Obviously a bigger problem on maps that don't have multiple attack routes and have a centralized battle ground and watchtowers, ala Shattered Temple and Shakuras.
The Terran Help Me Thread - Page 46
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halpimcat
215 Posts
Obviously a bigger problem on maps that don't have multiple attack routes and have a centralized battle ground and watchtowers, ala Shattered Temple and Shakuras. | ||
KenDM
Netherlands206 Posts
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Bojas
Netherlands2397 Posts
On October 07 2011 05:07 Bojas wrote: Yo, Just played a game on Shattered against a High Diamond Protoss I lost to his 6 gate archon chargelot push. I went 1 rax marauder pressure into expansion. I saw him taking his second gas early which made me to believe it was some kind of void ray/dt cheese this wasn't the case. He went for a 3g sentry expand as mostly done in PvZ. When my expansion was saturated and his was done as well I made a reaper to see his tech I spotted a TC one upgrading forge and 4ish gateways. At that point I had already made my factory and I wasn't sure wether to get ghosts first or medivacs. I went for ghosts being scared of early storm play. He ended up doing this push which I couldve probably defended with medivacs. But I am very unsure on trusting myself on making an decision. My mistakes this game: Took 4 of my gasses while I didn't needed them all Sloppy teching -> didn't know perfectly how to react Not having my army in a control group so I ended up having terribad micro My questions: What's a good way to know what the protoss is up to, cause once you have seen if hes going TC or robo there still are allot of options. With collosus you have time to react but with zealot archon I feel they can take an earlier third, push, allin etc. Basically I am looking for timings. Should I go for medivacs anyway and get ghosts later in this situation? Replay: http://drop.sc/41216 Other trivial info: SQ: 84 (What is SQ) EAPM: 92 I think I have huge problems with zealot archon in general I just have no idea what to do. New replay: http://drop.sc/42526 | ||
MaximusMInd
23 Posts
Goal: I need a build that will allow me to delay the expansion of the toss while FEing myself. I know variations of the 2 rax reactor first or 1 Rax marauder might be able to achieve this but I do not have any build order experiences with any of these builds and do not know where to start. Can a strong player (high diamond or higher please) recommend me full build order on a build that will allow me to do this? Thanks | ||
MiraculiX
Norway22 Posts
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xmikeyy17x
United States92 Posts
whats the standard build for tvz. as of right now i hate z for toss and terran. idk but i can't beat them. | ||
Karis Vas Ryaar
United States4396 Posts
I keep getting super frustrated and can't seem to find an effective way to counter it. also whats the best thing to target when you do a 4 racks marine push against a protoss. should you go after army probes or try to snipe a nexus? does anyone have a build order for MVP's 4 racks build versus protoss? | ||
KenDM
Netherlands206 Posts
On October 10 2011 09:27 karis wrote: how do you counter a super turtling player who builds a ton of tanks and missle turrest and goes to BCs? I keep getting super frustrated and can't seem to find an effective way to counter it. also whats the best thing to target when you do a 4 racks marine push against a protoss. should you go after army probes or try to snipe a nexus? does anyone have a build order for MVP's 4 racks build versus protoss? Do exactly the same! But take all the other bases. Take ALL the other bases. Mass turrets in all of them. Make sensor towers and be sure to know where the opponent is. Mass Vikings after scouting how many you need. Go BC yourself. And then 1 by 1 destroy his turrets with BC's Yamato cannons. Sure he'll take out some of your BC's, but he doesn't have infinite money like you now does he. Superior upgrades and production structures will pwn him, just keep refilling your losses. It sounds simple, but it's quite hard >< Be wary of tactical nukes and drops from your opponen, that's what can kill you! | ||
kofman
Andorra698 Posts
On October 07 2011 07:50 Blazinghand wrote: 6 pool starts making at 0:40, and is done at around 1:45 (could be a few sesconds earlier with ideal splitting, etc, or a few seconds later too). Lings finish around 2:10, and will arrive at your base as quickly as 30 seconds later (backwater gulch anticlockwise) or as late as a full minute later (tal'darim altar cross positions) depending on maps and spawns. The time range for a 6 pool to hit you is between 2:40 and 3:10, depending on rush distance and the worker split. If you're going for a 1 rax FE or a 2 rax, your wall will be up. If you're going 12 barracks 13 gas, your second depot starts, finishing your wall, at about 2:40-- coming up just in time to stop a 6 pool. If you're going 12 barracks, 13 gas, 16 OC (not cutting a third of an scv, delaying OC by a food) then things get trickier. Your supply depot starts at 17 food in this case (due to the marine making), which means on backwater gulch anticlockwise and shattered temple close positions, there's an alarming 6-7 seconds where you have no wall and the zerg is trying to get all up in your business. HOWEVER, to be entirely safe against 6 pool, you can send your scv 8 seconds early to the wall, and cancel your marine and slap down the 2nd depot if you see lings coming up the ramp. A good 6-pooler will all ways send an early scouting drone to block the wall-off. Even so, you should NEVER die to a 6 pool with terran; just use mineral stacking with your scvs to easilty kill the zerglings, get a marine, finish the wall off, and you win. | ||
MysteryHours
United States168 Posts
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zmansman17
United States2567 Posts
On October 10 2011 10:52 MysteryHours wrote: TvP, I'm going 1 Rax gasless FE. At 5:45 I scout a Void Ray/Stalker all-in. My CC has landed, I have 3 rax up and a bunker is finishing. What should I do at this point to prepare? First of all, good luck this build sucks to hold as Terran 1) Make sure you have depot wall at front (if you are using rax to block, lift it and make a depot in its stead) 2) Patrol around perimeter of your base for pylons. Note that the void ray will provide vision for their pylon and they will warp in units on high ground. a) if you scout the pylon(s) and are not able to kill it in time, drop 2 bunkers in that area. b) if you scout pylon and are able to kill it, keep 1 unit patrolling perimeter of base 3) Drop 1 bunker in front of base by depot wall and bring 4-5 scvs to repair 4) Lift CC back to main 5) Drop an ebay and put 1 turret by the depot wall at front adjacent to bunker 6) Drop another turret by other bunkers if you are not able to kill pylons in time. 7) Keep Scv production constant, defend well, and you should be ahead | ||
TheWarbler
United States1659 Posts
On October 10 2011 10:52 MysteryHours wrote: TvP, I'm going 1 Rax gasless FE. At 5:45 I scout a Void Ray/Stalker all-in. My CC has landed, I have 3 rax up and a bunker is finishing. What should I do at this point to prepare? When I 1rax FE After I throw down my 16 CC then depot or CC after depot depending on map. After that I Build a bunker when I can afford and then build 3Rax's as I get he 150 minerals for each one. so you have 4RAX and a bunker by like 4min or something I don't know the time. But depending on what you scout you throw down more bunkers. Sometime after I get my 4th Rax up I build a engi for a turret against DT's and if I scout VR all-in I build 3 turrets 2 at each side of my expansion 1 far from my ramp 1 near, then 1 in my base. then just defend defend defend till you get your Vikings out. I get my first gas on like 28-29 then 2nd on 43. | ||
zmansman17
United States2567 Posts
On October 10 2011 06:58 xmikeyy17x wrote: i'm a high gold toss wanting to learn terran. i've been working on my mechanics w/ 3-rax. whats the standard build for tvz. as of right now i hate z for toss and terran. idk but i can't beat them. The gold standard in TvZ, and the "best" build as coined by DeMuslim is hellion reactor. It works like this: Drop your depot at front. Take your gas. Drop a rax at front next to depot. (mine from gas) Make your OC As Rax finishes, drop Factory Lift Rax away from depot and drop reactor (take all scvs off gas to save money for CC. You want only 150 gas for fact and reactor) Make another depot at front. Make CC (send 3 scvs back to gas) Lift Factory onto Reactor Produce 2 hellions Make 3rd depot to complete wall From here, you will have temporary map control. You can produce 4-6 hellions and control creep tumors and harass queen, or go in and do some damage to drones. Set up 2nd CC and 1 bunker in case of roach. You can go mech and immediately take 4 gas or do a bio/tank push. | ||
zmansman17
United States2567 Posts
On October 10 2011 04:05 MaximusMInd wrote: Hello, I am currently a high diamond terran player on the North American server who is struggling with TvP on close positions. Normally I use a 1 Rax Fe however, Protoss players are able to FE quickly and safely or rush me and I do not think this build is as viable on smaller maps. Goal: I need a build that will allow me to delay the expansion of the toss while FEing myself. I know variations of the 2 rax reactor first or 1 Rax marauder might be able to achieve this but I do not have any build order experiences with any of these builds and do not know where to start. Can a strong player (high diamond or higher please) recommend me full build order on a build that will allow me to do this? Thanks Top 6 master here and TvP close positions requires you to be very cautious in your build. In close positions TvP, I use 1 nice little build if I scout in time. First of all there are the class builds: Marauder FE, or rax->gas->1 marine->reactor->oc->rax->depot->tech lab (constant reactor marine and marauder production with conc shells) -> push. Either of those builds permit you to FE before Toss while maintaining some early pressure. The build I like to use is one I stole from EmpireKas and it has worked nicely against top master Toss. It is a gas first build to reactor rax and factory->starport (constant marine and hellion production and get 1 medivac). As soon as the medivac finishes you load in the 8 marines you have just produced and you send the 3-4 hellions to the front of Toss's base. Drop marines inside the mineral line of Toss. As probes run to natural or run to hide in main, slip in hellions through ramp and clean up. During this time in your base, either drop 2 more rax or another CC. | ||
upperbound
United States2300 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=273439 | ||
whistle
United States141 Posts
I open dirt standard, 13 rax, fact @ 100 gas, etc. I pull two guys off gas at 150 gas to get a quicker CC, then immediately put them back on after the CC is started. Once my rax finishes the reactor, I make two tech labs with it (lifting off the first one). At 4 hellions, the factory goes onto the empty tech lab, and a new barracks is built on the reactor. Third barracks @ 150 minerals. I know I don't have many units with all this swapping (and not using the reactor), but I think I can adjust adequately based on scouting. Anyways, the questions: 1) When should my second gas be added? I know I need it for stim/siege mode/tanks, but I don't know where in the order of buildings/addons it goes. 2) Is it worth waiting for combat shield before my push? 3) When should I add on my starport tech (assuming standard ling/bling/muta non-all in play from Z). Thanks all! | ||
Zombo Joe
Canada850 Posts
The worst is just dying to an Immortal bust even when I scout it. | ||
BobTheLob
Canada362 Posts
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positron.
634 Posts
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whoopingchow
United States293 Posts
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