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The Terran Help Me Thread - Page 362

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.
halpimcat
Profile Joined September 2011
215 Posts
September 22 2012 08:42 GMT
#7221
Are there any good replays of people opening hellion/banshee into marine tank? I like the opening, but I'm not the biggest fan of mech vs zerg and much prefer bio/tank.
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
September 22 2012 09:50 GMT
#7222
for the lategame tvp marauder debate its based of the protoss army composition.

if he is going very stalker heavy then marauders are good but in the typical metagame protoss goes zealot heavy (because stalkers just suck ), here you just dont want many marauders (past what you make in midgame) because every marauder you make is just one less ghost, not only due to emp, snipe strength but ghosts are actually really good in a stand up fight and do bonus damage versus light making them good against zealots.
Brood War Protoss, SC2 Terran/Protoss
jdobrev
Profile Blog Joined February 2010
Bulgaria162 Posts
September 22 2012 10:20 GMT
#7223
On September 22 2012 17:42 halpimcat wrote:
Are there any good replays of people opening hellion/banshee into marine tank? I like the opening, but I'm not the biggest fan of mech vs zerg and much prefer bio/tank.


taeja vs DRG on whirlwind, from his last GSL matches looks like a good build to use. it's without cloak though
http://www.gomtv.net/2012gsls4/vod/70596/?set=10&lang=

he's my notes on that one as I was just looking for the same thing the other day
+ Show Spoiler +
BIO TvZ Taeja (14CC, 6 hellion 2 banshee harass (no cloak))

14CC ---- 02;18
15RAX ---- 02;41
16refinery --- 02;54
OC x2
marine
factory
refinery
23SD
reactor on rax (2 marines)
28SD
starport
tech lab na rax
bunker 05;57
banshee
+tech lab na rax
36-40SD
44SD
refinery (3) --- 06;50
stim
+2rax
+2ebay
(6 hellions. 2 banshees)
+reactor s factory-to

CC at 08:48
+1 attack +1 def
factory goes to tech lab of rax and makes pravi tanks
starport goes to reactor and makes medivacs

gas (4)
armory on 3/4 of upgrades complete (10;15?)
-----------------------
3 rax 1 fact 1 port 3 CC
+2 rax (5)
+ factory (2)
+ 2 rax (7)
Kasu
Profile Joined April 2011
United Kingdom345 Posts
September 22 2012 17:39 GMT
#7224
Hey all,

Just lost to a Thor rush, I play ThorZaIN style TvT (1 rax expand -> 3rax, fast reactors).

I spotted it moving out, threw down an extra bunker and made a marauder but got stomped. Marines barely tickled it and there wasn't time to get out tanks or more than 2 marauders.

Obviously if I hold it off then the rest of the game is a formality, but I just couldn't see how I could do so. The high chance of proxying armory/factory makes this a tricky one to scout.

What should my approach be in this situation?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
September 22 2012 18:12 GMT
#7225
On September 23 2012 02:39 Kasu wrote:
Hey all,

Just lost to a Thor rush, I play ThorZaIN style TvT (1 rax expand -> 3rax, fast reactors).

I spotted it moving out, threw down an extra bunker and made a marauder but got stomped. Marines barely tickled it and there wasn't time to get out tanks or more than 2 marauders.

Obviously if I hold it off then the rest of the game is a formality, but I just couldn't see how I could do so. The high chance of proxying armory/factory makes this a tricky one to scout.

What should my approach be in this situation?

Replay.

Pull scvs, as many or more than he pulled, and get a tank out. Unsieged tanks do well against thors with marines and scvs buffering. If tanks not possible, yes marauders.

I think the key is to pull the same amount of scvs, since he is on one base, you have 2 OCs. Even if you pull more, your mules make up for it.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Serge89
Profile Joined May 2011
Belgium38 Posts
September 22 2012 18:24 GMT
#7226
Hi, Master who just switched to terran again. I need some clarifications in TvZ, i usually go for hellions/banshee 3 CC but i saw a lot of deviations like blue flame, cloak, lots/few hellions or 2/3 banshees,etc...
So my question is what path is the best ? Do i need to follow a specific path accordind to my scouting information ? Thx
TheDwf
Profile Joined November 2011
France19747 Posts
September 22 2012 18:57 GMT
#7227
On September 22 2012 18:50 ThePianoDentist wrote:
for the lategame tvp marauder debate its based of the protoss army composition.

if he is going very stalker heavy then marauders are good but in the typical metagame protoss goes zealot heavy (because stalkers just suck ), here you just dont want many marauders (past what you make in midgame) because every marauder you make is just one less ghost, not only due to emp, snipe strength but ghosts are actually really good in a stand up fight and do bonus damage versus light making them good against zealots.

Yes, this. Of course if, for some reason, Protoss goes 20+ Stalkers, Marauders won't hurt, but usually Protoss try to make only a few of them as they're not cost-efficient in large engagements. Marines/Ghosts/Medivacs can handle them fine anyway unless you're badly outnumbered, Stalkers with only 80 hit points aren't particularly good against non-Armored targets being healed.
Tessargi
Profile Joined September 2012
Romania2 Posts
September 22 2012 23:59 GMT
#7228
Hi guys, Silver league player here and I have some troubles in TvZ, more specifically I can't seem to be able to win against a zerg who goes 2 base ling/bling all in or eco bust. Even if I spot it really early and set up 3-5 bunkers before the units arrive at my natural, pre split marines behind the bunkers and they still manage to stomp me.
I tried focusing blings down and spliting at the same time which is quite hard for me to do at my level but I'm not good enough at that so eventually I end up with no units and with zerglings in my main.
2nd strategy that I tried is trying to wall off natural with barracks which works nicely against the first bust, but if the zerg keeps the pressure like busts my wall does no damage or little damage to economy, next attack even if I have the time to remake the wall I still end up dying because he will mass up even more blings and this time will go past the wall and destroy my army/natural economy also.
Oh and pretty much every TvZ in silver league ends up in 2base all ins from the zerg.
Any advice other then cheese would be nice!


Thanks
invisible.terran
Profile Blog Joined September 2010
United States280 Posts
September 23 2012 01:49 GMT
#7229
Hey guys, how many snipes does it take to kill Hts/Brood lord/Infestor/etc? Thanks.
"Until the very very top, in almost anything, all that matters is how much work you put in, the only problem is most people cant work hard even at things they do enjoy, much less things they dont have a real passion for." - Idra
TheZanthex
Profile Joined January 2012
United States144 Posts
September 23 2012 08:17 GMT
#7230
Hello everyone! I've just switched to Terran from Zerg and I'm just curious to see what some stable builds are for each matchup to work off of? Thanks! =D
IdrA fan for life, man. <3
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
September 23 2012 09:08 GMT
#7231
On September 23 2012 03:57 TheDwf wrote:
Show nested quote +
On September 22 2012 18:50 ThePianoDentist wrote:
for the lategame tvp marauder debate its based of the protoss army composition.

if he is going very stalker heavy then marauders are good but in the typical metagame protoss goes zealot heavy (because stalkers just suck ), here you just dont want many marauders (past what you make in midgame) because every marauder you make is just one less ghost, not only due to emp, snipe strength but ghosts are actually really good in a stand up fight and do bonus damage versus light making them good against zealots.

Yes, this. Of course if, for some reason, Protoss goes 20+ Stalkers, Marauders won't hurt, but usually Protoss try to make only a few of them as they're not cost-efficient in large engagements. Marines/Ghosts/Medivacs can handle them fine anyway unless you're badly outnumbered, Stalkers with only 80 hit points aren't particularly good against non-Armored targets being healed.

Stalkers are a lot better than zealots because they complement the aoe units Colo and ht in the late game. Zealots are tankier but the fact that stalkers can't be kited means bio running from storm take additional shots. Bio not running get more damaged by storm. Bigger stalker ball also means your Viking count plummets much faster.

Tldr: stalker being trash unit is a myth
@KawaiiRiceLighT
Hds
Profile Joined July 2011
France200 Posts
September 23 2012 09:21 GMT
#7232
On September 23 2012 10:49 invisible.terran wrote:
Hey guys, how many snipes does it take to kill Hts/Brood lord/Infestor/etc? Thanks.


2 Snipes for an Infest' and a HT. For BL? Too many, really bad idea
Watily! ♥
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2012-09-23 13:12:50
September 23 2012 13:09 GMT
#7233
Hi, I feel pretty confident against macro protoss nowadays and if I lose I usually know what to do differently.

However against a protoss who does anything off 1 base with 2 gasses I start to get confused and don't know how to prepare.
I don't think I've ever beaten a blink stalker allin. I have a really hard time vs void ray allins, the only times where I beat them is when they have bronze league level micro.

I just had a TvP on Antiga where my opponent went for a 3 gate robo allin. I had a hard time preparing for it.
http://drop.sc/256965

Basically this was my thought process:

I scv scout -> see low ground gate somehow assume it's an expansion (I have no idea why I did) realise he does not have to expand go in there again at 6:20 see no expansion 2 sentries. Go back to my main see the blur of an observer.

At this point I know he has 2 gasses 2 sentries and a robo.

I thought he could do 2 things: bust my ramp with immortals, do some sort of warp prism shenanigans or both.

I built a bunker in my main to hold any possible harassment in my main so I could fully focus on holding my natural. I decide to go all out on marines and bunkers since marauders would not be as usefull. I didn't dare build any addons since he might just exploit that with his timing.

Having placed a marine under my ramp I was his one base allin immortal bust army approach my ramp. I pull scvs with decent reaction speed. He blows up a bunker and kills my marines I didn't micro perfectly but it would not have mattered if I did or not.

Basically I need someone to point out any mistakes in my thought process and maybe some general tips on how to know what the protoss is up to.

Thanks in advance.
herMan
Profile Joined November 2010
Japan2056 Posts
Last Edited: 2012-09-23 15:29:26
September 23 2012 15:07 GMT
#7234
High masters terran here. I've really been struggling against protosses who just tech to EVERYTHING on two bases: double forge, 3 colossi into templar and then they take their third. I usually open with bomber's 1rax FE and pressure with 5rax plus medivacs.

Any ideas how to combat this?
Bojas
Profile Joined December 2010
Netherlands2397 Posts
September 23 2012 16:39 GMT
#7235
On September 24 2012 00:07 herMan wrote:
High masters terran here. I've really been struggling against protosses who just tech to EVERYTHING on two bases: double forge, 3 colossi into templar and then they take their third. I usually open with bomber's 1rax FE and pressure with 5rax plus medivacs.

Any ideas how to combat this?

You're a way better player than me so take it for what it's worth, but isn't it a good idea to go for 3rd cc ->4th and 5th rax instead of the other way around when you scout a robo bay and possible double forge?

Of course assuming they're not playing retardedly greedy.
Fetchystick
Profile Joined November 2011
United States43 Posts
September 23 2012 16:50 GMT
#7236
Silver league Random here, and m worst matchup is TvZ. I ALWAYS lose horribly to a zerg and need some basic advice. Does anyone have any build orders they can give me so I don't lose to ling/bling at the beginning of the game (my biggest problem right there) while also letting me practice things that'll help me in higher level tvz (drops, harass, whatnot). Any little pointer or build is greatly appreciated.
"He's either really dumb or he's up to no good. Either way, I should probably all-in.
chaoswarrior
Profile Joined September 2012
United States3 Posts
September 23 2012 17:21 GMT
#7237
Bronze league here.... I'm having a lot of trouble with end game tvt. I can't seem to break into heavily fortified Terran bases. Twice now I have controlled the entire map except maybe 3 expansions, and not been able to penetrate. These bases will alternate tanks and and missile towers, and be filled with marines and Thors. Often these guys will then send out posses of vikings and BCs, hunting down my many PFs . I destroy all these with marines and vikings, resulting in a long, boring stalemate.

I've tried Banshees and BCs, waves of marines, nukes even, but wave after wave seems to bounce off. They have the high ground advantage with tanks, so I can't get mine in range.

How do you bust in?
Bwall
Profile Joined July 2011
Sweden145 Posts
September 23 2012 17:54 GMT
#7238
On September 24 2012 01:50 Fetchystick wrote:
Silver league Random here, and m worst matchup is TvZ. I ALWAYS lose horribly to a zerg and need some basic advice. Does anyone have any build orders they can give me so I don't lose to ling/bling at the beginning of the game (my biggest problem right there) while also letting me practice things that'll help me in higher level tvz (drops, harass, whatnot). Any little pointer or build is greatly appreciated.


If you're having trouble with early ling/bling attack I would recommend the old reactor hellion. Nowadays people expand before getting reactor hellions, but if you look back one year or something this was the build everyone was using TvZ. The old version is safer(at the expense of some a later expand), but it's not that big of a difference, especially not if you're in silver. Hellions are great at dealing with zerglings, and if the zerg is skipping on defenses you can kill a lot of drones. The buildorder is described here: http://wiki.teamliquid.net/starcraft2/Reactor_Hellion_Expand_(vs._Zerg)

As a followup I would recommend getting tanks after 6-8 hellions to be safe, or if you think you can handle the multitasking you can get banshees aswell.

On September 24 2012 02:21 chaoswarrior wrote:
Bronze league here.... I'm having a lot of trouble with end game tvt. I can't seem to break into heavily fortified Terran bases. Twice now I have controlled the entire map except maybe 3 expansions, and not been able to penetrate. These bases will alternate tanks and and missile towers, and be filled with marines and Thors. Often these guys will then send out posses of vikings and BCs, hunting down my many PFs . I destroy all these with marines and vikings, resulting in a long, boring stalemate.

I've tried Banshees and BCs, waves of marines, nukes even, but wave after wave seems to bounce off. They have the high ground advantage with tanks, so I can't get mine in range.

How do you bust in?


If you have more bases than your opponent, you don't have to attack into him. Just make sure you can remake your units fast, siege in a strong position and just starve him to death.
Kamwah
Profile Joined February 2012
United Kingdom724 Posts
September 23 2012 18:20 GMT
#7239
On September 24 2012 00:07 herMan wrote:
High masters terran here. I've really been struggling against protosses who just tech to EVERYTHING on two bases: double forge, 3 colossi into templar and then they take their third. I usually open with bomber's 1rax FE and pressure with 5rax plus medivacs.

Any ideas how to combat this?


Off of a 1raxFE i'd assume you're doing the usual 3/1/1 with the usual +1 timing. I'd throw down a few extra rax and go kill him, on 2 base he's going to have a big gap with no units or very few useful units.
Learn to count with CatsPajamas!
herMan
Profile Joined November 2010
Japan2056 Posts
September 23 2012 18:45 GMT
#7240
Thanks for the replies, though perhaps I should elaborate: I can't scout all his tech with a scan unless I get really lucky. When I move out with 5rax MMM pressure he already has 2+colossi, a handful of templar and some meat to protect them so I get butchered in a head-on fight. When I move out maxed the next time, he has the perfect mix already.
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