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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. |
On September 13 2012 20:53 TheDwf wrote:Show nested quote +On September 13 2012 19:17 Absentia wrote:On September 13 2012 18:59 haaz wrote: When doing marine hellion elevator in tvt. Should I make reactor on rax? If yes, it should be placed after factory or before factory? Should I make reactor on factory? Need build order to this strategy. For marine hellion elevator you don't need any reactors. ? Reactor on Barracks is not mandatory, but it's standard. When going gas first Marine/Hellion elevator, you get a Reactor after your first Marine. When going rax 12 gas 13, you get a Reactor after your second or third Marine. No Reactor on Factory in both cases.
For 12 rax/13 gas, the difference seems pretty neglible. With the reactor, you have 1 marine more and the 4th hellion is closer to being done when the medivac pops but the medivac itself is delayed by a short while. You have a slightly quicker expand without the reactor and more marines in the very early game. If you get the reactor you'll have a small advantage into transitioning to mid-game infrastructure. Didn't think either was standard but i've always done the non-reactor variant unless I was following it up with a further one base play.
Reactor after the first marine sounds pretty dodgy unless you've got a safe idea of what the other terran is doing?
Anyway, that should sum up the benefits/negatives of getting a reactor when going 12 rax /13 gas.
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Hi,
I am wondering, for each MU, what the amount of ghosts should I be going for and, why? I have been wondering this for a while as ghosts are not really used as a DPS unit anymore but rather for EMPs. Also, for each MU when is a good time to start building my ghost academy and how many should I build for each respective MU and should I be making specific barracks to build soley for the purpose of building ghosts or should I just cut production of marauders until I get the optimal amount of ghosts?
Thanks.
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On September 13 2012 19:18 saaaa wrote:Show nested quote +On September 13 2012 18:42 10734 wrote: When doing MVP's hellion/banshee build, when should I start building tanks? I just got owned by a zerg who stayed on 2 base, 32 drones, got 20 roaches some lings and banelings and just stomped me at 9:30, the banshees just aren't strong enough to kill the roaches. I knew some sort of bust was coming, but didn't know the right response, when should I begin tank production to hold this? after you build your two armories you should build 2 factories at around 8:20-8:30 depending on your 3rd and 4th gas timing. How many banshees you have? If i scout no lair / no spire with banshee harassment or tech scan i take map control and attack the roaches while they walk to my base - the number of roaches+ling+bling should be easily hold with just the thor+banshee+hellion and maybe some scv's for repair but if you hold it you can deny the 3rd base of the zerg for ages and most situation it ends in a roach+hydra all-in and rage quit. In fact, i think your problem not able to hold the attack is that you don't continue to build banshees - 3-4 banshees kills roaches so fast and ling+bling against mass hellions- no problem.
On September 13 2012 19:17 Absentia wrote:Show nested quote +On September 13 2012 18:42 10734 wrote: When doing MVP's hellion/banshee build, when should I start building tanks? I just got owned by a zerg who stayed on 2 base, 32 drones, got 20 roaches some lings and banelings and just stomped me at 9:30, the banshees just aren't strong enough to kill the roaches. I knew some sort of bust was coming, but didn't know the right response, when should I begin tank production to hold this? Might be helpful if you uploaded the replay. At 9:30 I imagine you either have two banshees with a third soon on the way, (or already done)? Have you taken an early third? Lost hellions or anything else before the attack? You should generally be able to hold any roach/ling/baneling attacks with well microed hellion/banshee. A third orbital is also good to have by the time it hits so you have mules to fall back on when you inevitably lose SCVs. Send SCVs to your main, make sure you're walled in properly. You're going to take damage; you just need to ensure it's not so much that 3 mule + SCV production can't overcome.
On September 13 2012 20:28 monkybone wrote: I recommend beginners to a build like MVP's to delay the armories a little bit. If the problems you are having is dying to midgame pressure, perhaps double armory before the factories isn't the best choice until you get accustomed to dealing with these things. A middle ground could be a single armory, which allows for the thors you need without significantly delaying them.
Thanks guys, I was alot more sloppy than I thought at first. Just played another game against a roach/baneling allin and won.
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I'm a plat terran player, and I've been theory crafting a two base all in(please contain your LOLs).
I'm just gonna copy the idea I pasted on b.net forums.
So I've noticed terran doesn't really have and two base all ins. I was toying around in custom games, because if toss can just get 7 or 8 gates off of two base, cut workers, and attack why can't terran?
Do any higher league players think this is viable?
14 CC 15 rax 16 gas double orbital techlab conc shell 3 rax 3 tech labs and second gas 4 naked rax combat shields
Cut workers at 33 Constantly produce off the 8 rax
At 10 min I have 26 marines and 24 marauders At 12:30 I'm at 152 supply
A CC first would definatly promt aggression from toss, but the production kicks in around 8 min. The idea is to push out between 9 and 10 min. Thoughts?
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United States2186 Posts
Things are going to be different around here now! I'll be updating the OP within the next day or two.
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Am I the only one that has realized that in TvT, if you and your opponent are at a stand still/pretty much equally matched, whoever gets to BC's first is the victor?
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On September 14 2012 15:07 DrPimp wrote: Am I the only one that has realized that in TvT, if you and your opponent are at a stand still/pretty much equally matched, whoever gets to BC's first is the victor?
That's not entirely true, however if you're using mech and you get surprised by bcs and you don't have enough vikings, then you're screwed. If you're using marine/tank BC switches aren't really that scary.
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Considering the OP is being updated right now, I apologise if Ver answers this in his OP tomorrow.
What are the current standard style(s) in TvT? Can someone provide a BO for the most popular? If two or more are pretty evenly matched for popularity, can someone provide a BO for the easiest one to execute? Searching TL has already provided me with a good TvZ and TvP style, but I'm lost for TvT.
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This probably has been asked many times before but is there any generic terran build that is viable against all matchups? I used to play zerg when the game was launched, and later I came back to play some random, but I think terran is and always has been my weakest race, and that's why I'd like to cut it back to the basics and just practice one specific build for starters to learn to play terran better. I'm looking for something similar to 3 gate robo for protoss (although frankly I don't know if that build is viable nowadays either ). Any tips would be appreciated!
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Hello, I switched to Terran today.
How do I learn the basics? Or rather, what build should I be going which will help me grasp the race?
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On September 14 2012 23:17 Sacred Reich wrote: Hello, I switched to Terran today.
How do I learn the basics? Or rather, what build should I be going which will help me grasp the race?
Check out Filter's Bronze to Masters tutorials. They're the best tutorials out there for grasping the important aspects of the race needed to improve.
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Could somebody point out my mistakes in this game? I am plat level players, haven't been playing in a while but I felt like I was playing OK game mechanics wise. (OK being plat level in this case, I don't have any delusions about my mechanics)
http://drop.sc/252359
I opened up with 14cc, and noticed that zerg took a fast third, so I took one myself too. I then pressured zerg a bit and started focusing on upgrades and infrastructure. I felt I had a good composition, but ended up getting crushed by fuckton of broodlords and infestors, even though our army values were similliar.
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Hello, ive had some problems with TvZ then i fixed them and now my TvP is my worste MU, i cant seem to find the right build and timeing to actually kill a P before the super late game! If someone can show me some replays and show me some builds and timeings to punish toss in the early-mid game so i have a advantage in the late !
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On September 15 2012 01:50 monkybone wrote: How do you prevent someone stealing a gas? I face a lot of Zergs intentionally stealing gas in order to delay my tech when I go FE. Taking both gases before the expansion doesn't seem like a reasonable solution. Place a SCV at the corner of your gas, should prevent Drone from building.
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Hi, im going to try topost some help because I am part of the terran dominion and want to help as many terrans overcome protoss and zerg D:
Raaj- Ghost is a very situational unit, specifically used mainly in tvp nowadays (snipe no more effective vs brood lord D If i see a fast twilight council in TvP I can only assume he's going to end up with Templar tech and i throw down the ghost academy. - terran players remember to get mobeus and then cloak, the ghosts need that extra energy to be even more efficient and most terran players forget to get cloak after it. 8 is a good amount to have, I like to have aorune 14-16 late game against high masters/ GM level toss. Typicall 5-6 barracks pumping ghost is a solid and reasonable amount.
fatals slaughter - You can win many games at plat level doing these types of all in. If you want to get better learn a macro build and be able to react to what your opponents doing with scan. This will get you to masters.
Dr. Pimp - Yes TvT comes down to BC / Viking /Thor (you choose what you like) if the opponents are similar in skill; however your first objective should be trying to out maneuver your opponent with drops and siege lines and positioning. Once you realize this cannot be acheived a little trick i like to do revolves around the siege positioning of terran. What you need to realize is that a 170-180 army of marine seige tank already seiged can hold a 200/200 army of marine seige tank. This is the time you start investing in double starship upgrades with 3-4 ports (3 tech 1 reactor) and start slowly replacing supply for BC/Viking. Usually if you do this, you can hold drops with turret positioning and don't you dare forget multiple sensor towers mid-late game tvt (its boss). just control the gasses and your ship upgrades and you will be in agood position. Don't forget yamato.
Idallora - TvP is just difficult atm. At a high masters level / GM level I personally dont think terran should be going macro games in ladder (3cc), its too exploitable and protoss units are just easier and stronger to use. You need to gain an advantage through the early game/ mid game whether it be tricking your opponents by denying scouting (extremely important) and keep it a guessing game. I like to open with 2 racks (reactor+ tech), 3 naked racks pressure, proxy factory with starport hellion drop, banshee into fe. It is very map dependent, but so long as the protoss is adequate at defending drops and securing bases, they will not lose. Terran advantage is gained through the mid game /early game.
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