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Good guide from what I read, however I don't agree with a few statements at all:
As the game progresses into your 3rd and 4th base, many people tend to over-scan. This is a common problem from silver all the way up to masters. It's not that your Vespene Gas income suddenly skyrocketed, it's that you end up scanning to the point where you'll "sometimes" have one MULE on the field. Keep this in mind in ALL matchups, because having an excess of 500 vespene gas isn't good (unless you're 200/200 of course).
As you progress toward the late game you should be scanning more and mulling less. Micro managing your economy becomes less important while army movements/denying expos becomes more important. End game TvP it is much much more important to scan the enemy deathball to make sure you dont get caught with your pants down rather than mule, you'll just mine things out faster that way.
Also, the reason why you tend to build up gas lategame is that in every equal engagement you should lose your mineral sink and save your gas sink. MMM, you lose MM and save the medivacs. Marines tank viking, you lose the marines and save the tanks and vikings.
If you watch progamers, you'll notice they tend to build buildings as CLOSE to the Mineral Line as possible. This is to MAXIMIZE Mineral income, because until you have 24 SCVs on Minerals (which is pretty oversaturated in my opinion) you need to build the buildings as close to the mineral line as possible to maximize mineral income. Pro Protosses realized this as well and started building their first Pylon and Gateway as close to the Nexus as possible in the TvT/TvP MUs.
Honestly the income you lose from going to and from a build site is so minimal that it really doesn't matter at all until you hit GM. Also the reason why protoss build their buildings right next to their nexus is because if you build them on the skirts of your main, terrans will just walk around the outside rim of your base with a medivac to spot and get easy building kills. Also building tech near the edges of the main makes it easier to snipe with drops.
3. Hold Shift then Right Click on the Mineral Patch. (this is part 2 and also what distinguishes players with good mechanics from players with bad mechanics. And yes, not all progamers have a perfect habit of doing this - which I won't get in to, as they should know better).
The main reason why progammers do this is because a lot of the time, there are areas on the map (like ling/bling attacking your army) that need immediate attention and that second it takes to click back on the mineral line could cost the game. Also, sometimes they are left as little reminders as they won't have time to go back to the mineral line before having to build another supply depot. You're completely right in saying its really good to get in the habit of sending workers back to the mineral line though, especially for lower leaguers.
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On December 11 2011 06:46 Captain Soban wrote:Good guide from what I read, however I don't agree with this statement at all: Show nested quote +As the game progresses into your 3rd and 4th base, many people tend to over-scan. This is a common problem from silver all the way up to masters. It's not that your Vespene Gas income suddenly skyrocketed, it's that you end up scanning to the point where you'll "sometimes" have one MULE on the field. Keep this in mind in ALL matchups, because having an excess of 500 vespene gas isn't good (unless you're 200/200 of course). As you progress toward the late game you should be scanning more and mulling less. Micro managing your economy becomes less important while army movements/denying expos becomes more important. End game TvP it is much much more important to scan the enemy deathball to make sure you dont get caught with your pants down rather than mule, you'll just mine things out faster that way. Also, the reason why you tend to build up minerals lategame is that in every equal engagement you should lose your mineral sink and save your gas sink. MMM, you lose MM and save the medivacs. Marines tank viking, you lose the marines and save the tanks and vikings.
Hmm, I do agree with the fact that you should be scanning often (and the sniping expos and all that fun stuff) in the late game, but most Terrans don't set themselves up for it properly. In my opinion, scanning is completely fine - so long as you have 3 OCs or more it's not the worst thing to scan 2 or 3 times before an engagement. But if you have 2 OCs and a PF at every other base, you're going to be behind economically - so I'm trying to put this out there as a tip, that if you're floating alot of vespene gas and lacking the minerals, it's most likely the fact that you haven't been MULEing as often as you should.
Also, this guide will be updated by Friday so be sure to check back then for some more detailed/updated sections as well as a few new ones.
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But if you have 2 OCs and a PF at every other base, you're going to be behind economically Why would you be behind economically? I can see why you would be behind compared to if you had 3 OC's, but compared to whomever you're playing, you'll still be ahead. Even in TvZ where you will have less bases you should still be about even.
Regardless I think this is a much more convincing argument as to why you should have an excess of gas:
Also, the reason why you tend to build up gas lategame is that in every equal engagement you should lose your mineral sink and save your gas sink. MMM, you lose MM and save the medivacs. Marines tank viking, you lose the marines and save the tanks and vikings.
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On December 11 2011 09:25 Captain Soban wrote:Show nested quote +But if you have 2 OCs and a PF at every other base, you're going to be behind economically Why would you be behind economically? I can see why you would be behind compared to if you had 3 OC's, but compared to whomever you're playing, you'll still be ahead. Even in TvZ where you will have less bases you should still be about even. Regardless I think this is a much more convincing argument as to why you should have an excess of gas: Show nested quote + Also, the reason why you tend to build up gas lategame is that in every equal engagement you should lose your mineral sink and save your gas sink. MMM, you lose MM and save the medivacs. Marines tank viking, you lose the marines and save the tanks and vikings.
Compare 2 OCs + 2 PFs to 4 OCs, you'll see a drastic difference. You're not behind, per say, but your income could be higher (and that's never a bad thing). The only reason you should ever need a PF is against Zerg or Protoss is at a very wide open gold base (Antiga Shipyard, for example). The strength of the Terran economy comes from MULEs, not immobile Command Centers that protect a range of 6 around them. Theyr'e still good, don't get me wrong, but OCs are even better.
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Thank you for this Awesome guide! I just started to play more active again, and I want to switch from Protoss to Terran, so I stumbled upon your guide and it really helps me to get into T for the beginning!
btw, the how-to-micro-in-battle part is in your Dropping Section... I don't know if it's intented or not, but I was confused at first.
I hope you'll keep this guide updated, so I can stop by time to time if I need more advice with my Terranplay!
PS: cheers for my first post here!
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Did a bunch of updates, let me know what you guys think.
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The Guide is very good. although there are alot of guides out now i think everyone has his place. I had joy reading it.
My question is when the warpprism 4gate guide gets updated. I dont think its uncommon. i managed to hit it 3 times today an always either lost or got crippled so hard, that i could not catch up.
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On January 05 2012 04:42 WizardofGGG wrote: The Guide is very good. although there are alot of guides out now i think everyone has his place. I had joy reading it.
My question is when the warpprism 4gate guide gets updated. I dont think its uncommon. i managed to hit it 3 times today an always either lost or got crippled so hard, that i could not catch up.
I'll see what I can do this week. But my question is, are you scouting their expansion timing//lack of an expansion? and thanks ^^
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Bookmarked the guide, def a quality read.
I like to open with 1/2-rax in most of my games, and I was wondering if you could chime in about a gas-less 1-rax into FE build that transitions into gas-less 4 rax pressure and a fast third? (then take gas) I saw it used a few times in the GSL for TvP, but can't seem to find many relevant threads about it here on TL.
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Bookmarked the guide too, I'm a newbie and this is definitely a good read.
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On January 05 2012 23:28 Jojo131 wrote: Bookmarked the guide, def a quality read.
I like to open with 1/2-rax in most of my games, and I was wondering if you could chime in about a gas-less 1-rax into FE build that transitions into gas-less 4 rax pressure and a fast third? (then take gas) I saw it used a few times in the GSL for TvP, but can't seem to find many relevant threads about it here on TL.
Well, before I answer, I encourage you to check out this post as one, it's a fantastic post, but two, it'll point out some issues with taking a quick third when you already have an economic advantage with 2 base mule: http://www.teamliquid.net/forum/viewmessage.php?topic_id=300184
So basically, how they do it is this...they do their 1Rax FE, drop 3 more Rax, and obviously pump marines. Before you go poking around with those marines, you should ensure they've expanded (otherwise you may run into a 1 base all in). By poking around with the marines, it forces units and forces the protoss to play defensively - as after a Protoss expands they'll likely be teching and probing up (and therefore will have VERY few units) because they know there's no way you can be aggressive enough with what units you have to out right kill them.
By being aggressive with your marines off of 4rax, you're distracting them, forcing them to make units instead of using those resources on probes or tech, and that simple aggression (likely depending on what they scout) will allow a Terran to plop down a 3rd CC and feel safe about it (and then double gas)
I mean, taking a quick third is always good if you can get away with it, but I feel like it'll delay your tech quite a bit if you don't get a 3rd CC before you add additional Barracks. Not to mention that you want to get those Medivacs out early enough so you can be aggressive (which is extremely important in TvP).
BUT, if you do either "quick 3rd" build, I'd strongly suggest pumping double upgrades, getting medivacs, and getting ghosts as soon as you can as the SCV production and MULEs from 3 OCs will cause your economy to blow up quite quickly.
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Hey, I took a look at your tvz reactor hellion into marine tank build and I've been doing pretty much the exact same thing already, but I never really know what to do with my army. Is it standard to push the zerg immediately (around 10 min) and just pressure them before their mutas? How do I know when to turn around and macro instead of continuing my push (wouldn't I just die when walking back).
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On January 08 2012 08:24 KimJongChill wrote: Hey, I took a look at your tvz reactor hellion into marine tank build and I've been doing pretty much the exact same thing already, but I never really know what to do with my army. Is it standard to push the zerg immediately (around 10 min) and just pressure them before their mutas? How do I know when to turn around and macro instead of continuing my push (wouldn't I just die when walking back).
Generally you can push when your 3rd tank pops and put some serious pressure on. Just make sure you keep your 4 Hellions for the push so it'll force a lot of units. You can also bring along 2-3 SCVs to put down some Bunkers (preferably beside your sieged tanks) to make the push even more effective.
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