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Northern Ireland461 Posts
On January 26 2013 05:03 Henk wrote: Hey guys, I'm a masters Zerg but now we can play on different regions, I'm trying out terran on NA. Terran's pretty tough IMO. I use 1rax FE for every MU, into 3rax. So basically what I'm doing is:
1rax CC Gas (no idea when to take this. Just throwing it in somewhere. also 1 or 2 gases?) 2 more raxes factory starport
But I'm not sure when to build all this stuff. This thread has some info about build orders but it doesn't feature exact timings. Also, how do you guys deal with your hotkeys? I have all my production on 3 and CC on 4, but marine=1 and tank=2. Now, if I'm going to drop, I like to hotkey that medivac.. And in the lategame, when you have ghosts, you want to hotkey those. But at the same time when you stutter step you don't want your medivacs on the same hotkey cause they won't heal, and you want your vikings to target BL or colossi.
How the hell do you do this? Are you terrans APM monsters with 5 army hotkeys?
http://www.gosubuilds.com/terran-build-orders-2/terran-vs-protoss/1rax-fe-into-medivacs/
4 army hotkeys, ` - drops, 1 - main bio army, 2 - ghosts, 3 - vikings. You a-move medivacs onto your bio and they will follow that unit until it dies.
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Cheers to TheDwf for your advice so far on 11/11 in TvZ, I was just wondering what you think I did wrong in this game?
Should I have made my bunkers at the top of his ramp and tried to push and kill him? Should I have transitioned into something instead of MMMT? I know you said to go into hellion/banshee but once I saw his roaches and the quantity of them I decided not to.
http://drop.sc/298315
Also what do you think of the follow up in this game, do you think it is viable or did I just get lucky? After the game the Zerg spammed me loads of shit saying that if he had scouted my drop he would've won, etc. But I feel like I had a strong tech advantage and hit before seeing any infestors or anything else that would give MMM a lot of trouble.
http://drop.sc/298326
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On January 26 2013 05:42 mau5mat wrote:Show nested quote +On January 26 2013 05:03 Henk wrote: Hey guys, I'm a masters Zerg but now we can play on different regions, I'm trying out terran on NA. Terran's pretty tough IMO. I use 1rax FE for every MU, into 3rax. So basically what I'm doing is:
1rax CC Gas (no idea when to take this. Just throwing it in somewhere. also 1 or 2 gases?) 2 more raxes factory starport
But I'm not sure when to build all this stuff. This thread has some info about build orders but it doesn't feature exact timings. Also, how do you guys deal with your hotkeys? I have all my production on 3 and CC on 4, but marine=1 and tank=2. Now, if I'm going to drop, I like to hotkey that medivac.. And in the lategame, when you have ghosts, you want to hotkey those. But at the same time when you stutter step you don't want your medivacs on the same hotkey cause they won't heal, and you want your vikings to target BL or colossi.
How the hell do you do this? Are you terrans APM monsters with 5 army hotkeys? http://www.gosubuilds.com/terran-build-orders-2/terran-vs-protoss/1rax-fe-into-medivacs/4 army hotkeys, ` - drops, 1 - main bio army, 2 - ghosts, 3 - vikings. You a-move medivacs onto your bio and they will follow that unit until it dies.
Thanks alot, that's very useful.
Quite some other builds on that site too, perfect for T noobs like me :D
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On January 25 2013 14:22 dynwar7 wrote: Hi people.
I am looking for some aggressive openers in all 3 matchups.
I all this time have been doing 1 rax FE into my own playstyle, but I feel like I am always the one getting bullied, for example in TvP the P can always send 1 or 2 zealots and 1 stalker and I hate that. It is because P knows 99% Im gonna go 1 rax FE.
So, Does anybody know good, decent aggressive openers for each matchup? I am thinking of 1 rax marauder conc shells FE vs P in which I open with a conc shell marauder and some marines, putting pressure, then finally expanding myself.
Still waiting for blue poster's opinions on this. After I get some answers I will start SC2 again!
If i am asking too much just ignore me, but if not, is it possible that the blue posters will also show some replays of these aggressive builds? For example, 11/11. I do not want it to be proxy. So, where should I put both my raxes?
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How do you defend against an early zealot pressure. I mean like one zealot attacking you when you 1 rax FE?
heres the replay I just lost thanks! http://drop.sc/298730
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On January 26 2013 14:55 Pucca wrote:How do you defend against an early zealot pressure. I mean like one zealot attacking you when you 1 rax FE? heres the replay I just lost thanks! http://drop.sc/298730
You sent the first marine out and it died, leaving you with only one marine for the attack. 2 marines with micro can hold the zealot, run the one he's chasing around while the other fires. There's a challenge in "starcraft master" custom game to practice this.
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On January 26 2013 14:55 Pucca wrote:How do you defend against an early zealot pressure. I mean like one zealot attacking you when you 1 rax FE? heres the replay I just lost thanks! http://drop.sc/298730
basically you dont, when you see toss as your oppneent you type gg.. Otherwise you could pry he screws up at least 2 times big...
on more serious note: shit blizz is giving us nothing to deal with deathball even in hots, so if I cant beat em fair i want to cheese em... I have seen cheeses on first page, but i dont think they are much viable... My question is - are any more new cheeses embarking in the mean time?
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Hey guys, I'm a gold player and am having problems with dealing with a protoss collosus, stalker, zealot deathball. In gold their macro is normally so decent that they can pump them out around 12-14 mins, which causes me problems. Vikings dont seem to do anything as the stalkers can easily pick them off no matter what angle they engage. With enough colossus, a protoss can pretty much roll over my army without me being able to do anything. Am I microing wrong or using the wrong unit composition? At this stage, I cant help but think that Blizzard needs to do something to deal with this issue.
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We need a replay. And please, please, PLEASE do not blame balance when no matter how you look at it TvP at the moment is actually fairly balanced.
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On January 27 2013 02:40 kollin wrote: We need a replay. And please, please, PLEASE do not blame balance when no matter how you look at it TvP at the moment is actually fairly balanced.
How do you send replays? (kind of new with this stuff). Do you really think its balanced? I think its ok early to mid game, but late is really hard unless you have exceptional micro or its stalker immortal sentry.
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On January 27 2013 02:53 Ace SpadeZ wrote:Show nested quote +On January 27 2013 02:40 kollin wrote: We need a replay. And please, please, PLEASE do not blame balance when no matter how you look at it TvP at the moment is actually fairly balanced. How do you sent replays? (kind of new with this stuff). Do you really think its balanced? I think its ok early to mid game, but late is really hard unless you have exceptional micro or its stalker immortal sentry. drop.sc
If you have trouble late game, don't go for such heavy macro play. Do 2 base bio all ins, or marine tank banshee etc all ins. You don't have to play 3+ base to be 'macroing'
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Does anyone have the "Jjakji build order" for TvP? His dedicated 2 base thor/banshee/marine build?
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On January 26 2013 13:16 dynwar7 wrote:Show nested quote +On January 25 2013 14:22 dynwar7 wrote: Hi people.
I am looking for some aggressive openers in all 3 matchups.
I all this time have been doing 1 rax FE into my own playstyle, but I feel like I am always the one getting bullied, for example in TvP the P can always send 1 or 2 zealots and 1 stalker and I hate that. It is because P knows 99% Im gonna go 1 rax FE.
So, Does anybody know good, decent aggressive openers for each matchup? I am thinking of 1 rax marauder conc shells FE vs P in which I open with a conc shell marauder and some marines, putting pressure, then finally expanding myself. Still waiting for blue poster's opinions on this. After I get some answers I will start SC2 again! If i am asking too much just ignore me, but if not, is it possible that the blue posters will also show some replays of these aggressive builds? For example, 11/11. I do not want it to be proxy. So, where should I put both my raxes?
Below are my current openings. In TvT i dont like early aggression, thorzains build is pretty good with neat timings. Ur question bout 2rax placement is partly in the link below of the DwF (as he knows everything ) and the day9 vid.
PvT : 2rax MKP : Day9 #416, MKP 2rax (works out pretty well) ZvT : 11/11 : Day9 #489 80% winrate TvZ from TaeJa and The DwF explanation of the 11/11 TvT : Thorzain build : Day[9] #394 P1 - Terran Week - Thorzain's TvT!
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Guys I have 3 questions: 1. TvP - How do you know if a 2 base 6/7 gate allin is coming ? I go 1 Rax FE into 3 rax into medivac timing. I check for proxy pylons, but not always find them so sometimes the allin catches me offguard. Should I always build 2 bunkers at natural ? I normally build 1.
2. TvZ - I go 1 Rax FE into double gas at 19 into hellion banshee with cloak. How do I prevent the scouting drone from stealing my gas ? It throws off the timing of the factory quite a bit.
3. TvZ - Same opening as above. I don't exactly know what should I do with the hellions and how many to build. I normally get 6 hellions and 1 banshee and try to kill their 3rd, but that fails a lot of times. How do I know when to stop hellion production and switch to siege tanks ?
I know this is pretty basic stuff, but would appreciate a bit of help. I'm diamond.
Thanks
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On January 27 2013 06:46 djtopa wrote: Guys I have 3 questions: 1. TvP - How do you know if a 2 base 6/7 gate allin is coming ? I go 1 Rax FE into 3 rax into medivac timing. I check for proxy pylons, but not always find them so sometimes the allin catches me offguard. Should I always build 2 bunkers at natural ? I normally build 1.
2. TvZ - I go 1 Rax FE into double gas at 19 into hellion banshee with cloak. How do I prevent the scouting drone from stealing my gas ? It throws off the timing of the factory quite a bit.
3. TvZ - Same opening as above. I don't exactly know what should I do with the hellions and how many to build. I normally get 6 hellions and 1 banshee and try to kill their 3rd, but that fails a lot of times. How do I know when to stop hellion production and switch to siege tanks ?
I know this is pretty basic stuff, but would appreciate a bit of help. I'm diamond.
Thanks 1. No clue how to scout it without scans, but I always build 2 bunkers until I have my two medivacs. It doesn't delay your build that much and is much, much safer. 3 is also fine if you suspect more aggression but I wouldn't make fewer than 2.
2. Go depot, rax, depot, oc, cc, gas, gas. Basically, don't let it into your base in the first place. If the zerg is scouting early enough to get inside your base despite of this, he's probably all-inning you. This will delay your expansion by about 30 seconds though but you also manage to prevent scouting and your factory will be on time.
3. The hellions are for map control, try to kill off as many tumors and lings as you can and don't lose them. I play mech so I never stop making them but I've heard 6-8 is a good number for non-mech. 2 banshees, no more (unless he's roaching it up, I guess). Then switch the factory and starport and start making medivacs and tanks. You don't need to kill the third, just take your own third at around 10 minutes if he's taking his so quickly.
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On January 27 2013 06:46 djtopa wrote: Guys I have 3 questions: 1. TvP - How do you know if a 2 base 6/7 gate allin is coming ? I go 1 Rax FE into 3 rax into medivac timing. I check for proxy pylons, but not always find them so sometimes the allin catches me offguard. Should I always build 2 bunkers at natural ? I normally build 1.
2. TvZ - I go 1 Rax FE into double gas at 19 into hellion banshee with cloak. How do I prevent the scouting drone from stealing my gas ? It throws off the timing of the factory quite a bit.
3. TvZ - Same opening as above. I don't exactly know what should I do with the hellions and how many to build. I normally get 6 hellions and 1 banshee and try to kill their 3rd, but that fails a lot of times. How do I know when to stop hellion production and switch to siege tanks ?
I know this is pretty basic stuff, but would appreciate a bit of help. I'm diamond.
Thanks
2. You could go for a cc first build and if you feel uncomfortable building at the nat, use the CC as part of your wall. Then wall off with the rax. The wall should be depot, cc, rax and it can stop early pools as you just repair your depot. CC first lets u take the gas at the natural in the case that they some how stole your gas in your main.
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It's kinda depressing that a lot of the advice in this thread boils down to "hope they mess up and/or fail to hold your timing before they get a deathball up and running".
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On January 27 2013 08:44 oGsTrueSmug wrote: It's kinda depressing that a lot of the advice in this thread boils down to "hope they mess up and/or fail to hold your timing before they get a deathball up and running".
Isn't that a bit of simplistic way of looking at things? I prefer to see it as "I do damage NOW and the deathball LATER is much weaker, so I can buy the time to get whatever response I need.
For example, in chess, Black has a slight disadvantage owing to White's first-move privilege. First Black must equalize before going for a win. If the opening is a particular brand of Sicilian, White must try to get some sort of edge in the midgame because many typical endgame situations that arise out of this Sicilian are beneficial to Black.
TvZ and TvP have similar situations. If you don't act to earn yourself some advantages before Zerg and Protoss players assemble all of their endgame tech, you're in trouble. That's not 'unfair', it's just realistic. If my opponent is strong lategame (no matter what race), then if I go into a Best-of-X with him, my plan will be to push the issue before the lategame because I'm stronger there. Ditto TvZ/TvP: if you don't do something to take advantage of the massive midgame strength of Marines/Medivacs or double upgrade mech, aren't you just wasting natural benefits of your position?
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On January 27 2013 06:46 djtopa wrote: Guys I have 3 questions: 1. TvP - How do you know if a 2 base 6/7 gate allin is coming ? I go 1 Rax FE into 3 rax into medivac timing. I check for proxy pylons, but not always find them so sometimes the allin catches me offguard. Should I always build 2 bunkers at natural ? I normally build 1.
2. TvZ - I go 1 Rax FE into double gas at 19 into hellion banshee with cloak. How do I prevent the scouting drone from stealing my gas ? It throws off the timing of the factory quite a bit.
3. TvZ - Same opening as above. I don't exactly know what should I do with the hellions and how many to build. I normally get 6 hellions and 1 banshee and try to kill their 3rd, but that fails a lot of times. How do I know when to stop hellion production and switch to siege tanks ?
I know this is pretty basic stuff, but would appreciate a bit of help. I'm diamond.
Thanks
1. Allways scan between main and natural at 6:20 if u have no clue what he's doing. Atleast then u know if he expanded and see some tech. After that follow the advices here. Just view the vids bout P, that worked for me, really helped me out. If u can spot and hold a possible immortal sentry allin, u can also spot and defend against a 7gate. Information is power.
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Hey guys, Low Diamond Terran here. I know I'm bad but tell me why my ideas won't work if they are as stupid as I think they are. Anyway, after reading and playing for a while I realized that my usual Bronze to Masters 3 Rax Marine/Medi timing pushes don't work anymore past Low-Master Zergs, and even below that level it's hard to force a crippling mistake out of a zerg. So after some messing around with StimmedProbe's 4Thor push, I started to wonder, why don't people experiment with Bio-Mech? Here's the general idea.
1 Rax FE into Hellion/Banshee Third+Fourth Gas @50% Factory @100% Factory Armory+Ebay[Try to hide the Armory from Ovy] @100% Tech Lab on Rax, start making a second Tech Lab
Now, use the first two hellions to scout for allins/etc At this point you have Factory Reactored, Two Hellions, Starport with a Banshee coming, as well as an Armory/Ebay Swap the Factory to Tech Lab and Barracks on Reactor. Make a Thor and grab your 4th Gas. After producing two Banshees get a Raven and start clearing creep to his Third +1 Infantry Weapons, +1 Vehicles Weapons OR +1 Air Weapons OR +1 Vehicles Armor Non-stop Marine/Banshee production and squeeze in another Thor if you can. My mechanics and macro aren't crisp so I can't rely on my data.
Push out with SCVs as your upgrades finish. Your objective is to kill his Third and possibly clear enough creep up to his natural.
You want to preserve your Thors/Banshees as much as possible. Why? So your follow up push is even more powerful since Thors and Banshees take forever to produce.
Expand behind this attack and maybe even get another additional CC for Muling. Transition into Bio-Mech with emphasis on either Air or Mech or Bio.
Why I think this can work: Imo, I don't think this is very easy to scout. As long as you hide your Banshees/Armory I think it'll be easy enough to hide it. Hell, get a Viking to keep the Overlord away, might as well after the Raven is out. Thor+Banshees+Marine=Hella DPS. Thors can absorb Bling hits or you can split your marines. Thor is also excellent against Mutas.
Roaches will not work against this as 4-5 Banshees+Raven's HSM will annihilate any clustered forces.
Ling+Infestor won't really either. Rines+Banshees+Thor will have a ton of DPS. Not to mention that Banshees trade very well with Infestors when Infestor count is so low. Raven can also use HSM and detect any burrowing silliness.
Why I think this is a dumb idea: My macro and mechanics aren't the greatest. In fact, I'm pretty sure many will tell me exactly how stupid this is and why it can't work.
Is it possible to get 4-5 Banshees+Raven, 2 Thors, 20-30 Marines by 10 minutes with upgrades? I don't think there's enough gas for all that. Not to mention the insane amount of macro it'll take since you're producing so many bulky units. I'd say this push would only be read at 11:00-12:00 but we all know how different a 12:00 Zerg is from a 10:00 Zerg.
How well can you deny creep? Queens are very good against Banshees.
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