The Terran Help Me Thread - Page 362
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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
215 Posts
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ThePianoDentist
United Kingdom698 Posts
if he is going very stalker heavy then marauders are good but in the typical metagame protoss goes zealot heavy (because stalkers just suck ![]() | ||
jdobrev
Bulgaria162 Posts
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
United Kingdom345 Posts
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
United States4262 Posts
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. | ||
Serge89
Belgium38 Posts
So my question is what path is the best ? Do i need to follow a specific path accordind to my scouting information ? Thx | ||
TheDwf
France19747 Posts
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 ![]() 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
Romania2 Posts
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
United States280 Posts
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TheZanthex
United States144 Posts
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KawaiiRice
United States2914 Posts
On September 23 2012 03:57 TheDwf wrote: 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 | ||
Hds
France200 Posts
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 | ||
Bojas
Netherlands2397 Posts
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
Japan2053 Posts
Any ideas how to combat this? | ||
Bojas
Netherlands2397 Posts
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
United States43 Posts
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chaoswarrior
United States3 Posts
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
Sweden145 Posts
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
United Kingdom724 Posts
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. | ||
herMan
Japan2053 Posts
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