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The Terran Help Me Thread - Page 327

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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.
Paria
Profile Joined February 2012
France19 Posts
August 08 2012 12:36 GMT
#6521
So when you can afford to cut 5 sec a scv and make your earlier OC, you should do that ? Since I 1 rax FE every game, I did not really know what was better.
-niL
Profile Joined January 2012
Canada1131 Posts
August 08 2012 15:15 GMT
#6522
I just saw the Korean TvZ had a 50% win rate, what is the current Korean TvZ metagame? and even the TvP metagame?
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
August 08 2012 15:27 GMT
#6523
Current TvZ metagame is Hellion/Banshee i'm pretty sure.

TvP varies by player.
Learn to count with CatsPajamas!
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 08 2012 16:00 GMT
#6524
A lot of it is map-specific and also player-specific. TvZ is hellions and banshees, but it's also fast 3rd CC, lots of upgrades, and lots of bio and drops. On certain maps like Antiga Shipyard, the game relies on using drops to pull apart the Zerg army and prevent him from using Broodlords effectively, and denying his 4th and 5th bases. Lots of micro, splitting, multi pronging, etc.

TvP is kinda what it's always been, which is bio, but some players prefer to go with a fast cloaked banshee and tank out of a 1 rax CC, whereas others prefer to build up big bio forces, or take risky 3rd bases. Protoss vary between quick upgrades and quick colossus tech.

When you stare into the iCCup, the iCCup stares back.
TL+ Member
Marathi
Profile Joined July 2011
298 Posts
August 08 2012 19:28 GMT
#6525
How viable do people think sky terran is in TvT?

Does anyone have a good build order for it? I've been trying to transition into it from iEchoic 2fact2port but I feel like I need something with a fast expo in so I can build up a bigger army and just harass with banshees and hellion drops later on, rather than going pressure into 2nd CC

I am still having a really hard time vs the standard marine/tank/viking composition, I find myself to be quite comfortable with sky terran but it is just getting to that point of having a nice army before I get killed, I used to play 1rax FE in TvT into MMM but found myself dying to 1base tank pushes a lot so I quit it
eSports tees designed by me - http://tinyurl.com/bqmexd9
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 08 2012 19:42 GMT
#6526
iEchoic's 2fact 2port is based on an older metagame, with smaller maps and more harassable, open naturals. The fundamentals behind it (blue flame and air units) have also shifted, as blue flame has been heavily nerfed since he wrote the guide.

I think if you wanted to play a Sky Terran style, you'd want to do a little teching on 1 base before expanding-- maybe expanded off of a factory, or behind either a cloak banshee or a cloakless 1 gas banshee. It's certainly still possible to play Sky Terran, but given the blue flame nerf I suspect a transition to full mech on 2-3 bases would be more optimal.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Marathi
Profile Joined July 2011
298 Posts
August 08 2012 19:51 GMT
#6527
my main problem with mech is I don't like siege tanks at all, I don't use them ever, in any matchup.

I don't think I am good enough to get away with playing bio in TvT so I am trying to find a solid strat to fill the void.

I have been playing some cheesy and all-in 1base styles but people seem very clued up on their defenses these days, they're all expanding early and being very defensive so I have been struggling there too.

I could go back to bio but I always found myself losing lots in big engagements or losing base races..

I am gold btw
eSports tees designed by me - http://tinyurl.com/bqmexd9
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-08-08 20:01:48
August 08 2012 20:01 GMT
#6528
Well, if you want to go tankless, Sky terran is a way to do it. It's less common than bio is, though I've seen it used (and used it) before. I'd consider going with a cloak banshee expand, then adding on facilities and doing your sky terran thing. If you see your opponent making Thors, you'll need BCs in order to beat them from the air. Getting a 2nd factory and 2nd starport before your natural is no longer viable on new, bigger maps.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Marathi
Profile Joined July 2011
298 Posts
August 08 2012 20:25 GMT
#6529
I'm so torn between bio and sky mech, I play bio in my other 2 matchups and love it, but I find it very hard to play with against tanks and vikings in TvT.

If I went sky terran what would you do if he scouted it and decided to go mass marine? the only thing I can think of aside from tanks is BFH...

I have a BO for gas first banshee expo which I've had a little success with in the past, which I could use as a base for sky terran. How many facilities do you think is right for main + expo? I normally have 3Starports (2TL, 1Reactor) and 2 Factories (both reactored) for BFH. How many extra prod facilities would you add on per CC?

Thanks for your help
eSports tees designed by me - http://tinyurl.com/bqmexd9
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2012-08-08 20:31:40
August 08 2012 20:30 GMT
#6530
Oh, ok so I guess this wasn't obvious: When you go sky terran, you don't make marines. You dump all your minerals into blue-flame hellions. Your ideal composition is Hellions to kill Marines, Banshees to kill tanks and other land units, and Vikings to fight his Vikings.

To quote iEchoic:
On February 02 2011 08:54 iEchoic wrote:

The composition basically works the same as muta/ling/bling, and has a similar playstyle.

- Blue flame hellions act as the banelings (they kill marines, and are disposable)
- Banshees act as the muta air-to-ground attack (cleaning up ground units after banelings hit)
- Vikings act as the muta air-to-air attack (holding air superiority).
- Should it get to that point, battlecruisers can act as broodlords, countering thors (although BCs are much easier to get and are also quite good vs marines)

This build works for the same reasons muta/ling/bling does, and as a result, it has the same properties as typical ZvT. This means that:

- This build is more powerful on longer rush distances due to the mobility advantage
- Keeping map awareness and map control is very important
- Losing air control is bad (similar to how losing all your mutas results in you being vulnerable to drops and banshees)

TL;DR: Play like a zerg player. Keep that mentality in mind.


On February 02 2011 08:54 iEchoic wrote:

Terran units have a lot of symmetry.

Units that shoot air units

Marine (countered by hellions)
Thor (countered by battlecruiser)
Viking (countered by having more vikings, which is easy when you have 2ports)
Ghosts (are terrible)

Only four good terran units actually shoot up (discounting the battlecruiser, because BC is only viable after vikings). These units are all countered by either hellions or air units. Creating air units necessitates the use of one of these three units, and each of these three units must be built in a mass such that they do not die before killing off all air units.

From there, notice:

Air attacks by units that attack air units

Marine (very fast attack speed, low damage)
Thor (fires multiple low-damage rockets)
Viking (fires multiple low-medium-damage rockets)

What does this mean for us? In a late-game composition, upgrading air armor is very strong, due to the low-damage attacks of these units. In addition, these three units are infantry, mech, and air, which makes upgrading all three of them incredibly inefficient. Any one to two of these can be hard-countered with ease.

What else? Two of the three of these attacks (thor, viking) are mitigated by PDD. Since we are using ravens for detection instead of turrets, we have a natural synergy here, and create little inefficiency.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
saaaa
Profile Joined November 2010
Germany419 Posts
August 08 2012 20:34 GMT
#6531
What is the proper reponse to blink stalker (3 or 4gate) if i went 5 naked rax?

is this a build order auto loss?
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
August 08 2012 20:47 GMT
#6532
You're at a pretty big disadvantage if you mass marines with delayed gas against a 1 base blink play. A lot of the way I typically fight against it is by getting out marauders so it becomes unsafe for him to blink forwards towards my army. Bunkers and medivacs can help with this as well, and eventually the bioball becomes too strong to blink into. With a powering build that uses a lot of marines, you don't have concussive shell or healing. I don't think it's build order loss, but it's a big disadvantage that's hard to overcome.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Marathi
Profile Joined July 2011
298 Posts
August 08 2012 20:49 GMT
#6533
so it's the same principles of iEchoics build but with a more macro based approach with light harassment, rather than the all-out aggression style of his 1base build
eSports tees designed by me - http://tinyurl.com/bqmexd9
sc2proxy
Profile Joined August 2012
United States11 Posts
August 08 2012 20:49 GMT
#6534
On August 09 2012 05:34 saaaa wrote:
What is the proper reponse to blink stalker (3 or 4gate) if i went 5 naked rax?

is this a build order auto loss?


The most important thing is to have bunkers at the chokepoint to your main/natural with SCVs nearby to repair. The second most important thing is to prevent an observer that would allow them to blink into your main, usually with turrets unless you're REALLY good at spotting cloaked units to scan and snipe with marines. Bunkers and turrets cost no gas so all your gas can be invested into tech labs that allow marauders and upgrades. Without a replay, its hard to know how early you could've obtained proper scouting info to pin him on a blink build and prepare, but I would say the time to get 2-3 bunkers at the front would take about a minute for SCV travel time + 40 second build time. Engineering bay takes 35 seconds to build and turrets take 25 seconds to build, totaling a full minute. With bunkers filled, you only need 4-5 marines in your main to snipe the observer (which requires 10 shots if my math is correct) before it allows a blink.
probes and pylons
saaaa
Profile Joined November 2010
Germany419 Posts
August 08 2012 21:40 GMT
#6535
On August 09 2012 05:49 sc2proxy wrote:
Show nested quote +
On August 09 2012 05:34 saaaa wrote:
What is the proper reponse to blink stalker (3 or 4gate) if i went 5 naked rax?

is this a build order auto loss?


The most important thing is to have bunkers at the chokepoint to your main/natural with SCVs nearby to repair. The second most important thing is to prevent an observer that would allow them to blink into your main, usually with turrets unless you're REALLY good at spotting cloaked units to scan and snipe with marines. Bunkers and turrets cost no gas so all your gas can be invested into tech labs that allow marauders and upgrades. Without a replay, its hard to know how early you could've obtained proper scouting info to pin him on a blink build and prepare, but I would say the time to get 2-3 bunkers at the front would take about a minute for SCV travel time + 40 second build time. Engineering bay takes 35 seconds to build and turrets take 25 seconds to build, totaling a full minute. With bunkers filled, you only need 4-5 marines in your main to snipe the observer (which requires 10 shots if my math is correct) before it allows a blink.


i scouted early double gas and expected a dt or VR and get my ebay at 5:30-6:00 (unfortunetely i dont have a replay :/). I get my first both gas at around 7:30 when i start normally my timing push.

that means i dont have any gas until the attack occurs and i have at around 2 bunkers at my nat but no one in my main/mineral line.

Thanks for your help... the next replay against blind i will save
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
August 08 2012 22:02 GMT
#6536
I'm trying to get back into playing, can anyone recommend the three most successful T builds atm, or at least a selection of strong ones?
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2012-08-08 23:40:42
August 08 2012 23:35 GMT
#6537
On August 09 2012 04:28 Marathi wrote:
How viable do people think sky terran is in TvT?

Does anyone have a good build order for it? I've been trying to transition into it from iEchoic 2fact2port but I feel like I need something with a fast expo in so I can build up a bigger army and just harass with banshees and hellion drops later on, rather than going pressure into 2nd CC

I am still having a really hard time vs the standard marine/tank/viking composition, I find myself to be quite comfortable with sky terran but it is just getting to that point of having a nice army before I get killed, I used to play 1rax FE in TvT into MMM but found myself dying to 1base tank pushes a lot so I quit it

I don't think its viable to open with Sky Terran in TvT. I wish there were some way to make it work, but Marines, Missile Turrets, and Scan all make early game Sky play very difficult to pull off without hero Banshee harass. The iechoic build was fun while it lasted, but its been nerfed several times and long been figured out..

The problem with going Sky Terran is that its really easy for most opponents to just pump Marines. In lategame TvT you need lots of AoE in order to fend off 3/3 Marines. And Seeker Missile is not dependable enough to fill that role. The opponent will be able to pump Marines much faster than you can pump Seeker Missiles. So you need either Tanks, Hellions, or your own Marines to deal with them.

However, in the super-duper lategame Sky Terran has always been the best army composition. After all the minerals mine out of the map and neither player can make Marines, Sky destroys everything else on the ground.
Anthonie
Profile Blog Joined November 2010
Netherlands220 Posts
August 08 2012 23:41 GMT
#6538
On August 08 2012 03:43 decaf wrote:
Show nested quote +
On August 08 2012 02:09 SKDN wrote:
On August 08 2012 00:44 decaf wrote:
On August 08 2012 00:32 Necosarius wrote:
Hi guys, I'm a BW player trying to get into SC2 again after a big break from the game. I play random and my Terran builds feels kinda outdated, especially my TvZ one (reactor hellion opening). My TvT build is still doing fine and I just found a TvP build that I'm still trying out but I can't find anything on TvZ. Everything feels either too(is it "to" or "too" ? ) passive or too greedy for my taste.

I like both mech and bio even though I prefer bio play. I want something that allows me to be able to put pressure on the zerg in the midgame or something. Is there anything like that or is it gimmicky? Right now I'm trying to get fast 2-2 bio upgrades and then start the aggression but that feels so passive

It's "too".

As for bio play: I suggest doing marineking's build. You start with a CC first, then you go into hellion with a rine rauder comp and push at around 9min. If you micro really good (mkp level, but thats what tvz has become, be marineking or be dead) you come out ahead. The CC first makes it so you can keep up with the zerg even though you're gettin very aggressive early on. You then transition into rine rauder tank medivac.
http://www.gomtv.net/videos/index.gom?search=1&order=1&page=1&subtype=-1&limit=10&words=marineking code s
There you can find some of his games displaying that build.

As for mech play: Just read this:
http://www.teamliquid.net/blogs/viewblog.php?topic_id=297764

You dont happen to have the BO written down and can share?

Yes, actually I do. Thanks for reminding me~ got like 20BOs written down.

14CC
15rax
17rax
double OC
double gas
bunker at nat
fac
reactor
TL
rax
stim
fac -> reactor, 6 hellions
double reactor on raxes
starport
double medivac
~9min: 3rd CC, double ebay, double gas
~11min:tank production


I'm sorry, I wasn't able to find any good vods on this style, or any reps, and the list of which addons to put on where is kind of confusing.. Any clarity?
Qibla
Profile Joined December 2010
Australia343 Posts
August 09 2012 01:54 GMT
#6539
Diamond Terran

Wondering why 1 rax fe is the standard TvP?

I've spoken to some protoss players and they've told me they love it when we 1 rax fe because they can do whatever they want. All the timings are known. I'm not having much success with it. It's a thin line to defend 1 base pushes. You get no eco advantage vs a 1 gate fe, and even less to a nexus first.

I just played a game where he 1 gate double fe'd, I went 1 rax fe and pushed off 3 rax when stim finished, His army was pretty much equal to mine, so I could do 0 damage. I move back and he takes a fourth when I'm taking my 3rd.

I don't know where our "mid game advantage" is.
Are you calling moi a dipshit?
rofllocktree
Profile Joined May 2012
Netherlands45 Posts
August 09 2012 03:11 GMT
#6540
"this is the first time I post a replay so I hope it's the good way"

Please look at 12:00 where my army walks just through the opponents army whitout attacking, I dont know what happens here in the heat of the moment and I am aware of using the Attack button instead of right mouse button to move, but somehow I still make a lot of mistakes and things like this happen a lot.

So what is the best way to engage?

A-click an enemy unit? A-click behind the enemy army? A-click behind your own army?

http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=269095
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