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The Terran Help Me Thread - Page 3

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 9 10 11 12 13 100 200 300 400 450 451 452 453 454 455 456 457 458 459 460
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.
 
 SimDawg   United States. August 06 2011 22:27. Posts 1295
Profile # 
Hello, I'm looking for a TvZ replay that executes the Slayers blue flame + marine timing, with a singleton medivac. The one that was really popular at MLG. It really doesn't need to be the exact Slayers replay, I don't think they've been released yet, but I know at least Painuser has said he's been doing the build on ladder.

I'm in diamond, so anything executed at masters level and above is probably good enough for me. Also, preferably I'd like another replay that executes the transition after a failed timing. Thanks for the help.
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 XiGua   Sweden. August 06 2011 22:54. Posts 2909
Profile Blog # 

On August 06 2011 14:26 benthekid wrote:
What's the safest opening against zerg that doesn't put you to far behind econ wise but can stop roach rush/baneling bust cheeses?

And could you link a build order? thx in advance

Any kind of FE will work where you build the CC in your base. All you have to do is to scout the cheese and act accordingly. I always build my CC behind my wall to give it some extra health. If I see a roach rush I build 1-2 bunkers and get SCVs ready to repair.

The 1 Rax Reaper FE is the safest one in my opinion though. You can scout with the reaper and build marauders from the tech lab or rush to a siege tank with bunker support.
ლ(ಠ益ಠლ) APM, Why u make me spam?
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 Shootist   Singapore. August 07 2011 00:04. Posts 404
Profile # 
Silver here.

If I happen to go for a 1 rax (with gas) expand, how should I hold off fast 3/4 gate fast stalker pushes, esp if there is a proxy pylon allowing the Protoss to warp to the high ground?

I have a lot of difficulty holding off this especially for the latter if I didn't scout the proxy - without the bunker my marines melt.
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 XiGua   Sweden. August 07 2011 00:13. Posts 2909
Profile Blog # 

On August 07 2011 00:04 Shootist wrote:
Silver here.

If I happen to go for a 1 rax (with gas) expand, how should I hold off fast 3/4 gate fast stalker pushes, esp if there is a proxy pylon allowing the Protoss to warp to the high ground?

I have a lot of difficulty holding off this especially for the latter if I didn't scout the proxy - without the bunker my marines melt.

If you have gas you should have some marauders. Otherwise why would you go for a gas expand? Bunker up and defend. One bunker at the ramp and pull scvs to repair so that the stalkers can't move up. If you don't scout the proxy then it's hard to do something. But you should know that there is only two places that your opponent can warp in. Either to the right of your ramp or to the left because that's the only place he'll have vision. Scout those places frequently by building a supply depot close to the edge or a bunker.

I'd recommend a 1 rax marauder expand with concussive shells since you take gas early. Watch the ThorZaIN vs MC games where he does this build. I am sorry that I don't have any replays atm but when I get back home from China I can give you some.
ლ(ಠ益ಠლ) APM, Why u make me spam?
Old Post

 
 Shootist   Singapore. August 07 2011 00:19. Posts 404
Profile # 

On August 07 2011 00:13 XiGua wrote:

Show nested quote +


If you have gas you should have some marauders. Otherwise why would you go for a gas expand? Bunker up and defend. One bunker at the ramp and pull scvs to repair so that the stalkers can't move up. If you don't scout the proxy then it's hard to do something. But you should know that there is only two places that your opponent can warp in. Either to the right of your ramp or to the left because that's the only place he'll have vision. Scout those places frequently by building a supply depot close to the edge or a bunker.

I'd recommend a 1 rax marauder expand with concussive shells since you take gas early. Watch the ThorZaIN vs MC games where he does this build. I am sorry that I don't have any replays atm but when I get back home from China I can give you some.


Yup I usually have a couple of marauders, but they usually get focus fired/otherwise. Let me try find the replays if I still have them.

If the push is still 'below' the ramp, I usually have no problem, it's usually when there's a proxy pylon in base/low ground and a hidden probe (for vision) in my base - usually on maps with larger bases like Tal'Darim altar).

Will look up the Thorzain games!
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 benthekid   United States. August 07 2011 00:29. Posts 123
Profile # 
Which scan (1st, 2nd, 3rd...) is best to use in TvT to scout cloaked banshees/blueflame hellion drop? Or is there a certain time to scan? I've just been doing this on a whim so far.
"Protoss is really strong recently. Perhaps, it's time for there to be some changes for Terran." -MMA
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 sebluy   August 07 2011 00:35. Posts 11
Profile # 
If a zerg gets more than 100 gas before pulling drones off, should I assume he is going for a baneling bust or baneling aggression and bunker up?
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 Numy   South Africa. August 07 2011 00:44. Posts 7419
Profile Blog # 

On August 07 2011 00:35 sebluy wrote:
If a zerg gets more than 100 gas before pulling drones off, should I assume he is going for a baneling bust or baneling aggression and bunker up?


Some zergs keep 1 drone in gas after speed. If it's the full 3 then yea prepare for a bust and try get a scout in to see if there's a fast lair. Some zergs just do strange stuff.



On August 07 2011 00:29 benthekid wrote:
Which scan (1st, 2nd, 3rd...) is best to use in TvT to scout cloaked banshees/blueflame hellion drop? Or is there a certain time to scan? I've just been doing this on a whim so far.


Around 5:30-6:30 is a nice timing. Also checking marine count is rather nice. If you see a few marines on his ramp and a single hellion poking around than that is normally a good indicator for a banshee play.
Last edit: 2011-08-07 00:46:10
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 Neliz   Sweden. August 07 2011 00:55. Posts 18
Profile # 
What build order do you reccomend vs every matchup?Right now I've been doing 2 rax mm fe(?) vs every matchup, and then some weird improv in mid/late game, and Its going quite well, but I want atleast 1 bo for every match up.
I'm also having problems vs rine/tank and protoss who do a timing push with like 7 stalkers 1 immortal and some sentries.
Silver player btw thanks for help in advance
It's a fap!
Old Post

 
 XiGua   Sweden. August 07 2011 01:23. Posts 2909
Profile Blog # 

On August 07 2011 00:55 Neliz wrote:
What build order do you reccomend vs every matchup?Right now I've been doing 2 rax mm fe(?) vs every matchup, and then some weird improv in mid/late game, and Its going quite well, but I want atleast 1 bo for every match up.
I'm also having problems vs rine/tank and protoss who do a timing push with like 7 stalkers 1 immortal and some sentries.
Silver player btw thanks for help in advance

TvP:
+ Show Spoiler +
TvZ:
+ Show Spoiler +
TvT:
+ Show Spoiler +

I can't believe I wrote all that. Have fun!
Masters(kind of) Terran here. TvT is my worst matchup.

ლ(ಠ益ಠლ) APM, Why u make me spam?
Old Post

 
 Neliz   Sweden. August 07 2011 01:33. Posts 18
Profile # 
Thank you soo much for that post dude! This will help a ton and I can't even express how grateful I am right now. This made my day, thanks A LOT!
Massor med tack!
Last edit: 2011-08-07 01:34:53
It's a fap!
Old Post

 
 ForbiddenGHoSt   United States. August 07 2011 03:23. Posts 7
Profile # 
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/
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 MonDeW   Denmark. August 07 2011 03:27. Posts 368
Profile # 
Against a protoss deathball if you're going for a bio - viking - ghost mix, what is the best way to engage them?
Last edit: 2011-08-07 03:28:04
Old Post

 
 Numy   South Africa. August 07 2011 03:29. Posts 7419
Profile Blog # 

On August 07 2011 03:23 ForbiddenGHoSt wrote:
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/


Don't think of thors as an individual. What they do is they help zone mutas. They work together with marines to help make your pushes a lot more muta proof than just marines on their own.
Old Post

 
 XiGua   Sweden. August 07 2011 03:30. Posts 2909
Profile Blog # 

On August 07 2011 03:23 ForbiddenGHoSt wrote:
Are thors worth the time and effort to put in? i mean, there basically hit or miss.. against clustered mutas, they rape, but otherwise, you usually put in so much cash that you cant defend them as well as you could have. they seem like they could be a great help, but also a huge pain :/

Thors are very situational. I usually only add thors into the mix when I know that my opponent has commited to mutalisks. With a marine/tank composition thors are pretty useless unless he has a big muta ball. 2 Thors are more than enough to help your army, if you get more you will halt the siege tank production for too long and make your army more immobile.

Sometimes I have 1 thor at each expansion that I need to defend against muta harrass and use it as a "turret". It's really effective and scares the mutas away. But as I said in the beginning, Thors are very situational. See them as a support unit and not a core unit, like ghosts or vikings!

On August 07 2011 03:27 MonDeW wrote:
Against a protoss deathball if you're going for a bio - viking - ghost mix, what is the best way to engage them?

The best way is to make a concave with your bioball to get ready for the engagement. Then go forward with your ghosts to EMP the big units in the protoss army. If you succeed, stim forward with your concave and attack the protoss force. During the clash, try to split your army up by taking a small portion of it and moving it to the side kiting some zealots away and do this with your whole army. The vikings will take care of the collosus but you can have a small unit mix of marauders and marines and try to damage his collosi.

In the battle there are very small micro moves that you have to execute, but if you have a big concave and kite the zealots well the game should be yours if the EMPs hit.

But try to attack the protoss from several different angles. Drop his base, drop his natural, attack his third and take your fourth. If you checked out Naniwa vs Strelok game 1 today in the Blizzard EU Invitational then you would understand it better. Ideally, you never want to attack the protoss, you want to force the protoss to attack you by harrassing him so much that he has had enough.
Last edit: 2011-08-07 03:36:41
ლ(ಠ益ಠლ) APM, Why u make me spam?
Old Post

 
 OSM.OneManArmy   United States. August 07 2011 03:33. Posts 420
Profile # 

On August 06 2011 04:54 ticktack wrote:
How do I deal with zergs who go Destiny-style infestor play? When they get the first few infestors out, I feel as if I can't push out and be aggressive anymore because he has too many lings and fungals to crush my push. The zerg will then proceed to make a ton more infestors and take the whole map. Then I lose.

Should I just turtle up and drop everywhere until I get 200/200 and 3/3 upgraded units? good zergs put spines on their expansions so sometimes this doesn't seem a good idea.


typically most Z's will have only lings when they do infestor ling style; a reactor hellion opening can punish a greedy Z teching off of minimal defense hard. But on maps bad for hellions (for example, shakuras) 1rax FE into a very SOLID 9minute push will be very hard for the Z to deal with as long as you dont clump your marines together
Tupac R.I.P // Admin of HSL, a starleague for Highschoolers :D hsstarleague.com
Old Post

 
 ForbiddenGHoSt   United States. August 07 2011 03:37. Posts 7
Profile # 
@ XiGua thanks for the advice !
Old Post

 
 ForbiddenGHoSt   United States. August 07 2011 03:37. Posts 7
Profile # 
and for the death ball, rines, rauders, medivacs, and seige tanks?
Old Post

 
 .Aar   August 07 2011 03:41. Posts 2043
Profile # 
I recently played a ladder game after a long, LONG break. I found that I couldn't even macro competently on two bases, despite having no memory of ever having to even think about it back when I used to play more often.

Any tips on how to determine how many unit production structures you need?
now run into the setting sun, and suffer, but don't mess up your hair.
Old Post

 
 XiGua   Sweden. August 07 2011 03:47. Posts 2909
Profile Blog # 

On August 07 2011 03:37 ForbiddenGHoSt wrote:
and for the death ball, rines, rauders, medivacs, and seige tanks?


Hm... I actually make 0 marauders in TvZ. The "Death ball" is very situational too, you have to decide on what to do based on your opponent's unit composition.

But here are some examples:
Z goes: Mutalisks, zerglings, banelings T can go: Marines, Tanks, Medivacs
If the Z is focusing more on mutalisks, make more marines and maybe add a thor. If the Z is focusing more on banelings, make more tanks. Remember to focus banelings with your tanks and the marines will clean everything up.
How to focus? Have your siege tanks on a seperate hotkey, when the zerg attacks, select all siege tanks and SHIFT+A-Click on all the banelings as fast as you can then select your marines and MICRO!

Z goes: Roaches, zerglings, banelings T can go: Marines, Tanks, Medivacs, Marauders
Here you will only add the marauders if the roach count gets too high. But in my opinion tanks handle roaches preeeetty well.

Hehe, I just realized that no matter what the zerg goes for your MAIN army should always consist of Marines, Tanks and Medivacs. All other units should be supporting units depending on your opponent.
So yeah, Marine/Tank is very viable in TvZ and you should try to drop more when you think you can handle it. Remember, Marine/Tank is the most mobile army that you can get apart from pure MMM.

On August 07 2011 03:41 .Aar wrote:
I recently played a ladder game after a long, LONG break. I found that I couldn't even macro competently on two bases, despite having no memory of ever having to even think about it back when I used to play more often.

Any tips on how to determine how many unit production structures you need?

This is a very useful link that I used when I was starting to get good to determine how much I needed to macro like a god.
http://haploid.nl/sc2/unit_production/terran.php
Last edit: 2011-08-07 03:54:13
ლ(ಠ益ಠლ) APM, Why u make me spam?
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