• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:11
CET 17:11
KST 01:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners8Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
Starcraft, SC2, HoTS, WC3, returning to Blizzcon!33$5,000+ WardiTV 2025 Championship6[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win9
StarCraft 2
General
RotterdaM "Serral is the GOAT, and it's not close" TL.net Map Contest #21: Winners Starcraft, SC2, HoTS, WC3, returning to Blizzcon! 5.0.15 Patch Balance Hotfix (2025-10-8) Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win
Tourneys
$5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Constellation Cup - Main Event - Stellar Fest Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/ SnOw's ASL S20 Finals Review
Tourneys
[Megathread] Daily Proleagues [ASL20] Grand Finals [BSL21] RO32 Group B - Sunday 21:00 CET [BSL21] RO32 Group A - Saturday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Nintendo Switch Thread ZeroSpace Megathread General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Why we need SC3
Hildegard
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1758 users

The Terran Help Me Thread - Page 53

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 51 52 53 54 55 460 Next
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.
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
Last Edited: 2011-10-26 07:41:59
October 26 2011 07:37 GMT
#1041
On October 26 2011 16:03 AeroEffect wrote:
im going to be very blunt about what I need help with: TvZ. I can win a fucking TvZ game to save my life. ever. And none of my friends want to help. They just say the same shit. I just dont know what to do. I was top 8 in plat earlier and then I played 5 zergs and lost too all of them. If nobody can help, its w/e. Im just sick of playing against zerg right now.



I'll be glad to help! However, given the information available, it will be very difficult for me to do so. I'd recommend you upload a replay here, and I'll take a look and offer some advice via video, as I do with most people in this thread. Try to keep your chin up-- keep on trying and don't give up. Every professional has a stumbling block somewhere in his career, and if you want to become the first African American Pro ScII player, you will have many challenges harder than this along the way.

Post a replay and I'll take a look.


On October 26 2011 16:34 Grndr101 wrote:
Hello everyone.

So I'm pretty much struggling tvp, and hearing Destiny troll about how terrans never use certain units got me to play around with the raven and hunter seeker missile in the unit terster.

I got an army for t of 10 ravens, 5 vikings and the rest MMM. (both armies were about 120 supply, which seemed appropriate)
For the protoss I went for a shitton of chargelots, a little less stalkers, 4 colossi and 5 archons(I figured I better take archons instead of templar since it would be harder to simmulate storm and feedback micro).

Anyway what I'm trying to say is 10 HSM can decimate a protoss deathball and the reaction time it would take for the protoss to split before the HSM's hit is pretty thin(i know speculation). After the HSM MMMV cleaned up the rest.

Now I KNOW this doesn't mean anything, but HSM seems like a good alternative to emp. And because of the gas cost (and since you're not spending your gas anyway in tvp), it would seem much better than MMMGV, leaving more minerals for MM and rax.

tl;dr
Has anyone tried HSM play in tvp? Do you actually have the time to set up a good raven contingent in a usual game?
Would love some replays or BO's. I will probably test this out on my own, but I'd love to not have to start from scratch.



I haven't seen a lot of HSM use in TvP, nor have I used it much, due to the gas investment combined with the need for tech lab starports. That said, I've seen raven play using PDDs to fight against stalkers. HSM is a great spell, but its short range exposes ravens to feedbacks-- sort of the reverse of the usual, which is the high-range EMP outranging feedback.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Twistacles
Profile Blog Joined June 2010
Canada1327 Posts
October 26 2011 11:38 GMT
#1042
On October 26 2011 16:37 Blazinghand wrote:
I haven't seen a lot of HSM use in TvP, nor have I used it much, due to the gas investment combined with the need for tech lab starports. That said, I've seen raven play using PDDs to fight against stalkers. HSM is a great spell, but its short range exposes ravens to feedbacks-- sort of the reverse of the usual, which is the high-range EMP outranging feedback.



The feedback thing isn't much of an issue cause you could just HSM your marine or something and run it to their army
"If you don't give a shit which gum you buy, get stride" - Tyler
TORTOISE
Profile Joined December 2010
United States515 Posts
October 26 2011 12:09 GMT
#1043
Ive been watching Goody and his mecha play. Now i cant wait for HoTS so i can lay down some REAL mech ownaj.
◕ ‿‿ ◕ ๑•́ ₃ •̀๑ ( ͡ ° ͜ ʖ ͡°)
Grndr101
Profile Joined March 2011
Belgium125 Posts
October 26 2011 12:26 GMT
#1044
On October 26 2011 20:38 Twistacles wrote:
Show nested quote +
On October 26 2011 16:37 Blazinghand wrote:
I haven't seen a lot of HSM use in TvP, nor have I used it much, due to the gas investment combined with the need for tech lab starports. That said, I've seen raven play using PDDs to fight against stalkers. HSM is a great spell, but its short range exposes ravens to feedbacks-- sort of the reverse of the usual, which is the high-range EMP outranging feedback.



The feedback thing isn't much of an issue cause you could just HSM your marine or something and run it to their army


Tried this and even if there aren't any colossi on the field the marine/marauder gets gunned down before reaching a point where the splash does any damage at all.

Tried splitting for toss and it does reduce the damage to an extent(although it does wreck colossi and zealot masses even with split), but the great thing about toss deathballs is, if it is split it's much less scary.

Also tried out feedback, and it does wreck the ravens. If he goes the templar route I guess the sensible thing to do would be to get a couple of ghosts out first, for emping the templar.(ie: lure the templar with the ravens and snipe/emp with the ghosts.
Guess this would be 4 base play though.
Played some games but didn't get to use my ravens, the crucial timing gas-wise seems to be 3base. There you have to decide to either get ghosts out or ravens(2port seems reasonable), but if he's going heavy templar you should know by then.

If this is going to work I'll need to catch the templar out of position to beat the deathball, but it doesn't seem impossible.
opdomo
Profile Joined January 2011
United States8 Posts
Last Edited: 2011-10-26 19:44:44
October 26 2011 19:43 GMT
#1045
Some questions..

If I want to do a one rax expand against terran, how do I deal with a 1-1-1 build.
OR is it possible to go 1-1-1 get siege tech and be able to expand in a reasonable amount of time??

If I go barracks factory (reactor making hellions) and expand what should I transition to against a zerg. If they decide to go mutas or roach?

I am a gold level player and just got three different builds from watching pros and trying to get good at each so I can play against each race effectively.

XXXSmOke
Profile Blog Joined November 2004
United States1333 Posts
October 27 2011 06:42 GMT
#1046
I need some new TvZ builds badly other than the elevator shit.

2 rax is so dead its not even funny. Hellions openings seem to be solved by the Z.

Halp.
Emperor? Boxer disapproves. He's building bunkers at your mom's house even as you're reading this.
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
October 27 2011 07:06 GMT
#1047
On October 27 2011 15:42 XXXSmOke wrote:
I need some new TvZ builds badly other than the elevator shit.

2 rax is so dead its not even funny. Hellions openings seem to be solved by the Z.

Halp.



2 Rax ain't dead dog. People just stopped using it (only god knows why). It still crushes nerds all day when executed really well. It still has the opportunity to outright win the game for you if the zerg makes any micro mistake whatsoever. It comes at extremely little risk to your situation, one of the major downsides being not having map control for a little while. Of course, hellion transitions always help here.

Don't discount the 2rax, it's freaking scary. (from a zerg).

Micro your Macro
crocodile
Profile Joined February 2011
United States615 Posts
October 27 2011 07:26 GMT
#1048
On October 27 2011 15:42 XXXSmOke wrote:
I need some new TvZ builds badly other than the elevator shit.

2 rax is so dead its not even funny. Hellions openings seem to be solved by the Z.

Halp.

How I grew to love TvZ. Master league Terran.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=268427
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2011-10-27 10:09:45
October 27 2011 10:05 GMT
#1049
On August 06 2011 05:02 bunnymuncher wrote:
Show nested quote +
On August 06 2011 04:54 ticktack wrote:
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.


Zergs are very squishy while they are transitioning into infestors. If you scout a finished lair and an infestation pit going down then i would push out. Splitting up your marines works well against a low infestor count. One tip is to poke in/out with your marines IF YOU HAVE MEDIVACS. Let the infestors waste their energy. I aim to have a few seige tanks, decent amount of marines, and a few medivacs for this push. I've always loved fast medicavs.

I'd actually advise against pushing early. The Destiny style play has Zerg turtle a little longer than standard on 2 bases, using the extra minerals not spent on an earlier hatchery and investing it instead on early upgrades and extra lings. Any marine tank timing that isn't an all in before the 10-11 minute mark will get shut down pretty handily, and if not the number of lings are more than enough to stall until infestors come out. Pushing is fine but try not to commit too hard once you see infestors. Put more focus on expanding more aggressively than usual (zerg generally have a much harder time moving out of their base with infestors than with mutas) and try to hit zerg's econ with multiple drops.

Infestor play is usually followed by a very quick transition into hive tech, usually broodlords but ultras are becoming more popular. If your macro is as good or better than the zerg (remember infestor play doesn't allow for aggressive expanding early on) you should eventually be able to overwhelm him with ghosts marine tank medivac before then, and if not have enough ghosts/marauders accumulated in the late game to shut down his gas units.
neozxa
Profile Joined August 2011
Indonesia545 Posts
October 27 2011 10:18 GMT
#1050
I have a few questions:
1. (TvT) How do you break Marine Tank lines, assuming you don't have that many tanks?
2. (TvP) How do you handle Chargelots, assuming they FFed the back of your army?
3. I almost 2Rax FE in every match, but I (usually) get killed by early rushes and cheeses. (Cannon rushes, 2gate zealots, etc.) What should I do if my expo's killed? Is it over for me?
4. Can someone give me a replay of a progamer doing a 2Rax FE?
Keep moving forward
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2011-10-27 10:26:06
October 27 2011 10:18 GMT
#1051
On October 27 2011 04:43 opdomo wrote:
Some questions..

If I want to do a one rax expand against terran, how do I deal with a 1-1-1 build.
OR is it possible to go 1-1-1 get siege tech and be able to expand in a reasonable amount of time??

If I go barracks factory (reactor making hellions) and expand what should I transition to against a zerg. If they decide to go mutas or roach?

I am a gold level player and just got three different builds from watching pros and trying to get good at each so I can play against each race effectively.


A good build to defend against the 111 is getting a reactor barracks before you expand. Get 1 marine, get a reactor core, and then expand while pumping marines. With the extra marines you have you should be able to have map control for a while and know when the 111 is coming (i'm going to assume marine/tank/medivac or viking push). If the opponent pushes out with two siege tanks you should have your own siege tank to ward off a slow push. If he pushes earlier you need to take your higher marine count and try and meet him before he sieges up, your increased marine count should be able to overwhelm him; don't be afraid to pull a couple scvs to help. Another thing to watch out for is early banshee. I'd recommend making an engineering bay around the 5:45 mark; it should be finished making right before you have energy for your third scan; if you see the starport tech lab or any fishy business that might suggest banshees make a couple of turrets around your base. Banshees themselves shouldnt be a problem with your number of marines (you're pumping off of reactor rax very early), detection is. Just a couple of turrets to give you vision of cloaked banshee should be fine.

You generally shouldn't be making a bunker with this build; if you scan and see 3 or maybe 2 rax, make a couple bunkers. Other than that you shouldn't need to rely on it.

For the tvz matchup just transition into tank marine. It works well against both roaches and mutas. Make 4-8 hellions, switch factory into tank production, make 2-3 more barracks and a starport, push at 10-11 minutes.
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
Last Edited: 2011-10-27 10:25:57
October 27 2011 10:23 GMT
#1052
On October 26 2011 21:26 Grndr101 wrote:
Show nested quote +
On October 26 2011 20:38 Twistacles wrote:
On October 26 2011 16:37 Blazinghand wrote:
I haven't seen a lot of HSM use in TvP, nor have I used it much, due to the gas investment combined with the need for tech lab starports. That said, I've seen raven play using PDDs to fight against stalkers. HSM is a great spell, but its short range exposes ravens to feedbacks-- sort of the reverse of the usual, which is the high-range EMP outranging feedback.



The feedback thing isn't much of an issue cause you could just HSM your marine or something and run it to their army


Tried this and even if there aren't any colossi on the field the marine/marauder gets gunned down before reaching a point where the splash does any damage at all.

Tried splitting for toss and it does reduce the damage to an extent(although it does wreck colossi and zealot masses even with split), but the great thing about toss deathballs is, if it is split it's much less scary.

Also tried out feedback, and it does wreck the ravens. If he goes the templar route I guess the sensible thing to do would be to get a couple of ghosts out first, for emping the templar.(ie: lure the templar with the ravens and snipe/emp with the ghosts.
Guess this would be 4 base play though.
Played some games but didn't get to use my ravens, the crucial timing gas-wise seems to be 3base. There you have to decide to either get ghosts out or ravens(2port seems reasonable), but if he's going heavy templar you should know by then.

If this is going to work I'll need to catch the templar out of position to beat the deathball, but it doesn't seem impossible.


Oh, definitely-- I think Ravens are an important part of the "ideal" TvP composition, as a supplement to ghosts. I'm just not sure that there's a lot of opportunities to drop 1k gas on fleet of 5 ravens in TvP, since I'm usually pumping a lot of ghosts, medivacs, vikings in the late game. That being said, there's a place for HSM, but it's not the Raven that's the problem-- it's getting them out safely.

On October 27 2011 15:42 XXXSmOke wrote:
I need some new TvZ builds badly other than the elevator shit.

2 rax is so dead its not even funny. Hellions openings seem to be solved by the Z.

Halp.


2 rax is still workable. Just pull more or fewer scvs. If you found 11/11 was straight-up winning before (without any sort of expo/economy transition), you can achieve the same timing by cutting scvs earlier, going for 9 depot 10/10. You'll have less economy, but a marine/scv/bunker attack that's just as strong. Alternatively, you could go for an "eco 2 rax", which would be 12/14 or 12/12 and be very cautious, or open reactor hellions (which Mvp did against NesTea) and either make a LOT of hellions or make just 2 and hold towers and deny creep spread, expanding and transitioning quickly.

There's also the 1 rax fast expand.

All things considered, TvZ isn't dead. I recommend you grind out reactor hellion expos against a zerg practice partner when you get the chance. Practice making just 2 hellions before the reverse swap, and also practice making a butt ton of hellions as Mvp does.


On October 27 2011 19:05 halpimcat wrote:
Show nested quote +
On August 06 2011 05:02 bunnymuncher wrote:
On August 06 2011 04:54 ticktack wrote:
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.


Zergs are very squishy while they are transitioning into infestors. If you scout a finished lair and an infestation pit going down then i would push out. Splitting up your marines works well against a low infestor count. One tip is to poke in/out with your marines IF YOU HAVE MEDIVACS. Let the infestors waste their energy. I aim to have a few seige tanks, decent amount of marines, and a few medivacs for this push. I've always loved fast medicavs.

I'd actually advise against pushing early. The Destiny style play has Zerg turtle a little longer than standard on 2 bases, using the extra minerals not spent on an earlier hatchery and investing it instead on early upgrades and extra lings. Any marine tank timing that isn't an all in before the 10-11 minute mark will get shut down pretty handily, and if not the number of lings are more than enough to stall until infestors come out. Pushing is fine but try not to commit too hard once you see infestors. Put more focus on expanding more aggressively than usual (zerg generally have a much harder time moving out of their base with infestors than with mutas) and try to hit zerg's econ with multiple drops.

Infestor play is usually followed by a very quick transition into hive tech, usually broodlords but ultras are becoming more popular. If your macro is as good or better than the zerg (remember infestor play doesn't allow for aggressive expanding early on) you should eventually be able to overwhelm him with ghosts marine tank medivac before then, and if not have enough ghosts/marauders accumulated in the late game to shut down his gas units.


That guy's post is nearly 3 months old... that being said, you make good points. Don't rush an infestor player; infestors are ground-holding units and are hard to deal with before ghosts or high tank counts. Use drops and expand aggressively.


On October 27 2011 19:18 neozxa wrote:
I have a few questions:
1. (TvT) How do you break Marine Tank lines, assuming you don't have that many tanks?
2. (TvP) How do you handle Chargelots, assuming they FFed the back of your army?
3. I almost 2Rax FE in every match, but I (usually) get killed by early rushes and cheeses. (Cannon rushes, 2gate zealots, etc.) What should I do if my expo's killed? Is it over for me?
4. Can someone give me a replay of a progamer doing a 2Rax FE?

1) Breaking a tank line is playing by his rules; drop him instead, or use vikings to gain spotting advantage so he can't shoot back.
2) you're asking about being on a lee shore in a hurricane; isntead, get in the harbor first or leave the area. Use medivacs to hop back, or just kite as well as you can... but ideally dont' get FFed like that and try to have ghosts against a twilight-tech protoss.
3) If you're being rushed, be terran and fly into the main 1 base with 2 mules > 1 base
4) + Show Spoiler +
When you stare into the iCCup, the iCCup stares back.
TL+ Member
halpimcat
Profile Joined September 2011
215 Posts
October 27 2011 10:29 GMT
#1053
On October 27 2011 19:23 Blazinghand wrote:


Show nested quote +
On October 27 2011 19:05 halpimcat wrote:
I'd actually advise against pushing early. The Destiny style play has Zerg turtle a little longer than standard on 2 bases, using the extra minerals not spent on an earlier hatchery and investing it instead on early upgrades and extra lings. Any marine tank timing that isn't an all in before the 10-11 minute mark will get shut down pretty handily, and if not the number of lings are more than enough to stall until infestors come out. Pushing is fine but try not to commit too hard once you see infestors. Put more focus on expanding more aggressively than usual (zerg generally have a much harder time moving out of their base with infestors than with mutas) and try to hit zerg's econ with multiple drops.

Infestor play is usually followed by a very quick transition into hive tech, usually broodlords but ultras are becoming more popular. If your macro is as good or better than the zerg (remember infestor play doesn't allow for aggressive expanding early on) you should eventually be able to overwhelm him with ghosts marine tank medivac before then, and if not have enough ghosts/marauders accumulated in the late game to shut down his gas units.


That guy's post is nearly 3 months old... that being said, you make good points. Don't rush an infestor player; infestors are ground-holding units and are hard to deal with before ghosts or high tank counts. Use drops and expand aggressively.

Lawl I had no idea. I could've sworn I was on the most recent page when I just decided to respond to whatever I saw. It's late and I must be seeing things.
KenDM
Profile Joined June 2011
Netherlands206 Posts
Last Edited: 2011-10-28 19:10:52
October 27 2011 22:33 GMT
#1054
I got in Silver league :D :D :D :D :D :D
Isaac
Profile Joined August 2010
United States810 Posts
Last Edited: 2011-10-28 05:28:48
October 28 2011 04:53 GMT
#1055
I am not good on my micro tvz and i don't know how to improve it - i feel its causing me losses. I get picked apart even when I feel my macro is pretty good.
-
Basically I went for a cc first into a 4 barracks push, i came out ahead (kinda)- but i see most grandmasters just win.
but then I went to go kill creep and i lose my army. oh OK, ill just defend and get another, then I am unable to move out and I feel that if I had good micro i would win. how can i use macro to my advantage as terran???(v zerg)
e; didn't realize replay wasn't working re upload: http://drop.sc/49872
number one fan of marineking
KenDM
Profile Joined June 2011
Netherlands206 Posts
October 28 2011 05:09 GMT
#1056
Did you drop harass either with marines or with Hellions? Did you expand more than once? What unit comp did you have? What were you hit with?
xTrim
Profile Joined April 2011
472 Posts
October 28 2011 13:40 GMT
#1057
Guys.. I always 2 rax reactor first conc shell pressure in TvP, which works wonders in case the Toss expands...

If he doesnt, should I go pressure?? Should I get my exp? Make more rax?

Since I always go pressure and bring 2 scvs with me (in case I had no chance to scout his exp and if its there, bunkers are coming up) if there is no exp I just build a rax with one scv and float it to scout toss' 1-base tech...


spaZzNx-`
Profile Joined January 2011
Hong Kong1221 Posts
October 28 2011 16:13 GMT
#1058
How should I deal with a Protoss as terran doing some sort of fast expand, and turtling with sentries until they tech to Collosi? From there they seem to just crush me with a 2-3 collosi push, and I can't seem to find a way to either punish that or just a good way to deal with it. Any help? I usually do (depending on map) a 2rax, first rax reactor second rax tech lab and push out with 1 marauder, and I expand behind that. Is that still effective to do? And in what situations? Any help appreciated...really having trouble with toss atm.
TeamLiquid fighting~ Gogo SlayerS Terrans!
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
October 28 2011 17:13 GMT
#1059
On October 28 2011 22:40 xTrim wrote:
Guys.. I always 2 rax reactor first conc shell pressure in TvP, which works wonders in case the Toss expands...

If he doesnt, should I go pressure?? Should I get my exp? Make more rax?

Since I always go pressure and bring 2 scvs with me (in case I had no chance to scout his exp and if its there, bunkers are coming up) if there is no exp I just build a rax with one scv and float it to scout toss' 1-base tech...


Against a 1-basing protoss, you need to be very careful. There's a variety of 1 base attacks protoss can make, but if he's not straight-up 4-gating you (which you'd know pretty fast), you're probably dealing with a protoss tech all-in. Without any further information, You'll want to bunker the top of your ramp, take your 2nd gas, make an engineering bay and a turret. Once you have a starport you're safe from tech allins.

On October 29 2011 01:13 spaZzNx-` wrote:
How should I deal with a Protoss as terran doing some sort of fast expand, and turtling with sentries until they tech to Collosi? From there they seem to just crush me with a 2-3 collosi push, and I can't seem to find a way to either punish that or just a good way to deal with it. Any help? I usually do (depending on map) a 2rax, first rax reactor second rax tech lab and push out with 1 marauder, and I expand behind that. Is that still effective to do? And in what situations? Any help appreciated...really having trouble with toss atm.



Against a 2-base protoss that goes for colossus, you'll want to make vikings for battle and use medivacs for map control to prevent him from attacking. Depending on how he expands and how you expanded, there might be some earlier timings as well, but I'd have to see a replay to be sure.

Don't try to attack into a turtled-up sentry-making protoss, as a general rule though. Drops and harass is probably how you'll have to do it.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
alpenrahm
Profile Blog Joined December 2010
Germany629 Posts
October 28 2011 20:38 GMT
#1060
hi, got a question here:

TvP cross posi on temple: i open with 12 rax 14 gas ---> rine, tlab,reaper,concussive while keeping my scv in toss base. I see that he spent 1 chrono on nexus has 2 gas and chronos stalker and cyber. probecount looks decent.

i put a bunker at front and threw down a cc inbase

i made him chase my scouting scv, hop in my reaper on the other side and see a fast robo(with chrono) and no second gate

how should i react at this point? or was the fast cc already a bad idea? is there a timing i can use to just kill him? do i need to go rax heavy or should i tech?

Prev 1 51 52 53 54 55 460 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 49m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 626
BRAT_OK 85
Livibee 41
StarCraft: Brood War
Jaedong 1555
EffOrt 1367
GuemChi 1197
Stork 706
Light 634
Snow 430
Larva 427
Mini 350
Barracks 232
Rush 232
[ Show more ]
Leta 116
sSak 116
hero 116
JYJ45
Backho 38
Aegong 35
sorry 31
zelot 27
soO 22
Terrorterran 21
HiyA 13
scan(afreeca) 12
Bale 9
Dota 2
qojqva3422
420jenkins265
syndereN238
Other Games
singsing2101
Sick379
DeMusliM375
crisheroes348
Lowko272
Hui .192
Liquid`VortiX137
oskar117
KnowMe95
XcaliburYe60
QueenE34
Trikslyr20
Organizations
Counter-Strike
PGL207
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• Michael_bg 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2651
• WagamamaTV507
League of Legends
• Nemesis4398
• TFBlade864
Other Games
• tFFMrPink 8
• Shiphtur3
Upcoming Events
LAN Event
1h 49m
Lambo vs Harstem
FuturE vs Maplez
Scarlett vs FoxeR
Gerald vs Mixu
Zoun vs TBD
Clem vs TBD
ByuN vs TBD
TriGGeR vs TBD
Korean StarCraft League
10h 49m
CranKy Ducklings
17h 49m
IPSL
1d 1h
dxtr13 vs OldBoy
Napoleon vs Doodle
LAN Event
1d 1h
BSL 21
1d 3h
Gosudark vs Kyrie
Gypsy vs Sterling
UltrA vs Radley
Dandy vs Ptak
Replay Cast
1d 6h
Sparkling Tuna Cup
1d 17h
WardiTV Korean Royale
1d 19h
IPSL
2 days
JDConan vs WIZARD
WolFix vs Cross
[ Show More ]
LAN Event
2 days
BSL 21
2 days
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
2 days
Wardi Open
2 days
WardiTV Korean Royale
3 days
Replay Cast
4 days
Kung Fu Cup
4 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
5 days
The PondCast
5 days
RSL Revival
5 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
5 days
WardiTV Korean Royale
5 days
RSL Revival
6 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
6 days
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.