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
Italy602 Posts
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Sianos
580 Posts
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
Brazil5234 Posts
On October 28 2012 01:54 nereme wrote: 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
58 Posts
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
United States4262 Posts
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. | ||
InfusedLau
18 Posts
On October 29 2012 09:39 iAmJeffReY wrote: 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
151 Posts
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iAmJeffReY
United States4262 Posts
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. | ||
Sadist
United States7090 Posts
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. | ||
phfantunes
Brazil170 Posts
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
Canada400 Posts
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
United States25550 Posts
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. | ||
JonIrenicus
Italy602 Posts
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Willzzz
United Kingdom774 Posts
On October 29 2012 17:32 JonIrenicus wrote: 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
United States582 Posts
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? | ||
qwertyindeed
151 Posts
On October 29 2012 11:11 iAmJeffReY wrote: 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
United States168 Posts
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
471 Posts
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
United States582 Posts
On October 31 2012 01:09 Poffel wrote: 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. | ||
Ver
United States2186 Posts
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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