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[G] TvX: Small Changes Make a Big Difference
By OpTiKDream
![[image loading]](http://i.imgur.com/FXtL4.jpg)
Hello TL, thank you all for viewing my latest guide!
My name is Lloyd Kim aka “OpTiKDream” and I’m a high masters terran player from Team OpTiK. This will be my 2nd guide on TL. My first guide was on a build specific to TvZ, but this guide is more broad and applicable to all matchups. I will be introducing small yet important things that many terran players forget or don't know, and all of them can make the difference between winning and losing. Small plays like remembering to build depots to help defensively at your natural and 3rd can make the difference between surviving an all-in and losing straight-up.
In my experience coaching students, I've noticed there are a couple more important things people tend to forget. I compiled 9 of these tips that Terrans can use to increase their chances of winning. And they don't require crazy apm, it just takes a bit of memorizing.
Reddit Link:
+ Show Spoiler +
1. Use Supply Depots to gain Map Vision
+ Show Spoiler +![[image loading]](http://i.imgur.com/2Ae1Q.jpg) A lot of players underestimate the importance of supply depots: they serve additional purposes than just giving supply. In the first screenshot on Shattered Temple, My first two supply depots are placed at the very top for TvP and TvT instead of walling off. Its incredibly useful to see incoming drops from the terran or protoss player, allowing you to get a head start in reaction. If you look at the minimap, it gives you additional vision in the fog of war. Its good in TvT as well because if your opponent does banshee play, it's better to let them attack depots rather than SCVs. It gives you an extra few seconds to see the banshee ahead of time, and avoids losing critical units that you need. Another situation in TvT would be a marine hellion medivac elevator play. The best way to stop this is to prevent the elevation from setting up. But to achieve this, you have to see when and where the elevation is occurring. The best way to see that incoming is to spread out those depots for vision. Its also important to note that if you are placing depots near the cliffs with low grounds, you should space them out a bit further to avoid getting picked off by units on the low ground. It is ok to build depots right at the edge of cliffs with dead air space, except against Zerg players who go mutalisks. ![[image loading]](http://i.imgur.com/21bLM.jpg) The same applies for TvP if warp prisms come. You generally do not have to worry about protoss units picking them off because the supply depots are located at the dead air space. The only unit that can attack it from the air would be a Void Ray. However, it’s good to just let them hit the depot rather than letting them begin aggressively attacking your front or letting them warp from low ground. If you do place depots to wall off against a void ray play, the depots are generally going to be in range of the Voidray. They'll get destroyed and you can’t fight back most of the time. With these depots located elsewhere, you won’t suddenly get supply blocked during a Void Ray timing attack. Typically, protoss isn't going to randomly patrol dead air space to pick off depots Another important aspect is if you do 2 rax vs protoss. A LOT of protoss do not realize that if they do scout gas from the terran, they can sometimes determine if the terran is going 1-1-1 or 2 rax by looking at the depots alone. In the build order for 2 rax, terran players generally use the 100 minerals after orbital NOT to make a 2nd depot, but a faster 2nd rax. If Protoss does scout the 2nd depot instead of the 2nd rax, they can determine that its either the “really slow” 2 rax or a 1-1-1. They do not have to worry about the faster version of the 2 rax. So it's always good to hide depots in this situation so they cannot determine the depot count to determine what build you are going for. Finally, spreading the depots for vision is also good in the off-chance you spot hidden probes that can just randomly proxy pylon for an attack or even cannon rush you.
2. Always queue up to 2 SCV to achieve maximum income
+ Show Spoiler +A lot of players have the habit to pause their SCV production for some other spending and then resume SCV production again. This leaves a second or two in between SCV production which doesn’t allow the maximum possible mineral income a terran can acquire. Unlike other races where they can get use larva or chronoboost for rapid harvester production, Terran SCV production must be consistent. ![[image loading]](http://i.imgur.com/ZnCMq.jpg) By queuing up to 2 SCVs, we will never forget to skip worker production even for a moment. Even pro gamers such as EG.PuMa do this to achieve maximum income. The idea is to reach the 3 base saturation of SCVs (so about 65 SCVs) as fast as possible, and to do this you cannot afford to waste any time. ![[image loading]](http://i.imgur.com/K51zq.jpg) Here's what it should look like with three bases
3. Protect your 3rd base without a big army by building a Bunker
+ Show Spoiler +It’s debatable if your 3rd base should be an orbital command or a Planetary Fortress (PF). However if your 3rd is a orbital, it will be harder to defend compared to a PF. Often players lose workers at their 3rd due to ling run bys or zealot warp-ins, and all of a sudden they're behind in a game where they should be way ahead. For just 100 minerals, you can easily shut down smaller run bys and stall for time against bigger ones. If you place the bunker between the orbital and the gas geyser (without interrupting the SCV gas mining), it’s hard for the zerg to get a ling surround and easily destroy the bunker. With just a few SCVs to repair, you will have cost effective kills with simply 1 bunker to defend. To enhance the defense of bunkers, you can also place supply depots around the front of the bunkers to have a much stronger static defense. ![[image loading]](http://i.imgur.com/EOXNz.jpg) If zerg players try to bust with banelings, they will have to invest more banelings to achieve this goal. Also note that bunkers with 4 marines actually do a lot better job than 1 turret to defend a specific point from air. Not only does bunker have more hp, but a bit more DPS (Yes you stim marines while they are in the bunkers). When fortified with turrets AND a well-placed bunker, your 3rd is no longer dependent on your main army for defense – allowing you to be more aggressive with drops and pressuring your opponent. ![[image loading]](http://i.imgur.com/KH91u.jpg) We are not going to lose that easily to ling runbys!
4. Preparing for the Hive unit tech of TvZ
+ Show Spoiler +The fact is, a lot of Terrans are struggling late game. A lot of their success comes from the early to mid game. This gives a lot of Terrans the mentality “I have to kill them before 15 minutes or I am in trouble”. A lot of Terrans don’t exactly prepare for the late game of TvZ and simply die to superior unit compositions. The pictures following before should describe how to prepare for late game TvZ A LOT easier. Normally by around 16-18 minutes, you should scan to see if they have hive or not. When you do confirm they have hive, you have to prepare for late game tech. Many of you will have reactor barracks (If going marine tank) so one of the best responses is to lift 2 of those reactor barracks and turn into 2 tech lab barracks. This gives you 2 reactors to use for viking production while the tech lab barracks are for marauder or ghost production (Plus you should normally still have the very first barracks with tech lab when you started stim/combat shield, so that gives us total of 3 barracks with tech labs). From there we are going to add 2 starports onto the unused reactors for a total of 3 reactor starports (since we usually should have had 1 earlier. With 3 tech lab barracks and 3 reactor starports, we can now have the production capabilities to deal with late game zerg. Never again can you say “Dam I lost to broodlords because I cant pump out enough Vikings in time”. ![[image loading]](http://i.imgur.com/FKbGn.jpg) 3 Reactor starports will get you A LOT of Vikings in a short time.
5. Always use the Armory…. Its A LOT more important than you think!
+ Show Spoiler +A lot of players totally stop researching armory upgrades after a certain point. I don’t understand why they usually remembering engineering bay upgrades but not armory upgrades. Against Zerg, we want to get at least +1 mech attack so tanks can continue to 1 shot 1/1 Zerglings. After mech attack, we NEED to get air upgrades. Why air upgrades? Because this way we are not dependent on such a large viking count to deal with corrupters and Broodlords. You have to remember that zergs are often not really persistent with air upgrades. Maybe they might get +1 attack, or +1 armor… but how often do you see them ever reaching +3? As long as you have better air upgrades, your Vikings will trade well with corruptors and the minimum requirement of Vikings needed to deal with the air units will reduce. In TvP, this is even more important. Many players fail to achieve to get up to +3 air attack for the Vikings. A lot of players simply die to Colossus for many reasons… but one of those reasons is because the Vikings cannot kill fast enough. Protoss will almost always get +3 armor at some point, which applies to colossus. If Vikings with no air upgrades go against colossus with +3 armor, you basically do -6 damage for every volley per Viking. The overall damage output gets crapped on so hard that the Vikings will die to stalkers before the colossus ever fall. By having air upgrades, you can negate that, which means you are not forced to make MORE Vikings to deal with the same amount of colossus with armor upgrades. ![[image loading]](http://i.imgur.com/4hBLp.jpg) If your armory isn’t doing ANYTHING, get air attack upgrades. Just do it. ![[image loading]](http://i.imgur.com/OEiNL.jpg) +1 air attack researched +2 air attack researching
6. Scout ahead when moving out ALWAYS
+ Show Spoiler +As a terran, you probably know how easy it is for you to engage unfavorably and lose your whole army. You can be 20-40 supplies ahead of the game and STILL lose the game due to one engagement. That's why it's always better to be safe than sorry. You can either scan to see ahead, or you can stim a marine forward. Scans costs a lot more than 1 marine, so marines are usually the ideal choice (even tho they have less vision). So whenever you move out, ALWAYS send something ahead so you don’t get caught off guard. This applies for all matchups from running into tanks, into a zerg army, into protoss deathball. ![[image loading]](http://i.imgur.com/I94EZ.jpg) See how much vision covered over fog of war just by sending one marine?
7. Use depots to wall off (Natural, 3rd, 4th, etc)
+ Show Spoiler +This is a fundamental basic idea a lot of Terrans should have. Any supply depots being constructed should be used productively (either it’s used for sight for vision or depot wall off). Having a supply wall off can make the ultimately difference to surviving an attack or losing. ![[image loading]](http://i.imgur.com/BeZk9.jpg) Seems pretty straightforward
8. Keep Engineering Upgrades going… even after 3/3
+ Show Spoiler +Yes, you might as well get the building armor upgrade and the turret range upgrade if you do have the money for it. Every small thing makes a difference between winning and losing. Building armor will be very useful especially when mutas knock turrets so hard or when lings with +3 attack start killing buildings at a ridiculously fast rate. If you are going mech, you should upgrade the engineering upgrade unless you are extremely strict on gas. ![[image loading]](http://i.imgur.com/dl6ct.jpg) Turret range upgrade ![[image loading]](http://i.imgur.com/Kkhr0.jpg) Terran building armor
9. Queue up units when you're floating resources
+ Show Spoiler +You are floating like 2k resource, not maxed out, and still queueing only 1 unit per production facility when you are on a lot of bases… why you still queueing 1 unit? When your money is high and you're not using it for anything immediately, you might as well queue as many units are you can afford. This way you never forget to requeue the next unit so you have the units out fastest possible without any time lost. This generally applies late game when Terrans are multiple bases, maxed out ,and have all production facilities. If the terran just got into an engagement and lost units, he might as well start requeue to get those units out asap, it is not like you will make more scv (If anything, you should lose SCV and gain more orbitals) or more production facilities after a certain amount. A lot of lower level players I see float their resource and always forget to requeue additional unit even in the mid game. If that was the case, the advice is just queue up at LEAST 2 so you don’t forget.
So these are the 9 smaller plays that Terrans should do in increase the effectiveness of how the race is played. Every small play makes a big difference in play, and you want to make sure everything you do is worth its money.
Feedback:
+ Show Spoiler +Please let me know whether you found this guide helpful: Poll: Will you apply these tips to your gameplay?Yes, these are very helpful tips. (372) 96% No, there are not very helpful at all. (15) 4% 387 total votes Your vote: Will you apply these tips to your gameplay? (Vote): Yes, these are very helpful tips. (Vote): No, there are not very helpful at all.
Thank you again for reading,
OpTiKDream
Courtesy of www.TangStarcraft.com
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some great tips here, especially the bunker at your 3rd/4th, I think I've seen a couple of pro's do it, but it's something I never do myself because it doesn't cross my mind, hopefully I can start to implement it!
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excellent tips yo, getting the bang for you buck i would say.
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Hi good Advice especially with the BL situation never really thought of switching off my racks for more starports i would just make an extra 2 then put reactors on them bad boys! The 2 scvs is also a good idea:D
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On April 04 2012 06:18 storkman wrote: Hi good Advice especially with the BL situation never really thought of switching off my racks for more starports i would just make an extra 2 then put reactors on them bad boys! The 2 scvs is also a good idea:D Yup. I always tell my students to just lift 2 random reactor barracks and land them into tech labs and make 2 starports on top of the reactors since they seem to always die late game despite their advantage. For players who lack resources, i do suggest that u cut every production (dont make marines, tanks, anything) and just 100% prioritize the vikings out if they know they too late on the broodlord counters
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I think i might of player you on the ladder before :D
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LOL I laughed at the minimap of the screen shot of number 4 (preping for late tvz) you wrote EZ on the minimap lol.
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Really nice compilation.
Although it has been said too often and everyone should know it by now, I think your list should include "Don't use your MULEs too late". Most of your points are actually more of a "get the low or mid master into high masters" in my opinion, but if I watch lower level players stream one of the most common mistakes is to have Orbitals with 100+ energy without any reasoning behind it. This hurts so much, its just the same thing as not building scvs constantly until you are at 60-70.
Also including that point would put your list to 10 different things and I think thats just a better number :D
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On April 04 2012 06:30 sorrowptoss wrote: LOL I laughed at the minimap of the screen shot of number 4 (preping for late tvz) you wrote EZ on the minimap lol. haha yea. the circle above it is actually roaches following each other in a circle. I had to get someone to play with me so we set up stuff so that i can take screen shots for this guide
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On April 04 2012 06:37 Bommes wrote: Really nice compilation.
Although it has been said too often and everyone should know it by now, I think your list should include "Don't use your MULEs too late". Most of your points are actually more of a "get the low or mid master into high masters" in my opinion, but if I watch lower level players stream one of the most common mistakes is to have Orbitals with 100+ energy without any reasoning behind it. This hurts so much, its just the same thing as not building scvs constantly until you are at 60-70.
Also including that point would put your list to 10 different things and I think thats just a better number :D Well true about people should know it by now but alot of people seem to not do it or remember (Esp those in the lower leagues). Most terran guides are based on builds and such but never about the small plays that make a difference. So this guide is a start
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Nice job, well done. The #6 scout ahead when moving out ALWAYS is ridiculously important. Often players will move out blindly and are completely unprepared when they do get caught out in the open. That extra buffer of space and time is essential to be able to respond correctly, whether it be a snap retreat away from enemy tanks or collosi, or the extra warning time to siege up your tanks before the enemy can hit you(instead of when units are already attacking the tanks and sieging is actually useless), that one marine can easily mean the difference between life and death for your forces in the open.
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On April 04 2012 06:43 OpTiKDream wrote:Show nested quote +On April 04 2012 06:37 Bommes wrote: Really nice compilation.
Although it has been said too often and everyone should know it by now, I think your list should include "Don't use your MULEs too late". Most of your points are actually more of a "get the low or mid master into high masters" in my opinion, but if I watch lower level players stream one of the most common mistakes is to have Orbitals with 100+ energy without any reasoning behind it. This hurts so much, its just the same thing as not building scvs constantly until you are at 60-70.
Also including that point would put your list to 10 different things and I think thats just a better number :D Well true about people should know it by now but alot of people seem to not do it or remember (Esp those in the lower leagues). Most terran guides are based on builds and such but never about the small plays that make a difference. So this guide is a start 
Totally agreed 
I'm somewhere in mid masters (maybe on the edge to the high masters area, playing against gm from time to time) and I don't even do most of the things you said often enough. Sure, I'm not bad at building SCVs and the supply depot walls to my main and my natural are usually there, but often enough I lose because I don't get the bunker at the 3rd or my upgrades are all over the place and I don't do a supply wall to my 3rd or miss an incoming drop in TvT because I don't have vision everywhere. And I can't even count how often I lost an engagement because I didn't send a marine forward.
The point I was trying to make was specifically about not using MULEs as soon as they are ready. I don't think many low masters or diamond players lose because they are late on upgrades or because they don't build a bunker at the third. But not using like 5-6 MULEs because all your orbitals are near max energy actually loses you a ton of games because you miss about 1.5k minerals and the later you call them the more it hurts.
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Nice guide. I do a lot of these already, but not consistently.
Q: How do I deal with the Ultralisk tech-switch after I get 12 vikings and 6 ghosts to deal with BL/Infestor?
Also, your second tip is mostly useful past 2 bases. @ 2bases and earlier, it is much better to have one scv queue'd up at a time, especially if your BO is tight.
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On April 04 2012 06:51 Bommes wrote:Show nested quote +On April 04 2012 06:43 OpTiKDream wrote:On April 04 2012 06:37 Bommes wrote: Really nice compilation.
Although it has been said too often and everyone should know it by now, I think your list should include "Don't use your MULEs too late". Most of your points are actually more of a "get the low or mid master into high masters" in my opinion, but if I watch lower level players stream one of the most common mistakes is to have Orbitals with 100+ energy without any reasoning behind it. This hurts so much, its just the same thing as not building scvs constantly until you are at 60-70.
Also including that point would put your list to 10 different things and I think thats just a better number :D Well true about people should know it by now but alot of people seem to not do it or remember (Esp those in the lower leagues). Most terran guides are based on builds and such but never about the small plays that make a difference. So this guide is a start  Totally agreed  I'm somewhere in mid masters (maybe on the edge to the high masters area, playing against gm from time to time) and I don't even do most of the things you said often enough. Sure, I'm not bad at building SCVs and the supply depot walls to my main and my natural are usually there, but often enough I lose because I don't get the bunker at the 3rd or my upgrades are all over the place and I don't do a supply wall to my 3rd or miss an incoming drop in TvT because I don't have vision everywhere. And I can't even count how often I lost an engagement because I didn't send a marine forward. The point I was trying to make was specifically about not using MULEs as soon as they are ready. I don't think many low masters or diamond players lose because they are late on upgrades or because they don't build a bunker at the third. But not using like 5-6 MULEs because all your orbitals are near max energy actually loses you a ton of games because you miss about 1500 minerals and the later you call them the more it hurts.
Yea most people recklessly use eveyrthing on mule and not know when to save energy for scans and such. I didnt think about that when compiling the guide but maybe next time in the future... or i can edit this post to compile it. But saving energy differs for each MU and builds i think. It will kinda get too big just for one small tip.
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some exellent tips u got there, but 3. Protect your 3rd base without a big army by building a Bunker just want to point out that leving a sige tank there also helps a lot and if ur on 3 bases most the time it wont hurt your army to much 7. Use depots to wall off (Natural, 3rd, 4th, etc) ok in tvz i think this is 100% true, in tvp it is its kinda hit or miss, it helps vs zelot/archon but kinda sux vs colossus, in tvt this is just not a good idea. Your better of doing some sim city in ur base to limit hellion/marine movement around ur minerals. 9. Queue up units when you're floating resources i think u said it but maybe make it clearer that in addition to quing some units adding some production facilities is a good idea in most cases
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On April 04 2012 06:57 nonni wrote:some exellent tips u got there, but  3. Protect your 3rd base without a big army by building a Bunker just want to point out that leving a sige tank there also helps a lot and if ur on 3 bases most the time it wont hurt your army to much  7. Use depots to wall off (Natural, 3rd, 4th, etc) ok in tvz i think this is 100% true, in tvp it is its kinda hit or miss, it helps vs zelot/archon but kinda sux vs colossus, in tvt this is just not a good idea. Your better of doing some sim city in ur base to limit hellion/marine movement around ur minerals. 9. Queue up units when you're floating resources i think u said it but maybe make it clearer  that in addition to quing some units adding some production facilities is a good idea in most cases 
Protecting 3rd by adding a tank in my opinion is kinda not as effective. If lings run in, you probally only get 1-2 shots off before the tank actually dies. That would mean u have to add more units or something to back up tanks... but u dont wanna put too much otherwise the main army force is too weak. So you add bunkers... but that just brings us back to making 1 bunker with 4 marines without the need of a tank 
The depot wall off for tvt is true. U dont need it in tvt (Usually). TvP Can make a difference if u have to survive or not. Anyhow the point i am making is that walling off should be a natural aspect terrans should keep in mind.
Queueing units... well yes adding more production is good but i also made the point that if u have enough production, enough bases, floating, u might as well queue  (Typically happens after u lose a late game engagement and u already banking for example)
Ty for feedback!
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lol the bomber bunker Nice nice tips though. Can we expect to see more?
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this is all the safety stuff i tend to forget when im either lazy or just microing stuff like a madman... nothing new though
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On April 04 2012 07:09 Dontkillme wrote:lol the bomber bunker  Nice nice tips though. Can we expect to see more? Expect more guides? or more tips? :o
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what if you have a full wall off at the third, then your tank is relatively safe. what about then? personally I always leave a tank at the third along with the standard bunker+turrets when I do my first big push.
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On April 04 2012 09:00 Abstinence wrote: what if you have a full wall off at the third, then your tank is relatively safe. what about then? personally I always leave a tank at the third along with the standard bunker+turrets when I do my first big push. i believe 4 marines with bunker depot protection with scv repair is more than enough. I rather have my tank in the open field where every splash damage matters. Thats just preference tho.
Either way i still believe having a bunker at 3rd is good... with or without tank
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On April 04 2012 08:44 OpTiKDream wrote:Show nested quote +On April 04 2012 07:09 Dontkillme wrote:lol the bomber bunker  Nice nice tips though. Can we expect to see more? Expect more guides? or more tips? :o
Both! :D
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Three and Six are both so important.. Players need to do those more vs zerg.
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This is great! As a low level player one thing that frustrates me about most guides is I have no idea what to do after initial build orders. Something I'd be interested in is tips on proper engagement. When is it ok to fight and when to run away? What are the common micro mistakes? Another thing is how many production buildings per base is ideal. Very nice guide and Ill start implementing now and forever.
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On April 04 2012 09:14 moonizzle wrote:Show nested quote +On April 04 2012 08:44 OpTiKDream wrote:On April 04 2012 07:09 Dontkillme wrote:lol the bomber bunker  Nice nice tips though. Can we expect to see more? Expect more guides? or more tips? :o Both! :D I will try (Very big lack of terran guides on TL compared to zerg and protoss)
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On April 04 2012 09:23 Snoodles wrote: This is great! As a low level player one thing that frustrates me about most guides is I have no idea what to do after initial build orders. Something I'd be interested in is tips on proper engagement. When is it ok to fight and when to run away? What are the common micro mistakes? Another thing is how many production buildings per base is ideal. Very nice guide and Ill start implementing now and forever.
Ty for the positive feedback!
For productions, it generally depends on your build. But a rough estimate is 5 rax off 2 base and 9-10 off 3 base (Assuming those bases are saturated). Knowing when to fight and when to run away depends on your estimation if you think you have enough units to deal with the enemy. That will come with game experience since there is no measurable way. Common micro mistakes... there is alot to cover for that
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United Kingdom2950 Posts
Thanks for the small tips Optik! I try to do the a few of these already, like the depot wall or scouting ahead, but the scv production and the bunker thing is great! Especially since I use an orbital as my third most of the time. Thanks ^_^
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One thing you might also want to mention is building a turret as well as a bunker at your expos. At least versus P or Z, it is very easy to lose scv's or the whole expo to DT's or infestors if you don't have detection.. Lately I have had a lot of trouble with Zerg burrowing 2-3 infestors and then launching 16 infested terrans into my mineral line killing a bunch of scv's or the expo. The tips are greatly appreciated though, thanks!
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Great tips for the most part! think i ve hit you on ladder a few times too.
I d like to extend the depot building vision even further. In TvT, i sometimes send scvs out and build depots outside my base to def drops, better to get super early vision and lose a depot then let a drop even get in. In TvZ, i build depots near bases i think the zerg may take, far enough that it can see the creep from the hatch. really helps you geta grasp of the zergs position.
Also I would argue, building eng upgrades after 3/3 is not necessarily good, building armor maybe but turret rangeis not relaly useful usually. Pointless vs toss, and somewhat vs terran. Better to get something else with it.
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Great job Dream! Very insightful advice especially number 6.
Starting to see the trend on just putting a bunker instead of building a PF.
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hey optik how do you usually reinforce your army? do you just rally your buildings to your main army or do you just rally your new units to the front of your base and reinforce in groups?
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wow i seriously learned all of these over the past few months just by experience a little late!!
Great guide, and finally some add on advice!
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On April 04 2012 09:51 Wunder wrote: Thanks for the small tips Optik! I try to do the a few of these already, like the depot wall or scouting ahead, but the scv production and the bunker thing is great! Especially since I use an orbital as my third most of the time. Thanks ^_^ Its dream, optik is team tag
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Walling off is definitely a skill a T shud acquire. I shud do it more myself. In my TvP build i construct my main so that my rax and depots form a wall such that my troops can get out, but DTs cant walk in, i also put a turret behind my rax.
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Great guide! The only thing I might point out that there is a lot of new styles that actually incorporate really fast hive for extremely fast brood lords. So scanning at 16-18 minutes against a ling infestor style often is not correct. Other than that, it's fantastic.
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Damn this is awesome, thanks!
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On April 04 2012 14:01 Giantorange wrote: Great guide! The only thing I might point out that there is a lot of new styles that actually incorporate really fast hive for extremely fast brood lords. So scanning at 16-18 minutes against a ling infestor style often is not correct. Other than that, it's fantastic. Well i generally would scan around that time (assuming u do damage). Because when players ling infestor, its important that tanks focuz fire on infestors so they die. If they die, they are FORCED to remake infestors, thus stalling hive tech. If u didnt do any damage and sit back, then they could have started hive like 13 minutes.
But either way, when u do scan around that time, in about 1 minute u are going to have to tools to fight back hive tech. And the next minute after that, you will have units to fight that
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I wish there was a thread like this about Zerg.
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On April 04 2012 14:41 zeroISM wrote: I wish there was a thread like this about Zerg. There actually might be. The tips guide for zerg and protoss might come from tangstarcraft soon (we were talking about it earlier). Since we are coaches, we feel like guides like these are examples of how we coach students to fix small plays to improve gameplay. Expect a zerg and protoss tip guide soon (I am pretty sure it will come )
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I hope you come out with a part 2 some time in the future =).
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Learned nothing obviously, but a cool reminder.
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very nice write up. master toss that just switched to terran need all the help i can get. definitely bookedmarked
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This is SO good every Terran should do all these things every single game, it really helps a lot. It took me a while to figure all these out but now it is standard in my play.
Btw nowadays Zergs are getting Hive way quicker than 16-18 mins, I see a lot of them starting it even at like 12 mins.
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Very nice, I've been doing poorly lately and I think what happens is that I start paying attention to and planning the details and then as I start doing better these things fall away slowly. So this is re inspiring.
One thing I do against mutas that I find helpful on my level (gold) is to rally one reactor rax inside the main (usually a bit towards the natural). That way I usually have marines close at hand to defend. It requires a bit more to get your units, but it is worth it.
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On April 04 2012 16:27 Aquila- wrote: This is SO good every Terran should do all these things every single game, it really helps a lot. It took me a while to figure all these out but now it is standard in my play.
Btw nowadays Zergs are getting Hive way quicker than 16-18 mins, I see a lot of them starting it even at like 12 mins. Well i generally would scan around that time (assuming u do damage). Because when players ling infestor, its important that tanks focuz fire on infestors so they die. If they die, they are FORCED to remake infestors, thus stalling hive tech. If u didnt do any damage and sit back, then they could have started hive like 13 minutes.
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On April 04 2012 10:13 Thanatas wrote: One thing you might also want to mention is building a turret as well as a bunker at your expos. At least versus P or Z, it is very easy to lose scv's or the whole expo to DT's or infestors if you don't have detection.. Lately I have had a lot of trouble with Zerg burrowing 2-3 infestors and then launching 16 infested terrans into my mineral line killing a bunch of scv's or the expo. The tips are greatly appreciated though, thanks!
Yeah, turrets are a big deal, even when you don't fight mutalisk. I can't count the number of games people lose because they don't have a turret where they rally their army ( against observer seeing everything or infestor walking by ) or even near their third ( PF or Orbital ) so it die to billions of ITs.
Something important too, put Engi bays and Armory in a safe spot. They're the thing you want to protect the most after expansions. Usually in between the main and the natural, outside of drops or mutalisk path. Remember that Bomber vs Idra game on Shakuras, where Idra killed 6 ( Yes, 6 ! ) Engi bays ? You don't want that to happen.
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Nice thread, some useful stuff in there. Most of it is quite obvious, but the problem is to remember to actually do it ingame (for me at least).
As an addition to point 9, queueing when floating resources: If you're maxed (200/200) you can't queue additional production. However, if you're not maxed, you can queue as deep as you want (and can afford) and production will stop when you hit 200. Once you drop below 200 supply, production will resume again.
So if you're approaching the supply-cap and have resources to spend, make sure to queue up your production buildings so that each building has at least 1 unit (2 for reactor-buildings) in the queue once you hit 200/200. Because that way, when you do battle, your production will pick up the instant you lose units, making rebuilding your army that little bit faster and allowing you to focus your attention on micro for at least 1 full production cycle.
With Protoss having instant reinforcements from Warpgates and Zergs having a superfast remax with Larva stockpiling, Terrans can really use these small advantages when it comes to rebuilding after a maxed out fight.
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On April 04 2012 14:57 OpTiKDream wrote:Show nested quote +On April 04 2012 14:41 zeroISM wrote: I wish there was a thread like this about Zerg. There actually might be. The tips guide for zerg and protoss might come from tangstarcraft soon (we were talking about it earlier). Since we are coaches, we feel like guides like these are examples of how we coach students to fix small plays to improve gameplay. Expect a zerg and protoss tip guide soon (I am pretty sure it will come  ) Thank you very much, sir  Threads with tips on Zerg exist, but they're all scattered around and sometimes they aren't clear enough on how they say it. I really appreciate this thread, even if it is not for my race.
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Love shit like this! Much appreciated yo ♥
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On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥
Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"?
On topic: great read for beginners and experienced players alike
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On April 04 2012 19:15 DontLoseSightOfIt wrote:Show nested quote +On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥ Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"? On topic: great read for beginners and experienced players alike Language is a beautiful thing. It means so many different things to so many different people.
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On April 04 2012 19:26 Megabuster123 wrote:Show nested quote +On April 04 2012 19:15 DontLoseSightOfIt wrote:On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥ Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"? On topic: great read for beginners and experienced players alike Language is a beautiful thing. It means so many different things to so many different people.
So you consider "shit" to be a beautiful thing? Not a swear word anymore?
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On April 04 2012 08:04 alpenrahm wrote: this is all the safety stuff i tend to forget when im either lazy or just microing stuff like a madman... nothing new though
this is all the safety stuff that will change you from a good player to a bad one ^_^, or more than likely vice versa
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Thanks from me, too--I have so much room for improvement that I really struggle with where to begin, and these are all totally manageable ideas. I'm pretty good at using depots for vision, and that helped a lot when I learned to do it, so hopefully the remaining 8 will bring some similar gains! %)
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I really think the Air Weapons upgrade is rather important and not enough mind is paid to it.
As a Zerg player, I am FINALLY starting to get Air Carapace upgrades because they're just so good for your Broodlords in general. Vikings, Thors, and Marines all have multiple small attacks vs air, so getting +1 carapace is like getting +4 armor. Same idea with the attack upgrades as well, each upgrade makes the Terran army SOOOO much better.
Anyway, good thread OP!
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When I go bio in TvP/TvT, I get +1 armor for ships (Reason: Armoy for +2 weapon/armor and +3, and you don't really use it alot when there's no colo, so the reason is to make ur medivacs more resiliant) This should help you on keeping your units alive more, because sometimes protoss/terrans tend to focus your medivacs.
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Very nice read, thank you! 
I never knew you could click on a bunker and stim the marines inside... I feel silly now. =D
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Amazing guide!, Thank you for this, would love to see more from you.
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On April 04 2012 21:29 WarBobz wrote: When I go bio in TvP/TvT, I get +1 armor for ships (Reason: Armoy for +2 weapon/armor and +3, and you don't really use it alot when there's no colo, so the reason is to make ur medivacs more resiliant) This should help you on keeping your units alive more, because sometimes protoss/terrans tend to focus your medivacs. U wanna get a head start on the upgrades because if they tech switch all of the sudden you have a significant disadvantage
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Good stuff.
I would make one small change. Building supply depots for vision is good, but I think its good to build them slightly inland from the edge of your base. They can still spot, but you can defend w/ marines so they don't become insta banshee or muta food.
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One extra tip that you could use:
When splitting units between multiple bunkers (in the case of defending roach-bane all-ins), make sure to have at least 2 marines in each bunker so the Zerg doesn't know which bunkers to avoid.
There's a visual difference between bunkers that have one marine and ones with two or more (the middle portion of the bunker sinks when a second marine joins the party). If a Zerg can see that there's only one unit in the bunker, he won't waste precious banes trying to blow it up.
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On April 04 2012 22:06 mynameisgreat11 wrote: Good stuff.
I would make one small change. Building supply depots for vision is good, but I think its good to build them slightly inland from the edge of your base. They can still spot, but you can defend w/ marines so they don't become insta banshee or muta food. If people open with 1-1-1 i dont think its a issue since viking will be out in time. But yes u could always space it out by 1 square to defend if you want
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I open up 1 rax fe --> 2 more rax, so banshee harass is always a problem. Depots on edge = dead.
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On April 04 2012 23:15 mynameisgreat11 wrote: I open up 1 rax fe --> 2 more rax, so banshee harass is always a problem. Depots on edge = dead. Well on tips guide i posted that u rather lose depot than scvs. It takes 2 shots for a banshee to kill scv. It takes ALOT of shots for depot to die.
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Thank you so much for this, really well done
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+1 air weapon is really great as its similar to the cost of one viking
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These tips are excellent for the new players! I'm in masters and I still forget to send a scout ahead of my army
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Great thread, always awesome stuff from you!
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Thank you very much :> A lot of solid tips.
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The 2 scv queueing is actually brilliant, and will be incorporating it into play. A lot of no brainers but i'm pretty dumb sometimes and overlook things like triple starport for broods, so very good guide. tyvm
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Really nice thread. These little things can really change a lot. I'll keep them in mind during my next games :D
Really looking forward to more of these
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On April 05 2012 04:25 Event wrote:Ty for the tips always good to remember. I did a simple wallpaper with it : http://imgur.com/dNBB1 haha u cant be serious
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On April 05 2012 05:19 OpTiKDream wrote:haha u cant be serious I write out tips on a notepad beside my computer, these types of things can make things much easier to remember.
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^ I actually just kept the tips I need to work on
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On April 05 2012 06:50 Event wrote:^ I actually just kept the tips I need to work on  I used to sticky-note my laptop with "Spread Creep" "Build Overlords" and "Larva Production", among other things lol
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The next guide i will do will probally involve a certain build that is effective vs protoss (Taeja uses it hint hint)
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I came into the guide not expecting much, I left the guide with several things to add to my play. Seriously awesome job on this dude.
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Some of these tips are fairly straight forward but others will be definitely be very helpful for me. Thanks very much OpTiKDream!
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On April 06 2012 13:31 Filter wrote: I came into the guide not expecting much, I left the guide with several things to add to my play. Seriously awesome job on this dude. Well thats why it says small plays that make big results :D
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I have one tip for TvP - the defensive floating factory.
Instead of just keeping your factory in your base doing nothing, you can float it in front of the ramp to your natural. When protoss comes up, the factory will mess up the stalker AI and take quite a few hits.
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Really nice guide! I've been debating using that bunkerwall
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On April 06 2012 23:37 TangSC wrote: I have one tip for TvP - the defensive floating factory.
Instead of just keeping your factory in your base doing nothing, you can float it in front of the ramp to your natural. When protoss comes up, the factory will mess up the stalker AI and take quite a few hits. I usually use my fac as a "add-on bitch" for my 2nd starport or something :o
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On April 04 2012 06:54 Fencer710 wrote: Nice guide. I do a lot of these already, but not consistently.
Q: How do I deal with the Ultralisk tech-switch after I get 12 vikings and 6 ghosts to deal with BL/Infestor?
Also, your second tip is mostly useful past 2 bases. @ 2bases and earlier, it is much better to have one scv queue'd up at a time, especially if your BO is tight. You have 3 barracks with tech labs. Instead of ghosts, some maraders would do nicely 
As long as u get medivacs with marine maraders, you can kite ultras. If they have no banelings, unsieged tanks can act like maraders as well (They do surprisingly alot of damage once u get +3 mech attack)
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On April 07 2012 00:47 OpTiKDream wrote:Show nested quote +On April 06 2012 23:37 TangSC wrote: I have one tip for TvP - the defensive floating factory.
Instead of just keeping your factory in your base doing nothing, you can float it in front of the ramp to your natural. When protoss comes up, the factory will mess up the stalker AI and take quite a few hits. I usually use my fac as a "add-on bitch" for my 2nd starport or something :o Well yes, I do too. But in the event of a 2base gateway all-in or some sort of colossus timing, I think taking half the HP of the factory from stalker hits is more important than reactor build time. But you're the terran master!
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On April 06 2012 13:23 OpTiKDream wrote:The next guide i will do will probally involve a certain build that is effective vs protoss (Taeja uses it hint hint) 
Hehe I hope you will do a great job as you always do!
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