|
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 July 30 2014 11:17 HFABamaFan wrote: I finally made it out of freaking Bronze!
Now top 4 in silver...
I remember being top diamond and beating master players while playing zerg.
Now I can't get out of gold as Terran.
The difference in the difficulty is amazing. Making depots is really hard. Making units is also hard, you can't be lazy and then make 50 units in 3s like Z can. Terran army requires constant attention as well.
T so hard.
|
On July 30 2014 11:45 geokilla wrote: Let's not talk build orders or anything. What are some tips and tricks a Terran player should know about? The only trick I can think of is that in order to unload a Medivac while it is moving, you have to click unload and then click the Medivac itself. Another is that Marines and Marauders inside a bunker can also be Stimmed. But I think that's it...
You cannot mineral walk through sieged tanks You can cloak a banshee as a widowmine is firing at it and only take splash damage You can kill a creep tumor by shooting a reaper with a hellion: good because the reaper regen...
hmm... maybe ill update a bit when some more random tidbits come to mind.
|
You can repair mechanical units if your SCV is on auto repair inside of a medivac. You can pick up landed vikigns with your medivac. ^^ PDD doesn't affect roach spit (someone confirm please)
|
On July 30 2014 14:59 Incognoto wrote:Show nested quote +On July 30 2014 11:17 HFABamaFan wrote: I finally made it out of freaking Bronze!
Now top 4 in silver... I remember being top diamond and beating master players while playing zerg. Now I can't get out of gold as Terran. The difference in the difficulty is amazing. Making depots is really hard. Making units is also hard, you can't be lazy and then make 50 units in 3s like Z can. Terran army requires constant attention as well. T so hard. You were probably cheesing every game if that's the case. Or you've lost a hand because of some bad accident.
|
@Gwavajuice, @Bulugulu
Thanks for your recommendations, I changed my wall (bunker behind wall), burrowed mines behind the wall, and improved repair timing, and my defend became way better (at least against AI ).
Also, can repair autocast be assigned on hotkey? It's really slow to right-click on command card.
|
On July 30 2014 17:31 KonanTenshi wrote: You can repair mechanical units if your SCV is on auto repair inside of a medivac.
i think this was fixed
|
On July 30 2014 17:39 Karpfen wrote:Show nested quote +On July 30 2014 14:59 Incognoto wrote:On July 30 2014 11:17 HFABamaFan wrote: I finally made it out of freaking Bronze!
Now top 4 in silver... I remember being top diamond and beating master players while playing zerg. Now I can't get out of gold as Terran. The difference in the difficulty is amazing. Making depots is really hard. Making units is also hard, you can't be lazy and then make 50 units in 3s like Z can. Terran army requires constant attention as well. T so hard. You were probably cheesing every game if that's the case. Or you've lost a hand because of some bad accident.
I was playing solid macro back in my "prime", playing ZvT during the 4M era was quite challenging.
To be fair, I've played x5 more Z than T, so I'm quite used to Z. I switched to T like a month ago.
Still :p
|
On July 30 2014 18:02 kamimaiku wrote:@Gwavajuice, @Bulugulu Thanks for your recommendations, I changed my wall (bunker behind wall), burrowed mines behind the wall, and improved repair timing, and my defend became way better (at least against AI ). Also, can repair autocast be assigned on hotkey? It's really slow to right-click on command card.
Alt + R(hotkey) triggers and de-triggers auto-repair. Its also same for most other auto-casts.
|
Also, it seems it depends on ability hotkey, as Liquipedia says. Thank you, Skynx.
|
On July 30 2014 18:02 kamimaiku wrote:@Gwavajuice, @Bulugulu Thanks for your recommendations, I changed my wall (bunker behind wall), burrowed mines behind the wall, and improved repair timing, and my defend became way better (at least against AI ). Also, can repair autocast be assigned on hotkey? It's really slow to right-click on command card.
np
Be careful with autocast though cause scv can start repair each other and ignore bunkers, it's not what you want. In autocast mode or not, repairing scv need a lot of babysitting
The good news is being able to react and repair bunkers quick is something you will often need both vs Zergs and Protosses, so what you're learning today will help you forever
|
On July 30 2014 20:44 Gwavajuice wrote:Show nested quote +On July 30 2014 18:02 kamimaiku wrote:@Gwavajuice, @Bulugulu Thanks for your recommendations, I changed my wall (bunker behind wall), burrowed mines behind the wall, and improved repair timing, and my defend became way better (at least against AI ). Also, can repair autocast be assigned on hotkey? It's really slow to right-click on command card. np Be careful with autocast though cause scv can start repair each other and ignore bunkers, it's not what you want. In autocast mode or not, repairing scv need a lot of babysitting The good news is being able to react and repair bunkers quick is something you will often need both vs Zergs and Protosses, so what you're learning today will help you forever
yeah, dont auto repair, it will cost you the bunker more often than not.
BTW. Watching TvZ over the past week: Who would have thought that the thor change would have so much impact on how the game plays.
|
On July 30 2014 18:52 Mojito99 wrote:Show nested quote +On July 30 2014 17:31 KonanTenshi wrote: You can repair mechanical units if your SCV is on auto repair inside of a medivac.
i think this was fixed
nope it still works, I don't think this was a bug.
|
Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think.
|
On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think.
For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style )
3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death.
4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell.
5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check.
edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference.
|
I am trying to design a safe opener that gets an inbase CC while dropping 2 mines from a medivac in the opponents mineral line, while being able to defend standard Protoss aggressions.
So I need to know the earliest time the following attacks can hit: a) 1-base proxy oracle b) 1-base proxy DT c) 1-base blink d) 1-base proxy immortal
|
On July 31 2014 19:02 MockHamill wrote: I am trying to design a safe opener that gets an inbase CC while dropping 2 mines from a medivac in the opponents mineral line, while being able to defend standard Protoss aggressions.
So I need to know the earliest time the following attacks can hit: a) 1-base proxy oracle ~ 6min 30s b) 1-base proxy DT ~ 7min 30s c) 1-base blink ~ 6min d) 1-base proxy immortal ~ no idea probably arround 7min
Wrote approximate timings next to your post. If your opening 1-1-1 then should be realtively safe from all kind of cheese i think. Depends on when do you plan to get your CC thou, like 1 rax then tech up or straight tech up to starport and then CC ?
|
On July 31 2014 19:02 MockHamill wrote: I am trying to design a safe opener that gets an inbase CC while dropping 2 mines from a medivac in the opponents mineral line, while being able to defend standard Protoss aggressions.
So I need to know the earliest time the following attacks can hit: a) 1-base proxy oracle b) 1-base proxy DT c) 1-base blink d) 1-base proxy immortal a) 5'10 b) ~7' c) ~7'30 d) ~7'30
|
Northern Ireland461 Posts
On July 31 2014 07:46 Skynx wrote:Show nested quote +On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think. For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style ) 3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death. 4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell. 5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check. edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference.
I am pretty sure INnoVation uses 2 army hotkeys, same as FlaSh/Maru etc.
|
On July 31 2014 22:34 mau5mat wrote:Show nested quote +On July 31 2014 07:46 Skynx wrote:On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think. For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style ) 3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death. 4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell. 5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check. edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference. I am pretty sure INnoVation uses 2 army hotkeys, same as FlaSh/Maru etc.
For tvz i use 3 control groups
1 for all army including mines 2 for only mines 3 for drops or later vikings
because the mines have a lower priority than stim this works
for tvp
i use 1 for bio and medivacs 2 for maybe mines or ghosts 3 for vikings
ghost take priority over bio so you should keep them separate, in order to avoid having to click 3 times for each control group you can just right click a control group on another unit, e.g. select 2 and click on a marine and the ghost will walk with your main army just as if they were 1 hotkey, same goes for vikings.
|
Northern Ireland461 Posts
On August 01 2014 02:08 Mojito99 wrote:Show nested quote +On July 31 2014 22:34 mau5mat wrote:On July 31 2014 07:46 Skynx wrote:On July 31 2014 05:07 onlyjuice wrote: Hey, I have 5 questions which I need help with.
Im a top diamond player. In TvT I open 1rax gasless FE into 10min marine/medivac timing. I often find myself being dropped just after I leave the base to push the oponent. I just lost a game after defending helion drop and then outmacroing my opponent just because of my marines being half the distance to the enemy base while i got doom dropped with tanks to my natural. What should I do? Should I turret my whole base before I push out? But that is just a big investment that sets me behind in the tank count and third base timing, while my opponent might already go for a third...
Second question, how do you spot 3base roach timings? I often scout roach warren and also third base, but some of the players will commit to a roach push and some of them will just make few roaches and macro up. How do I know? It seems that waiting for the third base to go up and see if there are any drones is just too much of a time that I dont have if he commits for the push.
In TvP, when u see 1 or 2 pylons with your reaper and double gas with 3 workers each and you are unable to find the proxy, do you just turret the front for DTs as well as bases for possible oracles?
Also, when pushing out at 10min in TvP, if your opponent hasnt started a 3 base yet which you could snipe, do you try to somehow set him behind for example with drops? Cause it seems to me, that at that time the P usually has a coloss out and dropping into 2base usually ends by me losing the drops cause the distance from natural to main is quiet small.
In TvP, do you separatly bind you bio, vikings and ghosts to each hotkey? I bind my whole army including vikings and ghosts to 1 and then only vikings to 2 and only ghosts to 3, but that seems to sometimes mess up the fights cause of moving my vikings back from colossi while I want to move away with my bio to dodge stroms etc... On the other hand, moving a big army by clicking 3 times is too much to do I think. For 1 and 2) You should keep taps on where your opponent's army is and what is he doing bit more frequently. Control watchtowers, have a creep clearing squad vs zerg to keep an eye on enemy army size/compositoin. Drops help tons in both matchups for scouting as a bonus to normal damage dealt. Scans are also your friend, I'm top dia too and find getting information more valuable than 270 minerals most of the time especially on 3 bases. If you have good mechanics try to scratch out a few depots on key locations of the map (WoL style ) 3) If you are on 2 base, 1 turret per base is enough if your opponent is not all-in with dt's (i.e 4gate dt with warp prism bullshit). If caught off-guard or have only 1 scan, I evac my scvs to main where I put my 1st turret and defend it with scan, in this case also turret ur production asap or u gona get harrassed to death. 4) In that case I tend to drop but with caution, if he gets fast colossus he usually lacks stalker support. If u manage to unload in his main, u might draw him out of position and harras natural. All in all tho, keeping units alive is more important cuz he might just add bunch of gates and crush ur front door if you sac ur army for economic damage. Watch out for that cuz you wont have many vikings at that point aswell. 5) Yes. Thats my preference tho, I don't find it hard but I lack in other mechanics of lategame TvP and usually lose the game anyway But yea, in terms of army control its very comfortable. I believe Taeja and Inno both use 3 control groups lemme check. edit: Inno uses 1 to 3 yea, couldn't fint Taeja's FP view but I'm sure he does aswell, on the other hand for exemple Bbyong doesn't tho. Guess its really up to preference. I am pretty sure INnoVation uses 2 army hotkeys, same as FlaSh/Maru etc. For tvz i use 3 control groups 1 for all army including mines 2 for only mines 3 for drops or later vikings because the mines have a lower priority than stim this works for tvp i use 1 for bio and medivacs 2 for maybe mines or ghosts 3 for vikings ghost take priority over bio so you should keep them separate, in order to avoid having to click 3 times for each control group you can just right click a control group on another unit, e.g. select 2 and click on a marine and the ghost will walk with your main army just as if they were 1 hotkey, same goes for vikings.
That's nice, but I don't know why you explained your hotkey layout to me?
|
|
|
|