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The Terran Help Me Thread - Page 314

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.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-07-27 07:12:57
July 27 2012 07:02 GMT
#6261
Yeah, anybody else agree that workers are number 1 priority when dropping? Maybe some people have different opinions, I would love to hear. Would also like to hear some people's list of their priorities, from most important to least

I think mine is....:

#1 workers
#2 Tech buildings like spire, robo bay, tech lab.

That is all? Other than that, it depends on where the enemy army is, etc.? I think killing pylons/depots are not good choice, what do you think?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Immutant
Profile Joined November 2010
Singapore201 Posts
Last Edited: 2012-07-27 07:17:52
July 27 2012 07:14 GMT
#6262
If it is a TvP, my priority would be (mid game)
1)Templar Archives -> Twilight Council
2) Robotics Bay -> Robo Fact
3) Dark shrine (not as impt)
4) Workers
Especially when they are researching their respective upgrades, just the fact that you manage to take them out means you can safely doom drop 2-3 mins after and end the game immediately. Of course, most Toss would guard these structures in the middle of their bases, but there have been cases when they leave them on the edge and I sniped, whereby they just rage quitted.

TvZ
I find that the only building worth sniping are
1) Infestation pit (Only if Hive is not complete)
2) Spire (Delay Greater spire)
As for things like spawning pool and baneling nest, well it really depends, other wise I'll just choose workers. Reason being because Z can just quickly spam units just before you kill their structure.

TvT
Workers
Orbitals
Any opportunity I see
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-07-27 07:47:26
July 27 2012 07:47 GMT
#6263
Thanks

May I ask why you aim for worker in TvT, but in vZ and vP you dont have workers as number 1 priority? Furthermore, it makes sense to have workers as #1 target right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
AlanSmithee
Profile Joined May 2012
39 Posts
Last Edited: 2012-07-27 08:27:42
July 27 2012 08:07 GMT
#6264
I would say it depends on the situation.

If it is a rushed, early game, drop workers might be a good choie since it will have a bigger impact on their economy and therefore their transition to midgame.

If it is a midgame drop, tech buildings might be a good choice to cancel upgrades, delay pushes etc.

If it is a lategame drop, sniping hatches, CCs or nexuses or even production facilities might be good since mauraders with good upgrades eat buildings for breakfast

My advice for you though is this: go for guaranteed damage and then let the situation decide what that is.
Immutant
Profile Joined November 2010
Singapore201 Posts
July 27 2012 09:31 GMT
#6265
Yeah as Alan said. For early game workers will be priority.

But for mid (when the tech structures come out), tech would be quite important since you can delay their timings by a lot.
For example, there was a time when I dropped just as the protoss's Templar Archives was finishing. I killed that and then discovered I could snipe the nearby Twilight Council. By doing so, you give yourself 50 + 50 + 110 more time before HTs come out. You also just sniped away a lot of gas. Since it is the toss's tech path (etc, HT or Collo), he will be unable to get any form of AOE units, and you can simply end the game in the next 2-3 minutes with mass MMM.

However I don't go out of the way to do these kind of things. Just aim for base drops and see what opportunity presents itself...
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 27 2012 13:40 GMT
#6266
On July 27 2012 16:02 dynwar7 wrote:
Yeah, anybody else agree that workers are number 1 priority when dropping? Maybe some people have different opinions, I would love to hear. Would also like to hear some people's list of their priorities, from most important to least

I think mine is....:

#1 workers
#2 Tech buildings like spire, robo bay, tech lab.

That is all? Other than that, it depends on where the enemy army is, etc.? I think killing pylons/depots are not good choice, what do you think?


I just want to add that killing depots is a terrible choice almost all of the time. HOWEVER, pylons are actually really important. Pylons not only work as supply for protoss, but they power the buildings and create a space to warp in reinforcements. Especially in the early parts of the game, the early midgame, sniping pylons can essentially win you the game.

That being said, the key role of drops is to buy yourself TIME. If a better situation such as sniping a colossus bay represents itself, go for it. The key is to buy you the time you need to do a "timing attack". If you watch LastShadow's vlogs, he talks about the true meaning of a timing attack based on a specific window (i.e., you kill a spawning pool, you have exactly 84 seconds to make something happen).

Doing economic damage (killing workers or mains) gives you time to get far ahead in economy and crush your opponent 2-3 minutes later down the road. It's all about time.
StrategyAllyssa Grey <3<3
crystyxn
Profile Joined November 2010
Romania254 Posts
July 27 2012 14:04 GMT
#6267
can someone type a refined 1/1/1 for TvP for me? im plat
"You should be the one putting pressure on your opponent, not the other way around." - Artosis
gavinashun
Profile Joined October 2010
101 Posts
July 27 2012 17:48 GMT
#6268
On July 27 2012 23:04 crystyxn wrote:
can someone type a refined 1/1/1 for TvP for me? im plat


This isn't 100% refined/detailed, maybe someone else can do that, but this is the fundamental skeleton.

- 12 rax, 13 gas
- @100 gas, factory and 2nd gas
- reactor on rax after 3rd marine
- @ factory --> tech lab on factory, starport (also get a bunker around this time)
- @ starport --> swap, make banshee, factory makes TL and starts making tanks
- after first banshee, get a raven, then back to banshees (could play around with getting raven first)
- harass with banshees (which forces stalkers, which get eaten by this composition when the push comes) but don't lose them as you want them with your push
- get siege mode just a bit before you move out
- move out with ~3 tanks, ~3-4 banshees, a raven w/ PDD, and a solid number of marines ... forget exactly when it hits, but IIRC you leave your base around 9 minutes
- bring some SCVs to repair banshees/tanks, and make some bunkers

Protoss's are getting better at defending this over the last 9 months, but at our level (i'm also plat) this still works very very well.
Vete
Profile Joined May 2012
Germany190 Posts
July 27 2012 18:09 GMT
#6269
short questions guys

What is the better ( efictively) way to micro the units with mouse or with Keyboards and which commands do you use for micro ( only atk and move key or the other ,too?)
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 28 2012 02:20 GMT
#6270
On July 28 2012 03:09 Vete wrote:
short questions guys

What is the better ( efictively) way to micro the units with mouse or with Keyboards and which commands do you use for micro ( only atk and move key or the other ,too?)


? I'm a little confused on this question.

If you need to move or spread stuff in a fight, everything is going to be based off of boxing or clicking a unit and right-clicking. Aside from the positional stuff, you're going to be a-moving towards fights and using the hotkeys for spells (EMP, snipe, etc). Generally whenever you move around on the map, you should attack move; if you, for example, just want to walk directly to his 3rd base without stopping to fight units or kill off overlords, then you would just right-click.

As far as spreading MMM goes, you should be making small boxes, right clicking to the sides and back. Then, once you have a nice spread, you want to attack move towards your opponent's army.

Hope this helps! I was a little confused, I hope I gave you good info!
StrategyAllyssa Grey <3<3
Nick_54
Profile Blog Joined November 2007
United States2230 Posts
July 28 2012 04:44 GMT
#6271
I dont know if this is the right spot, but I'm looking for a vod where Marineking has some crazy thor scooping micro with his medivac. I cant seem to find it, thanks in advance.
bmoneyAK
Profile Joined September 2010
81 Posts
July 28 2012 06:09 GMT
#6272
What is the best way to use seeker when you have a flock of ravens? Do you hold shift with the ravens selected and hit r repeatedly, or what? My ravens seem to be really lethargic. Also, should you spam seeker and then spam PDD so that any left over energy will turn into PDD?

I think I should have won the final decisive engagement where I had a bunch of ravens. I guess I didn't have enough energy for mass seeker, though. 31 min is where engagement is at http://drop.sc/229590 . Don't bother watching the replay if you are busy or already can explain the answer above. Thanks!!

deeshoo
Profile Blog Joined October 2010
United States319 Posts
Last Edited: 2012-07-28 23:54:16
July 28 2012 23:51 GMT
#6273
Hi guys, been finding some decent success in TvZ with the various Bio builds that are floating around recently; I particularly like to use the 3rax combat shield poke at 7 minutes to try and pressure the zerg who take a fast third without speed. It's pretty viable, I'll usually either kill a lot of drones, kill/cancel the third hatch, or force a lot of slow zerglings which marines with CS can be pretty cost efficient against.

However, I'm pretty afraid of zergs who go 15 hatch and then take gas for faster speed, especially since there's a chance that they could just roach/bane bust me (which even when prepared for can do some pretty significant damage). What should my decision making to do any kind of damage/pressure be when this happens?

Transition into mid game is constant aggression and trading while staying even on bases with the zerg which has been doing pretty well thus far.

edit: Also, what should I do against a Protoss who's turtled up super hard on three bases, as in I can't find any avenues to drop and do some kind of damage, and then they just come out with 3/3 upgrades and a massive colossus/templar/gateway deathball?
gl hf :D
laoji
Profile Joined April 2011
United Kingdom382 Posts
July 29 2012 04:56 GMT
#6274
Hi guys, Plat T here, I am really struggling with TvZ

http://drop.sc/230247

Game i played earlier, apart from getting tanks, what areas glare out to people that im failing at and should work on? if multiple, what should i focus on first? i want to feel like i have a chance when loading up vs a zerg.

Thanks!
Affection is responsible for nine-tenths of whatever solid and durable happiness there is in our lives.- C. S. Lewis
Squisher16
Profile Joined July 2012
United States9 Posts
July 29 2012 05:40 GMT
#6275
Hey fellow terrans, I wanted to know what the reaction should be when you are going for a gas first banshee in tvt and the opponent is going for a marine hellion elevator. I usually take upward of 10 scv losses. Thnx! ♥
Qwaky
Profile Joined April 2012
Croatia20 Posts
Last Edited: 2012-07-29 07:57:40
July 29 2012 07:51 GMT
#6276
On July 29 2012 14:40 Squisher16 wrote:
Hey fellow terrans, I wanted to know what the reaction should be when you are going for a gas first banshee in tvt and the opponent is going for a marine hellion elevator. I usually take upward of 10 scv losses. Thnx! ♥


I myself always open gas first banshee without cloak in TvT. To counter any drop, or opponents banshee play I always build at least one viking (2 vikings if I saw he went for some 1/1/1 build) straight away after banshee. If he succeed in unloading troops, after you kill medivacs dont forget to land with vikings to deal with rest of his forces, and of course help those vikings with marine/helions or whatever you opened with beside that banshee.
saaaa
Profile Joined November 2010
Germany419 Posts
Last Edited: 2012-07-29 15:09:04
July 29 2012 15:08 GMT
#6277
How do i react properly if i scout a nexus first and i plan to play a FE into 5 rax naked marine push?

The push is designed to destroy his expansion or do at least significant damage to their economy but against a nexus first he will has enough units to defend it without suffer economic damage.

I normally scout after my rax at 12 supply finished. Is there a way how i can punish it really hard and maybe outright kill him?


replays are welcome
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-07-29 15:29:51
July 29 2012 15:29 GMT
#6278
--- Nuked ---
C0MMANDO
Profile Joined March 2012
71 Posts
July 29 2012 17:36 GMT
#6279
On July 30 2012 00:08 saaaa wrote:
How do i react properly if i scout a nexus first and i plan to play a FE into 5 rax naked marine push?

The push is designed to destroy his expansion or do at least significant damage to their economy but against a nexus first he will has enough units to defend it without suffer economic damage.

I normally scout after my rax at 12 supply finished. Is there a way how i can punish it really hard and maybe outright kill him?


replays are welcome



bunker rush him
saaaa
Profile Joined November 2010
Germany419 Posts
July 29 2012 17:41 GMT
#6280
On July 30 2012 02:36 C0MMANDO wrote:
Show nested quote +
On July 30 2012 00:08 saaaa wrote:
How do i react properly if i scout a nexus first and i plan to play a FE into 5 rax naked marine push?

The push is designed to destroy his expansion or do at least significant damage to their economy but against a nexus first he will has enough units to defend it without suffer economic damage.

I normally scout after my rax at 12 supply finished. Is there a way how i can punish it really hard and maybe outright kill him?


replays are welcome



bunker rush him


in fact cancel my OC and go for 3-4 rax instant go?
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