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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. |
Hello guys, I'm a very new Terran player, started as an offrace from Z and have started having much more fun as T even though I suck at the moment.
I have a very basic question.
Medivac control, when attacking and moving around on the map while having your army on the ground. If you just select your army and order them "go here", or "attack here" the medivacs will really end up fucking everything up. =P Either they go too far ahead because they have faster move speed and get killed or they go away from the army because they are taking a closer way flying over stuff and gets killed.
How do you properly control your medivacs so they stay with your army? I tried telling the medivacs to follow a marine... but it just picked it up xD lol
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Order the medivac to "attack" a marine and it'll follow him rather than rushing off ahead.
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Bosnia-Herzegovina27 Posts
On August 12 2014 09:21 Bulugulu wrote:Show nested quote +On August 12 2014 09:13 Barracuda8 wrote: Can someone give me a nice reply about terran push?
Thanks in advance. If u want a serious answer u need to provide some more details and ask a better question..
Sorry..
Well, i've read that you should harass Zergs and toss to stop them from increasing their economy.
Yesterday while playing against a zerg i was expanding and he harassed me 3 times. With lings, then with roaches and finally with mutas. I contained lings and roaches, but i gave up when he sent me his mutas. So i don't know if i should expand or harassing first against zergs.
It happen the same against toss. His colossus, Stalkers and hight templars kill my rines, tanks and marauders almost straight away
So i don't know if i should expand in the first 5 mins or if i should save that money and harass toss/zergs..
I posted a few replays a while ago but no one replied.
I hope it makes sense.
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On August 12 2014 17:48 brickrd wrote:Show nested quote +On August 12 2014 15:59 noobPride wrote: Hey guys, #1 platinum here. I'm going to ask something I haven't seen in some of the previous posts (although I apologize if that's been asked before). It's about upgrades so it might not be exclusive of terran strategy but perfaps there's some race-specific thingy I am missing.
I hear every time pros and casters speaking about upgrade advantage for x player. "If they engage now X is gonna win easily because he's 2-1 against 1-0 of his opponent blabla...". The thing is, when I play, I try to keep my upgrades on reasonable timings but I really don't know what their actual effect on a battle is. I probably win many fights because of upgrade advantage (and viceversa), but it is not something as easy to see as say a good army comp or positioning. I feel I upgrade my army because I have to, but I am a bit unaware of what I am actually doing. And realistically, people at my level, how often do you click on an enemy unit to check on their upgrades? I've been playing since 2011 and never done it, probably never will :-P
TL;DR: I'd like to get a tip on how upgrades work, why they are important and if there is a general timing for them regardless of the matchup.
Thanks! even pro players/casters don't always know the full effect of upgrades. nathanias is notoriously good for memorizing the math, but how they actually work across the board in terms of x unit vs y unit is actually quite complex and not everyone is an expert there are three big concepts behind upgrades that you need to be aware of in my opinion 1) how many shots it takes to kill a unit. good examples are +1 attack zealots going from 3 hits to kill a zergling to 2 or +1 armor zerglings taking 2 baneling hits. this is something you really only figure out by doing the math yourself or having someone tell you the math for a specific scenario. some are commonly known like the ones i named, others are more obscure but still useful to know 2) the rate of fire/total damage of your unit's attack, good example is +3 attack for marines being incredibly powerful due to the marine's relatively low single-shot damage output but high rate of fire + stim. a good example of the opposite is armor upgrades in roach vs roach not mattering as much as attack because each shot does high damage at a slow rate of fire 3) once you start upgrading, always continue upgrading unless you're hitting an aggressive timing right after upgrades finish or trying to defend an attack and need to produce army to stay alive as for timings, it's not the same in different matchups. terran is my weakest race so i cant go into detail for you about terran upgrade timings, but tvz where you usually go 3cc/2ebay is different from tvp where you might go fast +1 attack or tvt where upgrades might come in at unpredictable times based on what you're doing with your build, whether you're meching, etc. p.s. you should start clicking on your opponent's units and checking their upgrades. i know it probably seems like some kind of fancy, technical pro player thing to do, but it's really not that complicated. if you click a zergling and you see it's on 2/2 and you know your 2/2 isn't done yet, obviously you want to delay the engagement. and that's kind of a big deal, particularly in tvz.
Woah thank you! That's some ground truth I should start taking into account for future engagements. +1
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On August 13 2014 05:19 Barracuda8 wrote:Show nested quote +On August 12 2014 09:21 Bulugulu wrote:On August 12 2014 09:13 Barracuda8 wrote: Can someone give me a nice reply about terran push?
Thanks in advance. If u want a serious answer u need to provide some more details and ask a better question.. Sorry.. Well, i've read that you should harass Zergs and toss to stop them from increasing their economy. Yesterday while playing against a zerg i was expanding and he harassed me 3 times. With lings, then with roaches and finally with mutas. I contained lings and roaches, but i gave up when he sent me his mutas. So i don't know if i should expand or harassing first against zergs. It happen the same against toss. His colossus, Stalkers and hight templars kill my rines, tanks and marauders almost straight away So i don't know if i should expand in the first 5 mins or if i should save that money and harass toss/zergs.. I posted a few replays a while ago but no one replied. I hope it makes sense.
Against zerg, go reaper expand into hellions. From there you can expand to a 3rd or be more aggressive.
Vs toss you can reaper expand or harass him before expanding. In both matchups you need to expand not later than 5-6 minutes even if you're being aggressive.
If the zerg is being aggressive vs you, then he's sacrificing his economy to do it. In that case you don't need to be as aggressive vs him, but you can instead build up a large army and attack.
All this is kind of general since I don't know your league or what builds you use.. Until gold-platinum league strategy almost doesn't matter. Just mechanics and macro.
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On August 13 2014 05:19 Barracuda8 wrote:Show nested quote +On August 12 2014 09:21 Bulugulu wrote:On August 12 2014 09:13 Barracuda8 wrote: Can someone give me a nice reply about terran push?
Thanks in advance. If u want a serious answer u need to provide some more details and ask a better question.. Sorry.. Well, i've read that you should harass Zergs and toss to stop them from increasing their economy. Yesterday while playing against a zerg i was expanding and he harassed me 3 times. With lings, then with roaches and finally with mutas. I contained lings and roaches, but i gave up when he sent me his mutas. So i don't know if i should expand or harassing first against zergs. It happen the same against toss. His colossus, Stalkers and hight templars kill my rines, tanks and marauders almost straight away So i don't know if i should expand in the first 5 mins or if i should save that money and harass toss/zergs.. I posted a few replays a while ago but no one replied. I hope it makes sense.
Many players don't choose to expand fast versus Zerg for a tech advantage, and harass with more units or units countering the Zerg's forces. Reaper-Hellion works very well versus Zerg early on. When you see mutas, you should probably make Thors or Widow Mines to deal with them.
Against Protoss, Ghosts and Vikings are hard counters to Anti-Bio play.
Ghost --> Protoss Army = No shields Vikings --> Colossus = Long Range attacker that picks them off
It is advisable to make many marauders against Stalker heavy builds and add in Vikings and Ghosts where needed.
You should expand depending on the build you are using or what feels more comfortable.
Hope this helps you.
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On August 13 2014 05:19 Barracuda8 wrote: Sorry..
Well, i've read that you should harass Zergs and toss to stop them from increasing their economy.
Yesterday while playing against a zerg i was expanding and he harassed me 3 times. With lings, then with roaches and finally with mutas. I contained lings and roaches, but i gave up when he sent me his mutas. So i don't know if i should expand or harassing first against zergs.
It happen the same against toss. His colossus, Stalkers and hight templars kill my rines, tanks and marauders almost straight away
So i don't know if i should expand in the first 5 mins or if i should save that money and harass toss/zergs..
I posted a few replays a while ago but no one replied.
I hope it makes sense. I watched your 1 replay and you don't seem to follow a basic build order/opener past the first depot/barracks. I'd suggest watching some pro games to see how the terrans open vs toss. You went marines first instead of reaper which leads me to believe that you're unsure of the current metagame.
I would suggest following some build orders off of IMBAbuilds website, also watch some pro games to see how terrans deal with early ling/roach/2basemuta pressure.
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I just played a TvT where I opened up 1-1-1 with tech lab on Factory and one Medivac. I was planning on doing an 8 marine drop and use tanks to protect from anything as long as it wasn't air. My opponent went for a two Hellion drop, and this completely destroyed my Mineral line because I lined them up as I tried to get my SCVs to where my tanks were in order to defend them. Theoretically speaking, would I have been able to defend against say a 4 Hellion drop with just two tanks in tank mode and maybe 1+ Marine as they come out of my Barracks? Or would it be better to leave my Tanks in Seige Mode? I assume a Reactor would work wonders here?
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2 hellions would take a little while to kill a full mineral line with all the SCVs just mining away. I would've just unsieged the tanks and moved them over. You would have lost SCVs still...but probably a good number less than what you gave him by lining them up.
If you have two tanks I would've just used one to cover your natural and the other to cover the main mineral line.
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I'm guessing that getting an extra factory out for a Thor is always good in TvZ, so generally speaking before 10 minutes you'd have a factory with a reactor and another factory with a tech-lab. 2 WM and a Thor can be produced at a time, or 3 WM when you have 1 or 2 Thors out.
I need them Thors I've just realized. Mutas too stronk.
What's best to defend your base against 20+ Muta? Lots of turrets? Some turrets and a Thor? Turrets and WM?
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On August 13 2014 15:41 Incognoto wrote: What's best to defend your base against 20+ Muta? Lots of turrets? Some turrets and a Thor? Turrets and WM?
Unfortunately, the best way is to be active enough to prevent them from ever accumulating such a big Muta cloud; because they're so much more mobile than anything you have, you'd have to either build a lot of turrets in each mining base and near your production buildings or tie up chunks of your army in defense (which of course weakens your main force) to keep them all safe.
Of course things won't always go the way you want them to, so if they do get so many Mutas, I usually try to keep a Thor at home along with a few turret clusters and possibly even a Medivac with Marines. I guess you don't want too many turrets; they will scare the Mutas away but you can't use them in fights so the minerals would be better spent on units. Widow Mines are, in my opinion, too unreliable for this task.
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Well, what's the best way to make sure muta numbers don't rise too much? Pressure + timing attacks?
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On August 14 2014 01:19 Incognoto wrote: Well, what's the best way to make sure muta numbers don't rise too much? Pressure + timing attacks?
Pressure him, when you drop right click specific mutas with your marines if they come to defend it. Try to predict the mutas path and catch them with marines. Pressure most of all though.
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Laddering is boring as hell. 9/10 Zerg go either Mass roach allin or bane ling ling allin with fake expo. Playing vs diamond and master league players. And these Zerg players will flame when Terran goes for 12/12. What a joke.
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Hi, Protoss player here trying to improve his offrace. A quick question: how do you manage drops? Lets say I have MMM hotkeyed 1 and on the fly I want to assign 2 medivacs on drop duty. What I do now is loading 2 medivacs, trying to find them in the army and taking them away from hotkey 1 and assigning them to 2, and then dropping. Should I just not use special hotkeys when I do that and rely on boxes and selects instead?
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Hello Terran!
I'm off-racing and really enjoy how much more stable build orders feel for T compared to Z. Been experimenting with my own builds because that's what's fun. My question is this, timing of orbital command in the early stages of the game. Different build orders give different directions, some say 15 OC and others 17 OC, which is more economical and why would you go for the two different timings?
I take for granted you go standard 12 rax which leaves me at 15 SCVs with a little bit of downtime and I don't know if I should finnish another SCV at the expense of later OC or sacrifice the SCV production for 10 or so seconds.
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On August 14 2014 18:20 Shuffleblade wrote: Hello Terran!
I'm off-racing and really enjoy how much more stable build orders feel for T compared to Z. Been experimenting with my own builds because that's what's fun. My question is this, timing of orbital command in the early stages of the game. Different build orders give different directions, some say 15 OC and others 17 OC, which is more economical and why would you go for the two different timings?
I take for granted you go standard 12 rax which leaves me at 15 SCVs with a little bit of downtime and I don't know if I should finnish another SCV at the expense of later OC or sacrifice the SCV production for 10 or so seconds. 15 OC is standard with rax 12. 17 OC is only used if you want continuous SCV production with gas first, otherwise 16 OC is standard there. Check this if you want precise math.
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http://www.ggtracker.com/matches/5328334
Completely lost with this Bio vs Mech game. Everything I did, he had a hard counter against. Amazing Tank Spread (no Hellbats), superior air fleet thanks to Mech upgrades, but that's it. Looking at GG Tracker, the only reason he won is the fact that he went Mech against me it seems. Mech against me = Auto win. The OP doesn't help either because it's severely outdated..
On August 13 2014 14:09 Gaskal wrote: 2 hellions would take a little while to kill a full mineral line with all the SCVs just mining away. I would've just unsieged the tanks and moved them over. You would have lost SCVs still...but probably a good number less than what you gave him by lining them up.
If you have two tanks I would've just used one to cover your natural and the other to cover the main mineral line. There were Widow Mines too.
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On August 15 2014 00:11 geokilla wrote:http://www.ggtracker.com/matches/5328334Completely lost with this Bio vs Mech game. Everything I did, he had a hard counter against. Amazing Tank Spread (no Hellbats), superior air fleet thanks to Mech upgrades, but that's it. Looking at GG Tracker, the only reason he won is the fact that he went Mech against me it seems. Mech against me = Auto win. The OP doesn't help either because it's severely outdated.. Show nested quote +On August 13 2014 14:09 Gaskal wrote: 2 hellions would take a little while to kill a full mineral line with all the SCVs just mining away. I would've just unsieged the tanks and moved them over. You would have lost SCVs still...but probably a good number less than what you gave him by lining them up.
If you have two tanks I would've just used one to cover your natural and the other to cover the main mineral line. There were Widow Mines too.
Looking at the game progression, it seems to me like you just lost more in every battle without doing a commensurate amount of damage to his economy in order to compensate. It's tough, because mech tends to trade very very well in many situations, but you have to manufacture an opportunity to either whittle the tank count or make it so his economy can't get the full massed Tanks/BC/Raven army that is impenetrable. Something a lot of bio players do against me is they poke and poke and poke to ensure I have that nice spread Tank line, then they kill the two Tanks closest to an outlying base and focus down the CC with Marauders before I can reposition. Meanwhile, they have like 16 Barracks churning out mostly Marauders, 6 Starports, 2 of which are producing Ravens, and they make sure I am never secure on 4 bases, which is the mech money point. This is also slightly map-dependent, as of course with good positioning and turret rings Overgrowth is REALLY good for mech.
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On August 15 2014 00:11 geokilla wrote:http://www.ggtracker.com/matches/5328334Completely lost with this Bio vs Mech game. Everything I did, he had a hard counter against. Amazing Tank Spread (no Hellbats), superior air fleet thanks to Mech upgrades, but that's it. Looking at GG Tracker, the only reason he won is the fact that he went Mech against me it seems. Mech against me = Auto win. The OP doesn't help either because it's severely outdated..
Your expansions seem pretty late to me, your upgrades were late (at one point it was +3/+0 for him against +2/+1 for you, doom drop at ~19 min was cute, but didn't do any real damage – you killed like 3 tanks and 2 factories (should have focused on the unsieged tanks rolling up the ramp!) – you could've sniped his third with the rest of your army at the same time, because he pulled EVERYTHING back to defend his main; you did it like 2 minutes later when it was already too late and you just suicided half of your army into his tank line – again, you could have at least attacked his natural/main at the same time with your army group at the watchtower.
You never managed to do any real damage to him. Attacking into sieged tanks with bio will almost never work; what you want to do is keep his tank count low by either attacking and trading early and often or pushing/dropping from multiple directions at once – this will force him to send parts of his army to deal with it and mech is very weak against marauder-heavy bio in smaller engagements. If he sends his whole army, you snipe a mining base somewhere else. If you catch him unsieged/out of position when moving to defend something, all the better. The only other way of beating mech I know of is performing a well-executed air switch; if he's passive and just defends his bases, you can gradually replace your army with air, his 20-30 tanks won't shoot up so you should automatically have an air army supply advantage if you do it right (can't do it out of just 2 starports though :p). If he tries to keep up and outproduce you in air while you whittle down his tank count, you can switch back to bio and kill him.
Or just do what Jazzman88 said above and don't even let it get that far
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