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The Terran Help Me Thread - Page 96

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.
Automata
Profile Joined March 2011
393 Posts
December 19 2011 23:37 GMT
#1901
Thanks. I'm in silver so I just need to get into good habits and macro properly (or that's what I've been told). I'm going to practice these against bots until I can execute them properly before going on ladder to play.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 23:43 GMT
#1902
On December 20 2011 08:37 Automata wrote:
Thanks. I'm in silver so I just need to get into good habits and macro properly (or that's what I've been told). I'm going to practice these against bots until I can execute them properly before going on ladder to play.


The best bots to practice against, by the way, are the "Green Tea AI" bots. You can pick a build order or style for them to execute, and they'll try it against you (before transitioning into a different midgame I think). Some attacks they execute decently well, and some they kinda don't, especially if it requires weird micro. Better than blizzard AI though.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Automata
Profile Joined March 2011
393 Posts
December 19 2011 23:57 GMT
#1903
On December 20 2011 08:43 Blazinghand wrote:
Show nested quote +
On December 20 2011 08:37 Automata wrote:
Thanks. I'm in silver so I just need to get into good habits and macro properly (or that's what I've been told). I'm going to practice these against bots until I can execute them properly before going on ladder to play.


The best bots to practice against, by the way, are the "Green Tea AI" bots. You can pick a build order or style for them to execute, and they'll try it against you (before transitioning into a different midgame I think). Some attacks they execute decently well, and some they kinda don't, especially if it requires weird micro. Better than blizzard AI though.


I've been recommended this map/bot called "Yabot". Should I stick with this or download Green Tea AI?
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 19 2011 23:59 GMT
#1904
On December 20 2011 08:57 Automata wrote:
Show nested quote +
On December 20 2011 08:43 Blazinghand wrote:
On December 20 2011 08:37 Automata wrote:
Thanks. I'm in silver so I just need to get into good habits and macro properly (or that's what I've been told). I'm going to practice these against bots until I can execute them properly before going on ladder to play.


The best bots to practice against, by the way, are the "Green Tea AI" bots. You can pick a build order or style for them to execute, and they'll try it against you (before transitioning into a different midgame I think). Some attacks they execute decently well, and some they kinda don't, especially if it requires weird micro. Better than blizzard AI though.


I've been recommended this map/bot called "Yabot". Should I stick with this or download Green Tea AI?


Yabot is also good (yet another build order tester). Use it to learn builds.

Green Tea AI is actually a bot you fight against. I don't know which maps have it-- I'd recommend you try both and go with the one you like.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
TheDwf
Profile Joined November 2011
France19747 Posts
December 20 2011 09:03 GMT
#1905
On December 20 2011 08:15 Willzzz wrote:
You know I think some of those builds are a little out of date when talking about the map pool.

On some maps and especially cross positions I would consider 2 rax sub-optimal.

Polt disagrees (and I guess iNcontrol too).
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 20 2011 09:27 GMT
#1906
On December 20 2011 18:03 TheDwf wrote:
Show nested quote +
On December 20 2011 08:15 Willzzz wrote:
You know I think some of those builds are a little out of date when talking about the map pool.

On some maps and especially cross positions I would consider 2 rax sub-optimal.

Polt disagrees (and I guess iNcontrol too).


I think it's reasonable to say that there will be times when 2 rax pressure FE isn't the best strat. That being said, it's completely viable, easy to execute, and sets you up for the standard midgame. Every top terran needs to know how to execute a pressure FE like this in TvP, and at the high level there are very few who can't. If you really want to expand your TvP repertoire, you'll start looking into other expansion builds off of 1 rax or 1 addoned rax, as well as a small selection of terran's all-ins including 1/1/1 and 3 rax.

The real variations in TvP comes from the timing of your third base, your reactions to the protoss player's tech decisions, how quickly you get ghosts, how quickly you get upgrades and how quickly you get medivacs.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Danyl
Profile Joined October 2010
Canada90 Posts
December 20 2011 10:26 GMT
#1907
High diamond terran here. While I consider my knowledge of the TvP match up to be pretty decent, I have zero clue how to stop a 4gate + Warp Prism all-in. Even when I've used a 2rax FE, scouted the build, and had all my units in my main to prevent being FF'd out, I still just die to this. Any tips on how to survive this all-in?
Taeja | ForGG | Jjakji
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
December 20 2011 11:06 GMT
#1908
On December 20 2011 19:26 Danyl wrote:
High diamond terran here. While I consider my knowledge of the TvP match up to be pretty decent, I have zero clue how to stop a 4gate + Warp Prism all-in. Even when I've used a 2rax FE, scouted the build, and had all my units in my main to prevent being FF'd out, I still just die to this. Any tips on how to survive this all-in?

One risk that all-in takes is that it cuts units early on to rush out both warp-gate and the warp prism, so if you pressure at an early non-standard timing with a 2-rax they will just die, or be forced to make units at their base that they really don't want to make right away. This should delay the drop until you actually have a decent number of units, by which point you're really just facing 4 units in a drop and a potential 4 units that they can warp in, which isn't really all that much to deal with.

Now I realize it's very risky to attack into a 1 base protoss player (particularly on 3+ gates) with a 2-rax, but if you see 2 gas or the robo it can give you some indication that this might be a good idea.

I have a lot of trouble with that build myself, but it seems that unless you are for some reason going for 3 rax you are very vulnerable to it if you just let them do what they want to.
Creator of sc2unmasked.com
jrdn
Profile Joined September 2010
United States132 Posts
December 20 2011 11:07 GMT
#1909
On December 20 2011 19:26 Danyl wrote:
High diamond terran here. While I consider my knowledge of the TvP match up to be pretty decent, I have zero clue how to stop a 4gate + Warp Prism all-in. Even when I've used a 2rax FE, scouted the build, and had all my units in my main to prevent being FF'd out, I still just die to this. Any tips on how to survive this all-in?


There are 2 parts to scouting this build that are both equally important. The first, you did, is simply knowing what build he is doing. The second part is seeing the warp prism just as it enters your air space (have patrolling marines around edges). As soon as you see the warp prism you need to focus it down asap. I generally focus it down even while my army takes a few hits from his (without the reinforcements in base you can quickly clean up then move back to front bunker). Assume you will need to pull most of your workers (you will lose a few but you should still be ahead...plus you'll eliminate the threat quickly). If he drops in your mineral line I like to a-move all my scvs until they surround the zealots then press hold position. Many times it glitches the zealots and they just twirl around (assuming your marines are shooting them).
“The sole purpose of an opening is to achieve a playable midgame”
DarkCore
Profile Joined March 2011
Germany4194 Posts
December 20 2011 11:25 GMT
#1910
One risk that all-in takes is that it cuts units early on to rush out both warp-gate and the warp prism, so if you pressure at an early non-standard timing with a 2-rax they will just die,


No they won't. On small ramp maps, a sentry or two can keep the Toss safe the entire time. The only way that will work is if the Protoss doesn't make any units before warpgate (And that's like gold level toss for you), and he stockpiles resources.

You can deal with 4 gate Warp Prism even with a 1 rax no gas FE.

This all-in hits at around 8-9 minutes, depending on how all-in (and how good they know the build). You'll be contained on one base (hopefully with an expansion though) for a while, but your push afterwords will very likely outright kill the Protoss. Keep your base tight, get those bunkers down wherever you feel he might hit, and tech to reactor starport. If you manage to get medivacs out, you will be in a great position: Bio is already strong with stim, but add the medivacs and gateway units will have a hard time dealing with it.

Basically: Start with 2 rax
If you see 4 gate warp prism fast enough, then get the factory out. Otherwise 3rd rax
(get the 3rd rax)
Once you're economy is pumping off those double MULES on one base and full saturation, you'll want to get the fourth barracks. Once you have two medivacs and stim, you'll be wanting to push out.

Optionally, you can try to make a viking and snipe the warp prism. Killing it will weaken his push even further, as he'll have no reinforcements for his stranded units.

There are 2 parts to scouting this build that are both equally important. The first, you did, is simply knowing what build he is doing. The second part is seeing the warp prism just as it enters your air space (have patrolling marines around edges). As soon as you see the warp prism you need to focus it down asap. I generally focus it down even while my army takes a few hits from his (without the reinforcements in base you can quickly clean up then move back to front bunker). Assume you will need to pull most of your workers (you will lose a few but you should still be ahead...plus you'll eliminate the threat quickly). If he drops in your mineral line I like to a-move all my scvs until they surround the zealots then press hold position. Many times it glitches the zealots and they just twirl around (assuming your marines are shooting them).


Great way to stop a warp prism if you catch it out of position. On the other hand, most protoss do try to take care of their warp prism, and if you try to focus it down, it doesn't die and he has units in your base, it's essentially a straight out GG.
Fixed a bug where LeBlanc could lose
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 20 2011 19:59 GMT
#1911
On December 20 2011 20:25 DarkCore wrote:
This all-in hits at around 8-9 minutes, depending on how all-in (and how good they know the build). You'll be contained on one base (hopefully with an expansion though) for a while, but your push afterwords will very likely outright kill the Protoss. Keep your base tight, get those bunkers down wherever you feel he might hit, and tech to reactor starport. If you manage to get medivacs out, you will be in a great position: Bio is already strong with stim, but add the medivacs and gateway units will have a hard time dealing with it.


Nah this hits before 6:30

Mind you despite appalling micro and losing 22 SCV, I still won the game in the end.
Blazinghand *
Profile Blog Joined December 2010
United States25555 Posts
December 20 2011 20:03 GMT
#1912
On December 20 2011 19:26 Danyl wrote:
High diamond terran here. While I consider my knowledge of the TvP match up to be pretty decent, I have zero clue how to stop a 4gate + Warp Prism all-in. Even when I've used a 2rax FE, scouted the build, and had all my units in my main to prevent being FF'd out, I still just die to this. Any tips on how to survive this all-in?


As a general rule, Warp Prism 4gate is like a regular 4gate except that you have difficulty using your bunkers. It's hard to say without seeing a replay what exactly went wrong that caused you to lose. Did he manage to warp units into your main without you noticing? What kind of 2 rax FE did you use? etc. In theory, if it's scouted, warp prism 4gate should be as bad as 4gate when scouted. Keep on making units, take your 2nd gas, and get a starport asap.

If you post a replay it'll be more clear what happened.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
imre
Profile Blog Joined November 2011
France9263 Posts
Last Edited: 2011-12-20 22:30:18
December 20 2011 22:28 GMT
#1913
On December 20 2011 19:26 Danyl wrote:
High diamond terran here. While I consider my knowledge of the TvP match up to be pretty decent, I have zero clue how to stop a 4gate + Warp Prism all-in. Even when I've used a 2rax FE, scouted the build, and had all my units in my main to prevent being FF'd out, I still just die to this. Any tips on how to survive this all-in?


If you do a 1rax FE I'd advise to do this:
Once you know that it's coming, you patrol marines around the edge of your base, once you see the warp prism you bring all your troops + half your scvs. Focus fire the warp prism with your marines and your scvs tank the zealot. If you're quick enough you can kill the warp prism or at least force a back after the 1st wave of warp-in. You just clean everything, and you're not behind, you should have 15ish scvs and 2 orbitals + a natural, you're way ahead if you don't lose immediately.

On December 21 2011 04:59 Willzzz wrote:
Show nested quote +
On December 20 2011 20:25 DarkCore wrote:
This all-in hits at around 8-9 minutes, depending on how all-in (and how good they know the build). You'll be contained on one base (hopefully with an expansion though) for a while, but your push afterwords will very likely outright kill the Protoss. Keep your base tight, get those bunkers down wherever you feel he might hit, and tech to reactor starport. If you manage to get medivacs out, you will be in a great position: Bio is already strong with stim, but add the medivacs and gateway units will have a hard time dealing with it.


Nah this hits before 6:30

Mind you despite appalling micro and losing 22 SCV, I still won the game in the end.


It depends how many probes he made but even with 10ish scvs it isn't loss if you've start to get stim/combat shield. Mules + bio is awesome against ununpgraded gateway units in a low economy game.
Zest fanboy.
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
December 20 2011 23:54 GMT
#1914
On December 20 2011 20:25 DarkCore wrote:
Show nested quote +
One risk that all-in takes is that it cuts units early on to rush out both warp-gate and the warp prism, so if you pressure at an early non-standard timing with a 2-rax they will just die,


No they won't. On small ramp maps, a sentry or two can keep the Toss safe the entire time. The only way that will work is if the Protoss doesn't make any units before warpgate (And that's like gold level toss for you), and he stockpiles resources.

You can deal with 4 gate Warp Prism even with a 1 rax no gas FE.

This all-in hits at around 8-9 minutes, depending on how all-in (and how good they know the build). You'll be contained on one base (hopefully with an expansion though) for a while, but your push afterwords will very likely outright kill the Protoss. Keep your base tight, get those bunkers down wherever you feel he might hit, and tech to reactor starport. If you manage to get medivacs out, you will be in a great position: Bio is already strong with stim, but add the medivacs and gateway units will have a hard time dealing with it.

Basically: Start with 2 rax
If you see 4 gate warp prism fast enough, then get the factory out. Otherwise 3rd rax
(get the 3rd rax)
Once you're economy is pumping off those double MULES on one base and full saturation, you'll want to get the fourth barracks. Once you have two medivacs and stim, you'll be wanting to push out.

Optionally, you can try to make a viking and snipe the warp prism. Killing it will weaken his push even further, as he'll have no reinforcements for his stranded units.

Show nested quote +
There are 2 parts to scouting this build that are both equally important. The first, you did, is simply knowing what build he is doing. The second part is seeing the warp prism just as it enters your air space (have patrolling marines around edges). As soon as you see the warp prism you need to focus it down asap. I generally focus it down even while my army takes a few hits from his (without the reinforcements in base you can quickly clean up then move back to front bunker). Assume you will need to pull most of your workers (you will lose a few but you should still be ahead...plus you'll eliminate the threat quickly). If he drops in your mineral line I like to a-move all my scvs until they surround the zealots then press hold position. Many times it glitches the zealots and they just twirl around (assuming your marines are shooting them).


Great way to stop a warp prism if you catch it out of position. On the other hand, most protoss do try to take care of their warp prism, and if you try to focus it down, it doesn't die and he has units in your base, it's essentially a straight out GG.


Often they don't make a sentry due to the gas cost, as it delays the rush quite a bit. If they want to forcefield a bunch of times that really cuts into the rush for them. I suppose more intelligent players would just delay their rush upon seeing a 2 rax, but most people simply act like they are doing a stalker/zealot 4gate with a warp prism thrown in, so you don't see sentries that much.
Creator of sc2unmasked.com
awakenx
Profile Joined May 2011
United States341 Posts
December 21 2011 00:07 GMT
#1915
Damn, sure wish there was a search function built into topics. I'm not searching each page of this thread for the answer to my question xD, if one even exists.

Either way, anyone know a good FE build that's safe and can transition into Marine/Tank?
WorstMicroNA
KORTOSS
Profile Joined December 2011
Korea (South)6 Posts
December 21 2011 01:18 GMT
#1916
What is the best way to punish a forge fast expanding Protoss? Can anyone tell me a strong timing against this opening?
segfault-
Profile Joined October 2011
United States7 Posts
December 21 2011 01:23 GMT
#1917
On December 21 2011 10:18 KORTOSS wrote:
What is the best way to punish a forge fast expanding Protoss? Can anyone tell me a strong timing against this opening?


FFE should get crushed by a standard 2rax or any marauder pressure. FFE doesn't really work in TvP.
KORTOSS
Profile Joined December 2011
Korea (South)6 Posts
December 21 2011 01:29 GMT
#1918
On December 21 2011 10:23 segfault- wrote:
Show nested quote +
On December 21 2011 10:18 KORTOSS wrote:
What is the best way to punish a forge fast expanding Protoss? Can anyone tell me a strong timing against this opening?


FFE should get crushed by a standard 2rax or any marauder pressure. FFE doesn't really work in TvP.



Today was the first time I played against it and I didn't know how to react to it. I saw that he was walling off his front with a forge and going for an early nexus. I then sent a few marines and marauders but by then, he had colossus up with a pretty decent sized gateway army. I'm guessing this means I should've attacked much sooner?

Should I be pressuring asap with marauders as soon as I see this next time?
segfault-
Profile Joined October 2011
United States7 Posts
December 21 2011 02:19 GMT
#1919
On December 21 2011 10:29 KORTOSS wrote:
Show nested quote +
On December 21 2011 10:23 segfault- wrote:
On December 21 2011 10:18 KORTOSS wrote:
What is the best way to punish a forge fast expanding Protoss? Can anyone tell me a strong timing against this opening?


FFE should get crushed by a standard 2rax or any marauder pressure. FFE doesn't really work in TvP.



Today was the first time I played against it and I didn't know how to react to it. I saw that he was walling off his front with a forge and going for an early nexus. I then sent a few marines and marauders but by then, he had colossus up with a pretty decent sized gateway army. I'm guessing this means I should've attacked much sooner?

Should I be pressuring asap with marauders as soon as I see this next time?


You probably won't ever see a FFE again...but 2rax or marauder pressure should be at 6:00 or earlier, way before any colossus or really any number of gateway units.
KORTOSS
Profile Joined December 2011
Korea (South)6 Posts
December 21 2011 03:34 GMT
#1920
On December 21 2011 11:19 segfault- wrote:
Show nested quote +
On December 21 2011 10:29 KORTOSS wrote:
On December 21 2011 10:23 segfault- wrote:
On December 21 2011 10:18 KORTOSS wrote:
What is the best way to punish a forge fast expanding Protoss? Can anyone tell me a strong timing against this opening?


FFE should get crushed by a standard 2rax or any marauder pressure. FFE doesn't really work in TvP.



Today was the first time I played against it and I didn't know how to react to it. I saw that he was walling off his front with a forge and going for an early nexus. I then sent a few marines and marauders but by then, he had colossus up with a pretty decent sized gateway army. I'm guessing this means I should've attacked much sooner?

Should I be pressuring asap with marauders as soon as I see this next time?


You probably won't ever see a FFE again...but 2rax or marauder pressure should be at 6:00 or earlier, way before any colossus or really any number of gateway units.


LOL alright thanks. I really appreciate it.
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