I got asked to post replays of when I failed and when I thought I did well. This is my first zerg game today and I thought I played it pretty well for me, but I do feel like if the zerg switched to mutas at any point then I was just going to die, and I also would not have felt like I could move out on his 3rd at the time I did.
This is one I lost. This is one of the game I was talking about. The mutas shut down all my harass attempts very easily, because of the lings and banes I felt I could not move out and I just died to ultralisks because I didn't have enough tanks. Luckily the zerg never harassed with mutas so that's the only reason the game went on as long as it did, but even so he just overwhelmed me anyway and I felt helpless.
This is the place to find all the terran ressources and answers to most issues. If your question has not be answered yet, you use this thead to ask for help.
That said I m gonna watch your replays and try to help.
I tried marine/tank/mine and just got run over by ultras, don't really even know what happened in this game to lose it, and got butthurt at end because of it. I just don't know what to do in this matchup at all.
On November 27 2014 01:15 Gwavajuice wrote: Mod closed it because it's supposed to be in The Terran Help Me Thread
This is the place to find all the terran ressources and answers to most issues. If your question has not be answered yet, you use this thead to ask for help.
That said I m gonna watch your replays and try to help.
Ah, I thought he closed it because there was no replay in the thread, sorry, and thanks.
Ok I watched the second replay on Shakura's there are many many many things to say, so I'll keep on the very basic stuff :
1 - your build is kinda meh tbh, you go rax 12 gaz 13, into facto and spatio and expand, just to make 1 uncloaked banshee and plenty of tanks that just stay in your base to protect you from ... nothing cause the zerg is not attacking. You even build bunkers for nothing. In the end, your economy is weak, your technology is not that good and you let the zerg alone doing what he wants.
2 - your macro is not good enough, and that makes your build even worse, you cut workers frequently, you have idle scvs, you start the techlab on your facto like one minute after facto is done and so on.
These 2 points combined results in a bad situation at 10 minutes : you have 35 workers, 2 OC, 1 facto and 1 spatio with tech lab, 1 barrack with nothing on it.
This is bad enough to keep you in gold forever, so no need to go to the later stages of this game.
The first thing to do is to find a real build and to learn to execute it as flawlessly as possible. Go to the terran help me thread to find builds (on first page) and see Lyyna's guide for mech if you want to go for mech strat you'll find plenty of ressource to power up your mech play.
Then when you have a good build and practiced it a lot but still loose in mid-late game, go the terran help me thread to ask for help on specific points...
On November 27 2014 02:07 Gwavajuice wrote: Ok I watched the second replay on Shakura's there are many many many things to say, so I'll keep on the very basic stuff :
1 - your build is kinda meh tbh, you go rax 12 gaz 13, into facto and spatio and expand, just to make 1 uncloaked banshee and plenty of tanks that just stay in your base to protect you from ... nothing cause the zerg is not attacking. You even build bunkers for nothing. In the end, your economy is weak, your technology is not that good and you let the zerg alone doing what he wants.
2 - your macro is not good enough, and that makes your build even worse, you cut workers frequently, you have idle scvs, you start the techlab on your facto like one minute after facto is done and so on.
These 2 points combined results in a bad situation at 10 minutes : you have 35 workers, 2 OC, 1 facto and 1 spatio with tech lab, 1 barrack with nothing on it.
This is bad enough to keep you in gold forever, so no need to go to the later stages of this game.
The first thing to do is to find a real build and to learn to execute it as flawlessly as possible. Go to the terran help me thread to find builds (on first page) and see Lyyna's guide for mech if you want to go for mech strat you'll find plenty of ressource to power up your mech play.
Then when you have a good build and practiced it a lot but still loose in mid-late game, go the terran help me thread to ask for help on specific points...
On November 27 2014 02:07 Gwavajuice wrote: Ok I watched the second replay on Shakura's there are many many many things to say, so I'll keep on the very basic stuff :
1 - your build is kinda meh tbh, you go rax 12 gaz 13, into facto and spatio and expand, just to make 1 uncloaked banshee and plenty of tanks that just stay in your base to protect you from ... nothing cause the zerg is not attacking. You even build bunkers for nothing. In the end, your economy is weak, your technology is not that good and you let the zerg alone doing what he wants.
2 - your macro is not good enough, and that makes your build even worse, you cut workers frequently, you have idle scvs, you start the techlab on your facto like one minute after facto is done and so on.
These 2 points combined results in a bad situation at 10 minutes : you have 35 workers, 2 OC, 1 facto and 1 spatio with tech lab, 1 barrack with nothing on it.
This is bad enough to keep you in gold forever, so no need to go to the later stages of this game.
The first thing to do is to find a real build and to learn to execute it as flawlessly as possible. Go to the terran help me thread to find builds (on first page) and see Lyyna's guide for mech if you want to go for mech strat you'll find plenty of ressource to power up your mech play.
Then when you have a good build and practiced it a lot but still loose in mid-late game, go the terran help me thread to ask for help on specific points...
Ok thanks, I never follow a build I just try and figure out what units i want and keep my money as low as possible. I never felt like a build order was the main reason I was losing but I'll give it a go.
Builds and timings are critical in TvZ because if you don't have enough units to force the zerg to make units they can simply spam drones to 80 by 8 minutes and overwhelm you with superior economy. As such i'd reccomend anyone below masters to copy a pro build they like because the timings are already figured out and they have proven to work at the highest level.
Two builds I would reccomend:
1)The bread and butter eco build - Reaper expand into 3CC Hellion
After the initial opening take map control with your hellions/reaper. Add 2 ebays, 2 rax (if you want to go bio). Try to land your 3rd CC by 9-10 and add more rax as money permits. Your goal 3 base infrastructure will be 7 rax (2-3 techlab, rest reactor) and 2 factory (1 reactor, 1 tech lab) and 1 starport with a reactor. Producing MMM and mines. 3/3 upgrades and drilling claws.
Keep up the pressure as much as you can with the goal of deny creep/keeping map control and denying the 4th base.
2)2 base MMM hellbat timing - Flash vs Snute from HSC
EJK does a great guide on this build here:
Here is the general BO
14 CC 15 rax 16 refinery 10 – Supply Depot 14 – Command Center 15 – Barracks 16 – Refinery 18 – Pause SCV production 18 – @100% Barracks, start Orbital Command and 1st Marine 19 – @100% 2nd Command Center, start 2nd Orbital Command 20 – @100% 1st Marine, start Bunker and start 2nd Marine. Resume SCV production 22 – @150 Gas, start Factory and Reactor on Barracks 24 – Supply Depot @400 mins start 2 barracks + reactor *right before hellion production
ABOVE IS INNOVATION CC FIRST
tech lab barracks > stim double reactor rax @7min stops scv production to squeeze starport @8 hellion swap with starport > 2 medivacs build hellions 1 at a time @8 min armory
**Push out as soon as medivacs are done with the goal of doing game ending or crippling damage to the zerg. (Get to his base ASAP)
Notes: 1)Prioritize units and teching over scvs 2)Stop scv when 16 on natural (noi intention of taking 3rd) 3)Lift units into medivacs to speed up push 4)Spread marines in main base to deny scouting
OP : the builds above are good, just a few things to know :
-I would not recomend the reaper into 3 CC, it's way too demanding in APM imho, at his level, OP has stick to basic stuff and learn to macro properly, and then progressively go toward harder stuff.
-Hellbat timing is a good build to learn macro in the other hand. Just be aware that you'll have a weakness against early raoch all ins, so you'll have to learn to scout them.
-At OP's level, I think CC first builds are the best. But that just an opinion, OP will have to find what suits him the most.