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The Terran Help Me Thread - Page 302

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.
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-15 11:26:56
July 15 2012 11:26 GMT
#6021
--- Nuked ---
4Servy
Profile Joined August 2008
Netherlands1542 Posts
July 15 2012 12:03 GMT
#6022
You can just make the CC on the lowground, and wall off so when the zealot comes wait for the first 2 rines that come out of the 2 raxes push him back and with the next 4-6 get a bunker up and be save without losing really anything.
ThaSlayer
Profile Joined March 2011
707 Posts
July 15 2012 12:07 GMT
#6023
Not sure if it has been asked before, but should I cut scv at 14cc when going for CC first? Or non stop scv and getting the cc at 15ish. Thanks!
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 15 2012 12:48 GMT
#6024
Why do most pros say mech in all matchups is worse than marine tank? I know it is a lot less maneuverable (apart from hellions) and harder to harass with, but I thought that would get mitigated by the fact that you kind of just destroy all armies with it when your maxed (unless you engage really badly, get caught unsieged etc).
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 15 2012 12:55 GMT
#6025
On July 15 2012 21:48 kollin wrote:
Why do most pros say mech in all matchups is worse than marine tank? I know it is a lot less maneuverable (apart from hellions) and harder to harass with, but I thought that would get mitigated by the fact that you kind of just destroy all armies with it when your maxed (unless you engage really badly, get caught unsieged etc).

Mobility, and that which counters mech per each race is more mobile, and can drop around you, even with turret rings.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 15 2012 13:18 GMT
#6026
On July 15 2012 21:55 iAmJeffReY wrote:
Show nested quote +
On July 15 2012 21:48 kollin wrote:
Why do most pros say mech in all matchups is worse than marine tank? I know it is a lot less maneuverable (apart from hellions) and harder to harass with, but I thought that would get mitigated by the fact that you kind of just destroy all armies with it when your maxed (unless you engage really badly, get caught unsieged etc).

Mobility, and that which counters mech per each race is more mobile, and can drop around you, even with turret rings.


I would have thought the turret rings would have weakened the drop to the point where you can just send a hellions back for defence. Admittedly it might be harder if it's a doom drop, but with good scouting and sensor towers that shouldn't be an issue.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 15 2012 15:08 GMT
#6027
On July 15 2012 21:48 kollin wrote:
Why do most pros say mech in all matchups is worse than marine tank? I know it is a lot less maneuverable (apart from hellions) and harder to harass with, but I thought that would get mitigated by the fact that you kind of just destroy all armies with it when your maxed (unless you engage really badly, get caught unsieged etc).


It truly could have something to do with the fact that playing 50+ minute games in a Bo5 is really awful....

I honestly think that the difficulty lies in the fact that generally the Code S Korean pros are all really aggressive and it's just hard to get the right infrastructure up safely without their opponent continually poking and prodding and forcing some trades with expensive mech units. It's just very difficult to play the slow mech terran against a Korean opponent with 350 APM that's everywhere at once.

Again, I just think it's an early- to mid-game issue. I think most pros would agree that mech is better lategame and that it's by far terran's money mix, but getting there is where all the problems lie.
StrategyAllyssa Grey <3<3
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 15 2012 17:11 GMT
#6028
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?
England will fight to the last American
naggerNZ
Profile Joined December 2010
New Zealand708 Posts
July 15 2012 17:18 GMT
#6029
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
July 15 2012 17:31 GMT
#6030
On July 16 2012 02:18 naggerNZ wrote:
Show nested quote +
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.


How do I drop his main with his army at the third?
The map is incredibly tight and easily guarded, it puzzles me
England will fight to the last American
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 15 2012 18:17 GMT
#6031
On July 16 2012 02:31 KaiserJohan wrote:
Show nested quote +
On July 16 2012 02:18 naggerNZ wrote:
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.


How do I drop his main with his army at the third?
The map is incredibly tight and easily guarded, it puzzles me


If his army is at his 3rd he does have a bit of a walk to get to you unless he has blink. This should be plenty of time to kill some probes or snipe off pylons/tech structures. When you do drop at his main you could wait until you know he is sending his main army to defend it, then go into his 3rd with your army and snipe it.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
July 15 2012 18:34 GMT
#6032
On July 16 2012 03:17 kollin wrote:
Show nested quote +
On July 16 2012 02:31 KaiserJohan wrote:
On July 16 2012 02:18 naggerNZ wrote:
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.


How do I drop his main with his army at the third?
The map is incredibly tight and easily guarded, it puzzles me


If his army is at his 3rd he does have a bit of a walk to get to you unless he has blink. This should be plenty of time to kill some probes or snipe off pylons/tech structures. When you do drop at his main you could wait until you know he is sending his main army to defend it, then go into his 3rd with your army and snipe it.

you realize on cloud kingdom you essentiallly need to go through the 3rd or the natural to drop him, unless you go awkwardly through the top, or in the middle where the protoss army can just walk forward a few steps and snipe the medivacs (if they put pylons there) ?
Twitter: @zhurai | Site: http://zhurai.com
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 15 2012 18:37 GMT
#6033
On July 16 2012 03:34 zhurai wrote:
Show nested quote +
On July 16 2012 03:17 kollin wrote:
On July 16 2012 02:31 KaiserJohan wrote:
On July 16 2012 02:18 naggerNZ wrote:
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.


How do I drop his main with his army at the third?
The map is incredibly tight and easily guarded, it puzzles me


If his army is at his 3rd he does have a bit of a walk to get to you unless he has blink. This should be plenty of time to kill some probes or snipe off pylons/tech structures. When you do drop at his main you could wait until you know he is sending his main army to defend it, then go into his 3rd with your army and snipe it.

you realize on cloud kingdom you essentiallly need to go through the 3rd or the natural to drop him, unless you go awkwardly through the top, or in the middle where the protoss army can just walk forward a few steps and snipe the medivacs (if they put pylons there) ?


Can't you just hug the edge of the map? That's what I've seen most Terrans doing.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
July 15 2012 19:38 GMT
#6034
This is an honest question, I am not whining, I am just trying to understand why everyone says Mech is bad vs Zerg:

I feel like I am misunderstanding TvZ fundamentally. Pure bio works well vs Protoss because it does more DPS than gateway units and stimmed marines are faster. You can drop Protoss and abuse cliffs; in a straight up fight, marines beat the protoss mobile units (blink stalkers.)

Zerglings respond to drops much more quickly than zealots and stalkers do and beat marines cost for cost unless you clump them. (Which you never ever want to do in TvZ for obvious reasons.)

So how does playing the same bio strategy vs both races make sense, mathematically? What am I missing?
Bwall
Profile Joined July 2011
Sweden145 Posts
July 15 2012 20:54 GMT
#6035
On July 16 2012 04:38 U_G_L_Y wrote:
This is an honest question, I am not whining, I am just trying to understand why everyone says Mech is bad vs Zerg:

I feel like I am misunderstanding TvZ fundamentally. Pure bio works well vs Protoss because it does more DPS than gateway units and stimmed marines are faster. You can drop Protoss and abuse cliffs; in a straight up fight, marines beat the protoss mobile units (blink stalkers.)

Zerglings respond to drops much more quickly than zealots and stalkers do and beat marines cost for cost unless you clump them. (Which you never ever want to do in TvZ for obvious reasons.)

So how does playing the same bio strategy vs both races make sense, mathematically? What am I missing?


What you say about drops isn't entirely true. Warp-ins are really good versus drops. Also, just thinking about the maths of damage and stuff can be very far from the truth, and the map layout plays a huge role in what compositions work. In big numbers, marines beat zerglings, period. If there's a choke, marines rape zerglings.
GTPGlitch
Profile Blog Joined March 2011
5061 Posts
July 15 2012 21:27 GMT
#6036
On July 16 2012 04:38 U_G_L_Y wrote:
This is an honest question, I am not whining, I am just trying to understand why everyone says Mech is bad vs Zerg:

I feel like I am misunderstanding TvZ fundamentally. Pure bio works well vs Protoss because it does more DPS than gateway units and stimmed marines are faster. You can drop Protoss and abuse cliffs; in a straight up fight, marines beat the protoss mobile units (blink stalkers.)

Zerglings respond to drops much more quickly than zealots and stalkers do and beat marines cost for cost unless you clump them. (Which you never ever want to do in TvZ for obvious reasons.)

So how does playing the same bio strategy vs both races make sense, mathematically? What am I missing?


Because broodlords+fungals.

Broodlords screw tanks and thors, hellions are pretty irrelevant, and fungal tears through vikings.

Also, early roach pressures can wreck you if you don't have ~6 tanks up with other stuff like hellion/banshee with it.


Far too easy to die, too difficult to shut down mass expand from zerg, and too difficult to get good engagements vs hive tech+festor :|
Jo Byung Se #1 fan | CJ_Rush(reborn) fan | Liquid'Jinro(ret) fan | Liquid'Taeja fan | oGsTheSuperNada fan | Iris[gm](ret) fan |
SKDN
Profile Joined April 2012
Sweden243 Posts
July 15 2012 21:55 GMT
#6037
Mech works very good against noobs who dont know how to properly abuse the weaknesses. Against pros is another story T.T
ff7legend
Profile Blog Joined April 2007
United States213 Posts
July 15 2012 22:10 GMT
#6038
This isnt so much a question as just a thought. But late game terran is known to not be as strong as the other races.. but SUPER late game terran can become very strong because of mules and not need scvs. This frees up alot of army supply which gives terran the advantage. Why havent more people abused this by playing EXTREMELY defensively and trying to reach this point in the game(im sure some have). Like with mech can't it be adjusted to just keep you safe till this point, or a weird form of sky terran.
I am the best ever... aka Truth, Judge, Legend
Silencioseu
Profile Joined June 2011
Cyprus493 Posts
July 15 2012 22:19 GMT
#6039
On July 14 2012 20:09 OneBaseKing wrote:
What am I supposed to do against a mech terran?

Usually against mech terrans, or terrans that go marine siege tank but tend to overproduce siege tanks, i kinda cheat in battlecruisers. Usually mech terrans will have vikings so against alot of vikings just have a single or two reactored Starports and 2 armories to outgrade your opponent in terms of air and then try to transition slowly to battlecruisers while keeping your position. Usually mech players can't push if they dont have the air superiority, so it's pretty easy to pull off/
i kno i r badass no need to repeat
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 15 2012 22:34 GMT
#6040
On July 16 2012 02:31 KaiserJohan wrote:
Show nested quote +
On July 16 2012 02:18 naggerNZ wrote:
On July 16 2012 02:11 KaiserJohan wrote:
how are you suppsoed to play TvP on Cloud Kingdom? When P cannons natural and takes and guards early third, what do you do to break him?


Drop his main and split his units up. Keep your army just outside his third, and threaten to poke in/pick off out of position sentries.


How do I drop his main with his army at the third?
The map is incredibly tight and easily guarded, it puzzles me


Push into the entrance at the natural and threaten. He'll be forced to pull some units down to deal with it, giving you a little more breathing room for your drop into the main. From there, you can manipulate the army by bouncing back and forth from the natural and main while elevatoring your drop back and forth between the main and 3rd.
StrategyAllyssa Grey <3<3
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