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The LotV Terran Help Me Thread - Page 64

Forum Index > StarCraft 2 Strategy
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ArtyK
Profile Joined June 2011
France3143 Posts
Last Edited: 2016-12-24 16:26:37
December 24 2016 16:14 GMT
#1261
On December 24 2016 18:09 MockHamill wrote:
Has anyone got mech to work in TvP?

I have tried two different styles, hellbat/tank/viking and mine/tank/viking. With both compositions I aim to kill them shortly after I have taken my 3rd. I do one big push and try to hit them before they get carriers out.

Now I have gotten much better results when I use widow mines instead of hellbats as they are much more versatile and protect your tanks from adept much better then what hellbats do.

The problem is either my push kills them of they manage to get Carriers out which means I typically lose a few minutes later.

The only way to kill Carriers is with Battlecruicers since Vikings are so vulnerable to splash.

So I have changed my style to trying to play for the long game instead and start to get BCs as soon as I have 3 bases. This means that if they start to mass Carriers I have a decent chance since BCs beat Carriers given equal numbers. The problem is that if they just invest in in ground units instead of Carriers they can just a-move through my 3rd and kill me since the investment in star ports and a few BCs weaken my ground army at that stage in the game.

Unfortunately Protoss do not seem to suffer the same fate, adding a few Carriers do not make the vulnerable since Carriers are a better unit in small numbers, especially since the interceptors mess with your units targeting system.

So what are your thoughts on this? Is it better to to kill them before Carriers or try to go for the BCs? Is there any point to using hellbats instead of mines since hellbats suck so much against adepts? Which upgrades should you prioritize? I always get armour first now in order to be able to fight carriers better but this means the tanks will dish out less damage.

Is there any other mech style that is better in TvP?

Have you tried liberators? I know they're vulnerable to splash but they come out faster, they can be used to defend early against ground, and later on with the upgrade they prevent high templars from getting too close.

Meanwhile if they try to attack with their 8 range carriers the unsieged liberators standing on top of your army will obliterate interceptors.
On even upgrades 75 supply of libs beat 150 supply of carriers (without taking the interceptors rebuilding into account, but the trade is still incredibly cost efficient)

I can see their gas cost being a problem though, i don't play mech but it might be worth a try vs carriers at least.

On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.


It used to take 5 liberators to 2 shot a flock of mutalisks, now it takes 7. If they mass muta getting an extra 2 liberators isn't the worst thing you can do.
Obviously with a big number of muta they can kill some liberators pretty fast and reduce your dps, plus they should split, so unless they stop at 10-12 mutas get something like 10-12 libs and you'll be perfectly fine if they try to engage
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 24 2016 22:38 GMT
#1262
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

after you have taken a third and gone up to five rax, make a second factory to produce thors and drilling claws (first fact should be reactor mines). use medivac with boost for thor mobility
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
ihatevideogames
Profile Joined August 2015
570 Posts
December 25 2016 04:58 GMT
#1263
On December 24 2016 18:09 MockHamill wrote:
Has anyone got mech to work in TvP?

I have tried two different styles, hellbat/tank/viking and mine/tank/viking. With both compositions I aim to kill them shortly after I have taken my 3rd. I do one big push and try to hit them before they get carriers out.

Now I have gotten much better results when I use widow mines instead of hellbats as they are much more versatile and protect your tanks from adept much better then what hellbats do.

The problem is either my push kills them of they manage to get Carriers out which means I typically lose a few minutes later.

The only way to kill Carriers is with Battlecruicers since Vikings are so vulnerable to splash.

So I have changed my style to trying to play for the long game instead and start to get BCs as soon as I have 3 bases. This means that if they start to mass Carriers I have a decent chance since BCs beat Carriers given equal numbers. The problem is that if they just invest in in ground units instead of Carriers they can just a-move through my 3rd and kill me since the investment in star ports and a few BCs weaken my ground army at that stage in the game.

Unfortunately Protoss do not seem to suffer the same fate, adding a few Carriers do not make the vulnerable since Carriers are a better unit in small numbers, especially since the interceptors mess with your units targeting system.

So what are your thoughts on this? Is it better to to kill them before Carriers or try to go for the BCs? Is there any point to using hellbats instead of mines since hellbats suck so much against adepts? Which upgrades should you prioritize? I always get armour first now in order to be able to fight carriers better but this means the tanks will dish out less damage.

Is there any other mech style that is better in TvP?



I'm only Dia 3, so keep that in mind.

My TvP is basically skyterran with tank support. I open 1 mine (in the mineral line, 95% of toss go oracle) then switch the fac to reactor, make 2 cyclones and poke with them, while 2 mines and a medivac are making behind that.
Gasses on natural, 2nd startport, 2 techlabs, tons of turrets, fac makes tech lab and starts tank production, another starport on the empty reactor.

Viking production is REALLY important for this style as alot of tosses will try to go phoenix. You need to be quite active with the banshees as soon as speed finishes. Abuse the fact that toss has no good detection. Avoid fights when there's revelation on your banshees. Focus fire the obses with the vikings when taking a fight.
What I like to do is, around 150-160 supply, I'll make a few medivacs, load all my tanks and go through the edges of the map with the whole air army and medivacs and drop in his main. It's really hard to take a fight with 6 tanks on top of a ramp and 15 banshees covering them. This move usually outright kills most Dia3/Dia2 tosses I've played.
Transition to BCs comes naturally, since you have infastructure and air upgrades/.

If he responds with alot of voidrays, plop down a 2nd factory with a reactor and spam mines. Vikings aren't great vs them since the VR speed buff, you can't kite them efficiently.

Needless to say, minerals are pretty abudant with this style, so retarded amounts of turrets, tons of PFs everywhere, etc etc.

Not sure how viable such a style would be in higher MMRs, but damn it's fun as fuck to play.
Damien
Profile Joined January 2009
Brazil131 Posts
December 25 2016 06:32 GMT
#1264
On December 25 2016 07:38 Pokebunny wrote:
Show nested quote +
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

after you have taken a third and gone up to five rax, make a second factory to produce thors and drilling claws (first fact should be reactor mines). use medivac with boost for thor mobility


Ty Pokebunny. TvZ back to hots mechanics. I will try to play like that.
Damien
Profile Joined January 2009
Brazil131 Posts
December 25 2016 06:41 GMT
#1265
On December 24 2016 23:33 Phaenoman wrote:
Show nested quote +
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

I really don't understand why ppl just read "Lib nerf" and stop considering it an anti-Muta tool anymore. Before the nerf they absolutely demolished mutas. Now they are a decent counter. Get 6 to 10 libs and watch the muta flock die instantly. Did you even try it? If they go mass muta then libs are more than great. Thors are good as well.


Yes I did. I was not whining, just asking. I really tried:

https://www.twitch.tv/br_owl/v/109708555 (this video is in portuguese, but you can understand just watching).


I just guess that libs before the last patch was balanced, since they are slower than mustalisks and terran can't produce fast as zergs.
Phaenoman
Profile Joined February 2013
568 Posts
December 25 2016 10:32 GMT
#1266
On December 25 2016 15:41 Damien wrote:
Show nested quote +
On December 24 2016 23:33 Phaenoman wrote:
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

I really don't understand why ppl just read "Lib nerf" and stop considering it an anti-Muta tool anymore. Before the nerf they absolutely demolished mutas. Now they are a decent counter. Get 6 to 10 libs and watch the muta flock die instantly. Did you even try it? If they go mass muta then libs are more than great. Thors are good as well.


Yes I did. I was not whining, just asking. I really tried:

https://www.twitch.tv/br_owl/v/109708555 (this video is in portuguese, but you can understand just watching).


I just guess that libs before the last patch was balanced, since they are slower than mustalisks and terran can't produce fast as zergs.

I disagree. If a Unit completely shuts down another, then how is it balanced?
Secondly just testing a frontal engagement without any micro is just outright unrealistic.You have unit interactions and micro in an actual game. Of course you can observe the damage output and a feeling for general counters, but your test is just "a-movy". If that's how you play in a real game then ignore my whole post. But I am sure you are not.
Try out same supply of Hellions vs Lings. Just a-move them. What do you think will happen?
Random is hard work dude...
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 25 2016 18:38 GMT
#1267
i don't consider libs to be worth making at all vs mutas in current patch - they are just too vulnerable and ineffective until you have a large number, and if you get that many without losing any then you were probably ahead anyway
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Ryu3600
Profile Joined January 2016
Canada469 Posts
December 25 2016 18:39 GMT
#1268
Hey what build are you guys doing in Terran vs Protoss? Preferably id like an answer from someone in masters (Not to be rude but I just feel like the protoss's from diamond to masters are completely different in how they play.. its really a challenge) If you guys have builds you can recommend me etc I would really appreciate it.
Maru is the best Terran ever.
Lexender
Profile Joined September 2013
Mexico2650 Posts
December 25 2016 23:03 GMT
#1269
On December 25 2016 19:32 Phaenoman wrote:
Show nested quote +
On December 25 2016 15:41 Damien wrote:
On December 24 2016 23:33 Phaenoman wrote:
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

I really don't understand why ppl just read "Lib nerf" and stop considering it an anti-Muta tool anymore. Before the nerf they absolutely demolished mutas. Now they are a decent counter. Get 6 to 10 libs and watch the muta flock die instantly. Did you even try it? If they go mass muta then libs are more than great. Thors are good as well.


Yes I did. I was not whining, just asking. I really tried:

https://www.twitch.tv/br_owl/v/109708555 (this video is in portuguese, but you can understand just watching).


I just guess that libs before the last patch was balanced, since they are slower than mustalisks and terran can't produce fast as zergs.

I disagree. If a Unit completely shuts down another, then how is it balanced?
Secondly just testing a frontal engagement without any micro is just outright unrealistic.You have unit interactions and micro in an actual game. Of course you can observe the damage output and a feeling for general counters, but your test is just "a-movy". If that's how you play in a real game then ignore my whole post. But I am sure you are not.
Try out same supply of Hellions vs Lings. Just a-move them. What do you think will happen?


Good point but it doesn't holds as much for this interaction because both liberators are slower than mutalisk and aren't as manoeuvrable because they have slow accelaration, a very high damage point and awful turning speed.

If you try to move libs you just lose DPS (the same as with cyclones) the only posible micro would be to pull back if you have ground AA, otherwise mutalisk mobility would make any attempt at micro useless.
Damien
Profile Joined January 2009
Brazil131 Posts
December 26 2016 05:21 GMT
#1270
Hey guys, can you help me to improve? I just want to know how to do that on my own. What texts to read, what videos and replays to watch etc. Can you guys give me some tips to work on? Some practical tips. I'm currently master tier 3, but on hots I was first on my master division for a long time. I think I almost reach GM on hots, but then they have changed the entire game on lotv and Idk how to improve. I will tell you the things I am working on, and what type of dificulties I'm having:

When watching my own replays, I'm paying attention to:

1) Supply blocks; (now I'm almost never got supply blocks);
2) Trainning units in all of my buildings, with no queue more than 1;
3) Never allow resources go high;
4) Watch the timing of the build;
5) Verify the attack efficiency;
6) Defending weak points in my base;
7) Upgrades timing;
8) How fast I reach 200/200;
9) Expansion timings;
10) Spread marines to take map control;
11) Attacking on right moment (like when some good upgrades are finished).
Damien
Profile Joined January 2009
Brazil131 Posts
December 26 2016 05:24 GMT
#1271
On December 26 2016 08:03 Lexender wrote:
Show nested quote +
On December 25 2016 19:32 Phaenoman wrote:
On December 25 2016 15:41 Damien wrote:
On December 24 2016 23:33 Phaenoman wrote:
On December 24 2016 20:01 Damien wrote:
What's the counter to mutalisks after the nerf of liberators? All zergs abuse on massive mutalisk and not even mines are able to hold them.

I really don't understand why ppl just read "Lib nerf" and stop considering it an anti-Muta tool anymore. Before the nerf they absolutely demolished mutas. Now they are a decent counter. Get 6 to 10 libs and watch the muta flock die instantly. Did you even try it? If they go mass muta then libs are more than great. Thors are good as well.


Yes I did. I was not whining, just asking. I really tried:

https://www.twitch.tv/br_owl/v/109708555 (this video is in portuguese, but you can understand just watching).


I just guess that libs before the last patch was balanced, since they are slower than mustalisks and terran can't produce fast as zergs.

I disagree. If a Unit completely shuts down another, then how is it balanced?
Secondly just testing a frontal engagement without any micro is just outright unrealistic.You have unit interactions and micro in an actual game. Of course you can observe the damage output and a feeling for general counters, but your test is just "a-movy". If that's how you play in a real game then ignore my whole post. But I am sure you are not.
Try out same supply of Hellions vs Lings. Just a-move them. What do you think will happen?


Good point but it doesn't holds as much for this interaction because both liberators are slower than mutalisk and aren't as manoeuvrable because they have slow accelaration, a very high damage point and awful turning speed.

If you try to move libs you just lose DPS (the same as with cyclones) the only posible micro would be to pull back if you have ground AA, otherwise mutalisk mobility would make any attempt at micro useless.



Agree. Mutas are fast and much more "microable".
WhurreOdu
Profile Joined January 2011
Austria1739 Posts
December 26 2016 16:34 GMT
#1272
TvT:

When opening with Double-refinery-reaper-cyclone what is the best way to transition into mech? I have troubles to find a smooth transition.
Fut am Bam
Damien
Profile Joined January 2009
Brazil131 Posts
December 27 2016 10:17 GMT
#1273
On September 18 2016 02:31 Nightmarjoo wrote:
If you have Advanced Ballistics and Protoss doesn't have Tempests you can safely attack on 8+ liberators, possibly even with an upgrade deficit.

Once they have 4+ Tempests you need to Turret push with the bulk of your army while getting an appropriate Ghost and Viking count while trading as efficiently as you can with split forces all over the map. Split up your Liberators to add an extra dynamic to drops and/or take advantage of the movement of his forces in response to your drops; but make sure to leave at least 4 Liberators with your main army and Turret wall.

I don't think you should feel like you can't take the game late against Protoss-- Tempests aren't unstoppable even with Storm and Colossi support. You play it very similarly to tvz lategame-- set up a strong defense somewhere important in the middle of the map while projecting your power everywhere else on the map. Don't forget to use Cloak to get good EMPs and/or snipe Observers, and don't forget to use Nukes both to harass and push his army back.


Show nested quote +
On September 17 2016 15:48 Damien wrote:
Can you guys help me with some tips to win against Z?

http://ggtracker.com/matches/6803695

Step 1: execute your build order correctly. You made a bunker against hatch-first 6lings while your reaper was alive, then you made fact before reactor, then you delayed stim with port/reactor. As result your stim research completed a minute later than intended and you had 5 fewer marines with your first two medics.

Then you added rax before ebays and starting 1-1; which is only a problem because you took your 3rd and 4th gas immediately after 3rd cc-- you can support all of your gas needs to include combat shields (which you omitted) and 1-1 on 3gas. So you hamstrung your economy and therefore your production as well.

Your drops are pretty effective this game, but your macro at home is suffering so much it doesn't matter. Taking such quick 4th and 5th bases simultaneously in conjunction with not having enough scvs as is preventing you from maxing and getting an army that can actually defeat the zerg. Your 2-2 isn't even started by the time 3-3 should be complete.

Repeatedly stimming your army when it's not in combat without having any medics cripples your first major push, so while it does do damage you throw away any semblance of momentum or map control you may have had previously.

Your snipes on the corruptors were really good; but you couldn't turn it into an advantage since you had no ground army resulting from not having enough barracks for 3base income, much less 5base.

As the game goes on you start to blunder your ghosts more and more, suiciding them ahead of your army and sniping corruptors when you don't have any liberators.

I don't understand the thors and +3 mech attack; ship attack or vehicle armour both would have served you better.

If you pushed with turrets you'd be able to fight his army much more effectively. The turrets allow your army to safely retreat from both corruptors and ultras-- the latter by physically blocking their pathing.


Repeatedly bming your opponent isn't helping you stay cool, calm, and collected to focus on making good decisions. There are certainly aspects of each race which are easier to execute than other aspects of each race, but ultimately racial balance played no part in this game. You lose because your ability to execute the counter-moves to his tactics and composition are inferior to his. Is 'a' clicking more effective with his army than yours? Sure, but the only reason you stayed in the game as long as you did was because it was much harder for him to kill your repaired-PFs than for you to kill his mining hatcheries. He didn't flame your race for having such strong defense.

In the last seconds of the game you're accusing him of 'a' clicking, but he had just executed a delicate dance of keeping his units out of liberation zones and preventing your ghosts from getting effective snipes off, whereas your final move is to frustratedly 'a' click into his vastly superior army. Everytime your ghosts died in front of your army pointlessly was you 'a' moving.

Instead of looking at the moments in the game where you temporarily held an advantage (before throwing it away with poor play) followed by defeat being the product of his race being easier, look at the fact that you temporarily held an advantage many times and he with great difficulty and patience clawed his way back into the game to ultimately overcome you. You both did good things and both made mistakes, but over the course of the game he made more good moves and fewer mistakes than you, which is why he defeated you and won.

So step 2 is fix your mindset and temper. If you don't want to get called out for acting like a turd, don't act like a turd in your games. Or if you want to be a turd, analyze your own replays. I don't mind helping out a fellow terran, but your behavior was a disgrace to our entire race. Have some integrity: treat your opponent the way you'd want to be treated, and be honest with yourself about your own play. The reason you're frustrated and stuck is probably because you aren't honest about what you need to improve in your own play.


Now as to what you could have done differently as opposed to better: you had ghosts and cloak-- consider getting a nuke to harass the expansions you can't safely push towards. I already mentioned pushing with turrets, but additionally/alternatively you can add a couple ravens into your composition to get some seeker missiles off on his corruptors. Also consider getting turret/pf range and the building armour upgrade. Don't forget concussive shells-- since you made marauders you may as well have gotten the upgrade: even if you're just slowing a zergling you're obstructing whatever is behind that zergling at the same time. Every little thing adds up over the course of the game.

Focus a little more on a strong defensive position to reset to. You played and pushed frantically because you had to stay on the move since you lacked such a position. This meant it was very difficult to split your army up through the entire lategame, so the only damage you inflicted was with your entire army in one vulnerable spot. So when you did inflict damage with a push, you subsequently lost the bulk of your army. This meant you never reached a point where you had a healthy ghost count with a sufficient amount of energy to get a meaningful number of snipes off. This meant you were always replacing liberators and/or failing to maintain a medic count instead of working towards a composition capable of actually fighting his army.

I already pointed out your low barracks count, but you also could have benefited from adding 1-2 more starports so you didn't have to choose between liberators or medics, and so you could effectively add in vikings later on without failing to replace your fleet after every engagement.

Show nested quote +
On September 10 2016 03:18 AVV wrote:
Hi, guys!

Could you please suggest a build order to proxy reaper rush a zerg at Frozen Temple? The map should be good for those kind of builds.

I've always went first rax at my base and build 2 more proxy barracks @17 supply. Those way my reapers are waaaay to late, guess I'm doing the build wrong.

Sorry, I don't know how to effectively do a proxy reaper all-in, but I can point out that in Code S the terrans who went 3rax reaper on frozen temple went rax gas rax oc rax gas without cutting any scv production. I imagine if you wanted to proxy the 2nd and 3rd rax at that timing it would be easy to send the scvs there by not cutting production, so your minerals never go over 150. Trying to rush out proxy barracks by cutting scvs hurts your economy too much, which matters since you need 2gas income to support 3rax reaper.



Thank you for your help. I only saw your answer today. You're completelly right in every single word you said.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 28 2016 02:27 GMT
#1274
proxy reaper build i think is usually 13 depot 13 rax 13 gas 13 rax 15 rax 15 gas, you don't go over 12-13 scvs in your main

3rd rax and 2nd gas supply numbers might be slightly off but the order is correct and i know depot rax gas rax are all on 13

there's no point in making more scvs than you absolutely need to, it's completely allin
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
Hushfieldx
Profile Joined December 2016
Belgium64 Posts
December 29 2016 11:45 GMT
#1275
Hi TL

I'm Hushfield, an EU Terran (GG Tracker here). I'm getting back into SC2 after not playing since the start of HotS. I have spent the last days watching some VODs from recent tournaments and looking for 1 build per matchup to practice. I've been reading many builds on Spawning Tool, TerranCraft and still have some difficulties finding a build to work with. What one build would you recommend in each matchup? I enjoy economic openings the most and prefer playing bio, but perhaps this is not possible in every matchup?

Here's what I'm currently going with:

TvT
+ Show Spoiler +

Name: Standard Reaper Hellion Opener (flexible)
Source: http://lotv.spawningtool.com/build/41669/
Build:
14 Supply Depot
15 Refinery
16 Barracks
19 Orbital Command
19 Reaper
20 Command Center
20 Factory @150 Minerals
21 Supply Depot
21 Reaper @50 Gas
23 Refinery
Hellion @100% Factory
Barracks Reactor @100% Reaper

Use the scouting information to determine whether or not to start a Starport, cut a Cyclone, and/or go for a third CC


TvZ
+ Show Spoiler +

Name: Hellion and Cyclone Mech
Source: https://terrancraft.com/2016/12/17/tvz-innovations-hellion-and-cyclone-mech/
Build:
14 Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% Orbital Command)
@100 gas – Factory
@100% Reaper – Reactor
@100 mineral – Supply Depot
@75 mineral – Refinery
@100% Reactor – Swap Factory onto it for Hellions (a pair). Build a second Factory and use the Barracks to build a Reactor next to it.
@100% Hellions – Hellions (a pair)
37 – Supply Depot
Build Supply Depot accordingly hereafter
@100% Hellions – Cyclones (a pair)
@100% Reactor – Swap the second Factory onto it for Hellions (a pair).


TvP
+ Show Spoiler +

Name: CC First into 3-rax bio
Source: http://lotv.spawningtool.com/build/41240/
Build:
14 Supply Depot
17 Command Center
18 Barracks
19 Refinery
20 Barracks
22 Marine Keep producing from all rax
23 Orbital Command
23 Orbital Command
23 Barracks Reactor @100% Rax
23 Barracks Tech Lab @100% Rax
23 Barracks @150 Minerals
23 Refinery
Stimpack @100% Tech Lab
Supply Depot
Engineering Bay
Barracks Reactor
Supply Depot
Factory
Missile Turret
Terran Infantry Weapons Level 1
Starport @100% Factory
Factory Reactor
Combat Shields @100% Stimpack
Refinery
Medivac
Medivac
questions: if CC first is too risky on ladder, is there a safer variant of this build I can do?


Do you think these are good choices, or should I study another build? In the end I should probably know multiple builds per matchup and/or play what I enjoy the most, but I'm looking to narrow it down to 1 build per matchup to start training again.

Thank you for your help

PS: I don't know if this is too long for the Terran help-me thread. Should I have posted this as a separate [H] topic?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
January 07 2017 18:56 GMT
#1276
If you got mech in TvP the following is true based on my experience.

1. If Protoss go Carriers and you do not have enough BCs you have lost the game. Vikings do nothing against Carriers with some splash support.
2. If you build BCs and Protoss invests everything into ground unit he can easily hit a timing where you have a low number of BCs and just a-move through your army and win.
3. There is no consistent timing that you can hit with mech where you can roll over Protoss that is starting to build Carriers. The reason is that is impossible to invest in the correct number of vikings to beat a low Carrier count. If you build too many vikings and he has no carriers you have lost the game. If you do not have enough viking you have lost the game.
4. It is actually impossible to know for sure exactly when and if Protoss is transitioning to Carriers. It is very easy to hide some star ports somewhere and rally the Carriers to a spot that you can not see.

Is there any solution to this? I am starting to despair in this matchup I though mech would be viable but I am starting to think that mech is as worhtless as ever in TvP.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 08 2017 01:51 GMT
#1277
In WoL the answer was using the mech army to harass and react to protoss while building up extra orbitals behind the defence of a couple planetary fortresses in key areas as needed in conjunction with some missile turrets. Your goal then was getting 13 OCs total (fewer if you're trading with the protoss army) and then sacking scvs to start BC production (unless the game was passive enough that you could start making them sooner). That way your army isn't diminished as you start your fleet. Then you use BC/raven/ghost + whatever ground army you have to defeat protoss while still harassing across the map to split his army/attention using hellions, banshees, and nukes. Now I suppose you can harass with your BCs once you get them as long as warp is up.

I haven't meched in lotv yet but I don't see why this underlying strategy wouldn't still be viable. The more you harass and trade with protoss the greater resolution on his tech timings you have and the more resources he has to divert into things that aren't carriers. As long as your army composition is diverse enough to react to the myriad of threats protoss has available and you use it at all effectively you shouldn't even need BCs. Make sure you have a good ghost count though. Once your 3rd base income is going and your basic production capacity is made you should immediately get 4 ghosts minimum, aiming for 12 or so by the time you max for the first time.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
January 08 2017 02:07 GMT
#1278
On December 29 2016 20:45 Hushfieldx wrote:
Hi TL

I'm Hushfield, an EU Terran (GG Tracker here). I'm getting back into SC2 after not playing since the start of HotS. I have spent the last days watching some VODs from recent tournaments and looking for 1 build per matchup to practice. I've been reading many builds on Spawning Tool, TerranCraft and still have some difficulties finding a build to work with. What one build would you recommend in each matchup? I enjoy economic openings the most and prefer playing bio, but perhaps this is not possible in every matchup?

Here's what I'm currently going with:

TvT
+ Show Spoiler +

Name: Standard Reaper Hellion Opener (flexible)
Source: http://lotv.spawningtool.com/build/41669/
Build:
14 Supply Depot
15 Refinery
16 Barracks
19 Orbital Command
19 Reaper
20 Command Center
20 Factory @150 Minerals
21 Supply Depot
21 Reaper @50 Gas
23 Refinery
Hellion @100% Factory
Barracks Reactor @100% Reaper

Use the scouting information to determine whether or not to start a Starport, cut a Cyclone, and/or go for a third CC


TvZ
+ Show Spoiler +

Name: Hellion and Cyclone Mech
Source: https://terrancraft.com/2016/12/17/tvz-innovations-hellion-and-cyclone-mech/
Build:
14 Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% Orbital Command)
@100 gas – Factory
@100% Reaper – Reactor
@100 mineral – Supply Depot
@75 mineral – Refinery
@100% Reactor – Swap Factory onto it for Hellions (a pair). Build a second Factory and use the Barracks to build a Reactor next to it.
@100% Hellions – Hellions (a pair)
37 – Supply Depot
Build Supply Depot accordingly hereafter
@100% Hellions – Cyclones (a pair)
@100% Reactor – Swap the second Factory onto it for Hellions (a pair).


TvP
+ Show Spoiler +

Name: CC First into 3-rax bio
Source: http://lotv.spawningtool.com/build/41240/
Build:
14 Supply Depot
17 Command Center
18 Barracks
19 Refinery
20 Barracks
22 Marine Keep producing from all rax
23 Orbital Command
23 Orbital Command
23 Barracks Reactor @100% Rax
23 Barracks Tech Lab @100% Rax
23 Barracks @150 Minerals
23 Refinery
Stimpack @100% Tech Lab
Supply Depot
Engineering Bay
Barracks Reactor
Supply Depot
Factory
Missile Turret
Terran Infantry Weapons Level 1
Starport @100% Factory
Factory Reactor
Combat Shields @100% Stimpack
Refinery
Medivac
Medivac
questions: if CC first is too risky on ladder, is there a safer variant of this build I can do?


Do you think these are good choices, or should I study another build? In the end I should probably know multiple builds per matchup and/or play what I enjoy the most, but I'm looking to narrow it down to 1 build per matchup to start training again.

Thank you for your help

PS: I don't know if this is too long for the Terran help-me thread. Should I have posted this as a separate [H] topic?

Um your tvz and tvp builds are far from standard; I dunno if that bothers you or not.

You leave yourself very vulnerable to protoss aggression by always going cc first. I think a safer standard opening would be a marine cc or reaper cc opening (possibly from gas first) into marine mine drop. There are many examples of this build, such as from the first group in the current GSL season. You can watch those on http://www.sc2casts.com.
If you prefer 3rax openings to tech openings, you can do reaper cc raxrax stim, or if you insist on cc first you should do cc raxrax gas at a minimum, if not just cc raxraxrax gasgas ebay.

If the cyclone shenanigans is working for you, go for it. If you're unsure about it, try the reaper cc rax gas fact stim port reactor 16 marine 2 medic stim timing at 5:00 or a reactor hellion opening (can do hellion/banshee, hellion/liberator, or just a couple hellions into fast 3rd cc and add rax and port, etc).

Your tvt build looks ok, provided you feel confident you can defend a gas first cloaked banshee, which if I remember correctly hits around same time 2nd hellion finishes from your build (don't remember what in-game time that is). Personally I would never delay port, especially not for a 3rd cc.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
AleXusher
Profile Joined September 2014
280 Posts
Last Edited: 2017-01-08 22:29:51
January 08 2017 21:56 GMT
#1279
how do i win vs roach ravager? or roach ravager hydra? I try drops but they dont deal enough dmg, zerg is everywhere, they are so fast, you cant hit them, i try 3 fac tanks with bio, also gets crushed hard. So how do i win vs zerg? LBM is fine but RRH is to hard to deal with.

So how do i win? What is my gameplan against RRH? When can i attack, when should i be defensive? When can i take my 4th? What is with lategame? It feels like zerg can get safe to lategame and there is nothing i can do about it. Drops get spotted by overlrods which are hard to clear when he is active with his army. Although he has quite a lot of spores later on to deny anydrops, and doomdrops wont work either, as it just splits my army in half, and i lose at both ends. So what can and what should i do, in order to get ahead/win, what ever.
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Damien
Profile Joined January 2009
Brazil131 Posts
January 09 2017 04:26 GMT
#1280
Can you guys sugest text about starcraft? How to practice and learn?
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