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The Terran Help Me Thread - Page 357

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.
tenklavir
Profile Joined November 2010
Slovakia116 Posts
September 14 2012 17:44 GMT
#7121
On September 15 2012 02:32 monkybone wrote:
Show nested quote +
On September 15 2012 02:14 TheDwf wrote:
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.


tried that, didnt work.


Right-click the SCV on the gas. He should move what looks to be on top of it. Then Hold pos.

It doesn't work sometimes if they sit on the side, so better to move south of the gas, right click on it, then H
TheDwf
Profile Joined November 2011
France19747 Posts
September 14 2012 17:45 GMT
#7122
On September 15 2012 02:32 monkybone wrote:
Show nested quote +
On September 15 2012 02:14 TheDwf wrote:
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.


tried that, didnt work.

You have to bring them really close to the geyser, are you sure you did it correctly? Didn't read anything about this trick not working anymore, but maybe this was changed.
VPVanek
Profile Joined August 2010
Canada238 Posts
September 14 2012 17:45 GMT
#7123
Can someone give me some help on TvP in general?
I don't really understand the matchup at all.. I am a masters level terran player.

It seems as if Protoss plays bad,decent,good,exceptional they still win. Terran always grabs the 3rd quicker usually, and we delay their with a factory. But when they want to take their 3rd, they just CAN. You can't stop them.
And then from their, I have no clue how to engage their army. One wrong move, you instantly lose, which I think is extremely unfair, but oh well.


I don't understand how you are suppose to get off Snipe/EMPSon their templar when the battle is going on. Since there are zelots in your face, along with Colossi raining down hell, and ofcourse archons and stalkers.
And then to add insult to wound, they can instantly re-infoce in midst of battle with 30+ zelots.
FoXer
ScienceRob
Profile Joined April 2010
United States382 Posts
September 14 2012 18:01 GMT
#7124
On September 14 2012 22:55 Teaboar wrote:
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!


The viable build in all matchups is the one rax expand. It brings an edge against Terran if you can fend off agressions builds. TvP is it fairly standard (besides rax-gas aggression) and it is also standard in TvZ. Its what I usually do against an opponent who is random.
Carpe Diem
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
September 14 2012 18:47 GMT
#7125
On September 15 2012 03:01 ScienceRob wrote:
Show nested quote +
On September 14 2012 22:55 Teaboar wrote:
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!


The viable build in all matchups is the one rax expand. It brings an edge against Terran if you can fend off agressions builds. TvP is it fairly standard (besides rax-gas aggression) and it is also standard in TvZ. Its what I usually do against an opponent who is random.

I have also thought about this topic of discussion a lot, and I think it is safe to say that 14cc could also be a standard against all matchups as well. Granted, it will get hard countered by the once in a blue moon 6 pool, but for 90% of the players that play a standard macro game, it will work and things will progress into a macro game usually
Absentia
Profile Joined March 2011
United Kingdom973 Posts
September 14 2012 18:56 GMT
#7126
On September 15 2012 02:45 TheDwf wrote:
Show nested quote +
On September 15 2012 02:32 monkybone wrote:
On September 15 2012 02:14 TheDwf wrote:
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.


tried that, didnt work.

You have to bring them really close to the geyser, are you sure you did it correctly? Didn't read anything about this trick not working anymore, but maybe this was changed.


If they build it without vision of the geyser, (i.e. in fog of war) then it overrides the hold position trick iirc.
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2012-09-14 19:10:31
September 14 2012 19:07 GMT
#7127
On September 15 2012 03:56 Absentia wrote:
Show nested quote +
On September 15 2012 02:45 TheDwf wrote:
On September 15 2012 02:32 monkybone wrote:
On September 15 2012 02:14 TheDwf wrote:
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.


tried that, didnt work.

You have to bring them really close to the geyser, are you sure you did it correctly? Didn't read anything about this trick not working anymore, but maybe this was changed.


If they build it without vision of the geyser, (i.e. in fog of war) then it overrides the hold position trick iirc.

Yes. If Zergs you usually face blindly gas steal you, consider building your Barracks somewhere around your base so that the drone has to scout for it, therefore preventing them from stealing your gas since they should first try to confirm you're not going 2 rax.
ArkSC
Profile Blog Joined June 2011
128 Posts
September 15 2012 00:41 GMT
#7128
Hi all!
Im a low master-high diamond terran looking to improve, and one thing i've been trying to do more often is constantly tabbing through production. I know its very important to do, so you dont miss a cycle. My question is, is it better to have all of your production on one hotkey, so you have to hit less keys while cycling through and you just have to hit tab, or to have them on seperate keys. I currently use 4 for rax, 5 for starport/fac, and 6 of cc's. I notice lots of pro gamers keeping everything on something like 4 except for cc which they would put on 5. That seems to be a trend among pro terrans. So, is it easier/faster/ more efficient to keep it all on 1 hotkey? So, Should i be using only 4 or 5 as my production key, save the cc's?

Thanks
Creator, Maru, MKP, Illusion, DeMuslim, MVP, Thorzain. ♥
TheDwf
Profile Joined November 2011
France19747 Posts
September 15 2012 16:25 GMT
#7129
On September 15 2012 09:41 Overlord17 wrote:
Hi all!
Im a low master-high diamond terran looking to improve, and one thing i've been trying to do more often is constantly tabbing through production. I know its very important to do, so you dont miss a cycle. My question is, is it better to have all of your production on one hotkey, so you have to hit less keys while cycling through and you just have to hit tab, or to have them on seperate keys. I currently use 4 for rax, 5 for starport/fac, and 6 of cc's. I notice lots of pro gamers keeping everything on something like 4 except for cc which they would put on 5. That seems to be a trend among pro terrans. So, is it easier/faster/ more efficient to keep it all on 1 hotkey? So, Should i be using only 4 or 5 as my production key, save the cc's?

Thanks

Use whatever you're comfortable with.
Patronus
Profile Joined December 2011
United States8 Posts
September 15 2012 16:34 GMT
#7130
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP
TheDwf
Profile Joined November 2011
France19747 Posts
September 15 2012 16:45 GMT
#7131
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

What's your build order? Even when going rax 16 gas 16 and scouting you should be able to afford an early Bunker (e. g. if Zerg goes 6 or 8 Zerglings).
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 15 2012 16:45 GMT
#7132
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

Replays dude!
How early does it hit? You make it sound like its a timing that hits when you have 2 marines...sounds like a 1base roach all in which is hard countered by a bunker + mass repair. Ofc you won't be able to mine at your expo, but you're still ahead. Once you get your hellion/cloakshee out you should just win right there.

Fast roach pushes sacrifice economy and tech, so at the very best you'll keep him contained on 2 base with no option but to go mutas. Don't let his spire timing catch you off guard.

But more importantly, scout!! Blind CC first is a greedy build and if you scout gas or no hatch first, you should abandon cc first. There should be no pool started by the time you want to throw down the 14CC.

If his pool starts at around 2:00, then you can defend using a low ground SD/rax wall, there's a thread on this somewhere.

If you're losing to 2 base roach/bane play then you should use bunkers, mass repair, and your banshee should go to town on the roaches/banes.
Getting back into sc2 O_o
TheDwf
Profile Joined November 2011
France19747 Posts
September 15 2012 16:55 GMT
#7133
On September 16 2012 01:45 Mavvie wrote:
Show nested quote +
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

But more importantly, scout!! Blind CC first is a greedy build and if you scout gas or no hatch first, you should abandon cc first. There should be no pool started by the time you want to throw down the 14CC.

Don't want to sound rude but you're misinforming here. First, CC first is always “blind” because no one SCV scouts before going CC first; we're not Protoss. Second, by the time your SCV reaches the opponent's base, it's too late anyway because your rax timing is already one minut late, so you better complete the CC and use it at part of the wall if he's going one-base Roach. Third, you certainly can't cancel CC first upon scouting Zerg went gas after Hatch first, you will simply need to scout again and be more cautious.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
September 15 2012 17:03 GMT
#7134
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

Yeah you've already stated your own solution =P

Pros can do CC first mech vs Roach pushes and survive on pure micro. But if you're struggling, then try Rax -> CC instead, because it allows you to get that bunker up.

There is very little economic advantage from going CC first vs 1 Rax FE, I think it's something like 1 SCV. If your micro is pro enough to get away with it all the time, then by all means go for it. But its a lot easier to just do the 1 Rax FE.
Patronus
Profile Joined December 2011
United States8 Posts
September 15 2012 17:06 GMT
#7135
But is it rax at 12 then CC at like 14 or 15, or is it 14rax/15 CC rather than 15CC/14rax (what I've been doing)
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2012-09-15 17:10:19
September 15 2012 17:08 GMT
#7136
On September 16 2012 02:03 RoboBob wrote:
Show nested quote +
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

Yeah you've already stated your own solution =P

Pros can do CC first mech vs Roach pushes and survive on pure micro. But if you're struggling, then try Rax -> CC instead, because it allows you to get that bunker up.

There is very little economic advantage from going CC first vs 1 Rax FE, I think it's something like 1 SCV. If your micro is pro enough to get away with it all the time, then by all means go for it. But its a lot easier to just do the 1 Rax FE.

You can get a Bunker with CC first rax gas, you can go Hellion/Banshee as a follow-up just fine (it's not even mech yet at this stage since you can head for Marines/Tanks too after Hellions/Banshees), and the advantage is 3 SCVs, not 1. Since you have only 2 Marines instead of 3, you can get a blind Marauder if you scout gas from the Zerg, will fit nicely to complete the Bunker at the expense of a Banshee slightly delayed for some seconds.

On September 16 2012 02:06 Patronus wrote:
But is it rax at 12 then CC at like 14 or 15, or is it 14rax/15 CC rather than 15CC/14rax (what I've been doing)

12 rax 16 CC is 1 rax expand. CC first can be CC14 rax 16 gas 16 or CC14 rax 16 rax 17 (or rax 15 instead of rax 16).
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
September 15 2012 17:32 GMT
#7137
On September 16 2012 01:55 TheDwf wrote:
Show nested quote +
On September 16 2012 01:45 Mavvie wrote:
On September 16 2012 01:34 Patronus wrote:
I've just recently started meching against zerg, typically with CC first at 14 and rax at 15, into hellion/banshee double factory double armory. I'm running into a problem with a really early roach push; how do I handle this? I typically make two marines but don't have the minerals for a bunker; should I stop CC'ing first get those rines out earlier and drop a bunker between the ramp and CC at my nat, or something else?

HALP

But more importantly, scout!! Blind CC first is a greedy build and if you scout gas or no hatch first, you should abandon cc first. There should be no pool started by the time you want to throw down the 14CC.

Don't want to sound rude but you're misinforming here. First, CC first is always “blind” because no one SCV scouts before going CC first; we're not Protoss. Second, by the time your SCV reaches the opponent's base, it's too late anyway because your rax timing is already one minut late, so you better complete the CC and use it at part of the wall if he's going one-base Roach. Third, you certainly can't cancel CC first upon scouting Zerg went gas after Hatch first, you will simply need to scout again and be more cautious.

Sorry didn't think it was like that :/
Ok, so CC first is fine, but accept the instant losses to a 6 pool that will happen if you're not Taeja.
Yeah, but if you scouted when you built the depot it would get there in time to scout pool first or hatch first. But if no one worker scouts then that's pretty pointless to know.

I don't think I ever said cancel the CC O.o I guess I was unclear, but I meant lift it off

If you go CC first into 1rax double gas, you /need/ to have a bunker, always. If you scout 1 base play you'll need another above your main ramp, preferably out of range of most of the roaches, but in range so you can shoot them.
Getting back into sc2 O_o
TheDwf
Profile Joined November 2011
France19747 Posts
September 15 2012 18:02 GMT
#7138
On September 16 2012 02:32 Mavvie wrote:
Sorry didn't think it was like that :/
Ok, so CC first is fine, but accept the instant losses to a 6 pool that will happen if you're not Taeja.

1 rax FE can die to 6-pool drone pull too, because Zerg surrounds your Barracks with Drones and Zerglings, preventing your first Marine from escaping to safety; ironically enough, given good Zerg play, you end up with a lifted Barracks and 15 SCVs while CC first also has 15 or 16 SCVs, so both openings have to sneak a Bunker somewhere with 1 rax FE having the advantage of Barracks and OC techs already available.

On September 16 2012 02:32 Mavvie wrote:
Yeah, but if you scouted when you built the depot it would get there in time to scout pool first or hatch first. But if no one worker scouts then that's pretty pointless to know.

Terrans do worker scout (well, some don't bother and some builds don't really need to), but not upon completion of the first Supply Depot because 95+% of the time, we would only see a Hatchery building, and unlike Protoss we don't have any way to reactively punish that with Cannon attacks. When scouting, 1 rax FE usually scouts after Barracks is finished, so you can scout around the same timing with CC first too.

On September 16 2012 02:32 Mavvie wrote:
I don't think I ever said cancel the CC O.o I guess I was unclear, but I meant lift it off

OK, I misunderstood, sorry.

On September 16 2012 02:32 Mavvie wrote:
If you go CC first into 1rax double gas, you /need/ to have a bunker, always.

Not always, because some Zergs will go triple Hatch before Pool, and some won't make any Zerglings. I only make a Bunker when I scout 6 or 8 Zerglings (I check egg count with my scouting SCV, then halt a bit at the Tower to see how many Zerglings move out). By the way, you don't take double gas right away, second gas is a bit later.
10734
Profile Joined September 2012
340 Posts
September 15 2012 22:09 GMT
#7139
Can't you just worker scout and hold a 6 pool when going 14 CC?
TheDwf
Profile Joined November 2011
France19747 Posts
September 15 2012 22:26 GMT
#7140
On September 16 2012 07:09 10734 wrote:
Can't you just worker scout and hold a 6 pool when going 14 CC?

That's simply wasted minerals more than 95% of the time. Besides, 6-pool doesn't even auto-win against CC first.
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