The Terran Help Me Thread - Page 366
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NKexquisite
United States911 Posts
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Mavvie
Canada923 Posts
Just split your vikings and try to engage mid-map so that when you win the air fight you can kill the broods before they do a lot of damage. It's 40 seconds to build a corruptor + travel time where you can attack with impunity. Just split, split, split and let him come to you. Make sure that no fungal hits more than 2 vikings. You should have a 2-3 screen concave haha. I'd say you want to be maxed, even if the extra supply is just marines. 20 vikings + 50 marines is better than just 20 vikings, even if rines aren't quite cost-efficient. 20 infestors is harsh though. The other answer is just don't let him get up such a huge army. Focus down infestors with tanks/rauders, [insert other lategame general tips]. Drops are really good, deny any expansion past his third (like in Taeja vs Stephano, casted by husky a day or two ago) Hopefully other people have some better ideas! | ||
Bwall
Sweden145 Posts
On September 28 2012 07:53 Snowbear wrote: What build does well against all these allins? And take natural or put CC in main? If I bunker up the front of the nat, and he goes prism allin, I die, no? Positioning, scouting, tight builds, good micro and minimap awareness+short reaction time is what you need. There's no magic answer, and the best way to find out what works is to study pros and try stuff out imo. Different all-ins need different reaction from you. Against blink obs I like 2xtl marauders after 1 rax fe -> 3 rax. Against void ray I try to get a turret up by my rax and pull scvs if he warps in in my main. | ||
Saiton
Sweden467 Posts
On September 29 2012 07:22 NKexquisite wrote: Masters Terran here wondering if anyone has a secret to defeating the late game death-push of 20 broodlords and 20 infestors, 10 corruptors + zerglings Really hard to know as it differs so much from game to game. Ver summed it up pretty nicely though. - Low Infestors/BLs count (basically when he gets his first BLs or you've crippled him enough by repeatedly killing his fourth and/or fifth): Marines/Thors/Vikings can still work to some extent with a good concave. - Medium count (if he manages to stabilize on at least 8 gases): Ravens become mandatory as the efficiency of any ground unit starts to dramatically decrease (the more BLs he has, the more Marines and Thors become useless). - High count (if he's maxed on BLs/Corruptors/Infestors with 10 or 12 gases): ideally you want your own fleet of BCs/Vikings/Ravens. | ||
geokilla
Canada8218 Posts
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TheDwf
France19747 Posts
On September 28 2012 03:41 RefusedAmen wrote: TvP Is it possible for a toss to put a 3rd nexus really quick (after looking at the replay, he went 1 gate, expo, cyber, expo + while making sentries) and hold a 1 rax FE bomber +1 2 medivan 5 rax push? It seemed that by ~10:45 (when I pushed out) he already had 7-8 gates and held it with sentries , stalkers + zealots. Now, perhaps if I scouted the 3rd earlier, should I just attack before my 2 medivacs? Or standard push and really play the drops to spread him thin? I was absolutely shocked when his push destroyed mine. Maybe it was a bad engagement (if so then that's that) but my questions till stands TLDR: Can a toss get a very fast 3rd nexus and go unpunished when you're doing a 1rax bomber +1 medivac timing @ ~10:45 Yes if you think about a direct engagement, but it's precisely not how you should deal with it. Fast thirds out of 1 or 3 gate that rely on mass Gateways to hold your Medivac pressure don't get a Robotics and thus don't have Observers before a long time, this is the weakness you want to exploit. The other thing to consider is that their tech/upgrades are delayed, so this is one of the few situations in which you can be ahead upgrade-wise. There are other answers here. On September 28 2012 06:32 invisible.terran wrote: What should I do if P goes straight for storm? I goes for 1rax FE and by the time my 2-medivac push comes, he already had storm ready to crush my army. Thanks. Do not engage and get a Ghost Academy. You're not forced to start Ghost production right away unless he's going Storm all-in (and even then you can do without Ghosts); you won't be able to build Ghosts en masse before you have your third running away. As Templars are usually played with mass Charge Zealots, do not make many Marauders unless you want to play a micro-heavy constant trading style relying on drops and Storm dodges, in which case you don't build Ghosts for a while and dump most of your gas into Medivacs instead. On September 28 2012 07:52 Snowbear wrote: What to do vs collossu + phoenix? There is an answer from Ver somewhere in the Pro Terran Strategy Q/A thread; unfortunately I don't remember the page. Basically get mass Vikings out of 2 Reactor Starports and don't drop. It's just about beating his army once, he will never recover from heavy losses. On September 29 2012 11:43 geokilla wrote: How do I beat a TvP who rushes straight for high templars and blink and charge? I got completely owned in my drops, "1A" my army and splits (note I wasn't 1A). Replay please, your description is too vague. | ||
Doko
Argentina1737 Posts
http://drop.sc/259189 If you wanna have a good laugh at the end. edit; oh god I just realized the post right above. Sorry | ||
Willzzz
United Kingdom774 Posts
On September 29 2012 11:43 geokilla wrote: How do I beat a TvP who rushes straight for high templars and blink and charge? I got completely owned in my drops, "1A" my army and splits (note I wasn't 1A). Well if you know he is doing this in time an all-in stands a very good chance of success. If you don't or he is doing a safer version then play defensive and go for the late game. Chances are he is going for a heavy mid game attack, make sure to use a good sim-city to make his chargelots useless. | ||
whiskypriest
68 Posts
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Willzzz
United Kingdom774 Posts
I mean it's pretty simple you go gas first, then build rax -> fact -> starport and you are done. Just don't forget any depots ![]() | ||
Darion
Canada265 Posts
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Whatson
United States5356 Posts
On September 30 2012 04:31 Darion wrote: How do you decide whether to build a new CC at your expansion or in your main? I place it on the low-ground regardless, some people don't if they scout 13 gas from terran. Obviously if you see a protoss saving up a lot of chrono (you're not going to see him throwing down extra gates) or fast pool. The only time I ever put my CC on the high-ground while going 1rax FE is if my opponent goes for a super late scout and I full-wall off. | ||
whiskypriest
68 Posts
On September 30 2012 02:23 Willzzz wrote: A hellion drop is already a 1/1/1 build order. I mean it's pretty simple you go gas first, then build rax -> fact -> starport and you are done. Just don't forget any depots ![]() I guess I should be more specific. Does anyone have an optimized TvP hellion drop into banshee/tank/marine all-in build order? | ||
Sianos
580 Posts
On September 30 2012 04:31 Darion wrote: How do you decide whether to build a new CC at your expansion or in your main? Normally you put your 1st CC right at your natrual. Especially on 4 player maps. However on 2 player maps it can be a bit risky. I usually scout on 13 supply which let´s me in my opponent´s base before i build my CC. If i don´t see a barracks/gateway, i do the wallof first and build my CC on the highground. In TvT if i additionaly scout a gas i build a bunker at my choke ASAP to stay safe aggainst proxy marrauder builds. For the 3rd base almost all terrans build them in their main, since it´s the safest way and on most maps you don´t loose much mining time. However if you scout your opponent playing verry greedy while you have full mapcontroll, you can build it at your expandtion to get your income faster. The same principle goes for every other base. | ||
Clarity_nl
Netherlands6826 Posts
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ConstantSc
Australia33 Posts
So I get to 5 bases with 3/3 thors and helions banshees and some vikings patrolling for OL, Currently when I scan to see them teching BL, My response is to pop out vikings from the 4 ports I have which maxes my Thor Viking Helion mix that evaporates their army, swap the ports with the fact tech labs and pump 15 + BC's Is there an easier way to transition to BC's or wait for army supply losses and tech switch when he is on the ropes as the sort of last nail in the coffin? | ||
Willzzz
United Kingdom774 Posts
On September 30 2012 07:50 Clarity_nl wrote: Hey guys, real quick: I've seen people do both 15 OC and 16 OC (extra scv) when building rax on twelve. Is one definitively better than the other? Thanks! Both have their uses, it depends how you follow it up. There are some very technical reasons why you would do one or the other in certain builds, but the difference is probably only a second or two anyway. Try it both ways and see which one flows best. What determines this is usually the timing of your 2nd depot. Sometimes you may even want a 17OC (or more!). | ||
Clarity_nl
Netherlands6826 Posts
On September 30 2012 08:17 Willzzz wrote: Both have their uses, it depends how you follow it up. There are some very technical reasons why you would do one or the other in certain builds, but the difference is probably only a second or two anyway. Try it both ways and see which one flows best. What determines this is usually the timing of your 2nd depot. Sometimes you may even want a 17OC (or more!). Okay... so specifically a 1 rax expo, where you delay your 2nd marine and get 2nd depot after your cc, which would be better? | ||
Willzzz
United Kingdom774 Posts
If you rally your 16th SCV to the natural you can build the CC and get orbital after the 17th SCV. Depot immediately after. | ||
GWBuffalo
United States234 Posts
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