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 Terran Strategy discussion V 1.0, The Last Mankind on Galaxy

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evofantasy
post Mar 11 2011, 03:55 PM

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QUOTE(jeffvip @ Mar 11 2011, 03:19 PM)
That will be a very gas heavy build. Might work in super late game, gotta build PF across the map just to gather gas though. But other problem might arise like it will be a tough task to defend the expansion from high mobility protoss army with ghost+mech.
p.s.the only good things bout SC2 tanks compare to SC1 is just the mobility of SC2 tanks.  SC1 tank can hardly move over a narrow choke. SC2 tanks kill it's own unit lesser because the damage of SC2 tanks is reduce to just half of SC1 tanks.
*
likewise colossus HT need lots of gas as well (san had 7 bases mining gas till he ran out and starved to death)...
happen both side...

colossus is not mobile at all...
u can always use ur medic to transport the key units etc...
quest_5692
post Mar 11 2011, 05:46 PM

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well, tanks in sc2 need some serious HP buff....mech + ghost is no joke in gas consumption thats why in high level game, they still go MMMV + G....because MMM doesnt consume that much gas, you can get 4 ghost pretty easily.

well, if you had played the 8th challenge in the starcraft 2 challenge page...the one which asked you to do some stuff. for beginners to learn how to counter, micro and macro. it asked you to build ghost and tanks off 2 base. i tried today, its impossible to have constant tank and ghost production off 2 base. what more a mech + ghost build. you need a map like terminus RE -.-


Added on March 11, 2011, 5:48 pmyou are true with the 7 base.....but we rarely see such big maps...and any skirmish over 3.5 base can be considered as late game adi. you cant wait till 7 base....

This post has been edited by quest_5692: Mar 11 2011, 05:48 PM
evofantasy
post Mar 11 2011, 05:57 PM

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QUOTE(quest_5692 @ Mar 11 2011, 05:46 PM)
well, tanks in sc2 need some serious HP buff....mech + ghost is no joke in gas consumption thats why in high level game, they still go MMMV + G....because MMM doesnt consume that much gas, you can get 4 ghost pretty easily.

well, if you had played the 8th challenge in the starcraft 2 challenge page...the one which asked you to do some stuff. for beginners to learn how to counter, micro and macro. it asked you to build ghost and tanks off 2 base. i tried today, its impossible to have constant tank and ghost production off 2 base. what more a mech + ghost build. you need a map like terminus RE -.-


Added on March 11, 2011, 5:48 pmyou are true with the 7 base.....but we rarely see such big maps...and any skirmish over 3.5 base can be considered as late game adi. you cant wait till 7 base....
*
well blame the ladder map for this =(
damn freaking small...
but when u spawn close position, no reason not to go tank where the immobility of it doesnt matter at all...
try looking at korean games (stream etc) u can see how much they like this strat close spawn...
quest_5692
post Mar 11 2011, 06:07 PM

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in TvP, the main metagame is still similar to TvZ.

2 rax pressure into fast expansion.

if its a big map, just skip the 2 rax pressure, go for 1 rax FE. of course, you need to do alot of homework in learning how to defend early rushes. just like how zergs learn how to defend early rushes with a 15 hatch 14 pool. you just gotta do it man! IMO, any strategy revolving 1 base is all in-ish adi....like raven blue flame rauder, tank banshee raven....all these if you cant win the game on the spot your enemy just expanded, you are probably gone...

a simple TvP feint FE which is my staple TvP build on shakuras and cross positions. (credits to NaDa vs Nexgenius on Shakuras Plateau)
depo
rax
13 gas but only 1 scv mining (if opponent scouted a no gas terran, immediately they had cut down the terran possibility to 2. mass marine all in or FE)
orbital
depo
when you finish depo, you should have 400 mineral for your CC and 50 gas ready to throw down your reactor. put 3 guys back to mining gas and pop your 2nd refinery and work out your 2nd and 3rd (maybe 4th) rax all with techlabs. depending on situation, decide combat shield 1st or stim 1st..conc shell can be researched last cuz its fast.

if toss didnt make a super big push b4 7 minute, you are in good shape because the 8th minute mark is the timing when you finish all your bio upgrades (conc shield stim). you should expect a push at 6 minute +, try to defend it, your mentality should be, as long as you D it, you can win the game cuz you expanded fast. be patient and put the orbital command in your base, just to throw down mules till you think its safe to go out.

3 rax will be a btr build for teching up. after 3 rax you can choose a factory or ghost academy. ghost academy for fast ghost (normally if you see alot of gateway unit + immortal). factory to rush vikings and medivac. vikings if you see fast robo, medivac if you feel protoss is expanding very fast too. dropping marauders all over the place can win you the game. he will just rage quit lol....only throw 4 rax when you are suspecting big all in from toss....

early game tips: dont reveal all your marines and your naked barracks. best is you bring your 1st marine as far away from your base as possible and snipe scouting probes b4 he saw your other marines and naked barracks because any terran that took gas but didnt put a tech lab on 1st rax is probably going to FE or banshee. no, you dont want the protoss to cut down the possibilities, put him into the dark.

another thing, dont forget your engineering bay, defending DTs in 2 base is really pain in the ass....lost alot of games because of late engineering bay...


Added on March 11, 2011, 6:09 pmim sorry i cant help with mech build. maybe someone can share some insights of mech vs toss....

This post has been edited by quest_5692: Mar 11 2011, 06:09 PM
Grimm
post Mar 11 2011, 07:50 PM

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the hell is a lolder? O_O
quest_5692
post Mar 11 2011, 07:53 PM

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marauder = malolder
ThereWasOnceAGirl
post Mar 11 2011, 09:28 PM

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Against Toss, i'm currently sticking with Marauderless strats e.g. Marine Raven Medivac or Marine Banshee Viking( saw this build by oGsTheSTC against EG. Axslav on Metalopolis ), considering your opponent don't go for early gate robo to get early Colossi or HT. Also I did try the vileEchoic build (2fact/2star), it is good but not as effective against TvT. hmm.gif
hydrogen
post Mar 12 2011, 12:52 PM

au contraire
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very useful stuff. thanks for the tactics lol

i lost one game recently on scrap station.
I had the larger mech army but the toss massed Void Rays and Immortals with some gateway units. I had about 9 Tanks and 8 Thors, some Vikings, with an average bio MMM ball in front. Both of us had max army before engaging.

we "traded" armies but somehow I lost my entire army and his immortals were left alive. (rest of his army gone also)

total facepalm moment.. should have had some ghost in my army for emp right.
The immortal steamroll my base

:facepalm:

This post has been edited by hydrogen: Mar 12 2011, 12:54 PM
quest_5692
post Mar 12 2011, 01:00 PM

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EMP or mm cannon from thor = lolimmortal.

This post has been edited by quest_5692: Mar 12 2011, 01:00 PM
evofantasy
post Mar 12 2011, 09:39 PM

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QUOTE(quest_5692 @ Mar 11 2011, 07:53 PM)
marauder = malolder
*
it was from day9daily rite when day9 said some1 pronounce marauders as malaolders
SiewKaiz
post Mar 12 2011, 11:15 PM

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bcoz marauder they lol at protossian units when they retreating due to the IMBA c shell that cost 50mineral 50 gas 60 research time~
quest_5692
post Mar 14 2011, 12:02 AM

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chargelot + immortal rapes marauder based army.
SiewKaiz
post Mar 14 2011, 08:52 AM

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QUOTE(quest_5692 @ Mar 14 2011, 12:02 AM)
chargelot + immortal rapes marauder based army.
*
the marauder stand n fight?
quest_5692
post Mar 14 2011, 09:44 AM

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QUOTE(SiewKaiz @ Mar 14 2011, 08:52 AM)
the marauder stand n fight?
*
you should know how cost ineffective it is.....
hydrogen
post Mar 14 2011, 09:55 AM

au contraire
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lol, chargelots.
terran bio army gets raped by chargelots. even tanks have difficulty dealing with mass chargelots.
any idea how to counter?

btw dragging the game out is a bad idea versus protoss right.
cos of the voidray colossus deathball.. I think without a good timing push it's hard to defeat macro-ed toss in the late game

This post has been edited by hydrogen: Mar 14 2011, 09:55 AM
Timber2k7
post Mar 14 2011, 10:29 AM

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QUOTE(hydrogen @ Mar 14 2011, 09:55 AM)
lol, chargelots.
terran bio army gets raped by chargelots. even tanks have difficulty dealing with mass chargelots.
any idea how to counter?

btw dragging the game out is a bad idea versus protoss right.
cos of the voidray colossus deathball.. I think without a good timing push it's hard to defeat macro-ed toss in the late game
*
+1

its like playing poker, hide ur cards, cheat ur opponent. if u're not cheesing, in macro games i think for every matchups are the same,hit their economy then kill their army progressively.

This post has been edited by Timber2k7: Mar 14 2011, 10:59 AM
quest_5692
post Mar 14 2011, 11:21 AM

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blue flame hellion rapes chargelot and doesnt receive bonus damage from immortal. terran is very versatile, when you see too many chargelots just swap your reactor to factory. im sure u will have at least 1 for starport or rax. marauder drops rape macro protoss
hydrogen
post Mar 14 2011, 11:32 AM

au contraire
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ohyarr blue flame hellions.
Didn't think of that loll

But..Marauder drops versus Void Rays and Colossus?
Am I missing something here?
Timber2k7
post Mar 14 2011, 12:03 PM

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yes u r missing something, how do u let them get voidrays+colo in the 1st place
quest_5692
post Mar 14 2011, 02:18 PM

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QUOTE(Timber2k7 @ Mar 14 2011, 12:03 PM)
yes u r missing something, how do u let them get voidrays+colo in the 1st place
*
to have a constant production of collosus YET having stargate tech? you are damn behind then. marauder drops work well to snipe their unguarded expansions. a normal toss cant produce a healthy army of collosus and void ray off 2 base. they need 3 base. and a collosus based army is very immobile, they cant defend all bases....just snipe important buildings on left and right to drag protoss's tech. while producing a massive amount of army in your base and push out. you need about 3-4 dropships splitting to 2-3 groups. dropping and retreating alternatively.


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