The Terran Help Me Thread - Page 392
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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. | ||
invisible.terran
United States280 Posts
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mr_flux
23 Posts
On November 02 2012 23:33 xTrim wrote: Bro I don`t even know where to start here... About the siege tank pushes; those are hard to stop by a gasless FE into mass marines. I used to to this all the time and my winrate vs it started to go up after I started pulling EVERY SINGLE SCV EVERY SINGLE MARINE to fight that... It is an one base all-in and you have 2 bases... You can and you MUST lose scvs in order to beat that with pure marines (and I opt to go combat shields first, so that is done once banshees/tanks come, instead of still waiting for stim). However, I`ve read somewhere that mass marines is getting phased out due to the fact that either marine tank with faster tanks or mech is getting really popular... Mech openers (reactor hellion with cloaked banshees, hellion elevators with blue flame, etc) are all a PAINNNNNNNNNNNNNNNNNNNNN in the ass to deal with pure marines... And since I don`t really have an alswer to mech, whenever I realize the other player is meching, I switch to full mech myself. thanks for shedding some light on this. do you mean you switch to mech after holding the initial push? or do you just grab all the gas and starting teching asap after scouting it? since as I understand there is no going back from FE as 2nd CC goes down before it's possible to figure anything out. so happy that I don't need to face hellions in lower leagues. at least haven't seen any in the recent week. but just for the sake of argument, shouldn't it be possible to deny them harassment by patrolling the main and walling of the front? how do marauders fare against them? if I stopped at three rax would that still leave the army too soft to face mech? | ||
Gchzr
Argentina57 Posts
On November 02 2012 16:53 Pursuit_ wrote: Learn a really solid variation of a 1 rax fe -> ~10:30 marine medivac +1 stim timing. If you can have ~50 scvs and 40+ marines by then you'll be fine against pretty much any build. Your build should look something like rax, cc, rax, rac, refinery, refinery, reactor, tech lab, reactor, combat shield, factory + eng bay + refinery, reactor on factory and starport (swap once finished), stim and +1, push out with 4 medivacs and expand and add production behind it (an extra factory, engineering bay, armory and 2 more barracks is pretty standard for me). The reason this is so good is because it's the easiest way to deal with basically all the typical terran all-ins (you should have combat shields in time for dealing with banshees so marines will have 3 hits instead of two, you should have stim and medivacs in time for banshee -> tank all-in, ect ect) and with good macro you'll pretty much be able to stim a-move for the win. If you just want advice on avoiding base races, leaving marines in key locations whenever you start moving your army around is a huge help. TY! gonna try | ||
U_G_L_Y
United States516 Posts
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iAmJeffReY
United States4262 Posts
On November 03 2012 04:40 U_G_L_Y wrote: I think my question got buried: Are there any othe Protoss builds besides 4 gate and 4 gate warp prism that have saved chrono and 1 gas at 4 minutes? (Stalker usually pops at 3:50 so the scv needs to gtfo) Stalker pops after 3:50. That early of a stalker is an extremely early gateway, and lots of chrono on it. Most times, in my experience, it pops at 4:05-4:15. On November 02 2012 18:35 KiNGxXx wrote: I get bored to go hellion/banshee every TvZ. What kind of other openings do you recommend for getting into marine/tank to spice it up a little bit? 2-1-1 into double ebay, 3rd CC 5 rax 2 fac 1 port. Is a marine hellion double medic stim timing push, into standard marine tank off 2 base, 3 OC until you are safe to land third. Gets upgrades extremely fast. I'm 3/3 by 17 minutes, usually. | ||
iAmJeffReY
United States4262 Posts
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Sianos
580 Posts
On November 02 2012 18:35 KiNGxXx wrote: I get bored to go hellion/banshee every TvZ. What kind of other openings do you recommend for getting into marine/tank to spice it up a little bit? 12-12 proxy rax on 2 player maps, followed by double cc and transition into hellion banshee into double ebay is also a good opener to mix up your play. The good thing about the opener is, that you can and often will delay the tech of zerg by a lot depending on how good he reacts to your pressure and of course you deny his creep spread, while having a fast 3rd base. Alternative i would think, that opening cloak banshee into double expand might be a good opener on maps with air space behind their bases, since the most zergs have a delayed lair. You can use your banshee micro to pick up drones and deny creep spread or kill queens. A double cc behind this should bring you up to zergs economy. (Just theorycrafting here) | ||
iAmJeffReY
United States4262 Posts
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Kasu
United Kingdom345 Posts
On November 03 2012 06:41 iAmJeffReY wrote: ...am I off something, or is it not proxy 11/11? Proxy 12/12 seems just like its too late... 11/11 is certainly the common proxy 2-rax build, but you do need to do a lot of damage with it to transition. I assume 12/12 is an attempt to make it less all-in, but I'm not personally good enough to know whether that is enough to compensate for the weaker pressure and consequently lower damage. | ||
Pursuit_
United States1330 Posts
On November 03 2012 10:24 Kasu wrote: 11/11 is certainly the common proxy 2-rax build, but you do need to do a lot of damage with it to transition. I assume 12/12 is an attempt to make it less all-in, but I'm not personally good enough to know whether that is enough to compensate for the weaker pressure and consequently lower damage. if you proxy both then 11/11 is usually closer to the zergs base and far more "all-in", while with 12/12 you tend to proxy somewhere in the middle of the map and rely on marine control to light contain after the pressure. With a 12/13 or 12/14 2 rax it's usually with either one or neither proxied and instead used to wall off more quickly. | ||
U_G_L_Y
United States516 Posts
On November 03 2012 06:16 iAmJeffReY wrote: Stalker pops after 3:50. That early of a stalker is an extremely early gateway, and lots of chrono on it. Most times, in my experience, it pops at 4:05-4:15. 2-1-1 into double ebay, 3rd CC 5 rax 2 fac 1 port. Is a marine hellion double medic stim timing push, into standard marine tank off 2 base, 3 OC until you are safe to land third. Gets upgrades extremely fast. I'm 3/3 by 17 minutes, usually. Okay, 2x chronod stalker, which obviously wouldn't be a 4 gate (though maximusblacks 6:45 4 gate vs trimaster today was pretty silly) but anyway, about the scouting, is there another build that has about 75% nexus energy and 1 gas around 4 minutes? or are there just the two builds? | ||
SlixSC
666 Posts
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TG Manny
United States325 Posts
I'm also having issues with establishing upgrade timings and 3rd timings when I don't open 3OC in an effective manner. I tend to always just dump an excess of minerals post 3 rax in most games into my ebays and begin upgrading as one of my first early gas sinks (As opposed to drops or siege tech, almost always after stim and factory though) EDIT: I should actually add what I am asking for. So when is a good time to determine, and how, to expand and spend on upgrades, how/when to build infrastructure, take additional gasses, etc. Most games I end up with a TON of marines and/or mauraders and less than optimal amount of tanks/medivacs during midgame but have a huge spike in production once we're getting to later game. | ||
Sianos
580 Posts
On November 04 2012 17:36 TG Manny wrote: Hey guys, I'm getting back to the game and feeling a little at-a-loss on when to expand again (especially after 3 bases established) and how to use my massive economy when I get maxed out (other the picking small army trades). I'm also having issues with establishing upgrade timings and 3rd timings when I don't open 3OC in an effective manner. I tend to always just dump an excess of minerals post 3 rax in most games into my ebays and begin upgrading as one of my first early gas sinks (As opposed to drops or siege tech, almost always after stim and factory though) EDIT: I should actually add what I am asking for. So when is a good time to determine, and how, to expand and spend on upgrades, how/when to build infrastructure, take additional gasses, etc. Most games I end up with a TON of marines and/or mauraders and less than optimal amount of tanks/medivacs during midgame but have a huge spike in production once we're getting to later game. From what you are talking about i guess the topic is about the TvZ matchup. The standard oppening and transition goes like this: - 1 rax fe - depot + double gas + bunker - into reactor hellion banshee ( only 6 hellions and 1 banshee) - 3rd CC - stim - double ebay + 2 additional gases - more rax and siege tech After i build my 6 hellions i use the factory to build another reactor before i switching it to the techlab of my starport to build tanks. With this i already have 2 reactors for the first 2 barracks and i can start producing marines and while using the tl from the starport i get reasonable fast siege tanks. I normally go up to 7 barracks (5 reactors, 2 tl) and then i add my 4th and additional 2 factories and 2 starports. I then slowly add 3 or 4 more barracks (2 reactors, 2/1 tl). This is enough production to quickly replace your lost army. In terms of upgrades. You start +1+1 as soon as your ebays are done and you build your armory when your upgrades are halfway through, so that you can start +2+2+1 as soon as your +1+1 is finished. It´s important that you take your 3rd base and your gases there as fast as possible in order to keep up with tank and medivac production and upgrades. If you still end up with a lot of ressources i would analyse the replays and look whether you are too passive with your maxxed out army or whether you reproduce your units in time. | ||
NbForLife
France14 Posts
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CurseDawg
Portugal31 Posts
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JonIrenicus
Italy602 Posts
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phoenixfeather95
665 Posts
On November 04 2012 20:24 NbForLife wrote: Why terran hardiest race ??? Terran may be the hardest in upper leagues (master + GM), but it becomes all the more rewarding when we win | ||
CurseDawg
Portugal31 Posts
On November 04 2012 20:44 JonIrenicus wrote: except for zerg and protoss.. Well sorry. Except for Zerg. Not gonna say one its easier then other. However Terran its the least forgiving, 1 fungal or 1 storm can decide a game. Have to learn how to counter those | ||
JonIrenicus
Italy602 Posts
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