The Terran Help Me Thread - Page 79
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turbowarrior
Canada5 Posts
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Blazinghand
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United States25551 Posts
On November 30 2011 09:12 turbowarrior wrote: I am in a slump in platinum leuge it feels like I can never win in a game vs Zerg I try the reactor helion opener into fast cc but when I try to push out he just rapes me with banes mutas and lings And after that he can just drone get a maxed out army then just A-Move FTW seriously how do I win against Zerg as Terran I am Stumped Help please maybe tell me when to push out or what I am doing wrong????? I can provide Replays if you wish So, I'd recommend you use a little better formatting for your post. It's somewhat difficult to read due to the lack of periods, commas, or really any sort of punctuation besides the 5 ?s in a row at the end there. Replays would be helpful, since it's hard to tell what exactly is going on just from your description. It sounds like you're doing a reactor hellion FE, then losing to ling/bane/muta-- this describes literally every TvZ I lose-- I reactor hellion FE, and when I lose, it's to, well, ling/bane/muta, because that's what zerg usually goes. Neaten up your post a bit and add a replay and I'll see if I can't help. | ||
ithinknot
United States22 Posts
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Stun7
Canada35 Posts
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Blazinghand
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United States25551 Posts
On November 30 2011 12:50 Zawmb wrote: I want to try out terran after playing protoss and a bit of zerg. I'm gold league. I'd like a build to try out for each matchup. Preferably a safe opening that still keeps me in the game economically. Could someone help me out with this? If you could please PM me the build orders. Its really hard to find responses in these thread sometimes. Thank you ![]() Standard TvZ is the Reactor Hellion Expand. ![]() Transition from this into marine tank by swapping back to a tech lab after 2 or 6 hellions. Use marines with stimpack, supported by medivacs, as they are good against every zerg unit. Siege tanks are there to protect your marines from Banelings and Infestors. In the lategame, add thors if your opponent masses mutas, Vikings (and/or ghosts) against broodlords, Marauders against Ultralisks, ghosts against mass infestor. Standard TvP is 1 Rax Fast Expand. ![]() Transition from this into Marine+Marauder+Medivac. Use bio with stimpack, supported by medivacs, to beat protoss gateway compositions. Bio is good against every basic protoss unit. As he adds units like High Templars or Archons, add Ghosts and use EMP to defend your bio from splash. As he adds Colossi, add vikings. Wardning: 1 Rax FE is a Fast Expand build and is vulnerable (but by no means auto-loses) to a variety of protoss all-ins. Read more about scouting protoss all-ins here, at Warden's TvP Guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 Standard TvT is Biomech, usually after a fast expansion, like a factory expo, adapted from ![]() Make Marines, Tanks, and Medivacs, and use stimpack and siege mode. Your goal is to harass with drops, and use your tanks to aggressively defend forwards until you are defending the inside of his base. Eventually you will both have air units. At this point, you may want to build Vikings to provide vision for your tanks. He might be going pure bio-- if he does this, more marines, less tanks, and you'll win any straight-up fight. He might be going pure mech-- if he does this, fewer marines and tanks, and make marauders. Use drops aggressively since your mobile element is stronger than his. Don't attack into tank lines unless you have way, way more stuff than he does. Don't get contained. Don't lose air control too hard. Don't fall behind on bases. | ||
xiZE
Sweden60 Posts
On November 28 2011 10:13 iAmJeffReY wrote: A random strat I'm trying to make work. Marine marauder tank double medic all infantry upgrades (stim shield shells +1) with a fast third hits around 10-11 minute. Note -- not my name. I smurf a lot on my friends names to get some practice for fun. ![]() ![]() Neither protoss player was really that good. Second was a diamond smurf doing chargelot archon sentry. The accounts I was on were 500ish masters, so it was more for working out a new opening. I really feel like I could make this push into something. A 3 tank push with mara marine stim and +1 with a third done/almost done? At least lets you siege protoss as you get an earlier third. lol i think i forgot to thank you :p It helped me alot, and I know kinda what to do now ![]() ![]() | ||
MagmaRam
United States395 Posts
On November 30 2011 15:05 Blazinghand wrote: Standard TvZ is the Reactor Hellion Expand. ![]() Transition from this into marine tank by swapping back to a tech lab after 2 or 6 hellions. Use marines with stimpack, supported by medivacs, as they are good against every zerg unit. Siege tanks are there to protect your marines from Banelings and Infestors. In the lategame, add thors if your opponent masses mutas, Vikings (and/or ghosts) against broodlords, Marauders against Ultralisks, ghosts against mass infestor. Standard TvP is 1 Rax Fast Expand. ![]() Transition from this into Marine+Marauder+Medivac. Use bio with stimpack, supported by medivacs, to beat protoss gateway compositions. Bio is good against every basic protoss unit. As he adds units like High Templars or Archons, add Ghosts and use EMP to defend your bio from splash. As he adds Colossi, add vikings. Wardning: 1 Rax FE is a Fast Expand build and is vulnerable (but by no means auto-loses) to a variety of protoss all-ins. Read more about scouting protoss all-ins here, at Warden's TvP Guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 Standard TvT is Biomech, usually after a fast expansion, like a factory expo, adapted from ![]() Make Marines, Tanks, and Medivacs, and use stimpack and siege mode. Your goal is to harass with drops, and use your tanks to aggressively defend forwards until you are defending the inside of his base. Eventually you will both have air units. At this point, you may want to build Vikings to provide vision for your tanks. He might be going pure bio-- if he does this, more marines, less tanks, and you'll win any straight-up fight. He might be going pure mech-- if he does this, fewer marines and tanks, and make marauders. Use drops aggressively since your mobile element is stronger than his. Don't attack into tank lines unless you have way, way more stuff than he does. Don't get contained. Don't lose air control too hard. Don't fall behind on bases. Thank you so much, both for posting these and for making it public (whether you sent a PM as well or not). I'm looking to switch to Terran as well, in basically the same situation as Zawmb, so this really helps me out a lot. Anybody got any quick tips for using my actions more efficiently? I always feel like I'm wasting a bunch of time and attention whenever I make depots or MULE. | ||
iAmJeffReY
United States4262 Posts
On November 30 2011 16:26 xiZE wrote: lol i think i forgot to thank you :p It helped me alot, and I know kinda what to do now ![]() ![]() <3 it makes me feel super safe in TvP. TvP is my worst matchup, and I don't think I've dropped but maybe...2 games in TvP in the last 12-15 or so with 2 rax 14/14 mara marine ghost pressure, or this reaper FE tank push. | ||
Mjolnir
912 Posts
Quick question: Is there any point in making tanks in any match up other than TvZ? I am appalled at how terrible siege tanks are in SC2. I have run over mech armies, or infantry tank armies with pure bio - and had the same done to me. Tanks seem to do NOTHING in the face of a stimmed ball of run 'n gun bio. It's at the point where I wonder if it's even worth the investment. Am I on crack here? For what it's worth - I fear tanks will be even more useless in HotS ![]() | ||
Willzzz
United Kingdom774 Posts
Tanks do work well vs bio, assuming that you have supporting marines and equal armies. | ||
Twistacles
Canada1327 Posts
On December 01 2011 02:34 Mjolnir wrote: Quick question: Is there any point in making tanks in any match up other than TvZ? I am appalled at how terrible siege tanks are in SC2. I have run over mech armies, or infantry tank armies with pure bio - and had the same done to me. Tanks seem to do NOTHING in the face of a stimmed ball of run 'n gun bio. It's at the point where I wonder if it's even worth the investment. Am I on crack here? For what it's worth - I fear tanks will be even more useless in HotS ![]() TvT Marine-Tank is my go-to build in tvt. (And I don't lose TvT) The way I play it is to use my contingent of marines to try to catch him out of position and drop, while grabbing more bases and getting more and more factories. It's flexible because if they go pure bio you just pump out more bio yourself and be careful, if they go mech you go marauder tank, etc. | ||
Therapist.
United States207 Posts
TvZ, large numbers of upgraded tanks melt everything zerg has on the ground. TvT, if you go mech, they are the basis for an unstoppable force moving across the map. Bio has to work very hard to keep up by expanding as many places as possible, dropping everywhere, and getting the best flank imaginable. And even then, they'll probably need to sacrifice some bases to the tank force. Otherwise, marine/tank seems like the most popular style in general right now. Tanks just blow things away insanely quickly. TvP, while not being very useful as the game goes on longer, they are extremely effective in holding off any protoss early attack and they are great at being a part of strong timing attacks. I usually open with marines/tanks in TvP for a really solid defense as I get my economy going or a nice timing attack if the game warrants it. Sieged tanks are very nice vs. protosses who go early colossus. Before you can get your viking count up, having 4-5 siege tanks are just as well, and they'll splash the rest of the ground army as well. | ||
RoboBob
United States798 Posts
On November 30 2011 12:00 ithinknot wrote: Hello, i am a platinum level terran player and i have been trying to understand how i can utilize my race to the best of its ability. i have been under the impression that it really is beneficial for the zerg and protoss to sit back and let games become drawn out without any kind of pressure against them so the zerg can take a ton of bases, and the protoss can go for the death ball, my issue is i have read that while zerg and protoss make units in waves, terran has a constant flow of units so it had been said that they can attack and defend, i have had a problem where i cannot find the right balance between attacking, and defending. one of my issues i have found is ill push on a zerg base at the 7 min mark, but he will out mass me and overwhelm me, but i don't rally my units to my forward army for reinforcing so its like i'm attacking in waves too. whenever i attack should i always rally my production to my enemies base for constant reinforcements? or is there a different way terran units should be used to keep the ememy from getting too large of an army? any help is most appreciated, thank you! On Attacking: In SC2, Terran is built to be a very offensive race. We need to be on the attack in every matchup except TvT (obviously). We can't let a Zerg sit because with their macro mechanics (inject and creep) they will be able to max and remax quicker and larger than us. We can't let a Protoss sit because with chronoboost they will out-tech and out-gas us. Terran units tend to be cheap on resources, expensive on supply. Protoss units are the opposite. That means their 200/200 balls are more powerful than ours, but they're also more expensive to obtain. So we always want to kill them before the game devolves into a 200 vs 200 scenario. That doesn't mean a 200 vs 200 battle is impossible, it just means that it's unfavorable. As a Terran you should ONLY be defending in the following scenarios: 1. You know for certain that you are up 1 base vs Protoss 2. You know for certain that you are equal or up on bases vs Zerg 3. You are doing a 1 base fast tech build, such as Cloakshee, Thorship, or Doomdrop 4. You are doing a macro orbital build in TvZ 5. You are doing a 1 Rax FE in TvT Other than that, the default mode is always attack. When in doubt, attack. You will lose a lot of silly games because you attack at a really stupid time. But that's the best way for us to learn as Terran. It's the complete opposite of Zerg, which learns the best by losing a game where they defend too much and drone too hard. ----- On Rallying: You always want to rally units inside your base, and then every 1 or 2 game minutes send everything at the rally point to the front. The main reason being that all Terran units get stronger in balls. It's much better to send a single ball of 10 Marines across the map every minute instead of sending 1 marine every 6 seconds. 10 Marines will force a pack of Mutas or Lings to back off. But sending 1 Marine 10 times against the same pack won't do anything. If you don't have the apm to do that, then it's okay to rally everything straight to the front. But as your apm increases that's a really important habit to develop. | ||
Therapist.
United States207 Posts
Other than that, the default mode is always attack. When in doubt, attack. You will lose a lot of silly games because you attack at a really stupid time. But that's the best way for us to learn as Terran. It's the complete opposite of Zerg, which learns the best by losing a game where they defend too much and drone too hard. Just wanted to quote this for truth. The only way you learn the limits of your army and the situation is by losing in attempts to attack! I always recommend everyone I know to ATTACK with their units, so that way they learn when it is appropriate to attack, and when it is necessary to defend! | ||
Stun7
Canada35 Posts
On November 30 2011 15:05 Blazinghand wrote: Standard TvZ is the Reactor Hellion Expand. ![]() Transition from this into marine tank by swapping back to a tech lab after 2 or 6 hellions. Use marines with stimpack, supported by medivacs, as they are good against every zerg unit. Siege tanks are there to protect your marines from Banelings and Infestors. In the lategame, add thors if your opponent masses mutas, Vikings (and/or ghosts) against broodlords, Marauders against Ultralisks, ghosts against mass infestor. Standard TvP is 1 Rax Fast Expand. ![]() Transition from this into Marine+Marauder+Medivac. Use bio with stimpack, supported by medivacs, to beat protoss gateway compositions. Bio is good against every basic protoss unit. As he adds units like High Templars or Archons, add Ghosts and use EMP to defend your bio from splash. As he adds Colossi, add vikings. Wardning: 1 Rax FE is a Fast Expand build and is vulnerable (but by no means auto-loses) to a variety of protoss all-ins. Read more about scouting protoss all-ins here, at Warden's TvP Guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=232753 Standard TvT is Biomech, usually after a fast expansion, like a factory expo, adapted from ![]() Make Marines, Tanks, and Medivacs, and use stimpack and siege mode. Your goal is to harass with drops, and use your tanks to aggressively defend forwards until you are defending the inside of his base. Eventually you will both have air units. At this point, you may want to build Vikings to provide vision for your tanks. He might be going pure bio-- if he does this, more marines, less tanks, and you'll win any straight-up fight. He might be going pure mech-- if he does this, fewer marines and tanks, and make marauders. Use drops aggressively since your mobile element is stronger than his. Don't attack into tank lines unless you have way, way more stuff than he does. Don't get contained. Don't lose air control too hard. Don't fall behind on bases. Yeah this is awesome. Thanks so much man. I'll be trying those builds out soon :D | ||
xOff
United States247 Posts
In my TvZ's I typicallydo reactor hellion expand into a 3 tank seige push with combat shields/stim. If I scout roach I add in marauders, otherwise marine tank. When I push out I typically tech hard and build my starport/ebays/additional addons. My question for this matchup is if I see that the zerg is still on 2 base (around 10ish minute mark) would I be better not pushing out and turtle for a third? Or go forth with the push so I can get my tech up and hope to catch him offguard? In my TvP's (Having alot of trouble in this matchup) I do 2 rax pressure into expand or 1rax reaper fe. I hold off all-ins alot and seem to lose to timings and macro games. My main question is: what are some tells and responses to which tech route the protoss is going without the obvious scan of the Robo bay/Templar archives? I get caught unprepared alot, and while i realize I could be macroing better, I lose to suprises too often! Thanks alot guys ![]() | ||
Willzzz
United Kingdom774 Posts
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xOff
United States247 Posts
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imre
France9263 Posts
On December 01 2011 05:27 xOff wrote: Hey guys, I'm a rank 1 plat player that's playing against exclusively diamonds now and with the increase in opponent skill I have a few questions. In my TvZ's I typicallydo reactor hellion expand into a 3 tank seige push with combat shields/stim. If I scout roach I add in marauders, otherwise marine tank. When I push out I typically tech hard and build my starport/ebays/additional addons. My question for this matchup is if I see that the zerg is still on 2 base (around 10ish minute mark) would I be better not pushing out and turtle for a third? Or go forth with the push so I can get my tech up and hope to catch him offguard? In my TvP's (Having alot of trouble in this matchup) I do 2 rax pressure into expand or 1rax reaper fe. I hold off all-ins alot and seem to lose to timings and macro games. My main question is: what are some tells and responses to which tech route the protoss is going without the obvious scan of the Robo bay/Templar archives? I get caught unprepared alot, and while i realize I could be macroing better, I lose to suprises too often! Thanks alot guys ![]() Regarding your TvZ: First of all you've to consider one thing: did you prevent your opponent to take a 3rd with your hellion (or the map: ie shattered) if yes you can push. I'd advise to sacrifice a marine to poke at his front before entering his creep. if he has a lot of unit you back immediately, a little bit i'd advise to come, kill some creep tumors, back off. (and 30 zergling are produced :D). If he was able to take a 3rd but didn't do it there are three possibilities: 2hatch muta play, definitely push, you can see it if he get 4gaz relatively fast or if you don't see any roaches on 2bases. If you see roaches it's tricky, I think it's good to push if he doesn't spread his creep that well (if you can hit his spines/evo/whatever building at the front with tanks off creep, go for it). That means that either he's super safe (and you should be greedy so) or he's preparing for a 2base all in. If you push early enough (before 10minutes) there is no way that he has baneling speed, so you're pretty safe off creep, just don't overcommit, if you lose everything without killing his army you're definetely behind. In TvP: Both your builds are good but I'd advise to try 1rax Fe gasless instead of reaper. A basic thing would be to constantly pressure the toss (pokes/drop) and then you can see if he goes colossus. If you drop enough you'll see the tech. In my opinion you should always get ghosts with your 3rd, and then HT play becomes a micro battle. An 8minute scan is a good way to know what he's doing : double forge, colo, HT, or heavy gate pressure. Regarding the poke aspect: stim a marine, he'll die for the emperor ! | ||
KenDM
Netherlands206 Posts
On December 01 2011 04:42 RoboBob wrote: On Attacking: In SC2, Terran is built to be a very offensive race. We need to be on the attack in every matchup except TvT (obviously). We can't let a Zerg sit because with their macro mechanics (inject and creep) they will be able to max and remax quicker and larger than us. We can't let a Protoss sit because with chronoboost they will out-tech and out-gas us. Terran units tend to be cheap on resources, expensive on supply. Protoss units are the opposite. That means their 200/200 balls are more powerful than ours, but they're also more expensive to obtain. So we always want to kill them before the game devolves into a 200 vs 200 scenario. That doesn't mean a 200 vs 200 battle is impossible, it just means that it's unfavorable. As a Terran you should ONLY be defending in the following scenarios: 1. You know for certain that you are up 1 base vs Protoss 2. You know for certain that you are equal or up on bases vs Zerg 3. You are doing a 1 base fast tech build, such as Cloakshee, Thorship, or Doomdrop 4. You are doing a macro orbital build in TvZ 5. You are doing a 1 Rax FE in TvT Other than that, the default mode is always attack. When in doubt, attack. You will lose a lot of silly games because you attack at a really stupid time. But that's the best way for us to learn as Terran. It's the complete opposite of Zerg, which learns the best by losing a game where they defend too much and drone too hard. ----- On Rallying: You always want to rally units inside your base, and then every 1 or 2 game minutes send everything at the rally point to the front. The main reason being that all Terran units get stronger in balls. It's much better to send a single ball of 10 Marines across the map every minute instead of sending 1 marine every 6 seconds. 10 Marines will force a pack of Mutas or Lings to back off. But sending 1 Marine 10 times against the same pack won't do anything. If you don't have the apm to do that, then it's okay to rally everything straight to the front. But as your apm increases that's a really important habit to develop. What about a 1 base all-in from Protoss? Like 4Gate rushing, or just a powerful 3 Gate Robo? | ||
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