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The Terran Help Me Thread - Page 73

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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.
zende
Profile Joined February 2011
Sweden234 Posts
November 19 2011 02:25 GMT
#1441
Hi. I wanna learn to play mech TvT, looks so much more fun than bio. Can anyone give me any pointers and maybe buildorders to someone who's only ever played bio? Thanks!
S_SienZ
Profile Joined September 2011
1878 Posts
November 19 2011 15:00 GMT
#1442
Was having thoughts about TvP when this popped into my mind: which would be the better scenario?

(a) A 3/3 Terran army fighting a 3/1/3 Protoss

or

(b) A 2/2 Terran fighting a 3/0/3 Protoss

Main reason I'm struggling against Ps is simply how fast they get upgrades now with the popularity of double forge builds, and just the thought of them being ahead on upgrades puts me on tilt and I feel so stressed to do damage before it snowballs out of control. So I was thinking, would it be bettter for Terrans to turtle up during the 2/2 phase and get 3/3 asap before pushing? Assuming the P is competent in his chronoboosting there is simply no way you'll manage to outupgrade him.

ComBro1
Profile Joined March 2011
80 Posts
November 19 2011 17:32 GMT
#1443
I would say the 3/3 terran scenario, as when you have those upgrades, you more than likely will have ghosts, to severely limit the usefulness of the shield upgrade. The best way imo is to either bunker up or drop to buy time for your 3/3 to finish.
Expez
Profile Joined November 2011
10 Posts
November 19 2011 17:57 GMT
#1444
1) Is 6 + 2 vikings / colossus a good rule of thumb?
2) I am about to take my third, around the 10-11 minute mark, and am putting down some more barracks. I soon have to make decisions about addons. What should my marine:marauder ratio be when I :
2a) Realize villain is going for colossus.
2b) Zealot/Archon.
2c) Blink stalker?

I have been favoring marauders, having 2/3 of them in my army (1/3 marines), but I often get into a situation where I'm kiting the zealots, while my vikings are dying to the stalkers, and then my all red marauders get cleaned up by the remaining stalkers, with or without any surviving colossus. This leads me to believe I might have too little DPS and should get more marines?
RoboBob
Profile Blog Joined September 2010
United States798 Posts
Last Edited: 2011-11-19 18:28:31
November 19 2011 18:27 GMT
#1445
On November 19 2011 03:52 S_SienZ wrote:
Against Zerg, should I gas first or rax first if I'm going for a Reactor Hellion expand?

Have been trying out rax 1st with reactor asap after the 1st marine pops. But I usually don't have enough gas (I build factory as soon as I hit 100 gas, usually syncs up perfectly with 150 minerals. So it ends up with my factory being done with my reactor halfway done =.="'

Do you guys think a gas 1st opener would work better? The gas won't be a waste since I transition into [Hellion-Marauder > Marine-Tank] or Full out Mech anyway.

Personally I'm not a fan of the gas first version of reactor hellion. Yes it feels good to have the gas all synched up nice, but by delaying your Rax for so long you won't be able to wall off against 6 pools in time. And with your Rax building a Reactor straight away, you won't have enough units to repel any one-base play.

The Rax first version I feel is just much more robust. Extra Marines, faster Orbital, and honestly 11 gas vs 13 gas isn't going to get your hellions out that much earlier. The Zerg is going to have some Spines/Lings/Queens anyway.
DarkCore
Profile Joined March 2011
Germany4194 Posts
Last Edited: 2011-11-20 10:47:31
November 19 2011 19:34 GMT
#1446
(a) A 3/3 Terran army fighting a 3/1/3 Protoss

or

(b) A 2/2 Terran fighting a 3/0/3 Protoss


3/3 unless you are fighting archons (cuz duh, the shield upgrade helps them, not the armor one). I think even with archons, I would prefer 3/3. The reason is marine DPS: 3/3 marines are better than 2/2 marines, even if they are fighting better upgraded opoonent units. Also, you SHOULD always have ghosts by this stage, as someone above me mentioned. This renders those Shield upgrades pretty much useless.

2) I am about to take my third, around the 10-11 minute mark, and am putting down some more barracks. I soon have to make decisions about addons. What should my marine:marauder ratio be when I :
2a) Realize villain is going for colossus.
2b) Zealot/Archon.
2c) Blink stalker?


I wouldn't worry about exact ratios, rather the add-ons you're pumping off. I'll tell you the two base ones you should have, off 3 rax and a starport (This is with the mind set of expanding some point. If you are planning to play 2 base, get a fourth and maybe fifth barracks)
Against colossus, you should have 2 tech labs and one reactor. Once the opponent has two colossus, mariens just die too quickly. Also, marines without medivacs kinda suck after their first engagement.
A zealot heavy army with archons is countered by marines and stutter-step micro, but ONLY with ghosts (Or else your marines will get crushed. Archons are totally overpowered if you don't have EMPS). So two reactors and a tech lab: You'll also want medivacs, they turn marines into unkillable little beasts.
Blink stalker is dumb past early.midgame. Th reason is any composition of bio with medivacs will counter it. I would recomend more marines bc of DPS, so two reactors with a tech lab.

I have been favoring marauders, having 2/3 of them in my army (1/3 marines), but I often get into a situation where I'm kiting the zealots, while my vikings are dying to the stalkers, and then my all red marauders get cleaned up by the remaining stalkers, with or without any surviving colossus. This leads me to believe I might have too little DPS and should get more marines?


I used to also make a more marauder heavy army. It's good if you confront with a bigger supply army (Say in a second engagement after a big battle), but marines and their insane DPS are just too yummy to ignore.

The Rax first version I feel is just much more robust. Extra Marines, faster Orbital, and honestly 11 gas vs 13 gas isn't going to get your hellions out that much earlier. The Zerg is going to have some Spines/Lings/Queens anyway.


Also, the production of your reactor on the barracks and the completion of the factory lines up nicely if you do the barracks first build.

Now I have a question as well (This thread is so useful! Helped me out a lot so far):

I recently lost a game against some sort of one base DT warp prism drop. The fact is, I didn't die to the initial attack, but rather the aftermath game (20 minutes later). I want a better player's opinion into the things I was doing wrong. I've already reflected a lot on the game (The loss hit me pretty hard), and I realize I played terrible, but I still wonder why my two base push couldn't kill his one base robo gateway army.

Replay

EDIT: Fixed link, it's right replay now (I realized I hadn't uploaded the replay I'd wanted.
Fixed a bug where LeBlanc could lose
TheDwf
Profile Joined November 2011
France19747 Posts
November 19 2011 19:39 GMT
#1447
On November 20 2011 04:34 DarkCore wrote:
I recently lost a game against some sort of one base DT warp prism drop. The fact is, I didn't die to the initial attack, but rather the aftermath game (20 minutes later). I want a better player's opinion into the things I was doing wrong. I've already reflected a lot on the game (The loss hit me pretty hard), and I realize I played terrible, but I still wonder why my two base push couldn't kill his one base robo gateway army.

Replay

I see a TvZ replay on this link, so wrong replay I guess?
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2011-11-19 19:51:11
November 19 2011 19:49 GMT
#1448
On November 19 2011 11:25 zende wrote:
Hi. I wanna learn to play mech TvT, looks so much more fun than bio. Can anyone give me any pointers and maybe buildorders to someone who's only ever played bio? Thanks!


download replays

GoOdy, Beastyqt,PuMa are players that use mech alot and with great success

sc2rep.com and sc2-replays.net have alot of their replays
halpimcat
Profile Joined September 2011
215 Posts
November 20 2011 17:16 GMT
#1449
What's the optimal way to combat zerg after sieging up? Allow me to explain.

I have no problem getting my army prepared for the fight against the zerg. I push, spread my siege tanks, then spread my marines in front of the tanks so I have a bunch small groups of marines in front of and a couple in back and around of my tanks to protect against mutas. When the push with ling/bling comes, should I keep my marines held still?

I usually select all my marines and start stim/running back as soon as the ling/blings get into melee range (usually lings since banelings are slower), but I'm not sure if this is the correct way to engage the zerg. My marines end up behind the siege tanks for the lings to destroy, and because I pull all my marines back they ball up and become more vulnerable to blings. I usually split on the fly and am sometimes successful, but it feels risky. Is pulling back my rines the correct maneuver? And if it is, how far should I pull them back, I usually run them behind my tanks.
Doja
Profile Blog Joined January 2011
United States15 Posts
November 20 2011 17:34 GMT
#1450
Question about mules

Mules on close patches mine 300 minerals but only return 270.

Mules on distant patches mine 270 and return 270.

I've always read that I should drop mules on close patches.

It seems to me mules on distant patches would be the most efficient. It mines distant patches quicker leaving scv's on close patches longer later in the game, and there is no waste at the end of the mules life.

Am I missing something?
Kaboom
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
November 20 2011 17:36 GMT
#1451
Are we talking on or off creep? How many tanks do you have? What sort of game time? Are you focusing the blings?
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2011-11-20 17:49:15
November 20 2011 17:42 GMT
#1452
On November 21 2011 02:36 Willzzz wrote:
Are we talking on or off creep? How many tanks do you have? What sort of game time? Are you focusing the blings?

Either/or. I usually engage off creep, sieging up where the creep starts and killing creep before the engagement. As for timing I'd say I run into the most problems at around my 9-11 minute push, with anywhere between 2-3 tanks and a healthy group of marines, but really any kind of timing where me and the zerg are equal in the game.

And no, I rarely focus the blings. If I did with my tanks, should my marines stay spread out around my tanks?

Really, I think the advice I'd appreciate most is to actually give me a straight up step by step exact answer (especially on marine usage) on how to engage instead of reading about what I specifically do. This isn't a "help I can't handle muta harass" or "help chargelots too strong" problem, I just wanna know what the best way to engage vs zerg is.
TheDwf
Profile Joined November 2011
France19747 Posts
November 20 2011 17:53 GMT
#1453
On November 21 2011 02:34 Doja wrote:
Question about mules

Mules on close patches mine 300 minerals but only return 270.

Mules on distant patches mine 270 and return 270.

I've always read that I should drop mules on close patches.

It seems to me mules on distant patches would be the most efficient. It mines distant patches quicker leaving scv's on close patches longer later in the game, and there is no waste at the end of the mules life.

Am I missing something?

http://wiki.teamliquid.net/starcraft2/MULE#Mineral_Patches_and_Mining_Distance
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
November 20 2011 18:13 GMT
#1454
Generally speaking the edge mineral patches are optimal for MULEs, 9 trips no wasted minerals.
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
November 20 2011 21:10 GMT
#1455
I'm a bit confused at end game TvP, when the Protoss has a death ball, how do I go about engaging it? Say like 4-5 Collosi and like 8~ templars with a mix of stalkers and chargelots

I'd have like a bio ball with ghosts, vikings and medivacs. Probably 8~ ghosts, and like 10-12 vikings.

I've been getting in this situation quite a bit and seem to come out on the losing side quite a bit.
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
November 20 2011 21:19 GMT
#1456
is there a way to pressure protoss safely while expanding behind?
SaXonThoR
Profile Joined November 2011
United States8 Posts
November 20 2011 21:36 GMT
#1457
I'd like to have help in TvP. I use ghosts but ever since the nerf its been harder and harder to out live mass storms and colossi so any tips on combinations or anything would be helpful thanks.
"Pain is the strength you'll feel tomorrow"
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2011-11-20 21:55:17
November 20 2011 21:40 GMT
#1458
On November 21 2011 02:16 halpimcat wrote:
What's the optimal way to combat zerg after sieging up? Allow me to explain.

I have no problem getting my army prepared for the fight against the zerg. I push, spread my siege tanks, then spread my marines in front of the tanks so I have a bunch small groups of marines in front of and a couple in back and around of my tanks to protect against mutas. When the push with ling/bling comes, should I keep my marines held still?

I usually select all my marines and start stim/running back as soon as the ling/blings get into melee range (usually lings since banelings are slower), but I'm not sure if this is the correct way to engage the zerg. My marines end up behind the siege tanks for the lings to destroy, and because I pull all my marines back they ball up and become more vulnerable to blings. I usually split on the fly and am sometimes successful, but it feels risky. Is pulling back my rines the correct maneuver? And if it is, how far should I pull them back, I usually run them behind my tanks.


You have to focus fire banelings and Infestors with your tanks.
The order I follow is usually
- Stim and run back my marines
- Select tanks and shift+right-click the banelings/infestors
- Start splitting.
Romanes eunt domus
padfoota
Profile Blog Joined February 2011
Taiwan1571 Posts
Last Edited: 2011-11-20 21:48:36
November 20 2011 21:47 GMT
#1459
On November 21 2011 06:10 Chaggi wrote:
I'm a bit confused at end game TvP, when the Protoss has a death ball, how do I go about engaging it? Say like 4-5 Collosi and like 8~ templars with a mix of stalkers and chargelots

I'd have like a bio ball with ghosts, vikings and medivacs. Probably 8~ ghosts, and like 10-12 vikings.

I've been getting in this situation quite a bit and seem to come out on the losing side quite a bit.


Im assuming that you are a competent player, know how TvP works, and read enough TL about the whole kiting, emp and postions whatnots.

Pray. Theres a reason why most terrans now go for a timing push or cheese/allin.
But seriously if the protoss controls properly its extremely hard to win in a straight fight, and have enough forces left to deal with the chargelot TD that they force you to play.

Ofc, taking a leaf out of MVPs books, have a sick concave and bring a shitload of SCVs helps.
Stop procrastinating
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
Last Edited: 2011-11-20 21:51:55
November 20 2011 21:48 GMT
#1460
On November 21 2011 06:19 Sergio1992 wrote:
is there a way to pressure protoss safely while expanding behind?


Erm yeah ofc, terran can always just retreat vs protosss, unless I suppose they have blink stalkers, but that's not exactly common.

You just have to think carefully before engaging in a choke vs sentries. But you can very easily pressure with any number of builds without really risking anything.

You could try 2 rax into expand, or 1 rax FE into 4 rax, or 1 rax FE into fast drops.

Or of course what MVP did in his last game vs MC, FE into marine tank bunker.
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