|
Hey guys,
i´m new in this Game but i dont understand how u can play only Bio against Zerg. I know the Hotkeysettings and i have unithotkeys from 1-6 , 7 Rax, 8-10 Scan´s but still, the cheer amount of marines u have is to hard.
Is there any help tipps how u can play mass bio? (Bad English)
|
Hello,
Playing bio is quite hard to do. It's really APM intensive, because marines build fast and you have to micro them while macroing as well. Then again, everything is hard in BW. I suggest you look at a few pro games, you can quite a lot in the 'Small VOD thread' (http://www.teamliquid.net/forum/bw-tournaments/402419-small-vod-thread-20), stickied on top of the tournaments section.
Check out Liquipedia for a concrete build order as well: http://wiki.teamliquid.net/starcraft/+1_5_Rax
Also look at some streams from the right sidebar here to see some Terrans execute it. I personally use a Hungarian keyboard, so might number keys go like this 0123456789, and therefore I use 0 for medics, 12 for marines, 3m4m5m6m7m for baracks, 89 for scans.
In the midgame, you need to be agressive with the marines, you rarely have more then 2ctrl groups of marines, but if you do, I would just start using 34 for them as well, and start macroing by clicking on the raxes. Hope that helps
|
On April 11 2017 18:26 fazek42 wrote:In the midgame, you need to be agressive with the marines, you rarely have more then 2ctrl groups of marines, but if you do, I would just start using 34 for them as well, and start macroing by clicking on the raxes. Hope that helps
Lategame I usually bind screens to F1, F2, F3 - due to lack of strg groups. Usually F1 will be my production buildings. F2/F3 natural + third
|
United Kingdom12011 Posts
You can't set F1 to anything can you? It's the help button.
My screen hotkeys are F2 production, F3 rally. That way I keep 6/7 to active CCs.
|
Seems like he is getting some help with production
|
Well, since you're just starting, you can't go 0-100 right away. There are a lot of things to learn about the matchup. Start with making 1 macro/micro goal. Macro goal: get to 2-4 hotkeys of units as fast as possible, and keep it that much. Meaning, once you get 2-4 full hotkeys, trade so you don't get any more than that. When you lose those units, build back up. This simplifies how you play. Micro goal: against muta, keep marines close together and target 1 muta when they come near; against lurker, make small boxes and spread marines. Become efficient at doing this then you can add other things.
|
On April 11 2017 17:12 MKStyles wrote: Hey guys,
i´m new in this Game but i dont understand how u can play only Bio against Zerg. I know the Hotkeysettings and i have unithotkeys from 1-6 , 7 Rax, 8-10 Scan´s but still, the cheer amount of marines u have is to hard. Is there any help tipps how u can play mass bio? (Bad English)
Your hotkey-setup is normal, that's what most of the players who make bio work in TvZ play with.
I wrote a long answer... + Show Spoiler +Your problem is, probably, that you are not yet on that level where you and your opponent can play fast-paced enough. You both macro up big armies for a while and then attack. Or maybe you don't have the multitasking yet to constantly reinforce your army. But once you get better, you will have much more interaction in the early- and midgame, so you lose a lot of units in the process. And you will have the multitasking to constantly send your reinforcements from the natural out on the field, before your army even gets too big.
Notice how for the first 10-15 minutes, good players never have enough units to completely fill 5-6 control groups. The Terrans all move out at different points in time with one, two or three control-groups of marines. These groups are used for small timing-pushes that are necessary to pressure the Zerg, otherwise Zerg will out-macro Terran. Only in the lategame, sometimes, these good players have more marines on the field than they can handle with 5-6 control-groups - and then what they do is: just send these units un-hotkeyed to where they want to have them, be it on the frontline, or at expansions defending, or inside dropships. Because this is very hard to do, all the multi-tasking, most Terran players nowadays try to switch into mech-units in the lategame.
Long story short: At some level, TvZ with bio-units will be all about constant little attacks, constant unit-trades. For the few other situations, you will just have to send un-hotkeyed units out and keep an eye on them. There are no "tipps" really, it's about lots of practice. Practice your mechanics and your build-order. Try to observe and understand why good Terrans move out at different points in time with their 2-3 control-groups of marine/medic, and copy what they do. ... but I think a better hint is:
Attack earlier. If you cannot kill something with 60-70 marines (5-6 control-groups + medics), 100 marines won't kill it either.
There are good reasons why you never see so many marines in "normal" Broodwar-games played by good players. In TvZ, if Terran plays bio, there is always a whole bunch of reasons to move out relatively early to stop Zerg from doing something crazy (mass-droning, mass-expanding, fast-teching) - unless Zerg is in your base already, lowering your marine-count... and generally you have to spend a lot of resources not on more marines, but on tech early, to have tanks and vessels against lurkers/defilers/ultralisks.
|
|
Just a quick question regarding mnm control. How do you hotkey the medics? Are they in the group with Marines or are they in a separate group so that you can hotkey stim the Marines? Or do you simply have the medics in follow.
|
TLADT24919 Posts
Medics should be separate from the Marines so that you are able to stim at a moment's notice. Late game SK Terran though, sometime I'll mix them in the later control groups but ideally separate.
|
On April 28 2017 01:32 BigFan wrote: Medics should be separate from the Marines so that you are able to stim at a moment's notice. Late game SK Terran though, sometime I'll mix them in the later control groups but ideally separate.
In the beginning, yes. Mid and late game, you should hotkey medics with marines later. Not randomly grouped all together though.
1 marine/fb 2 marine/fb 3 medic&marine (mixed)
|
If you are on standard (english language version) hotkeys, you can a-move medics b/c 'a' is the heal hotkey. Not sure if it's different on different versions, but that would be really annoying for attack moving mnm.
|
On April 28 2017 02:45 LaStScan wrote:Show nested quote +On April 28 2017 01:32 BigFan wrote: Medics should be separate from the Marines so that you are able to stim at a moment's notice. Late game SK Terran though, sometime I'll mix them in the later control groups but ideally separate. In the beginning, yes. Mid and late game, you should hotkey medics with marines later. Not randomly grouped all together though. 1 marine/fb 2 marine/fb 3 medic&marine (mixed)
Hi LastScan
I've seen your twitch stream and your an incredible player. I'm a C- level protoss trying to transition to terran.
I'm having trouble with managing all my buildings and control groups optimally (probably my mediocre mechanics).
How do you personally manage F keys mid to late game?
Do you replace F2 over rax. starport , fact and use F4 for rally point?
At that point you no longer need to pump SCV's at main?
Currently I have one middle building set to 6 double tap that and pump rounds. Do you think there are any disadvantages to that other than being half a second slower than an F key?
vs zerg I'm currently doing as you suggested with bio hotkeys 1, 2 marine/fb , 3 Medic... I also do 4 Tanks 5 for vessel. But when I get too many units I just get overwhelmed and don't know how to manage it all.
Do you have any further tips or things I can do to improve?
|
|
|
|