( I wish i had better Lat for KR server... I love how good ppl are in the KR server even at lower levels)
The HotS Terran Help Me Thread - Page 262
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Pirfiktshon
United States1072 Posts
( I wish i had better Lat for KR server... I love how good ppl are in the KR server even at lower levels) | ||
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TheDwf
France19747 Posts
On March 18 2014 21:45 SoleSteeler wrote: So TvZ... I complained about it last page, people gave good advice to raise mouse DPI for better splitting, practice splitting in custom maps; thanks for those replies. My micro isn't actually that bad, it's mostly... staying calm and anticipating the split that bothers me. Sometimes I can pre-split well and it works. Also, I recently starting playing on the Korean server whereas before I always played on NA (since all my friends were there) even though I live in Korea. Playing on Korea with zero latency is helping my confidence with micro a lot. ![]() That said, my TvZ is still so damn bad. I honestly can't remember the last time I won a game (as random, TvZs don't happen every play session). Anyway, I need to learn to make banshees and harrass with my hellions I think. I find I make hellions and I'm fairly active with them, but otherwise I just play too passively, and then I'm pinned in my base by mutas while they take the map, and I'm overrun by superior economy/tech. I understand that I should send a squad of like 16 marines/2 medivacs and clear creep while defending at home... with the aim to keep the zerg on 3 bases... god damn, it's still hard to do. >_< I'll improve... I just need to keep trying it... edit: 5-19 in TvZ in HOTS. Obviously I haven't played that many games. 29% win ratio with terran overall (69% with zerg and 65% with protoss). I guess it's a bit stupid to think I can be decent at 9 matchups with the amount I actually play. :/ Perhaps playing more agressive openings would give you better understanding of the flow of TvZ. Maybe try a 3 rax Hellions Medivac timing (+2 rax instead of a third CC), you can have the initiative for a long time with that build. | ||
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DinoMight
United States3725 Posts
On March 18 2014 22:19 TheDwf wrote: Perhaps playing more agressive openings would give you better understanding of the flow of TvZ. Maybe try a 3 rax Hellions Medivac timing (+2 rax instead of a third CC), you can have the initiative for a long time with that build. That's what I do ![]() Delays my econ a bit vs. a 3 CC standard build but I feel a lot more in control (and have been winning more). With 3CC I felt exactly like you do where by the time I had any sizeable army I'd have Mutas flying around my base and Zerg would have half the map. How often are you attacking Zerg and how often are you just sitting in your base? I find that to win any game TvZ you have to almost be attacking the whole time (if you're playing bio). | ||
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DinoMight
United States3725 Posts
Only recently getting decent with Terran and the problem I run into is sometimes I lose track of where the Templar are and I don't get my EMPs off. Then I just eat storms and die. But when I land my EMPs my macro can usually carry me through fights. So I think fixing this will help a lot! | ||
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TheDwf
France19747 Posts
On March 18 2014 22:34 DinoMight wrote: That's what I do ![]() Delays my econ a bit vs. a 3 CC standard build but I feel a lot more in control (and have been winning more). With 3CC I felt exactly like you do where by the time I had any sizeable army I'd have Mutas flying around my base and Zerg would have half the map. How often are you attacking Zerg and how often are you just sitting in your base? I find that to win any game TvZ you have to almost be attacking the whole time (if you're playing bio). It really depends on the flow of the game, when you have the advantage or some kind of momentum you can press on relentlessly to try to win the game, but sometimes you have to wait a sizeable army and/or critical upgrades (e. g. Zergs frequently have 2/2 a bit earlier than Terran nowadays, so fighting with 1/1 vs 2/2 is not advisable; or you might have a second Thor coming and it's best to wait it, etc.). On March 18 2014 22:46 DinoMight wrote: Need help engaging max Protoss deathball. Any tips or tricks for scouting where the HT are at? Do you save scans or float buildings or any other thing? Only recently getting decent with Terran and the problem I run into is sometimes I lose track of where the Templar are and I don't get my EMPs off. Then I just eat storms and die. But when I land my EMPs my macro can usually carry me through fights. So I think fixing this will help a lot! Channel your inner Protoss and ask yourself where you would place Templars for some juicy Storm flanks. That's where Templars will be. Use scans and/or small groups (no more than 4-5 units) of stimmed bio forward to check the surroundings for "Templar traps". | ||
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llaMWell
Norway17 Posts
Replay example: http://drop.sc/377032 So I do the Polt reaper expand build, I hold his initial weird little chargelot-archon timing without much trouble. I macro up, wait for 1/1 and set out to push his natural. At this point I'm up by over 30 in army supply, I have more workers and we are even in upgrades. The moment I push he even messes up badly and uses mass recall to his natural from his own ramp instead of photon overcharge, which gives me some free kills before the battle even starts. I also EMP his mothership core before he gets a second try at overcharge. I get off one good EMP on some units, but misses his templars. He storms a few times and holds. I fall back, continue to macro up, take my fourth and I'm soon up by 30 supply again. I move out, snipe three templars for free and attack. At that point I'm up by around 40 army supply. He storms a few times and holds no problem. Despite everything I'm still ahead or even in every field. My third push suffers the same fate as the two before. He finally manages to max out, a-moves his 30 chargelots, storms a few times more and wins. It's so extremely frustrating to the point where I'm this close to uninstalling the whole game. It feels like I have to do so many things literally simultaneously to be effective, while chargelots and archons would be almost just as strong with the Protoss afk. In WoL we at least had the easier early game of the two... I don't really mind losing, but when I constantly lose to what feels like inferior players it really gets to me. It's like I'm running in a marathon where 1/3 of the guys get to use bikes at the end... So what could I have done differently here? Should I just rely on drops more? What do you think? Thanks in advance =) | ||
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DinoMight
United States3725 Posts
On March 19 2014 00:54 llaMWell wrote: Is Terran like by design meant to not be able to win against a late game zealot-storm-archon army? I mean I beat top plat / diamond Zergs and Terrans, but I can't even win against gold league Protosses if it goes to late game. Is the idea that Terran has to avoid the Protoss army completely and instead just drop all over the place or something? Replay example: http://drop.sc/377032 So I do the Polt reaper expand build, I hold his initial weird little chargelot-archon timing without much trouble. I macro up, wait for 1/1 and set out to push his natural. At this point I'm up by over 30 in army supply, I have more workers and we are even in upgrades. The moment I push he even messes up badly and uses mass recall to his natural from his own ramp instead of photon overcharge, which gives me some free kills before the battle even starts. I also EMP his mothership core before he gets a second try at overcharge. I get off one good EMP on some units, but misses his templars. He storms a few times and holds. I fall back, continue to macro up, take my fourth and I'm soon up by 30 supply again. I move out, snipe three templars for free and attack. At that point I'm up by around 40 army supply. He storms a few times and holds no problem. Despite everything I'm still ahead or even in every field. My third push suffers the same fate as the two before. He finally manages to max out, a-moves his 30 chargelots, storms a few times more and wins. It's so extremely frustrating to the point where I'm this close to uninstalling the whole game. It feels like I have to do so many things literally simultaneously to be effective, while chargelots and archons would be almost just as strong with the Protoss afk. In WoL we at least had the easier early game of the two... I don't really mind losing, but when I constantly lose to what feels like inferior players it really gets to me. It's like I'm running in a marathon where 1/3 of the guys get to use bikes at the end... So what could I have done differently here? Should I just rely on drops more? What do you think? Thanks in advance =) Not able to watch the replay now but the first thing I'd recommend doing is changing your attitude. Everyone has a weak MU. My TvZ is garbage - I win against Diamond Protoss and lose against gold Zergs sometimes. So I'm just working on it and watching more pro games etc. If you can beat a Diamond Terran you can beat a Gold/Plat Protoss for sure. Terran has all the tools necessary to fight a late game Zealot + Archon army, especially if you're ahead in economy and supply like you say you were. You just need to make sure that you are using your ghosts effectively and keeping up with upgrades. Storm is quite deadly and it kills your stuff really fast. "A few storms" is often the difference between winning and losing a game... you say it like it's not that big of a deal. Against mass Zealots it's also a good idea to make some Widow Mines and/or Hellbats, both of which deal pretty good splash damage to them. I will let someone more experienced than myself chime in as well, but I think the biggest problem is in your head. | ||
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Pursuit_
United States1330 Posts
On March 19 2014 00:54 llaMWell wrote: Is Terran like by design meant to not be able to win against a late game zealot-storm-archon army? I mean I beat top plat / diamond Zergs and Terrans, but I can't even win against gold league Protosses if it goes to late game. Is the idea that Terran has to avoid the Protoss army completely and instead just drop all over the place or something? Replay example: http://drop.sc/377032 So I do the Polt reaper expand build, I hold his initial weird little chargelot-archon timing without much trouble. I macro up, wait for 1/1 and set out to push his natural. At this point I'm up by over 30 in army supply, I have more workers and we are even in upgrades. The moment I push he even messes up badly and uses mass recall to his natural from his own ramp instead of photon overcharge, which gives me some free kills before the battle even starts. I also EMP his mothership core before he gets a second try at overcharge. I get off one good EMP on some units, but misses his templars. He storms a few times and holds. I fall back, continue to macro up, take my fourth and I'm soon up by 30 supply again. I move out, snipe three templars for free and attack. At that point I'm up by around 40 army supply. He storms a few times and holds no problem. Despite everything I'm still ahead or even in every field. My third push suffers the same fate as the two before. He finally manages to max out, a-moves his 30 chargelots, storms a few times more and wins. It's so extremely frustrating to the point where I'm this close to uninstalling the whole game. It feels like I have to do so many things literally simultaneously to be effective, while chargelots and archons would be almost just as strong with the Protoss afk. In WoL we at least had the easier early game of the two... I don't really mind losing, but when I constantly lose to what feels like inferior players it really gets to me. It's like I'm running in a marathon where 1/3 of the guys get to use bikes at the end... So what could I have done differently here? Should I just rely on drops more? What do you think? Thanks in advance =) So something really quick just to think about- Especially when playing vs a Gateway heavy army, being up in supply is a bit decieving because units you have in production show up on your supply while Gateways your opponent has on cooldown do not. So a '30 supply advantage' is actually more like a ~10 supply advantage (with a significant portion of your units being in production), and then if you add defenders advantage (typically 1 production cycle) you're actually engaging with less supply than your opponent. So supply can be really decieving in TvP. That being said, your macro was really quite good this game, constantly expanding / increasing your production / ect, although your money was quite high and you definitely could have used some more barracks in the later stages. Watching the game, the biggest problems I noticed you having were 1) Your whole army is on one control group even when you had Ghosts, try getting used to using Ghosts on a seperate control group, it's going to take awhile to get used to but eventually it's to make your life a lot easier when you can quickly move between controlling Ghosts and your main army. Bio + Vikings on one control group is acceptable. There were a lot of times where you didn't stim / stimmed late and I'm guessing it's because you had Ghosts on the same control group as your MMM. 2) You're always attacking into your opponent without seeing what he has AND with your army clumped up, if you're going to attack into your opponent you should always first pre-split your army (and try to split it wide rather than deep, forming a bit of a concave), then move forwards with a small group of bio or scan ahead when you do move forward, and constantly be pulling parts of your army to the side to keep it well spread and not clumped. If you rush in with your entire army clumped up like you did in this game, you're always going to get stormed. 3) You pretty much always fail to EMP your opponent's HT, I know it's really hard to do and unfortunately there isn't really a set method for doing it correctly that I can explain here, but basically just being more patient will help you out a lot here, dont run your ghosts in head first trying to get off EMPs try to bait your opponent's army into yours and scan to see where his HT are coming from so you know exactly where to EMP. 4) Always be kiting vs Protoss armies. There were quite a few moments where you could have straight up won the game (the engagement around 21:00 is the best example), but you had your army sitting and fighting and then 2 storms came up and hit your entire army. It doesn't matter if your army can beat his chargelots without moving, kiting is still super important because bio kiting moves faster than a HT can catch u so you're less likely to get hit by a storm. If they pull back, you can re-engage but make sure you do it carefully like I explained in point 2). As a final note, dont think about things like how much harder it is for you than your opponent when you're playing, try to focus only on the things you have direct control over. If you spend your time / energy thinking 'Oh I have to play 100x better than my opponent this is stupid ect', you're not going to enjoy yourself and you're not going to improve, try to think about what mistakes you made and what you could have done better. And take breaks often, after a few games you will always start falling into the former mindset and when you do the best thing you can do is take a quick ~10 minute break and get some food / go for a walk / ect. | ||
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B-rye88
Canada168 Posts
On March 19 2014 00:54 llaMWell wrote: Is Terran like by design meant to not be able to win against a late game zealot-storm-archon army? I mean I beat top plat / diamond Zergs and Terrans, but I can't even win against gold league Protosses if it goes to late game. Is the idea that Terran has to avoid the Protoss army completely and instead just drop all over the place or something? Replay example: http://drop.sc/377032 So I do the Polt reaper expand build, I hold his initial weird little chargelot-archon timing without much trouble. I macro up, wait for 1/1 and set out to push his natural. At this point I'm up by over 30 in army supply, I have more workers and we are even in upgrades. The moment I push he even messes up badly and uses mass recall to his natural from his own ramp instead of photon overcharge, which gives me some free kills before the battle even starts. I also EMP his mothership core before he gets a second try at overcharge. I get off one good EMP on some units, but misses his templars. He storms a few times and holds. I fall back, continue to macro up, take my fourth and I'm soon up by 30 supply again. I move out, snipe three templars for free and attack. At that point I'm up by around 40 army supply. He storms a few times and holds no problem. Despite everything I'm still ahead or even in every field. My third push suffers the same fate as the two before. He finally manages to max out, a-moves his 30 chargelots, storms a few times more and wins. It's so extremely frustrating to the point where I'm this close to uninstalling the whole game. It feels like I have to do so many things literally simultaneously to be effective, while chargelots and archons would be almost just as strong with the Protoss afk. In WoL we at least had the easier early game of the two... I don't really mind losing, but when I constantly lose to what feels like inferior players it really gets to me. It's like I'm running in a marathon where 1/3 of the guys get to use bikes at the end... So what could I have done differently here? Should I just rely on drops more? What do you think? Thanks in advance =) IMO, attempting to kill a two base protoss is a futile endeavor, as is attempting to take an army v army fight without counters to his AoE. What seems to work better is to utilize your army's mobility to delay your opponents third; if he moves out to take a third, drop the main and/or natural to snipe tech or economy. If he moves back, attempt to cancel the third. Go Maru on his ass, so to speak. While getting your third up, you should seek to set up your tech to counter his tech choice; a second starport for colossus, or a ghost academy for templar. This, and your better economy, should set you up to deal with counter-pushes or to engage his army. | ||
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DinoMight
United States3725 Posts
On March 19 2014 06:58 B-rye88 wrote: IMO, attempting to kill a two base protoss is a futile endeavor, as is attempting to take an army v army fight without counters to his AoE. This. As a Protoss player (ex-Protoss? I haven't decided yet) I can't stress this enough. You could be pressuring to make sure he has AoE (otherwise you just kill him) and to scout what kind of AoE it is, but beyond that don't commit to an attack... Take your third and keep macroing. When he tries to take a 3rd that's when you go HAM. | ||
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llaMWell
Norway17 Posts
On March 19 2014 05:23 Pursuit_ wrote: So something really quick just to think about- Especially when playing vs a Gateway heavy army, being up in supply is a bit decieving because units you have in production show up on your supply while Gateways your opponent has on cooldown do not. So a '30 supply advantage' is actually more like a ~10 supply advantage (with a significant portion of your units being in production), and then if you add defenders advantage (typically 1 production cycle) you're actually engaging with less supply than your opponent. So supply can be really decieving in TvP. That being said, your macro was really quite good this game, constantly expanding / increasing your production / ect, although your money was quite high and you definitely could have used some more barracks in the later stages. Watching the game, the biggest problems I noticed you having were 1) Your whole army is on one control group even when you had Ghosts, try getting used to using Ghosts on a seperate control group, it's going to take awhile to get used to but eventually it's to make your life a lot easier when you can quickly move between controlling Ghosts and your main army. Bio + Vikings on one control group is acceptable. There were a lot of times where you didn't stim / stimmed late and I'm guessing it's because you had Ghosts on the same control group as your MMM. 2) You're always attacking into your opponent without seeing what he has AND with your army clumped up, if you're going to attack into your opponent you should always first pre-split your army (and try to split it wide rather than deep, forming a bit of a concave), then move forwards with a small group of bio or scan ahead when you do move forward, and constantly be pulling parts of your army to the side to keep it well spread and not clumped. If you rush in with your entire army clumped up like you did in this game, you're always going to get stormed. 3) You pretty much always fail to EMP your opponent's HT, I know it's really hard to do and unfortunately there isn't really a set method for doing it correctly that I can explain here, but basically just being more patient will help you out a lot here, dont run your ghosts in head first trying to get off EMPs try to bait your opponent's army into yours and scan to see where his HT are coming from so you know exactly where to EMP. 4) Always be kiting vs Protoss armies. There were quite a few moments where you could have straight up won the game (the engagement around 21:00 is the best example), but you had your army sitting and fighting and then 2 storms came up and hit your entire army. It doesn't matter if your army can beat his chargelots without moving, kiting is still super important because bio kiting moves faster than a HT can catch u so you're less likely to get hit by a storm. If they pull back, you can re-engage but make sure you do it carefully like I explained in point 2). As a final note, dont think about things like how much harder it is for you than your opponent when you're playing, try to focus only on the things you have direct control over. If you spend your time / energy thinking 'Oh I have to play 100x better than my opponent this is stupid ect', you're not going to enjoy yourself and you're not going to improve, try to think about what mistakes you made and what you could have done better. And take breaks often, after a few games you will always start falling into the former mindset and when you do the best thing you can do is take a quick ~10 minute break and get some food / go for a walk / ect. I just have to point out that I do actually have my ghosts in a separate control group. I think you overlooked it because they are in control group 9 (which is button K as I use Jakatak's TheCore hotkey setup). I try to always kite, but I can't do it while I control my ghosts, that's the part where I feel like Protoss has the advantage, since the zealots don't require micro. While we're on it, though, what method is recommended for kiting? Stop button or move-attack move? And should I EMP or snipe high templars? In my mind it seems sniping is the obvious choice, as it both kills the templar and uses less energy, but Idk. | ||
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Pursuit_
United States1330 Posts
On March 19 2014 08:03 llaMWell wrote: I just have to point out that I do actually have my ghosts in a separate control group. I think you overlooked it because they are in control group 9 (which is button K as I use Jakatak's TheCore hotkey setup). I try to always kite, but I can't do it while I control my ghosts, that's the part where I feel like Protoss has the advantage, since the zealots don't require micro. While we're on it, though, what method is recommended for kiting? Stop button or move-attack move? And should I EMP or snipe high templars? In my mind it seems sniping is the obvious choice, as it both kills the templar and uses less energy, but Idk. Snipe is really situational IMO, if a HT and a Ghost try to feedback / snipe eachother feedback will hit first because it's instant while Snipe has a delay + it takes two snipes to kill a HT. If you have a vision advantange / cloaked ghosts when your opponent doesn't have detection then Snipe can be better, but EMP is more reliable. I prefer to use stop when kiting but move attackmove move attackmove works as well. I think stop is better because it keeps your army together and involves slightly less mouse movement. And yes, it does require more apm / attention to control a MMM + Ghost army than a Zealot / Archon / HT army, but you can do so much more with a MMM + Ghost army than your opponent can do with a Zealot / Archon / HT army as well. It's the Terran trade off- everything is harder but the game is entirely in your own hands. | ||
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DinoMight
United States3725 Posts
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DinoMight
United States3725 Posts
My TvZ is pretty weak at the moment. I've just started playing Terran from Protoss so I don't really know builds (and in the true Protoss way, I've just kind of winged something that works). Here's a replay: http://drop.sc/377072 Heres another one: http://drop.sc/377075 (this guys says he had a slightly late start, but i don't think it mattered *too much) My build is basically "fast" (used loosely here since I'm not very good) 3 CC into a million man Marine + Hellbat + Medivacs march. The Hellbats are supposed to have blue flame, I just forgot this game. I don't scout and do 2 Reaper opening... if he's greedy I can kill a few drones, if he plays safe then we're both a little behind. Use the Reapers to scout for an allin and if I don't see one coming I proceed. Please let me know if you can think of ways to improve / tweak this build. The one thing I don't like is my upgrades are pretty late, I think I can definitely get those out faster. The other thing is if he gets to Ultras I'm kind of boned as you can see in the second game. Luckily in that game i killed his econ so much it didn't matter and I was able to just crank out Marauders and win. Thanks! | ||
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Pursuit_
United States1330 Posts
On March 19 2014 13:10 DinoMight wrote: Hey guys, a little help pls. My TvZ is pretty weak at the moment. I've just started playing Terran from Protoss so I don't really know builds (and in the true Protoss way, I've just kind of winged something that works). Here's a replay: http://drop.sc/377072 My build is basically "fast" (used loosely here since I'm not very good) 3 CC into a million man Marine + Hellbat + Medivacs march. The Hellbats are supposed to have blue flame, I just forgot this game. I don't scout and do 2 Reaper opening... if he's greedy I can kill a few drones, if he plays safe then we're both a little behind. Use the Reapers to scout for an allin and if I don't see one coming I proceed. Please let me know if you can think of ways to improve / tweak this build. The one thing I don't like is my upgrades are pretty late, I think I can definitely get those out faster. Thanks! I noticed is that your opening is overly defensive (TvZ you can go CC before second depot + CC on the low ground and be consistently safe), this probably isn't a huge deal however. Your 2nd and 3rd barracks are really late and your gas at your natural is really late too, looks like you're getting caught up in micro? Floating ~1k minerals and you should have your 2nd and 3rd rax done and 4th and 5th started. Your marines are coming out pretty late, you need to have a handful (~16 or so) by 11:00 minutes to deal with mutas, I wouldn't get more than 1-2 mauraders before then and even then only if you suspect a roach timing. You've also go no add-ons on your rax (due to lack of gas?), it's inefficient to use naked rax but not the end of the world. Really bad supply blocks at 116 and 156, and you're overmaking turrets a lot, you should really only make 1-2 turrets per mineral line in the early game because it's super important to have units out in the early stages of TvZ. Make the turrets in the mineral line too so you can repair in time. You're also playing really passively, it's kind of working out this game because your opponent isn't droning very well but typically if your opponent isn't being harassed they're going to be at 80-90 drones by 12:00 and maxed out by 13-14 minutes. If you want to play hellbat you need a third factory (with a tech lab) and you need to add in a couple thors, pure hellbat / marine will get slaughtered by high mutalisk counts. Your upgrades are pretty late too, you'll want to start engineering bays by 8:30 or so at the latest. Mid game can be really hard if you're on 1/1 and your opponent has 2/2. Maybe play a couple practice games and just focus on getting maxed out around 14:00, the biggest problem you have is just making your production on time and avoiding getting supply blocked. | ||
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DinoMight
United States3725 Posts
On March 19 2014 15:07 Pursuit_ wrote: I noticed is that your opening is overly defensive (TvZ you can go CC before second depot + CC on the low ground and be consistently safe), this probably isn't a huge deal however. Your 2nd and 3rd barracks are really late and your gas at your natural is really late too, looks like you're getting caught up in micro? Floating ~1k minerals and you should have your 2nd and 3rd rax done and 4th and 5th started. Your marines are coming out pretty late, you need to have a handful (~16 or so) by 11:00 minutes to deal with mutas, I wouldn't get more than 1-2 mauraders before then and even then only if you suspect a roach timing. You've also go no add-ons on your rax (due to lack of gas?), it's inefficient to use naked rax but not the end of the world. Really bad supply blocks at 116 and 156, and you're overmaking turrets a lot, you should really only make 1-2 turrets per mineral line in the early game because it's super important to have units out in the early stages of TvZ. Make the turrets in the mineral line too so you can repair in time. You're also playing really passively, it's kind of working out this game because your opponent isn't droning very well but typically if your opponent isn't being harassed they're going to be at 80-90 drones by 12:00 and maxed out by 13-14 minutes. If you want to play hellbat you need a third factory (with a tech lab) and you need to add in a couple thors, pure hellbat / marine will get slaughtered by high mutalisk counts. Your upgrades are pretty late too, you'll want to start engineering bays by 8:30 or so at the latest. Mid game can be really hard if you're on 1/1 and your opponent has 2/2. Maybe play a couple practice games and just focus on getting maxed out around 14:00, the biggest problem you have is just making your production on time and avoiding getting supply blocked. Hey, thanks for taking the time to watch the replay. This is helpful. The timings you're indicating - are those pro timings or something that I can realistically execute at my level? I'm pretty bad still, haven't been playing Terran at this level for very long. About a week ago I used to lose to Gold players. Now I'm winning against top 10ish Diamond. | ||
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iGrepair
34 Posts
I used to play SC2 a ton but switched over to LoL just cause the scene was dying. I was a top 8 masters Terran and switched over 6 months ago. I've gotten back into the game just recently. My problem is finding builds that work in the current meta with my play style. I'm a fan of mid game hard timing attacks. Any recommendations for builds or good places to find builds is highly appreciated. I've found that most of the build websites are outdated :/. | ||
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Pursuit_
United States1330 Posts
On March 19 2014 21:53 DinoMight wrote: Hey, thanks for taking the time to watch the replay. This is helpful. The timings you're indicating - are those pro timings or something that I can realistically execute at my level? I'm pretty bad still, haven't been playing Terran at this level for very long. About a week ago I used to lose to Gold players. Now I'm winning against top 10ish Diamond. You should be able to hit them vs very easy AI after a few tries, probably not in a real game. I'm only mid masters but both I and my opponents can hit those benchmarks in game. Really just focus on getting your production up asap though, Terran production (if you get add-ons at least) takes longer than any other races to get going even if you have a pretty complicated add-on swapping setup like most pros do, while Zerg's takes the least amount of time and resources. So it's really important you minimize that window where you have very little unit production after 3CC and your opponent has 3-4 hatch worth of production (typically 8:00-10:00 or so) or you're going to start losing a lot of games to unit floods around the 8-11 minute mark even if you scout them. If you haven't already read this guide it's definitely worth doing so, information is still relevent http://www.teamliquid.net/forum/sc2-strategy/425617-4m-a-guide-to-modern-tvz | ||
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DinoMight
United States3725 Posts
On March 20 2014 00:27 Pursuit_ wrote: You should be able to hit them vs very easy AI after a few tries, probably not in a real game. I'm only mid masters but both I and my opponents can hit those benchmarks in game. Really just focus on getting your production up asap though, Terran production (if you get add-ons at least) takes longer than any other races to get going even if you have a pretty complicated add-on swapping setup like most pros do, while Zerg's takes the least amount of time and resources. So it's really important you minimize that window where you have very little unit production after 3CC and your opponent has 3-4 hatch worth of production (typically 8:00-10:00 or so) or you're going to start losing a lot of games to unit floods around the 8-11 minute mark even if you scout them. If you haven't already read this guide it's definitely worth doing so, information is still relevent http://www.teamliquid.net/forum/sc2-strategy/425617-4m-a-guide-to-modern-tvz Yeah I think I'm getting a little too caught up in microing my first few Reapers and Hellions and not giving macro enough attention. Will focus on getting all that stuff earlier as I'm sure it will help as I make my way up the ladder. Thanks. | ||
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PanzerElite
540 Posts
On March 20 2014 01:07 DinoMight wrote: Yeah I think I'm getting a little too caught up in microing my first few Reapers and Hellions and not giving macro enough attention. Will focus on getting all that stuff earlier as I'm sure it will help as I make my way up the ladder. Thanks. What kind of players are you playing now with terran? | ||
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