The Terran Help Me Thread - Page 98
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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. | ||
BeeNu
615 Posts
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Blazinghand
United States25546 Posts
On December 24 2011 08:01 BeeNu wrote: I've recently started playing Terran and am really enjoying Mech, this is a rather simple question but in regards to using Mech specifically vs Zerg are there any maps that this flat out isn't going to work on? Mech CAN work against Zerg on every map. However, on large, open maps with bases that are far away from each other and lots of counter-attack routes, Mech has difficulty past 3 base play. If you're ending the game fairly quickly you shouldn't have any troubles. | ||
Schwopzi
Netherlands954 Posts
On December 24 2011 08:01 BeeNu wrote: I've recently started playing Terran and am really enjoying Mech, this is a rather simple question but in regards to using Mech specifically vs Zerg are there any maps that this flat out isn't going to work on? Depending on your opponents it's always doable, but on maps like taldarim/meta, especially on cross spawns, it's really hard to pull off. Generally the more compact the map is the better mech is. | ||
WakeUp
United States2 Posts
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BeeNu
615 Posts
On December 24 2011 08:05 Schwopzi wrote: Depending on your opponents it's always doable, but on maps like taldarim/meta, especially on cross spawns, it's really hard to pull off. Generally the more compact the map is the better mech is. I could see Tal'Darim being an issue, but with the way I want to play it a map like Metal works perfectly I think since it's so easy to split the map in half and deny the Zerg's gold, I'm thinking a map like Shakuras will work really well too since I'm not intending to end the game quickly at all, if anything I'd rather just split the map and let the Zerg starve to death. Maybe I'll just have to experiment more through trial and error. | ||
Scila
Canada1849 Posts
1 base 4 gate VR (same as 3 gate but even more cheesy?) http://drop.sc/78708 and 2 proxy gateways inside my own damn base. http://drop.sc/78707 | ||
ExodusHydrA
58 Posts
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spaZzNx-`
Hong Kong1221 Posts
Gold SEA Terran :3 Any help appreciated ;D Rep: http://drop.sc/78713http://drop.sc/78713 | ||
wOrD yO
Australia119 Posts
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wOrD yO
Australia119 Posts
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Ko1tz
France493 Posts
Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. I really don't know what too look for when I'm watching my replays, I've tried watching fOrGG's stream to get some ideas for openings, but I simply lack the execution and mechanics to acheive them. Anyway, I guess that's about it, any help will be greatly appreciated , cheers! | ||
coko
United Kingdom570 Posts
On December 24 2011 20:15 Ko1tz wrote: So I recently switched to Terran (I was zerg) and I've been having a lot of trouble getting used to the way Terran works, I have tried going for macro oriented openings to be able to improve and be a more solid player, but I just keep losing, my macro is bad, same goes for my train of thought during games. Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. I really don't know what too look for when I'm watching my replays, I've tried watching fOrGG's stream to get some ideas for openings, but I simply lack the execution and mechanics to acheive them. Anyway, I guess that's about it, any help will be greatly appreciated , cheers! TvZ You can make two marines before you start the reactor/factory stuff. Also, more something I do than required, you don't scout till a very long time, I think it best to scout after making the first supply depot, you want to know where they are, and if they are expanding. You are a bit slow with the command centre, start building it after you've started the factory (asap). Big mistake was getting a second reactor on the barracks, that should be a tech lab where you start stim straight away. You didn't use the hellions for their main task though, which was to deny creep and force zerglings. He didn't have speed when you first arrived, and while he did have two spine crawlers, if you sat in front you could of killed creep all day, while reinforcing. By retreating the watch tower, you were gaining nothing, though I think that is a good retreat path, if he runs out with zergling/roach. You forgot to hot key your second orbital (for a while), and it should of been building scv's non-stop, not a huge biggy though. I'd of gotten a third barracks as well, much earlier. Once you have those two gases, you should be getting both marine upgrades, and at minimal +1 attack, as well as getting that first starport out. You just didn't have the production to match your mineral intake. I like to go three gases, and get constant engineering upgrades quickly. Never be afraid to just throw down two more barracks and a factory if your money is just going up and you are spending it. You did a good job denying a third, though he seemed to just not get it. But you had no turrets to stop muta harassment. Your minerals then just sky rocket, because your production doesn't match your mineral gains. Work on adding in another factory, getting that starport, and adding enough barracks till you are broke and producing from all of them. This game should be yours, you denied that third, but you just let it slip away with your bad macro, make sure to be constantly checking production buildings while attacking. If you'd had stim in that battle around the 15th minute you'd of won the game. Also, reactors are good, but take a long time, if you watch players like bomber you'll notice he'll go for more barracks without any add-on than waiting for the reactor, you should probably go in this direction. It is also useful against muta harassment, as they have to kill a structure with a lot of hit points and doesn't damage your macro as much if you lose one barracks. -tldr Scout earlier, check he is expanding Barracks makes reactor then tech lab and instantly starts stim (GET COMBATSHIELD/STIM!) Hellions deny creep by sitting in front of base Get 3 barracks with that factory to produce marines quicker (reactors are not so important for them) Build starport when you've landed second orbital Get engineering bay when you notice your gas is climbing When you do a big push out, make sure you have proper defenses for a run-by. | ||
coko
United Kingdom570 Posts
On December 24 2011 20:15 Ko1tz wrote: So I recently switched to Terran (I was zerg) and I've been having a lot of trouble getting used to the way Terran works, I have tried going for macro oriented openings to be able to improve and be a more solid player, but I just keep losing, my macro is bad, same goes for my train of thought during games. Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. I really don't know what too look for when I'm watching my replays, I've tried watching fOrGG's stream to get some ideas for openings, but I simply lack the execution and mechanics to acheive them. Anyway, I guess that's about it, any help will be greatly appreciated , cheers! TvT Not a huge fan of your opening, I think the +1 attack isn't useful at this stage, and eats your gas which you can get starport technology with faster, but if you are, get a third barracks for it. As you said, you got supply blocked a lot, what I do to solve this is has an scv devoted to it, (two when I get to 100 supply and have good number of bases), which create the depot, but I do not set a waypoint afterwards, so they appear as idle, which is my indictator to get them to build another supply depot. Is not too micro intensive, and the game basically tells you it has finished the supply depot for you. You moved out, scanned, saw an expansion building a lots of marines, you retreat. I like that, but HOLD the watch towers! Especially if you plan to drop, as you can time it with when he is moving out. When he stims is marines like that, and doesn't kill your drop ships, I just retreat, I've already done a lot of damage, and one viking will end the show (as it did there). Much better barracks numbers this game! Really late stim and combat shields again these are SO important to your build, they MUST be done, asap. If you are getting fast 1/1, then get 2/2 and 3/3 fast too! Your build won't be using as much gas as others, so try this, when you are half way through the second +1 (either armour/attack), begin building a second engineering bay and armoury. If timed right, the upgrade will finish as both these buildings do and you can start 2/2! Take a faster third, and just keep making more barracks. Good job checking his third, and when you scan his army sitting sieged up at his front, that you can drop his main, and hopefully get a good majority of his marines to go deflect it (which is your time to strike!) Argh watch towers you need to know where his army is, especially when it is moving so you can go in and strike while siege tanks aren't sieged up. Don't attack into a siege line ;tldr - Fast engineering bay only works if you get those marine upgrades too! - Drops don't need to kill buildings to be worth it, forcing stims is good too (notice how low his medivac count was all game?) - You have to have map control if you are going MMM in TvT, you have to at all times make him feel like you are everywhere, so that if he moves out at all you'll rush him, kill some tanks and marines and rush out. - Don't attack when he is sieged up. | ||
coko
United Kingdom570 Posts
On December 24 2011 20:15 Ko1tz wrote: So I recently switched to Terran (I was zerg) and I've been having a lot of trouble getting used to the way Terran works, I have tried going for macro oriented openings to be able to improve and be a more solid player, but I just keep losing, my macro is bad, same goes for my train of thought during games. Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. I really don't know what too look for when I'm watching my replays, I've tried watching fOrGG's stream to get some ideas for openings, but I simply lack the execution and mechanics to acheive them. Anyway, I guess that's about it, any help will be greatly appreciated , cheers! TvP Always be wondering where that probe that scouted your base went! If he isn't at the watch tower, best bet is he is putting pylons in annoying places, scout for them! Again, hold at least one watch tower, to see him moving out, if he is warping in at home. You are getting a good amount of barrack units, but no tech, this makes your build very all-in-ish, you need to do damage to allow you time to upgrade later. I'd of gotten my second gas, slightly earlier along with going up the tech tree to starport when I could. Totally fine with building barracks and bunkers against any 4gate stuff, but don't forgot the importance of medivacs. Combat shields - get it. And once you hold off that attack (good job!) you should get an scv to the front of his base asap, you need to check if he is trying to expand or go all in again. You need to watch supply depots, really important not to miss them if you are worried about all-ins. For this map, I prefer to scout for expansions by going through his third, and into his natural. It is a more unusual line, and they often are less likely to be watching/defending it than the main way in. Dislike that you took the gold without knowing what he was doing ... Nice decision not to attack the front, hard to know against one collosus if you'd win, and good job, kill something and get out (lost one dropship but that happens). I think you should have a loaded dropship reading to drop his main whenever he moves towards yours. And keep scouting for his third! While taking more bases yourself, you've got loads of minerals (more barracks I think, with a gold you'll have a time where you can support 10 barracks easily). When zealots randomly appear attacking your mineral line, it is a huge clue about pylon's hidden somewhere, always be scouting for them! Yeah, need faster expansions after that gold ... your main is mining with two minerals and 18 scv's ... Army engagement; You catch him out of position and kill most of his stalkers, what you do next is BAD! Don't try to get all your units to kill the collosus, leave it to the vikings, while the rest of your army runs away from them, picking off the zealots out of their fire. Especially when you've killed most of the stalkers, you would of had that battle and the game if you'd just not tried to kill them with your whole army. Also you were about to finish 3/3 , but I think you had a favourable angle to attack so don't mind it. After that, well... Watch out for overstimming your units, it isn't free! ;tldr - Where did that probe go!? - Don't sit on barracks tech for so long - Constantly be watching for when he expands, to each base he expands to! - Keep hold of map position - If you have dropships, use them when he is moving out (ie keep an eye on his army position!) - If you can get that gold, use the spare minerals to take more bases too - Engagements, vikings kill collusus and die doing it (though hopefully not, but that is their role), army shoots and retreats, picking off zealots/stalker while avoiding that evil fire. - Don't overstim. - Deny him bases! Dropships of MM are great at doing that - Zealots are good against marauders, you do need marines in that mix, not just pure marauder. I think you had much better macro in this game, a few supply blocks but you understood to build a lot more barracks, continuing to do so as the game went later, just need to work on army engagements, and map control a little better. | ||
theFatty
Singapore12 Posts
1. Lets say i open with 2 rax( one reactor and one tech lab for maruaders) looking to put some pressure on the protoss around 6.45. What if the protos goes for 2 gate expo and have a decent army by the time i pressure? Do i bring scvs along to pressure him? Or do i just poke around and fall back and bunker up? 2. What is the appropriate response to a protoss who goes for 3 gate robo and then expo? ( Assuming i had gone for 2 rax expo) If i pressure them at 6.45, they will have an immortal out which will destroy my army. 3. I find it so hard to deal with a zealot heavy army with archons and high templars. When i emp their high templar they just merge them to form archons which just destroy my army. How do i deal with such a composition. 4. What are the maps that protos like to do cannon rushes generally? Do we need to scout early on those maps? 5. How many scvs to bring out to destroy one pylon during a cannon rush attempt? If the cannon goes up, what else can the terran do? | ||
PaleBlueDot
United States263 Posts
On December 24 2011 20:15 Ko1tz wrote: So I recently switched to Terran (I was zerg) and I've been having a lot of trouble getting used to the way Terran works, I have tried going for macro oriented openings to be able to improve and be a more solid player, but I just keep losing, my macro is bad, same goes for my train of thought during games. Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. I haven't watched the reps yet because Im OBSing some friends play, so ill just answer the general questions. For lining up addons, the rule is start reactor as soon as the building you want it on starts [ex. start reactor as barracks ~5-10 seconds after fact gets put down, I just do it as soon as it drops without waiting the 5-10 sec.], and for tech lab, its when the building you want it on is 50% complete. All 3 terran production structures have very similar build times, so it works for all of them. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT Pure mech is very viable. Tank/BF Hellions/Viking is an amazing comp. Hellions deal with every drop extremely well, being fast enough to react and strong enough to kill all the marines on the drop, just scout so you dont get caught with your pants down. This also allows hellion runbys and blue flame drops, both very strong harass, and the hellions essentially give you watch tower control. Make sure you keep air control with vikings though, or you lose your advantage. TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. I really don't know what too look for when I'm watching my replays, I've tried watching fOrGG's stream to get some ideas for openings, but I simply lack the execution and mechanics to acheive them. Anyway, I guess that's about it, any help will be greatly appreciated , cheers! TvP is the hardest matchup for most terrans, bar none. Timing pushes instead of extremely early aggression is what I favor, usually gasless FE into 4 rax and then doing a timing attack when the first 2 vacs pop out. Should hit before collo pops allowing you to trade favorable with the toss army. Colossus arent scary with no meat shield infront of them when they are out. | ||
andycz
288 Posts
On December 24 2011 17:26 Scila wrote: and 2 proxy gateways inside my own damn base. http://drop.sc/78707 Hi, this is really easy to stop once you scout it, which you did. Don't panic, don't try killing the pylon, just build a bunker next to your mineral line.. and you've won. Chase the zealots with marines, when he tries to turn around and kill them, just run back to the bunker. Drop some more rax in the range of bunker and once you have enough marines to kill the zealots and pylon, just go to his base and finish him Here's a VOD of MarineKing winning against this build while opening gasless FE: http://www.gomtv.net/2011super1/vod/65483 He didn't even scout it until there were 4 zealots in his base, but he still held rather easily. The problem here was obviously that after the probe killed your rax builder you didn't immediately send another scv to finish it.. which was really stupid ~~. As I said, should've finished the rax, cancel the refinery and build a bunker somewhere close to your mineral line. | ||
TheDwf
France19747 Posts
On December 24 2011 22:13 theFatty wrote: Hey guys, i got a couple of questions regarding TVP. Im a diamond level terran on the SEA server btw. 1. Lets say i open with 2 rax( one reactor and one tech lab for maruaders) looking to put some pressure on the protoss around 6.45. What if the protos goes for 2 gate expo and have a decent army by the time i pressure? Do i bring scvs along to pressure him? Or do i just poke around and fall back and bunker up? 2. What is the appropriate response to a protoss who goes for 3 gate robo and then expo? ( Assuming i had gone for 2 rax expo) If i pressure them at 6.45, they will have an immortal out which will destroy my army. 3. I find it so hard to deal with a zealot heavy army with archons and high templars. When i emp their high templar they just merge them to form archons which just destroy my army. How do i deal with such a composition. 4. What are the maps that protos like to do cannon rushes generally? Do we need to scout early on those maps? 5. How many scvs to bring out to destroy one pylon during a cannon rush attempt? If the cannon goes up, what else can the terran do? 1. 2 gate exe? Usually, Protoss use either 1 or 3 gate exe. Anyway, if you see there are too many units for your 2 rax to deal damage, that's OK; go back and build your own expand, perhaps with a bunker if Protoss went 3g exe. 2. Same as 1. Poke the ramp with one Marine; if you see an Immortal, simply go back. 3. You want to be more Marine-heavy, get more Ghosts so you can EMP High Templars and Archons, and you have to hit & run. 5. 1 SCV on the probe and 3 SCVs per building Cannon (assuming you attack it right after the beginning of the construction) should do until your Marine is out. If he is trying to do that under your cliff (e. g. Metalopolis), simply wall so he cannot enter and have vision. | ||
coko
United Kingdom570 Posts
On December 24 2011 22:13 theFatty wrote: Hey guys, i got a couple of questions regarding TVP. Im a diamond level terran on the SEA server btw. 1. Lets say i open with 2 rax( one reactor and one tech lab for maruaders) looking to put some pressure on the protoss around 6.45. What if the protos goes for 2 gate expo and have a decent army by the time i pressure? Do i bring scvs along to pressure him? Or do i just poke around and fall back and bunker up? 2. What is the appropriate response to a protoss who goes for 3 gate robo and then expo? ( Assuming i had gone for 2 rax expo) If i pressure them at 6.45, they will have an immortal out which will destroy my army. 3. I find it so hard to deal with a zealot heavy army with archons and high templars. When i emp their high templar they just merge them to form archons which just destroy my army. How do i deal with such a composition. 4. What are the maps that protos like to do cannon rushes generally? Do we need to scout early on those maps? 5. How many scvs to bring out to destroy one pylon during a cannon rush attempt? If the cannon goes up, what else can the terran do? 1. I don't have much experience with doing this, but if they've expanded, it is usually worth threatening to bunker it, so if you've already scouted it, can drag 3 SCV's along (4 max, any more is overkill) Depending on the success or failure, and the map, you should put up two bunkers, spaced out slightly but still able to support each other, and be prepared to repair with your expo SCV's. 2. If I see Immortal, I produce marines instead of that marauder, and get another bunker up, and avoid chokes (where I can be force fielded). 3. It is really hard Something I've seen recently, is really using cloaked ghosts effectively, by having 2 vikings and scanning to kill observers, while aiming to emp the high templar (with only a few of them), and in the engagement waiting for the zealots to rush into your front line and blanket emp'ing that. Otherwise it is a case of retreat angle, that is towards your reinforcement line, and not a dead-end. Then just shoot, and scoot, moving far enough so that storms cannot land on your army for very long. 4. 2 player maps are the obvious examples, but as a terran player, you shouldn't be dying to cannon rushes. If it concerns you, while building the barracks, have an SCV scout the edge of your base, if you see them attempting it, pull some SCV's to destroy any pylons/cannons on the top and using marines to kill the probe. 5. I pull 6 SCV's, plus my first marine. Once the cannon is up, if it is hitting anything important, I'll consider moving to another base. You can build a bunker in your mineral line, or just beyond it towards the cannons, and repair it forever. Also worth trying building barracks near his base and getting 4 marines together and kill his probe line. | ||
Asha
United Kingdom38056 Posts
On December 24 2011 20:15 Ko1tz wrote: So I recently switched to Terran (I was zerg) and I've been having a lot of trouble getting used to the way Terran works, I have tried going for macro oriented openings to be able to improve and be a more solid player, but I just keep losing, my macro is bad, same goes for my train of thought during games. Anyway, here are 3 reps (one for vs each race) TvZ http://drop.sc/78720 Went reactor hellion into marine tank (very poorly executed, I still don't know how to line up the reactor and the factory for the to finish almost at the same time), tried denying expansions, but I eventually died in the end. In terms of openings and transitions something along the lines of this is pretty standard: 12 rax -> scout after 13 gas 15 OC 2 marines from the rax fact as soon as 100 gas reactor as soon as 50 gas (do not worry too much about lining this up with the factory, you don't want another marine) CC before your first hellions are made Swap fact to reactor, and make a tech lab on your rax (You really really really need stim & shields if you are playing marine/tank and you got them incredibly late in this game. Tech lab also gives you a safety net for panic marauders =p) At around 4 hellions you'll have enough minerals to build your second rax, either directly on your reactor (stopping hellions @ 4), or off it and swapping onto it later. Your basic Marine/Tank midgame production once you've got your 2 bases up as T tends to be 3 rax (1 tech + 2 reactor) 1 fact (tech) and 1 starport (going up to reactor), throwing down more rax as necessary and getting a 2nd fact around the time you take a third. I won't harp on about macro slips since you obviously know you can be spending your money much better, but when you are floating a lot do just chuck down more production to spend it. Look to get your first engineering bay around 8-9 minutes, bio absolutely loves upgrades and you'll want it in case of mutalisks anyway. You can position your early hellions a bit more aggressively, obviously you scout the defences going up at his nat but there's no reason to retreat further than out of range of the spinecrawlers. If you camp towards the edge of creep you can easily deny tumours, and run away if he tries to chase you down off creep. You do a pretty nice job of moving around the map early on with your army in one of your first big pushes, but after this you don't really venture back out anywhere till max and your scouting information is very limited since your scans tend to be focused on the area in front of his nat to see if you can spot army rather than identifying what tech he has for long periods of the game. TvT http://drop.sc/78721 I'm trying to find a way to not use marine tank against terran, tried going mmm but I just died, forgot to research stim aswell and I got supply blocked like a thousand times, also I would like to know if mech is viable on TvT If you don't want to play marine/tank against terran play mech. MMM only really works against mech due to your crazy mobility advantage and ability to expand a lot while the mecher is forced to be defensive. Marauders become pretty worthless vs marine/tank because marines will destroy them once they're in bulk and most of the time you won't be able to engage with big flanks or catch tanks out of siege to snipe them off. Mech is certainly viable though, you just have to be careful early on when you're a bit more fragile. The typical composition will be blue flame hellions, tanks, and some air. Mix in thors later if he's going air and to help break tank lines if he's meching too, and in late game stalemate scenarios sky terran transitions will be the way to go. Personal preferred opener for going into mech play is a gas first cloakless banshee -> expand. You get a nice 1/1/1 tech set up, you can follow your banshee up with a raven to support your viking production, and you can then swap into mech after some early harass and scouting with the banshee and with your expo up. Not so keen on earlier blue flame hellion play since the nerf. Typical 2 base production is 3 or 4 fact (1 reactor + rest tech) and a starport. TvP http://drop.sc/78722 This one went all the way into "lategame", I tried being as aggressive as possible as long as I had my gold base up and running, didn't scout his expansions until very late into the game, found myself broke and not being able to keep up productions wich led me to die in the end. In this game he goes 4gate and you hold it off fine which is great, but there's a few things you can do to convert this into an easy win. Firstly alway send something around likely proxy areas if you don't scout an early expansion and see several gates in the main (you see 3 but miss the fourth sadly). If you can take out a probe/pylon before warp ins start you're very nicely set up. Once he backs up the first time after you hold at your bunkers you have an overwhelming advantage, run a unit out to check if he's still hanging around and if he's not find the pylon he's been warping in off and kill it. Once you've held a 4gate you have the advantage in tech & expansions. For him to catch back up he's got to invest in an expansion and tech of his own. Run an SCV in or throw down a scan at his nat and see what he's got there if he's not out on the map in front of your bunkers. In this game with stim and conc shells done you could have pushed across the map and with a little stutter step killed him outright. During the first big engagement you try and target your bio on the colossus which is a big nono. While you're doing that they aren't attacking anything else so they aren't firing on anything other than the colossus if they aren't in range, and they're literally running onto the blades of the zealots. You'd done a nice job of getting out plenty of vikings, let them deal with the Colossus while you kite back away from the zealots (not only does stutter step help against the zealots it will keep you out of range of the colossus lasers part of the time). You did a good job of trying to be aggressive with drops, but do be sure to scan over your rally point to check for observers (or throw up a turret there). If the toss is paying attention then it's pretty easy to spot dropships moving out and be prepared. Late game ghosts are a must, they stop zealot/archon being a nightmare, given you great weapons to combat high templar, and are invaluable at swaying a large fight in your favour. You were rather slow to take your fifth and sixth bases, once the games reached a solid 3 base stage you can typically start adding on expos at a decent rate as long as you have some measure of map control. You can also consider a couple of extra orbitals and throwing away a few scv's in really late game scenarios, this game you hit 80+ while he's sub 60 leaving you a smaller max. Once really set up you can throw away a chunk of workers and use extra mules to supplement your mineral income while getting a bigger max army. === Overall you had both the TvZ and the TvP all but won at multiple points in each game but your scouting lets you down at times and you're unsure when you can actually exploit an opening. The latter is something that will come with more time playing the race, but you can certainly work on the former very easily. If you want to speed along understanding when you can and can't attack just try being a bit more aggressive with your army earlier, you may get some painful losses but you'll learn when you can and can't commit to something. Work on getting solid openers learnt and having a decent midgame production infrastructure in place. Couple that with some better scouting and you'll be well on your way =) | ||
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