• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:57
CET 04:57
KST 12:57
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
[BSL21] Ro.16 Group Stage (C->B->A->D)1Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win1RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge2[TLMC] Fall/Winter 2025 Ladder Map Rotation14
StarCraft 2
General
Weekly Cups (Nov 17-23): Solar, MaxPax, Clem win SC: Evo Complete - Ranked Ladder OPEN ALPHA Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Data analysis on 70 million replays 2v2 maps which are SC2 style with teams together? [BSL21] Ro.16 Group Stage (C->B->A->D) soO on: FanTaSy's Potential Return to StarCraft What happened to TvZ on Retro?
Tourneys
[Megathread] Daily Proleagues [BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET Small VOD Thread 2.0
Strategy
How to stay on top of macro? Game Theory for Starcraft Current Meta PvZ map balance
Other Games
General Games
Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Nintendo Switch Thread Clair Obscur - Expedition 33 Path of Exile
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
YouTube Thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1331 users

The HotS Terran Help Me Thread - Page 242

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 240 241 242 243 244 368 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
geokilla
Profile Joined May 2011
Canada8244 Posts
Last Edited: 2014-01-31 07:08:56
January 31 2014 02:14 GMT
#4821
Polar Night, I usually CC first into 2 Rax + Bunker then double gas because it's a big map with 4 spawn locations. I do my scouting with a SCV. In this particular game, it was cross spawn and I scouted Stargate meaning Oracles. I continuously pump Marines out and try to have them in my mineral line in order to protect against Oracles. But the Oracles take them down easy peasy, lose like 10 SCVs and I proceed to rage as the Protoss also pokes into the front with MSC, Zealot, and Stalker. Having a limited amount of army and resources, there's no way I could have handled this any better. Right?

http://ggtracker.com/matches/4677261

Don't talk about mid and end game... I know what I did wrong. Happens every time. Storms.
Fhiz
Profile Joined October 2013
361 Posts
January 31 2014 23:23 GMT
#4822
congrats to our terran brother Iaguz joining root!! Wish you the best of luck there
girls generation make u feel da heat
Doc Brawler
Profile Joined November 2011
United States260 Posts
February 01 2014 08:00 GMT
#4823
^^ Iaguz is the shit man!
I am become Death, the Destroyer of Worlds
EJK
Profile Blog Joined September 2013
United States1302 Posts
Last Edited: 2014-02-01 21:02:43
February 01 2014 20:59 GMT
#4824
On January 31 2014 11:14 geokilla wrote:
Polar Night, I usually CC first into 2 Rax + Bunker then double gas because it's a big map with 4 spawn locations. I do my scouting with a SCV. In this particular game, it was cross spawn and I scouted Stargate meaning Oracles. I continuously pump Marines out and try to have them in my mineral line in order to protect against Oracles. But the Oracles take them down easy peasy, lose like 10 SCVs and I proceed to rage as the Protoss also pokes into the front with MSC, Zealot, and Stalker. Having a limited amount of army and resources, there's no way I could have handled this any better. Right?

http://ggtracker.com/matches/4677261

Don't talk about mid and end game... I know what I did wrong. Happens every time. Storms.


I didn't look at your replay specifically, but you should change your mindset of mid to late game. You will always have a chance to win if you can max out and win a maxed food fight (good emp, catch colsi out of position, etc)


On January 31 2014 01:33 Fhiz wrote:
I have 2 questions about bombers TvT displays today (at sao paulo, http://www.twitch.tv/esltv_sc2/b/499366852?t=1h56m54s )

In the game on heavy rain would the push that bomber did with the 2 tanks and a handful of marines, viable against all builds or do you have to do damage to the marine count with the banshees? Or was it reactionary to Jjakji's 2 rax reaper?

In the second game, kind of a similar question is playing with just an insane amount of marines and medivacs at all possible in any other fashion than a giant map and cc first vs cc first?

no. What you are referring to I am assuming is the bomber vs T game where bomber made nothing but marines and won the game on cross positions alterzim. That was a well thought out simplistic strategy of abusing the size and terrain of the map with marines. Cannot work on smaller maps
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Kvassten
Profile Joined May 2012
Sweden159 Posts
February 01 2014 23:38 GMT
#4825
On January 31 2014 11:14 geokilla wrote:
Polar Night, I usually CC first into 2 Rax + Bunker then double gas because it's a big map with 4 spawn locations. I do my scouting with a SCV. In this particular game, it was cross spawn and I scouted Stargate meaning Oracles. I continuously pump Marines out and try to have them in my mineral line in order to protect against Oracles. But the Oracles take them down easy peasy, lose like 10 SCVs and I proceed to rage as the Protoss also pokes into the front with MSC, Zealot, and Stalker. Having a limited amount of army and resources, there's no way I could have handled this any better. Right?

http://ggtracker.com/matches/4677261

Don't talk about mid and end game... I know what I did wrong. Happens every time. Storms.


You spread yourself too thin in that situation. Make a habit to wall in the choke in your natural asap after your bunker to prevent runbys with stalker + MsC. When you know that oracles are coming leave 1 marine in the bunker and pull a few scvs to repair it. The rest of your marines should be in your mineral line.

Remember that it takes 6 marines to kill 1 oracle so you should have at least 6 marines in at least 1 mineral line, it's worthless to spread like 4-2 or 3-3.

You knew that oracles will harass you the coming 2-3 minutes so you should start your ebay asap you see stargate and build a turret in each mineral line. This is really good to prevent oracle harassment when you move out.

Hope it helps.

GL in the future!
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
February 02 2014 14:09 GMT
#4826
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)
Doc Brawler
Profile Joined November 2011
United States260 Posts
February 02 2014 17:31 GMT
#4827
What is the best" Hard Counter" to cloak banshee. Specifically if you scout on 12 is there any reactive build that works well against cloak banshee?
I am become Death, the Destroyer of Worlds
weikor
Profile Blog Joined March 2011
Austria580 Posts
February 02 2014 17:38 GMT
#4828
On February 03 2014 02:31 Doc Brawler wrote:
What is the best" Hard Counter" to cloak banshee. Specifically if you scout on 12 is there any reactive build that works well against cloak banshee?


Well, its getting up a raven and a viking, or a turret and a viking in your mineral line. This will render his harass completely ineffective.
If you can fend off Banshee harass on 2 bases you are in an extremely good spot.
Going for 13 rax 15 gas seems to be one of the easiest ways to deal with this, your viking will pop before his banshee hits your base and you can have turrets out.

If you are looking for 1 base all ins, i dont think theres anything to guarantee you a win. SCV Marine pulls can work i guess, but its all a little hit and miss.
Doc Brawler
Profile Joined November 2011
United States260 Posts
Last Edited: 2014-02-02 17:43:18
February 02 2014 17:42 GMT
#4829
On February 02 2014 23:09 Qwerty85 wrote:
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)


Things that are really good against thors:
marauders: if you have enough time to get them its auto win. can't stress enough, just make marauders. its not terribly difficult to scout if you suspect proyxy play just send out first two marines or an scv to look for factory
Widow mines: if you already have a WM or a factory and don't know what to make from it WM are decent choice. Just make sure and target fire the thor. two shots will bring it down to 1/3 health ish i believe 4 kill it..
Hellions: taget repairing svc
marines: target repairing scvs
tanks: not the right choice
scvs: go for the surround using mineral walk. obviously you can only pull so many... gauge it based on how many you opponent brings to repair.
Banshee: might be build oder loss, not sure though, not useless but i think its late.

In general if its a really early thor, the biggest problem is the repair, so ALWAYS target the scvs FIRST. you will not be able to dps it down faster than it kills you units. once there is no repair, and scv surround is really easy to perform and helps alot

ALso in general, its usually better to stall and get more units.. for example, if you see it lumbering up your ramp and you know you don't have enough units, just sacrifice any depots and remake them immediately while you stall for time.
I am become Death, the Destroyer of Worlds
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
February 02 2014 18:05 GMT
#4830
On February 03 2014 02:42 Doc Brawler wrote:
Show nested quote +
On February 02 2014 23:09 Qwerty85 wrote:
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)


Things that are really good against thors:
marauders: if you have enough time to get them its auto win. can't stress enough, just make marauders. its not terribly difficult to scout if you suspect proyxy play just send out first two marines or an scv to look for factory
Widow mines: if you already have a WM or a factory and don't know what to make from it WM are decent choice. Just make sure and target fire the thor. two shots will bring it down to 1/3 health ish i believe 4 kill it..
Hellions: taget repairing svc
marines: target repairing scvs
tanks: not the right choice
scvs: go for the surround using mineral walk. obviously you can only pull so many... gauge it based on how many you opponent brings to repair.
Banshee: might be build oder loss, not sure though, not useless but i think its late.

In general if its a really early thor, the biggest problem is the repair, so ALWAYS target the scvs FIRST. you will not be able to dps it down faster than it kills you units. once there is no repair, and scv surround is really easy to perform and helps alot

ALso in general, its usually better to stall and get more units.. for example, if you see it lumbering up your ramp and you know you don't have enough units, just sacrifice any depots and remake them immediately while you stall for time.


Hmm.. I was asking for a way to hold with specific way I play. I always go mech in TvT so marauders are not an option.
At least watch a replay and then we can discuss what could work and what wouldn't.

He also had marines along with repairing SCVs and even mines of his own.

So I am looking for an answer for a very specific situation. In WoL when I played bio, this was not a problem but it is with reaper expands into 1-1-1.
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
February 02 2014 18:33 GMT
#4831
On February 03 2014 03:05 Qwerty85 wrote:
Show nested quote +
On February 03 2014 02:42 Doc Brawler wrote:
On February 02 2014 23:09 Qwerty85 wrote:
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)


Things that are really good against thors:
marauders: if you have enough time to get them its auto win. can't stress enough, just make marauders. its not terribly difficult to scout if you suspect proyxy play just send out first two marines or an scv to look for factory
Widow mines: if you already have a WM or a factory and don't know what to make from it WM are decent choice. Just make sure and target fire the thor. two shots will bring it down to 1/3 health ish i believe 4 kill it..
Hellions: taget repairing svc
marines: target repairing scvs
tanks: not the right choice
scvs: go for the surround using mineral walk. obviously you can only pull so many... gauge it based on how many you opponent brings to repair.
Banshee: might be build oder loss, not sure though, not useless but i think its late.

In general if its a really early thor, the biggest problem is the repair, so ALWAYS target the scvs FIRST. you will not be able to dps it down faster than it kills you units. once there is no repair, and scv surround is really easy to perform and helps alot

ALso in general, its usually better to stall and get more units.. for example, if you see it lumbering up your ramp and you know you don't have enough units, just sacrifice any depots and remake them immediately while you stall for time.


Hmm.. I was asking for a way to hold with specific way I play. I always go mech in TvT so marauders are not an option.
At least watch a replay and then we can discuss what could work and what wouldn't.

He also had marines along with repairing SCVs and even mines of his own.

So I am looking for an answer for a very specific situation. In WoL when I played bio, this was not a problem but it is with reaper expands into 1-1-1.

Even if you plan to go mech, there is no reason why you can't drop a tech lab on your barracks and make marauders instead of marines until you hold the push. Sure, you can't use them later on, but he is doing an allin so you do whatever it takes to defend.
More specifically, your build is not being executed correctly. You have to consistently produce units against a 1 base play from all 3 production structures. A large amount of time goes by where you don't produce any units at all, so at 7:40 you have 3 marines, a viking, and a widow mine, when you could have 10 marines, a tank, and 2 vikings, with 2 more marines, a tank, and a viking in production, which combined with a bunker would hold. Target marines in the bunker on the repairing scvs, and keep your tanks unsieged and target the thor down. Land the vikings and first target repairing workers, then the thor. If you look at the amount of money you are floating at 7:40, all of that could have been units.
Finally, you could have had even MORE defenses if you hadn't built turrets all over the place even after scouting that it was proxy thor. 300 minerals wasted.
Taeja the one true Byunjwa~
Qwerty85
Profile Joined June 2012
Croatia5536 Posts
February 02 2014 18:40 GMT
#4832
On February 03 2014 03:33 PinheadXXXXXX wrote:
Show nested quote +
On February 03 2014 03:05 Qwerty85 wrote:
On February 03 2014 02:42 Doc Brawler wrote:
On February 02 2014 23:09 Qwerty85 wrote:
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)


Things that are really good against thors:
marauders: if you have enough time to get them its auto win. can't stress enough, just make marauders. its not terribly difficult to scout if you suspect proyxy play just send out first two marines or an scv to look for factory
Widow mines: if you already have a WM or a factory and don't know what to make from it WM are decent choice. Just make sure and target fire the thor. two shots will bring it down to 1/3 health ish i believe 4 kill it..
Hellions: taget repairing svc
marines: target repairing scvs
tanks: not the right choice
scvs: go for the surround using mineral walk. obviously you can only pull so many... gauge it based on how many you opponent brings to repair.
Banshee: might be build oder loss, not sure though, not useless but i think its late.

In general if its a really early thor, the biggest problem is the repair, so ALWAYS target the scvs FIRST. you will not be able to dps it down faster than it kills you units. once there is no repair, and scv surround is really easy to perform and helps alot

ALso in general, its usually better to stall and get more units.. for example, if you see it lumbering up your ramp and you know you don't have enough units, just sacrifice any depots and remake them immediately while you stall for time.


Hmm.. I was asking for a way to hold with specific way I play. I always go mech in TvT so marauders are not an option.
At least watch a replay and then we can discuss what could work and what wouldn't.

He also had marines along with repairing SCVs and even mines of his own.

So I am looking for an answer for a very specific situation. In WoL when I played bio, this was not a problem but it is with reaper expands into 1-1-1.

Even if you plan to go mech, there is no reason why you can't drop a tech lab on your barracks and make marauders instead of marines until you hold the push. Sure, you can't use them later on, but he is doing an allin so you do whatever it takes to defend.
More specifically, your build is not being executed correctly. You have to consistently produce units against a 1 base play from all 3 production structures. A large amount of time goes by where you don't produce any units at all, so at 7:40 you have 3 marines, a viking, and a widow mine, when you could have 10 marines, a tank, and 2 vikings, with 2 more marines, a tank, and a viking in production, which combined with a bunker would hold. Target marines in the bunker on the repairing scvs, and keep your tanks unsieged and target the thor down. Land the vikings and first target repairing workers, then the thor. If you look at the amount of money you are floating at 7:40, all of that could have been units.
Finally, you could have had even MORE defenses if you hadn't built turrets all over the place even after scouting that it was proxy thor. 300 minerals wasted.


That is some good advice. I usually don't float resources at that point, I was just caught off guard by the thor. Also, turrets were made before I saw his tech lab with my reaper at the watchtower and since he was mining from 2 gas I auto assumed banshee which is way more common than proxy thors.

Thanks for advice anyway, I will try to make more marines early on, it is true that I tend to skip them at first.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
Last Edited: 2014-02-02 20:01:12
February 02 2014 20:00 GMT
#4833
On February 03 2014 02:31 Doc Brawler wrote:
What is the best" Hard Counter" to cloak banshee. Specifically if you scout on 12 is there any reactive build that works well against cloak banshee?


Not really, that's why that opening is so strong and so common.

There are some build orders or tricks that are hard for gas first cloak banshee openers to deal with. 12 gas marine hellion medivac elevator is one. Another is, when doing the 12 rax 15 gas reactor expand you can test his front with 6 marines and 2 or 4 hellions and just barely have enough for ebay, turret and viking(s) and maybe that'll get some damage through. You can try and have some marines or a mine positioned in such a way as to surprise the banshee before it gets to your base but generally speaking you're gonna struggle to stop the banshee at least breaking even. There's no solid reliable way to do an expansion build and completely block the banshees from doing any damage, you pretty much have to do something cute and hope it works out.
ProgamerAustralian alcohol user follow @iaguzSC2
Aquila-
Profile Blog Joined April 2011
516 Posts
Last Edited: 2014-02-03 01:20:48
February 03 2014 01:18 GMT
#4834
What are you guys thoughts on CC first in TvP? I feel like reaper into reactor delays the CC so much and is not particular safe vs proxy oracles or msc rushes. 1 rax gasless adds the next 2 baracks too late to deal with that too. With CC first you get 2 early rax and by the time an oracle comes you can have 5 marines. Isnt it in theory the best and even safest TvP build? Even on maps like Yeonsu and Habitation station, what about going inbase CC first and only lift it after confirming there is no cheese coming? The only problem I can see is a very early chronoboosted Zealot followed by Stalkers and msc, but with pulling scvs and a bunker it should be holdable, and after that he should be way behind with his expo.
Snusmumriken
Profile Joined April 2012
Sweden1717 Posts
Last Edited: 2014-02-03 01:30:42
February 03 2014 01:28 GMT
#4835
On February 03 2014 03:05 Qwerty85 wrote:
Show nested quote +
On February 03 2014 02:42 Doc Brawler wrote:
On February 02 2014 23:09 Qwerty85 wrote:
I need help defending proxy thor rush in TvT. I encountered it 2-3 times in last couple of days and I always lose to it and have no idea how to react at all to it.

I do standard 12/12 reaper expand into 1-1-1

Here is the replay: http://drop.sc/373037
(it is only a 9 min game so please watch it to get exact idea on what exactly is my opponent doing)


Things that are really good against thors:
marauders: if you have enough time to get them its auto win. can't stress enough, just make marauders. its not terribly difficult to scout if you suspect proyxy play just send out first two marines or an scv to look for factory
Widow mines: if you already have a WM or a factory and don't know what to make from it WM are decent choice. Just make sure and target fire the thor. two shots will bring it down to 1/3 health ish i believe 4 kill it..
Hellions: taget repairing svc
marines: target repairing scvs
tanks: not the right choice
scvs: go for the surround using mineral walk. obviously you can only pull so many... gauge it based on how many you opponent brings to repair.
Banshee: might be build oder loss, not sure though, not useless but i think its late.

In general if its a really early thor, the biggest problem is the repair, so ALWAYS target the scvs FIRST. you will not be able to dps it down faster than it kills you units. once there is no repair, and scv surround is really easy to perform and helps alot

ALso in general, its usually better to stall and get more units.. for example, if you see it lumbering up your ramp and you know you don't have enough units, just sacrifice any depots and remake them immediately while you stall for time.


Hmm.. I was asking for a way to hold with specific way I play. I always go mech in TvT so marauders are not an option.
At least watch a replay and then we can discuss what could work and what wouldn't.

He also had marines along with repairing SCVs and even mines of his own.

So I am looking for an answer for a very specific situation. In WoL when I played bio, this was not a problem but it is with reaper expands into 1-1-1.


I always go mech too. I dont open reaper but go 1-2 marines into hellions raven viking banshee. Basically you need to scout it as with all allins; once I find out, what I do is put down a bunker with marines in it and build tanks asap (basically put rax on the reactor factory was at and put the factory on tlab that starport was at Ie if im midway raven/banshee I just cancel it as raven is useless pretty much against that). If you can afford it build a viking and land it but focus on marines and tank.Dont be afraid to pull scvs either. Usually works well.
Amove for Aiur
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
February 03 2014 01:37 GMT
#4836
On February 03 2014 10:18 Aquila- wrote:
What are you guys thoughts on CC first in TvP? I feel like reaper into reactor delays the CC so much and is not particular safe vs proxy oracles or msc rushes. 1 rax gasless adds the next 2 baracks too late to deal with that too. With CC first you get 2 early rax and by the time an oracle comes you can have 5 marines. Isnt it in theory the best and even safest TvP build? Even on maps like Yeonsu and Habitation station, what about going inbase CC first and only lift it after confirming there is no cheese coming? The only problem I can see is a very early chronoboosted Zealot followed by Stalkers and msc, but with pulling scvs and a bunker it should be holdable, and after that he should be way behind with his expo.


It's good. It's vulnerable to fast chronoboost gateway shenanigans and if you don't scout them going proxy gate you instantly lose but these things are a bit rare nowadays. The extra minerals and raxes help out a ton with stopping pretty much any attack, as long as you have some idea that it's coming.
ProgamerAustralian alcohol user follow @iaguzSC2
EJK
Profile Blog Joined September 2013
United States1302 Posts
February 03 2014 02:18 GMT
#4837
On February 03 2014 10:18 Aquila- wrote:
What are you guys thoughts on CC first in TvP? I feel like reaper into reactor delays the CC so much and is not particular safe vs proxy oracles or msc rushes. 1 rax gasless adds the next 2 baracks too late to deal with that too. With CC first you get 2 early rax and by the time an oracle comes you can have 5 marines. Isnt it in theory the best and even safest TvP build? Even on maps like Yeonsu and Habitation station, what about going inbase CC first and only lift it after confirming there is no cheese coming? The only problem I can see is a very early chronoboosted Zealot followed by Stalkers and msc, but with pulling scvs and a bunker it should be holdable, and after that he should be way behind with his expo.

i only cc on 4 player maps. If a protoss chronos out a couple units to harass vs cc first (inbase) you will lose scvs and be slightly behind but if it is on the low ground you die instantly
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
nightshark
Profile Joined December 2013
New Zealand24 Posts
February 03 2014 03:02 GMT
#4838
On February 02 2014 05:59 Smurfett3 wrote:
Show nested quote +
On January 31 2014 11:14 geokilla wrote:
Polar Night, I usually CC first into 2 Rax + Bunker then double gas because it's a big map with 4 spawn locations. I do my scouting with a SCV. In this particular game, it was cross spawn and I scouted Stargate meaning Oracles. I continuously pump Marines out and try to have them in my mineral line in order to protect against Oracles. But the Oracles take them down easy peasy, lose like 10 SCVs and I proceed to rage as the Protoss also pokes into the front with MSC, Zealot, and Stalker. Having a limited amount of army and resources, there's no way I could have handled this any better. Right?

http://ggtracker.com/matches/4677261

Don't talk about mid and end game... I know what I did wrong. Happens every time. Storms.


I didn't look at your replay specifically, but you should change your mindset of mid to late game. You will always have a chance to win if you can max out and win a maxed food fight (good emp, catch colsi out of position, etc)

Agree with this, late game TvP is better than mid game TvP imo. In the mid game toss when toss first gets their tech of choice out (collo or ht), if you dont have the counter unit then you are in trouble. By the time you have the counter unit for their first tech choice, they will get their 2nd tech out, so you have to start building a counter for that.

But once those 2 tech units and their counters are out, toss loses their advantage and the player with better micro should win from there imo. Too many people just throw their hands up and say "omfg stormmmzzz" and f10 n instead of trying to learn to use ghosts properly. I'm not even good with them but the fact that I even use them makes late game TvP anyone's game.
KingofGods
Profile Joined July 2010
Canada1218 Posts
February 03 2014 03:51 GMT
#4839
The problem with late game TvP from the T perspective is not first initial big fight; it's the zealot / archon warps in after the fight that is the problem. As terran you have to win that fight convincingly or you will lose because the warp in will overrun your base before your reinforcements come out of the raxes.

On the other hand, even if terran wins that initial fight convincingly they cannot push in and win the game because of warp ins, defensive storms, and photon overcharge. Reinforcements come way too late to be of any help.

In short, winning late game TvP is not about microing and winning one fight, it's about winning the war of attrition. If you can hold protoss to 3 bases, you have a fighting chance. But lose any fight throughout the game and you instantly lose because they will either put up their 4th and / or just overrun your base.
Clarty
Profile Joined August 2012
Australia162 Posts
Last Edited: 2014-02-03 04:48:49
February 03 2014 04:48 GMT
#4840
On February 03 2014 11:18 Smurfett3 wrote:
Show nested quote +
On February 03 2014 10:18 Aquila- wrote:
What are you guys thoughts on CC first in TvP? I feel like reaper into reactor delays the CC so much and is not particular safe vs proxy oracles or msc rushes. 1 rax gasless adds the next 2 baracks too late to deal with that too. With CC first you get 2 early rax and by the time an oracle comes you can have 5 marines. Isnt it in theory the best and even safest TvP build? Even on maps like Yeonsu and Habitation station, what about going inbase CC first and only lift it after confirming there is no cheese coming? The only problem I can see is a very early chronoboosted Zealot followed by Stalkers and msc, but with pulling scvs and a bunker it should be holdable, and after that he should be way behind with his expo.

i only cc on 4 player maps. If a protoss chronos out a couple units to harass vs cc first (inbase) you will lose scvs and be slightly behind but if it is on the low ground you die instantly


That's not true, I always CC first and unless toss went 10 gate you can always hold vs chronoboosted gate pressure on low ground. Main problem with CC first I find is that its very difficult to scout, I die to a lot of 1/2 base shenanigans because without a reaper there is no sure way of checking their main.
Prev 1 240 241 242 243 244 368 Next
Please log in or register to reply.
Live Events Refresh
OSC
23:00
OSC Elite Rising Star #17
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Nathanias 164
StarCraft: Brood War
Calm 3034
Nal_rA 1574
ggaemo 64
Noble 45
Icarus 3
Dota 2
monkeys_forever269
NeuroSwarm115
League of Legends
JimRising 742
Trikslyr51
Super Smash Bros
hungrybox1397
C9.Mang0500
Other Games
summit1g9707
WinterStarcraft431
Maynarde130
missharvey49
RuFF_SC235
Organizations
Other Games
gamesdonequick1158
Dota 2
PGL Dota 2 - Main Stream336
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 15 non-featured ]
StarCraft 2
• davetesta65
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• RayReign 10
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22096
League of Legends
• Rush740
Other Games
• Shiphtur106
Upcoming Events
Wardi Open
8h 4m
PiGosaur Cup
21h 4m
Replay Cast
1d 5h
Wardi Open
1d 8h
OSC
1d 9h
Tenacious Turtle Tussle
1d 20h
The PondCast
2 days
Replay Cast
2 days
OSC
3 days
LAN Event
3 days
[ Show More ]
Replay Cast
3 days
Replay Cast
4 days
WardiTV Korean Royale
4 days
Sparkling Tuna Cup
5 days
WardiTV Korean Royale
5 days
Replay Cast
5 days
Wardi Open
6 days
Replay Cast
6 days
Liquipedia Results

Completed

SOOP Univ League 2025
RSL Revival: Season 3
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.