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The Terran Help Me Thread - Page 97

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.
Blackknight232
Profile Joined July 2011
United States169 Posts
December 21 2011 07:26 GMT
#1921
can anyone watch this replay of my tvz and tell me what i need to work on and things i need to take into consideration. Feedback much appricated:

http://drop.sc/77380
DarkCore
Profile Joined March 2011
Germany4194 Posts
December 21 2011 08:22 GMT
#1922
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.


The last time I saw an FFE expand in TvP, I got my expansion up (1 rax FE), and teched straight to medivacs. The fact is, he's delayed his army and tech sooo long that a full double medivac drop can essentially wipe the entire base clean. The other option is I guess cloaked banshees, as he should have a really, really late robo (Or elsehe won't have any units at all) and then line up the probes.
Fixed a bug where LeBlanc could lose
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
December 21 2011 09:44 GMT
#1923
http://drop.sc/77398

I can't win tvz anymore. I just can't. Please explain what I'm supposed to do in this matchup?
Mutalisks are too good
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 21 2011 11:14 GMT
#1924
@KidFox

You need to even up your saturation to maximise income. Either rally both CC to your natural or maynard more SCV over.

Did you not expect him to make mutas? It's pretty standard, especially if you don't see roaches.

I would have been very tempted to push when the mutas came, it's a fair bet he doesn't have that much left at home, if you can draw the mutas away, you can get make to mining and put some turrets up.

I think you stimmed a little too much and too pre-emptively considering how few medivacs you had.
Scila
Profile Joined October 2010
Canada1849 Posts
December 21 2011 22:59 GMT
#1925
Hey guys, just wondering if anyone could point me towards a delayed 1/1/1 build in TvP? Like where you expand early on and then your 1/1/1 push is a little bit later. I guess it's not even a 1/1/1 if you get more rax but I think that's what the build is called...
All we have to decide is what to do with the time that is given to us.
Scila
Profile Joined October 2010
Canada1849 Posts
Last Edited: 2011-12-21 23:15:52
December 21 2011 23:09 GMT
#1926
On December 21 2011 18:44 Kid-Fox wrote:
http://drop.sc/77398

I can't win tvz anymore. I just can't. Please explain what I'm supposed to do in this matchup?
Mutalisks are too good


Just going to write down everything you could improve

1) Don't scout at 12, if you want to be able to get a bunker down you can scout at 13 or even 14 on maps like shattered. If you're not going for an early bunker, then scout with the SCV that made the barracks (15 supply).

2) 3 hellions aren't going to do anything for you. You need at least 6 to truly pressure Zerg and keep map control. Most Pro Terrans get 6 hellions and then transition into whatever, but they keep the 6 hellions alive in front of the Zerg base to deny creep, damage queens, or maybe even find a hole to run in and kill drones. I've made it a habit if getting 6 hellions and keeping them alive for as long as possible, and I would say in about 40% of my TvZ games I manage to run in and kill a decent amount of drones with them when the Zerg is playing sloppy, or kill a bunch of queens.

3) Bad Supply block at 54 :/

4) You were floating a lot of minerals early on. Just get a fast 3rd CC, or double engi bay or more barracks early on. I love to just get a fast 3rd base after my 6 hellions and then get 4 extra rax followed by double engi bays. If I keep my hellions alive, then after a few minutes my production is insane (4 reactor rax 1 tech lab) and i get fast upgrades with fast 3rd base.

5) your first push could have literally killed him. Scan his nat area before you push to see if he even has anything ready. If he just started morphing blings just run into his nat and kill him!

6) You should have at least 1 turret in each mineral line up by 11 mins. Even if you don't know that he's got a spire, I would still get them. Then you can add on more everywhere once you know for sure.

7) Start leaving a group of 15~ marines back at your base when you see mutas. Without them your lone turrets will get picked off, and then everyone will go downhill very fast.

8) Your macro was in general quite poor. You should have at least 5 rax by the time you're taking your third, but ideally you should already be building 3~ more. This + supply blocks meant that you were floating too much and your army was simply too small.
All we have to decide is what to do with the time that is given to us.
ThaSlayer
Profile Joined March 2011
707 Posts
December 22 2011 07:38 GMT
#1927
When going for a CC first build, is it better to stop scv production at 14 and throw down the cc or at 15 (continuing scv production)? Thanks
TheDwf
Profile Joined November 2011
France19747 Posts
December 22 2011 09:12 GMT
#1928
On December 22 2011 08:09 Scila wrote:
2) 3 hellions aren't going to do anything for you. You need at least 6 to truly pressure Zerg and keep map control. Most Pro Terrans get 6 hellions and then transition into whatever

Personnally, I see 4 Hellions more often. It's a matter of taste, I'd say.
GzStrom
Profile Joined January 2011
South Africa51 Posts
December 22 2011 09:38 GMT
#1929
4 is the number you need, but 6 means if you lose 1 you still have the critical number to keep map control & harass.
6pool.. ON 8!
hersenen
Profile Joined November 2011
Belize176 Posts
December 22 2011 10:09 GMT
#1930
What are some good gas sinks in TvZ, provided you've started upgrades and have constant tank production already?
GzStrom
Profile Joined January 2011
South Africa51 Posts
December 22 2011 10:40 GMT
#1931
Depends on the style you're playing, you should be taking enough gases to supply your strat, if you have way more gas than you need, take you gases abit later next time. I find its much easier and more useful to sink an excess of mineral in marines/hellions for drops/harass then it is to just add more mech/raven/banshee just because you have so much gas.
6pool.. ON 8!
Blazinghand *
Profile Blog Joined December 2010
United States25557 Posts
December 22 2011 17:35 GMT
#1932
On December 22 2011 07:59 Scila wrote:
Hey guys, just wondering if anyone could point me towards a delayed 1/1/1 build in TvP? Like where you expand early on and then your 1/1/1 push is a little bit later. I guess it's not even a 1/1/1 if you get more rax but I think that's what the build is called...


The "macro-oriented" 1/1/1 that's been around for a while is Warden's TvP Deathball (link) which served me will in Diamond league before I switched over to a more standard play. I'm sure this is viable in Master League as well, since Warden himself is an excellent player. This is basically a 1-1-1 that incorporates marauders, hellions, and vikings in addition to the usual 1-1-1 units.

On December 22 2011 16:38 ThaSlayer wrote:
When going for a CC first build, is it better to stop scv production at 14 and throw down the cc or at 15 (continuing scv production)? Thanks


It's probably matchup and map-dependent. I only ever CC first on Tal'Darim Altar against Zerg, and that's it. I don't cut any scvs when doing so. Against Protoss or another Terran it might be beneficial to cut an scv or two for a faster CC or Rax, especially on a map smaller than Tal'Darim Altar.

On December 22 2011 19:09 hersenen wrote:
What are some good gas sinks in TvZ, provided you've started upgrades and have constant tank production already?

I like getting +1 vehicle weapons to let my tanks 1-shot upgraded zerglings. Medivacs are another good option, as well as making an additional factory (if you're on 3+ bases). If you are doing double upgrades, constant tank production, and constant medivac production, all on 2 bases and still have extra gas, I think you're taking your extra gasses too early.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
ForeverCopper
Profile Joined December 2011
United States1 Post
December 22 2011 18:40 GMT
#1933
So I open up with 12/14 rax into expo and then I try and do marine tank, but I never can figure out how many rax to add with attachments before pushing out. Is there a build order that explains how to transition from 2 rax into marine tank? I get double gas after I expo, is that good? Also, do I need to wait for one or two (or any) medivacs before pushing out with marine/tank? I feel like I let the zerg drone up too much after the 2 rax while waiting for my medivacs.

Thanks in advance!
A marine walks into a bar. There is no counter.
imre
Profile Blog Joined November 2011
France9263 Posts
December 22 2011 18:40 GMT
#1934
On December 22 2011 16:38 ThaSlayer wrote:
When going for a CC first build, is it better to stop scv production at 14 and throw down the cc or at 15 (continuing scv production)? Thanks


14 is better because you use your CC for the supply, just delaying a bit your marine. Scout after you start your CC and it should be tight.
Zest fanboy.
PolishxThunder
Profile Joined May 2011
United States153 Posts
December 23 2011 03:31 GMT
#1935
I'm high diamond and almost breaking into masters and I have trouble with mass ling bling with some mutas. Just now, I'm outplaying an opponent, killing drones denying the 3rd and he just makes zillion zerglings and a moves.

How am I supposed to deal with just pure A-move mass zergling and banelings. I'm finding out that tanks don't work when it's 200/200 coming down to your base. Hellions? Should I throw down like 2 factories with reactors and pump out marine tank medivac and hellions?
ThaSlayer
Profile Joined March 2011
707 Posts
December 23 2011 10:31 GMT
#1936
http://drop.sc/78403
Hi I am a diamond player struggling with T v P and I just cant seem to get ahead if protoss contains me at my natural.
I opened up with conc pressure and protoss did a 3 gate into robo, warping in mass zealots and sentries and containing me.
I fell behind economically and was way below in workers, despite holding off the attack.
Could anyone watch this replay and give me some tips on how my T v P player?

thank you!
hersenen
Profile Joined November 2011
Belize176 Posts
December 23 2011 10:31 GMT
#1937
Provided you're going Bio in TvP, how many barracks/starports can you support per base provided the base is fully saturated? How many of the barracks are reactored and how many are tech labs?

How many barracks/starports/factories can you support per base in TvZ? And how many of those barracks are reactored or tech labs?

If you're going mech in TvT or TvZ how many factories can you support per base and how many are reactored/tech labs?

I know there's a calculator somewhere for this but it seemed really archaic and broken, and I want to know what the pros build per base.
Onox
Profile Joined June 2011
United States1072 Posts
December 23 2011 20:10 GMT
#1938
http://drop.sc/78512
I've been having a really hard time TVP, I don't know what is is but if it goes past 20 minutes I just start to lose. Anyways I had trouble with this army comp of Phoenix+collossus+ sentry + stalker. I tried going Viking/Marauder but it just didn't seem to work. I would appreciate any help on how I could of won this game or just dealing with protoss in general.


Thanks
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
Last Edited: 2011-12-23 22:49:09
December 23 2011 22:48 GMT
#1939
Onox

Your opening is not optimised for the map. You are cross spawns on a a very large map and you go for a big 4 rax push, this is just so unlikely to work. It's a great strategy on smaller maps or closer spawns (or maps with open naturals), but you just end up so behind on tech if it fails.

Your starport is severely delayed, as a result he has 4 colossi out before you get your first vikings, and you have no medivacs at all.

Your push doesn't do too badly as the protoss has awful micro, but it is soundly beaten and the game is practically lost at that point. Too add insult to injury he also has phoenix, which means you need even more vikings than usual.

You eventually get up to quadruple viking production, but far too late in the game, also your third and upgrades are disgustingly late.

Cross spawn on a large map, you should plan for the long game. Don't bank on a 4rax timing, do what he did and get 3 bases with upgrades and tech so you have a fearsome 200/200 army.
DelugeSC
Profile Joined December 2011
United States96 Posts
December 23 2011 22:57 GMT
#1940
On December 23 2011 19:31 hersenen wrote:
Provided you're going Bio in TvP, how many barracks/starports can you support per base provided the base is fully saturated? How many of the barracks are reactored and how many are tech labs?

How many barracks/starports/factories can you support per base in TvZ? And how many of those barracks are reactored or tech labs?

If you're going mech in TvT or TvZ how many factories can you support per base and how many are reactored/tech labs?

I know there's a calculator somewhere for this but it seemed really archaic and broken, and I want to know what the pros build per base.


In general a handy rule to use is 3 production facilities per saturated base. This doesn't count tech buildings such as a factory not being used but built to get Starports.

Late game you can have more since you aren't building as many SCVs as you are army and upgrades.

Many mixed army compositions off of two base come from 3 Barracks, 2 Factories, 1 Starport. It doesn't matter so much about Tech Labs and Reactors since the general cost/round will be about even. Add-ons are dependent on the army composition that you want.

For Mech in TvT or TvZ you can support up to about 3 per base, the same as any other production facility, provided you are only using Factories. To use Viking support build 2 Factories and a Starport per base.
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