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The Terran thread The Terran thread

08-07-2010 , 08:12 PM
Edit: LOL next game was a mirror of the one I posted about (TvT) except I was the guy with 20 tanks and 40 vikings and HE was the one who thought "hrmmm thors?"

He suicided about 140 food worth of thors into my seige tanks and insta-quit.

I just filled the map with towers to have total control, had about 5 expos and 3/3 upgrades.

I contained him until he felt he just HAD to make a stand, and he got ANNIHILATED in spectacular fashion.
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08-07-2010 , 08:12 PM
Quote:
Originally Posted by Lord Gimik
haha I just had my first diamond TvT.

I keep scouting him with like 14325234 vikings.

So I build thors.

Then I see the tanks.

And the vikings.

And I'm like, "ooooohhhhhhhh THATS what they mean when they say Tanks/Vikings and nothing else."

Because obviously my thor army with banshee support got OMGWTFBBQowned in short order.

How do you win? Serious question.

I tried going ghosts/nukes but tank range > nuke range and there's only so many times I can nuke his supply depot farm before he wises up and throws down a missile turret.
When you're up against a turtling tank army, just mass expand and throw money at the tanks since you can rebuild your army faster than him.

As for vikings, you want to have the larger number of them and just press your advantage to for him to make something else.
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08-07-2010 , 10:41 PM
do you guys upgrade ground or air at all with engineering bay or armory? If so how late in the game?
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08-07-2010 , 10:43 PM
Also when do you guys go for the orbital command? does it depend on the map/race your against? I try to get orbital faster against zerg, but usually get it around 21-23 SCVs. Is that good?
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08-08-2010 , 01:35 AM
I get it almost immediately after my barracks is done. MULEs are so good.
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08-08-2010 , 03:30 AM
Standard opener is orbital command on 16. I only delay it if i have a very specific reason (i.e. I'm rushing maruaders).

And yes, upgrades are very important. I'll generally upgrade either the infantry ups or the ground armory ups, but not both. You want to get upgrades early and often.

Slightly related, the missle turret +1 range upgrade is highly underrated imo.
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08-08-2010 , 04:18 AM
orbital command = use it every game (except when i get zergling rushed and don't have a chance to get that far )
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08-08-2010 , 04:25 AM
sigh fail

can someone tell me where i went wrong please?



im haters obv

Spoiler:
:-(
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08-08-2010 , 04:29 AM
spoiler analysis:

Spoiler:
watching again i realize i had this won really ****ing early all i had to do was not puss out when he had marines behind a wall... do you think im right?

even if so, i'd appreciate commentary on the rest of the match
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08-08-2010 , 04:40 AM
I'm not a Terran player. Is the 3Rax build a TvT build?

My knowledge of the 3Rax build is that it's aggressive, such that you should be pushing out with the first couple of maunders and marines. Then you whittle him down with a large stream of ground units while he's spending money teching.

With this idea in mind, you absolutely need to research concussive shell. You started pumping out marauders and had extra gas (and money) to start it.

You wait to push out and see that his ramp is blocked off (your late scout found that out pretty quick for you at the beginning of the game). You then back off to right outside his ramp. What is your reasoning? You're making it pretty easy for him to harass you back at your base (a tank drop just crushes you). You keep massing up while your money accumulates. He cloak banshees you and and you eventually lose your army.

You should've been pumping out vikings sooner than you did to control the air.

I don't know enough about turtling, but those were my thoughts on the first 40% of your game.
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08-08-2010 , 04:57 AM
Quote:
Originally Posted by Karak
sigh fail

can someone tell me where i went wrong please?



im haters obv

Spoiler:
:-(
You might would be able to take it down against those marines at the start, i would use a scan so you can attack them from the low ground.After the tank came out in siege mode that became almost impossible.

I dont really like the choice of bcs, i think i would definitly pump vikings out of those starports with reactors on both they are so much cheaper then the bcs and they actually are pretty good against his army (banshees and bcs), choice of siege tanks was good, thors would also be good but since he still had a decent amount of marines i would also go tanks

but a good match!
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08-08-2010 , 05:32 AM
Quote:
Originally Posted by Thijs908
Against protoss you definitly need to do an early game timing push, stalkers and zealots have no chance against marine/marauder combo, try and head out at around the 8th minute with a small force. (3 barracks)
I'm not sure about that first statement, but stalker/zealot does fine against marine/marauder (although stim definitely makes things a lot tougher for P).
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08-08-2010 , 06:57 AM
Quote:
Originally Posted by JStunna
I'm not sure about that first statement, but stalker/zealot does fine against marine/marauder (although stim definitely makes things a lot tougher for P).
They might, this is just from my own experience at TvP (silver league)
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08-08-2010 , 08:14 AM
In your games though, did you just have a lot more marines + marauders than your opponent had stalkers + zealots, or were the army sizes actually comparable?
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08-08-2010 , 08:43 AM
Quote:
Originally Posted by ScottySo
Standard opener is orbital command on 16. I only delay it if i have a very specific reason (i.e. I'm rushing maruaders).

And yes, upgrades are very important. I'll generally upgrade either the infantry ups or the ground armory ups, but not both. You want to get upgrades early and often.

Slightly related, the missle turret +1 range upgrade is highly underrated imo.
Scotty this is the Orbital @ 16 build on Liquipedia. Is this what you are using?

Code:
    * 10 - Supply Depot
    * 12 - Barracks
    * 13 - Gas
    * 15 - 1 Marine
    * 16 - Orbital Command Upgrade
    * 16 - Supply Depot
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08-08-2010 , 09:06 AM
Quote:
Originally Posted by Thijs908
They might, this is just from my own experience at TvP (silver league)
Against stalkers, marine/maurader is strong, but the more zealots there are in the mix the weaker your m/m get. 10 marine/10 maurader vs 15 zealots is almost even leaning towards the zealots. If you don't put the marines in back to protect them you'll just get absolutely raped by the zealots who tear through the marines.
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08-08-2010 , 09:09 AM
Quote:
Originally Posted by JStunna
In your games though, did you just have a lot more marines + marauders than your opponent had stalkers + zealots, or were the army sizes actually comparable?
I just watched my last 2 fights against protoss and they both went for fast tech to void rays and only had 1 gateway that's why I probably owned them with MM rush... against some multiple gateways you are right i would probably have a way harder time
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08-08-2010 , 12:19 PM


Posted this in the replay review thread but I figure I will get better advice here because I want some specific Terran advice.

I'm the Terran in this (laxbro). I was ranked 1 in my gold division and he was ranked 4th in platinum (not sure how we got paired up in matchmaking).

I went for a 111 build into banshees, saw he was teching air and started to go for vikings and built a good amount of turrets around my base. Tried to fool around with the raven a little bit to harass his expo. He was pumping out his void rays real fast and had upped them +1 to weapons/defense. I was able to do some damage to his base with my banshees but his void rays cut through my vikings and ended up demolishing my base pretty fast.

Things I think I did wrong:
- Didn't do any sort of air upgrades even though I was focusing on air tech
- Should have built another starport w/ reactor to pump vikings out faster
- Fooling around with the raven might have been a bad idea

Any and all criticisms welcome, particularly any problems with my macro.
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08-08-2010 , 01:20 PM
Quote:
Originally Posted by Karak
sigh fail

can someone tell me where i went wrong please?



im haters obv

Spoiler:
:-(
You don't have time to get stim and combat shield before pushing: he'll have siege tech by then. Once that tank hit your forces, it's time to transition into tank/viking as bio just melts to tanks. Vikings > BC's because of their ridiculous range and speed.

Even though you stuck with bio for too long, at the 12 minute mark I considered you having the game completely won due to your nice contain and good sense to expand.
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08-08-2010 , 02:03 PM
Quote:
Originally Posted by vulturesrow
Scotty this is the Orbital @ 16 build on Liquipedia. Is this what you are using?

Code:
    * 10 - Supply Depot
    * 12 - Barracks
    * 13 - Gas
    * 15 - 1 Marine
    * 16 - Orbital Command Upgrade
    * 16 - Supply Depot
Yea, exactly this build, except that I often get more than one marine. Once your OC starts you can then transition into a whole bunch of different things: bio build, factories, quick starport, fast expansion, w/e you want. So also, if you're against a T, you wnat to scout him bout 20 seconds after his orbital goes up so you can see what he's going for.
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08-08-2010 , 02:21 PM
Quote:
Originally Posted by ScottySo
Yea, exactly this build, except that I often get more than one marine. Once your OC starts you can then transition into a whole bunch of different things: bio build, factories, quick starport, fast expansion, w/e you want. So also, if you're against a T, you wnat to scout him bout 20 seconds after his orbital goes up so you can see what he's going for.
Does anyone always save the first 50 energy for a scan at this point to help tell what to transition into?
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08-08-2010 , 02:30 PM
I build two MULEs then scan usually.
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08-08-2010 , 03:38 PM
Battlecruiser ownage. 2v2 with IFX(ironman). Badass game

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08-08-2010 , 03:48 PM
Then I get raped by proxy and tilt quit.

I have so much to get better at in this game. I get crushed by cannon proxy all the time.
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08-08-2010 , 03:59 PM
Quote:
Originally Posted by Needle77
Battlecruiser ownage. 2v2 with IFX(ironman). Badass game

your terran opponent went the supply depot, supply depot, supply depot build
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