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The Terran Help Me Thread - Page 375

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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.
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
October 07 2012 21:05 GMT
#7481
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
October 07 2012 23:06 GMT
#7482
On October 08 2012 06:05 GumBa wrote:
Show nested quote +
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think



1 base no gas - 4 rax
1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right

2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades
2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades

3 bases with gas with no fourth - idk
ImHuko
Profile Joined December 2010
United States996 Posts
October 08 2012 06:11 GMT
#7483
On October 08 2012 08:06 StateofReverie wrote:
Show nested quote +
On October 08 2012 06:05 GumBa wrote:
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think



1 base no gas - 4 rax
1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right

2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades
2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades

3 bases with gas with no fourth - idk

On October 08 2012 06:05 GumBa wrote:
Show nested quote +
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think

So what is why I am building up 5k/5k very fast Thanks a bunch guys
SCRedditor
Profile Joined October 2012
United States57 Posts
October 09 2012 03:43 GMT
#7484
On October 08 2012 15:11 ImHuko wrote:
Show nested quote +
On October 08 2012 08:06 StateofReverie wrote:
On October 08 2012 06:05 GumBa wrote:
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think



1 base no gas - 4 rax
1 base 2 gas - 3 rax with x2 medivac production initially, one tech lab addon for stim and/or combat shields. Pure bio I am assuming, would be with stim or combat shields or why the fuck else would you have medivacs right

2 base 4 gas with no third - 12 marines/2 medivacs/ x2 upgrades
2 base with 4 gas with 3OC - 8 marines/2 mauraders/2 medivacs/x2 upgrades

3 bases with gas with no fourth - idk

Show nested quote +
On October 08 2012 06:05 GumBa wrote:
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think

So what is why I am building up 5k/5k very fast Thanks a bunch guys


1base no gas - 6 rax prolly more
Thanks to those that support me. For those that don't like me, please PM me. I always wish to kiss ass.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
October 09 2012 07:47 GMT
#7485
On October 08 2012 06:05 GumBa wrote:
Show nested quote +
On October 08 2012 05:46 ImHuko wrote:
Kind of random but assuming I am going pure bio with medivacs, how many barracks and starports can I support for 1, 2 and 3 bases?

3,5,8 with addons I think


The original question is imprecise, certainly the 3,5,8 answer is correct but it is useful to explain in what situation.

Firstly the typical order would be:

1 rax FE
3 rax
Start 3rd CC
5 rax
3rd up and mining
start 4th?
8 rax

So this assumes a constant and reasonably fast rate of expansion, also this would typically assume double upgrades going the whole time.

As others have said you can support far more rax, but this will cut into your expansion timings and upgrades.
heha
Profile Blog Joined November 2010
Australia425 Posts
October 09 2012 09:56 GMT
#7486
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters
Random for life! phoneheha
Ber
Profile Joined October 2010
Finland12 Posts
October 09 2012 10:39 GMT
#7487
Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ?
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
October 09 2012 15:14 GMT
#7488
On October 09 2012 19:39 Ber wrote:
Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ?


I've seen him go 12 rax 15 gas, 1 marine reactor cc then factory starport and marine hellion medivac drop? Is that the one you're talking about?
Doko
Profile Joined May 2010
Argentina1737 Posts
Last Edited: 2012-10-09 15:39:08
October 09 2012 15:38 GMT
#7489
Can someone point me to some vods/replays of people playing TvT vs skyterran (more specifically vs BFH into viking banshee -> bc) I've only played against this 3 times in like 200 games but lost every single one without being able to figure out what the hell to do.

Last time I tried to go 3 starport double reactor + naked, won an air battle but my economy was too crippled from losing my 3rd to a banshee timing then I got pushed with BC's and lost the 2nd air battle. Basically I never get into a good position to tell if what I am doing vs this style is correct cause in reality I'm already dead.

I have never seen this style in a pro game so it has to have some pretty big flaw or timing vulnerability.
Ber
Profile Joined October 2010
Finland12 Posts
October 09 2012 16:05 GMT
#7490
On October 10 2012 00:14 kollin wrote:
Show nested quote +
On October 09 2012 19:39 Ber wrote:
Hello gang. I was hoping to find a build that Liquid` Sea uses in TvT. It goes some thing like 12 rax 13 gas 1 marine then reactor, 8 marines reactor swap to factory, 4 hellions, vac and a cc somewhere in there. Anyone have a better idea of the build or a replay ?


I've seen him go 12 rax 15 gas, 1 marine reactor cc then factory starport and marine hellion medivac drop? Is that the one you're talking about?


Yes it might be that one. Would like to know specifics to the build, seems pretty powerful.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
October 09 2012 17:03 GMT
#7491
On October 09 2012 18:56 heha wrote:
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters


What I find helpful is skipping reactors and just adding more naked rax. It may not be quite as efficient, but it will get out slightly more marines slightly earlier, the priority is not dying!

You can support a lot of rax when you have 3 OC, don't be afraid to delay your tech if you know 6/7/8 gate is coming.

Do you 3 CC on all maps? You might find it safer to try alternative plays on certain maps.
Marathi
Profile Joined July 2011
298 Posts
October 09 2012 17:34 GMT
#7492
On October 10 2012 00:38 Doko wrote:
Can someone point me to some vods/replays of people playing TvT vs skyterran (more specifically vs BFH into viking banshee -> bc) I've only played against this 3 times in like 200 games but lost every single one without being able to figure out what the hell to do.

Last time I tried to go 3 starport double reactor + naked, won an air battle but my economy was too crippled from losing my 3rd to a banshee timing then I got pushed with BC's and lost the 2nd air battle. Basically I never get into a good position to tell if what I am doing vs this style is correct cause in reality I'm already dead.

I have never seen this style in a pro game so it has to have some pretty big flaw or timing vulnerability.


I think mass marine with little tank support is a good way to go, even though the guy has BFH there comes a stage (at least from my experience) where my hellions just get melted before they can do a lot of damage to massive numbers of marines.

The times I have lost playing sky terran in TvT is normally down to mass marine, some tanks at bases to deny hellions and vikings/BCs

But I'm only gold and I don't always get that far in this match up as I normally have won/lost after my 1/1/1 push !

Would be nice to hear some more answers
eSports tees designed by me - http://tinyurl.com/bqmexd9
Abstinence
Profile Blog Joined November 2010
United States328 Posts
Last Edited: 2012-10-09 19:21:03
October 09 2012 19:20 GMT
#7493
Here is a replay of LiquidSea doing the marine/hellion elevator to me:

http://drop.sc/262844

His variant is really good since it gets you the natural cc a lot earlier. Even though his drop did basically no damage, he got a strong econ advantage with the really fast third cc defended by tanks and turrets/sensor towers.

Also I had no idea what he was doing because I didn't scout. Haha....
Ber
Profile Joined October 2010
Finland12 Posts
October 09 2012 20:23 GMT
#7494
I couldn't have gotten a better reply. You Sir are true contributor! This is the exact game I watched yesterday. Thank you once more!
smaug81243
Profile Joined October 2011
94 Posts
October 09 2012 21:27 GMT
#7495
On October 09 2012 18:56 heha wrote:
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters


3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 09 2012 21:35 GMT
#7496
On October 10 2012 06:27 smaug81243 wrote:
Show nested quote +
On October 09 2012 18:56 heha wrote:
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters


3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this.

You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1.

Only drop that 3rd CC if you see an early nexus
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
October 09 2012 22:04 GMT
#7497
On October 10 2012 06:35 iAmJeffReY wrote:
Show nested quote +
On October 10 2012 06:27 smaug81243 wrote:
On October 09 2012 18:56 heha wrote:
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters


3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this.

You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1.

Only drop that 3rd CC if you see an early nexus


He does say "When I don't see the nexus I won't be 3 CCing".
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 09 2012 22:09 GMT
#7498
On October 10 2012 07:04 Willzzz wrote:
Show nested quote +
On October 10 2012 06:35 iAmJeffReY wrote:
On October 10 2012 06:27 smaug81243 wrote:
On October 09 2012 18:56 heha wrote:
Hi guys, looking for some TvP help. I like to play 3 CCs (either off CC first or 1 rax CC) and frequently die to 6/7/8 gate attacks after 1 gate FEs. At times even when I scout it and get 4 bunkers up, I'll still die. I'm afraid I have no replay; can anyone who is experienced at holding off midgame all-ins with super greedy econ please contribute?

Also, I'm dying alot to 3/4 gate blink-stalker robo all-ins. I've tried lifting back into the main, bunkering up ramp, turreting against obs, but normally I still die. When I don't see the nexus I won't be 3 CCing, so my add-ons wll be reactor tech lab tech lab normally, with a priority on marine production. Any tips? <3

I'm afraid no replays But if someone could provide a widely-agreed upon theoretical solution I would be happy as well

-Mid/High Masters


3-4gate blink-stalker robo all-ins are really hard to hold. Pulling back into your main helps a lot on most maps. You need to prioritize getting marauders and stim out to hold this.

You gotta scout. Not a chance you will ever hold a 3/4 gate blink robo all in on cloud, antiga, ohana, shakuras going 3 OC. Not a chance. People can barely hold it going 1 rax FE, or even some variations of 1-1-1.

Only drop that 3rd CC if you see an early nexus


He does say "When I don't see the nexus I won't be 3 CCing".

I'm fairly certain the fake nexus -> 4 gate is still around. At least, it's something to be mindful of.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
ETisME
Profile Blog Joined April 2011
12861 Posts
Last Edited: 2012-10-10 16:00:58
October 10 2012 15:44 GMT
#7499
How do you practice against storm dodge?
I can do baneling split ok-ish but storm dodge is kinda impossible, I simply don't know how to dodge them since the cast time is instant.

also how do you engage a templar colossus army?
assuming his templars are a bit too far behind, do you stim in to pick off some units or hope your ghosts land some emps and then engage?

Also since I switched from Z and P to T, my hotkey setup were quite simple and currently it kind of sucks.
1 for army
2 for barracks
3 for starports
4 for CCs

So now that I am facing diamond players, I notice that I desperately need a control group for ghost alone because they walk a bit too fast, just like infestors while HTs I can have them along with main army because they move slower.

I am used to spamming 2 and 4 so I need that to be fixed for rax and CC.
I am considering to put both starports and barracks onto 2 and free up 3 for ghosts.

Question is, what else would you recommend?


(I play pure bio so usually only marauders and marines medivac, no need a seperate one for tanks etc, so my T hotkeys are really simple and easy to macro hard)
其疾如风,其徐如林,侵掠如火,不动如山,难知如阴,动如雷震。
AveiMil
Profile Joined May 2010
Norway138 Posts
October 10 2012 16:41 GMT
#7500
I'm playing primarily macro type games. I.e. I don't cheese or do any 2 base all-in type of plays, not becasue I have anything against that but simply becasue I want to get better mechanics and learn to play better in general. But damn my stats are kind of fucked up, I have a 66% winrate in TvT, 49% in TvZ and a quite awful 45% in TvP. Simply put seems at my current skill level (Diamond) Protoss and Zerg are far, far easier to play when approaching the game with a macro game in mind. (This does not mean I think they are OP though.)

I lose pretty much every single TvP as dealing with the Toss deathball with Colli and Templar is simply too much for my poor average APM of 100 to handle. Only TvP's I win is when they 4gate or do some other type of all-in which I manage to defend.

TvZ is a bit more manageable but I struggle a lot trying to deal with Infestor/Brood Lord tech switch.

All in all I feel the state of the game is very depressing really. meh.
ilve
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