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On June 29 2013 23:37 mygodsnameiskyle wrote: So I made it up to silver and was doing well, until I had a protoss player bring a "Ball of void rays" at me. In game I thought vikings and Thor's but it didn't work out for me. Every engagement was my destruction. Any better builds when they are building massive void rays and pretty much nothing else? if they really build mass void rays and nothing else, you can just go mass marine-medivac with good upgrades and a-move over him.
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On June 29 2013 23:53 Paljas wrote:Show nested quote +On June 29 2013 23:37 mygodsnameiskyle wrote: So I made it up to silver and was doing well, until I had a protoss player bring a "Ball of void rays" at me. In game I thought vikings and Thor's but it didn't work out for me. Every engagement was my destruction. Any better builds when they are building massive void rays and pretty much nothing else? if they really build mass void rays and nothing else, you can just go mass marine-medivac with good upgrades and a-move over him. The most important part is that you can get under the skill rays with your marines. So if he hugs ledges and dead space you can use like 4 vikings to bait him into your army or force the voids back. In the end its one stim and game over for the toss :D.
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On June 29 2013 23:37 mygodsnameiskyle wrote: So I made it up to silver and was doing well, until I had a protoss player bring a "Ball of void rays" at me. In game I thought vikings and Thor's but it didn't work out for me. Every engagement was my destruction. Any better builds when they are building massive void rays and pretty much nothing else?
Scan/scout his base around 6:20 or 7 minutes. When u know there are more stargates then 2 on the field, u need an army that can also shoot air. Cut back marauderproduction and try to go marineheavy. Marines/mines/turrets do pretty well against air. I allways place some turrets in main mineralline (and 1 at the expo's) and rally my troops to my expo's. The turrets in my main are there to stall so i can defend his push and gives me the chance to move out at the same time. Turrets are cheap compared to the damage they do. No need to adjust your Buildorder or get thors (that gassy thor can go into double upgrades for example).
After u get the amount of medivacs u need/want u can build some vikings as extra defence. Most important thing of fighting against voidrays is u dont engage close to an edge. This because u cant get under the voidrays. Only the marines in front will shoot as the range is to far. U will loose engagements like this. Make sure u can utilize your full DPS and its an ezpz win.
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I am a low masters terran. When I send my MMM out, I usually send out 1 marines, stimmed ahead of my army. This allows me to prepare for anything that might be ahead - be it tanks, banelings, etc.
What is the exact keystrokes that you guys use.
Right now, I am very inefficient at it. I stim one marines, send it out on move command (opposed to A move). Wait till the marine is out of the screen (otherwise, it gets selected when I control click marines). Control click a marines and a maurader. Rebind to hotkey.
This seems very inefficient. Any other way to do it?
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On June 29 2013 20:47 TheDwf wrote:Show nested quote +On June 29 2013 08:50 Whatson wrote: If I'm going 15gas reactor CC into 3rax starport, what's a good time to put down my 3rd CC and ebays? I've been going mostly by feel thus far but I want to change that. Also, what's a good time to start making vikings? Normally I'll drop and see a robo bay and start, but that seems late. Do you go Marines/Mines/Medivac pressure before 3 rax Medivacs? Yes if I don't scout an all-in I'll mine-marine drop in the back and poke at the front with the other marines
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On June 30 2013 00:23 perspicaciousinnate wrote: I am a low masters terran. When I send my MMM out, I usually send out 1 marines, stimmed ahead of my army. This allows me to prepare for anything that might be ahead - be it tanks, banelings, etc.
What is the exact keystrokes that you guys use.
Right now, I am very inefficient at it. I stim one marines, send it out on move command (opposed to A move). Wait till the marine is out of the screen (otherwise, it gets selected when I control click marines). Control click a marines and a maurader. Rebind to hotkey.
This seems very inefficient. Any other way to do it?
I think it's best to select 1 marine, stim and send it. Then select your control group, shift click on the marine, and rebind your control group.
You can also send your whole army, shift-click one marine in the command card, rebind the control group and stop your army. It's more difficult to stim the marine this way though, as you then have to find it again afterwards, but it is possible to use this method without even looking at your army.
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On June 30 2013 00:23 perspicaciousinnate wrote: I am a low masters terran. When I send my MMM out, I usually send out 1 marines, stimmed ahead of my army. This allows me to prepare for anything that might be ahead - be it tanks, banelings, etc.
What is the exact keystrokes that you guys use.
Right now, I am very inefficient at it. I stim one marines, send it out on move command (opposed to A move). Wait till the marine is out of the screen (otherwise, it gets selected when I control click marines). Control click a marines and a maurader. Rebind to hotkey.
This seems very inefficient. Any other way to do it?
-> Click on 1 marine -> Stim it and send him forward -> Box your whole army and rebind it.
That's what I do.
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On June 30 2013 01:13 wag_ wrote:Show nested quote +On June 30 2013 00:23 perspicaciousinnate wrote: I am a low masters terran. When I send my MMM out, I usually send out 1 marines, stimmed ahead of my army. This allows me to prepare for anything that might be ahead - be it tanks, banelings, etc.
What is the exact keystrokes that you guys use.
Right now, I am very inefficient at it. I stim one marines, send it out on move command (opposed to A move). Wait till the marine is out of the screen (otherwise, it gets selected when I control click marines). Control click a marines and a maurader. Rebind to hotkey.
This seems very inefficient. Any other way to do it? -> Click on 1 marine -> Stim it and send him forward -> Box your whole army and rebind it. That's what I do.
That's inefficient - you're better off clicking your army hotkey and then shiftclicking that one marine. Although it does require more precision (clicking the marine instead of boxing) but it does mean your rallies which you might've hotkeyed already, or when your army is spread across more than one screen, or where there are units you do not want on the same hotkey such as ghosts and marines are in the boxed area don't mess up your hotkeys
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How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition.
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On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition.
20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax.
Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax.
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On June 30 2013 01:42 Henk wrote:Show nested quote +On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax.
Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back.
On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute.
Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful.
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On June 30 2013 02:10 Marathi wrote:Show nested quote +On June 30 2013 01:42 Henk wrote:On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax. Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back. On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute. Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful.
Well yeah, but you were talking late-late game. If you're still on 3 bases with only 8 rax and a single starport, and zerg has enough economy to throw away a maxed army and remax on 20 BL/corruptor you've lost the game WAY before that point.
And again, if you don't have the funds needed to get ghosts, while toss has enough to instantly warp in 10 HT again, you're doing something wrong in the midgame.
I know this is probably not what you want to hear, but you HAVE to be aggressive as terran, because terran has by far the worst ability to remax instantly/techswitch easily.
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On June 30 2013 02:13 Henk wrote:Show nested quote +On June 30 2013 02:10 Marathi wrote:On June 30 2013 01:42 Henk wrote:On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax. Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back. On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute. Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful. Well yeah, but you were talking late-late game. If you're still on 3 bases with only 8 rax and a single starport, and zerg has enough economy to throw away a maxed army and remax on 20 BL/corruptor you've lost the game WAY before that point. And again, if you don't have the funds needed to get ghosts, while toss has enough to instantly warp in 10 HT again, you're doing something wrong in the midgame. I know this is probably not what you want to hear, but you HAVE to be aggressive as terran, because terran has by far the worst ability to remax instantly/techswitch easily.
I know you have to be aggressive and in both matchups I have an aggressive late-early game - mid game timing (TvP - 10min medivac push with +1 weapons, stim, TvZ - Hellbat/Marauder push about 9-10min not sure of time exactly) I have more success doing damage vs Z, mainly because hellbats are ridiculous and this type of pressure has only gotten popular recently.
Vs Protoss I can hardly do anything with my poke, I know you're supposed to just deny the third and soft contain, but then they get tech and walk through your contain and just come straight to your base, or take their 3rd and then it's a case of trying to break an unbreakable deathball or not being able to push into their base because choke+storm= whole army gone. I can't commit to a tech path until I've seen what they're going for and then you're behind because you're playing reactively.
Both races seem to have gotten a lot better at dealing with drops too, I used to have great success with drops in WoL compared to now in HotS it feels like my drops do nothing.
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On June 30 2013 02:10 Marathi wrote:Show nested quote +On June 30 2013 01:42 Henk wrote:On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax. Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back. On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute. Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful.
Your problem is not the switch. Your problem is traveldistance ingame compared to a 15/20 minutemark mineral/gasbank and faster max out from protos/zerg.. If u are pressuring ur opponent, he/she doesnt have the time to mass a completely different army because u will snipe all there bases and harvesters including tech (ezpz in a minute). They must defend right away. This means a switch will still be there, but way less powerfull and way slower. Be sure u are on the right side of the map as a terran, certainly against zerg so u can punish a armyswitch heavily.
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On June 30 2013 02:52 govie wrote:Show nested quote +On June 30 2013 02:10 Marathi wrote:On June 30 2013 01:42 Henk wrote:On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax. Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back. On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute. Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful. Your problem is not the switch. Your problem is traveldistance ingame compared to a 15/20 minutemark mineral/gasbank and faster max out from protos/zerg.. If u are pressuring ur opponent, he/she doesnt have the time to mass a completely different army because u will snipe all there bases and harvesters including tech (ezpz in a minute). They must defend right away. This means a switch will still be there, but way less powerfull and way slower. Be sure u are on the right side of the map as a terran, certainly against zerg so u can punish a armyswitch heavily.
Whenever I have my army out on the map, I seem to get done by runbys, mutas, warpins, warp prisms, all types of harassment. Even with static defence in place, it can be avoided with some losses to target other areas of my economy, like production, etc.
If I leave some of my army at my base to help defense vs stuff like this, then my main army loses in engagements with my opponents. TT
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On June 30 2013 02:56 Marathi wrote:Show nested quote +On June 30 2013 02:52 govie wrote:On June 30 2013 02:10 Marathi wrote:On June 30 2013 01:42 Henk wrote:On June 30 2013 01:24 Marathi wrote: How the hell do you deal with tech switches in lategame vs Z and P.
Situations: I clean up all his colossi with vikings, then he warps in 10 HT's at home and has energy for storm by the time I get to his base, with no ghosts and now useless vikings
I clean up all his ultras because I have a huge marauder army, Zerg then pops out 20 corrupters and morphs half into broodlords then walks over me
It's hard to see these things coming, even if you drop you have to be lucky that it doesn't get intercepted, or that you drop in a location where he has that tech, when they're on 3 bases+ it could be tucked away in any of those bases. It's hard as terran to quickly react to these different scenarios.
E.g the ultra > broodlord above most of my barracks have tech labs on to deal with ultras, I don't have any vikings or upgrades for them because I am focusing on my bio and having a high medivac count. Then I suddenly need vikings with enough number to nullify his corrupters to clean up his broodlords, or barracks with reactors so I can make a lot of marines and stim underneath them and clean up that way.
It's frustrating how Zerg and Protoss can just bring units into the game in waves which they can just use to counter your current army composition. 20 corruptors into broodlords take at least over a full minute to build, and with ~10 rax and 3 starports you can catch up with marines/vikings easily. If he goes broodlords after you killed all his infestors, just go and kill him. And you obviously should still have a reactor on at least 50% of your rax. Toss: Well, if he is able to warm in 10 HT instantly you should be able to pump out a few ghosts yourself, or make sure not to lose all of them in battle. If you don't manage to kill him right away due to defensive HT, just get your econ back where it should be and have map control. With your vikings you will deter him from going colossi, so you're free to pump ghosts out of all your tech labbed rax. Why would I have 3 starports in TvZ, is that normal? I can't just go and kill him as it's not like I didn't lose anything in the previous battle. I'd have to get my army to a decent size, then go and kill him which he would see a mile off due to creep so he could make some lings, roaches, whatever to hold me back. On 3 bases in TvZ I will normally have a reactor port, reactor fact and 8 rax. 5 of which will have TL's on at least to deal with ultras, which seems to be the most common choice of tech from hive at the minute. Vs toss, I don't have that many barracks with TL's on, I don't always have the high funds needed for ghosts because I am constantly getting marauders, medivacs and upgrades. Then assuming my ghost academy has just finished I'd need cloak and the energy upgrade to make them useful. Your problem is not the switch. Your problem is traveldistance ingame compared to a 15/20 minutemark mineral/gasbank and faster max out from protos/zerg.. If u are pressuring ur opponent, he/she doesnt have the time to mass a completely different army because u will snipe all there bases and harvesters including tech (ezpz in a minute). They must defend right away. This means a switch will still be there, but way less powerfull and way slower. Be sure u are on the right side of the map as a terran, certainly against zerg so u can punish a armyswitch heavily. Whenever I have my army out on the map, I seem to get done by runbys, mutas, warpins, warp prisms, all types of harassment. Even with static defence in place, it can be avoided with some losses to target other areas of my economy, like production, etc. If I leave some of my army at my base to help defense vs stuff like this, then my main army loses in engagements with my opponents. TT
Defending is different on each map. But, u can place a bunker+turret surrounded by depots at 3rd/4th/5th and wall off with extra rax/factories for example. Zealot/zerglings melee units cant do costeffective runbuys in this way. Rally to your army so your main and natural are also protected. This is how i defend my expos, hope it helps
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Thanks, Netherh,
Exactly the answer I needed!
On June 30 2013 00:54 netherh wrote:Show nested quote +On June 30 2013 00:23 perspicaciousinnate wrote: I am a low masters terran. When I send my MMM out, I usually send out 1 marines, stimmed ahead of my army. This allows me to prepare for anything that might be ahead - be it tanks, banelings, etc.
What is the exact keystrokes that you guys use.
Right now, I am very inefficient at it. I stim one marines, send it out on move command (opposed to A move). Wait till the marine is out of the screen (otherwise, it gets selected when I control click marines). Control click a marines and a maurader. Rebind to hotkey.
This seems very inefficient. Any other way to do it? I think it's best to select 1 marine, stim and send it. Then select your control group, shift click on the marine, and rebind your control group. You can also send your whole army, shift-click one marine in the command card, rebind the control group and stop your army. It's more difficult to stim the marine this way though, as you then have to find it again afterwards, but it is possible to use this method without even looking at your army.
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Another simple question.
When you have MMM, do you include the medivacs to your army hotkey? I do not. I only hotkey the marines and mauraders because when I stutter step my army during battle, I only want to stutter step the marines and mauraders, excluding the medivacs. Otherwise, the medivacs won't heal if the medivacs are being stutter-stepped as well.
The only problem is some medivacs will sometimes wander aimlessly during battle because that binded maurader will die. Is there something to prevent this?
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When exactly should I keep my tanks unsieged in a battle?
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On June 30 2013 14:04 jamella wrote: When exactly should I keep my tanks unsieged in a battle?
What match up, what army compositions do you have ?
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