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[!] Pro Terran Strategy Q/A - Page 4

Forum Index > StarCraft 2 Strategy
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t.Swift
Profile Blog Joined September 2011
United States47 Posts
August 21 2012 03:36 GMT
#61
Hey this is a great topic! I think I've hit you on ladder once and got wrecked, but anyway... Tips for holding Blink/Obs all-ins, (particularly common on Antiga or Shakuras) with standard 1 Rax FE or something similar? I always lose to it even when I know it's coming except the games where I'm lucky enough to snipe the Obs, but that's a luxury I think. Stalling for Stim can be really tough without taking a ton of damage. T__T
http://www.twitch.tv/t_swift
washikie
Profile Joined February 2011
United States752 Posts
August 21 2012 04:14 GMT
#62
You mentioned the 1 rax cc into hellion banshee build for mech and i was wondering what you think of this open when it is used to transition into a more bio mech focused play vs the straight up mech play? Also i was curious if you think that if you go for a more mineral heavy play such as bio with this build if its a good idea to go 1 rax => cc => reactor factory => in base orbital => and than cloak banshee or does this delay banshees to long to be worthwhile? I have been playing around with this kind of opening and im not sure if its a good or bad idea vs the normal hellion banshee than third.
thanks
-washikie masters terran Na server
(p.s when asking my question about the fast 3rd orbital im not concerned with the raoch all in i have faced this with that build and survived due to scouting and forgoing the third for faster banshees if i can sniff it out.)
"when life gives Hero lemons he makes carriers" -Artosis
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
August 21 2012 08:53 GMT
#63
Awesome thread Ver, some really good bits in there.

In TvZ, how do you feel about Mass Hellion openings?
I'm currently doing MvPs build where he gets a second Reactor Factory after doing a Reaction Hellion FE, producing 4 hellions for a while.
One barracks is added a little later and both rax get Tech Labs and can provide an instant switch to double tank, 4x marine production although upgrades are late. (I usually switch to tanks around 8:00 - 8:30 unless I scout something like Roach pressure)
I do like Mass Hellion openings but I was wondering if you had seen any other Mass Hellion builds and what kind of success players were having with them?

For TvP, I currently do Day9's Mech TvP build where you open with a 1-1-1 cloakshee expand and then get Thor/Raven/Marine and later add Tanks. Do you know any other Mech TvP builds that saw some success as I saw Goody try heavy tank play in IEM but it failed horribly so I'm guessing mass Tank early on isn't very strong against a good Protoss?
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
ff7legend
Profile Blog Joined April 2007
United States213 Posts
August 21 2012 09:04 GMT
#64
Recently ive been seeing a number of terrans go for a marine tank push TvP. I was wondering what the pro's and cons of doing this. Im just trying to see the benefits of going this strategy over a standard bioball
I am the best ever... aka Truth, Judge, Legend
phidget
Profile Joined December 2011
Canada10 Posts
August 21 2012 15:07 GMT
#65
Ver how do you handle mass long tvz? As my earlier post requested
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
Last Edited: 2012-08-21 15:31:40
August 21 2012 15:20 GMT
#66
Ive been working on a tvz build where I get cc first into 3OC double ups and siege tanks. I get the cc first because I try to bait out a fast double expo before spawning pool by the zerg which usually works. If the zerg is greedy and does that, I get a third oc and double engi bays before siege. basically I can either push at 13/16 minutes with 2/2 or 3/3 and I will have a big siege tank count of about 7-8 when I do push. If you want some replays ill upload them but what do you think otherwise?

edit: replay drop.sc/241664
Moosegills
Profile Joined March 2011
United States558 Posts
August 21 2012 15:25 GMT
#67
Very nice initiative Ver, keep up the good work dude!
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
TheDwf
Profile Joined November 2011
France19747 Posts
August 21 2012 15:54 GMT
#68
On August 21 2012 00:30 teamamerica wrote:
Thanks a ton! I'll edit my question to reflect it being answered. If Thorzains build dies to marine/hellion elevators as you say (I've honestly not lost to them in my memory but not faced them often either), is there any safe 1rax no gas expand that you recommend, or should I always go with some gas expand (reaper, hellion, marine/hellion, banshee, cloak banshee)?

Also, what are your rally points like?
TvT - I rally to a staging point near/outside my natural normally
TvZ - ^ same
TvP - I set my rallypoints as far forward as I think I'll be fighting because otherwise even if I win an engagement. e.g. when I go out around ~9 minutes I normally rally outside the protoss natural, and late game I either rally to a a staging ground near my 3rd/4th or forward again.

edit: spoiler tags are good.

Thorzain's build is basically a greedier version of the standard 1 rax FE → 3 rax, so the latter is a little safer. The safest thing would be 1 rax FE → dual gas → 1-1-1 (or even 2-1-1) which should be able to deal with most one-base agression (except some proxies maybe) with proper scouting.

Same thing as you with rally points, sometimes I rally near the battlefield if I'm absolutely confident I'm winning.


————————————————


On August 21 2012 04:24 ViceRoyce wrote:
How to deal with colossus phoenix composition?

Mass Vikings out of 2 Reactors Starports.


————————————————


On August 21 2012 04:51 Gyro_SC2 wrote:
SO if I understand


tvz: you think that the best way to fight zerg is to harass them with something like (hellion-banshee) take a fast third and make a big fight at the 4th of the zerg.¨

(is it true that the terran need to stop the 4th of the zerg to win? or maybe not need but its the best plan to get the advantage))

tvp: on a map where the third is hard, make 5 rax before third and pressure the third of the toss.

(is it true that the terran need to stop the 3th of the protoss to win? or maybe not need but its the best plan to get the advantage)

In TvZ your near-max push should aim at killing the fourth. Then in lategame it's a matter of deyning fourth and fifth bases to starve the Zerg.

In TvP your goal should be to deny the Protoss' third for the longest time you can so he has later access to his precious fifth and sixth geysers. Delaying the Protoss' third while having your own third running gives you a nice economic advantage since the Protoss' income is stuck to ~1600 minerals and 456 gas per minut on 2 bases while you can quickly go beyond 2k minerals per minut with your third running.


————————————————


On August 21 2012 17:53 Thezzy wrote:
Awesome thread Ver, some really good bits in there.

In TvZ, how do you feel about Mass Hellion openings?
I'm currently doing MvPs build where he gets a second Reactor Factory after doing a Reaction Hellion FE, producing 4 hellions for a while.
One barracks is added a little later and both rax get Tech Labs and can provide an instant switch to double tank, 4x marine production although upgrades are late. (I usually switch to tanks around 8:00 - 8:30 unless I scout something like Roach pressure)
I do like Mass Hellion openings but I was wondering if you had seen any other Mass Hellion builds and what kind of success players were having with them?

Double Reactor Hellion is cheesy and all-inish, if it gets scouted you will get foiled hard and if not it can still be defended with proper building placement from the Zerg (fortunately enough many Zergs are terrible at this, or misplace their Queens, etc.). Even if you get decent drone kills you're not sure to be that ahead since your tech/third is delayed. Current Hellions/Banshees builds with triple OCs can give you the same results but with better economy to fall back on if you don't manage to kill many drones.


————————————————


On August 22 2012 00:20 StateofReverie wrote:
Ive been working on a tvz build where I get cc first into 3OC double ups and siege tanks. I get the cc first because I try to bait out a fast double expo before spawning pool by the zerg which usually works. If the zerg is greedy and does that, I get a third oc and double engi bays before siege. basically I can either push at 13/16 minutes with 2/2 or 3/3 and I will have a big siege tank count of about 7-8 when I do push. If you want some replays ill upload them but what do you think otherwise?

edit: replay drop.sc/241664

I tried this too but ultimately stopped doing this, it's way too passive and the Zerg can easily outgreed you if he scouts your build. Even if it builds a strong max push, creep will be everywhere so you will not be able to maneuver your Tanks as quickly as you would want, so he will have his tier3 ready be the time you reach his fourth and then you will be in trouble.
StateofReverie
Profile Blog Joined July 2012
United States633 Posts
August 21 2012 16:46 GMT
#69
i sort of bend the rules here. Even though I have a large timing window to attack, I also send a drop to take out any outlying expansions and I also use another drop a couple minutes before I push to exterminate some zerg creep. You can say I have 2 goals when I push out. It lets me take a fourth base and to pressure him. the only way he has tier 3 out if he gets like a 13 min hive which I always scan for to see mutas, roaches, or tech.

In reality on larger maps it is too hard to push back creep enough to kill his fourth base so I stay off creep otherwise I lose battles on creep. zerg 5th bases are always easier to shut down because it extends them pretty far so drops then become a lot stronger
.kv
Profile Blog Joined August 2010
United States2332 Posts
August 21 2012 17:15 GMT
#70
I posted this in the Protoss Help Me Thread but would like some insight from the Terrans POV.

In late game PvT, I'm having issues dealing with the Mass Ghost/Viking+MMM.

I'm not sure what the ideal comp is and how to deal with the engagement part.

I usually go 4 colossus/4hts/8 stalkers and the rest is chargelot/archon and 1 sentry for GS. That's the comp I usually go for when dealing with this army. I have 4 hts back at my base generating energy as well.

The engagement part is a big issue. I've tried multiple ways and still not successful with any of them. One way is where I position my blink stalkers where I see the vikings coming from and attack with colo/chargelot/archon. Wait for the emps and then send my 4hts behind my army to storm the units. But I end up losing my entire army when my storm connects so I don't have zealots dealing the extra damage as well with the storm. Another way is sending my hts in the front to try to feedback any forward ghosts or storm bio units but it's pretty unsuccessful against good Terrans.

I'm wondering if I should just incorporate some phoenixes (4 or 5) with upgraded range to deal with vikings a bit more now. I feel like it heavily depends more on the colo staying alive than my HTs. Yes the upgrade and investment is pretty steep but I get to the point where economy isn't really the issue. Or is there a better way of dealing with this comp?
VPVanek
Profile Joined August 2010
Canada238 Posts
August 21 2012 17:44 GMT
#71
On August 22 2012 02:15 .kv wrote:
I posted this in the Protoss Help Me Thread but would like some insight from the Terrans POV.

In late game PvT, I'm having issues dealing with the Mass Ghost/Viking+MMM.

I'm not sure what the ideal comp is and how to deal with the engagement part.

I usually go 4 colossus/4hts/8 stalkers and the rest is chargelot/archon and 1 sentry for GS. That's the comp I usually go for when dealing with this army. I have 4 hts back at my base generating energy as well.

The engagement part is a big issue. I've tried multiple ways and still not successful with any of them. One way is where I position my blink stalkers where I see the vikings coming from and attack with colo/chargelot/archon. Wait for the emps and then send my 4hts behind my army to storm the units. But I end up losing my entire army when my storm connects so I don't have zealots dealing the extra damage as well with the storm. Another way is sending my hts in the front to try to feedback any forward ghosts or storm bio units but it's pretty unsuccessful against good Terrans.

I'm wondering if I should just incorporate some phoenixes (4 or 5) with upgraded range to deal with vikings a bit more now. I feel like it heavily depends more on the colo staying alive than my HTs. Yes the upgrade and investment is pretty steep but I get to the point where economy isn't really the issue. Or is there a better way of dealing with this comp?


You can always just make like 2 colossi, and trick the terran so they overmake vikings.
Also you can try putting your temps in a speed prism, to avoid EMP, but be careful of vikings ofcourse!
FoXer
NewbieOne
Profile Blog Joined December 2010
Poland560 Posts
Last Edited: 2012-08-22 00:06:29
August 21 2012 23:30 GMT
#72
Hey, Ver. Sorry to hear about the team. I hope you can find a great one soon where you feel home! Thanks for giving your time to help others in the game!

I'd have a couple of questions of my own, generally short ones. Some are specific, some not really. Let me start from the more specific ones:

1. One of my favourite builds ever is this, i.e. Thorzain TvT, a react first three-rax without greedy expanding. What I like about it is that it's simply the best optimised threerax for this type of thing. Basically the three-rax that allows you to outmarine (+ shield, 2 tanks, 2 vacs around 11:00) everybody else without making you tankless (although it takes time to practice defence against early tank pushes). My question is, does this build seem to be viable in TvZ or TvP? (But especially TvP given the reliance on marines and the presence of about 2 tanks for sieging/baiting needs.)

2. I've been intrigued by this, i.e. LastShadow's six rax TvP. It just feels like something I could do, plus, focusing just on rax/rines like that for a while could perhaps improve my marine control and maybe some macro concepts. Do you think this is a viable general build for ladder TvP or is it more of a unique oddity from LastShadow? Could it be used convincingly against other races?

3. TvZ custom BO question:

+ Show Spoiler +
TvZ is about the only match-up where I actually know what I'm doing. I've generally consistently worked on the "right build for me". It's always been based on marines, hellions and thors but with varying transition or addition timings, with or without addon swapping, with or without e-bays/third/PF etc., with or without or with a different type of harass etc. The core idea is having both hellions and thors in a right proportion, without dabbling in marines or any other units if I can help it. Normally starting from three naked facts, bunker if roaches, bunker rush if late pool. About the time I go for the hellion push (which is 6-10 around 7:30-8:00 rather than an early 2-4, and generally aimed to remove lings and hopefully fry some drones too), I get armouries (generally 2, for double upgrades but depends on resources) and addons (reactor too or another naked fact because I want to keep making hellions too) and plant the expo in nat (often actually PF if the Zerg gets a lot of roaches, as I prefer to avoid supply-intensive defences against that). Depending on what happens/what he has, after the push I either defend for a while and expand and max out or pressure him but I generally want to have my 200/200 hellion thor plus SCVs before 20:00, 16:00 if possible, unless it's obvious I can cripple him to a point of no return somewhere between 10:00-12:00 or unless 150/200 to be enough or unless 3/3 hits earlier or something else happens situationally. Generally relying on upgrades, expansions (OC/PF depending on Zerg's level of aggression), hellion/thor proportions and micro/positioning, pulling SCVs to repair (and block ling access to some extent), dropping mules for repairs, rather than taking chances with getting airports, tanks, otherwise mixing the composition. I've used this build so much that I've learnt a lot about handling it and this knowledge helps me immensely, so I'm more comfortable doing this than dabbling with rax and ports (needless to say, I'm really happy when I see corruptors when I don't even have a port ). My question is, is this build liable to get roflstomped at higher levels of play due to all the corner cutting in it and the higher skill of, say, master zergs compared to plat zergs (who can't normally break this even with a hearty bunch of lolfestors/gglords )? Basically, I'm wondering if this is a build that works because of its merits (simple, lean, compact, adaptable, well-practiced) or a build that works right now just because my opponents are "bad" but wouldn't work between two players at master skill. Also, would it be better (as in more efficient without being significantly riskier), in your opinion, to throw in banshees and/or ravens into this build anyway, like most players do, at the cost of giving some of the advantages of this build?


#4 is a bit longer and more personal (and I'll understand if you prefer to skip this one as it doesn't have much to do with strategy for playing, more like strategy for improvement; at the same time, I'll be particularly grateful if you do reply):

+ Show Spoiler +
4. I'd played almost exclusively single-player campaigns/games vs. AI in many different RTS games for many years before getting online (where I played some Warcraft 2 Battle.net Edition in 2004-2005 (maybe 1500 games, I guess I was a name but not a top gosu) and then Warcraft 3 TFT in 2005-2008 (some 3000 games, something of a high dia/low master player in comparison)), it's hard to break certain still surviving habits (after so many years) that are harmful in human vs human. As in, in SP, especially storyline campaigns, you sort of conserve resources, stay on the defensive, watch your base, prepare for scripted attacks and expect storyline to unfold, avoid setting off triggers on the map, don't need to scout so much (or there's no point or it's actually harmful when you uncover something too early), aren't so pressured to keep maxing your production, don't really harass for distraction (only really for damage), you often cheese because you're supposed to, AI is either dumb or cheating (if not actually both) and there's the reload/restart button which means you don't have to play extra safe. As a result, I kinda struggle with being active, scouting consistently, always finding stuff to do (it's not a problem for me to hit 400 apm in battles but it's like 40-60 average and periods of 0), well, basically doing things, claiming the damn map, getting things done. Particularly in SC2, I feel like I'm racing against time, as in build order/production race plus the likely proxy cheese/some other cheese/lucky drop that makes leaving my base in early game an excruciating experience. Massing more games doesn't seem to be an efficient solution: it helps (with stuff like making more workers, which isn't exactly a WC3 player's top area) but not that much, as people with much fewer games/less experience overlap me rather easily, e.g. a guy I taught to play WC3 overlapped me and later actually coached me in turn. The gap between us was huge eventually, he kinda skyrocketed very shortly after reaching my own level: he got sponsored, had a brush with tournaments etc. in a matter of weeks or at least very few months from there. He inherited some of the characteristic flaws of my style but worked most of them out eventually. He then switched to SC2 in or after beta and made mid-master the moment the league was introduced, while I never made it past high gold in SC2 after 400 games before I stopped playing in late January this year. In fact, our 3v3 partner, who was supposedly a total newcomer to RTS, was always only slightly behind me on the solo ladder, I also had a gold buddy who got dia with much fewer games on record than my number (good for him, btw, hope he enters masters soon and waits for me with the victory toast). This is all too familiar to my WC3 experience like losing games I should've won (not only in my judgement) or actually almost had won, losing after or despite a significant lead, losing to visibly less experienced players (happy for them but anyway ), losing games because of getting less sharp due to tiredness etc.This is a bit saddening, as in it feels like something's wrong with me. Some time this autumn, I should finish my Ph.D. procedures and be able to take a month off before I move on to more cramming. Do you think I should mass ladders like 12 hours a day for a full month to refresh my mechanics and force a skill jump? Or play fewer games but stop and analyse every replay? Or play custom games with much higher skilled people and lose game after game until I start winning? Or use the AI/training maps to address specific areas? What do you think would be the best thing to do here?



On August 22 2012 02:44 VPVanek wrote:
Show nested quote +
On August 22 2012 02:15 .kv wrote:
I posted this in the Protoss Help Me Thread but would like some insight from the Terrans POV.

In late game PvT, I'm having issues dealing with the Mass Ghost/Viking+MMM.

I'm not sure what the ideal comp is and how to deal with the engagement part.

I usually go 4 colossus/4hts/8 stalkers and the rest is chargelot/archon and 1 sentry for GS. That's the comp I usually go for when dealing with this army. I have 4 hts back at my base generating energy as well.

The engagement part is a big issue. I've tried multiple ways and still not successful with any of them. One way is where I position my blink stalkers where I see the vikings coming from and attack with colo/chargelot/archon. Wait for the emps and then send my 4hts behind my army to storm the units. But I end up losing my entire army when my storm connects so I don't have zealots dealing the extra damage as well with the storm. Another way is sending my hts in the front to try to feedback any forward ghosts or storm bio units but it's pretty unsuccessful against good Terrans.

I'm wondering if I should just incorporate some phoenixes (4 or 5) with upgraded range to deal with vikings a bit more now. I feel like it heavily depends more on the colo staying alive than my HTs. Yes the upgrade and investment is pretty steep but I get to the point where economy isn't really the issue. Or is there a better way of dealing with this comp?


You can always just make like 2 colossi, and trick the terran so they overmake vikings.
Also you can try putting your temps in a speed prism, to avoid EMP, but be careful of vikings ofcourse!


As a Terran, I kinda regret every viking that could be a marauder or 2 rines (better DPS and more standing power for my ground army, which is my backbone), so I always make sure I don't overdo the number (because after killing off the colossi, which is their sole goal, they're mostly useless save for semi-decent ground support and some limited harass opportunity if they actually live to see it). And it wouldn't be unexpected for a Toss to get just two and then cut production. If I had a strong suspicion that the Toss were going to have a low number of colossi, I'd probably just spawn more MMM (and maybe with more emphasis on marauders), skipping vikings altogether.
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
August 22 2012 00:14 GMT
#73
If I'm going mech in TvZ, should I be using vikings or thors to deal with broodlord/corrupter early on? I feel that my vikings always come out too slow to deal with mass corrupter production (maybe I need more starports faster) and thors don't seem to work all that well (although I seem to lose them to other stuff so it might be that).
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
Templar.
Profile Joined May 2009
Canada133 Posts
Last Edited: 2012-08-22 00:23:13
August 22 2012 00:22 GMT
#74
If you had to tell a player to learn one build order for the tvp + tvz matchups, which ones would you tell them to learn? Preferably something aggressive.
(Just starting to play again, was masters level when i quit so my mechanics are generally good.. don't know much for timings anymore though)
Shankapotamus
Profile Joined May 2010
United States428 Posts
August 22 2012 00:26 GMT
#75
Hi, in TvP, I've seen GuMiHo try to get his first 5 marines out of his natural before the opponent's stalker gets to his base so he can go around and snipe stuff while the stalker is caught in the middle of the map or at GuMiHo's natural. How can I do this as well? Does he only do it when he scouts a certain something or is it planned as part of his build? I've tried it a couple of times but I have only been able to dodge the stalker if the protoss was killing my ebay at his natural. I also feel like I can't get 5 marines out, only 4. Could you explain to me how GuMiHo does this and the thinking behind it? Thanks!
dynwar7
Profile Joined May 2011
1983 Posts
August 22 2012 02:04 GMT
#76
Hello Ver

Now....I have a chance to ask a high level Terran about this question. This will be short. In TvT, do you absolutely believe that bio simply cannot win vs mech? In TvT, is mech simply the way to go? I mean, people say to outexpand the meching player, drop like crazy etc....but of cuorse the mech player has 1-2 in-base tanks, sieged, and turret rings and sensor tower....and perhaps 1-2 vikings patrolling drop paths....with all these it is extremely difficult to drop the mech player.

So without drops, bio has to go head on with mech, and most of them tim will lose right?

So, what do you say about bio and mech in tvt? Also, if I play bio in tvt, marine/tank is also a problem, but dont worry about that, just talk about bio and mech.

Thank you!
Regarding the imbalance, hilarious to see Zergs defending themselves....
juliansniff
Profile Joined August 2011
United States50 Posts
August 22 2012 02:17 GMT
#77
Hey man, thanks a lot for doing this!

My question is fairly simple and I'm pretty sure it hasn't been asked yet.

I'm a top diamond Terran that really struggles with TvT. 9/10 times I lost to some form of a 1/1/1 but usually it's the marine tank banshee variation popularized by Puma. I 1 rax FE in TvT and it feels impossible to hold most all-ins. What tips do you have on holding the marine tank banshee all-in (and other allins) with a 1 rax fe? Also, do you think there is a better opening to do in TvT?
Iron_
Profile Joined April 2010
United States389 Posts
August 22 2012 02:32 GMT
#78
Do you offer 1v1 coaching? If so what times/rates?
INTENZ-_-
Profile Joined August 2012
Sweden137 Posts
August 22 2012 10:09 GMT
#79
Great thread, learned a lot so far! Keep the questions coming, I'm sure I will have some soon as I just race swapped to T.
Ver
Profile Joined October 2008
United States2186 Posts
August 23 2012 02:31 GMT
#80
On August 20 2012 05:11 U_G_L_Y wrote:
In TvP, I feel like I need to be out on the map mid game, but it makes warp prisms very difficult to deal with from 10-15 minutes. Any suggestions?


You do need to be out on the map that is correct. Unfortunately there is not that much you can do against warp prisms other than making a turret/viking to thwart them and using your rallied units to hold anything that drops. It's frustrating and it's a wonder more Protoss don't do it; all you can really do is make things uncomfortable for them. Although it is obvious, it is useful to keep in mind that they can't warp in to defend and attack at the same time, making the warp prism less threatening to a certain degree if you are pressing them hard.




On August 20 2012 06:02 WaKai wrote:
HiHi, i play full bio in tvz, but get caught with my pants down with infestor fungals, is there a way to have pre warning? i've tried stim marines but they don't get out far enough for me to have a reliable tell. Is it just scanning ahead all the time? until he attacks?


Whenever you move out of range of a watchtower you should stim 4-8 marine/marauder ahead of the army and keep them stimmed. They are essentially your screen. Infestors can't come near marauders or they get toasted instantly. Once you would push forward onto creep you need to scan ahead, which will double as letting you kill tumors. What it comes down to is if you don't have full vision of an area you need to be watching your army 100% and ideally when you are moving you are automatically pre splitting everything just to be safe.




On August 20 2012 22:21 DocHolliday wrote:
If you normally play a 1 rax fe opening on TvP, do you have any tips for when opponent goes 1 base blink stalker, in particular this kills me on Antiga.

As soon as I have identified its 1 base blink should I try and defend natural + main, or lift CC and just hold main?

Many thanks!


The most important thing vs blink obs allins is that you don't let him snipe your stim. This means you need to put extra care to where your tech labbed rax is placed. I think the ideal way to hold it is lifting into the main, but you should always be able to stop it sitting in the natural anyway. You want to add tech labs asap, as marines are not very useful in holding it, and then start your factory when you can. The key way to play it is that you trade scvs for time whenever he blinks in and push him away. You are basically stalling for stim at first, after which you can really punish him if he blinks too aggressively and has no escape. Then you more or less wait around threatening stims (but not actually doing so) until you get medivacs, after which point the game is won. Alternatively, you can try to hold with a bunker in the main and at the nat and scvs pulled wherever necessary. Rain held ddoro's blink allin on Shakuras from MLG Columbus.
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