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The Terran Help Me Thread - Page 70

Forum Index > StarCraft 2 Strategy
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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.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 15 2011 17:28 GMT
#1381
On November 16 2011 02:24 S_SienZ wrote:
Show nested quote +
On November 16 2011 02:16 Pokebunny wrote:
On November 15 2011 23:50 S_SienZ wrote:
Guys in TvT is 1 rax FE risky if you spawn at close by air positions? Had a game on shattered temple and lost simply because his banshee hit as I was claiming the watch tower (which in hindsight, huge mistake). However, regardless of that mistake, had I had all my marines in my base I realise I had at most 6 marines (with stim just started not long ago).

This all happened while I was playing on a public account at a LAN shop. Silver League. Mechanically, I'm a lot better than that. (Have a friend who's NA Platinum and in our 20+/- matches against each other (TvT) I've never lost a single game.) So should I just play safer builds with quicker tech and get a quick Viking while I play on that account? (Played 4 TvTs so far. In every game at one point or another banshees showed up. ZZZZ)

I wouldn't call it completely safe, but it's definitely manageable. You should have 2-3 turrets up by 6:45 if you see him open gas / no expo, and around 6-10 marines (depending on how you transition from the FE). I actually like opening with my 1rax FE similar to TvP style:
depot
rax
depot
18cc
rax
rax
gas
gas
techlab
stim
don't remember where ebay fits in off the top of my head, but you want the ebay finished by 6:30 at the latest if any banshee play is suspected. You can use the ebay to go for a fast +1 attack as well, then start factory. At some point after you make factory you'll want to make reactors on your 2 naked rax as you tech to medivac. Get 2 medivacs out then start tank production. Start combat shields immediately after stim.

The quick extra barracks after expanding will probably make allins and banshee play easier for you to deal with, rather than adding gas/factory super quickly.


Thanks man! Also thanks to the 1st 2 guys who replied. Will definitely keep all these in mind and refine my TvT opening before I hit the ladder next time.

Good luck ^^! Keep in mind I'm not saying my opening is the only correct way to play a 1 rax expand, it's just what I find the safest for me.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 15 2011 17:30 GMT
#1382
On November 15 2011 16:34 Corridor wrote:
What are some good builds for a gold-level terran?

Also, how do I effectively spend my money late game as terran?

I've been doing Marauder First FE against protoss, but Zealot + Sentry just roflstomps over my bases. Is this normal?
When is the appropriate time to transition to ghosts TvZ and TvP?

TvZ: 2 rax pressure -> expo or reactor hellion expo, into marine tank medivac
TvP: 1 rax gasless FE on big maps, 2 rax reactor/tech pressure into expo on small/medium maps
TvT: not sure, really. If you want to be safe and go for a macro game even if you're a little behind against FE builds, raven expand into marine tank medivac is decent. If you want to go for early game harass, cloak banshee into the same midgame is solid as well.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 15 2011 17:32 GMT
#1383
On November 15 2011 11:13 hyduk wrote:
When do you guys usually cut SCV production? 66 (enough to fully saturate 2 bases)?

Anywhere between 70-80 is optimal, I would say. If you can add macro orbitals/are maxed banking money, sacrificing more past that is not a bad idea. I would never go over 80ish though.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Corridor
Profile Joined June 2011
Malaysia32 Posts
November 15 2011 17:34 GMT
#1384
This thread is awesome. Like, really, really awesome. Thanks guys for helping me out!
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 15 2011 17:34 GMT
#1385
On November 14 2011 19:35 rawler wrote:
Sensor towers - I use them almost every Terran game. They seem awesome to me.

Been watching a lot of pro stream recently--- rarely see them in use.

Do pros consider these a waste of money because their APM is so high they just scout everything? lol. Why waste 100 gas? What's the deal? Surely they arent so good they can scout EVERYTHING? I especially find this useful TvT because you can help prevent drops like this.. but it can also prevent WP (toss), Overlord doom drops, and for TvT it helps me deal wtih siege tanks.. I often drop them near my siege contain line to help me see where their tanks are if my vikings can't get to that area or are spread too thin. god, I wish I had one for Protoss!

People are starting to use them a lot more lately, at least NA ladder. They're definitely good really at any point 3+ bases in any matchup, best in TvT. TvT I'll usually make 1 in my main for drops and another at the front lines for positioning purposes, TvP usually 1 in the lategame for warp prism play. They are quite strong for sure in mid/late game!
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
VPFaZe
Profile Joined October 2011
United States10 Posts
Last Edited: 2011-11-15 21:32:51
November 15 2011 21:32 GMT
#1386
On November 15 2011 10:35 upperbound wrote:
Show nested quote +
On November 15 2011 09:40 VPFaZe wrote:
On November 14 2011 07:15 humblegar wrote:
On November 13 2011 11:00 VPFaZe wrote:
On November 13 2011 08:31 humblegar wrote:
On November 13 2011 07:32 VPFaZe wrote:
Hey guys, so lately i've been switching races quite a bit, but im still stuck on terran. My problem is that, I don't really have many structured builds. Im in silver. My builds are.
TvT: Marine Tank, with viking medivac support if needed
TvP: Either straight MMM with ghosts, or a 1 rax FE into MMM with ghosts.
TvZ: Reactor hellions into Marine tank and thors.

Any tips on better builds or strats would be great. I really want to get promoted.

Also, I don't have any timing attacks, so i basically just push out when i think i can win.


I would suggest starting here:
Accelerated learning for mid/low terrans

Notice this:
You should have 50+ food at 6:40 game time with stim done with conc finishing up

These kind of builds are great to start improving with because they have specific goals for you to meet. Not just win or not, but did you execute it perfectly or not. You will be surprised at how many small mistakes you can make with that relatively simple build.



So i've been trying that program, like you recommended, but im always slightly short of the 50 supply mark, and my it seems like most gold level players can hold off this push. as well as the fact that im not seeing improving macro, i don't know if i haven't done it enough or if im doing it inncorectly. Have you ever used this program before, and are sure it works?


Is this for every match up? or just some?


If you play a perfect 3-rax like they discuss in that thread you can use it versus all races, at least in silver through gold. Make sure you follow the steps like macroing away from your base and so on, and you will improve.

The thread is pretty self-explanatory. So take a look and decide if you like it or not



I've been trying this, and most golds hold it off, which forces me to do a transistion which makes me seem behind. I'm always slightly under 50 supply when i push out, so that may be a factor, but its not a substantial number. Also, i've been wondering, if you actually know people who can vouch for this teaching method?So far i haven't seen my macro improve, i've just been grabbing a few more wins against other silvers.

If you're not at the right number of units, you need to practice the build more. It's a pretty simple build order and at early timing pushes, even something like 1 marauder and 1 marine can make a huge, huge difference. If you can get up to that 50 supply number, that will probably correlate with an improvement in your overall macro.

I have had small delays in my timings hurt me dramatically in my results. For example, today I got supply blocked at 27 for about 10 seconds due to trying out an earlier expand timing in my double reactor hellion opening, and the 10-12 second delay in the timing allowed his first creep tumor to get out and his spines to move out to the choke on Antiga before my hellions got there to stop this. He then got to drone freely and transition into 2 base muta, when normally this build keeps muta numbers low by putting on constant pressure at the natural.

Small variations in key timings can make a huge, huge difference in your play. Don't underestimate this.


Yeah, i'm doing the build exactly as it says, i know it was made before patch, and right about now at 640 i have 43 supply with conc not yet done. idk what im doing wrong, becasue im following the build directly.

us
zende
Profile Joined February 2011
Sweden234 Posts
November 15 2011 23:47 GMT
#1387
When is the timing for fastest possible DTs or banshees? :-)

Thanks!
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
November 16 2011 00:08 GMT
#1388
The fastest banshee with cloak comes out at 7:00. The fastest banshee without cloak comes out at 6:00. In either case, we're talking about a gas-first build that cuts scvs and marines heavily. More reasonable builds will have a slower banshee with cloak. Keep an eye open for non-cloak banshees after 6:15, more like 6:30+ if your opponent didn't go gas-first. Cloak should be happening around 7:30.

The fastest DT comes out at like 6:20 ISH. An 18 Cyber finishes at 3:30, and then you've got a 50 second Twilight Council and a 100 second Dark shrine that together will take you up to like 6:10. Then you need 5 seconds to make the DT using a warpgate. This isn't REALLY a feasible DT rush since you'll need stalkers and crap to defend though-- and unlike with a banshee rush, Protoss has more trouble just walling off, and ranged units require gas, etc, which slow this down. I'd say if you suspect a 1-base DT rush start perking your ears up after like 6:40.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
huehuehuehue
Profile Blog Joined August 2011
Estonia455 Posts
November 16 2011 15:26 GMT
#1389
Hi, can anyone look at this replay and point out some things that I'm doing wrong? It's a TvP macro game where i go 1 rax expand with no gas.
http://drop.sc/59756
Im playing with the starter edition, but I'd say my level is around gold league. The game is vs a diamond leaguer.

Thanks
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2011-11-16 16:04:35
November 16 2011 16:03 GMT
#1390
On November 17 2011 00:26 huehuehuehue wrote:
Hi, can anyone look at this replay and point out some things that I'm doing wrong? It's a TvP macro game where i go 1 rax expand with no gas.
http://drop.sc/59756
Im playing with the starter edition, but I'd say my level is around gold league. The game is vs a diamond leaguer.

Thanks

Hi,

Some comments about the game :

Make your bunker at the natural closer to your Command Center (you can't pull SCVs in time if the bunker is that far).

Take both gasses at 23 supply in order to start Stim and constant Marauder production straightaway.

Going 5 rax without teching Ghosts/Medivacs after this opening pretty much means you have to hit him around 9' or 10' with your forces, since your Vikings or Ghosts will be too late to deal with Colossi or HTs after. Getting Starport before building +2 rax is more standard. 3 lab and 2 reactors would be more appropriate than 3 reactors and 2 lab.

Get Reactor on your Factory, then swap Factory with Starport and use your Factory to scout.

When you tech Starport, get your gasses at your natural in order to be able to constantly produce Medivacs or Vikings. You'll need gas later for Ghosts, anyway.

You did not scout his Colossi, and after you did you had 3 Medivacs and 2 Vikings queued up in your Starport. No Viking out against 4 Colossi = lose, simple as that. As pointed above, you should have Starport earlier; once you scout Colossi and you don't have any Vikings yet, you should at least try to build an additional Starport (with Reactor !). You lost because you did not get enough Vikings to deal with his Colossi; you did not have enough Vikings because you did not get Reactors on your Starports.
ThaSlayer
Profile Joined March 2011
707 Posts
November 16 2011 16:15 GMT
#1391
On November 16 2011 02:30 Pokebunny wrote:
Show nested quote +
On November 15 2011 16:34 Corridor wrote:
What are some good builds for a gold-level terran?

Also, how do I effectively spend my money late game as terran?

I've been doing Marauder First FE against protoss, but Zealot + Sentry just roflstomps over my bases. Is this normal?
When is the appropriate time to transition to ghosts TvZ and TvP?

TvZ: 2 rax pressure -> expo or reactor hellion expo, into marine tank medivac
TvP: 1 rax gasless FE on big maps, 2 rax reactor/tech pressure into expo on small/medium maps
TvT: not sure, really. If you want to be safe and go for a macro game even if you're a little behind against FE builds, raven expand into marine tank medivac is decent. If you want to go for early game harass, cloak banshee into the same midgame is solid as well.

Hi! Could you give a run down on the T v T raven expand build for noobs like me? Thanks!
Corridor
Profile Joined June 2011
Malaysia32 Posts
November 16 2011 16:15 GMT
#1392
http://drop.sc/59781

Game of me against a protoss on SEA ladder. I'm a gold league terran. I'm having trouble with the chargelot+archon comp, and I would like some feedback on stuff I'm doing wrong.
huehuehuehue
Profile Blog Joined August 2011
Estonia455 Posts
November 16 2011 16:18 GMT
#1393
On November 17 2011 01:03 TheDwf wrote:
Show nested quote +
On November 17 2011 00:26 huehuehuehue wrote:
Hi, can anyone look at this replay and point out some things that I'm doing wrong? It's a TvP macro game where i go 1 rax expand with no gas.
http://drop.sc/59756
Im playing with the starter edition, but I'd say my level is around gold league. The game is vs a diamond leaguer.

Thanks

Hi,

Some comments about the game :

Make your bunker at the natural closer to your Command Center (you can't pull SCVs in time if the bunker is that far).

Take both gasses at 23 supply in order to start Stim and constant Marauder production straightaway.

Going 5 rax without teching Ghosts/Medivacs after this opening pretty much means you have to hit him around 9' or 10' with your forces, since your Vikings or Ghosts will be too late to deal with Colossi or HTs after. Getting Starport before building +2 rax is more standard. 3 lab and 2 reactors would be more appropriate than 3 reactors and 2 lab.

Get Reactor on your Factory, then swap Factory with Starport and use your Factory to scout.

When you tech Starport, get your gasses at your natural in order to be able to constantly produce Medivacs or Vikings. You'll need gas later for Ghosts, anyway.

You did not scout his Colossi, and after you did you had 3 Medivacs and 2 Vikings queued up in your Starport. No Viking out against 4 Colossi = lose, simple as that. As pointed above, you should have Starport earlier; once you scout Colossi and you don't have any Vikings yet, you should at least try to build an additional Starport (with Reactor !). You lost because you did not get enough Vikings to deal with his Colossi; you did not have enough Vikings because you did not get Reactors on your Starports.

Thank you for your reply! When should i get ghosts btw, when im on 3base?
TheDwf
Profile Joined November 2011
France19747 Posts
November 16 2011 16:50 GMT
#1394
On November 17 2011 01:18 huehuehuehue wrote:Thank you for your reply! When should i get ghosts btw, when im on 3base?

Around this time, yes (since they're expensive), or as soon as you see the Protoss heading towards High Templars.

On November 17 2011 01:15 Corridor wrote:
http://drop.sc/59781

Game of me against a protoss on SEA ladder. I'm a gold league terran. I'm having trouble with the chargelot+archon comp, and I would like some feedback on stuff I'm doing wrong.

Shortly : first macro (you had 2.5k minerals at 12' !), second unit composition (you need way more Marines against Zealots/Archons; and to make mass Marines, you need Reactors on your Barracks). Your Medivacs were too late; you should have used drops to scout what tech path he had chosen. You did not use all your Ghost energy at the fight near his third; you really need to bomb all the Archons with EMPs. You also need to hit & run with your MMM group; otherwise, they will simply melt in a frontal fight. Don't bother with Banshees and/or Ravens. Use your Factory to scout, there's no need to have an idle Lab Factory the whole game in your base.

To sum it up, you should have more Marines than Marauders, enough Ghosts to EMP all his Archons, and you should fight near choke positions with Marauders in front to tank damages; then you hit & run. Your position was good near his third, but you simply did not have enough.
RoboBob
Profile Blog Joined September 2010
United States798 Posts
November 16 2011 17:02 GMT
#1395
On November 17 2011 01:50 TheDwf wrote:
Show nested quote +
On November 17 2011 01:18 huehuehuehue wrote:Thank you for your reply! When should i get ghosts btw, when im on 3base?

Around this time, yes (since they're expensive), or as soon as you see the Protoss heading towards High Templars.

Show nested quote +
On November 17 2011 01:15 Corridor wrote:
http://drop.sc/59781

Game of me against a protoss on SEA ladder. I'm a gold league terran. I'm having trouble with the chargelot+archon comp, and I would like some feedback on stuff I'm doing wrong.

Shortly : first macro (you had 2.5k minerals at 12' !), second unit composition (you need way more Marines against Zealots/Archons; and to make mass Marines, you need Reactors on your Barracks). Your Medivacs were too late; you should have used drops to scout what tech path he had chosen. You did not use all your Ghost energy at the fight near his third; you really need to bomb all the Archons with EMPs. You also need to hit & run with your MMM group; otherwise, they will simply melt in a frontal fight. Don't bother with Banshees and/or Ravens. Use your Factory to scout, there's no need to have an idle Lab Factory the whole game in your base.

To sum it up, you should have more Marines than Marauders, enough Ghosts to EMP all his Archons, and you should fight near choke positions with Marauders in front to tank damages; then you hit & run. Your position was good near his third, but you simply did not have enough.

One small thing to add about scouting with the Factory: Make sure you make your armory before the factory gets to the opponent base. I just started doing MMM against Protoss yesterday, and I had the misfortune of getting my factory killed by Phoenix before I had an armory. It effectively delayed my 2/2 and 3/3 upgrades by 2 minutes and cost me the game even though I started with a 20 supply advantage.
Corridor
Profile Joined June 2011
Malaysia32 Posts
Last Edited: 2011-11-16 18:17:46
November 16 2011 17:46 GMT
#1396
Thanks TheDwf and RoboBob :D

I was facing a lot of terrans in ladder and got caught off-guard by a protoss and panicked (lame excuse for macroing badly), and thanks for the advice! I always thought mass marine was bad against toss due to storm and colossus melting all of them, hence my focus on marauders.

Guess I was wrong. I really have to work on those reactors.

EDIT: Also, can anyone find the 1-1-1 build that MVP did on MC a while ago?

EDIT2: MVP's build IIRC wasn't the one base all-in. The one with an expansion? I might be mistaken.
alphafuzard
Profile Blog Joined June 2007
United States1610 Posts
November 16 2011 18:01 GMT
#1397
On November 17 2011 02:46 Corridor wrote:
Thanks TheDwf and RoboBob :D

I was facing a lot of terrans in ladder and got caught off-guard by a protoss and panicked (lame excuse for macroing badly), and thanks for the advice! I always thought mass marine was bad against toss due to storm and colossus melting all of them, hence my focus on marauders.

Guess I was wrong. I really have to work on those reactors.

EDIT: Also, can anyone find the 1-1-1 build that MVP did on MC a while ago?

You shouldn't practice 1-1-1 in the gold league. It will just be a waste of your time.
more weight
Waah
Profile Joined February 2011
United States120 Posts
Last Edited: 2011-11-16 19:55:11
November 16 2011 19:53 GMT
#1398
On November 17 2011 01:18 huehuehuehue wrote:
Thank you for your reply! When should i get ghosts btw, when im on 3base?

You can do a ghost timing push off two base. If you're not doing such an opening however, I guess 3 base worth of gas is good for decent ghost production without neglecting upgrades. Bio-Ghost-Viking/Medivac compositions need to keep up in upgrades vs Toss.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
November 16 2011 21:23 GMT
#1399
On November 17 2011 01:50 TheDwf wrote:
Show nested quote +
On November 17 2011 01:18 huehuehuehue wrote:Thank you for your reply! When should i get ghosts btw, when im on 3base?

Around this time, yes (since they're expensive), or as soon as you see the Protoss heading towards High Templars.

Show nested quote +
On November 17 2011 01:15 Corridor wrote:
http://drop.sc/59781

Game of me against a protoss on SEA ladder. I'm a gold league terran. I'm having trouble with the chargelot+archon comp, and I would like some feedback on stuff I'm doing wrong.

Shortly : first macro (you had 2.5k minerals at 12' !), second unit composition (you need way more Marines against Zealots/Archons; and to make mass Marines, you need Reactors on your Barracks). Your Medivacs were too late; you should have used drops to scout what tech path he had chosen. You did not use all your Ghost energy at the fight near his third; you really need to bomb all the Archons with EMPs. You also need to hit & run with your MMM group; otherwise, they will simply melt in a frontal fight. Don't bother with Banshees and/or Ravens. Use your Factory to scout, there's no need to have an idle Lab Factory the whole game in your base.

To sum it up, you should have more Marines than Marauders, enough Ghosts to EMP all his Archons, and you should fight near choke positions with Marauders in front to tank damages; then you hit & run. Your position was good near his third, but you simply did not have enough.

No, you're wrong. As the game goes later and later, you should move more and more towards marauder heavy. At any stage of the game I'd never go past 3 reactored barracks - once heavy splash damage comes into play marines are basically worthless, but having an even count of tech / reactor off 2base is strong against gateway play (2tech 2reactor). Once colossus/HT are in play (to an extent archons as well) you'll want to limit marine production (obviously not stop making them entirely; but all new barracks should have techlabs past 3 bases / 3 reactors).
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
TheDwf
Profile Joined November 2011
France19747 Posts
November 16 2011 21:47 GMT
#1400
On November 17 2011 06:23 Pokebunny wrote:
No, you're wrong. As the game goes later and later, you should move more and more towards marauder heavy. At any stage of the game I'd never go past 3 reactored barracks - once heavy splash damage comes into play marines are basically worthless, but having an even count of tech / reactor off 2base is strong against gateway play (2tech 2reactor). Once colossus/HT are in play (to an extent archons as well) you'll want to limit marine production (obviously not stop making them entirely; but all new barracks should have techlabs past 3 bases / 3 reactors).

You misunderstood me—I was referring to his replay, in which he got no Reactor at all on his Barracks. I was not telling him to make Reactor on all his Barracks. About going more Marines or more Marauders, it depends on the Protoss composition, and his replay was about Zealots/Archons in mid- and lategame.
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