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The Terran Help Me Thread - Page 456

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.
JoeCool
Profile Joined January 2012
Germany2517 Posts
February 27 2013 09:18 GMT
#9101
Short question:
Is it just me or is the number of terran players increasing over the last two weeks? In my last 20 matches I played 16 TvT 1TvP and 3 TvZ. And yesterday I had 6 TvTs in a row... never had that before.
Im playing on EU...
FancyCaTSC2
Profile Joined February 2013
56 Posts
February 27 2013 10:11 GMT
#9102
On February 27 2013 17:36 ghostH27 wrote:
Zerg does bane bust when I 1rax FE or 1/1/1 what to do?
I don't know how to defense bane bust.


Don't go 1/1/1 against Zerg.

If he trys to bust your 1-rax FE you should scout it, make Bunkers / Depot wall at your natural, kite and and micro with helions. Delay until banshee is out and be fine.

If you play a correct standart helion - banshee opening early baneling busts are hardly a problem, your helions scout and counter everything.
TheDwf
Profile Joined November 2011
France19747 Posts
February 27 2013 11:03 GMT
#9103
On February 26 2013 14:38 PinheadXXXXXX wrote:
How do I beat a zerg with high numbers of banelings, like over 30, when they play ling/muta? I feel like my tanks just get overwhelmed, and I can't possibly split enough to beat those numbers. Here is a replay: http://drop.sc/307176
Things I noticed:
My 2/2 was late and my 3/3 was not started I do not get +1 vehicle weapons.
I don't start a second factory
I don't scout my opponent's fifth base
I float over 1000 minerals at some points, although I feel like despite this, I macro better than my opponent. I take a fight with 2/2 of mine to his 2/0 yet I am still crushed in the battle. We are both near max. Can I get some help here?

The linked replay does not correspond to your description (it shows nicely why third before Hellions is unsafe though). It definitely sounds like you have not enough Tanks; you absolutely need a second Factory, and even a third if he plays dedicated Zerglings/Banelings/Mutalisks.



On February 26 2013 20:22 halpimcat wrote:
In tvp, what's the best way to hold off a gateway + forge in your base?

Send your 9th SCV at the wall to depot so a Probe cannot enter your base unseen (make depot near your gas if the Probe shows up before you start your depot), then reactively go 2 rax when you see him building in your main. Don't attack the Forge or the Gateway. When the Forge is done, keep one SCV on autopilot permanently chasing his Probe and immediately send 3 SCVs on any warping Cannon, then use Marines/SCVs to fend him off.

On February 26 2013 23:06 halpimcat wrote:
I don't wall off at my ramp because a 2gating toss could sneak a probe in even before I start my depot (depending on the map).

Not on the current maps, none has less than 55 seconds distance (for a worker) between main and the opponent's ramp. The shortest distance is on Ohana and you systematically see the Probe enter.
shoman2000
Profile Joined February 2013
United States5 Posts
February 27 2013 14:07 GMT
#9104
--- Nuked ---
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
February 27 2013 15:05 GMT
#9105
On February 27 2013 20:03 TheDwf wrote:
Show nested quote +
On February 26 2013 14:38 PinheadXXXXXX wrote:
How do I beat a zerg with high numbers of banelings, like over 30, when they play ling/muta? I feel like my tanks just get overwhelmed, and I can't possibly split enough to beat those numbers. Here is a replay: http://drop.sc/307176
Things I noticed:
My 2/2 was late and my 3/3 was not started I do not get +1 vehicle weapons.
I don't start a second factory
I don't scout my opponent's fifth base
I float over 1000 minerals at some points, although I feel like despite this, I macro better than my opponent. I take a fight with 2/2 of mine to his 2/0 yet I am still crushed in the battle. We are both near max. Can I get some help here?

The linked replay does not correspond to your description (it shows nicely why third before Hellions is unsafe though). It definitely sounds like you have not enough Tanks; you absolutely need a second Factory, and even a third if he plays dedicated Zerglings/Banelings/Mutalisks.

I apologize, here is the actual replay, please ignore what I say at the end.
http://drop.sc/307342
Taeja the one true Byunjwa~
ghostH27
Profile Joined November 2012
15 Posts
February 27 2013 16:43 GMT
#9106
On February 27 2013 19:11 FancyCaTSC2 wrote:
Show nested quote +
On February 27 2013 17:36 ghostH27 wrote:
Zerg does bane bust when I 1rax FE or 1/1/1 what to do?
I don't know how to defense bane bust.


Don't go 1/1/1 against Zerg.

If he trys to bust your 1-rax FE you should scout it, make Bunkers / Depot wall at your natural, kite and and micro with helions. Delay until banshee is out and be fine.

If you play a correct standart helion - banshee opening early baneling busts are hardly a problem, your helions scout and counter everything.

Thank you for reply. but I have one question.

Where is good bunker position?
I understand that my worker scout doesn't see his 3rd base when 6:00, I could know something up.(roach or bane)
And I make bunker side of 2nd base, 1st ramp, side of 1st base.
Total 4 bunker.(Usually I play 1rax FE build that is includes 1 bunker)
Is this good?
(Usually I play 1rax FE into 2base marauder hellion push.)

I understood Hellion bansee build is weak against bane bust.
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
February 27 2013 18:10 GMT
#9107
On February 28 2013 01:43 ghostH27 wrote:
Show nested quote +
On February 27 2013 19:11 FancyCaTSC2 wrote:
On February 27 2013 17:36 ghostH27 wrote:
Zerg does bane bust when I 1rax FE or 1/1/1 what to do?
I don't know how to defense bane bust.


Don't go 1/1/1 against Zerg.

If he trys to bust your 1-rax FE you should scout it, make Bunkers / Depot wall at your natural, kite and and micro with helions. Delay until banshee is out and be fine.

If you play a correct standart helion - banshee opening early baneling busts are hardly a problem, your helions scout and counter everything.

Thank you for reply. but I have one question.

Where is good bunker position?
I understand that my worker scout doesn't see his 3rd base when 6:00, I could know something up.(roach or bane)
And I make bunker side of 2nd base, 1st ramp, side of 1st base.
Total 4 bunker.(Usually I play 1rax FE build that is includes 1 bunker)
Is this good?
(Usually I play 1rax FE into 2base marauder hellion push.)

I understood Hellion bansee build is weak against bane bust.


TvZ - Bunker between your CC and ramp, or tucked in a corner with depots around it to reduce surface area of lings

You don't need to worker scout when you do a standard (x2 gas @17) Hellion/Banshee Opening, you scout with your first 2 hellions.

Hellion/Banshee is pretty safe vs any early all in.
TheDwf
Profile Joined November 2011
France19747 Posts
March 01 2013 17:36 GMT
#9108
On February 28 2013 00:05 PinheadXXXXXX wrote:
I apologize, here is the actual replay, please ignore what I say at the end.
http://drop.sc/307342

Oh don't worry, I fully know the whole repertoire of Terran complaints after losses.

The boring, predictable answer to your problems in this game is macro. You're probably fed up about this answer but it basically comes down to this. You should have been way more ahead than what actually happened after your Life wannabe opponent failed his Zergling pressure, but you missed a lot of SCVs, landed your third late, were surprised by Mutalisks, took unnecessary economic damage, did not take your gases at the third and stayed on one Factory, which means you had only 4 Tanks when you were max, which isn't going to do well without good splitting against his 73 Banelings nonsense.

  • Keep your Hellions so you can land your third as soon as possible.
  • Scout his Lair tech path so you can be prepared when Mutalisks show up;
  • Add a second Factory anytime between 11' and 12', and a third later if he stays on Zerglings/Banelings/Mutalisks;
  • Aim at having at least 65 SCVs on your three bases;
  • Against dedicated Zerglings/Banelings/Mutalisks, aim at having 10 Tanks in your max;
  • Don't scan his fourth/fifth, it serves no purpose: scan his Lair instead to see if/when he's going for a Hive transition.

Remember: the later his Hive transition is, the more time you have to muster a strong Marines/Tanks army with lots of Tanks. It makes a huge difference to have 10 Tanks in your max army instead of 4; basically with 10 Tanks you would have easily stomped his horrible army composition.



On February 28 2013 01:43 ghostH27 wrote:
I understood Hellion bansee build is weak against bane bust.

Hellion/Banshee is not weak against Baneling busts, it's actually the same as the Hellions/Marauders you play because most of the Baneling busts should hit before the Banshee and the relevant part (which is identical in both builds) is teching a Reactor Factory as soon as possible after your expand, and using your first Hellions to hit & run against Zerglings/Banelings.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
March 01 2013 19:10 GMT
#9109
On February 27 2013 18:18 JoeCool wrote:
Short question:
Is it just me or is the number of terran players increasing over the last two weeks? In my last 20 matches I played 16 TvT 1TvP and 3 TvZ. And yesterday I had 6 TvTs in a row... never had that before.
Im playing on EU...

Last week I played 16 of 18 games TvT. It was awful!
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
Last Edited: 2013-03-02 15:07:16
March 01 2013 19:19 GMT
#9110
1) normal bunker placement does not work well TvZ on Newkirk, with Mvp build, natural is too big, anyone have thoughts about the best way to adapt?

2)In TvT, if we both go 3 rax medivac, is there a way to poke without a high chance of a basetrade? A turret is useless, so it feels like any aggression is a coinflip *edit* (Like when one moves out by land and the other goes straight for a drop, which is common in wood/diamond league) you have to take your whole army in case he takes his whole army in case of straight up marine war, but that means you have no drop defense. It feels so fragile.

3) Did Ver get banned/quit SC2 after "Lings of Liberty"
ghostH27
Profile Joined November 2012
15 Posts
March 02 2013 18:49 GMT
#9111
Thank you mau5mat and TheDwf.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
March 02 2013 21:17 GMT
#9112
On March 02 2013 02:36 TheDwf wrote:
Show nested quote +
On February 28 2013 00:05 PinheadXXXXXX wrote:
I apologize, here is the actual replay, please ignore what I say at the end.
http://drop.sc/307342

Oh don't worry, I fully know the whole repertoire of Terran complaints after losses.

The boring, predictable answer to your problems in this game is macro. You're probably fed up about this answer but it basically comes down to this. You should have been way more ahead than what actually happened after your Life wannabe opponent failed his Zergling pressure, but you missed a lot of SCVs, landed your third late, were surprised by Mutalisks, took unnecessary economic damage, did not take your gases at the third and stayed on one Factory, which means you had only 4 Tanks when you were max, which isn't going to do well without good splitting against his 73 Banelings nonsense.

  • Keep your Hellions so you can land your third as soon as possible.
  • Scout his Lair tech path so you can be prepared when Mutalisks show up;
  • Add a second Factory anytime between 11' and 12', and a third later if he stays on Zerglings/Banelings/Mutalisks;
  • Aim at having at least 65 SCVs on your three bases;
  • Against dedicated Zerglings/Banelings/Mutalisks, aim at having 10 Tanks in your max;
  • Don't scan his fourth/fifth, it serves no purpose: scan his Lair instead to see if/when he's going for a Hive transition.

Remember: the later his Hive transition is, the more time you have to muster a strong Marines/Tanks army with lots of Tanks. It makes a huge difference to have 10 Tanks in your max army instead of 4; basically with 10 Tanks you would have easily stomped his horrible army composition.


Thank you TheDwf. So should I take the gasses on my third immediately when I land it? If not, what time?
Taeja the one true Byunjwa~
FireMonkey
Profile Blog Joined December 2012
Australia105 Posts
March 03 2013 00:24 GMT
#9113
just a quick question

how many production buildings can terran support per base kind like of how protoss can support 4 buildings per base. '

also what are some good TvP ways to win before it gets to the point where he has deathball
fuck bitches, get money
WonDeRSC
Profile Joined June 2011
United States234 Posts
Last Edited: 2013-03-03 05:01:25
March 03 2013 04:54 GMT
#9114
On March 03 2013 09:24 FireMonkey wrote:
just a quick question

how many production buildings can terran support per base kind like of how protoss can support 4 buildings per base. '

also what are some good TvP ways to win before it gets to the point where he has deathball


I need the answer to this too. Along with the amount of production buildings, can someone add in how many techlabs, etc?

One last thing: How do you dodge storms?
If you move back, your units attempt to move forward, then they walk into the storm.
I switched from masters toss-> diamond terran in about 100 games of terran.
I usually see the flaws in diamond play, but I can't punish it. I outplay them hard throughout the game, but I'm unable to close it out. When I look at graphs after I lose the game, my supply exceeds my opponent's supply by a ton, but then makes a huge dip after the storms come down.
EDIT: # of Production facilities for bio and mech
An answer would be much appreciated
Thank you!
nomyx
Profile Joined June 2012
United States2205 Posts
Last Edited: 2013-03-03 05:16:03
March 03 2013 05:10 GMT
#9115
On March 03 2013 09:24 FireMonkey wrote:
just a quick question

how many production buildings can terran support per base kind like of how protoss can support 4 buildings per base. '

also what are some good TvP ways to win before it gets to the point where he has deathball


From the OP

How many barracks should I have per base?

TheDwf wrote:

5 Barracks (usually 2 Reactors + 3 Tech Labs), 8 Barracks (3R + 5L) on 3 bases. Beyond that it depends on your economy, if you have several OCs you can get 12+ with Tech Labs on all those additional Barracks.


It's under the TvZ section. The Dwf has a lot of answers that you can dig through on the first page if your wanting to learn more about TvX match-up.
TheDwf
Profile Joined November 2011
France19747 Posts
March 03 2013 23:03 GMT
#9116
The OP has been arranged and updated, be sure to check as some of the answers were developed.



On March 02 2013 04:19 U_G_L_Y wrote:
1) normal bunker placement does not work well TvZ on Newkirk, with Mvp build, natural is too big, anyone have thoughts about the best way to adapt?

2)In TvT, if we both go 3 rax medivac, is there a way to poke without a high chance of a basetrade? A turret is useless, so it feels like any aggression is a coinflip *edit* (Like when one moves out by land and the other goes straight for a drop, which is common in wood/diamond league) you have to take your whole army in case he takes his whole army in case of straight up marine war, but that means you have no drop defense. It feels so fragile.

3) Did Ver get banned/quit SC2 after "Lings of Liberty"

1) At your natural's ramp or behind your wall in main.
2) Depending on the circumstances (i. e. paths taken, etc.), not really. Walk with everything towards your opponent's base, leave a Marine on common drop paths so you can see if he dual drop; you should be able to deal with a 16 Marines drop with your production and SCVs if necessary. Meanwhile, you can attack his natural.
3) He wasn't banned; I suppose he's busy.



On March 03 2013 06:17 PinheadXXXXXX wrote:
Thank you TheDwf. So should I take the gasses on my third immediately when I land it? If not, what time?

It's a matter of equilibrium in the minerals/gas income ratio rather than time, so around say 55 SCVs.



On March 03 2013 09:24 FireMonkey wrote:
also what are some good TvP ways to win before it gets to the point where he has deathball

1, 2 or 3-bases timings/all-ins.



On March 03 2013 09:24 FireMonkey wrote:
just a quick question

how many production buildings can terran support per base kind like of how protoss can support 4 buildings per base.

On March 03 2013 13:54 iiAreJordan wrote:
I need the answer to this too. Along with the amount of production buildings, can someone add in how many techlabs, etc?
EDIT: # of Production facilities for bio and mech

Answered in the OP as nomyx said.
For mech, 3 fact 1 port on 2 bases, 5 fact 1 port on 3 bases (1R 4L or 2R 3L).



On March 03 2013 13:54 iiAreJordan wrote:
One last thing: How do you dodge storms?

Read here, last part of the post. It's complicated to word it properly as you have to feel when and where your opponent is going to Storm, which is intuitive/situational and requires experience. Keep trying and it will come eventually.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
March 04 2013 02:27 GMT
#9117
Well thank you SO much for taking on the weight of helping all of us retarded Terrans all by yourself. My wife does not thank you, however, because I might have quit out of frustration without your help
rice_devOurer
Profile Joined July 2012
United States773 Posts
March 04 2013 02:45 GMT
#9118
What do i do after a successful 11/11 and the zerg doesn't gg out?
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
netherDrake
Profile Blog Joined September 2010
Singapore1831 Posts
Last Edited: 2013-03-04 11:17:58
March 04 2013 03:14 GMT
#9119
Not sure how relevant this builds/strats are with regards to HotS but I'd like to know what I could've done better in this game (NA GM level). Played against this guy, I couldn't do much because of his good creepspread and defense overall. Map was antiga ladder version.

I seem to have trouble with a heavy ultralisk/baneling composition on that map. It feels very difficult to deny the zerg map control (especially with the gold base on the ladder edition, you have to push out to deny it). I know I can't take a straight up engagement without enough marauders, but him mining the gold for a long time (and me being on 3 bases) wouldn't matter even though I manage to trade efficiently against his initial army because he'll have enough to remax quicker and my 3 base economy can never match that. Same would apply to a heavy mutalingbling style on that map I guess.

http://drop.sc/308771

Thanks.

edit: sorry, uploaded wrong replay
SC2 player for Flash eSports. twitch.tv/nether_drake, https://twitter.com/bryan_sum, http://www.facebook.com/pages/Bryan-Drake-Sum/468389706519567
HanSomPa
Profile Joined December 2012
United States87 Posts
Last Edited: 2013-03-04 13:47:36
March 04 2013 05:49 GMT
#9120
On March 04 2013 11:45 rice_devOurer wrote:
What do i do after a successful 11/11 and the zerg doesn't gg out?


Umm... Win the game? If you successfully 11/11 him and do crippling damage, you can just max out safely and A-move to victory. There's very little the zerg can do to you outside of all-inning which, with your now enormous lead you should be able to defend easily.

EDIT:

Is CC First Rax CC viable in TvP? To elaborate: Say I scout at 15 and see a standard 1 gate FE(Toss not reacting to CC First) is it safe for me to go Bunker-->3rd CC--->Medivac timing? I play Diamond so I have seen this situation.

What do I do when I see fast 7:00-8:00 Third from Toss as a reaction to CC First? Just punish greed with Medivac Timing?
He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces.
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