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The Terran Help Me Thread - Page 444

Forum Index > StarCraft 2 Strategy
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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.
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
February 06 2013 14:04 GMT
#8861
On February 06 2013 09:18 renegadeandy wrote:
Hi guys,

I really am struggling as a Terran diamond player against all zerg opponents.

My current build orders are one of the following:

1/ 15 cc into 3 rax and factory mix.

2/ reactor hellion expand


Both options tend to get owned by either roach pressure or just being overrun with massive amounts of zergling.

I like to end games fairly quickly - has anyone got any strong 2 base plays I can use to actually start winning some of these matchups?!


Seems like weird sub-optimal builds, all you should want is a 1 rax FE into hellion banshee, standard and safe vs many of zergs early aggression. From there you can go into Biotank or Mech.
llIH
Profile Joined June 2011
Norway2147 Posts
Last Edited: 2013-02-06 14:20:36
February 06 2013 14:19 GMT
#8862
No one ever replied to me whether it is possible or not. I am going to ask again:

Is it possible to change the visual position of hotkeys in sc2? (eg. for an SCV: swap CC and Rax hotkey position so they line in the same order as my hotkeys are on my keyboard)

Now I got "A" for command center. And "Q" for barracks. I want to swap the position. Because Q and A keys are opposite position relative to the position on the visual hotkey grid in game.
Firestorm
Profile Blog Joined January 2013
Canada341 Posts
February 06 2013 14:32 GMT
#8863
What's the Terran way of defending a four gate +/- a robo?
"Revenge is sweet... Revenge is a dish best served cold... Revenge is... Ice Cream!"
Malhavoc
Profile Joined October 2010
Italy308 Posts
Last Edited: 2013-02-06 15:00:06
February 06 2013 14:57 GMT
#8864
On February 06 2013 23:19 KAB00000000M wrote:
No one ever replied to me whether it is possible or not. I am going to ask again:

Is it possible to change the visual position of hotkeys in sc2? (eg. for an SCV: swap CC and Rax hotkey position so they line in the same order as my hotkeys are on my keyboard)

Now I got "A" for command center. And "Q" for barracks. I want to swap the position. Because Q and A keys are opposite position relative to the position on the visual hotkey grid in game.



You can rebind keys, but you can't change the order icons appear in the game interface, if that's what you're asking. BTW, if you want the icons to map your keys' position, why don't you just try using the grid layout?
llIH
Profile Joined June 2011
Norway2147 Posts
February 06 2013 15:15 GMT
#8865
On February 06 2013 23:57 Malhavoc wrote:
Show nested quote +
On February 06 2013 23:19 KAB00000000M wrote:
No one ever replied to me whether it is possible or not. I am going to ask again:

Is it possible to change the visual position of hotkeys in sc2? (eg. for an SCV: swap CC and Rax hotkey position so they line in the same order as my hotkeys are on my keyboard)

Now I got "A" for command center. And "Q" for barracks. I want to swap the position. Because Q and A keys are opposite position relative to the position on the visual hotkey grid in game.



You can rebind keys, but you can't change the order icons appear in the game interface, if that's what you're asking. BTW, if you want the icons to map your keys' position, why don't you just try using the grid layout?



Yes that was what I was asking for. Thanks.
Yes since they can not be changed as you said. Then I will change my hotkeys.
I wanted to change them so I had QWE for my most used buildings. (eg. supply depot, barracks and refinery)
Immutant
Profile Joined November 2010
Singapore201 Posts
February 06 2013 15:51 GMT
#8866
On February 06 2013 23:32 TheMannerMule wrote:
What's the Terran way of defending a four gate +/- a robo?


Coincidentally, I just played 2 games 2 hours ago vs the same opponent which fit what you are looking for.
4 gate: http://drop.sc/302573
+ a Robo http://drop.sc/302572

First of all, scouting is of utmost importance, even if you get denied (scout gets killed) in the base before you have important information, you must always always check their natural, either though scans or an scv. (4.30-5 minute mark). If there is no base there, prepare for an all-in.

If you went in around 19-22 supply and see 1 gas + chrono boost, it might be a 4 gate. If you see 2 gases, be prepared for:
DT: Just get ebay + 1/2 turrets will do
Stargate play (uncommon): If you went 1 rax fe with 2 rax follow up, rush medivacs and combat shields.
Blink all in: Kind of hard to determine, you would need marauders, and pull scvs
or the more common 3/4 gate robo: In my replay, I made 6 bunkers... Rushed combat shields and medivacs
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 06 2013 16:35 GMT
#8867
You don't need 6 bunkers for any kind of all in, 3 will suffice.
if happy ever afters did exist <3 @watamizu_
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 06 2013 16:41 GMT
#8868
There is an immortal bust build in which you need 5-6 bunkers to hold it.
SHODAN
Profile Joined November 2011
United Kingdom1159 Posts
February 06 2013 16:47 GMT
#8869
On February 07 2013 01:35 mizU wrote:
You don't need 6 bunkers for any kind of all in, 3 will suffice.


you need 5 or 6 bunkers to hold a charge/storm allin
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 06 2013 16:52 GMT
#8870
Ok I'll bite my tongue on that but majority of the time 6 bunkers is overkill, and if you can afford that, you're supply blocked or missing some kind of production.
You don't need 6 bunkers for a charge storm allin with decent depot placement.
if happy ever afters did exist <3 @watamizu_
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
February 06 2013 16:53 GMT
#8871
Yeah definitely for a 4 gate or something similar to that, but for the bigger immortal based all ins it's better to be safe than sorry.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-02-06 19:38:38
February 06 2013 19:34 GMT
#8872
On February 07 2013 01:52 mizU wrote:
Ok I'll bite my tongue on that but majority of the time 6 bunkers is overkill, and if you can afford that, you're supply blocked or missing some kind of production.
You don't need 6 bunkers for a charge storm allin with decent depot placement.


25 minerals per bunker isnt expensive, so no harm done. With 6 u will hold for sure and could very well win from that. U can spend the minerals after the push. Every bunker less, will make it harder (immortal gateway that is, which i find hardest to stop)
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
mizU
Profile Blog Joined April 2010
United States12125 Posts
February 06 2013 19:46 GMT
#8873
On February 07 2013 04:34 govie wrote:
Show nested quote +
On February 07 2013 01:52 mizU wrote:
Ok I'll bite my tongue on that but majority of the time 6 bunkers is overkill, and if you can afford that, you're supply blocked or missing some kind of production.
You don't need 6 bunkers for a charge storm allin with decent depot placement.


25 minerals per bunker isnt expensive, so no harm done. With 6 u will hold for sure and could very well win from that. U can spend the minerals after the push. Every bunker less, will make it harder (immortal gateway that is, which i find hardest to stop)


We're talking about a 4 gate here
if happy ever afters did exist <3 @watamizu_
llIH
Profile Joined June 2011
Norway2147 Posts
February 06 2013 19:52 GMT
#8874
On February 06 2013 23:32 TheMannerMule wrote:
What's the Terran way of defending a four gate +/- a robo?


4 gate with or without a robo. The robo is the big factor here. Immortal makes more bunkers needed.
govie
Profile Blog Joined November 2012
9334 Posts
February 06 2013 21:04 GMT
#8875
On February 07 2013 04:52 KAB00000000M wrote:
Show nested quote +
On February 06 2013 23:32 TheMannerMule wrote:
What's the Terran way of defending a four gate +/- a robo?


4 gate with or without a robo. The robo is the big factor here. Immortal makes more bunkers needed.


4 gate : min. 2 bunkers (1 more i find pleasant, because im pretty lazy)
For every immortal, it's 1 bunker extra

Immortal sentry allin --> spammode bunkers like 5 or 6 depending on the ramp

#wecanhold!

The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
probeater
Profile Joined October 2012
124 Posts
February 06 2013 23:17 GMT
#8876
Any way to get map control during the early game (vs p)? Usually the toss keeps a stalker near my nat or at the towers, leaving me with zero map control. im not very comfortable moving out before the 10min push so what should i do? or is scanning their main enough before the 10min mark?
I have a Dark Templar Statue at home.
llIH
Profile Joined June 2011
Norway2147 Posts
Last Edited: 2013-02-06 23:51:08
February 06 2013 23:49 GMT
#8877
On February 07 2013 08:17 probeater wrote:
Any way to get map control during the early game (vs p)? Usually the toss keeps a stalker near my nat or at the towers, leaving me with zero map control. im not very comfortable moving out before the 10min push so what should i do? or is scanning their main enough before the 10min mark?


You could go reaper opening.

Or

A very strong opening vs protoss is 1rax gas marauder with concussive. When you have started your concussive research and first marauder production you can remove 1(of 3) scv from gas. And expand after. The marauder owns his stalkers. And will give you good map control + you might be able to kill him if you got good micro / he is greedy or sloppy micro.

But important to focus on the MACRO when playing this. As you are not trying to kill him - thats not the purpose. (You could go 2 rax marauder if you wanted to really go for it)


From 2 base) Build up a stim timing with upgrades + medivacs. Or what I prefer is a siege tank timing with stim and upgrades.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
Last Edited: 2013-02-06 23:53:43
February 06 2013 23:53 GMT
#8878
On February 07 2013 08:49 KAB00000000M wrote:
Show nested quote +
On February 07 2013 08:17 probeater wrote:
Any way to get map control during the early game (vs p)? Usually the toss keeps a stalker near my nat or at the towers, leaving me with zero map control. im not very comfortable moving out before the 10min push so what should i do? or is scanning their main enough before the 10min mark?


You could go reaper opening.

Or

A very strong opening vs protoss is 1rax gas marauder with concussive. When you have started your concussive research and first marauder production you can remove 1(of 3) scv from gas. And expand after. The marauder owns his stalkers. And will give you good map control + you might be able to kill him if you got good micro / he is greedy or sloppy micro.

But important to focus on the MACRO when playing this. As you are not trying to kill him - thats not the purpose. (You could go 2 rax marauder if you wanted to really go for it)


From 2 base) Build up a stim timing with upgrades + medivacs. Or what I prefer is a siege tank timing with stim and upgrades.

You don't have to do any unorthodox marauder antics to regain map control from the stalker. Assuming you have some level of micro, 4 marines should easily beat his stalker giving you map control until he gets his aoe out. Out of interest, what time does your siege tank timing hit and with what upgrades? Does it have medivacs?
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
February 07 2013 00:30 GMT
#8879
On February 07 2013 08:17 probeater wrote:
Any way to get map control during the early game (vs p)? Usually the toss keeps a stalker near my nat or at the towers, leaving me with zero map control. im not very comfortable moving out before the 10min push so what should i do? or is scanning their main enough before the 10min mark?


You need to scout whether or not Protoss expands with your initial SCV scout. If you can confirm Protoss expanded, once you have ~8 marines move out with them to clear the watchtowers. Stutter step towards the stalker in order to maximize damage / hopefully kill it, otherwise control it the same way you would vs a banshee (juke back when the stalker gets into the sweet spot where it can kite your marines).
In Somnis Veritas
geokilla
Profile Joined May 2011
Canada8252 Posts
February 07 2013 06:39 GMT
#8880
Ok I just played the most boring TvT ever... I was up the whole game, but my opponent decided to get all defensive on me and I couldn't crack it. I tried to starve him out but instead, he starved me out. I tried going to BCs, but BCs were useless because they're so slow and are so expensive. I tried to drops too, but like I said, his defense was too good. What the hell do I do in a situation like this?

http://drop.sc/302813
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