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The Terran Help Me Thread - Page 389

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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.
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
October 28 2012 14:56 GMT
#7761
--- Nuked ---
Sianos
Profile Joined April 2011
580 Posts
October 28 2012 17:24 GMT
#7762
On October 28 2012 23:56 JonIrenicus wrote:
Question : these days I'm trying some new builds.
The new build I'm trying is the two rax.

I use 2 rax into double cc (usually I'm able to kill 2-3 drones , and make them pull all the drones so they lose some mining time...)...

But I'm kinda afraid I don't know the followup. Should I tech to hellion\banshee?


Yes. The reason for your pressure is to slow down his economy. If you succeed, the only units he can make in the next few minutes are zerglings/banelings and roaches and hellion, banshee deal really well with those. Hellion, banshee also allow you to control the map after your marines got cleaned up. With this you can control the creep, be aware of any greedy additional bases of the zerg and you will be able to stop counter allins, which is a common strategy for zergs if they think they are behind in economy.

What you basically do is to add, 2 ccs during your pressure. Afterwards you get 2 gases and tech to hellion banshee like you normally do. Then you can transition either into mech play or standard marine,tank,medivac.
pedrlz
Profile Joined September 2012
Brazil5234 Posts
October 28 2012 22:44 GMT
#7763
On October 28 2012 01:54 nereme wrote:
Show nested quote +
On October 27 2012 23:16 pedrlz wrote:
I'm bronze player and have a few question.

First of all, when can i attack or be agressive? Almost all my wins are when I can successful defense a enemy attack, and counterpush.

Another question, its ok for a bronze league player just have one hotkey for the army? I cant micro very well, so I just send they attack and double click on the type of unit to use their abilities.

And the last question, when I have marines and tanks on the selection there is a way to use stim and put the tanks on siege mode without doing much micro?

Sorry if my english is not the best. Thanks guys.



Will try answer these for you as best I can but I am only in plat so take it with a pinch of salt.

When can you attack or be agressive?

You can usually attack or be agressive when you have a trigger event happens. e.g you get medivacs out or stim/+1 attack finish. try to use this as "timings" so for example with a 3 rax reactor starport build the trigger to move out is the medivacs hitting the field and the trigger to push into his base and attack is when +1 finishes (about 11 mins with the build)

Can you use just 1 hotkey.

Yes in short. I used 1 hotkey for my army up till gold league and my micro got better. but some times you want to keep certain units on a separate hotkey. e.g if your going marine tank keep your tanks on a diff key. or your medivacs on a different one so you can drop his main with the vacs and then when he moves send whats left of your army into the front door.

and for your final question i feel like i answered it above just put the tanks on a seperate key although you can use the tabe key if you realy dont want to do that. but I would deffinately recommend putting the tanks on a seperate key soon as pushing 1 T 2 D is not too hard to be honest its the same really as 1 T Tab D


Thats my 2 cents for you pal. if you have more questions just ask

Also if you have not check out the filterSC bronze to masters series will give you alot of great info on timings and macro sills.

Thanks, I will watch for sure. Actually I have another question.

How do you use cameras hotkeys? I use just one to build supplies easier, have any suggestions?
waki
Profile Joined July 2011
58 Posts
October 28 2012 23:56 GMT
#7764
hi,

i'm a plat terran, and i have a problem vs zergs if they bane bust me i'm dead 100%. i open with 1 rax fe into 2 rax into 2 gas medis/tanks etc. even if i scout the baneling nest and make 2 bunkers i can't hold it. any suggestions?

thanks
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 29 2012 00:39 GMT
#7765
On October 29 2012 08:56 waki wrote:
hi,

i'm a plat terran, and i have a problem vs zergs if they bane bust me i'm dead 100%. i open with 1 rax fe into 2 rax into 2 gas medis/tanks etc. even if i scout the baneling nest and make 2 bunkers i can't hold it. any suggestions?

thanks

Teching too fast to hold any bust. Either go 1 rax FE into 1-1-1 with hellion banshee, or 3 rax then tech to medivacs. With 2 rax and tech, you will be barely able to hold any bust, if able at all. Replay btw.

Wall in with depots, and ebays. Spread bunkers behind wall. Make 3-4 bunkers if ling bling bust spread about wins easily.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
InfusedLau
Profile Joined October 2010
18 Posts
October 29 2012 01:21 GMT
#7766
On October 29 2012 09:39 iAmJeffReY wrote:
Show nested quote +
On October 29 2012 08:56 waki wrote:
hi,

i'm a plat terran, and i have a problem vs zergs if they bane bust me i'm dead 100%. i open with 1 rax fe into 2 rax into 2 gas medis/tanks etc. even if i scout the baneling nest and make 2 bunkers i can't hold it. any suggestions?

thanks

Teching too fast to hold any bust. Either go 1 rax FE into 1-1-1 with hellion banshee, or 3 rax then tech to medivacs. With 2 rax and tech, you will be barely able to hold any bust, if able at all. Replay btw.

Wall in with depots, and ebays. Spread bunkers behind wall. Make 3-4 bunkers if ling bling bust spread about wins easily.


I believe if you make the two additional barracks part of your wall in conjunction with your original barracks then the bane bust efficiency is servilely reduced.

As suggested a 1-1-1 build is better to hold zerg pressure as hellions are good against zerglings and banshees are good vs roaches.
qwertyindeed
Profile Joined November 2010
151 Posts
October 29 2012 01:52 GMT
#7767
does 7rr hard counter cc first?, i just lost to it after having 2 bunkers ready on top
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
October 29 2012 02:11 GMT
#7768
On October 29 2012 10:52 qwertyindeed wrote:
does 7rr hard counter cc first?, i just lost to it after having 2 bunkers ready on top

Should just be able to scout it, lift the CC from low ground, and with 2 raxes following CC first and a bunker behind wall you should win easily.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Sadist
Profile Blog Joined October 2002
United States7270 Posts
October 29 2012 02:37 GMT
#7769
On October 28 2012 09:00 Frionel wrote:
I think I'm going to give up Starcraft 2. I have been really overwhelmed playing against protoss.

I'm a top8 master terran. I think I'm starting to play really well, nice apms, multitasking, macro, micro, and so. I have a pretty good win rate vs T and vs Z (I would say that more than 80%) but however, I'm completly lost playing against protoss. I tried so many things and I always loose. I think I have a 1/10 win rate vs Protoss.

I usually play really greedy games, since I think I can't do damage in the early game. I go 3cc, doble upgrade and so. When I watch the replays I realize that I always get 20-40 supply ahead, but no matter what, they start to catch me and win. I loose every engagment we do, even when I'm 40 supply ahead and something like that. I'm not able to win playing in a macro game against them. But then I watch pro player streams that do the same as me and win easily. I don't understand anything.

I would like to change my playstyle to a really aggresive one. With a lot of timming attacks, cheeses, preassure, and so. Any tips?



I feel the same way. perfect example will be like entombed valley where I feel like its pretty much impossible to do anything to a toss and he gets 3 bases free. I look for replays/vods of people like Taeja but almost everygame of his I find vs P hes just cheesing ;\ If i try to pull of what he does, either the toss does a different build or doesnt fuck up like the P does vs Taeja.

Its very frustrating. I feel this way for both TvZ and TvP.
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
phfantunes
Profile Joined April 2010
Brazil170 Posts
October 29 2012 03:43 GMT
#7770
Why are Vikings favored over Ghosts in late game TvZ? Being just the average player that I am, it makes more sense to go Ghosts since you can snipe/EMP the Infestors and then your Marines can run up and finish the broodlords. You also have bio infrastructure and upgrades, whereas the hard switch into Viking production is very costly. Vikings are also dead supply if you happen to regain the air superiority and you're left vulnerable to Ultralisk tech switches.

Basically, why don't Ghosts work against the Infestor/Broodlord ball of death or even why don't top players add a few ghosts instead of a couple Vikings?
Kid-Fox
Profile Blog Joined July 2010
Canada400 Posts
October 29 2012 03:58 GMT
#7771
On October 29 2012 12:43 phfantunes wrote:
Why are Vikings favored over Ghosts in late game TvZ? Being just the average player that I am, it makes more sense to go Ghosts since you can snipe/EMP the Infestors and then your Marines can run up and finish the broodlords. You also have bio infrastructure and upgrades, whereas the hard switch into Viking production is very costly. Vikings are also dead supply if you happen to regain the air superiority and you're left vulnerable to Ultralisk tech switches.

Basically, why don't Ghosts work against the Infestor/Broodlord ball of death or even why don't top players add a few ghosts instead of a couple Vikings?


I think people should make at least a few ghosts to snipe/emp. The issue is that there is a lot to micro already, and the ghosts would just add on top to that. They used to be the standard response, since snipe was good vs both broodlords and ultras, but with the snipe nerf they're terrible in large numbers. Also, infestors are fat and emp is not enough.

It's very unlikely that a terran could simply stim up and snipe broodlords with marines even when there are no infestors with energy. That's why it's preferable to pick them off from a distance with vikings, and later add on ravens for seeker missile, which can work if you have enough of them.
Blazinghand *
Profile Blog Joined December 2010
United States25552 Posts
October 29 2012 04:12 GMT
#7772
On October 29 2012 12:43 phfantunes wrote:
Why are Vikings favored over Ghosts in late game TvZ? Being just the average player that I am, it makes more sense to go Ghosts since you can snipe/EMP the Infestors and then your Marines can run up and finish the broodlords. You also have bio infrastructure and upgrades, whereas the hard switch into Viking production is very costly. Vikings are also dead supply if you happen to regain the air superiority and you're left vulnerable to Ultralisk tech switches.

Basically, why don't Ghosts work against the Infestor/Broodlord ball of death or even why don't top players add a few ghosts instead of a couple Vikings?


Ghosts and vikings fill different roles in TvZ. The role of the ghost overlaps most with the siege tank-- anti-Infestor. Because many players lack tech-labbed rax, and ghosts are a big switch for a player who doesn't already have ghosts (bigger than vikings), most players use tanks for anti-infestor and rely on vikings for fighting broodlords. You'll be using marines against broodlords anyways, but against ultralisks, ghosts might as well be vikings-- especially with the snipe nerf.

Ghosts are a better substitute for Tanks than Vikings, basically, and with snipe nerf are of questionable usefulness against both brood lords and ultralisks.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
October 29 2012 08:32 GMT
#7773
--- Nuked ---
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
October 29 2012 19:27 GMT
#7774
On October 29 2012 17:32 JonIrenicus wrote:
Show nested quote +
On October 29 2012 02:24 Sianos wrote:
On October 28 2012 23:56 JonIrenicus wrote:
Question : these days I'm trying some new builds.
The new build I'm trying is the two rax.

I use 2 rax into double cc (usually I'm able to kill 2-3 drones , and make them pull all the drones so they lose some mining time...)...

But I'm kinda afraid I don't know the followup. Should I tech to hellion\banshee?


Yes. The reason for your pressure is to slow down his economy. If you succeed, the only units he can make in the next few minutes are zerglings/banelings and roaches and hellion, banshee deal really well with those. Hellion, banshee also allow you to control the map after your marines got cleaned up. With this you can control the creep, be aware of any greedy additional bases of the zerg and you will be able to stop counter allins, which is a common strategy for zergs if they think they are behind in economy.

What you basically do is to add, 2 ccs during your pressure. Afterwards you get 2 gases and tech to hellion banshee like you normally do. Then you can transition either into mech play or standard marine,tank,medivac.


Thank you.


Another question: 1 rax FE. Am I the only one that makes the orbital at 17, cut marine, and get the cc before the orbital itself?
Do I gain any eco advantage?


It's very very complicated, it depends upon what you do afterwards and the timing of your second depot.

Any gain/loss is fairly slight in any case, do whatever feels smoothest to you.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
October 30 2012 00:27 GMT
#7775
How the fuck am I supposed to react to this? http://drop.sc/269035

Its so goddamn easy to transition in and out of this. TvZ, kid goes two base muta after blocking my gas. I prepared, I mean I KNEW this was coming the entire time and it still throttled the shit out of me. He builds two pages of mutas and spams lings so when I'm able to get a drop off, he either snipes it off with muta or surrounds with lings THEN snipes it with mutas. Considering I've already gone 3 CC the reactor hellion, what can I do to push back?
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
qwertyindeed
Profile Joined November 2010
151 Posts
October 30 2012 02:15 GMT
#7776
On October 29 2012 11:11 iAmJeffReY wrote:
Show nested quote +
On October 29 2012 10:52 qwertyindeed wrote:
does 7rr hard counter cc first?, i just lost to it after having 2 bunkers ready on top

Should just be able to scout it, lift the CC from low ground, and with 2 raxes following CC first and a bunker behind wall you should win easily.

what if i scout after 2 gas (i was going 1 rax factory.) I saw him make a hatch as well after 7rr. should i still try to get 2nd rax or should i get tanks and go to natural with that
MysteryHours
Profile Joined September 2010
United States168 Posts
October 30 2012 15:50 GMT
#7777
I have a question about scouting in TvP. My build is a pretty standard 1 rax FE to 3 rax to 2 medivac timing. I scout with my initial SCV and use it to check for an expo. My question is, if I confirm an expo what should I do to scout after that but before I push out around 10:00?

Is it safe to have my army on the map before 10:00? Should I burn a scan to check for 2 base play, and if so at what time? Should I just control the watch towers and try to react to any aggression I see? What are some warning signs of 2 base play?
Poffel
Profile Joined March 2011
471 Posts
Last Edited: 2012-10-30 16:11:16
October 30 2012 16:09 GMT
#7778
On October 30 2012 09:27 AKomrade wrote:
How the fuck am I supposed to react to this? http://drop.sc/269035

Its so goddamn easy to transition in and out of this. TvZ, kid goes two base muta after blocking my gas. I prepared, I mean I KNEW this was coming the entire time and it still throttled the shit out of me. He builds two pages of mutas and spams lings so when I'm able to get a drop off, he either snipes it off with muta or surrounds with lings THEN snipes it with mutas. Considering I've already gone 3 CC the reactor hellion, what can I do to push back?

You've been supply blocked at 19, 57, and 65 (the block at 65 lasts from 8:42 to 10:33), which leads to a bank of >1000 minerals at 10:30 (with an additional ~1700 minerals bound in structures being constructed and unit queues).

Thus, at 10:30, right when his first 10 mutalisks start to make their way to your base, your army consists of 6 hellions and 6 marines (notably, you haven't lost any units besides your scouting SCV so far.). So you're basically defenseless since his mutas outnumber your marines almost by a factor of 2. Frankly, he could (and should) have killed you right then and there.

Afterwards, you're heavily supply blocked at 81 (from 10:51 to 12:50), and at 89 (12:50-13:26). Being supply blocked over 20% of the time is a real game changer, which is why, in my opinion, it doesn't make much sense to read too much into the rest of the replay. Here, the problem is simply that 6 marines at the 10-minute-mark is not sufficient to defeat mass mutalisks.
AKomrade
Profile Blog Joined March 2010
United States582 Posts
October 30 2012 16:46 GMT
#7779
On October 31 2012 01:09 Poffel wrote:
Show nested quote +
On October 30 2012 09:27 AKomrade wrote:
How the fuck am I supposed to react to this? http://drop.sc/269035

Its so goddamn easy to transition in and out of this. TvZ, kid goes two base muta after blocking my gas. I prepared, I mean I KNEW this was coming the entire time and it still throttled the shit out of me. He builds two pages of mutas and spams lings so when I'm able to get a drop off, he either snipes it off with muta or surrounds with lings THEN snipes it with mutas. Considering I've already gone 3 CC the reactor hellion, what can I do to push back?

You've been supply blocked at 19, 57, and 65 (the block at 65 lasts from 8:42 to 10:33), which leads to a bank of >1000 minerals at 10:30 (with an additional ~1700 minerals bound in structures being constructed and unit queues).

Thus, at 10:30, right when his first 10 mutalisks start to make their way to your base, your army consists of 6 hellions and 6 marines (notably, you haven't lost any units besides your scouting SCV so far.). So you're basically defenseless since his mutas outnumber your marines almost by a factor of 2. Frankly, he could (and should) have killed you right then and there.

Afterwards, you're heavily supply blocked at 81 (from 10:51 to 12:50), and at 89 (12:50-13:26). Being supply blocked over 20% of the time is a real game changer, which is why, in my opinion, it doesn't make much sense to read too much into the rest of the replay. Here, the problem is simply that 6 marines at the 10-minute-mark is not sufficient to defeat mass mutalisks.

Thanks. I was pretty tilted last night. I'll work on supply blocks.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
Ver
Profile Joined October 2008
United States2186 Posts
October 30 2012 18:55 GMT
#7780
On October 29 2012 12:43 phfantunes wrote:
Why are Vikings favored over Ghosts in late game TvZ? Being just the average player that I am, it makes more sense to go Ghosts since you can snipe/EMP the Infestors and then your Marines can run up and finish the broodlords. You also have bio infrastructure and upgrades, whereas the hard switch into Viking production is very costly. Vikings are also dead supply if you happen to regain the air superiority and you're left vulnerable to Ultralisk tech switches.

Basically, why don't Ghosts work against the Infestor/Broodlord ball of death or even why don't top players add a few ghosts instead of a couple Vikings?


Ghosts are stupidly expensive and are rendered mostly useless if they make a single overseer. They are quite awesome against infestor ultra ling armies but if they go broods then they can't get close enough to emp/snipe infestors due to brood range + fungal + infesteds. Keen vs jonnyrecco from tsl4 on daybreak is a good example of this. the zerg has 20-30 supply locked in corruptors and is down multiple bases and lost all his tech yet it doesn't matter.
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