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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. |
On December 05 2011 03:16 Crowned wrote:Show nested quote +On December 05 2011 03:09 iAmJeffReY wrote:On December 05 2011 02:56 Crowned wrote: I can't do anything on the ladder with Terran anymore, was a Diamond before I stopped playing for a few months. Season 4 I'm a platinum and my MMR is matching me against golds now and I'm still losing, no matter the I'm against. I've mainly been doing no gas fast expands into whichever transition i feel is best depending on the race I'm against. I'm having a hard time winning any games right now. People need to stop pushing gasless expands on people below masters. Holding all ins and 2 base play with a gasless expand requires scouting, reactionary skills, and more macro/micro than a player of your level can handle. I'd stick with 2 rax TvP, 1-1-1 TvT, and even 1-1-1 in TvZ until you can learn to do multiple things at once. Gasless expands are what pros do, because they can handle it. It's the greediest, without being 'unsafe' build you can do. Why would you in plat expect to be able to hold: roach rush, 4 gate, econ bane bust, 1-1-1 marine tank push, cloakshee harass, bf run bys, proxy marauder, reaper harass, dt rush, 3 gate robo all in, 3 gate blink, collsai 1 base play etc etc There's a list of strategies that are very strong against 1 rax gasless FE if you don't scout them and change your compo accordingly. In short, don't listen to people I say. "It'll make you a better play in the long run" crap. Ya, maybe at high high diamond, low masters you can execute things and get better. Anything below, you shouldn't be doing gasless expands. If you want to still 1 rax expand, reaper expand. You can do it against each race, and it forces you to scout, and go into 3 rax reactionary. Appreciate the advice. I'm just saying what I did. I am not playing on my name this season, I don't know why, but I'm currently 820 masters on my friends name. I went I think 13-5 last night, and starting to draw 800-1ks. I started with 1-1-1 vs each race and then branched out. I'm just now getting into reaper expands, and what not. I've found a reaper expand against toss is a great way to be safe from all ins. You can see FE, 2 gas, gate count, chrono amount, pylon placement etc.
I almost never gasless expand, expect in TvT as I find it incredibly hard to go into a mid game against Z/P without having had some harassment. I'm also a very harass oriented player, so that could be why I am saying no gasless expand.
TvP was my worst matchup. I started reaper expanding, into a strong 2 base push consisting of marauders, marines, tanks, and medics, and recently I can count the number of TvP losses on 1 hand. 0. I haven't lost a TvP in the last 7-8 TvP I've played. All because I know what's coming, and I can react accordingly. Take away the surprise factor in a DT rush, and it's just a weak slow FE into chargelot archon.. Shit like that.
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I figured if I left the cheese out,and just worked on early macro now it would help me greatly in the longrun, like u said I think that is most people's thought process.
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On December 05 2011 03:29 Crowned wrote: I figured if I left the cheese out,and just worked on early macro now it would help me greatly in the longrun, like u said I think that is most people's thought process. What cheese is there in 1-1-1? It's a legit strat, that has many options of transitions, and lets you safely siege expand. 2 rax isn't cheese vs toss.
A good cheese here and there is nothing bad either. Keeps the game fresh, and knowing how to properly execute some solid cheese helps in rematches against opponents on ladder/BOx series.
All gasless expand is the greediest macro opening. 2 rax FE is slightly slower, but you get a larger standing army. You're still forced into macroing
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True, mind linking me to the openings you use along with the transitions against each race? I really need to study it. Like I said, I do appreciate the help.
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How do you micro Ghosts effectively?
In the last couple TvP's I've had, the EMP round has felt very delayed, and by the time it hits where I selected the high templar had gotten away. There are also moments where my Ghosts will keep moving foward before firing their Snipe/EMP, even if they're in range.
I'd love to hear how other Terrans control their ghosts o:
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On December 05 2011 07:12 Gamegene wrote: How do you micro Ghosts effectively?
In the last couple TvP's I've had, the EMP round has felt very delayed, and by the time it hits where I selected the high templar had gotten away. There are also moments where my Ghosts will keep moving foward before firing their Snipe/EMP, even if they're in range.
I'd love to hear how other Terrans control their ghosts o: I like sending a few forward first (cloaked if possible), trying to EMP or snipe outlying HTs. Scan first to make sure there aren't observers around. Get as many HTs as possible then engage. Carpet the rest of the army with EMPs with the ghosts you have left over and spread out your marine marauder army backwards to avoid any leftover storms.
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Hey Guys, hope you guys can help me.
I am by no means a macro player, I fall short when the game goes to 15+ minutes. I am Gold currently and I have a question on what I currently will be doing. Originally I'm a Zerg Player and I really enjoyed Roach Pressure then expand into 2base Mutas, but I can't seem to get something like this right with Terran.
My discussion is: I am learning to 3Rax Stim as my goto strategy, I really would like to know how to expand?
There a few scenarios in which I can go to (generalization, unit comp. changed based on match-up/map):
1.) Cut @ 3/4 Maruaders, 5/6 Marines and Expand while attacking and any reinforcements actually stay behind to defend after my attack and transition into MMM + T. 2.) Don't cut production and attack with as many as possible and send reinforcements, if the attack does enough damage but not enough to kill him I retreat and then start expansion and transition into MMM + T
For starters, the 3Rax, at my level, can almost guarantee me a win, I attack with Stim at around the 7:30 min mark (It's good in Gold.)
Other questions:
1.) Depending on Match-up, what must I see at my opponents base to stop me from attacking and losing everything all the time?
That's it for now.
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On December 05 2011 19:33 necroticah wrote: Hey Guys, hope you guys can help me.
I am by no means a macro player, I fall short when the game goes to 15+ minutes. I am Gold currently and I have a question on what I currently will be doing. Originally I'm a Zerg Player and I really enjoyed Roach Pressure then expand into 2base Mutas, but I can't seem to get something like this right with Terran.
My discussion is: I am learning to 3Rax Stim as my goto strategy, I really would like to know how to expand?
There a few scenarios in which I can go to (generalization, unit comp. changed based on match-up/map):
1.) Cut @ 3/4 Maruaders, 5/6 Marines and Expand while attacking and any reinforcements actually stay behind to defend after my attack and transition into MMM + T. 2.) Don't cut production and attack with as many as possible and send reinforcements, if the attack does enough damage but not enough to kill him I retreat and then start expansion and transition into MMM + T
For starters, the 3Rax, at my level, can almost guarantee me a win, I attack with Stim at around the 7:30 min mark (It's good in Gold.)
Other questions:
1.) Depending on Match-up, what must I see at my opponents base to stop me from attacking and losing everything all the time?
That's it for now.
3rax is an allin build that's extremely simple and good for learning purposes, but it's only good up to a certain point. I'd rather do 2), because 1) is a little wishy-washy. If you're not going to commit as much, make 2 barracks instead. I'm pretty sure you can have a sizable army with 2 barracks if your macro is decent. You say you want to expand at one point, which you can do provided you do a lot of damage to the opponent if he expands. I'd really just recommend a different opener for each matchup.
2rax (reactor first then tech lab, push with 1 marauder ~7 marines, concussive research finished) in TvP is a great alternative to 3rax. A marine up the ramp can reveal his sentry/stalker/zealot count, and you can punish early nexus. I'd say 3rax is still fine with this matchup though.
2rax in TvZ has been phased out by the reactor hellion, but I still like to do the economic 2rax occasionally (get them at 12/14 supply. Push with 5-6 marines, cut marine/scv production for a moment to make a command center on 23/27 supply, then resume all production). I don't recommend 3rax against zerg because bio is generally somewhat weak versus mass zerglings+banelings.
TvT is much trickier because there's so much more variety in build orders, but I think a 3rax can still be very effective.
I can't quite answer your last question fully, but I'll try. TvT, don't attack into tanks. Watch out for cloaked banshees. Get engineering bay and a turret in your mineral line if you see a starport with techlab, and push when you have scans saved up. TvP don't attack up the ramp if he's 4gating or 3gate robo. I'd rather contain him at the front and expand. Check his tech route so you don't get smacked with DT's or colossi TvZ no expansion hatchery should set off alarm bells. Some zergs play it safe and get their hatchery later, so you need to find out whether they expanded. Baneling rush will be very deadly unless you split very well and soak up damage with marauders. I would still recommend just expanding and keeping your bio force spread out in front of your base.
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On December 05 2011 19:50 Kid-Fox wrote:Show nested quote +On December 05 2011 19:33 necroticah wrote: Hey Guys, hope you guys can help me.
I am by no means a macro player, I fall short when the game goes to 15+ minutes. I am Gold currently and I have a question on what I currently will be doing. Originally I'm a Zerg Player and I really enjoyed Roach Pressure then expand into 2base Mutas, but I can't seem to get something like this right with Terran.
My discussion is: I am learning to 3Rax Stim as my goto strategy, I really would like to know how to expand?
There a few scenarios in which I can go to (generalization, unit comp. changed based on match-up/map):
1.) Cut @ 3/4 Maruaders, 5/6 Marines and Expand while attacking and any reinforcements actually stay behind to defend after my attack and transition into MMM + T. 2.) Don't cut production and attack with as many as possible and send reinforcements, if the attack does enough damage but not enough to kill him I retreat and then start expansion and transition into MMM + T
For starters, the 3Rax, at my level, can almost guarantee me a win, I attack with Stim at around the 7:30 min mark (It's good in Gold.)
Other questions:
1.) Depending on Match-up, what must I see at my opponents base to stop me from attacking and losing everything all the time?
That's it for now. 3rax is an allin build that's extremely simple and good for learning purposes, but it's only good up to a certain point. I'd rather do 2), because 1) is a little wishy-washy. If you're not going to commit as much, make 2 barracks instead. I'm pretty sure you can have a sizable army with 2 barracks if your macro is decent. You say you want to expand at one point, which you can do provided you do a lot of damage to the opponent if he expands. I'd really just recommend a different opener for each matchup. 2rax (reactor first then tech lab, push with 1 marauder ~7 marines, concussive research finished) in TvP is a great alternative to 3rax. A marine up the ramp can reveal his sentry/stalker/zealot count, and you can punish early nexus. I'd say 3rax is still fine with this matchup though. 2rax in TvZ has been phased out by the reactor hellion, but I still like to do the economic 2rax occasionally (get them at 12/14 supply. Push with 5-6 marines, cut marine/scv production for a moment to make a command center on 23/27 supply, then resume all production). I don't recommend 3rax against zerg because bio is generally somewhat weak versus mass zerglings+banelings. TvT is much trickier because there's so much more variety in build orders, but I think a 3rax can still be very effective. I can't quite answer your last question fully, but I'll try. TvT, don't attack into tanks. Watch out for cloaked banshees. Get engineering bay and a turret in your mineral line if you see a starport with techlab, and push when you have scans saved up. TvP don't attack up the ramp if he's 4gating or 3gate robo. I'd rather contain him at the front and expand. Check his tech route so you don't get smacked with DT's or colossi TvZ no expansion hatchery should set off alarm bells. Some zergs play it safe and get their hatchery later, so you need to find out whether they expanded. Baneling rush will be very deadly unless you split very well and soak up damage with marauders. I would still recommend just expanding and keeping your bio force spread out in front of your base.
Thank you very much. Like I said, I just started with Terran (for good now, so I'm quite weak.) and therefore I do the 3Rax Stim.
Since you don't recommend 3Rax vs. Zerg and you recommend Reactor Hellions, do I get the Pre-Igniter? When do I expand with that build? I'd probably say - place the command center when attacking with Hellions? and the Transition to Thors if I see Mutas? or Tanks if I see Hydra/Roach?
Although your recommendation for 7+1 MM is also attractive.
I like to attack fast and give pressure.
I will continue to 3Rax into MMM + T vs. TvP and TvT for now.
:D As Gold I will always Cut down. How many Raxes, Facts and Port do I need on 2 base to be able to give constant pressure on my opponent and still be able to restock my army all under the mineral intake of 2 fully saturated bases? I would guess:
3 Rax + Lab 1 Rax + Reactor 2 Fact + Lab 1 Port + Reactor
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I just lost the most ridiculous game I think I've ever played. Is it possible to even engage toss at all on Metalopolis? I was ahead the entire. fucking. game. and then I lost. Just lost. Sucks. Not sure what I could have done to win.
Here's the replay, I'd write a long description but honestly I'm too confused to even start.
http://drop.sc/69201
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On December 06 2011 08:34 upperbound wrote:I just lost the most ridiculous game I think I've ever played. Is it possible to even engage toss at all on Metalopolis? I was ahead the entire. fucking. game. and then I lost. Just lost. Sucks. Not sure what I could have done to win. Here's the replay, I'd write a long description but honestly I'm too confused to even start. http://drop.sc/69201 Here dude. It's a build I'm working on. Look at it, and see what you think. TvP was my worst matchup. I'm leveling up on a friends name, 880 masters ATM with a 19-5 recent record, 9-0 TvP. I'll post a few reps for you to look at. It's a reaper expo into 3 rax, double reactor, factory and starport mara marine 3 tank 2 medic stim/shield push. You build third as you hit, and rax 4 and 5, with double ebays. You hit at 90-100 food at 10:30-11 minutes.
In the replays, I am on 'Random'
From first time I ran it, to the more refined and timed out, in that order. Starts at vs like 500 masters, up to 900. Got one against a 1k masters, but he was a faggot and we had a BM exchange.
vsEasy easy easy toss
vs 450 masters toss
vs 713 masters toss
vs 845 masters toss
vs 820 masters toss.
So far, it's strong against a lot of toss FE builds, the reaper lets you get proper scouting to react to a DT/VR all in, and against 3 gate robo just turtle in base with the tanks in siege, and he can't really press you. Just focus down his sentries with tanks, and the immortals get exponentially weakened.
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On December 06 2011 08:42 iAmJeffReY wrote:Show nested quote +On December 06 2011 08:34 upperbound wrote:I just lost the most ridiculous game I think I've ever played. Is it possible to even engage toss at all on Metalopolis? I was ahead the entire. fucking. game. and then I lost. Just lost. Sucks. Not sure what I could have done to win. Here's the replay, I'd write a long description but honestly I'm too confused to even start. http://drop.sc/69201 Here dude. It's a build I'm working on. Look at it, and see what you think. TvP was my worst matchup. I'm leveling up on a friends name, 880 masters ATM with a 19-5 recent record, 9-0 TvP. I'll post a few reps for you to look at. It's a reaper expo into 3 rax, double reactor, factory and starport mara marine 3 tank 2 medic stim/shield push. You build third as you hit, and rax 4 and 5, with double ebays. You hit at 90-100 food at 10:30-11 minutes. In the replays, I am on 'Random' From first time I ran it, to the more refined and timed out, in that order. Starts at vs like 500 masters, up to 900. Got one against a 1k masters, but he was a faggot and we had a BM exchange. vsEasy easy easy toss vs 450 masters toss vs 713 masters toss vs 845 masters toss vs 820 masters toss. So far, it's strong against a lot of toss FE builds, the reaper lets you get proper scouting to react to a DT/VR all in, and against 3 gate robo just turtle in base with the tanks in siege, and he can't really press you. Just focus down his sentries with tanks, and the immortals get exponentially weakened. Do you transition into standard MMMVG if Protoss survives into late game?
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On December 06 2011 08:34 upperbound wrote:I just lost the most ridiculous game I think I've ever played. Is it possible to even engage toss at all on Metalopolis? I was ahead the entire. fucking. game. and then I lost. Just lost. Sucks. Not sure what I could have done to win. Here's the replay, I'd write a long description but honestly I'm too confused to even start. http://drop.sc/69201 -Tried to pressure a 3 gate with 2 rax. You don't. You poke for expo and turn around. -Floated 250 gas while doing so. At least get stim... -Didn't make cc at 400. This stuff isn't hard. Just watch your money. -Went from 3 rax to 7 rax on 2 base. Go from 5 to 7 if it's all in 2 base play. -22 min. He got loads of temps with storm ready. no ghosts in sight. You let him establish third. Personally, I never let toss get in this position. If you do, you best have ghosts. -23 min. Stimmed like 40 units to run away. That's like suiciding your army. Just turn and stutter step. Think about the massive loss to HP. -1 min later. Storms hit weakened units. -Didn't lift buildings during base race. -33 min. throwing away 4 rauders into immortals. You might've won if you massed up first. -40 min. making 5 rax and mining with scvs when you got 4 k min and you're on the brink of losing. -Moral of the story: Don't base trade if toss has the better army unless you're going to lose anyway. You had econ advantage.
Rest doesn't really matter. Hope you don't take it wrong. Just good criticism.
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On December 06 2011 09:16 MysteryHours wrote:Show nested quote +On December 06 2011 08:42 iAmJeffReY wrote:On December 06 2011 08:34 upperbound wrote:I just lost the most ridiculous game I think I've ever played. Is it possible to even engage toss at all on Metalopolis? I was ahead the entire. fucking. game. and then I lost. Just lost. Sucks. Not sure what I could have done to win. Here's the replay, I'd write a long description but honestly I'm too confused to even start. http://drop.sc/69201 Here dude. It's a build I'm working on. Look at it, and see what you think. TvP was my worst matchup. I'm leveling up on a friends name, 880 masters ATM with a 19-5 recent record, 9-0 TvP. I'll post a few reps for you to look at. It's a reaper expo into 3 rax, double reactor, factory and starport mara marine 3 tank 2 medic stim/shield push. You build third as you hit, and rax 4 and 5, with double ebays. You hit at 90-100 food at 10:30-11 minutes. In the replays, I am on 'Random' From first time I ran it, to the more refined and timed out, in that order. Starts at vs like 500 masters, up to 900. Got one against a 1k masters, but he was a faggot and we had a BM exchange. vsEasy easy easy toss vs 450 masters toss vs 713 masters toss vs 845 masters toss vs 820 masters toss. So far, it's strong against a lot of toss FE builds, the reaper lets you get proper scouting to react to a DT/VR all in, and against 3 gate robo just turtle in base with the tanks in siege, and he can't really press you. Just focus down his sentries with tanks, and the immortals get exponentially weakened. Do you transition into standard MMMVG if Protoss survives into late game? Yes, you're on 3 base, with 5 rax 1 fac 1 port. I cut out tanks once archon/collsai/chargelot count is out. Once third has workers, I get raxes up to 9, and double ebay is also once third is started.
It transitions so well, and the third is so so so safe timed IMO as your push wins, or is a wash with protoss army. You can cut in port earlier, and get 2 tanks and 2 medics, with third tank done right after medics, so it's just a bit earlier of a push.
But yes, I do go into it if they make it past. Only the 1k toss has made it past said rush. He did a 3 gate warpgate sentry push which I rolled, due to early stim. His ninja expoed paid off, but 7+ rax just was too much. Want that rep?
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On December 05 2011 20:36 necroticah wrote:Show nested quote +On December 05 2011 19:50 Kid-Fox wrote:On December 05 2011 19:33 necroticah wrote: Hey Guys, hope you guys can help me.
I am by no means a macro player, I fall short when the game goes to 15+ minutes. I am Gold currently and I have a question on what I currently will be doing. Originally I'm a Zerg Player and I really enjoyed Roach Pressure then expand into 2base Mutas, but I can't seem to get something like this right with Terran.
My discussion is: I am learning to 3Rax Stim as my goto strategy, I really would like to know how to expand?
There a few scenarios in which I can go to (generalization, unit comp. changed based on match-up/map):
1.) Cut @ 3/4 Maruaders, 5/6 Marines and Expand while attacking and any reinforcements actually stay behind to defend after my attack and transition into MMM + T. 2.) Don't cut production and attack with as many as possible and send reinforcements, if the attack does enough damage but not enough to kill him I retreat and then start expansion and transition into MMM + T
For starters, the 3Rax, at my level, can almost guarantee me a win, I attack with Stim at around the 7:30 min mark (It's good in Gold.)
Other questions:
1.) Depending on Match-up, what must I see at my opponents base to stop me from attacking and losing everything all the time?
That's it for now. 3rax is an allin build that's extremely simple and good for learning purposes, but it's only good up to a certain point. I'd rather do 2), because 1) is a little wishy-washy. If you're not going to commit as much, make 2 barracks instead. I'm pretty sure you can have a sizable army with 2 barracks if your macro is decent. You say you want to expand at one point, which you can do provided you do a lot of damage to the opponent if he expands. I'd really just recommend a different opener for each matchup. 2rax (reactor first then tech lab, push with 1 marauder ~7 marines, concussive research finished) in TvP is a great alternative to 3rax. A marine up the ramp can reveal his sentry/stalker/zealot count, and you can punish early nexus. I'd say 3rax is still fine with this matchup though. 2rax in TvZ has been phased out by the reactor hellion, but I still like to do the economic 2rax occasionally (get them at 12/14 supply. Push with 5-6 marines, cut marine/scv production for a moment to make a command center on 23/27 supply, then resume all production). I don't recommend 3rax against zerg because bio is generally somewhat weak versus mass zerglings+banelings. TvT is much trickier because there's so much more variety in build orders, but I think a 3rax can still be very effective. I can't quite answer your last question fully, but I'll try. TvT, don't attack into tanks. Watch out for cloaked banshees. Get engineering bay and a turret in your mineral line if you see a starport with techlab, and push when you have scans saved up. TvP don't attack up the ramp if he's 4gating or 3gate robo. I'd rather contain him at the front and expand. Check his tech route so you don't get smacked with DT's or colossi TvZ no expansion hatchery should set off alarm bells. Some zergs play it safe and get their hatchery later, so you need to find out whether they expanded. Baneling rush will be very deadly unless you split very well and soak up damage with marauders. I would still recommend just expanding and keeping your bio force spread out in front of your base. Thank you very much. Like I said, I just started with Terran (for good now, so I'm quite weak.) and therefore I do the 3Rax Stim. Since you don't recommend 3Rax vs. Zerg and you recommend Reactor Hellions, do I get the Pre-Igniter? When do I expand with that build? I'd probably say - place the command center when attacking with Hellions? and the Transition to Thors if I see Mutas? or Tanks if I see Hydra/Roach? Although your recommendation for 7+1 MM is also attractive. I like to attack fast and give pressure. I will continue to 3Rax into MMM + T vs. TvP and TvT for now. :D As Gold I will always Cut down. How many Raxes, Facts and Port do I need on 2 base to be able to give constant pressure on my opponent and still be able to restock my army all under the mineral intake of 2 fully saturated bases? I would guess: 3 Rax + Lab 1 Rax + Reactor 2 Fact + Lab 1 Port + Reactor
Yes for reactor hellion you'd try to place it in your natural while taking map control with the hellions. All your next questions are coming from a mech-oriented style so if you're continuing with lots and lots of hellions, then later you'd want them pre-igniter. I'd recommend just making 4-6 hellions and swapping the reactor back to a barracks starting tank production so you have a strong marine, tank, medivac army. If you like mech then make more factories I suppose. I'm not as familiar with mech so i can't give that much advice besides the obvious.
That building group looks alright for TvZ I'd say, at least it's what I do except with no addon/reactor on the starport and more reactors on barracks. As long as you can produce constantly out of it in the middle of microing and pressuring your opponent, I think it's fine. Try to see if you can support that many buildings on two bases in a game by yourself or versus a very easy computer, focusing purely on macro. If you're starved for money, maybe cut away a production building or two and see if you can continually macro from fewer buildings. At gold league though, unit production appears to be a weakness of the majority of the players, whether they know it or not, so you can have a few too many barracks/factories to compensate for slips in macro.
When I was in gold/platinum league, I found that the gamebreaker for many of my games was how much army I could make, not necessarily unit compositions or unit ratios or more complex jazz like that. Sure I needed to get vikings vs colossus and thors when mutas numbered around 30-40, but it's of utmost importance to keep those units coming at all times. Constant scvs, constant army, supply depots, expansions, and upgrades.
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iamjeffrey, I am looking at your reps. I am really liking this.
Using the stim/tank combo only until the chargelot, colossus are out. Im liking this dude! another 3 to watch
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On December 06 2011 09:52 Psychobabas wrote:iamjeffrey, I am looking at your reps. I am really liking this. Using the stim/tank combo only until the chargelot, colossus are out. Im liking this dude! another 3 to watch  My pushes used to always fail against toss due sentries and early collsai. Tanks outrange both, and are a solid counter to sentries / low count of collsai. He cut you in half? Good, engage. You got 3 tanks back there. Just separate hotkey and target stalkers or sentries, and make that damage fly up.
That and I never knew when to take a third. Awesome time when pushing, as the push can go on for a while. Sure upgrades are a bit later than optimal, but you can finish them non stop with 3 base economy. I feel 5 rax 1 reactor port is a good place to sit as you can tack on raxes, ports, etc.
Since I'm so marine heavy early, I go for a fast 4 tech labs, 1 reactor to try and catch them in a collsai switch from the marines, and just brute them down with marauder mass. I also try to keep pressure on constantly once I hit. I split hit expos, main, and drop on tech if I can.
Even when they engage me in the midfield, just pull back, concave, siege, and they cannot fight you there.
edit -- I'm trying to get this account up to my level fast so I can get a real test sample of good protosses to tweak out more issues, and face stronger openings. I hopped on at 300 or so points with a lot of bonus pool so I could raise it fast..At 880, and drawing 900s and just sadly walking them, so I hope I keep drawing better players to kick my face in. If I get a good enough sample, and can time depots out I'm hoping to make a mini guide to help some fellow terrans with a timing push against protoss.
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Somebody really must tell me what i did wrong in this game:
TvZ on Metalopolis + Show Spoiler +http://www.mediafire.com/?d4c2r40sedr3jr1
I think I played really well in that game ( I'm around diamond level ) but my opponent just went for mass banelings and won. This is so stupid, i need to macro, siege, stim and micro but zerg just builds banelings and a-move my army.
From my experience this MU is so frustating ( TvP too btw )... it doesn't matter what i do, my opponents will crush my army with mass banelings or ling no matter what. A lot of people says that if a terran is on equal bases as a zerg he has the advantage but it's just not true. Banelings, muta, and infestors are so cost-effective that it doesn't matter what I throw at him, he will just roll over me.
+ Show Spoiler +
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