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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. |
On May 02 2014 08:37 uTears wrote: Hey i started playin sc2 a few weeks a go, after a few ai games and practice my macro and micro against AI's im ready to start laddering, in my first game i loose and the system put me in diamod, but i think is to much for me to handle, so i gonna ask is someone can say me at least 2 good bo against every race i play Terran, and i use reaper fe or 1-1-1, can any of you give me some advices? I'm about to do a youtube vod on a bo for below gold terran players. I can send you a replay with the build and give you some advice. If your interested send me a PM.
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What are the cookie cutter vetoes for Terran this season? Emphasis on maps that make the matchups very unpredictable (like Alterzim of yesteryear), beyond the just Terran-disfavored maps.
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Any map with a ginormous ramp and short rush distances that make roach rushes so strong. Basically every new map in the pool lol.
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Considering you deflected his attempted cannon rush and you ended up winning the game, I'm not sure why you are asking. In any case, yes keep 1 scv on the probe like you did. 3 workers kill a cannon faster than it can be built. You should also have scouted a lot earlier then you would have seen that it was a cannon rush and not say proxy gateway in your base.
Also, building a reactor with no units while the protoss is building stuff in your base or even near your base is not really that smart. Take units off gas, don't build reactor, use extra minerals to build a couple more raxes and wall off your ramp with supply depots and bunker.
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What I do is put 3-4 scvs on the cannon/pylon (whichever is more important at the time) 1 scv auto attacking the probe and I control and micro 1 more scv to out-maneuver the probe (2 on the probe, one auto attacking and one microing) so that i can cut him off any time they turn and i can kill it much faster.)
Edit: here's an example (kind of). I'd played this guy 3 times that night, and he did the same thing each time. Just make sure you scout the area around your base in the first few minutes of the game and react accordingly whenever you play vs toss. http://drop.sc/379877
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Hi, I'm having a hard time figuring out Zerg. I usually keep dying to speedlings and baneling busts (damn I miss Sentries and FF) and, if it gets that far, mutas. Can someone recommend me good one base and two base all-ins vs Z, please?
Similar suggestions vs T would also be appreciated.
I did look at the OP but there does not seem to be anything recommended along the lines of the above.
Thanks very much.
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Northern Ireland461 Posts
On May 04 2014 18:00 aZealot wrote: Hi, I'm having a hard time figuring out Zerg. I usually keep dying to speedlings and baneling busts (damn I miss Sentries and FF) and, if it gets that far, mutas. Can someone recommend me good one base and two base all-ins vs Z, please?
Similar suggestions vs T would also be appreciated.
I did look at the OP but there does not seem to be anything recommended along the lines of the above.
Thanks very much.
11/11 vZ
Cloakshee into tank push vT
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On May 04 2014 18:00 aZealot wrote: Hi, I'm having a hard time figuring out Zerg. I usually keep dying to speedlings and baneling busts (damn I miss Sentries and FF) and, if it gets that far, mutas. Can someone recommend me good one base and two base all-ins vs Z, please?
Similar suggestions vs T would also be appreciated.
I did look at the OP but there does not seem to be anything recommended along the lines of the above.
Thanks very much.
Not sure going all in all your games is a good way to improve, 11/11 all games and still losing cause it kinda sucks if zerg knows what to do is going to get boring quick.. If you want help about the busts you need to add specific timings, because the response would be different if it's a very early bust or a later one. Mutas are very strong if the zerg can get a healthy count (which he pretty much always can, with the HOTS regen and speed buffs..). Top terrans have started adding TONS of turrets (like rows of 3-6) once they reach late game. It helps a bit, using widow mines to complement them can be good but it wasted supply and you'll need it to fight his ground army..
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Thanks. I thought the 11/11 was the main option but I was not sure if there were any others. I used to be a macro Toss. So, I wouldn't mind playing as a cheesy/all-inning Terran - at least from time to time. And they are early bane busts. But, I think it's a matter of expanding my game knowledge to recognise these timings (as I used to be able to do with Toss).
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If you are new to terran you will quickly realize that terran actually do not have a lot of all in options. Proxy thor rushes in TvT is a fun one.
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You can scout early bane busts with your initial reaper when opening 12/12 reaper hellions; if there is either no nat (which is very rare) or lots of gas mining (more than 100), prepare for either roaches or ling/bane. The reapers need to identify what you're against, and you'll need bunkers anyway and marauders would be a good idea if he's going roaches. Against ling bane you'll need your 6 hellions to AOE down the lings. It's pretty hard to defend cheeses as terran in my opinion anyway, you don't have clear cut answers such as "make units sooner" or "forcefield the ramp", and you need to avoid letting your macro slip up while having good repair/unit control. I still lose a shit ton to this kind of stuff because I either over commit or under commit to defense.
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On May 04 2014 18:00 aZealot wrote: Hi, I'm having a hard time figuring out Zerg. I usually keep dying to speedlings and baneling busts (damn I miss Sentries and FF) and, if it gets that far, mutas. Can someone recommend me good one base and two base all-ins vs Z, please?
Similar suggestions vs T would also be appreciated.
I did look at the OP but there does not seem to be anything recommended along the lines of the above.
Thanks very much.
+ Show Spoiler +
This was posted earlier in the thread and has become my build of choice vs Zerg ever since. Since its hellion banshee you are very safe against almost anything zerg can throw at you early game. Double ups Thors and ravens with PDD do work against mutalisks. If you hit the timing correctly its very likely to straight up kill the zerg, depending on the level you play at.
I know its not a 1/2 base allin but it at least can deal with the early game busts and the mass muta issue you are having.
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Thanks all. That build looks cool Sajaki. I shall give it a try.
I think my difficulties are mainly from running into a lot more all-ins from Z than I normally would have if I were P. As my P vs Z build was usually Gate expand into Robo this meant a good Sentry count and an Immortal out relatively early. Therefore most ling/bling or roach/ling all-ins, the few times I ran into them, were relatively easy to handle - depending on my sim-city and good FF. Speedling all-ins were more of a headache to deal with. Zergs, so far in my experience, seem to be a lot more keen to all-in me as a Terran. Playing as T vs these strategies (obviously) requires a whole different range of skills.
Still, I am finding T a fun race to play. Thanks again all.
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Hey guys, do you have any replay/vods of TvZ biomech style ? (Thors/tank/hellbat/marines/marauders/medivacs & mb WMs).
I saw Forgg doing some kind of mech opening with Banshees thors and tanks and HBs, and switched to bio afterward, but I can't find the vod back since he streams like 12h a day.
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What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro.
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On May 09 2014 02:15 Danglars wrote: What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro.
When i got proxy 2 gates in base, I pull 7/8 scv to attack the 1st gate, and one scv following the probe. It usually works, but I don't get proxyy 2 gates often.
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On May 09 2014 02:25 Faust852 wrote:Show nested quote +On May 09 2014 02:15 Danglars wrote: What's the current preferred way to deal with 10/10 in-base proxy gates on 2player maps? I'm thinking of KSS where I recently learned 4 scvs don't kill before a chrono zealot pops. Is attacking with 5 scvs the answer, attacking the gates generally, or pylon if he foolishly loses the probe? Is it a bunker in mineral line with some combination of SCV+Reaper or SCV+Marine?
I'm primarily interested in masters terrans answering because I've defended against diamond protoss just due to their mistakes in micro. The masters protoss that beat me forced micro'd the zealots to avoid losses, stop mining, and diminish marine micro. When i got proxy 2 gates in base, I pull 7/8 scv to attack the 1st gate, and one scv following the probe. It usually works, but I don't get proxyy 2 gates often.
The most foolproof way is to attack the gateways with scv's, 5 scv's per gateway kills it before a zealot can come out iirc. Following the probe is a waste of time since you shouldn't be able to kill it. I've also defended proxy gates in narrow spots by micro'ing scv's so the probe can't place gates and slowly gets chipped down by a chasing scv. Gosu way is to completely ignore the gates and go 2 rax and a bunker near your mineral line and just michael your way out.
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On May 09 2014 02:05 Faust852 wrote: Hey guys, do you have any replay/vods of TvZ biomech style ? (Thors/tank/hellbat/marines/marauders/medivacs & mb WMs).
I saw Forgg doing some kind of mech opening with Banshees thors and tanks and HBs, and switched to bio afterward, but I can't find the vod back since he streams like 12h a day.
3:24:00 to 4:10:00 is what you're looking for. (forgg's VOD) He explained its to force zerg into swarmhosts, then counter it with marines.
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Thank you very much, exactly what I wanted.
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