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1 - At around 4:30 there's some sick marine splitting vs storms. I know he's slicing groups off and moving them, but also some marines seem to move independently and keep more spread out. Is he using patrol move? Can someone explain me exactly what techniques are being used here?
2 - What's the absolute fastest way to get EMPs off? I've been shift queueing but ghosts will usually carry the first command (ie: move and then EMP). Holding the key down has some "startup", meaning it won't chain cast for 1-2 secs. Should I spam the key? Hit stop before shift queueing?
On July 26 2012 22:16 dynwar7 wrote: Fellow terrans,
I dont want to argue about balance, far from it. My question is simple. How do you deal with zealot/archon/HT/colossi? That is all. I will say nomore.
Thank you fellow terrans
Ghost/Viking with some marine marauder and medivacs.
This, essentially, is correct. You want about 3 vikings for colossi, and a ghost for every HT-- enough to blanket EMP his army AND EMP/snipe any HTs that get too close. Fill up on a core of M+M+M, and try to avoid losing your gas units in fights if possible.
Try to engage in the open where his splash will be weak, and pre-split before the fight starts so you aren't overwhelmed with stuff to do in the fight.
Hi guys, I have a specific issue early game with zerg. Basically, I'm dying to a lot of busts, and when I don't die to a lot of busts because I went 3 CC tank, I feel unable to put on the required aggression in mid game.
If I scout a super early gas around the pool timing I'm usually able to scout it until around 100 gas mined, at this stage your scout is shut down. The zerg can then either take out of gas and go speed into 3 hatch, or stay in gas and do a number of nasty busts. I'm pretty confident in saying you can't have a tank out for the fastest of roach busts? But they are hugely beneficial vs the bigger, later ones.
I know it's very build dependent but frankly I don't have a solid build I feel confident with against zerg, I just tend to wing it.
Really looking for a earlyish 3 CC build that defends well early if necessary (with some details as to how you scout + defend) and transitions well into aggression. Or am I dreaming there?
On July 26 2012 18:02 phfantunes wrote: I have two basic questions:
1 - http://youtu.be/LoVgCKJ2ugA?t=4m30s At around 4:30 there's some sick marine splitting vs storms. I know he's slicing groups off and moving them, but also some marines seem to move independently and keep more spread out. Is he using patrol move? Can someone explain me exactly what techniques are being used here?
2 - What's the absolute fastest way to get EMPs off? I've been shift queueing but ghosts will usually carry the first command (ie: move and then EMP). Holding the key down has some "startup", meaning it won't chain cast for 1-2 secs. Should I spam the key? Hit stop before shift queueing?
Thanks in advance!
1. Never fear, it's simply the units' natural inclination to attack things close to it. It's just split-split-split, 1-a, split-split-split, 1-a. Some of the units close to the battle returns to battle before the 1-a command.
2. I've been working on this with sentries...generally the best technique is to hold position, then shift-queue your EMPs. I suggest practicing this a few times so that you can get an immediate reaction. Might also be a good idea to rebind hold position to something closer to shift + E (V? B?). I'm thinking about moving patrol as well, it's really obnoxious where it is on the keyboard.
On July 27 2012 05:10 Immersion_ wrote: Hi guys, I have a specific issue early game with zerg. Basically, I'm dying to a lot of busts, and when I don't die to a lot of busts because I went 3 CC tank, I feel unable to put on the required aggression in mid game.
If I scout a super early gas around the pool timing I'm usually able to scout it until around 100 gas mined, at this stage your scout is shut down. The zerg can then either take out of gas and go speed into 3 hatch, or stay in gas and do a number of nasty busts. I'm pretty confident in saying you can't have a tank out for the fastest of roach busts? But they are hugely beneficial vs the bigger, later ones.
I know it's very build dependent but frankly I don't have a solid build I feel confident with against zerg, I just tend to wing it.
Really looking for a earlyish 3 CC build that defends well early if necessary (with some details as to how you scout + defend) and transitions well into aggression. Or am I dreaming there?
I'm not fully aware of fast tank builds, but baneling busts will generally happen around 7:30 or 3 minutes after the gas first goes down. The earliest roach busts will be at 8:30 and the zerg cannot take a 3rd before busting. I generally play bio in the midgame against zerg, and the solution there is to just have 2-3 bunkers spread out and a few marauders out on the field.
In the current state of the game, a lot of 9:00-10:00 timings have been phased out as zergs are going for faster ups, faster 3rds, and defending primarily with speedlings. The timings now are based around early aggression at 6:00-8:00 with marines or later attack timings like 14:00-15:00 with +2/+2 (either mech or bio). If you want to do early economic plays with fast 3CC, you should play to the lategame, getting double ups, etc, and attacking at a later time (after 14:00). There was a post in TL earlier by Storkman about a 3CC fast tank expand: http://www.teamliquid.net/forum/viewmessage.php?topic_id=344458. Not entirely sure on the success of this build, but maybe you could give it a try.
So I am having this problem when I am splitting marines against banelings when I have medivacs above the marines. I oftentimes misclick the medivac when I am moving a group of marines quickly, which results in loading them instead of splitting them. Does anyone have any tips/tricks to avoid this? Move medivacs to the front so its easier to split going backwards? Or is this just something that I need to be more precise about in my splitting?
For people having trouble against siege pushes when opening 1rax FE... I have a great build to share with you.
I'm on my phone so won't be writing an essay, but the idea is opening 15cc, into 2 raxes on 15/16, with 1 gas at 18. Cutting scvs very briefly on 18 to get both the marine and first orbital, I get a tech lab as soon as the second round of marines pop out (3 total), and I get just over 100 gas upon TL completion for either stim if I suspect light pressure, or combat shield if I see something like both gases taken and a factory building. Then i add 2 more raxes for a total of 4, then factory on next 100 gas and a reactor on the naked rax with the next 50. I then take all 4 gases and put 2 scvs on each for optimal gas saturation, adding in the 3rd once i start tank production after roughly 2 rounds of medivacs.
Keeping a scv outside his natural, I pump marines non-stop and combat shield usually finishes right before even the earliest siege pushes at around 640. Make sure to engage just outside your natural before he gets into a good position with siege, pulling around 8 scvs for meat shields and even without bothering to spread or make a concave, i usually absolutely crush this push.
On July 27 2012 09:56 Dirichlet wrote: So I am having this problem when I am splitting marines against banelings when I have medivacs above the marines. I oftentimes misclick the medivac when I am moving a group of marines quickly, which results in loading them instead of splitting them. Does anyone have any tips/tricks to avoid this? Move medivacs to the front so its easier to split going backwards? Or is this just something that I need to be more precise about in my splitting?
Just try to be a little more precise with your clicking. Generally the first step is stimming and running in the opposite direction of the banelings. If you do this, generally the marines will come out from under the medivacs, making it a little easier to split.
Also, another random tip: if you have MMM, double-click/ctrl-click marauders forward, marines backward before heading into enemy territory. When you need to split, double-click/ctrl-click marines, stim, run backwards, and split.
On July 27 2012 10:53 EngrishTeacher wrote: For people having trouble against siege pushes when opening 1rax FE... I have a great build to share with you.
I'm on my phone so won't be writing an essay, but the idea is opening 15cc, into 2 raxes on 15/16, with 1 gas at 18. Cutting scvs very briefly on 18 to get both the marine and first orbital, I get a tech lab as soon as the second round of marines pop out (3 total), and I get just over 100 gas upon TL completion for either stim if I suspect light pressure, or combat shield if I see something like both gases taken and a factory building. Then i add 2 more raxes for a total of 4, then factory on next 100 gas and a reactor on the naked rax with the next 50. I then take all 4 gases and put 2 scvs on each for optimal gas saturation, adding in the 3rd once i start tank production after roughly 2 rounds of medivacs.
Keeping a scv outside his natural, I pump marines non-stop and combat shield usually finishes right before even the earliest siege pushes at around 640. Make sure to engage just outside your natural before he gets into a good position with siege, pulling around 8 scvs for meat shields and even without bothering to spread or make a concave, i usually absolutely crush this push.
I feel like this is a non-optimized version of the Thorzain build. At 6:40 with the Thorzain build, you have 1 techlab rax, 2 reactor rax, CS done, +1 researching, and a factory up. I mean, maybe this works, but it just seems a little weird. I'll try it out though, and see how it works.
I don't think you should be shift-queuing spells, like EMPs... there is no reason too. The only time you'd want to shift-queue spells is to have a unit move somewhere, spam the spell, and back off... like mass autoturrets or IT Spam.
If you want to quickly cast EMP, just hold down the hotkey (E) and click away.
On July 27 2012 10:53 EngrishTeacher wrote: For people having trouble against siege pushes when opening 1rax FE... I have a great build to share with you.
I'm on my phone so won't be writing an essay, but the idea is opening 15cc, into 2 raxes on 15/16, with 1 gas at 18. Cutting scvs very briefly on 18 to get both the marine and first orbital, I get a tech lab as soon as the second round of marines pop out (3 total), and I get just over 100 gas upon TL completion for either stim if I suspect light pressure, or combat shield if I see something like both gases taken and a factory building. Then i add 2 more raxes for a total of 4, then factory on next 100 gas and a reactor on the naked rax with the next 50. I then take all 4 gases and put 2 scvs on each for optimal gas saturation, adding in the 3rd once i start tank production after roughly 2 rounds of medivacs.
Keeping a scv outside his natural, I pump marines non-stop and combat shield usually finishes right before even the earliest siege pushes at around 640. Make sure to engage just outside your natural before he gets into a good position with siege, pulling around 8 scvs for meat shields and even without bothering to spread or make a concave, i usually absolutely crush this push.
I feel like this is a non-optimized version of the Thorzain build. At 6:40 with the Thorzain build, you have 1 techlab rax, 2 reactor rax, CS done, +1 researching, and a factory up. I mean, maybe this works, but it just seems a little weird. I'll try it out though, and see how it works.
Can you link me to a replay of his build? I only managed to find this one, which isn't exactly bio nor the one you speak of:
Also, I forgot to mention that I don't cut SCVs at all, while going CC first for a monstrous economy. Money ususally never floats above 100 aside from when putting down structures, been playing this build at the mid-high master level TvT for over a month now with great success (over 80% winrate). TvZ dragging me to down keeping me from top masters
On July 27 2012 10:53 EngrishTeacher wrote: For people having trouble against siege pushes when opening 1rax FE... I have a great build to share with you.
I'm on my phone so won't be writing an essay, but the idea is opening 15cc, into 2 raxes on 15/16, with 1 gas at 18. Cutting scvs very briefly on 18 to get both the marine and first orbital, I get a tech lab as soon as the second round of marines pop out (3 total), and I get just over 100 gas upon TL completion for either stim if I suspect light pressure, or combat shield if I see something like both gases taken and a factory building. Then i add 2 more raxes for a total of 4, then factory on next 100 gas and a reactor on the naked rax with the next 50. I then take all 4 gases and put 2 scvs on each for optimal gas saturation, adding in the 3rd once i start tank production after roughly 2 rounds of medivacs.
Keeping a scv outside his natural, I pump marines non-stop and combat shield usually finishes right before even the earliest siege pushes at around 640. Make sure to engage just outside your natural before he gets into a good position with siege, pulling around 8 scvs for meat shields and even without bothering to spread or make a concave, i usually absolutely crush this push.
I feel like this is a non-optimized version of the Thorzain build. At 6:40 with the Thorzain build, you have 1 techlab rax, 2 reactor rax, CS done, +1 researching, and a factory up. I mean, maybe this works, but it just seems a little weird. I'll try it out though, and see how it works.
Can you link me to a replay of his build? I only managed to find this one, which isn't exactly bio nor the one you speak of:
Also, I forgot to mention that I don't cut SCVs at all, while going CC first for a monstrous economy. Money ususally never floats above 100 aside from when putting down structures, been playing this build at the mid-high master level TvT for over a month now with great success (over 80% winrate). TvZ dragging me to down keeping me from top masters
Sorry, I didn't realize that your build was CC first. Things might actually end up optimal in that situation. I prefer 1rax expand over everything else though...much safer against something stupid like a 2rax or proxy marauders.
And stay strong against zerg, brother! We will overcome! It's time for terran to become OP as shit again in HotS and then get nerfed to insignificance again! (Just kidding, just do your best. :D)
All this time I have been targeting techs.....such as robo bay, infestation pit, baneling nest etc. While they are good targets, I think I am wrong....I really think my #1 target should be workers?
Can you guys perhaps list some in order of most important to least? Thank you
All this time I have been targeting techs.....such as robo bay, infestation pit, baneling nest etc. While they are good targets, I think I am wrong....I really think my #1 target should be workers?
Can you guys perhaps list some in order of most important to least? Thank you
I think universally workers are #1 priority #2 - Pylons, queens, and add-ons! #3 - tech structures #4 - Production facilities #5 - units...unless you're just going to straight-up win.
Hatcheries are also obvious targets, but only go after it after trying to kill drones and queens.