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The Terran Help Me Thread - Page 48

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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.
MysteryHours
Profile Joined September 2010
United States168 Posts
October 13 2011 00:29 GMT
#941
Any tips on how to deal with Warp Prism play? Protoss drops have been wrecking me recently. I'll scout 3 gate robo, but I have no way of knowing if they're going to do traditional pressure at my choke or drop into my main, or both. I'll have a drop/warp in at my main's mineral line, then when I run my forces up to clean it up I'm getting a warp in at my natural. At this point my army is too split up and I pretty much lose right there.

If I preemptively split up my army to cover all the hot spots them I'm vulnerable to a straight up attack into my choke. I've tried turrets but they're a waste of money if there's no drop and if he's determined to drop it seems like he just finds a gap in the coverage and drops anyway.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-10-13 00:48:52
October 13 2011 00:48 GMT
#942
Looking for high level tips on dealing with Roaches when you go for hellion openings. This is the thing I'm having the most trouble with. If Zergs just stay on ling and let me continue harass/shut down their expansions with hellions it's easy, but if they go for roaches pretty much as soon as they see hellions then they can honestly just go kill me because all I have is a rax, a reactored factory and another factory building.
All we have to decide is what to do with the time that is given to us.
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
October 13 2011 04:18 GMT
#943
On October 13 2011 09:48 Scila wrote:
Looking for high level tips on dealing with Roaches when you go for hellion openings. This is the thing I'm having the most trouble with. If Zergs just stay on ling and let me continue harass/shut down their expansions with hellions it's easy, but if they go for roaches pretty much as soon as they see hellions then they can honestly just go kill me because all I have is a rax, a reactored factory and another factory building.

As soon as you see hellions just throw down a bunker and swap your fact with the rax or something. Roaches are really to hold off even with a single repaired bunker
"If you don't give a shit which gum you buy, get stride" - Tyler
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
October 13 2011 04:35 GMT
#944
On October 13 2011 13:18 Twistacles wrote:
Show nested quote +
On October 13 2011 09:48 Scila wrote:
Looking for high level tips on dealing with Roaches when you go for hellion openings. This is the thing I'm having the most trouble with. If Zergs just stay on ling and let me continue harass/shut down their expansions with hellions it's easy, but if they go for roaches pretty much as soon as they see hellions then they can honestly just go kill me because all I have is a rax, a reactored factory and another factory building.

As soon as you see hellions just throw down a bunker and swap your fact with the rax or something. Roaches are really to hold off even with a single repaired bunker


Also, pay an attention to the zerg's gas timing and mining. If he stops mining after 100 gas, you'll have plenty of time to react to a roach transition. If he keeps on mining, he'll be able to produce roaches quickly, and it might be prudent to make a quick tech lab after the addon swap (on your rax) then do a reverse addon swap to make tanks and marines.

Usually, a bunker and walling at your natural should be able to hold this off, and hellions should give you plenty of scouting to see it coming.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
whoopingchow
Profile Joined June 2011
United States293 Posts
October 13 2011 05:07 GMT
#945
Where do you rally your units? If I push out at 10-12 minutes, I don't want my main to die to drops/warp prism/muta/ling run by/DT, so I'm always uncomfortable taking my entire army with me when I push.
Grndr101
Profile Joined March 2011
Belgium125 Posts
October 13 2011 10:21 GMT
#946
So I was watching GSL and now all terrans are playing marine tank in tvt....

What's happening, did I not get the memo '2 eggs 1 carton of milk, and oh yeah mech isn't viable in tvt'?
Did I miss a tournament where someone destroyed BF hellions with marines?
Arnie
Profile Joined February 2011
Netherlands6 Posts
Last Edited: 2011-10-13 13:06:21
October 13 2011 13:06 GMT
#947
Yeah, kinda crazy isnt it? I really loved watching TvT before the patch as mech is so much more interesting to watch then the same old boring marine tank battles. And I dont really understand why they all switched as to me it seems mech still owns marine tank really hard. And when Clide used it against MMA, MMA switched to using lots of marauders.
Maybe most players dont feel confident with mech after the change? Or most of them dont like playing it?
Rock and roll!
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
Last Edited: 2011-10-13 14:52:15
October 13 2011 14:43 GMT
#948
On October 13 2011 14:07 whoopingchow wrote:
Where do you rally your units? If I push out at 10-12 minutes, I don't want my main to die to drops/warp prism/muta/ling run by/DT, so I'm always uncomfortable taking my entire army with me when I push.


Rally them at your natural. IMO it's better to try to pull the most value out of your attack while building up at home. As soon as you see the battle going your way, you can send them to the front. If you lost, though, you'll have enough to survive and possibly even up the disadvantage you just garnered from losing your entire army. Siege tanks on cliffs are really strong!

On October 13 2011 19:21 Grndr101 wrote:
So I was watching GSL and now all terrans are playing marine tank in tvt....

What's happening, did I not get the memo '2 eggs 1 carton of milk, and oh yeah mech isn't viable in tvt'?
Did I miss a tournament where someone destroyed BF hellions with marines?


With the nerf, BFH aren't really cost effective against marines anymore. Especially in low numbers.
IMO, marine tank is more fun to play anyway and allows you to really punish someone if you catch them unsieged whereas hellions can't really do much.

On October 13 2011 09:29 MysteryHours wrote:
Any tips on how to deal with Warp Prism play? Protoss drops have been wrecking me recently. I'll scout 3 gate robo, but I have no way of knowing if they're going to do traditional pressure at my choke or drop into my main, or both. I'll have a drop/warp in at my main's mineral line, then when I run my forces up to clean it up I'm getting a warp in at my natural. At this point my army is too split up and I pretty much lose right there.

If I preemptively split up my army to cover all the hot spots them I'm vulnerable to a straight up attack into my choke. I've tried turrets but they're a waste of money if there's no drop and if he's determined to drop it seems like he just finds a gap in the coverage and drops anyway.


It's quite frustrating, but there are a couple solutions. One would be too be more aggressive at first to force him to show you his immortal. If it isn't there, then you know it's prism play or 1base colo.
Another thing you can do is to build your defensive bunkers closer to your cc.
Ie: You're on one base, instead of making bunkers at ramp, make em near cc and let him come up. Makes you safe vs drop and the allin
"If you don't give a shit which gum you buy, get stride" - Tyler
Calt
Profile Joined September 2011
Finland1140 Posts
October 13 2011 16:01 GMT
#949
Hey guys, need some TvP help again... Im really uncomfortable with the whole matchup because Im really afraid of all the all ins protoss can do so I try to play as safe as possible. When I do get to the later stages of the game however I have one major problem; the one big engagement. Its the thing everyone talks about being super important and usually the thing that costs me the whole game. I feel pretty lost on the whole thing; where and when should I engage and what should I try to focus fire etc?

I had this game today where I think I did pretty well; I had some nice drops and was able to harass him quite well. When it came down to the final battle though I got completely smashed even though our army values were really not that far from each other. I do realise I microed the main army pretty badly there and that cost me some stuff but I still feel it shouldnt have been that bad of a massacre. So please, what went wrong? Was it my army composition or maybe lack of upgrades? Perhaps I should have just microed loads better and it would have solved the whole thing? Any help is appreciated! Im mid/high diamond.

Heres the replay: http://drop.sc/44427
Maru | MMA | Ryung | MKP | NaDa | BoxeR | FOREVER SLAYERS
KenDM
Profile Joined June 2011
Netherlands206 Posts
October 13 2011 17:22 GMT
#950
Here's how to scout Protoss as a Terran:

http://i.imgur.com/bptax.jpg

Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
October 13 2011 17:26 GMT
#951
On October 14 2011 02:22 KenDM wrote:
Here's how to scout Protoss as a Terran:

http://i.imgur.com/bptax.jpg



A good resource. Bear in mind that this assumes a fast factory and hellion; this chart is a visual representation of 4KWarden's Deathball TvP guide:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753

I used this guide (somewhat) for about a month as my TvP and it worked rather well. Since maps are bigger, now, things have changed, but it still has a lot to offer.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Numy
Profile Blog Joined June 2010
South Africa35471 Posts
October 13 2011 17:28 GMT
#952
On October 14 2011 02:22 KenDM wrote:
Here's how to scout Protoss as a Terran:

http://i.imgur.com/bptax.jpg



That seems like a very bad way to go about scouting. That's merely a piece of the puzzle and not the whole picture. If you purely look at buildings you will get faked out. Also the right hand side and your "scouting method" doesn't really correlate.
KenDM
Profile Joined June 2011
Netherlands206 Posts
October 13 2011 17:33 GMT
#953
Oh well, I'm just bronze, kind of naive to think this was all there is to it. It's not mine by the way
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
October 13 2011 17:48 GMT
#954
I think Numy has a fair point, but scouting based on buildings is probably better than not scouting at all. The biggest thing to take away from this warden's guide is keeping track of the Protoss gas:
1 gas is a 4gate or a FE.
2 gasses is a 2 gas allin or standard.

Also bear in mind that none of Warden's responses make sense at all unless you opened with 2 gasses and a starport before expo. He talks a LOT more about scouting in his article than is just mentioned in that graphic, including what units the protoss player makes.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Ksquared
Profile Joined July 2011
United States1748 Posts
October 13 2011 19:58 GMT
#955
Could the Marine/Tank/banshee all in work in both TvZ and TvT?
eSports for life.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
Last Edited: 2011-10-13 20:08:31
October 13 2011 20:07 GMT
#956
On October 14 2011 04:58 Ksquared wrote:
Could the Marine/Tank/banshee all in work in both TvZ and TvT?


In TvP, marine/tank/banshee is effective because protoss can't reasonably get out splash damage in time to fight the marines. The tanks and the banshees provide range/antikiting, splash, and harass support for the enormous number of marines. Without advanced tech, this is a highly effective and much-feared all-in. A common protoss response is to power as hard as possible in order to just overwhelm with a superior-numbered force of gateway units and immortals; this build is basically effective because of the structure of the protoss tech tree, which lacks T2 splash like the baneling, hellion, or siege tank.

In TvZ, zerg players have access to splash damage units very quickly with banelings, making them much more effective against marines. Furthermore, the static defense unit, the Spine Crawler, is available with just spawning pool tech. Spore Crawlers are mobile, and queens can tank Siege Tank shots better than stalkers (and have more AA range). Also, Zerg has access to an early flying scout, the overlord. All these things together (especially the banelings) make this sort of all-in much less feasible in this matchup.

In TvT, the situation is similar; bunkers are available with rax tech, etc. The difference is that scouting information is hugely available via scans, drops, and air units, and there's always the possibility that your adversary also went for a quick starport. Lastly, marines are pretty effective against marines, and siege tanks are better when sieged up, making it difficult to approach a sieged-up tank even if you have a slightly higher tank count-- meaning that for this push to be successful, your opponent either has to tech and scout very slowly, or you have to attack with like 1 tank. Since it's a mirror match, it's harder. That being said, there's nothing wrong with Marine/Tank TvT, and banshees are great harass and support, it's just that all-inning is harder since, well, it's TvT.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
October 14 2011 01:43 GMT
#957
On October 14 2011 01:01 Calthrash wrote:
Hey guys, need some TvP help again... Im really uncomfortable with the whole matchup because Im really afraid of all the all ins protoss can do so I try to play as safe as possible. When I do get to the later stages of the game however I have one major problem; the one big engagement. Its the thing everyone talks about being super important and usually the thing that costs me the whole game. I feel pretty lost on the whole thing; where and when should I engage and what should I try to focus fire etc?

I had this game today where I think I did pretty well; I had some nice drops and was able to harass him quite well. When it came down to the final battle though I got completely smashed even though our army values were really not that far from each other. I do realise I microed the main army pretty badly there and that cost me some stuff but I still feel it shouldnt have been that bad of a massacre. So please, what went wrong? Was it my army composition or maybe lack of upgrades? Perhaps I should have just microed loads better and it would have solved the whole thing? Any help is appreciated! Im mid/high diamond.

Heres the replay: http://drop.sc/44427


What I suggest is to practice in the unit tester for those big engagements. There's a lot you must do!
Priority 1: EMP his army (HTS + Sentries mostly!) Try to pull ghosts back after to keep em alive
2: Focus fire collosus with vikings (Attack, shift click the others)
3: Kite zealots with stutter step

You want to engage as close to his base as possible to give you a chance to remax.
"If you don't give a shit which gum you buy, get stride" - Tyler
opdomo
Profile Joined January 2011
United States8 Posts
October 14 2011 01:52 GMT
#958
How many unit producing structures can one base sustain. For example how many barracks, starports, factories can one base economically sustain?
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
October 14 2011 03:25 GMT
#959
On October 14 2011 10:52 opdomo wrote:
How many unit producing structures can one base sustain. For example how many barracks, starports, factories can one base economically sustain?


Depends if you're going econ or allin.
One base can usually sustain 3rax, or one rax, one fact, one starport. Or 2 rax and a fact.
You can squeeze 4 if you're going really allin, or doing some like 6 rax cheese.

Usually, though, it's better to have an early expansion and get like 6 buildings + upgrades
"If you don't give a shit which gum you buy, get stride" - Tyler
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
October 14 2011 04:29 GMT
#960
On October 14 2011 12:25 Twistacles wrote:
Show nested quote +
On October 14 2011 10:52 opdomo wrote:
How many unit producing structures can one base sustain. For example how many barracks, starports, factories can one base economically sustain?


Depends if you're going econ or allin.
One base can usually sustain 3rax, or one rax, one fact, one starport. Or 2 rax and a fact.
You can squeeze 4 if you're going really allin, or doing some like 6 rax cheese.

Usually, though, it's better to have an early expansion and get like 6 buildings + upgrades


Sounds about right. Short of specifically testing it, you an get a pretty good idea of what's going on using this tool: http://sc2calc.org/unit_production/terran.php
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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