• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 14:21
CEST 20:21
KST 03:21
  • 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
[ASL21] Ro16 Preview Pt2: All Star10Team Liquid Map Contest #22 - The Finalists16[ASL21] Ro16 Preview Pt1: Fresh Flow9[ASL21] Ro24 Preview Pt2: News Flash10[ASL21] Ro24 Preview Pt1: New Chaos0
Community News
2026 GSL Season 1 Qualifiers14Maestros of the Game 2 announced82026 GSL Tour plans announced15Weekly Cups (April 6-12): herO doubles, "Villains" prevail1MaNa leaves Team Liquid24
StarCraft 2
General
2026 GSL Tour plans announced Maestros of the Game 2 announced Team Liquid Map Contest #22 - The Finalists MaNa leaves Team Liquid Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool
Tourneys
2026 GSL Season 1 Qualifiers Sparkling Tuna Cup - Weekly Open Tournament GSL CK: More events planned pending crowdfunding RSL Revival: Season 5 - Qualifiers and Main Event Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players [M] (2) Frigid Storage
External Content
Mutation # 522 Flip My Base The PondCast: SC2 News & Results Mutation # 521 Memorable Boss Mutation # 520 Moving Fees
Brood War
General
Pros React To: ASL S21, Ro.16 Group C ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ ASL21 Strategy, Pimpest Plays Discussions Data needed
Tourneys
[ASL21] Ro16 Group C [ASL21] Ro16 Group D [Megathread] Daily Proleagues [ASL21] Ro16 Group B
Strategy
Simple Questions, Simple Answers What's the deal with APM & what's its true value Any training maps people recommend? Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Diablo IV Dawn of War IV Starcraft Tabletop Miniature Game General RTS Discussion Thread
Dota 2
The Story of Wings Gaming
League of Legends
G2 just beat GenG in First stand
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Sexual Health Of Gamers
TrAiDoS
lurker extra damage testi…
StaticNine
Broowar part 2
qwaykee
Funny Nicknames
LUCKY_NOOB
Iranian anarchists: organize…
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1548 users

The LotV Terran Help Me Thread - Page 40

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 38 39 40 41 42 110 Next
EJK
Profile Blog Joined September 2013
United States1302 Posts
May 28 2016 19:47 GMT
#781
On May 29 2016 03:59 Elentos wrote:
Show nested quote +
On May 29 2016 03:47 EJK wrote:
On May 28 2016 07:09 Damien wrote:
Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it.
Thank you all for your time and attention.

ghosts

But Snipe is so easy to cancel ._.

Does anyone else find themselves not making enough marauders? How many techlabs do you people usually have on your barracks in TvP & TvZ?

it has enough range so that its not as hard to learn to use as you might think
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Elentos
Profile Blog Joined February 2015
55571 Posts
Last Edited: 2016-05-28 23:08:19
May 28 2016 23:08 GMT
#782
On May 29 2016 04:47 EJK wrote:
Show nested quote +
On May 29 2016 03:59 Elentos wrote:
On May 29 2016 03:47 EJK wrote:
On May 28 2016 07:09 Damien wrote:
Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it.
Thank you all for your time and attention.

ghosts

But Snipe is so easy to cancel ._.

Does anyone else find themselves not making enough marauders? How many techlabs do you people usually have on your barracks in TvP & TvZ?

it has enough range so that its not as hard to learn to use as you might think

I'm not saying it's hard to use, I'm saying it has a lot of easier counter play.
Every 60 seconds in Africa, a minute passes.
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2016-05-29 03:16:10
May 29 2016 01:40 GMT
#783
this is the ground mech style that I've been working on:

http://lotv.spawningtool.com/18403/

my opponent plays a very aggressive muta/roach style. I make some obvious mistakes. for example, I narrowly miss the wall-off vs early roach, forgot upgrades after 1-2, miss production cycles, and don't always kite my cyclones perfectly... but I think in the hands of a pro, this style could be lethal.

I'll share with you my thoughts on ground mech in LotV:

- in general, you can't stage tank-based timing pushes anymore (e.g. 2/2, before hive). vipers are a hard counter and there's nothing you can do about it. the one exception is when zerg transitions from roach/hydra/viper into lurker/viper. lurkers are usually a desperation move when zerg can't afford to switch tech. for example, the mech player denies the 5th/6th bases with drops/multi-pronged attacks. in this scenario, tank/viking can be used to beat lurkers.

- tanks are still excellent for defense. behind a planetary, behind turrets, on high ground, sieged in range of chokes, rally points and factories. I think 5-6 tanks is the ideal number (with the exception of banelings).

- hellion/cyclone/widow mine has incredible synergy. It's cheap, fast, quick to produce and can beat any zerg composition except for lurkers/brood lords. It can outrun all zerg units except for lings and mutalisks, which get shredded by blue flame and widow mine splash. the only way hellion/cyclone can get "swarmed" is if zerg tries to baneling bust you all game long. I haven't had enough practice against it, but I think heavier tank defense would deal with this. the downside to cyclone/widow mine is that you max out very fast, so you want to be trading often. the upside is the great synergy. overseers drop dead to cyclone lock-on. zerg constantly has to remake overseers if he wants to engage favorably. when you can force zerg to engage without detection, widow mines pay for themselves several times over. hellions are great cannon-fodder and act as body-guards for cyclones. I keep hellions in hellion mode most of the time. I only really transform them to hellbats when I know for sure I'm going to lose them (e.g. defending a push, killing workers, sniping buildings, or trading for a hatchery).

- my general strategy is to let zerg be zerg until I have 4 bases. by that time, zerg is heavily relying on 5th and 6th bases. these bases are harder to defend and vulnerable to multi-pronged attacks. this is the time where cyclone/hellion/mine really excels. you can split your army in two to snipe hatcheries, and quickly regroup if zerg launches a full frontal attack.

- because hellion/cyclone/widow mine is so cheap, you can afford 8 factories (5 tech-lab, 3 reactor) on 3 fully mining bases. this amount of production allows you to compete with zerg insta-remax in the late-game. the only difference is that your entire army won't get shredded by one ultra cleave like those poor bio players
Bobrovsky
Profile Joined May 2016
9 Posts
May 29 2016 04:12 GMT
#784
Honestly when i play mech, i just go 3-4 rax making ghosts and mix in some nuke harass and i find it pretty easy to beat most zergs. I hardly even build any air units as my ghosts can take out any corruptors and they got nerfed as well so its pointless.
PinoKotsBeer
Profile Joined February 2014
Netherlands1385 Posts
May 29 2016 09:30 GMT
#785
On May 29 2016 10:40 SHODAN wrote:
this is the ground mech style that I've been working on:

http://lotv.spawningtool.com/18403/

my opponent plays a very aggressive muta/roach style. I make some obvious mistakes. for example, I narrowly miss the wall-off vs early roach, forgot upgrades after 1-2, miss production cycles, and don't always kite my cyclones perfectly... but I think in the hands of a pro, this style could be lethal.

I'll share with you my thoughts on ground mech in LotV:


Thanks, will give it a try, looks fun to me
http://www.twitch.tv/pinokotsbeer
MockHamill
Profile Joined March 2010
Sweden1798 Posts
May 31 2016 14:54 GMT
#786
On May 29 2016 10:40 SHODAN wrote:
this is the ground mech style that I've been working on:

http://lotv.spawningtool.com/18403/

my opponent plays a very aggressive muta/roach style. I make some obvious mistakes. for example, I narrowly miss the wall-off vs early roach, forgot upgrades after 1-2, miss production cycles, and don't always kite my cyclones perfectly... but I think in the hands of a pro, this style could be lethal.

I'll share with you my thoughts on ground mech in LotV:

- in general, you can't stage tank-based timing pushes anymore (e.g. 2/2, before hive). vipers are a hard counter and there's nothing you can do about it. the one exception is when zerg transitions from roach/hydra/viper into lurker/viper. lurkers are usually a desperation move when zerg can't afford to switch tech. for example, the mech player denies the 5th/6th bases with drops/multi-pronged attacks. in this scenario, tank/viking can be used to beat lurkers.

- tanks are still excellent for defense. behind a planetary, behind turrets, on high ground, sieged in range of chokes, rally points and factories. I think 5-6 tanks is the ideal number (with the exception of banelings).

- hellion/cyclone/widow mine has incredible synergy. It's cheap, fast, quick to produce and can beat any zerg composition except for lurkers/brood lords. It can outrun all zerg units except for lings and mutalisks, which get shredded by blue flame and widow mine splash. the only way hellion/cyclone can get "swarmed" is if zerg tries to baneling bust you all game long. I haven't had enough practice against it, but I think heavier tank defense would deal with this. the downside to cyclone/widow mine is that you max out very fast, so you want to be trading often. the upside is the great synergy. overseers drop dead to cyclone lock-on. zerg constantly has to remake overseers if he wants to engage favorably. when you can force zerg to engage without detection, widow mines pay for themselves several times over. hellions are great cannon-fodder and act as body-guards for cyclones. I keep hellions in hellion mode most of the time. I only really transform them to hellbats when I know for sure I'm going to lose them (e.g. defending a push, killing workers, sniping buildings, or trading for a hatchery).

- my general strategy is to let zerg be zerg until I have 4 bases. by that time, zerg is heavily relying on 5th and 6th bases. these bases are harder to defend and vulnerable to multi-pronged attacks. this is the time where cyclone/hellion/mine really excels. you can split your army in two to snipe hatcheries, and quickly regroup if zerg launches a full frontal attack.

- because hellion/cyclone/widow mine is so cheap, you can afford 8 factories (5 tech-lab, 3 reactor) on 3 fully mining bases. this amount of production allows you to compete with zerg insta-remax in the late-game. the only difference is that your entire army won't get shredded by one ultra cleave like those poor bio players


Intresting mech style. How does this stand up to roach/ravagers pushes? At my level (Diamond) lots of players do roach/ravager pushers soon after Terran takes their third. They are incredibly hard to hold even with mass tanks so I imagine it would not really work with cyclones? Or do you have the cyclones out on the map and kite the whole way back to your base?

Also, do you manually use the lockon ability on the cyclones or do you let them lockon themselves?
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
May 31 2016 16:57 GMT
#787
On May 31 2016 23:54 MockHamill wrote:
Show nested quote +
On May 29 2016 10:40 SHODAN wrote:
this is the ground mech style that I've been working on:

http://lotv.spawningtool.com/18403/

my opponent plays a very aggressive muta/roach style. I make some obvious mistakes. for example, I narrowly miss the wall-off vs early roach, forgot upgrades after 1-2, miss production cycles, and don't always kite my cyclones perfectly... but I think in the hands of a pro, this style could be lethal.

I'll share with you my thoughts on ground mech in LotV:

- in general, you can't stage tank-based timing pushes anymore (e.g. 2/2, before hive). vipers are a hard counter and there's nothing you can do about it. the one exception is when zerg transitions from roach/hydra/viper into lurker/viper. lurkers are usually a desperation move when zerg can't afford to switch tech. for example, the mech player denies the 5th/6th bases with drops/multi-pronged attacks. in this scenario, tank/viking can be used to beat lurkers.

- tanks are still excellent for defense. behind a planetary, behind turrets, on high ground, sieged in range of chokes, rally points and factories. I think 5-6 tanks is the ideal number (with the exception of banelings).

- hellion/cyclone/widow mine has incredible synergy. It's cheap, fast, quick to produce and can beat any zerg composition except for lurkers/brood lords. It can outrun all zerg units except for lings and mutalisks, which get shredded by blue flame and widow mine splash. the only way hellion/cyclone can get "swarmed" is if zerg tries to baneling bust you all game long. I haven't had enough practice against it, but I think heavier tank defense would deal with this. the downside to cyclone/widow mine is that you max out very fast, so you want to be trading often. the upside is the great synergy. overseers drop dead to cyclone lock-on. zerg constantly has to remake overseers if he wants to engage favorably. when you can force zerg to engage without detection, widow mines pay for themselves several times over. hellions are great cannon-fodder and act as body-guards for cyclones. I keep hellions in hellion mode most of the time. I only really transform them to hellbats when I know for sure I'm going to lose them (e.g. defending a push, killing workers, sniping buildings, or trading for a hatchery).

- my general strategy is to let zerg be zerg until I have 4 bases. by that time, zerg is heavily relying on 5th and 6th bases. these bases are harder to defend and vulnerable to multi-pronged attacks. this is the time where cyclone/hellion/mine really excels. you can split your army in two to snipe hatcheries, and quickly regroup if zerg launches a full frontal attack.

- because hellion/cyclone/widow mine is so cheap, you can afford 8 factories (5 tech-lab, 3 reactor) on 3 fully mining bases. this amount of production allows you to compete with zerg insta-remax in the late-game. the only difference is that your entire army won't get shredded by one ultra cleave like those poor bio players


Intresting mech style. How does this stand up to roach/ravagers pushes? At my level (Diamond) lots of players do roach/ravager pushers soon after Terran takes their third. They are incredibly hard to hold even with mass tanks so I imagine it would not really work with cyclones? Or do you have the cyclones out on the map and kite the whole way back to your base?

Also, do you manually use the lockon ability on the cyclones or do you let them lockon themselves?


I think you hit the nail on the head. you need to slow down roach/ravager and keep zerg pinned back for as long as possible.

If you open hellion/banshee, here are the options:

- continue banshee production until you see a spire or hydralisk den. banshees can avoid ravager shots and kite a roach/ravager army the whole way across the map. banshees can delay a full-on attack until zerg has mutas, corruptors or hydras.

- keep your banshees alive. there is a time and a place to lose your banshees. It is always good to pick off a queen or a few drones, but not if you lose a banshee for it. banshees have incredible utility. for example, killing creep tumors, spotting zerg's tech buildings, denying a fourth base and kiting across the map.

- keep an scv with your hellion/cyclone squad while you are out on the map so you can do spot repairs.

- factory tech lab upgrades in order of importance vs. roach/ravager are mag-field accelerator, tunneling claws, blue flame. It is better to delay tunneling claws and blue flame in favor of faster 6th-8th factories.

- armor upgrades take priority over weapons upgrades. It is better to get one super fast armory than wait for two. cyclones and widow mines do spell damage, so weapons upgrades are less important. we are only using hellions/hellbats to tank, so weapons are less important for them too. armor also really helps when kiting across the map. I usually get my 2nd armory once +2 armor is near completion. I drop the first armory while my 1st banshee is building. again, this cuts a corner so you can get the 6th-8th factories faster.

- I keep lock-on set to auto-cast the entire game. the only units I want to focus down are overseers and brood lords. in that case, I move my cyclones on move command and manually cast lock-on before auto-cast can assign a target.
geokilla
Profile Joined May 2011
Canada8246 Posts
May 31 2016 19:50 GMT
#788
Been watching a lot of Polt but for regulars like us, how are we supposed to deal with Ultras? Simply put, every TvZ I play it just becomes Ultras into win no matter how many engagements I've won prior to the Zerg reaching Ultralisks. As soon as they get Ultralisks, my chance of winning becomes 0. I know Polt likes to use Ghosts but Snipe takes a long time to cast and mine just dies before I can get a shot off.
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
June 01 2016 00:23 GMT
#789
On June 01 2016 04:50 geokilla wrote:
Been watching a lot of Polt but for regulars like us, how are we supposed to deal with Ultras? Simply put, every TvZ I play it just becomes Ultras into win no matter how many engagements I've won prior to the Zerg reaching Ultralisks. As soon as they get Ultralisks, my chance of winning becomes 0. I know Polt likes to use Ghosts but Snipe takes a long time to cast and mine just dies before I can get a shot off.


I have two main ways of dealing with Ultras; first is a small sky transition after 8 gas (3 port 2 reactor 1 tech lab), which is maybe not as powerful with the lib nerf? I typically had / have a mix of viking + liberator + a couple Ravens but not too much of any of it, you want your main M4 army to be pretty big still.

Lately I've just been going yolo BioMine and wrecking even ultralisks with it though. In one of my more recent games where I didn't limit my opponent's economy as well as I normally do I actually went up to 3 fact (2 reactor 1 tech lab) and just had so many mines I was able to tear through ultralisks. Each mine shot is about equal to a snipe from a ghost, but you can play a much more multitasking oriented style withuot Ghosts which kinda require your whole army to be together.

It's important to have good defense at home with either style though. Even playing pure BioMine I typically get 2-4 libs just for base defense and keep a plantary or two in defensive locations depending on the map. I also almost always have an economy / supply advantage by the time Ultralisks are out so that probably helps too.
In Somnis Veritas
AleXusher
Profile Joined September 2014
280 Posts
June 02 2016 17:34 GMT
#790
Heyjo together, just a quick question.

I played a TvZ today, a rly scrappy one, where i went for a failed stim timing (no medics, only marines and WMs due to messed up BO XD) vs a Roach Queen Nydus play. It turned out that i then were playing Bio/Banshee with some WMs and a few medics, vs Roach Ravager Ling Bling. I was wondering if there is a way to that Bio/Banshee is a viable strategie in master and GM?

Problems i see here is the different tech, as well as that you lack quite some things. Banshees are awesome, as they are good vs Ling, Banes, Roaches and Ravager. But spores and queens can handle those quite easily, as well as Muta and corruptor as long as no speed was researched. So instead of having a huge bio ball, you have some bio forces to kite, some banshees to harass the army and maybe some libs for positional play. So basically what i was doing is, wear the enemy down, piece by piece, lots of small engagements and retreats to the libs. The nice part was in my game Zerg wasnt really able to kill the libs because of the banshees. But as i said, it was a rly scrappy game...

What do you think?
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
geokilla
Profile Joined May 2011
Canada8246 Posts
June 05 2016 01:11 GMT
#791
How are people defending 12/12 Reaper if you open up 1 or 2 Rax reapers into expand?
Gwavajuice
Profile Joined June 2014
France1810 Posts
June 05 2016 02:52 GMT
#792
On June 01 2016 04:50 geokilla wrote:
Been watching a lot of Polt but for regulars like us, how are we supposed to deal with Ultras? Simply put, every TvZ I play it just becomes Ultras into win no matter how many engagements I've won prior to the Zerg reaching Ultralisks. As soon as they get Ultralisks, my chance of winning becomes 0. I know Polt likes to use Ghosts but Snipe takes a long time to cast and mine just dies before I can get a shot off.


First of all, even if ghost are hard to use, don't let this prevent you from trying cause they are a good unit you need to learn.

Second, you only need them vs ultra as a last solution imho, because the transition is not easy and you probably want to have liberators before ghost in most case.

Last, the Ultra = auto win whatever happened before is a wrong way to see the issue cause all what happened before ultra really matters (how good is your economy compared to his? where are the upgrades at? armies sizes and comp? and so on).

For instance what happened during the ultra transition is key, cause it's a very weak timing of zerg and ideally you want to put a huge pressure on him at this moment, to prevent him to get ultras for free.

If you manage to pressure him during that phase, his ultra switch will be much less powerful and liberators should be enough to win, if your marauder count is high enough.

Check Cure vs Curious on Lerilak in GSL ro32 to see how it's done.
Dear INno and all the former STX boys.
geokilla
Profile Joined May 2011
Canada8246 Posts
June 05 2016 03:07 GMT
#793
On May 29 2016 01:54 geokilla wrote:
Where do I go for builds? Haven't played in half a year and I'm getting crushed cus I don't know the opening builds. Been trying to learn from Polt's stream right now.

Anyone? I'm still trying to learn some builds. My builds are half the reason why I'm stuck in diamond and haven't improved since HOTS.
Toudeleski
Profile Joined August 2011
United States66 Posts
Last Edited: 2016-06-05 04:17:31
June 05 2016 04:16 GMT
#794
http://www.teamliquid.net/forum/sc2-tournaments/509713-global-showdown-powered-by-sc2replaystats

This tournament just happened with two great Terran players and replays provided.
glhf
AleXusher
Profile Joined September 2014
280 Posts
June 05 2016 13:46 GMT
#795
how do i defend cannon rush?

http://ggtracker.com/matches/6674674
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
NexT_SC2
Profile Joined May 2013
United States117 Posts
June 05 2016 17:13 GMT
#796
how do I defend cannon rush?

I was told to make bunkers; marines in bunkers outrange cannons by 1. Idk if this is the best response though.

Does anyone have general benchmarks/ mid game guidelines for macro terran play. I like to play defensive 3cc builds like ty does. For example: 3rd cc should come down after rax/ factory, when should stim start, 8 rax for 3 bases (is this the case in lotv?), when should liberators start? I've recently transitioned from hots to lotv so I don't know the timings very well.
Taeja | Maru | Byun <3
EatingBomber
Profile Joined August 2015
1017 Posts
June 05 2016 18:15 GMT
#797
On June 06 2016 02:13 NexT_SC2 wrote:
Show nested quote +
how do I defend cannon rush?

I was told to make bunkers; marines in bunkers outrange cannons by 1. Idk if this is the best response though.

Does anyone have general benchmarks/ mid game guidelines for macro terran play. I like to play defensive 3cc builds like ty does. For example: 3rd cc should come down after rax/ factory, when should stim start, 8 rax for 3 bases (is this the case in lotv?), when should liberators start? I've recently transitioned from hots to lotv so I don't know the timings very well.

Marines in Bunkers have the same range as Cannons: 6. Marines in the open only have 5.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
June 05 2016 18:31 GMT
#798
On June 06 2016 03:15 EatingBomber wrote:
Show nested quote +
On June 06 2016 02:13 NexT_SC2 wrote:
how do I defend cannon rush?

I was told to make bunkers; marines in bunkers outrange cannons by 1. Idk if this is the best response though.

Does anyone have general benchmarks/ mid game guidelines for macro terran play. I like to play defensive 3cc builds like ty does. For example: 3rd cc should come down after rax/ factory, when should stim start, 8 rax for 3 bases (is this the case in lotv?), when should liberators start? I've recently transitioned from hots to lotv so I don't know the timings very well.

Marines in Bunkers have the same range as Cannons: 6. Marines in the open only have 5.

cannons have 7 range
Many of the coolest moments in sc2 happen due to worker harassment
oGoZenob
Profile Joined December 2011
France1503 Posts
June 05 2016 18:58 GMT
#799
On June 06 2016 03:31 Charoisaur wrote:
Show nested quote +
On June 06 2016 03:15 EatingBomber wrote:
On June 06 2016 02:13 NexT_SC2 wrote:
how do I defend cannon rush?

I was told to make bunkers; marines in bunkers outrange cannons by 1. Idk if this is the best response though.

Does anyone have general benchmarks/ mid game guidelines for macro terran play. I like to play defensive 3cc builds like ty does. For example: 3rd cc should come down after rax/ factory, when should stim start, 8 rax for 3 bases (is this the case in lotv?), when should liberators start? I've recently transitioned from hots to lotv so I don't know the timings very well.

Marines in Bunkers have the same range as Cannons: 6. Marines in the open only have 5.

cannons have 7 range

same as photon overcharge btw
I like starcraft
NexT_SC2
Profile Joined May 2013
United States117 Posts
June 05 2016 19:26 GMT
#800
cannons have 7 range

oh...so how do you deal with cannon rush? I haven't played one in so long...
Taeja | Maru | Byun <3
Prev 1 38 39 40 41 42 110 Next
Please log in or register to reply.
Live Events Refresh
OSC
15:00
King of the Hill #245
SteadfastSC213
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 213
mouzHeroMarine 149
UpATreeSC 136
BRAT_OK 72
StarCraft: Brood War
Mini 655
Soma 243
firebathero 187
Soulkey 153
ProTech109
Aegong 45
Sexy 26
HiyA 21
Rock 20
ggaemo 20
[ Show more ]
Shine 14
Terrorterran 12
Counter-Strike
fl0m2122
pashabiceps1499
byalli1043
ScreaM971
Super Smash Bros
Mew2King106
Heroes of the Storm
Liquid`Hasu245
MindelVK9
Other Games
Grubby4031
FrodaN1442
B2W.Neo824
ceh9424
ArmadaUGS301
Sick233
RotterdaM188
C9.Mang0155
KnowMe153
QueenE118
Trikslyr64
Organizations
Other Games
BasetradeTV285
StarCraft 2
ComeBackTV 284
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 21 non-featured ]
StarCraft 2
• StrangeGG 86
• Shameless 19
• Dystopia_ 3
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• 80smullet 18
• Azhi_Dahaki16
• HerbMon 16
• FirePhoenix7
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• WagamamaTV871
Counter-Strike
• Nemesis1409
Other Games
• imaqtpie904
• Shiphtur247
Upcoming Events
Replay Cast
5h 39m
Escore
15h 39m
RSL Revival
22h 39m
Big Brain Bouts
22h 39m
PiG vs DeMusliM
Reynor vs Bunny
Replay Cast
1d 5h
WardiTV Map Contest Tou…
1d 16h
Universe Titan Cup
1d 16h
Rogue vs Percival
Ladder Legends
1d 20h
uThermal 2v2 Circuit
1d 20h
BSL
2 days
[ Show More ]
Sparkling Tuna Cup
2 days
WardiTV Map Contest Tou…
2 days
Ladder Legends
2 days
BSL
3 days
CranKy Ducklings
3 days
Replay Cast
3 days
Wardi Open
3 days
Afreeca Starleague
3 days
Soma vs hero
Monday Night Weeklies
3 days
Replay Cast
4 days
Replay Cast
4 days
Afreeca Starleague
4 days
Leta vs YSC
Replay Cast
6 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-04-22
RSL Revival: Season 4
NationLESS Cup

Ongoing

BSL Season 22
ASL Season 21
CSL 2026 SPRING (S20)
IPSL Spring 2026
KCM Race Survival 2026 Season 2
StarCraft2 Community Team League 2026 Spring
WardiTV TLMC #16
Nations Cup 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026

Upcoming

Escore Tournament S2: W4
Acropolis #4
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
2026 GSL S2
RSL Revival: Season 5
2026 GSL S1
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
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 © 2026 TLnet. All Rights Reserved.