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The Terran Help Me Thread - Page 325

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
August 06 2012 14:19 GMT
#6481
Yes, basically air control is important togive tanks extra range? Surely there must be other reasons than that right?
Regarding the imbalance, hilarious to see Zergs defending themselves....
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 06 2012 14:28 GMT
#6482
On August 06 2012 23:19 dynwar7 wrote:
Yes, basically air control is important togive tanks extra range? Surely there must be other reasons than that right?


Not extra range. More vision. It also helps in the transition to Sky terran.
dynwar7
Profile Joined May 2011
1983 Posts
August 06 2012 14:49 GMT
#6483
Ok, and the point I made, is it correct?

If mech no air control = banshees will kill tanks
If bio no air control = vikings kill medivacs?
Regarding the imbalance, hilarious to see Zergs defending themselves....
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 06 2012 14:56 GMT
#6484
On August 06 2012 23:49 dynwar7 wrote:
Ok, and the point I made, is it correct?

If mech no air control = banshees will kill tanks
If bio no air control = vikings kill medivacs?


Not necessarily as you can make a thor or two if you are going mech, or move your medivacs back and put them on hold position if you are bio.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-08-06 15:30:04
August 06 2012 15:29 GMT
#6485
So, when people say air superiority is crucial in tvt it is mostly only for vikings giving vision for tanks!? Is that it?
EDIT: you cant really hold position the medivacs, you need them in a fight surely? And thors can be negated by PDD?
Regarding the imbalance, hilarious to see Zergs defending themselves....
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 06 2012 15:34 GMT
#6486
On August 07 2012 00:29 dynwar7 wrote:
So, when people say air superiority is crucial in tvt it is mostly only for vikings giving vision for tanks!? Is that it?
EDIT: you cant really hold position the medivacs, you need them in a fight surely? And thors can be negated by PDD?


Yes it is mainly for tanks. What you need to understand positioning is one of the most important aspects in a TvT. Without it you are at a severe disadvantage.
Vega62a
Profile Blog Joined December 2010
946 Posts
August 06 2012 16:13 GMT
#6487
On August 07 2012 00:29 dynwar7 wrote:
So, when people say air superiority is crucial in tvt it is mostly only for vikings giving vision for tanks!? Is that it?
EDIT: you cant really hold position the medivacs, you need them in a fight surely? And thors can be negated by PDD?


I don't understand how you can say "is that it?"

A tank has a range 13 attack, but can only see with range 11. So two opposing tanks can siege up in range of each other, and not fire, because neither can see: Then, whoever gets vision first wins.

You can extrapolate this into a full army battle. A good player will set his tanks up as far away as possible from the enemy while still being in range, and then use vikings or scans to spot so the tanks can fire. If he doesn't do this, and the other player does, then in order to actually attack the enemy army, he has to walk into range of the tanks, which will lose him the battle (and the game) unless he has an overwhelming unit count.

Content of my posts reflects only my personal opinions, and not those of any employer or subsidiary
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
August 06 2012 16:17 GMT
#6488
Vikings are also essential for stopping drops, either into the meching players bases or on top of his tanks.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 06 2012 16:41 GMT
#6489
On August 07 2012 01:17 Willzzz wrote:
Vikings are also essential for stopping drops, either into the meching players bases or on top of his tanks.


This is the main reason as mech I get a lot of vikings. I turret ring my base, but your tanks being dropped on feels so horrible, especially if they're really good about it.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Account252508
Profile Joined February 2012
3454 Posts
August 06 2012 17:32 GMT
#6490
--- Nuked ---
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2012-08-06 18:27:16
August 06 2012 18:26 GMT
#6491
What would be a good TvT opener nowdays? I just cant find one that satisfies me :/
I used to open banshees since quite a long time, but it is starting to feel a bit outdated, 1rax FE can defend it pretty easily and I end up behind by quite a lot in economy.

-I like to play marine/tank
-I played a bit with 1rax fe, but I feel too vulnerable against 1base all-ins (if I tech straight up i die to marine timings, if i go 3rax before tech I die to tank all-ins :<)

TvT openers seem a bit rock/paper/scissorish to me these days, and it's starting to make me dislike a matchup that I really liked so far.

Is there something that would punish 1rax FE harder for an investment similar to a banshee opener? Or am I doing something wrong with 1rax FE?
Romanes eunt domus
FireFish
Profile Joined June 2011
Denmark228 Posts
August 06 2012 18:39 GMT
#6492
On August 07 2012 03:26 BobMcJohnson wrote:
What would be a good TvT opener nowdays? I just cant find one that satisfies me :/
I used to open banshees since quite a long time, but it is starting to feel a bit outdated, 1rax FE can defend it pretty easily and I end up behind by quite a lot in economy.

-I like to play marine/tank
-I played a bit with 1rax fe, but I feel too vulnerable against 1base all-ins (if I tech straight up i die to marine timings, if i go 3rax before tech I die to tank all-ins :<)

TvT openers seem a bit rock/paper/scissorish to me these days, and it's starting to make me dislike a matchup that I really liked so far.

Is there something that would punish 1rax FE harder for an investment similar to a banshee opener? Or am I doing something wrong with 1rax FE?

I still think 1rax FE is the best opener in TvT. Get 2 more rax asap, and throw down your gasses. If you scout 1 base tank all in, focus on getting tanks. At the time of the push you should have a bounce of marines and combat shield already finished. You should be able to delay the push long enough for your tanks to pop.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 06 2012 19:05 GMT
#6493
On August 07 2012 03:26 BobMcJohnson wrote:
What would be a good TvT opener nowdays? I just cant find one that satisfies me :/
I used to open banshees since quite a long time, but it is starting to feel a bit outdated, 1rax FE can defend it pretty easily and I end up behind by quite a lot in economy.

-I like to play marine/tank
-I played a bit with 1rax fe, but I feel too vulnerable against 1base all-ins (if I tech straight up i die to marine timings, if i go 3rax before tech I die to tank all-ins :<)

TvT openers seem a bit rock/paper/scissorish to me these days, and it's starting to make me dislike a matchup that I really liked so far.

Is there something that would punish 1rax FE harder for an investment similar to a banshee opener? Or am I doing something wrong with 1rax FE?

You're doing something wrong, though I'm not sure what. If you scout gas, scan their main with nat oc first energy to rule out cloaked banshee. Get ebay and turret if you can't rule it out. Vs gas go 1rax cc gasgas rax, and prioritize tank or viking based on what you scan. Vs gasless you can go regular 3rax, and don't need to scan their main.

Banshee openings are fine provided your control and multi-task are good.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
TheDwf
Profile Joined November 2011
France19747 Posts
August 06 2012 19:25 GMT
#6494
On August 07 2012 03:26 BobMcJohnson wrote:
What would be a good TvT opener nowdays? I just cant find one that satisfies me :/
I used to open banshees since quite a long time, but it is starting to feel a bit outdated, 1rax FE can defend it pretty easily and I end up behind by quite a lot in economy.

-I like to play marine/tank
-I played a bit with 1rax fe, but I feel too vulnerable against 1base all-ins (if I tech straight up i die to marine timings, if i go 3rax before tech I die to tank all-ins :<)

TvT openers seem a bit rock/paper/scissorish to me these days, and it's starting to make me dislike a matchup that I really liked so far.

Is there something that would punish 1rax FE harder for an investment similar to a banshee opener? Or am I doing something wrong with 1rax FE?

1 rax FE → 1-1-1 should be safe against most of the openings, what kind of Marine timings kill you? Tanks should protect you against those.

On August 07 2012 04:05 Nightmarjoo wrote:
You're doing something wrong, though I'm not sure what. If you scout gas, scan their main with nat oc first energy to rule out cloaked banshee. Get ebay and turret if you can't rule it out. Vs gas go 1rax cc gasgas rax, and prioritize tank or viking based on what you scan. Vs gasless you can go regular 3rax, and don't need to scan their main.

Banshee openings are fine provided your control and multi-task are good.

Actually you should, to see if he's going Cloak Banshee after expand, triple OC, mech or Marine/Tanks, etc.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 06 2012 19:32 GMT
#6495
On August 07 2012 04:25 TheDwf wrote:
Show nested quote +
On August 07 2012 03:26 BobMcJohnson wrote:
What would be a good TvT opener nowdays? I just cant find one that satisfies me :/
I used to open banshees since quite a long time, but it is starting to feel a bit outdated, 1rax FE can defend it pretty easily and I end up behind by quite a lot in economy.

-I like to play marine/tank
-I played a bit with 1rax fe, but I feel too vulnerable against 1base all-ins (if I tech straight up i die to marine timings, if i go 3rax before tech I die to tank all-ins :<)

TvT openers seem a bit rock/paper/scissorish to me these days, and it's starting to make me dislike a matchup that I really liked so far.

Is there something that would punish 1rax FE harder for an investment similar to a banshee opener? Or am I doing something wrong with 1rax FE?

1 rax FE → 1-1-1 should be safe against most of the openings, what kind of Marine timings kill you? Tanks should protect you against those.

Show nested quote +
On August 07 2012 04:05 Nightmarjoo wrote:
You're doing something wrong, though I'm not sure what. If you scout gas, scan their main with nat oc first energy to rule out cloaked banshee. Get ebay and turret if you can't rule it out. Vs gas go 1rax cc gasgas rax, and prioritize tank or viking based on what you scan. Vs gasless you can go regular 3rax, and don't need to scan their main.

Banshee openings are fine provided your control and multi-task are good.

Actually you should, to see if he's going Cloak Banshee after expand, triple OC, mech or Marine/Tanks, etc.


In a TvT you generally always want to do the 6:30 scan to check for banshees and/or tech.
SKDN
Profile Joined April 2012
Sweden243 Posts
August 06 2012 20:00 GMT
#6496
If you mech you need vikings, help against drops kills medivacs and helps you ALOT if enemy is trying to switch to skyterran.
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-08-07 03:24:36
August 07 2012 03:24 GMT
#6497
Yeah, but if you dont use tanks, air control is not THAT important right? From what most people say in this thread, it seems that air control is important because:

- for drops in base
- for drops on tanks
- for vision for tanks so they can shoot range 13

Those 3 are the main reasons right?

EDIT: Still cant believe no one has mentioned about banshees. If you win air control ,the banshees are free to destroy tanks, no?
Regarding the imbalance, hilarious to see Zergs defending themselves....
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
August 07 2012 08:09 GMT
#6498
On August 07 2012 12:24 dynwar7 wrote:
Yeah, but if you dont use tanks, air control is not THAT important right? From what most people say in this thread, it seems that air control is important because:

- for drops in base
- for drops on tanks
- for vision for tanks so they can shoot range 13

Those 3 are the main reasons right?

EDIT: Still cant believe no one has mentioned about banshees. If you win air control ,the banshees are free to destroy tanks, no?


No you can make a few thors. You actually want air control if your bio too, so you can switch to sky Terran easily and doom drop the opponents army.
Account252508
Profile Joined February 2012
3454 Posts
August 07 2012 09:06 GMT
#6499
--- Nuked ---
dynwar7
Profile Joined May 2011
1983 Posts
August 07 2012 09:17 GMT
#6500
Hi guys

Please dont get this wrong - I never want to start a balance thread, and there is no HOTS general discussion thread, and I only simply want to know one thing and one thing only.

Yes, HOTS hasnt come out yet, but apparently with all these fellow terrans tears, in HOTs mech will be more viable to use. Does this mean bio will simply die? All I am looking here is an opinion, please do not misunderstand. I just hope that HOTS will make mech viable but does not mean will kill bio right? I just absolutely love the playstyle of bio, micro macro intensive, drop here everywhere, split vs fungal and storm, etc.

That is all, Thank you everyone.
Regarding the imbalance, hilarious to see Zergs defending themselves....
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