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The Terran Help Me Thread - Page 360

Forum Index > StarCraft 2 Strategy
Post a Reply
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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: 2012-09-19 10:53:18
September 19 2012 10:53 GMT
#7181
--- Nuked ---
Kasu
Profile Joined April 2011
United Kingdom345 Posts
September 19 2012 16:01 GMT
#7182
Hey all, having some problems with TvT - specifcally, ThorZaIN's gasless FE into 3rax with 2 fast reactors. (There is no TL guide, but this day[9] daily covers it).

I'd like to know two things:

1. What is the best way to defend against quick siege tank pushes? My marines have no chance attacking down my own ramp into 2-3+ siege tanks, but he will eventually leapfrog until he has my nat under siege. Can I stall until medivacs/stim and elevate out -> flank? Should I wait for my own (very delayed) tanks, pulling out of my natural if needs be?

2. Why does ThorZaIN go combat shields first? And should I be making a decision on CS or Stim first depending on what I scout?

Apologies for putting this in both the Help Me thread and the pro Q&A thread, but I wasn't sure where it fit best.
Serp87
Profile Joined October 2010
Israel57 Posts
September 19 2012 16:19 GMT
#7183
Im a plat player on the EU servers, I feel i got the basic idea how TvT and TvP should workout from early to late game.

but I have a problem in facing zerg lategame ( like every terran), when he goes ultra I know i should go marauder heavy and it mashed well with my marine tank style of play consider i have the upgrades and the production.
but when he goes broodlord infestor corruptor - what would be the optimal counter?
in theory i think marine / hellion ,ghost , viking , BC , raven should work , but how you transtion into it , consider upgrades , production etc.

if someone could give me some replays and / or basic times to do it I would be more than happy .
thanks
Aoxer
Profile Joined June 2012
44 Posts
September 19 2012 16:44 GMT
#7184
On September 20 2012 01:01 Kasu wrote:
Hey all, having some problems with TvT - specifcally, ThorZaIN's gasless FE into 3rax with 2 fast reactors. (There is no TL guide, but this day[9] daily covers it).

I'd like to know two things:

1. What is the best way to defend against quick siege tank pushes? My marines have no chance attacking down my own ramp into 2-3+ siege tanks, but he will eventually leapfrog until he has my nat under siege. Can I stall until medivacs/stim and elevate out -> flank? Should I wait for my own (very delayed) tanks, pulling out of my natural if needs be?

2. Why does ThorZaIN go combat shields first? And should I be making a decision on CS or Stim first depending on what I scout?

Apologies for putting this in both the Help Me thread and the pro Q&A thread, but I wasn't sure where it fit best.


1. This is the counter to Thorzain's build so you have to scout it coming. Keep map control and maybe patrol a few marines around common attack paths. Then you pull scvs and if he has 1 based then he may kill scvs but will still be way behind.

2. Marines with combat shields will beat marines with stim (and is faster), while also forcing banshees to take 3 hits to kill marines. With the current meta, most people will go mass marine, so combat shields is usually best. However, if u see a one base tank push (maybe with scan), then maybe stim is better (so u can catch it out in the middle of the map).

Hope this helps :D
"No amout of macro will make marines beat banelings"
Kasu
Profile Joined April 2011
United Kingdom345 Posts
September 19 2012 17:08 GMT
#7185
On September 20 2012 01:44 Aoxer wrote:
Show nested quote +
On September 20 2012 01:01 Kasu wrote:
Hey all, having some problems with TvT - specifcally, ThorZaIN's gasless FE into 3rax with 2 fast reactors. (There is no TL guide, but this day[9] daily covers it).

I'd like to know two things:

1. What is the best way to defend against quick siege tank pushes? My marines have no chance attacking down my own ramp into 2-3+ siege tanks, but he will eventually leapfrog until he has my nat under siege. Can I stall until medivacs/stim and elevate out -> flank? Should I wait for my own (very delayed) tanks, pulling out of my natural if needs be?

2. Why does ThorZaIN go combat shields first? And should I be making a decision on CS or Stim first depending on what I scout?

Apologies for putting this in both the Help Me thread and the pro Q&A thread, but I wasn't sure where it fit best.


1. This is the counter to Thorzain's build so you have to scout it coming. Keep map control and maybe patrol a few marines around common attack paths. Then you pull scvs and if he has 1 based then he may kill scvs but will still be way behind.

2. Marines with combat shields will beat marines with stim (and is faster), while also forcing banshees to take 3 hits to kill marines. With the current meta, most people will go mass marine, so combat shields is usually best. However, if u see a one base tank push (maybe with scan), then maybe stim is better (so u can catch it out in the middle of the map).

Hope this helps :D

Awesome, thanks. I think its my scouting and reluctance to scan (which is dumb if I 1-rax FE) that were giving me problems.
That and the fact that (being gold and thus bad) I get into a stupid "Well, my timing is ~11:00, so I will move out then and only then" mindset.
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
September 19 2012 18:07 GMT
#7186
Alright guys heres a non-game mechanic or replay problem I am having that is still relevant to terran.

Im a bio lover. I love the high microness of micro. I love being able to split perfectly against a ling bling comp while stutterstepping, getting a nice powerful concave that melts the protoss deathball in seconds after landing key emps, and breaking down a mech player through drops and abuse of tank immobility.

But Im also learning mech, even though I feel this is about as awkward as a 300 pound ballerina

I just cant handle the stress anymore.

Im a uni kid, studying architecture. First day of school I get dumped a project that requires 3 models, one made out of fucking concrete. Along with the beginnings of mech engineering, and meeting a girl I kinda like, I just dont feel like I have time for SC2.

For the past couple days Ive been on a break from S
But I love SC2. I love terran. I dont want to give it up. But C2 due to arm pains from, and 6 days later, my skill level seems to have dropped a fucking league or two. I can easily see how bad my opponents are through their play, but my army just isnt appearing where they should be rofl.
I took up a bit of LoL because the game is shit easy with my 7 years of captaincy in DoTA, and because my roommate is playing it.
I dont seem to have the energy/physique for it.

How should I deal with this problem?

Im starting out soccer too and hopefully this will boost my energy, but lately I seem to change back into a day person after so many years of being a night owl - I cant fucking think at night anymore, which is the only real time I can play

#$%#$%#$


I also need help with statics in mech engi (yes I know it should be really easy but the chinese teacher/textbook here is really shit, I need someone to suggest a good english textbook with a bunch of examples for this class :/

I also feel I should get my earphones back from the repair shop because having no music in my life is really sad


Stop procrastinating
geokilla
Profile Joined May 2011
Canada8230 Posts
September 20 2012 02:59 GMT
#7187
Ok so I tried the Mass Marauders and Vikings suggestion.. Still got pummelled into the ground... Here's a replay this time. I was up a base... Up everything up till that one battle. Then I was able to max out again with Marauders Vikings and small amount of Medivacs... Still got pummeled! Tried flanking them but no go either...

http://drop.sc/255789
Palani
Profile Joined September 2012
4 Posts
September 20 2012 08:12 GMT
#7188
On September 20 2012 11:59 geokilla wrote:
Ok so I tried the Mass Marauders and Vikings suggestion.. Still got pummelled into the ground... Here's a replay this time. I was up a base... Up everything up till that one battle. Then I was able to max out again with Marauders Vikings and small amount of Medivacs... Still got pummeled! Tried flanking them but no go either...

http://drop.sc/255789


Should get second gas faster. Your +1/stim will be delayed. Many supply blocks.

Your second force at the first attack was doing nothing. You could have destroyed two nexus.

Trading your army for nexus is not a good idea actually. It's better to keep your army and give threats.

No offense but your viking control is horrible... Don't send vikings out along when there are that many blink stalkers. Use them with the marauders.

You keep fighting in horrible chokes like his natural and his 4th. One time you fought at the low ground watchtower and his colossi got many shots off. Your vikings went forward to die while your marauders walked around.

Basically, fight better so you don't lose so many units. No point having a base over Protoss if you keep wasting your money like that. Instead of attacking first, try to hold good chokes where you get a great concave and vikings are somewhat safe from stalkers.

Don't be so naively aggressive...
TheDwf
Profile Joined November 2011
France19747 Posts
September 20 2012 10:32 GMT
#7189
On September 20 2012 17:12 Palani wrote:
Should get second gas faster. Your +1/stim will be delayed.

It's Bomber's opening. Don't like it but it's OK.

On September 20 2012 11:59 geokilla wrote:
Ok so I tried the Mass Marauders and Vikings suggestion.. Still got pummelled into the ground... Here's a replay this time. I was up a base... Up everything up till that one battle. Then I was able to max out again with Marauders Vikings and small amount of Medivacs... Still got pummeled! Tried flanking them but no go either...

http://drop.sc/255789

Why don't you move out with your first 2 Medivacs? Your opponent's build order made zero sense, you would have won with a mere 4 Medivacs push as he had only Blink Stalkers and Cannons.

Don't get air armor upgrades, get attack.

Don't randomly attack when you have not the proper army composition. As a result you fight 5 Colossi with 5 Vikings which is a guaranteed loss. Scan before engaging.

Don't wander with your Vikings. Vikings are expensive and frail, you don't want to lose them.

You have 11 1-1 Vikings against 7 Colossi, what did you expect? 11 Vikings don't even one-shot Colossi. You need 20+ Vikings against 7 Colossi, otherwise you will get absolutely crushed.

Stop trying to harass his Colossi with your Vikings, he has 20 Blink Stalkers to protect them!

Your Viking count was never sufficient, that's why you lost all engagements. Make more Vikings. 3 Vikings per Colossus should do.
nrv
Profile Joined April 2011
United States113 Posts
Last Edited: 2012-09-20 22:56:50
September 20 2012 22:56 GMT
#7190
I read all the replies to my post and there was some pretty good advice, thanks guys.
yes
Marathi
Profile Joined July 2011
298 Posts
September 20 2012 23:08 GMT
#7191
How do you guys deal with overlords on drop paths in TvZ?

I play a drop heavy style of TvZ and normally I send out double vikings first off my reactored starport to clear the overlords from a few different paths, but once my vikings have died and the overlords replaced and supported by muta and/or corrupters it becomes a real pain knowing that the zerg can read all my drops and any pushes at the front due to creep.

I am only gold level so I haven't quite got the art down of controlling creep spread yet, but any advice is welcome, thanks.
eSports tees designed by me - http://tinyurl.com/bqmexd9
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
September 20 2012 23:10 GMT
#7192
Why don't more people use 2rax reactor/tech lab in TvT? It hits before your opponent can get siege mode or a starport up and running, and it seems to not do anything like leave you way behind in tech. Can someone please explain this to me?
Taeja the one true Byunjwa~
Account252508
Profile Joined February 2012
3454 Posts
September 20 2012 23:10 GMT
#7193
--- Nuked ---
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-20 23:15:30
September 20 2012 23:12 GMT
#7194
--- Nuked ---
NoZyneighbor
Profile Joined October 2010
Canada77 Posts
September 20 2012 23:22 GMT
#7195
On September 21 2012 08:12 monkybone wrote:
Show nested quote +
On September 21 2012 08:10 PinheadXXXXXX wrote:
Why don't more people use 2rax reactor/tech lab in TvT? It hits before your opponent can get siege mode or a starport up and running, and it seems to not do anything like leave you way behind in tech. Can someone please explain this to me?


I don't see how a 2rax will do anything useful in TvT. It puts you behind economically, and I don't see how it will do any substantial damage to justify that. However I remember mvp straight up kill happy with this build in the GSL. I don't remember what build happy went though...


If you are gonna 2 rax reactor/techlab, then your pretty much making a coin flip hoping he does not build a bunker and if he does, they you are either going to be extremely behind economically or tech wise.

So in other words do not go 2 rax in tvt
Information is the best weapon to have
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-09-20 23:51:28
September 20 2012 23:50 GMT
#7196
Any tips on how to scout protoss in the early game? I really don't know what to look for beyond chrono energy, I don't really know the timing of the gasses to determine what they can do before my scv dies or I have to pull him out.
And is there a way to identify 6/8 gateway all ins? I keep dying to this with 2 bunkers and scvs on repair standing by. They seem to hit about 30-40 seconds before stim finishes with a standard 1 rax gasless expand.
Account252508
Profile Joined February 2012
3454 Posts
September 21 2012 00:02 GMT
#7197
--- Nuked ---
Account252508
Profile Joined February 2012
3454 Posts
Last Edited: 2012-09-21 00:05:24
September 21 2012 00:04 GMT
#7198
--- Nuked ---
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
September 21 2012 00:17 GMT
#7199
On September 21 2012 08:22 NoZyneighbor wrote:
Show nested quote +
On September 21 2012 08:12 monkybone wrote:
On September 21 2012 08:10 PinheadXXXXXX wrote:
Why don't more people use 2rax reactor/tech lab in TvT? It hits before your opponent can get siege mode or a starport up and running, and it seems to not do anything like leave you way behind in tech. Can someone please explain this to me?


I don't see how a 2rax will do anything useful in TvT. It puts you behind economically, and I don't see how it will do any substantial damage to justify that. However I remember mvp straight up kill happy with this build in the GSL. I don't remember what build happy went though...


If you are gonna 2 rax reactor/techlab, then your pretty much making a coin flip hoping he does not build a bunker and if he does, they you are either going to be extremely behind economically or tech wise.

So in other words do not go 2 rax in tvt

Ok. Thanks for the answer.
Taeja the one true Byunjwa~
Patronus
Profile Joined December 2011
United States8 Posts
September 21 2012 00:47 GMT
#7200
Guys. I'm losing EVERY single game against toss. I was masters, I can play TvZ and TvT at masters level. I'm losing to plat tosses. I do gasless expo, 3rax, into MMM with upgrades starting early. Is there an ideal timing push I'm supposed to be going for? My drops usually go and hit them as they're hitting me, which really just backfires and I get wiped, yet no matter how pro-active I am, I can't avoid the mass colossi or storms, even with viking/cloaked-ghosts

Is there a better build now o.o
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