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.
The Terran Help Me Thread - Page 48
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MysteryHours
United States168 Posts
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
Canada1849 Posts
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Twistacles
Canada1327 Posts
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 | ||
Blazinghand
United States25550 Posts
On October 13 2011 13:18 Twistacles wrote: 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. | ||
whoopingchow
United States293 Posts
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Grndr101
Belgium125 Posts
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
Netherlands6 Posts
Maybe most players dont feel confident with mech after the change? Or most of them dont like playing it? | ||
Twistacles
Canada1327 Posts
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 | ||
Calt
Finland1140 Posts
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 | ||
KenDM
Netherlands206 Posts
http://i.imgur.com/bptax.jpg | ||
Blazinghand
United States25550 Posts
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. | ||
Numy
South Africa35471 Posts
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
Netherlands206 Posts
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Blazinghand
United States25550 Posts
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. | ||
Ksquared
United States1748 Posts
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Blazinghand
United States25550 Posts
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. | ||
Twistacles
Canada1327 Posts
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. | ||
opdomo
United States8 Posts
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Twistacles
Canada1327 Posts
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 | ||
Blazinghand
United States25550 Posts
On October 14 2011 12:25 Twistacles wrote: 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 | ||
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