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The Terran Help Me Thread - Page 442

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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.
Marathi
Profile Joined July 2011
298 Posts
February 02 2013 15:44 GMT
#8821
Ah so rally 9th SCV to depot wall as standard?, I see.
eSports tees designed by me - http://tinyurl.com/bqmexd9
mortales
Profile Joined April 2012
174 Posts
Last Edited: 2013-02-02 16:35:33
February 02 2013 16:34 GMT
#8822
On February 02 2013 23:21 TheDwf wrote:
Show nested quote +
On February 02 2013 06:13 mortales wrote:
Hello. I have some troubles with zerg going fast 3 hatchery before pool or before queens (at 4:00 like in ZvP). I saw some games where a zerg player holds 11/11 going 3 hatchery before pool (e.g. scarlett - GanZi) so I'm not sure I should try to punish the zerg having just 1 rax. I think I should build a bunker but just to force the zerg to order some lings. But what to do next?
Thanks.

If you don't scout it in time i. e. before 3'10 you can't do much actually since Bunker pressure is much weaker if you've already cut your second Marine, which is standard with 1 rax CC before second depot, so your choice if you scout it late (which should be the case): either you try a weakened Bunker pressure or you go fast third yourself. Another possibility is to go 1 rax CC CC CC (Taeja vs LosirA, Antiga, IPL TAC finals).





Thank you for responding.
Honestly, according to my experience, I don't think it works. If zerg plays greedy, terran should punish him in some way, I think. I mean bunker pressure is not enough. But still, thanks.
uyubo
Profile Joined January 2013
United States15 Posts
February 02 2013 16:57 GMT
#8823
Hi I'm looking for help dealing with tank/viking as bio in TvT. What I've been doing is just favoring marauders and trying to spread my army when I engage. Also I'll try to drop on top of the siege tanks for friendly fire if the viking count isn't very high. Still, my army will usually melt very quickly and I'll lose

Here's a replay where I'm ahead in workers and supply the entire game and lose to tank/viking:
http://drop.sc/301538

thanks in advance!
For this fear of death is indeed the pretense of wisdom, and not real wisdom, being the appearance of knowing the unknown; since no one knows whether death, which they in their fear apprehend to be the greatest evil, may not be the greatest good.
sakulr
Profile Joined February 2013
6 Posts
February 03 2013 06:58 GMT
#8824
hi im a top master terran, 1000-1200 pts NA and i am having a lot of trouble against protoss' all ins, specially against this one, srsly i fucking scout this shit and still cant stop it, today i played against a toss and scouted his twilight, killed TWO fucking foward pylons and the probe, i had so much time to prepare against this but i dont know how :S i keep losing to this, i need some advice from good terrans please also low leagues guys can provide me some vods or things like that, im not uploading a rep cos my mechanics, micro and macro are decent i just need a build order maybe against any toss all in (not detailed) or composition against this... (MUST BE W/EXPO!)
*this is almost always on antiga
btw i read the 4 rax 3 techlab but idk i dont like that idea ... i need some good advice pleasee
IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA
sakulr
Profile Joined February 2013
6 Posts
February 03 2013 07:00 GMT
#8825
On February 03 2013 01:57 uyubo wrote:
Hi I'm looking for help dealing with tank/viking as bio in TvT. What I've been doing is just favoring marauders and trying to spread my army when I engage. Also I'll try to drop on top of the siege tanks for friendly fire if the viking count isn't very high. Still, my army will usually melt very quickly and I'll lose

Here's a replay where I'm ahead in workers and supply the entire game and lose to tank/viking:
http://drop.sc/301538

thanks in advance!

you must kill him when his tank count is low, or you can take more bases to do an early transition into viking/raven/bcs (8 is a good amount imo)
IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA IMBA
PiPaPoh
Profile Blog Joined March 2010
121 Posts
February 03 2013 09:26 GMT
#8826
On February 03 2013 15:58 sakulr wrote:
hi im a top master terran, 1000-1200 pts NA and i am having a lot of trouble against protoss' all ins, specially against this one, srsly i fucking scout this shit and still cant stop it, today i played against a toss and scouted his twilight, killed TWO fucking foward pylons and the probe, i had so much time to prepare against this but i dont know how :S i keep losing to this, i need some advice from good terrans please also low leagues guys can provide me some vods or things like that, im not uploading a rep cos my mechanics, micro and macro are decent i just need a build order maybe against any toss all in (not detailed) or composition against this... (MUST BE W/EXPO!)
*this is almost always on antiga
btw i read the 4 rax 3 techlab but idk i dont like that idea ... i need some good advice pleasee


I think you forgot the toss-allin-strat
You mean 4gate?
Was it boxer who said "3 bunkers against any toss"?

Just go for your standart play (I think 1rax fe - 2rax -2gas) and
buld 3-4bunkers. A patroling marine indicates attacks or pylon placments.
Pull all scvs from the natural and defent the bunkers.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 03 2013 09:39 GMT
#8827
No he's talking about the blink all in. If you scout it, just do the 4 rax 3 tech lab thing, because if you do you will win. Just because you 'don't like it' doesn't mean it's not extremely effective.
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2013-02-03 11:38:02
February 03 2013 10:53 GMT
#8828
On February 03 2013 15:58 sakulr wrote:
hi im a top master terran, 1000-1200 pts NA and i am having a lot of trouble against protoss' all ins, specially against this one, srsly i fucking scout this shit and still cant stop it, today i played against a toss and scouted his twilight, killed TWO fucking foward pylons and the probe, i had so much time to prepare against this but i dont know how :S i keep losing to this, i need some advice from good terrans please also low leagues guys can provide me some vods or things like that, im not uploading a rep cos my mechanics, micro and macro are decent i just need a build order maybe against any toss all in (not detailed) or composition against this... (MUST BE W/EXPO!)
*this is almost always on antiga
btw i read the 4 rax 3 techlab but idk i dont like that idea ... i need some good advice pleasee


Blink allin? Assuming you scout with the raxx SCV, you should see double gas by the time you're on 19 supply. A lot of terrans will build their command center on the low ground and follow it with a very fast bunker. This is for shooing away a chrono zealot, but vs. a blink allin toss will be saving all his chrono for warpgate and blink. You don't want a bunker on the low ground vs blink because it delays raxx #2 and #3 and your gas. So, if you scout double gas, cut the bunker and cut marine production at 2 in favour of much faster raxx (#2 on 19 supply, #3 on 20 supply, then resume marines). Take your gases (again, before building a bunker) and immediately lift your 2nd orbital into the main when it's finished. You should be able to micro against the zealot or stalker using your main ramp. I go for fast double techlab, start 2 marauders with stim & concussive ASAP, build 2 bunkers in the main (one at your main choke, another guarding your raxx). I also cut SCVs at 30. In total I'll have 16 on minerals, 6 on gas, 2 for building stuff, and 6 dedicated to repairs (mining minerals if they get an opportunity). This is how MVP does it, he relies on the mule vs blink allins. If toss goes for a hard-contain, it's good to replace mules with supply drops. Once you have a critical mass of marauders, I usually just stim for the win. It can be kinda tricky when toss abandons the all-in early on. If you have fast marauders and 2 bunkers, most toss will go nexus and try to contain you while they macro out of it. If toss is not committing, you must fight for your natural because you need 2-base mineral saturation and gas #3 for medivacs. Blink openings are usually followed by some kind of zealot/archon heavy mix to take advantage of your high marauder/low marine composition, so keep that in mind when you move out for a counterattack. Also, beware of a DT follow-up. 4raxx with 3 techlabs is overkill imo. It delays your factory/medivacs and gives toss a chance to get superior tech.
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
February 03 2013 11:15 GMT
#8829
On February 02 2013 23:21 TheDwf wrote:

Show nested quote +
On February 01 2013 15:56 SHODAN wrote:
Do any of you terrans make an early raven vs zerg? I'm especially curious if Ver and Dwf have any thoughts on this. I first saw Maru_Prime use it as part of a hellion/banshee opener. Gumiho opened with hellion/raven vs Sniper last week, but it didn't accomplish much. It's a slow, fragile unit - all it takes is one fungal or a few lucky Queen jabs. TvZ is already difficult without losing 200 gas for no reason. However, if you keep the raven alive, only using it conservatively in the early game to kill of creep and harass queens before muta/infestor are on the field, surely it can become a worthwhile investment?

PDD allows you to execute drops that would otherwise be shut down by mutas, spores or corruptors.
Shuts down any cute Z tactics like burrowing lings in your base to force wasted scans.
Shuts down burrowed banes + burrowed everything else.
Saves you countless comsat scans that would otherwise go on creep tumors.
PDD & seeker missile (especially if you flank with marines from one side, raven from the other) aids in the defense against mutalisks.
Aids in the fight vs brood/corruptor.
Auto-turrets help you "wall off" your tanks when you push, so you can stop lings easily surrounding your tanks.

I'm wondering, what would be the most optimal way to squeeze a raven into a very fast 3CC build (Taeja or Bomber style)? Also, instead of a reactor on starport, I'm thinking about a 2nd starport at about 13 minutes, much earlier than usual. At the cost of 50 gas (only 50 because you skip the reactor on port #1), you can produce 2 medivacs as normal and still replace your raven if it dies (2 starports, 1 with techlab, 1 naked).

Bookmarked, will answer later.


thanks! looking forward to it
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-02-03 12:36:16
February 03 2013 12:36 GMT
#8830
On February 01 2013 15:56 SHODAN wrote:
Do any of you terrans make an early raven vs zerg? I'm especially curious if Ver and Dwf have any thoughts on this. I first saw Maru_Prime use it as part of a hellion/banshee opener. Gumiho opened with hellion/raven vs Sniper last week, but it didn't accomplish much. It's a slow, fragile unit - all it takes is one fungal or a few lucky Queen jabs. TvZ is already difficult without losing 200 gas for no reason. However, if you keep the raven alive, only using it conservatively in the early game to kill of creep and harass queens before muta/infestor are on the field, surely it can become a worthwhile investment?

PDD allows you to execute drops that would otherwise be shut down by mutas, spores or corruptors.
Shuts down any cute Z tactics like burrowing lings in your base to force wasted scans.
Shuts down burrowed banes + burrowed everything else.
Saves you countless comsat scans that would otherwise go on creep tumors.
PDD & seeker missile (especially if you flank with marines from one side, raven from the other) aids in the defense against mutalisks.
Aids in the fight vs brood/corruptor.
Auto-turrets help you "wall off" your tanks when you push, so you can stop lings easily surrounding your tanks.

I'm wondering, what would be the most optimal way to squeeze a raven into a very fast 3CC build (Taeja or Bomber style)? Also, instead of a reactor on starport, I'm thinking about a 2nd starport at about 13 minutes, much earlier than usual. At the cost of 50 gas (only 50 because you skip the reactor on port #1), you can produce 2 medivacs as normal and still replace your raven if it dies (2 starports, 1 with techlab, 1 naked).


Im not Ver or theDwF but ill try anyway

If it is bomber's 3cc build, u could skip the 2 ghostacademies for an extra starport and eventually switch the existing one to a techlab and train ravens from both. Your gasincome could sustain this because u dont have ghostresearch, that gas can be spend on some ravens and ravenresearch. I would to suggest that u bring 1 raven with your initial push as it saves u some scans to clear the creep. U would be basically trading the ghosts for ravens, a other supportunit for your army. My matchup intelligence isnt high level enough, but i feel this composition could work without crippling your gaseconomy to much

U will have marine/tank/medivac/raven composition, sounds sweet. As the more ravens u get overtime, the stronger your army looks
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 03 2013 12:47 GMT
#8831
Are you talking about the build Bomber did over a year ago that was hellions into 3cc then you go for a 2-2 timing while getting ghost academies?
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-02-03 13:16:34
February 03 2013 13:11 GMT
#8832
On February 03 2013 21:47 kollin wrote:
Are you talking about the build Bomber did over a year ago that was hellions into 3cc then you go for a 2-2 timing while getting ghost academies?


Indeed, but the timing was +2/+1/+1 according to this 3cc bomber guide. But even if u just do another 3cc build, ravens are too gasexpensive early on and producing to much of them to early will cripple your armystrength. Therefore i agree with the initial poster to get more of them a bit later in the game. When u have 3 or 4 bases mining gas it opens alot more possibilities to evolve your composition.

Edit : When flash started sc2, i saw him play once with 1 early raven to deny creep. I never have seen him do it again. Im guessing it was because he figured out, it crippled his armystrength early on.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 03 2013 13:14 GMT
#8833
That build isn't viable anymore, and not even related to his question.
nomyx
Profile Joined June 2012
United States2205 Posts
February 03 2013 20:36 GMT
#8834
Is it viable to do doom drops anymore? I just tried and got fungaled to death.
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2013-02-03 22:24:07
February 03 2013 22:22 GMT
#8835
On February 04 2013 05:36 nomyx wrote:
Is it viable to do doom drops anymore? I just tried and got fungaled to death.


If he doesn't see it coming and infestors are out of position, why not? Same story vs toss
ILosethenOP
Profile Blog Joined January 2011
United States25 Posts
February 03 2013 22:57 GMT
#8836
On February 03 2013 22:11 govie wrote:
Show nested quote +
On February 03 2013 21:47 kollin wrote:
Are you talking about the build Bomber did over a year ago that was hellions into 3cc then you go for a 2-2 timing while getting ghost academies?


Indeed, but the timing was +2/+1/+1 according to this 3cc bomber guide. But even if u just do another 3cc build, ravens are too gasexpensive early on and producing to much of them to early will cripple your armystrength. Therefore i agree with the initial poster to get more of them a bit later in the game. When u have 3 or 4 bases mining gas it opens alot more possibilities to evolve your composition.

Edit : When flash started sc2, i saw him play once with 1 early raven to deny creep. I never have seen him do it again. Im guessing it was because he figured out, it crippled his armystrength early on.


Is this 3cc build still viable? I really need to improve my TvZ. I have just been using the same 10 minute push I use on vT and vP. Though it has worked lately it has been against pretty poor opponents.

It appears that this 3CC bomber build is the same as Day9 discussed in his newbie tuesday. I really like the idea behind the build and want a solid go to build for ladder.
OdiousTea
Profile Blog Joined January 2011
Australia357 Posts
February 03 2013 22:59 GMT
#8837
Does anyone know the build order for the Hellion Banshee opener vs Protoss that Terrans started doing after Polt v Creator?
Also some tips on ghost control/micro would be helpful.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 03 2013 23:18 GMT
#8838
On February 04 2013 07:57 ILosethenOP wrote:
Show nested quote +
On February 03 2013 22:11 govie wrote:
On February 03 2013 21:47 kollin wrote:
Are you talking about the build Bomber did over a year ago that was hellions into 3cc then you go for a 2-2 timing while getting ghost academies?


Indeed, but the timing was +2/+1/+1 according to this 3cc bomber guide. But even if u just do another 3cc build, ravens are too gasexpensive early on and producing to much of them to early will cripple your armystrength. Therefore i agree with the initial poster to get more of them a bit later in the game. When u have 3 or 4 bases mining gas it opens alot more possibilities to evolve your composition.

Edit : When flash started sc2, i saw him play once with 1 early raven to deny creep. I never have seen him do it again. Im guessing it was because he figured out, it crippled his armystrength early on.


Is this 3cc build still viable? I really need to improve my TvZ. I have just been using the same 10 minute push I use on vT and vP. Though it has worked lately it has been against pretty poor opponents.

It appears that this 3CC bomber build is the same as Day9 discussed in his newbie tuesday. I really like the idea behind the build and want a solid go to build for ladder.

They are not the same build, I'd suggest you check out Day9's daily on that build, or the one he did a bit further back on TaeJa's TvZ.
Henk
Profile Joined March 2012
Netherlands578 Posts
February 04 2013 00:00 GMT
#8839
So guys, I've heard a lot of people lately saying that hellion banshee openings are extinct in TvZ. What openers do most terrans use nowadays? Thanks! I'm asking this out of the perspective of a zerg. I want to know what I'm up against, as I'm usually thinking 'oh he'll just go hellion banshee.. Like always', but if the game is changing I should stay up to date.
sakulr
Profile Joined February 2013
6 Posts
February 04 2013 01:04 GMT
#8840
On February 04 2013 09:00 Henk wrote:
So guys, I've heard a lot of people lately saying that hellion banshee openings are extinct in TvZ. What openers do most terrans use nowadays? Thanks! I'm asking this out of the perspective of a zerg. I want to know what I'm up against, as I'm usually thinking 'oh he'll just go hellion banshee.. Like always', but if the game is changing I should stay up to date.

imo hellion/banshee is the best macro opener against zerg, you can defend roach/baneling all ins if you scout and also you can deny thirds or even get some drones with the hellions, but on these days i think that 3 cc double factory is like the most common build(?)
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