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 Terran Strategy discussion V 1.0, The Last Mankind on Galaxy

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Quazacolt
post Aug 16 2010, 02:15 AM

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http://forum.lowyat.net/index.php?showtopi...post&p=35533715 update this post TS (the uber long one)


Added on August 16, 2010, 2:17 am
QUOTE(noob4life @ Aug 14 2010, 08:48 PM)
I, as a zerg player, HATE fighting thors. Honestly, especially one walking together with a ton of stimpack marines and marauders. You should think about using thors when vs-ing Muta players. ( referring to thejols )
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thors and zerg = hahhahaha

This post has been edited by Quazacolt: Aug 16 2010, 02:17 AM
Quazacolt
post Aug 16 2010, 10:36 AM

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QUOTE(0300078 @ Aug 16 2010, 07:45 AM)
which is the best anti air for terran against mass amount of Protoss career? Thor or a lots of Vikings?
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viking will be better, as they got bonus against huge ships. thors are better against clumped up smaller flyers though, like mutalisks/phoenixes/vikings
Quazacolt
post Aug 16 2010, 12:12 PM

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QUOTE(Sichiri @ Aug 16 2010, 11:43 AM)
but building thors just for the sake of anti-air is overkill...  sweat.gif
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not it isnt, it puts any phoenix/muta/viking users in immediate despair.

and whos to say you cant hammer his base with those thors? (thors hammer lol)

QUOTE
"overkilling is underrated"

take a page from this.
Quazacolt
post Aug 16 2010, 02:56 PM

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» Click to show Spoiler - click again to hide... «


pros and cons, if you seen the void ray rush i did on the replay i uploaded at the protoss thread, i had to go minimal as i was scanned out.

more = more effect, but loses the surprise element as it takes longer time to build, and can be scouted. risk bigger (as if you fail, you lose all) reward also bigger (since more units = more effect)

like wise to less units. if fail also, lose few units, not big of an impact to ur econ. however, the dmg you can potentially do to ur enemies, are less.
Quazacolt
post Aug 16 2010, 04:13 PM

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QUOTE(Sky.Live @ Aug 16 2010, 03:11 PM)
I saw a replay that you can load scv on command center, how do u do that? which upgrade for command center?
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Cannot be orbital command
Quazacolt
post Aug 17 2010, 09:48 AM

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QUOTE(Wolf516 @ Aug 16 2010, 09:50 PM)
What is the best way to counter a protoss 4gateway rush?
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tanks, rauder spam, slow push. toss will likely 1 base, while you camp his, and expand, dont stop preasuring and slowly push.

get 1-2 scv for repairs, or even build a missle turret in case he try anything funny like DT.
if you see an immortal, get ur rauder to stim and focus it. once shield is down, no more hardened shield will allow ur tanks to rip it apart easy
Quazacolt
post Aug 17 2010, 11:42 AM

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QUOTE(Wolf516 @ Aug 17 2010, 11:24 AM)
I have a dilemma for what to use in the choke point  sad.gif  barracks or depo which one would fair better?

yesterday in 2v2 my 1bar 2 depo ramp block got busted easily by baneling bust followed by 4gateway protoss army.... no sizable units to help def  doh.gif
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double rax blocking, with fac etc, opt for 2nd layer block if bane bust is ur prob. the 2nd layer may be another prod facility, depot or bunkers


Added on August 17, 2010, 11:42 am
QUOTE(ROTiJOHN @ Aug 17 2010, 11:29 AM)
how u guys counter zerg fast expand? mass marouder? if he keep on pumping zergling
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standard is a mix of MM bio army. however if ur goin quick gas ala TLO style (hard to micro and macro though btw) you can opt early fac for early helions. tried out this build, faild miserable though lol

This post has been edited by Quazacolt: Aug 17 2010, 11:42 AM
Quazacolt
post Aug 17 2010, 03:18 PM

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QUOTE(night_wolf_in @ Aug 17 2010, 03:16 PM)
I just got sc2, never played sc heavily. everytime i play, the people against me will win by bringing loads of biggest flying machines. how to counter that? what is the best unit to fight against air units. or what is the strategy to have strong defense.

any input is appreciated. (btw, should finish the campaign to be learn better? )
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is your race terran or what? :/
Quazacolt
post Aug 17 2010, 03:26 PM

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QUOTE(night_wolf_in @ Aug 17 2010, 03:19 PM)
yeah, im sure about that.
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^
lolwut?

well anyways, terran's anti air:
vikings/thors/marines/missle turret/auto turret/ghost(hey, no joke in taking out em banshees. and i wonder if can snipe em light flyers too)
Quazacolt
post Aug 17 2010, 04:19 PM

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QUOTE(night_wolf_in @ Aug 17 2010, 03:53 PM)
aight. what is best against 4 battlecruisers? the Hellion what is good for?

after reading much here. i realized that Mass producing MM is the way of playing this race.
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helion good against light units. can harass workers

vikings best against BC, takes about 5-6 enuf. and its waaay cheaper than BC


Added on August 17, 2010, 4:20 pm
QUOTE(goldfries @ Aug 17 2010, 04:11 PM)
i closed his thread cos he was asking how to improve on his Terran escapades.

ghosts are like last resort hope to take down that pesky air unit with little life left. tongue.gif

I'd stick with vikings / goliaths / marines for AA......... wraiths are fast and does AA / AG but i find not as strong as a group of viking or group of banshees.


Added on August 17, 2010, 4:12 pm

dude, from what you posted. you're looking like asking to be spoon fed.

could you just at least play multiplayer vs AI and learn your units?

we can tell you as much as we can but in the end you still need to know how to work those units well.
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ghost is AWESOME against banshee. 1 emp round, and its rofl no cloak. i havent tried sniping air, but if it works, ghosts are hella deadly.

also, Goliaths arent available in mplayer, wraiths too

This post has been edited by Quazacolt: Aug 17 2010, 04:20 PM
Quazacolt
post Aug 18 2010, 07:32 AM

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QUOTE(PrivateJohn @ Aug 18 2010, 01:18 AM)
Good question...because I myself hate playing long game with Zerg players. One way or another, they will out-macro you in the end... cry.gif

My early rush on them are very inconsistence...probably I need some stimpack for MM & also some siege tank...
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helion harass as shown by TLO lol. but thats kinda high lvl play.

other than that, once you get a sizeble MM force with stimpacks, can and MUST push/preasure zerg ady. additionally, mech play. tanks and thors = lol zerg


Added on August 18, 2010, 7:33 am
QUOTE(EvoShin @ Aug 18 2010, 02:17 AM)
definitely viking. can kite one smile.gif
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no they cant kite lol. unless you meant air to air battles. or the transformation to escape and reland. but think about it: they take dmg while transform too. and you'd be losing vikings left and right to zerg's fast attacks regardless.


Added on August 18, 2010, 7:41 am
ok finally got the replays reviewed, uploaded, and up for posting!

some decent reaper play with cannons to back

Marine marauder in 3v3

like, MOAR Marine marauder

MM with a spice of nukes and ghosts emp

amongst my most favorite replays, 2v1 against me and i still owned them. and notice the chat conversation LOL

This post has been edited by Quazacolt: Aug 18 2010, 07:42 AM
Quazacolt
post Aug 18 2010, 10:32 AM

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QUOTE(-ZeN- @ Aug 18 2010, 10:27 AM)
Can anyone tell me how u guys do 1:1:1 ? i tried and i kinda lost especially that this build my army size is too small to defend againt mass rouches and mass muta, or mass something.
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"typical" 1:1:1 play would see heavy use of MM (though not as heavy as pure MM'ers with 3 rax) either mix of marauder marine, or marine pure with techlab to upgrade stim/combat, then lift off for reactor when done) + siege tanks + mix of vikings and/or medivac reactor play
Quazacolt
post Aug 18 2010, 12:29 PM

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QUOTE(goldfries @ Aug 18 2010, 11:45 AM)
you can actually choose not to build vespene at all. biggrin.gif but the good units require some vespene, eg marauder and stalker. some buildings need it too.
i usually use 3.

4 could possibly give you more vespene since a waiting gatherer means it's literally non-stop. while 3 means it has a slight gap. how significant, i donno.

which is why i use 3. cos i need more M than V.
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3 is enough unless you're on certain maps with gas placed slightly further and you need heavy gas
Quazacolt
post Aug 19 2010, 12:12 PM

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QUOTE(Wolf516 @ Aug 19 2010, 12:08 PM)
I can't find part 2 for it  unsure.gif
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i posted on zherk thread
Quazacolt
post Aug 20 2010, 08:33 AM

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QUOTE(goldfries @ Aug 20 2010, 12:47 AM)
you should view the match where TLO use Zerg to beat Terran Mech.
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see the main reason on why moon mentioned muta

and see the video again.
Quazacolt
post Aug 22 2010, 07:51 PM

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QUOTE(goldfries @ Aug 22 2010, 06:49 PM)
this was what moon mentioned.
my point was that if you look at TLO's game, he didn't muta against the terran and still has a chance against mech.

oh btw, i muta against a terran today. tongue.gif cos early scouting already see the fella bunkering in.
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the reason moon mentioned to muta, is to contain the terran. TLO ALREADY contained the terran. look at how many bases TLO had vs cola. nuff said. lol.
Quazacolt
post Aug 22 2010, 07:58 PM

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QUOTE(naith @ Aug 22 2010, 07:54 PM)
Hi, I was wondering if I had X number of Battlecruisers, is there a way to order all the Yamato Guns from all the Battlecruisers to fire simultaneously on a single target? I'm using this for the final mission on Kerrigan, but I find it a bit tediously to select each battlecruiser to target her.
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Y > shift > spam left click
Quazacolt
post Aug 22 2010, 08:30 PM

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QUOTE(goldfries @ Aug 22 2010, 08:09 PM)
aiyah you still don't understand. we all already know that.

i just saw moon's sentence

Muta is really common against terran. That's the only way to contain a terran to outmacro them. If not zerg has no chance against mech

so i quoted TLO match for containing Terran without Muta la, get it yet? smile.gif

of course muta is convenient, i also use muta to contain terran. cos they AA / AS. useful combo. took out the Terran SCV and Supply Depot being primary offensive, paired with zerglings.
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and i replied you with the intention to point out that its not that TLO didnt need muta, he just already "won" when hes having so many bases against terran's 2 base. that and what TLO does, cant really apply to "normal non-pro" players considering the flexibility in his strats and how he micro his units on the fly.

case in point:
i've tried TLO's fast factory builds, shit tends to faill all the damn time doh.gif doh.gif doh.gif doh.gif
Quazacolt
post Aug 23 2010, 04:27 AM

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QUOTE(goldfries @ Aug 22 2010, 11:20 PM)
which in the end goes back to MUTA isn't the only way to go lor, IF you can handle it la. biggrin.gif

yes yes i do agree with that "can't apply to normal non-pro players" though, i saw the way he play and i was like WTH i can even micro like 1/4 of the way he's doing.
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personally i wasnt quite impressed with his micro on zerg, terran yes (those helion worker rape).

more so, its his zerg macro that interests me. he seems to manage 5-6+ bases very effeciently without fail and units are swarming around the entire map with creep covering everywhere lol
Quazacolt
post Aug 24 2010, 06:19 PM

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QUOTE(thejols @ Aug 24 2010, 06:03 PM)
ok noob question
silver league teach me lots of good thing after promoted.
1- im soo f***ing weak. (damn emo after streak -7 lost)
2-MACRO IS VERY IMPORTANT
3-my opening is good, my MID game is sampah.

question is
- in 1 mineral, how many gatherer u put?
- 2xGAS, 2 on 1 GAS on start, 3/2 on both GAS on heavy mech mid game?
- do u group Barrack, Factory, Starport in 1 hotkey?
----- im using 4 for barrack, 5 for factory, 6 for starport, 7 for command center. 1,2,3 for unit. need a better idea.
- do u group MMM (marine, marauders, medic) in ONE hotkey?

all smal things like this makes a difrent, so i want an oppinion. ty.
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gas is needed later on and you'll be gas starved. dont worry too much of getting too much gas early as you'll need them if ur game drag. what you may want to worry is getting refinery (or double, thats 150min) too early which may hinder ur early rush/push/defence

3 per gas is standard. 4 if ur despo and the distance is further than normal gas location.

mineral is 2 per patch (8 standard) which totals 16 however you may allocate 2-4+ more since the workers will move around on occupied minerals. no more than 2.5 per mineral (totals ~20+)

and screw the guide's 3 per patch of 24 lol... takes up food and waste of minerals to get the worker.

that said, for FIRST base you may go 3 per min, or more, considering you may expand, and you can saturate the 2nd expansion much quicker by transferring the workers from ur first base

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