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The Terran Help Me Thread - Page 336

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: 2012-08-18 09:57:14
August 18 2012 09:56 GMT
#6701
--- Nuked ---
Account252508
Profile Joined February 2012
3454 Posts
August 18 2012 09:58 GMT
#6702
--- Nuked ---
dynwar7
Profile Joined May 2011
1983 Posts
August 18 2012 10:11 GMT
#6703
Is it true that the new TvP style favors more marines? I am so sure it used to be more marauder heavy...

So, can anyone confirm this, and why? Why more marine heavy? After watching games from Taeja, Supernova etc, Bomber, they did go marine heavy..
Regarding the imbalance, hilarious to see Zergs defending themselves....
kranten
Profile Joined January 2012
Netherlands236 Posts
August 18 2012 10:15 GMT
#6704
On August 18 2012 19:11 dynwar7 wrote:
Is it true that the new TvP style favors more marines? I am so sure it used to be more marauder heavy...

So, can anyone confirm this, and why? Why more marine heavy? After watching games from Taeja, Supernova etc, Bomber, they did go marine heavy..


Marauders were good when protoss went stalker/colossus. Nowadays, people use way more zealots and marauders just don't have the dps to deal with them. They're still good for tanking damage so it's nice to have a few of them.
TripleOSeven
Profile Blog Joined April 2011
United States106 Posts
August 18 2012 10:19 GMT
#6705
On August 18 2012 19:11 dynwar7 wrote:
Is it true that the new TvP style favors more marines? I am so sure it used to be more marauder heavy...

So, can anyone confirm this, and why? Why more marine heavy? After watching games from Taeja, Supernova etc, Bomber, they did go marine heavy..


For a quite a while now, instead of getting 2tech labs and one reactor, it seems like getting 1 tech lab and 2 reactors instead is favored more because of dps, and in general marines are a little better at holding all-ins. If you go for the 2medvac +1 push, you have a strong dps early-mid army that can compete with any Protoss early-mid composition.

Imo, only the early-mid game should be marine heavy, and after seeing whether the Protoss is going collas or templers, you can determine to get more maruaders or marines later.
MVP. Nuff said.
Sianos
Profile Joined April 2011
580 Posts
August 18 2012 11:33 GMT
#6706
On August 18 2012 18:19 Wardi wrote:

Hm. Sometimes even with two bunkers I lose, as he kills one bunker before my SCVs get to the bunker and the second he has enough forcefields to deny the repair.

Thanks for the tips.


Your problem is definitly with a too less reaction time. There are 2 things you can do to get to your bunker faster:

1.) Build them close to your 2nd CC and not on top of your ramp. The closer they are to your SCVs the shorter is the traveltime for repair.

2.) Have a marine patrolling in front of your bunkers and move your sv as soon as you see the units comming. It´s a bit less safe because he can easily pick up your marine with a stalker, so you have to send another one.

Option 1 is what i prefer.

You can also hotkey your scvs from your natrual to have quicker access.

gubbstrut
Profile Joined September 2011
Sweden39 Posts
August 18 2012 13:41 GMT
#6707
I have done some looking and I can't seem to find out the "2-2-2" in TvP, basicly how to do the build where you end up having around 3 tanks and an expansion in tvp and transition into the standar bio play.

Then im wondering on the helion banshee play we have seen lately become some sort of standard in TvZ, mostly build order there aswell like if you go 1 rax expand or just CC first, and when to take gases?
dynwar7
Profile Joined May 2011
1983 Posts
August 18 2012 14:01 GMT
#6708
Anyone else agree that more marine heavy is favored in tvp rather than the old marauder heavy?

So, 1 TL 2 reactor instead of 2 TL 1 reactor?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Bwall
Profile Joined July 2011
Sweden145 Posts
August 18 2012 14:46 GMT
#6709
On August 18 2012 23:01 dynwar7 wrote:
Anyone else agree that more marine heavy is favored in tvp rather than the old marauder heavy?

So, 1 TL 2 reactor instead of 2 TL 1 reactor?


Yes, unless he has a lot of colossus. Marines have higher dps, so they're more important to have.

It's not only about the addons, if you use bombers 1rax fe he'll get 2 tl 1 reactor, but still have mainly marines. He also adds 2 extra rax a lot of the time(tl+reactor).
SeggsyLori
Profile Joined August 2012
Germany80 Posts
August 18 2012 14:58 GMT
#6710
The most Pros pump Marines until Starport, then add a 2nd Techlab and a Reactor and start with 2Rines/2Rauders per cycle. So you still got a solid Marine-Core.
If you don't plan for a 2 Base All-In 2 Reactor doesn't seem that great. When you add Rax 4,5 and 6 you will get a 2nd Reactor and thats enough for the whole Game.
Hoon
Profile Joined December 2010
Brazil891 Posts
August 18 2012 15:10 GMT
#6711
Hi, I'm a diamond Zerg who recently switched to Terran and am currently practicing TvZ with a Gold friend and TvP with a Plat Toss.
As a Zerg player it was pretty easy to know when to add a macro hatch if I noticed my minerals would spike up, but how do I know when to add more rax and which addon should I attach to them before my minerals spike up?

Thanks in advance.
SEn Fanclub: http://www.teamliquid.net/forum/viewmessage.php?topic_id=170834
Bwall
Profile Joined July 2011
Sweden145 Posts
August 18 2012 16:03 GMT
#6712
On August 19 2012 00:10 Hoon wrote:
Hi, I'm a diamond Zerg who recently switched to Terran and am currently practicing TvZ with a Gold friend and TvP with a Plat Toss.
As a Zerg player it was pretty easy to know when to add a macro hatch if I noticed my minerals would spike up, but how do I know when to add more rax and which addon should I attach to them before my minerals spike up?

Thanks in advance.


If you look back some pages in this thread you will find a discussion about that. About 3-4 production facilities per base is pretty normal, depending on addons etc. What addons you use depends on your build.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 18 2012 17:20 GMT
#6713
On August 18 2012 23:01 dynwar7 wrote:
Anyone else agree that more marine heavy is favored in tvp rather than the old marauder heavy?

So, 1 TL 2 reactor instead of 2 TL 1 reactor?


I've actually been seeing more terrans skew toward 2 techlab marauder/marine (particularly Bomber and MKP). I've been seeing a more marauder-heavy midgame with a much later ghost transition (even against templar tech). The zealots are fairly difficult to deal with, but with good stutter-step micro and constant macro, terran can walk all over protoss in the midgame and do well against the initial colossus/templar tech.

Certainly, however, the lategame is focused more around ghost/marine. At some point terran should be trading marauder production for ghost production and getting primarily that mixture that's really good against zealot/archon, relying on good snipes/EMPs for templar and vikings for colossus.

Just my observation.
StrategyAllyssa Grey <3<3
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 18 2012 17:25 GMT
#6714
On August 18 2012 18:19 Wardi wrote:
Show nested quote +
On August 18 2012 15:35 SC2John wrote:
On August 18 2012 09:42 Wardi wrote:
Hey guys,

I was wondering if anyone has any tips or ideas on how to scout/defend a 3 gate pressure after a 1 gate FE. I find myself sometimes getting lucky, seeing a chrono on the Cyber which makes me a bit suspicious but I feel like I have to pre-pull SCVs to be able to repair my bunkers. This is fine if he actually does the pressure but if he doesn't and I've made a mis read I will be heavily behind.

So is there any reliable way to scout this other than trying to sneak that SCV into his main and the standard SCV patrolling in front of your ramp?


1). Just do the Bomber optimization. You can throw down a blind bunker or two without any economic repercussions before the push and be completely safe.

2). Do a marine shove at about 6:00 with 9ish marines. You should try to kill off the stalker sitting at your front and take the watchtower. If you see an offensive moveout around 6:00-6:15 with a probe, start your bunkers at home and patrol the SCV in front of your ramp. This timing should also coincide with your SCV scout so you don't accidentally walk into a 4-gate.


Hm. Sometimes even with two bunkers I lose, as he kills one bunker before my SCVs get to the bunker and the second he has enough forcefields to deny the repair.

Thanks for the tips.


I might also add that a good technique is to place your SCVs IN FRONT of the bunker if you spot the pressure early enough. This negates FF on the back, and FF on the front of your bunker just helps you against zealots. You want to place them in front on hold position with auto-repair on.
StrategyAllyssa Grey <3<3
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-08-18 18:35:40
August 18 2012 17:49 GMT
#6715
--- Nuked ---
superstartran
Profile Joined March 2010
United States4013 Posts
Last Edited: 2012-08-18 18:09:02
August 18 2012 18:08 GMT
#6716
Does anyone have a semi-safe 3 CC build in TvZ? I've tried everything but it seems like the Z can just reactively 2 base baneling bust me and negate any advantage I get from 3 CC builds. Even going fast tank off 3 CC doesn't do much, as it simply forces me to cut SCVs hard if I want to get a tank out in time to defend against a Baneling bust build.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
August 18 2012 18:16 GMT
#6717
Builds don't give you safety, proper scouting and adaptation do.
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
PauseBreak
Profile Blog Joined April 2011
United States270 Posts
August 18 2012 18:21 GMT
#6718
[H] I'm Terran and I need help with my TvZ. I'm not that strong but I don't feel I'm all that bad either. My macro and micro isn't as well developed as a Korean Pro, or any professional for that matter but I manage for my humble level.

I can scout and survive the early busts. That's really no issue.
I can dominate the mid game. Doing drops and sniping tech, sniping a 3rd and a 4th (a few times even). But then something happens.

I'm having a really hard time against Winfestor/Brood Lord/Corruptors.

What do I do?

I think I'll try watching some Korean Terran streams more often or tournament streams. They're pro's, they know what to do. Any suggestions?
Account252508
Profile Joined February 2012
3454 Posts
August 18 2012 18:37 GMT
#6719
--- Nuked ---
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
August 18 2012 19:26 GMT
#6720
On August 19 2012 03:08 superstartran wrote:
Does anyone have a semi-safe 3 CC build in TvZ? I've tried everything but it seems like the Z can just reactively 2 base baneling bust me and negate any advantage I get from 3 CC builds. Even going fast tank off 3 CC doesn't do much, as it simply forces me to cut SCVs hard if I want to get a tank out in time to defend against a Baneling bust build.



You can also try doing a 1rax FE into 4 or 5-rax aggression with a push around 6:30-7:30 if you scout no early gas. Doing this aggression allows you to delay gas and take a faster 3rd CC (6:30-7:00 3rd CC) as well as potentially deny a quick 3rd base for the zerg player and limit creep spread.
StrategyAllyssa Grey <3<3
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