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[H] TvT can't be broken

Forum Index > StarCraft 2 Strategy
Post a Reply
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 21 2014 05:28 GMT
#1
I played a game (which you can see here) in TvT. Because his play was worse than mine, I set up a contain outside his natural, which he never broke.

However, it took me a LONG time to break into his base. I had essentially unlimited resources, got every upgrade, but I was having trouble figuring out how to approach it. I tried cloaked banshees, ravens, drops, but nothing worked until he moved his force out by medivac in an attempt to get another base.

There must be a better way to break through when you are up by so much. Any ideas?
To ease another's heartache is to forget one's own - Lincoln
MoonFan
Profile Joined July 2013
Vietnam55 Posts
July 21 2014 05:59 GMT
#2
nuke
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 21 2014 06:29 GMT
#3
This is probably one of the only moments where bcs and yamato cannons are useful. Yamato his turrets and then move in. Or simply do what he was doing, get ravens and pick off his tanks 1 by 1 with seeker missiles.
Svizcy
Profile Joined May 2010
Slovenia300 Posts
July 21 2014 07:16 GMT
#4
It's not broken ofc haha, it just can get into this weird possition where it's just simply long for no good reasson.
If i was in his possition i would gg out long beffore.

I just hate this drawn out tvt matches.
Mahtasooma
Profile Joined November 2010
Germany475 Posts
July 21 2014 09:29 GMT
#5
Terran tasting some of their own medicine, I guess.

User was temp banned for this post.
http://twitch.tv/mahtasooma
kinsky
Profile Joined November 2010
Germany368 Posts
July 21 2014 10:50 GMT
#6
the title of this thread may be misleading...
Mojito99
Profile Joined October 2013
Germany154 Posts
July 21 2014 11:21 GMT
#7
TvT has very few hard counters. Terran in general relies on superior control and capitalizing on marginal edges. Anything short of mass air has a hard time breaking a defensive terran. Of course this logic does not apply to high end caliber games because having more than 2 base advantage usually spells gg.
Clazziquai10
Profile Blog Joined August 2011
Singapore1949 Posts
July 21 2014 11:24 GMT
#8
cattlebruisers?
Hot_Ice
Profile Joined January 2013
139 Posts
Last Edited: 2014-07-21 14:23:40
July 21 2014 12:04 GMT
#9
--- Nuked ---
Mylaur
Profile Joined June 2014
France5 Posts
July 22 2014 20:20 GMT
#10
I had the same situation before :

Campfire in front of his base. Expand everywhere. One guy in each base (if you haven't expanded yet) to know if he's going here. Get your armories and upgrades. Mass starport.
Starport tech is I think the only one able to break anything.
Cattlebruisers own marines and turrets.
Ravens owns everything, it's op (except bcs...).
Vikings if he wants to go vikings. In this case you have infinite eco and infinite production facilities (right ? you have the money... btw get every building into tech lab because you c
Mylaur
Profile Joined June 2014
France5 Posts
Last Edited: 2014-07-22 20:28:13
July 22 2014 20:25 GMT
#11
I had the same situation before :

Campfire in front of his base. Expand everywhere. One guy in each expansion (if you haven't expanded yet) to know if he did a sneaky one. Get your armories and upgrades. Mass starport. I like to get some pf at certain bases too. He may attempt to drop. But you have too many bases to care... right ?

Starport tech is I think the only one able to break anything. Ghost is still gimmicky imo because they aren't direct beefy combat units. I don't find them reliable. I don't like ghosts anyways...
Maintain a little ground force big enough to repel him in your campfire to prevent him from expanding while your transition.

Cattlebruisers own everything, including marines and turrets, and everything ground that can't shoot up is now dead weight.
Ravens owns everything, it's op (except bcs...).
Vikings if he wants to go vikings. In this case you have infinite eco and infinite production facilities (right ? you have the money... btw get every building into tech lab because you can have so many of them reactor doesn't matter whereas techflexibility does).
Banshees are good air to ground dps too, but requires more micro, is more frail, is more vulnerable to turrets and marines in high count. They can be good for forcing scan and be annoying in general.

Now if you have a shit ton of oc, just scan or get vision from your units and rain down mules one by one on his tanks until they all die, then ram in and just go fucking kill him.
neptunusfisk
Profile Blog Joined July 2012
2286 Posts
July 23 2014 03:21 GMT
#12
You can just expand, get ridic production and surround her base with turrets and PFs and then just build BCs and attack several times till she dies?
maru G5L pls
phantomfive
Profile Joined April 2010
Korea (South)404 Posts
July 24 2014 03:15 GMT
#13
and rain down mules one by one on his tanks

Now that's a good idea I hadn't thought of lol
To ease another's heartache is to forget one's own - Lincoln
Socup
Profile Joined June 2014
190 Posts
July 24 2014 07:34 GMT
#14
Use a nuke and scan his base. If he unsieges to move away, move your tanks in and siege. IF he doesn't he loses both tanks and turrets. Repeat until he's got nowhere to run.
There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
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