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On October 29 2013 00:53 azngamer828 wrote: GOLD league
in TvZ i believe reaper are the best way to open up in TvP and in TvT, i usually go reaper openings i thought TvT you should go reaper openings because it techs faster but sometimes i think 1 rax gasless expo is better im actually confused on what i could open up in the TvP matchup basically my question is... in TvT and TvP, is it better to go reaper opening than a 1 rax gasless expansion? *my thought is because you tech faster in reapers for TvT* **i dont know whats better in the TvP matchup**
Openings should be chosen as combined factoring of the Map and of your Mid Game choice. Your mid game choice is a factor of how you want to win the game later on.
i.e.
Even in gold league, you have not given enough information for a good answer. Tell me more about how you want to win a matchup and about which map your are talking about and i will give you a good answer.
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On October 29 2013 00:53 azngamer828 wrote: GOLD league
in TvZ i believe reaper are the best way to open up in TvP and in TvT, i usually go reaper openings i thought TvT you should go reaper openings because it techs faster but sometimes i think 1 rax gasless expo is better im actually confused on what i could open up in the TvP matchup basically my question is... in TvT and TvP, is it better to go reaper opening than a 1 rax gasless expansion? *my thought is because you tech faster in reapers for TvT* **i dont know whats better in the TvP matchup** Gasless 1 rax FE is extinct in TvT (except perhaps on Whirlwind), the variants cutting Marine production to expand quicker are too vulnerable to Reapers and the variant expanding after second depot into 3 rax loses to Cloak Banshee expands into Marines/Tanks pushes. Use either a Reaper expand or a 15 gas expand into 1-1-1.
1 rax FE is playable in TvP, but Reaper expands are better because of the much superior scouting and the quicker tech.
On October 29 2013 14:53 halpimcat wrote: Someone please convince me that scouting with an scv is important in TvT. I usually open 12 gas cloaked banshee in the matchup and don't specifically feel I'm in danger of anything not proxy 2 rax. If I do scout, what should I be looking for, and how should I prepare for them?
Also in TvP, I'm always worried by potential counterattacks when making my first push with medivacs. When I used to watch pro play months ago, I'd often see terrans rallying their units outside of the protoss base to keep the pressure up and contain the toss for as long as possible, so I've been doing the same for a while. But that makes it really easy for protoss to make an early warp prism and just warp in 5 zealots that can't be beat easily since all my units are so far away. What should I be doing in these positions? If you scout, it's mostly to know if your opponent is going for a Reaper or not and a fast expand or not, on top of ruling out proxies. It's optional, but it does allow you to make small tweaks.
You need prophylactic measures against this. First, Prism attacks mostly come from Templar openings, as Colossi ones have their robo production time tightly bound in Colossus production after the Observers (and don't have Charge that early). Second, have vision at the edges of your base (sometimes KeeN even builds some depots outside of his base as spotters), leave some troops at home, and consider making a Viking instead of a fourth Medivac to kill the Prism. See for instance Flash's adaptation to PartinG's Prism attacks in the Flash vs PartinG series from Code S RO16 (group D, match 3).
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I used to play Terran a long time ago and fought my way to masters (when it was a lot easier apparently). I tend to switch races for times but typically switch back to Terran. That being said, until recently, I hadn't played in quite a while so I was deciding what race to play as I started again and figured I'd just go back to Terran. I'm in plat (and having trouble winning games now) but the biggest thing is that I'm becoming tired of the Terran playstyle and its making me want to stop playing Terran.
What I'm tired of, specifically, is always feeling like I have to run away, kite everything, split up, run away, kite, split, run, kite, flee, kite, split, run.... etc... you get the idea. Keep in mind I'm ignoring games where you are just better than your opponent - obviously those dont count.
I guess it just feels like, particularly in the late game, Its so damn exhausting to have to do so much to win a battle. Ultra army's take eons to go down, even with heavy Marauder. IMO it takes a Protoss being significantly worse than you to really take EMP's on all his HT's which means you're running/kiting storm all the time - not to mention chargelots.
I basically feel like my midgame is strong, and that if it goes into the late game I don't really enjoy it. I always feel like my army is so fragile and has no staying power.. just kiting power.
I'm not looking to A-move all day, but I don't want to feel like a failure on my part to effectively kite for even 5 seconds at any moment results in a loss.
Thoughts? Or should I just change races? I've always had a hard time choosing a race because I can't figure out what one best fits me and my style.
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Sounds like you just don't like the terran playstyle. You'll find that every race is exhausting to play at times, it's just the nature of starcraft. Switch to zerg and you'll be punching walls when splitting/dealing with widow mines. Switch to toss and you'll be ripping your hair out dealing with multipronged booster harrass.
SC2 is a tough game and every race has it's tough issues. If you're tired of terran, try another one, just don't expect any of the 3 to be easier than the other
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Try playing Mech. It's so much different that it's nearly like switching races.
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I see lots of top terran beginning to include late game thors in bio mine vs Z, I was wondering why this is and when it would be a good time to get a few and how many? And how to (if there is any) transition into this, I would guess just throw in a thor or two late game and help kill off mutas?
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IMO one or two is enough, they're mainly for when the muta cloud gets to critical numbers You'll need a tech-lab for your second factory anyways so you can make a Thor whenever you feel like you're getting overwhelmed, or just make one whenever you can.
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I'm sure this is an easy one...
If I have ghosts mixed in with my bio, the ghost "spells" (Snipe, EMP, Cloak) take priority over Stim.
What can I do to activate stim when I have all my bio in one big selected group?
I know I need to work on putting them on separate hotkeys, but I'm not quite there yet.
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Canada8159 Posts
Hitting tab will tab the unit selection from ghosts to your bio, then you can stim. I do have my ghosts on a separate hotkey so I don't have this issue
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Well you can always use the tab key to switch between unit types in a selected group.
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I would suggest using a separate hotkey for ghosts and bio but if your going to use one hotkey then dont forget when you use the tab method it will tab to marines/stim and then tab marauder/stim. Basically you have to do it twice for both bio units
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Great, thanks! Working on the hotkey thing, hasn't been easy.
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Definetly should use seperate Hotkeys for Ghost and Bio for a couple of reasons. 1.) it makes engagements alot harder because sometimes u want to move ur bio back but send ur ghosts forward to emp. really hard to do when there all clustered on same hot key 2.) It makes using EMP and the smoothness of using ur ghosts alot more viable and usable. 3.) U don't want to be tabbing ur army constantly and trying to micro, makes things alot harder. Instead, simply put ghosts and bio on sep hotkey and the smoothness of ur next engagements will be alot better.
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high master league..
How do I deal with a 10gate opening with 1 zealot/stalker/msc push if I open with reaper and then reactor on rax.
The stalker/zealot/msc combo arrives when my reactor finishes and they generally deal game ending damage to me.
If i scout a very early zealot with my scv should i delay my reactor to get some marines out for my bunker?
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On October 30 2013 23:57 Deadbread wrote: high master league..
How do I deal with an 10gate opening with 1 zealot/stalker/msc push if I open with reaper and then reactor on rax.
The stalker/zealot/msc combo arrives when my reactor finishes and they generally deal game ending damage to me.
If i scout a very early zealot with my scv should i delay my reactor to get some marines out for my bunker?
If you scout it early enough, bunker at yourr ramp and build the cc in your main while kiting the zealot with your reaper. Then send the reaper back to put in the bunker. Then just micro really well with your scvs trying to lose as few as possible. After you have 4+ marines send your reaper to his base to scout his followup.
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On October 30 2013 15:14 Whatson wrote: IMO one or two is enough, they're mainly for when the muta cloud gets to critical numbers You'll need a tech-lab for your second factory anyways so you can make a Thor whenever you feel like you're getting overwhelmed, or just make one whenever you can.
So i'm confused, in TvZ we reactor helions out to 6 and then get 2 mines then lift that factory and get a tech lab to research the widow mine upgrade, I thought we get a reactor on our second factory for 3x widow mine production, what would be the point in getting another tech lab when going bio mine?
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On October 31 2013 02:15 Fhiz wrote:Show nested quote +On October 30 2013 15:14 Whatson wrote: IMO one or two is enough, they're mainly for when the muta cloud gets to critical numbers You'll need a tech-lab for your second factory anyways so you can make a Thor whenever you feel like you're getting overwhelmed, or just make one whenever you can. So i'm confused, in TvZ we reactor helions out to 6 and then get 2 mines then lift that factory and get a tech lab to research the widow mine upgrade, I thought we get a reactor on our second factory for 3x widow mine production, what would be the point in getting another tech lab when going bio mine?
You got it wrong, you can either switch to widow mine production continuously after your hellions, or lift your factory to make a reactor and then go widow mines. Or you can make 6 hellions and then use the factory to make a reactor for your barracks and then make another reactor for widow mine production. Either way your first factory will end up making reactored widow-mines and your second will have a techlab for the widow mine upgrade, usually after you started 2/2.
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On October 31 2013 03:50 Bulugulu wrote:Show nested quote +On October 31 2013 02:15 Fhiz wrote:On October 30 2013 15:14 Whatson wrote: IMO one or two is enough, they're mainly for when the muta cloud gets to critical numbers You'll need a tech-lab for your second factory anyways so you can make a Thor whenever you feel like you're getting overwhelmed, or just make one whenever you can. So i'm confused, in TvZ we reactor helions out to 6 and then get 2 mines then lift that factory and get a tech lab to research the widow mine upgrade, I thought we get a reactor on our second factory for 3x widow mine production, what would be the point in getting another tech lab when going bio mine? You got it wrong, you can either switch to widow mine production continuously after your hellions, or lift your factory to make a reactor and then go widow mines. Or you can make 6 hellions and then use the factory to make a reactor for your barracks and then make another reactor for widow mine production. Either way your first factory will end up making reactored widow-mines and your second will have a techlab for the widow mine upgrade, usually after you started 2/2.
Well, I had no idea, thanks!
TvP Also i'm wondering I know marauders are good vs stalkers but you know of how in the early game when we have 3 rax up, say youre going cc first after you get your first tech lab what should the other 2 addons be double reactor or 1 reactor 1 tech lab. And marines are good vs zealots right? So im wondering is there any way to scout to determine which addons to get or is the extra marines or is one just 'safer' than the other?
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United Kingdom31935 Posts
Hi guys dia terran here and just wanted to ask for some tips. How do you properly engage a lategame toss deathball? Like I snipe there 3rd do damage with drops macro into a strong ghost viking bio ball am up on bases and everything then one engagment and I just straight up lose he just rolls on through warps in like 20 zealots is maxed against and thats it and Im really frustrated. So I really just wannt so help on beating endgame toss. Thx
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On October 31 2013 05:24 GumBa wrote: Hi guys dia terran here and just wanted to ask for some tips. How do you properly engage a lategame toss deathball? Like I snipe there 3rd do damage with drops macro into a strong ghost viking bio ball am up on bases and everything then one engagment and I just straight up lose he just rolls on through warps in like 20 zealots is maxed against and thats it and Im really frustrated. So I really just wannt so help on beating endgame toss. Thx
Can you post a replay of your late game engagements? Saying "land EMPs, target fire colossus with vikings and kite" is simple but I could go on forever on all the little things terran can do... it's easier to watch what you're doing wrong to help you. I'm also assuming you're meaning on equal upgrades and 200/200; if you're behind in either, look to fix that first.
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