The Terran Help Me Thread - Page 437
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darkphantom
98 Posts
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llIH
Norway2142 Posts
On January 27 2013 21:13 darkphantom wrote: what is best safe macro tvt (expand) that doesn't rely on all-ining or cheese build ? What do you mean exactly? There are several expand builds. Depending on how fast you want your CC to be constructed or depending on what units you want out before you build it. Examples: CC first 1RaxFE Reactor Hellion Expand Marauder+concussive expand Hellion+banshee Expand | ||
darkphantom
98 Posts
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llIH
Norway2142 Posts
On January 27 2013 21:35 darkphantom wrote: yh i mean 1 rax fe but what transition ( completion to the 1 rax fe ) is safe vs 1 base play while getting good army upgrades etc...i mean i always go 1 rax fe into like 3rax fac sp but smtimes a still lose to 1 base cheese even when i expect it to be coming ( scout no expo ) It might be your mechanics that are not perfect. It is super important to never get supply blocked and constantly produce units in this stage. Scouting as well. Build order is also important. (eg. how you prioritize what your first gas will be spent on. Stim, concussive, cloak for banshee etc.) I would say scouting is most important. If you play blind. You can end up in a situation where he plays greedy and you do not keep up with his expansions or you just play greedy and he is killing you early. Micro also becomes super important if you FE vs 1base or cheese. If you go 1RaxFE into 3 rax, 2 gas, Fac-Starport. You should be able to defend easily if you make 3 bunkers and get ready to repair and remake them. You can even make more bunkers if you are certain he is going to all in / 1 base attack you. You should also make a scan or make sure you scout his twilight so you know he is going to blink stalker all in. Make turrets at the edges where he is going to blink up. Send an scv to scout for pylons. I can really recommend Marauder + concussive opening. Then expand right after. You will probably meet a zealot. Of course kill it. Then pressure him while you expand while you are producing marauders to his natural. Your concussive with a little bit of stutter step will make you almost invulnerable to his stalker+zealots. You put 3 scv on gas to get enough gas for concussive + 1st marauder. Then remove 1 scv from gas (will be total 2 after that) to make more minerals but enough for constant 1 rax marauder production while you expand. Then follow up with whatever composition you feel like after you have your CC started constructing. I prefer 2 more rax, then make 2nd gas + add the 3rd scv to the gas you had 2 on - into medivac production. Get 3rd and 4th gas when you start constructing starport. | ||
darkphantom
98 Posts
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Westy
England808 Posts
I have found going for double upgrades leaves me without enough gas for good tank/medivac production. Which means I cannot take a third (Unless I skip medivacs all together and just get tanks and turtle up) and it also allows them to take a greedy third and then just catch up in upgrades and push it into the lategame with an economic advantage. I have tried skipping upgrades and going for very fast double drops while turtling up. But then I end up behind against someone who is going double upgrades. Just never sure what I can do to gain an advantage without being behind through BO choice. Anyone got any advice or some good vod's/replays? Just for reference I am a high masters protoss, just switched to terran currently at low masters. | ||
llIH
Norway2142 Posts
On January 27 2013 23:18 darkphantom wrote: im talkin abt tvt :D i meant holding 1 base play ( banshees- elevator etc) up early I'm sorry. Got too excited. I don't know why I thought you said TvP. But hope it helped your TvP anyways! ![]() Edit: You should watch Flash's game vs Fantasy in Proleague. Good example of how well air superiority in a TvT can make the big difference. He basically had more vikings. Then he added 2-3 banshees and sniped and poked the tanks and killed around 4-5 sieged tanks. This is the VOD: | ||
govie
9334 Posts
On January 28 2013 00:01 Westy wrote: Also looking for some TvT advice. After a 1rax FE, what can I do to gain the upper hand in marine tank vs marine tank? I have found going for double upgrades leaves me without enough gas for good tank/medivac production. Which means I cannot take a third (Unless I skip medivacs all together and just get tanks and turtle up) and it also allows them to take a greedy third and then just catch up in upgrades and push it into the lategame with an economic advantage. I have tried skipping upgrades and going for very fast double drops while turtling up. But then I end up behind against someone who is going double upgrades. Just never sure what I can do to gain an advantage without being behind through BO choice. Anyone got any advice or some good vod's/replays? Just for reference I am a high masters protoss, just switched to terran currently at low masters. Yes i do. Im not masters but day9, DeMuslim and thorzain are ![]() day9-daily-394-terran-week-thorzains-tvt GL Nibbling ![]() | ||
TheDwf
France19747 Posts
On January 25 2013 16:38 NoZyneighbor wrote: Though I would not recommend use the 11/11 as a ladder build. Why? On January 25 2013 21:58 dynwar7 wrote: Thank you very much. Are there other aggressive openers? TvP
On January 25 2013 21:58 dynwar7 wrote: In TvT, if I go gas first in banshee, how much earlier is the difference compared to if I go standard 13gas? Similarly, in marine hellion elevator, how much earlier is the difference compared to going 13gas? 20-30 seconds earlier for both. On January 26 2013 13:16 dynwar7 wrote: 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? Please don't repeat or ask the same question in three different places in a short time, it serves no purpose and the answers won't come any faster. No one does 11/11 inbase anymore, current distances in maps don't really allow it; you're not forced to build your Barracks very far, depending on maps (Entombed Valley, Ohana, Cloud Kingdom) you can build them relatively close to your base which makes it easier to withdraw should any trouble occur. See Mvp vs Nerchio, Ohana, IEM Cologne VII; his Barracks were just below his cliff. On January 25 2013 22:23 mau5mat wrote: Also, could anyone explain to me why YoDa (in GSL vs Squirtle recently, most notably game 3 on Cloud Kingdom) ops for a variation of the 1 rax FE in TvP where he gets super fast addons (1 Reactor, 2 TL) to begin combat shield + stim at the same time, but delays his +1 and medivac timing significantly, is it just a variation to be safer from early all ins, and is it worth using on ladder if that is the case? Safety/map/hope for Protoss greed. 3 add-ons is the variant I use when I scout/suspect a Blink Stalkers all-in. On January 26 2013 01:58 Henk wrote: Well, 11/11 is all in. Depends on how many SCVs you cut/pull + the Barracks' location. On January 26 2013 02:54 Snowbear wrote: So if you want to play perfect, you land your third CC right when you hit 16 scvs on each mineral line (= 32 scvs) (+ 6 for each 2 geysers)? Can't tell for sure, tedious maths would be required to factor in the consequences of transfer times, but probably yes. 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 Generally you go 1 rax CC (before/after second Depot) → 3 rax (total) → dual gas. In TvP you can delay the second gas to 6'05 - 6'15 according to Bomber's variation. In TvZ 1 rax FE → 3 rax is bad. On January 26 2013 05:48 Marathi wrote: 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 Overall: you're pulling many SCVs (8 total) and build your Barracks far, which makes you “all-in”: you barely have enough minerals to build Bunkers while having continuous Marine production, so you can't build SCVs at home and you're stuck in a low economy for a long time, which is why you have a hard time for your transition. Try to pull less SCVs (try 3-5, including those who built Barracks) and slightly later so you have more minerals to build SCVs at home. After your first SCV completes the first Barracks I recommend you rally this SCV to the Tower closest to your opponent's base then head towards his main, this way you will see (a) if there are Zerglings out of the map in case of 10 pool, (b) if he went Hatchery first or not, (c) if he took gas or not. Your plan totally differs if you scout gasless 10 pool or 14 pool 14 gas rather than Hatchery first. By the way, your first Barracks should start at 1'40 at the lastest. Game 1: I'll just focus on the beginning. Your opponent opened 14/14 which changes everything: rather than try to heavily contain him, which is not a good option there since he can have Speedlings/Banelings faster (~5'30 for Speedling) than a Hatch pool gas, I would try to make only one Bunker below his ramp then build a second at the edge of the creep and try to disrupt his mining; but you're on a timer there, so don't overextend and prepare your follow-up at home: a rax wall on your natural, and possibly going dual gas before expand so you can get Hellions and if needed Banshees earlier. Watch the Maru vs LosirA series, Code A Season 5 RO48 to see the problems you face when going 11/11 against pool/gas openings. Game 2: see when your opponent cancels his Spine and repatriates his Drone in his main? That's the sign he's giving up his natural, so you can go up his ramp and try to do damage there. Beware though: when your Barracks are that far you have to proceed very cautiously with your Marines, if you lose them to Zerglings and lose map control you're not in a good position because it will take a very long time before your Barracks come back in your base. Your follow-up ended up working because your opponent played weird and committed too long on 1 base and your drop hit while he was still camping in front of your base, but you should try to expand first so you're not automatically all-in if your opponent simply makes enough units to reclaim his natural before resuming Drone production. As always the most important point is macro: if you lack SCVs because you missed several workers on top of cutting some of them because of the opening, you will end up with a very weak economy, preventing you from really capitalizing on your contain and/or the fact your opponent is still 1-basing. On January 27 2013 05:41 Sajaki wrote: Does anyone have the "Jjakji build order" for TvP? His dedicated 2 base thor/banshee/marine build? Cloak Banshee expand (Reactor on Barracks after Cloak + first Banshee, CC inbase); Armory; Tech Lab on Factory; Dual gas at expand so it's ready when your CC land (very important), saturate immediately so you bank gas; Raven after first two Banshees → resume Banshee production; Second Factory/Starport around 11' when you have minerals: basically after you take your natural you should be mineral-starved at first, then as your SCV count increases and your mineral income gets higher you can use all your banked gas, then minerals should start to stockpile, by which time you add some Barracks and a third (you know, to pretend there is a transition). Start Thor production as soon as you have enough gas after the Raven, start +1 Vehicle Armor after the first Thor (and +2 Vehicle Armor as soon as it's complete). There are some variants, with/without second Starport, with/without 250 mm Strike Cannons to deplete your Thors' energy, some Vikings or no against Colossi, etc. See Jjaki vs MaNa, Daybreak, IronSquid I. On January 27 2013 07:26 kuroshiroi wrote: 2. Go depot, rax, depot, oc, cc, gas, gas. Basically, don't let it into your base in the first place. Pointless; whenever a Drone approaches your second geyser you can just park a SCV at the corner of said geyser so he can't build the Extractor. On January 27 2013 21:13 darkphantom wrote: what is best safe macro tvt (expand) that doesn't rely on all-ining or cheese build ? You can use 1 rax CC → dual gas → 1-1-1 if you have trouble holding certain attacks / all-ins with 1 rax FE → 3 rax. | ||
darkphantom
98 Posts
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darkphantom
98 Posts
On January 28 2013 00:01 Westy wrote: Also looking for some TvT advice. After a 1rax FE, what can I do to gain the upper hand in marine tank vs marine tank? I have found going for double upgrades leaves me without enough gas for good tank/medivac production. Which means I cannot take a third (Unless I skip medivacs all together and just get tanks and turtle up) and it also allows them to take a greedy third and then just catch up in upgrades and push it into the lategame with an economic advantage. I have tried skipping upgrades and going for very fast double drops while turtling up. But then I end up behind against someone who is going double upgrades. Just never sure what I can do to gain an advantage without being behind through BO choice. Anyone got any advice or some good vod's/replays? Just for reference I am a high masters protoss, just switched to terran currently at low masters. hey if u are in eu region wanna add me and practive tvt ? | ||
TheDwf
France19747 Posts
On January 28 2013 03:40 darkphantom wrote: doesn't 11/11 fail outright if ur opponent scouts ur main sees no rax and builds bunker ? Yes, 11/11 is very unreliable in TvT, though it can still be sometimes used to metagame someone who does not SCV scout or goes CC first. | ||
govie
9334 Posts
On January 28 2013 02:11 TheDwf wrote: No one does 11/11 inbase anymore, current distances in maps don't really allow it; you're not forced to build your Barracks very far, depending on maps (Entombed Valley, Ohana, Cloud Kingdom) you can build them relatively close to your base which makes it easier to withdraw should any trouble occur. 1 exception, flash vs. effort-Game 1-MLG-vs-Proleague-Invitational-2012-Round-of-16. Flash is allways the exception ![]() | ||
TheDwf
France19747 Posts
On January 28 2013 04:47 govie wrote: 1 exception, flash vs. effort-Game 1-MLG-vs-Proleague-Invitational-2012-Round-of-16. Flash is allways the exception ![]() I meant in the main base, sorry (though that's doable on Ohana if you build the second Barracks at the edge of your cliff to lift it and land it below); building both Barracks at the natural's ramp is common. Regarding the Barracks' location Flash used a hybrid version, for mindgames against a Zerg skipping Drone scout I suppose: Overlord is meant to see the second Barracks, and Zerg has to confirm if there is another one or if Terran just built his first Barracks there to scare him a bit. | ||
Marathi
298 Posts
On January 28 2013 02:11 TheDwf wrote: + Show Spoiler + On January 26 2013 05:48 Marathi wrote: 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 Overall: you're pulling many SCVs (8 total) and build your Barracks far, which makes you “all-in”: you barely have enough minerals to build Bunkers while having continuous Marine production, so you can't build SCVs at home and you're stuck in a low economy for a long time, which is why you have a hard time for your transition. Try to pull less SCVs (try 3-5, including those who built Barracks) and slightly later so you have more minerals to build SCVs at home. After your first SCV completes the first Barracks I recommend you rally this SCV to the Tower closest to your opponent's base then head towards his main, this way you will see (a) if there are Zerglings out of the map in case of 10 pool, (b) if he went Hatchery first or not, (c) if he took gas or not. Your plan totally differs if you scout gasless 10 pool or 14 pool 14 gas rather than Hatchery first. By the way, your first Barracks should start at 1'40 at the lastest. Game 1: I'll just focus on the beginning. Your opponent opened 14/14 which changes everything: rather than try to heavily contain him, which is not a good option there since he can have Speedlings/Banelings faster (~5'30 for Speedling) than a Hatch pool gas, I would try to make only one Bunker below his ramp then build a second at the edge of the creep and try to disrupt his mining; but you're on a timer there, so don't overextend and prepare your follow-up at home: a rax wall on your natural, and possibly going dual gas before expand so you can get Hellions and if needed Banshees earlier. Watch the Maru vs LosirA series, Code A Season 5 RO48 to see the problems you face when going 11/11 against pool/gas openings. Game 2: see when your opponent cancels his Spine and repatriates his Drone in his main? That's the sign he's giving up his natural, so you can go up his ramp and try to do damage there. Beware though: when your Barracks are that far you have to proceed very cautiously with your Marines, if you lose them to Zerglings and lose map control you're not in a good position because it will take a very long time before your Barracks come back in your base. Your follow-up ended up working because your opponent played weird and committed too long on 1 base and your drop hit while he was still camping in front of your base, but you should try to expand first so you're not automatically all-in if your opponent simply makes enough units to reclaim his natural before resuming Drone production. As always the most important point is macro: if you lack SCVs because you missed several workers on top of cutting some of them because of the opening, you will end up with a very weak economy, preventing you from really capitalizing on your contain and/or the fact your opponent is still 1-basing. Ok great thank you. I am still unsure what is the best follow-up after hellion/banshee, I really hate the mid-late game vs Zerg and would like to outright win as soon as possible. Perhaps if I go BFH and Cloak Banshees I could cause enough economic damage to win the game outright whilst setting myself up for a mech follow-up? I'll check those VODs and not pull as many SCVs (although first page says to pull 5-7 for more aggressive version) but if it's hurting my production back at home then I will have to make do with less. I try to start my rax as fast as possible, I read/watched somewhere that it is ideal to build 1st rax with on 10 supply and 2nd with 1st depot scv, is there a better variation? thanks again for the detailed response | ||
TheDwf
France19747 Posts
On January 28 2013 05:20 Marathi wrote: Ok great thank you. I am still unsure what is the best follow-up after hellion/banshee, I really hate the mid-late game vs Zerg and would like to outright win as soon as possible. Perhaps if I go BFH and Cloak Banshees I could cause enough economic damage to win the game outright whilst setting myself up for a mech follow-up? Yes, you can go for BFH after 2 rax (not really BFH + Banshees at once though, it would require too much gas), you can check Mvp vs Miniraser, Cloud Kingdom, IronSquid II; Mvp vs sLivko, Cloud Kingdom, IEM Cologne VII; and MarineKing vs GosWser, Cloud Kingdom, Numericable Cup. Mvp's games were not 11/11 but the follow-up would be the same, it would simply be slower since your economy is weaker. On January 28 2013 05:20 Marathi wrote: I'll check those VODs and not pull as many SCVs (although first page says to pull 5-7 for more aggressive version) but if it's hurting my production back at home then I will have to make do with less. Well, you can pull more than 5 SCVs, but you have to justify bringing that many SCVs and it usually means killing your opponent straight away or killing at least as many Drones; if you pull 8 SCVs but only contain Zerg or destroy the Hatchery without slaying any Drones it's not a good trade. On January 28 2013 05:20 Marathi wrote: I try to start my rax as fast as possible, I read/watched somewhere that it is ideal to build 1st rax with on 10 supply and 2nd with 1st depot scv, is there a better variation? thanks again for the detailed response SCVs' movements depend on how far you want to proxy, but generally yes I send one SCV at 10 supply for the first Barracks, then rally the one building the Supply depot for the second. For other examples of proxy locations on Cloud Kingdom you can check YoDa vs Nerchio, IEM Katowice; and MMA vs Stephano, IronSquid II. | ||
Marathi
298 Posts
On January 28 2013 05:41 TheDwf wrote: + Show Spoiler + On January 28 2013 05:20 Marathi wrote: Ok great thank you. I am still unsure what is the best follow-up after hellion/banshee, I really hate the mid-late game vs Zerg and would like to outright win as soon as possible. Perhaps if I go BFH and Cloak Banshees I could cause enough economic damage to win the game outright whilst setting myself up for a mech follow-up? Yes, you can go for BFH after 2 rax (not really BFH + Banshees at once though, it would require too much gas), you can check Mvp vs Miniraser, Cloud Kingdom, IronSquid II; Mvp vs sLivko, Cloud Kingdom, IEM Cologne VII; and MarineKing vs GosWser, Cloud Kingdom, Numericable Cup. Mvp's games were not 11/11 but the follow-up would be the same, it would simply be slower since your economy is weaker. On January 28 2013 05:20 Marathi wrote: I'll check those VODs and not pull as many SCVs (although first page says to pull 5-7 for more aggressive version) but if it's hurting my production back at home then I will have to make do with less. Well, you can pull more than 5 SCVs, but you have to justify bringing that many SCVs and it usually means killing your opponent straight away or killing at least as many Drones; if you pull 8 SCVs but only contain Zerg or destroy the Hatchery without slaying any Drones it's not a good trade. On January 28 2013 05:20 Marathi wrote: I try to start my rax as fast as possible, I read/watched somewhere that it is ideal to build 1st rax with on 10 supply and 2nd with 1st depot scv, is there a better variation? thanks again for the detailed response SCVs' movements depend on how far you want to proxy, but generally yes I send one SCV at 10 supply for the first Barracks, then rally the one building the Supply depot for the second. For other examples of proxy locations on Cloud Kingdom you can check YoDa vs Nerchio, IEM Katowice; and MMA vs Stephano, IronSquid II. Thanks a lot, time to watch lots of vods ![]() | ||
dynwar7
1983 Posts
Aggressive openers: TvT: gas first banshee/ gas first marine hellion elevator. TvZ: other than 11/11, what is an aggresive opening? TvP: 2 rax conc shells. correct? | ||
SoulCapsule
France806 Posts
I am a top diamond Terran trying to get to master (i've been playing sc2 for 3 months now) and i really need to know what is wrong in my game. http://drop.sc/299396 Here is a TvZ in which i got utterly destroyed by a single engagment and i couldnt ever recover from that. What went wrong except from that? Also, i don't really know how to open versus zerg, as i find 11/11 really random (if zergs scout or not). I always play macro so i 1Rax FE every game, sometimes it goes well sometimes not. Do you have any bo for me? Thanks a lot! Hugz | ||
Marathi
298 Posts
On January 28 2013 15:34 dynwar7 wrote: Thank you but still havent answered my question. Aggressive openers: TvT: gas first banshee/ gas first marine hellion elevator. TvZ: other than 11/11, what is an aggresive opening? TvP: 2 rax conc shells. correct? For TvZ you can also go for hellion and cloakshee as a more aggressive variant of standard play. I think 1 base tank builds are still ok. Like the double factory 4 hellion, 3 tank and marines push but I was struggling with that more than 11/11 as its hard to deny overlord scouting on your nat so they know when 1 base play is coming | ||
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