The Terran Help Me Thread - Page 55
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VPFaZe
United States10 Posts
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perser84
Germany399 Posts
btw high diamond here | ||
SteemdRIce
Australia44 Posts
On October 31 2011 06:45 VPFaZe wrote: Hey guys, im currently in high silver league and am having trouble with tvt. im currently doing a 1/1/1. with marines tank and banshees, and then going into viking medivacs with the marine and tanks. but it dosen't seem to be working. any tips? should i be going straight marine tank, or sky terran? I can't 100% vouche for it since I'm not in Masters, but I've been having a lot of success with the MMA style MMM into Marine Tank. I'd give that a try if you're having trouble with TvT. | ||
KenDM
Netherlands206 Posts
On October 31 2011 06:12 halpimcat wrote: 1 rax expo can hold almost anything, as long as you pay attention to the warning signs. A good scouting technique is pushing up the toss ramp with 1-2 scvs, 1 marine, and 1-2 marauders w/ concussive ASAP (you'll be building your expo at this time too). Attacking and coming out ahead takes a bit of micro, scoot n shoot, and focus firing, preferably the more expensive stalkers and sentries. While doing the attack, pay attention to: 1. if he has an expo, 2. what his overall composition is, 3. how much gas he has, 4. what his buildings are, 5. nexus energy. If you don't see an expo by your push you should already be putting at least a bunker up in your base. If he has few units (maybe only a stalker and a sentry) the warning signs come out for some hardcore tech, either voids or dts. If you see 4 gate or 3 gate/robo, you know what to expect. If you're still not sure what he's going and are afraid of a timing push, another big indicator of a timing push is the toss aggressively taking the xelnaga towers. If he does that wit more that 1 stalker and/or if you see a probe with his army, immediately drop 3-4 bunkers in your base. you want to position your bunkers so that as many scvs can repair as possible, and you want to be ready with your scvs BEFORE the toss tries to push. Once you see the xel'naga towers go black, immediately position your scvs IN FRONT of the bunkers. This will give te zealots a harder time getting to the bunker. Just as I thought, sounds very micro heavy. What about a 2Rax expand? or a 3Rax. In your opinion, how do those weigh up against a 1Rax FE? What about reapers for a 1Rax FE? | ||
TuElite
Canada2123 Posts
I'm trying to use the Patrol key.... Like as soon as I see ling/banes coming on the minimap i hit Stim and patrol all my marines way than I peel some off in a Y formation using patrol again. That way works great on the practice map but in a real game all my marines just stand there and fire instead of moving away, it's like lings are too fast , is patrol still usable in a real game ??? Oh and I'm also looking for an optimal ~10:00 Ghost/Bio timing push build for TvP to punish greedy or teching Protoss. Thanks | ||
halpimcat
215 Posts
On October 31 2011 07:09 KenDM wrote: Just as I thought, sounds very micro heavy. What about a 2Rax expand? or a 3Rax. In your opinion, how do those weigh up against a 1Rax FE? What about reapers for a 1Rax FE? If it really makes you feel safer, I'd say go for the 2rax expand. I don't recommend going 3rax because it puts you too far behind economically most times. Really, a properly controlled 3gate immortal push or four gate beats even a 3 rax, so it's not about the number of units you have when defending, it's how well you can keep them alive. Thus the bunkers. Going 1rax fe then adding 2 more rax doesn't set you THAT far behind in army size and my current issues vs protoss have to do with macro so I prefer getting any lead economically. The most important thing is you scout well and defend well. Know when to make a lot of bunkers, and know that bunkers themselves are not that good vs a toss all in; you NEED to pull scvs PREEMPTIVELY, before the toss starts attacking. Don't worry if you lose even half your scvs. As long as you're a base ahead and survive the attack, you should at the very least be on even terms with the protoss. On October 31 2011 08:08 TuElite wrote: How the f%$# do I marine split properly ??! I can get up to level 16 in the marine micro split practice map easily but in a real game I can never get any split going whatsoever... I'm trying to use the Patrol key.... Like as soon as I see ling/banes coming on the minimap i hit Stim and patrol all my marines way than I peel some off in a Y formation using patrol again. That way works great on the practice map but in a real game all my marines just stand there and fire instead of moving away, it's like lings are too fast , is patrol still usable in a real game ??? Oh and I'm also looking for an optimal ~10:00 Ghost/Bio timing push build for TvP to punish greedy or teching Protoss. Thanks The patrol method is really horrible when microing marines and has almost no ingame application vs banes. The easiest way to deal with ling/bane is to spread your marines beforehand. Scan for the zerg army or stim a marine in to get their general location, and siege where you think is safe. From there you want to split your marines up before engaging, and then slowly leapfrog up towards the zerg base. When the zerg moves into your army if you can spare the micro right click the ball of banelings multiple times with your tanks, that way they'll focus fire the gooballs instead of lings. As you get better with on-the-fly splitting you can move faster, split while sieging/attacking and take a couple more calculated risks, but for now I would just play it a bit more cautiously. The "proper" way to split marines is just selecting your big ball, running away, and taking small boxes from the bigger ball and splitting them up manually using move click. No patrol involved. | ||
halpimcat
215 Posts
On October 30 2011 19:04 halpimcat wrote: Hi all, I've finally figured out how to survive the TvP matchup into the lategame, but I'm having serious problems finishing them off. Whether or not I lose to the deathball is a matter of control and positioning, but often times when I do kill the deathball I still get raped by toss' instant remax. It isn't unusual for the protoss lategame to have 15+ gateways ready for the instant warp; should I be saving at least that many barracks up to reinforce as well? And if you say yes to that that's fine (easy fix). I have another slightly more stressing problem. The toss lategame army is typically archons, colossus, ht, and the gateway mix. I can kill the first deathball fine, but the second army (after the instant remax) will typically be a chargelot archon compositon which absolutely demolishes my first army, since I was forced into making vikings (useless now) and all my emps were already used up in the first engagement. I can kill this composition if that was what the toss was gearing up for from the start, but it's the instant switch from a colossus ball that I can't beat. The problem gets even worse if he decides to add in 1-2 colossus after I stop vikings production (and lost them all) and catches me unawares. I've been trying to avoid the second army and snipe expansions as soon as I kill the first army, but the sheer power of zealot-archon and the speed it approaches me by leaves me at a loss. Of course this last problem could be the result of me not making enough rax. I try, and often times fail, to have at least 10 rax by the late game ready to pump units. But any other hints and techniques I might have overlooked would definitely help. My tvp has improved by leaps and bounds the past couple of weeks, but that doesn't mean I can actually beat them, just survive until the next set of challenges pop up. My winrate for october vs toss has been 22% so far. Honestly I feel like I'm playing a dated version of the game where whoever won the 200/200 battle just won the game. Now there's proper followups after that part of late game and I can't keep up. I'm posting this again cause no one answered, plus I have another question. I'm constantly getting outexpanded in the tvp matchup after the 2 base mark because I'm constantly afraid of losing from getting too greedy. Are there any signs or specific timings I should start making 3rd, 4th bases or know how to defend them? Late game it also becomes more difficult to harass due to warp ins (remember the 15+ warpgates ready to reinforce?). Any way to overcome that hurdle? | ||
TuElite
Canada2123 Posts
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BogusBart
Canada24 Posts
I'm just looking for some tips to improve my gameplay. I hope to get out of bronze and into silver soon, and I feel that I am getting close. Here are a few replays of games I played today, 2 are custom games against a platinum league player, one against a silver and one against another Bronze league player. I know that I made quite a few mistakes (forgetting stim against the toss /facepalm etc. But if they are any broader ranging tips you guys have I would appreciate it =D Thanks, Bogus. ____________________________________________________________________________ Game 1 http://www.mediafire.com/?8j6swe3f7q8k4r5 http://www.virustotal.com/file-scan/report.html?id=0f6210fc2a4367e33e529276440ddaa3298e86f359d24d201ce1ccf8fd419c3a-1319918881 Game 2 http://www.mediafire.com/?k3l2j1tt1aaq3oa http://www.virustotal.com/file-scan/report.html?id=c6cba8f9313adb536265094cafd865e115fe5ad14e2045337349800271d63be7-1319919202 Game 3 http://www.mediafire.com/?gsrbgej1v9j04s5 http://www.virustotal.com/file-scan/report.html?id=76a11b83cf404ca86b2d3140cc8d2eeed5c70d47912238d6452cd9db2df391f4-1319919313 Game 4 http://www.mediafire.com/?dvtnpuo365agwod http://www.virustotal.com/file-scan/report.html?id=4c5991c67c2538056f57d19ee4333a824d9229e53f6958b8fffa6c61d9b8e53e-1319919660 Also would Like to mention I'm a big fan of a heavy macro/bio style with a very fast expand (often 1 rax expo) and any tips to improve my macro/my 1 rax expo would be awesome | ||
GTPGlitch
5061 Posts
In TvZ i'm totally lost. Whenever it gets to lategame and Z gets his hive tech up, i can usually win a straight up fight but get absolutely destroyed by waves of mass ling afterwards Even with 3/3 and leftover medivacs. Fighting a Z after ~20 minutes feels so hopeless because they just make hatches everywhere, leave spotters at all the bases that i can take, and have like 40 larva stocked up to remake their armies instantly T___T'. Even when i'm almost maxed with ~12 tanks, ~40 marines, a few medivacs and ~12 vikings 8 brood lords and 12 mutas, combined with mass ling/bling absolutely destroys my army. This is especially prevalent on Antiga, because past the third base defending the rest of the expansions is insanely difficult against the way more mobile zerg, and map control is ridiculously difficult to come by because flanks are very easy for the zerg to get and there are like 4 ways for zerg to get to the 3rd/nat area :/ | ||
Svizcy
Slovenia300 Posts
On October 31 2011 14:39 Active.815 wrote: ~~Plat Terran~~ In TvZ i'm totally lost. Whenever it gets to lategame and Z gets his hive tech up, i can usually win a straight up fight but get absolutely destroyed by waves of mass ling afterwards Even with 3/3 and leftover medivacs. Fighting a Z after ~20 minutes feels so hopeless because they just make hatches everywhere, leave spotters at all the bases that i can take, and have like 40 larva stocked up to remake their armies instantly T___T'. Even when i'm almost maxed with ~12 tanks, ~40 marines, a few medivacs and ~12 vikings 8 brood lords and 12 mutas, combined with mass ling/bling absolutely destroys my army. This is especially prevalent on Antiga, because past the third base defending the rest of the expansions is insanely difficult against the way more mobile zerg, and map control is ridiculously difficult to come by because flanks are very easy for the zerg to get and there are like 4 ways for zerg to get to the 3rd/nat area :/ If you let zerg get to that stage when he has the luxury to have stockpiled a lot of larvae, then you may as well quit and play another. The way the game is made you have to be very active with your units thrue the entire game as terran, or you will get outproduced by their larvae mechanics. Herras him and force him to make units thrue out the whole game. That way when you reach 20 minute mark, he wont have such a devastating army as you write above and most of all, he wont have 40 larvae stockpiled to remake it instantly. My own plan works like this: I oppen hellion herras and prevent creep tumors to spread larvae to efficiently, if i have chance i also roast some drones. Meanwhile i expand and get siege and marines. Then i push between 10-12 minutes with marine/tank/hellion, if he reacts and makes ton of units, i retreet, siege up at home and try to take 3rd base and tech up more. If he does not make lot of units i try to inflict as much damage as possible beffore he decides to make units. And thats bassicly it, lategame is very dependant on what you did true-out the entire game in tvz. Try to herras and lose as litle units as possible. I hope this will help to some extent and good luck. good day, svizcy | ||
Scila
Canada1849 Posts
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KenDM
Netherlands206 Posts
On October 31 2011 08:36 halpimcat wrote: If it really makes you feel safer, I'd say go for the 2rax expand. I don't recommend going 3rax because it puts you too far behind economically most times. Really, a properly controlled 3gate immortal push or four gate beats even a 3 rax, so it's not about the number of units you have when defending, it's how well you can keep them alive. Thus the bunkers. Going 1rax fe then adding 2 more rax doesn't set you THAT far behind in army size and my current issues vs protoss have to do with macro so I prefer getting any lead economically. The most important thing is you scout well and defend well. Know when to make a lot of bunkers, and know that bunkers themselves are not that good vs a toss all in; you NEED to pull scvs PREEMPTIVELY, before the toss starts attacking. Don't worry if you lose even half your scvs. As long as you're a base ahead and survive the attack, you should at the very least be on even terms with the protoss. The patrol method is really horrible when microing marines and has almost no ingame application vs banes. The easiest way to deal with ling/bane is to spread your marines beforehand. Scan for the zerg army or stim a marine in to get their general location, and siege where you think is safe. From there you want to split your marines up before engaging, and then slowly leapfrog up towards the zerg base. When the zerg moves into your army if you can spare the micro right click the ball of banelings multiple times with your tanks, that way they'll focus fire the gooballs instead of lings. As you get better with on-the-fly splitting you can move faster, split while sieging/attacking and take a couple more calculated risks, but for now I would just play it a bit more cautiously. The "proper" way to split marines is just selecting your big ball, running away, and taking small boxes from the bigger ball and splitting them up manually using move click. No patrol involved. | ||
BONE
United States176 Posts
On October 31 2011 18:23 Scila wrote: How many factories should you have on 2 base if you're going mech? 3,4 or 5? I'm interested in this as well, I mech against Zerg, because I am TERRIBLE at Tank Marine against zerg. I normally start with 3 and move to 5 but I wonder what others do. | ||
MysteryHours
United States168 Posts
On October 31 2011 14:09 BogusBart wrote: Hey guys, I'm just looking for some tips to improve my gameplay. I hope to get out of bronze and into silver soon, and I feel that I am getting close. Here are a few replays of games I played today, 2 are custom games against a platinum league player, one against a silver and one against another Bronze league player. I know that I made quite a few mistakes (forgetting stim against the toss /facepalm etc. But if they are any broader ranging tips you guys have I would appreciate it =D Thanks, Bogus. Also would Like to mention I'm a big fan of a heavy macro/bio style with a very fast expand (often 1 rax expo) and any tips to improve my macro/my 1 rax expo would be awesome Game 2: You should have thrown down more barracks at around 9:00 when you first started floating minerals. At 12:30 you finally throw down more, but it was only 2 more and at that point you're floating over 1300 minerals. You had a massive supply lead by the final engagement but the way you engaged was very poor. Your bio ball basically lined itself up and slowed walked into colossus fire, while the back half of your army wasn't dealing any damage. You scouted a robotics bay at 12:50, but when the engagement happens 4 minutes later you're only just finishing your first 2 vikings. A rule of thumb is 3 vikings per colossus. As soon as you see that robotics bay start viking production. Scan for his army periodically to get a colossus count and don't engage until you have enough vikings. At 16:45, right before the engagement, you had a perfect opportunity to drop his main. Even just a medivac or 2 worth of units in his main can cause him to pull his entire army out of position, then you can attack the natural with your main army while sniping tech with your drop. It's good that you're continuing to expand throughout the game but you're not spending the extra resources and you're not optimally using your existing bases. When you land your 4th, your 2nd and 3rd aren't saturated and you don't even have refineries built at your 3rd. Before you take your 4th, check if you're existing bases are saturated and check if you have the production to spend the extra income (or your current income). Once you're on 3+ bases, don't be afraid to just drop tons of barracks to keep your money low. On 3 base you also want a 2nd startport and a ghost academy if you don't already have one. You never want a maxed army against Protoss without ghosts, EMP is just too good not to get. | ||
BogusBart
Canada24 Posts
Thanks Bogus | ||
MysteryHours
United States168 Posts
On November 01 2011 09:16 BogusBart wrote: MysteryHours thanks for the tips. I watched the replay again and can see the points you are talking about. I will try to bring that into my play much more. At 3 base how many racks do you think I should be running on? 10-11 or more/less? Thanks Bogus I personally shoot for the equivalent of 10 naked rax, for example 8 rax w/ 2 reactors. But if you're banking minerals late game it doesn't hurt to drop even more. The more you have, the better you can match Protoss' ability to quickly reinforce. There's a cool tool here to calculate how many production facilities you can support off a given number of bases | ||
Finnz
United Kingdom260 Posts
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Crankenstein
Australia150 Posts
The only time I have beaten it is because I scouted the robo and double gas so I went 3 rax ghost and managed to emp all the immortals and sentries. The thing Is I feel like going for ghosts on 1 base only works against this immortal play, If it turns out to be a void ray all in instead I feel like I will be at a disadvantage. | ||
zmansman17
United States2567 Posts
On October 31 2011 08:08 TuElite wrote: How the f%$# do I marine split properly ??! I can get up to level 16 in the marine micro split practice map easily but in a real game I can never get any split going whatsoever... I'm trying to use the Patrol key.... Like as soon as I see ling/banes coming on the minimap i hit Stim and patrol all my marines way than I peel some off in a Y formation using patrol again. That way works great on the practice map but in a real game all my marines just stand there and fire instead of moving away, it's like lings are too fast , is patrol still usable in a real game ??? Oh and I'm also looking for an optimal ~10:00 Ghost/Bio timing push build for TvP to punish greedy or teching Protoss. Thanks Patrol move will work, but not on creep. If you try to do this, you will get pwned lol I agree Patrol move never seems to work as flawlessly as it does in marine splitting, but you have to be confident that your training can be emulated in a real game. And it can, as long as your not on creep :D because I have had this happen and I get pwned. If you patrol move back, you still want to micro off small boxes, Patrol move just helps a fwe marines stay back and give dps to other marines that fire as the few are sacrificed. | ||
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