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On April 04 2012 14:01 Giantorange wrote: Great guide! The only thing I might point out that there is a lot of new styles that actually incorporate really fast hive for extremely fast brood lords. So scanning at 16-18 minutes against a ling infestor style often is not correct. Other than that, it's fantastic. Well i generally would scan around that time (assuming u do damage). Because when players ling infestor, its important that tanks focuz fire on infestors so they die. If they die, they are FORCED to remake infestors, thus stalling hive tech. If u didnt do any damage and sit back, then they could have started hive like 13 minutes.
But either way, when u do scan around that time, in about 1 minute u are going to have to tools to fight back hive tech. And the next minute after that, you will have units to fight that
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I wish there was a thread like this about Zerg.
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On April 04 2012 14:41 zeroISM wrote: I wish there was a thread like this about Zerg. There actually might be. The tips guide for zerg and protoss might come from tangstarcraft soon (we were talking about it earlier). Since we are coaches, we feel like guides like these are examples of how we coach students to fix small plays to improve gameplay. Expect a zerg and protoss tip guide soon (I am pretty sure it will come )
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I hope you come out with a part 2 some time in the future =).
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Learned nothing obviously, but a cool reminder.
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very nice write up. master toss that just switched to terran need all the help i can get. definitely bookedmarked
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This is SO good every Terran should do all these things every single game, it really helps a lot. It took me a while to figure all these out but now it is standard in my play.
Btw nowadays Zergs are getting Hive way quicker than 16-18 mins, I see a lot of them starting it even at like 12 mins.
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Very nice, I've been doing poorly lately and I think what happens is that I start paying attention to and planning the details and then as I start doing better these things fall away slowly. So this is re inspiring.
One thing I do against mutas that I find helpful on my level (gold) is to rally one reactor rax inside the main (usually a bit towards the natural). That way I usually have marines close at hand to defend. It requires a bit more to get your units, but it is worth it.
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On April 04 2012 16:27 Aquila- wrote: This is SO good every Terran should do all these things every single game, it really helps a lot. It took me a while to figure all these out but now it is standard in my play.
Btw nowadays Zergs are getting Hive way quicker than 16-18 mins, I see a lot of them starting it even at like 12 mins. Well i generally would scan around that time (assuming u do damage). Because when players ling infestor, its important that tanks focuz fire on infestors so they die. If they die, they are FORCED to remake infestors, thus stalling hive tech. If u didnt do any damage and sit back, then they could have started hive like 13 minutes.
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On April 04 2012 10:13 Thanatas wrote: One thing you might also want to mention is building a turret as well as a bunker at your expos. At least versus P or Z, it is very easy to lose scv's or the whole expo to DT's or infestors if you don't have detection.. Lately I have had a lot of trouble with Zerg burrowing 2-3 infestors and then launching 16 infested terrans into my mineral line killing a bunch of scv's or the expo. The tips are greatly appreciated though, thanks!
Yeah, turrets are a big deal, even when you don't fight mutalisk. I can't count the number of games people lose because they don't have a turret where they rally their army ( against observer seeing everything or infestor walking by ) or even near their third ( PF or Orbital ) so it die to billions of ITs.
Something important too, put Engi bays and Armory in a safe spot. They're the thing you want to protect the most after expansions. Usually in between the main and the natural, outside of drops or mutalisk path. Remember that Bomber vs Idra game on Shakuras, where Idra killed 6 ( Yes, 6 ! ) Engi bays ? You don't want that to happen.
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Nice thread, some useful stuff in there. Most of it is quite obvious, but the problem is to remember to actually do it ingame (for me at least).
As an addition to point 9, queueing when floating resources: If you're maxed (200/200) you can't queue additional production. However, if you're not maxed, you can queue as deep as you want (and can afford) and production will stop when you hit 200. Once you drop below 200 supply, production will resume again.
So if you're approaching the supply-cap and have resources to spend, make sure to queue up your production buildings so that each building has at least 1 unit (2 for reactor-buildings) in the queue once you hit 200/200. Because that way, when you do battle, your production will pick up the instant you lose units, making rebuilding your army that little bit faster and allowing you to focus your attention on micro for at least 1 full production cycle.
With Protoss having instant reinforcements from Warpgates and Zergs having a superfast remax with Larva stockpiling, Terrans can really use these small advantages when it comes to rebuilding after a maxed out fight.
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On April 04 2012 14:57 OpTiKDream wrote:Show nested quote +On April 04 2012 14:41 zeroISM wrote: I wish there was a thread like this about Zerg. There actually might be. The tips guide for zerg and protoss might come from tangstarcraft soon (we were talking about it earlier). Since we are coaches, we feel like guides like these are examples of how we coach students to fix small plays to improve gameplay. Expect a zerg and protoss tip guide soon (I am pretty sure it will come ) Thank you very much, sir Threads with tips on Zerg exist, but they're all scattered around and sometimes they aren't clear enough on how they say it. I really appreciate this thread, even if it is not for my race.
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Love shit like this! Much appreciated yo ♥
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On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥
Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"?
On topic: great read for beginners and experienced players alike
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On April 04 2012 19:15 DontLoseSightOfIt wrote:Show nested quote +On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥ Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"? On topic: great read for beginners and experienced players alike Language is a beautiful thing. It means so many different things to so many different people.
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On April 04 2012 19:26 Megabuster123 wrote:Show nested quote +On April 04 2012 19:15 DontLoseSightOfIt wrote:On April 04 2012 18:29 `dunedain wrote: Love shit like this! Much appreciated yo ♥ Do you have to swear? Especially since you love this, was it really necessary to call this guide "shit"? On topic: great read for beginners and experienced players alike Language is a beautiful thing. It means so many different things to so many different people.
So you consider "shit" to be a beautiful thing? Not a swear word anymore?
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On April 04 2012 08:04 alpenrahm wrote: this is all the safety stuff i tend to forget when im either lazy or just microing stuff like a madman... nothing new though
this is all the safety stuff that will change you from a good player to a bad one ^_^, or more than likely vice versa
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Thanks from me, too--I have so much room for improvement that I really struggle with where to begin, and these are all totally manageable ideas. I'm pretty good at using depots for vision, and that helped a lot when I learned to do it, so hopefully the remaining 8 will bring some similar gains! %)
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I really think the Air Weapons upgrade is rather important and not enough mind is paid to it.
As a Zerg player, I am FINALLY starting to get Air Carapace upgrades because they're just so good for your Broodlords in general. Vikings, Thors, and Marines all have multiple small attacks vs air, so getting +1 carapace is like getting +4 armor. Same idea with the attack upgrades as well, each upgrade makes the Terran army SOOOO much better.
Anyway, good thread OP!
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When I go bio in TvP/TvT, I get +1 armor for ships (Reason: Armoy for +2 weapon/armor and +3, and you don't really use it alot when there's no colo, so the reason is to make ur medivacs more resiliant) This should help you on keeping your units alive more, because sometimes protoss/terrans tend to focus your medivacs.
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