I happen to go for a 1 rax (with gas) expand, how should I hold off fast 3/4 gate fast stalker pushes, esp if there is a proxy pylon allowing the Protoss to warp to the high ground?

I have a lot of difficulty holding off this especially for the latter if I didn't scout the proxy - without the bunker my marines melt.

If you have gas you should have some marauders. Otherwise why would you go for a gas expand? Bunker up and defend. One bunker at the ramp and pull scvs to repair so that the stalkers can't move up. If you don't scout the proxy then it's hard to do something. But you should know that there is only two places that your opponent can warp in. Either to the right of your ramp or to the left because that's the only place he'll have vision. Scout those places frequently by building a supply depot close to the edge or a bunker.

I'd recommend a 1 rax marauder expand with concussive shells since you take gas early. Watch the ThorZaIN vs MC games where he does this build. I am sorry that I don't have any replays atm but when I get back home from China I can give you some.
ლ(ಠ益ಠლ) APM, Why u make me spam?
Shootist
Profile Joined May 2011
Singapore405 Posts
August 06 2011 15:19 GMT
#45
On August 07 2011 00:13 XiGua wrote:
Show nested quote +
On August 07 2011 00:04 Shootist wrote:
Silver here.

If I happen to go for a 1 rax (with gas) expand, how should I hold off fast 3/4 gate fast stalker pushes, esp if there is a proxy pylon allowing the Protoss to warp to the high ground?

I have a lot of difficulty holding off this especially for the latter if I didn't scout the proxy - without the bunker my marines melt.

If you have gas you should have some marauders. Otherwise why would you go for a gas expand? Bunker up and defend. One bunker at the ramp and pull scvs to repair so that the stalkers can't move up. If you don't scout the proxy then it's hard to do something. But you should know that there is only two places that your opponent can warp in. Either to the right of your ramp or to the left because that's the only place he'll have vision. Scout those places frequently by building a supply depot close to the edge or a bunker.

I'd recommend a 1 rax marauder expand with concussive shells since you take gas early. Watch the ThorZaIN vs MC games where he does this build. I am sorry that I don't have any replays atm but when I get back home from China I can give you some.


Yup I usually have a couple of marauders, but they usually get focus fired/otherwise. Let me try find the replays if I still have them.

If the push is still 'below' the ramp, I usually have no problem, it's usually when there's a proxy pylon in base/low ground and a hidden probe (for vision) in my base - usually on maps with larger bases like Tal'Darim altar).

Will look up the Thorzain games!
benthekid
Profile Joined March 2011
United States132 Posts
August 06 2011 15:29 GMT
#46
Which scan (1st, 2nd, 3rd...) is best to use in TvT to scout cloaked banshees/blueflame hellion drop? Or is there a certain time to scan? I've just been doing this on a whim so far.
"Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA (back in WoL) (Funny how it's still true)
sebluy
Profile Joined August 2010
11 Posts
August 06 2011 15:35 GMT
#47
If a zerg gets more than 100 gas before pulling drones off, should I assume he is going for a baneling bust or baneling aggression and bunker up?
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
Last Edited: 2011-08-06 15:46:10
August 06 2011 15:44 GMT
#48
On August 07 2011 00:35 sebluy wrote:
If a zerg gets more than 100 gas before pulling drones off, should I assume he is going for a baneling bust or baneling aggression and bunker up?


Some zergs keep 1 drone in gas after speed. If it's the full 3 then yea prepare for a bust and try get a scout in to see if there's a fast lair. Some zergs just do strange stuff.


On August 07 2011 00:29 benthekid wrote:
Which scan (1st, 2nd, 3rd...) is best to use in TvT to scout cloaked banshees/blueflame hellion drop? Or is there a certain time to scan? I've just been doing this on a whim so far.


Around 5:30-6:30 is a nice timing. Also checking marine count is rather nice. If you see a few marines on his ramp and a single hellion poking around than that is normally a good indicator for a banshee play.
Neliz
Profile Joined July 2011
Sweden18 Posts
August 06 2011 15:55 GMT
#49
What build order do you reccomend vs every matchup?Right now I've been doing 2 rax mm fe(?) vs every matchup, and then some weird improv in mid/late game, and Its going quite well, but I want atleast 1 bo for every match up.
I'm also having problems vs rine/tank and protoss who do a timing push with like 7 stalkers 1 immortal and some sentries.
Silver player btw thanks for help in advance
It's a fap!
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
August 06 2011 16:23 GMT
#50
On August 07 2011 00:55 Neliz wrote:
What build order do you reccomend vs every matchup?Right now I've been doing 2 rax mm fe(?) vs every matchup, and then some weird improv in mid/late game, and Its going quite well, but I want atleast 1 bo for every match up.
I'm also having problems vs rine/tank and protoss who do a timing push with like 7 stalkers 1 immortal and some sentries.
Silver player btw thanks for help in advance

TvP:
+ Show Spoiler +
1 Rax Marauder Expand into Medivac drops and heavy bio
10 supply
12 Rax
13 Gas
15 OC
Now I don't remember the exact supply counts but...
Make a marine
@75 gas pull 2 scvs from gas and make a tech lab. Build a supply depot when yuo can afford it.
Make one marauder and research concussive shells.
Continue to make marines only and build a CC in your base when you can afford it. Don't stack the marines when training them! Put guys back on gas.
After you have started the CC, build a factory @100 gas and then add 2 more raxes. If you instead want to have a faster stim, use the first 100 gas to research it and build the 2 additional raxes before. Right after you used the first 100 gas, build another refinery. After the factory is done, make a starport and a reactor on the factory. Add 2 more raxes when you can afford it. Drop and attack him when you have the medivacs. Before that, DEFEND DEFEND DEFEND!
Tips: The addons that you will have on your barracks all depends on your opponent, make more marines(reactors) if he has heavy gateway units and make more marauders(tech labs) if he goes for AoE. Add some ghosts when you feel like you can afford it.

TvZ:
+ Show Spoiler +
1 Rax Reaper Expand into Marine Tank
10 supply
12 Rax
13 Gas
15 OC
Now I don't remember the exact supply counts but...
Make a marine OR skip it if you want.
Tech lab on the Barracks and build a reaper when it's done. I think that you are able to squeeze a CC before your second supply depot but I am not sure. After you built the CC add two more raxes for heavy marine pressure and research stim on the tech lab @100 gas OR lift the barracks and build a factory on top of the tech lab for fast siege tanks. Now proceed to build very similar as the TvP build but this time you will focus on tanks more than medivacs. Don't build a reactor but instead have a tech lab on the factory and pump tanks. When your second base is up you can afford 2 factories pumping siege tanks, 5 naked raxes pumping marines and 1 reactored starport for medivacs, ATLEAST.
Tips: A few timings, you can attack all you want with your marines before zergling speed. When it's done, RETREAT. When you have stim you can go pressure with marines again. A good attack would be when siege mode and stim is done because that's usually when a small flock of mutalisks are out and you can keep that count low by pressuring the Zerg.
*Build an engineering bay before the 8:00 min mark for turrets*

TvT:
+ Show Spoiler +
... Now this one is a hard one since the metagame has shifted so much. I can't really help you that much but I heard hellion/tank are preeeetty good against marine/tank. I don't know the build order that well but you should go for a BlueFlameHellion drop and transition into mech. Just do the 1/1/1 opening and add a tech lab to the factory when it's done to research Pre-igniter and then drop his base with your hellions via one medivac.
Tips: Build lots of hellions, tanks are the core unit so you should defend them with your hellions by moving around the map frequently trying to find opportunities to harrass. Make vikings only from your starport and start gain air superiority. With air advantage you can siege push much easier since siege tanks can attack longer than they have vision of. What marine tank is so good with is the fact that they incorporate more medivacs and drop alot. To prevent this, build turrets at the edge of your base where medivacs will fly so that they will be shut down.


I can't believe I wrote all that. Have fun!
Masters(kind of) Terran here. TvT is my worst matchup.

ლ(ಠ益ಠლ) APM, Why u make me spam?
Neliz
Profile Joined July 2011
Sweden18 Posts
Last Edited: 2011-08-06 16:34:53
August 06 2011 16:33 GMT
#51
Thank you soo much for that post dude! This will help a ton and I can't even express how grateful I am right now. This made my day, thanks A LOT!
Massor med tack!
It's a fap!
ForbiddenGHoSt
Profile Joined July 2011
United States7 Posts
August 06 2011 18:23 GMT
#52
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/
MonDeW
Profile Joined June 2011
Denmark369 Posts
Last Edited: 2011-08-06 18:28:04
August 06 2011 18:27 GMT
#53
Against a protoss deathball if you're going for a bio - viking - ghost mix, what is the best way to engage them?
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
August 06 2011 18:29 GMT
#54
On August 07 2011 03:23 ForbiddenGHoSt wrote:
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/


Don't think of thors as an individual. What they do is they help zone mutas. They work together with marines to help make your pushes a lot more muta proof than just marines on their own.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
Last Edited: 2011-08-06 18:36:41
August 06 2011 18:30 GMT
#55
On August 07 2011 03:23 ForbiddenGHoSt wrote:
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/

Thors are very situational. I usually only add thors into the mix when I know that my opponent has commited to mutalisks. With a marine/tank composition thors are pretty useless unless he has a big muta ball. 2 Thors are more than enough to help your army, if you get more you will halt the siege tank production for too long and make your army more immobile.

Sometimes I have 1 thor at each expansion that I need to defend against muta harrass and use it as a "turret". It's really effective and scares the mutas away. But as I said in the beginning, Thors are very situational. See them as a support unit and not a core unit, like ghosts or vikings!
On August 07 2011 03:27 MonDeW wrote:
Against a protoss deathball if you're going for a bio - viking - ghost mix, what is the best way to engage them?

The best way is to make a concave with your bioball to get ready for the engagement. Then go forward with your ghosts to EMP the big units in the protoss army. If you succeed, stim forward with your concave and attack the protoss force. During the clash, try to split your army up by taking a small portion of it and moving it to the side kiting some zealots away and do this with your whole army. The vikings will take care of the collosus but you can have a small unit mix of marauders and marines and try to damage his collosi.

In the battle there are very small micro moves that you have to execute, but if you have a big concave and kite the zealots well the game should be yours if the EMPs hit.

But try to attack the protoss from several different angles. Drop his base, drop his natural, attack his third and take your fourth. If you checked out Naniwa vs Strelok game 1 today in the Blizzard EU Invitational then you would understand it better. Ideally, you never want to attack the protoss, you want to force the protoss to attack you by harrassing him so much that he has had enough.
ლ(ಠ益ಠლ) APM, Why u make me spam?
OSM.OneManArmy
Profile Joined April 2011
United States509 Posts
August 06 2011 18:33 GMT
#56
On August 06 2011 04:54 ticktack wrote:
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.


typically most Z's will have only lings when they do infestor ling style; a reactor hellion opening can punish a greedy Z teching off of minimal defense hard. But on maps bad for hellions (for example, shakuras) 1rax FE into a very SOLID 9minute push will be very hard for the Z to deal with as long as you dont clump your marines together
Admin of High School Starleague // hsstarleague.com // https://www.facebook.com/HSStarleague // UCI Dota2 President https://www.facebook.com/groups/ucidota/
ForbiddenGHoSt
Profile Joined July 2011
United States7 Posts
August 06 2011 18:37 GMT
#57
@ XiGua thanks for the advice !
ForbiddenGHoSt
Profile Joined July 2011
United States7 Posts
August 06 2011 18:37 GMT
#58
and for the death ball, rines, rauders, medivacs, and seige tanks?
.Aar
Profile Joined September 2010
2177 Posts
August 06 2011 18:41 GMT
#59
I recently played a ladder game after a long, LONG break. I found that I couldn't even macro competently on two bases, despite having no memory of ever having to even think about it back when I used to play more often.

Any tips on how to determine how many unit production structures you need?
now run into the setting sun, and suffer, but don't mess up your hair.
XiGua
Profile Blog Joined April 2010
Sweden3085 Posts
Last Edited: 2011-08-06 18:54:13
August 06 2011 18:47 GMT
#60
On August 07 2011 03:37 ForbiddenGHoSt wrote:
and for the death ball, rines, rauders, medivacs, and seige tanks?

Hm... I actually make 0 marauders in TvZ. The "Death ball" is very situational too, you have to decide on what to do based on your opponent's unit composition.

But here are some examples:
Z goes: Mutalisks, zerglings, banelings T can go: Marines, Tanks, Medivacs
If the Z is focusing more on mutalisks, make more marines and maybe add a thor. If the Z is focusing more on banelings, make more tanks. Remember to focus banelings with your tanks and the marines will clean everything up.
How to focus? Have your siege tanks on a seperate hotkey, when the zerg attacks, select all siege tanks and SHIFT+A-Click on all the banelings as fast as you can then select your marines and MICRO!

Z goes: Roaches, zerglings, banelings T can go: Marines, Tanks, Medivacs, Marauders
Here you will only add the marauders if the roach count gets too high. But in my opinion tanks handle roaches preeeetty well.

Hehe, I just realized that no matter what the zerg goes for your MAIN army should always consist of Marines, Tanks and Medivacs. All other units should be supporting units depending on your opponent.
So yeah, Marine/Tank is very viable in TvZ and you should try to drop more when you think you can handle it. Remember, Marine/Tank is the most mobile army that you can get apart from pure MMM.
On August 07 2011 03:41 .Aar wrote:
I recently played a ladder game after a long, LONG break. I found that I couldn't even macro competently on two bases, despite having no memory of ever having to even think about it back when I used to play more often.

Any tips on how to determine how many unit production structures you need?

This is a very useful link that I used when I was starting to get good to determine how much I needed to macro like a god.
http://haploid.nl/sc2/unit_production/terran.php
ლ(ಠ益ಠლ) APM, Why u make me spam?
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