So umm you wanna make a more proper thread?
Terran Strategy discussion V 1.0, The Last Mankind on Galaxy
Terran Strategy discussion V 1.0, The Last Mankind on Galaxy
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Aug 2 2010, 11:18 PM
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#1
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So umm you wanna make a more proper thread?
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Aug 3 2010, 04:43 AM
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#2
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MMM was like, outdated lol.now days the popular trend is mech all the damn way heh
Added on August 3, 2010, 9:59 amjust won a game with........ marines. nothing but marines. aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa a a a a a a a a aa a god i mashed that key HARD. This post has been edited by Quazacolt: Aug 3 2010, 09:59 AM |
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Aug 3 2010, 05:57 PM
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#3
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QUOTE(XenoFr3ak @ Aug 3 2010, 11:59 AM) yeah no doubt, very straight forward. however, transitioning into mech sure as hell beats having a starport out, and medivacs arent cheap either.siege tank unsieged pretty much rips any toss unit a new one minus zealots, and those marines (maybe a mix of rauders to slow) will take care of. of course, the main charm of MMM is still its versatility. the ability to drop kill a toss is always a good thing, while mech is always a slow steady push that has no guarantee of a victory (never know if the toss may templar/immortal heavy) |
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Aug 7 2010, 08:57 PM
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#4
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Aug 8 2010, 12:33 PM
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#5
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QUOTE(-ZeN- @ Aug 8 2010, 11:45 AM) marauder counter blink stalker is not really that good, with tank is also ok but not good also cause blink in close then tank GG if in siege mode. and if not in siege mode then they blink away also same. rauder and tank, nuff said. if you can tech up, thors and banshees are good units too especially cloaked banshees if you know he dont have observers.Still didnt find a useful way to counter stalker. unless is marauder with medvac, but then stalker always aim for them to chase them down 1st, then blink away to regen shield tthen come back atk again. Against protoss i always died on that. especially those that mass stalker while we T cant mass marauder due to need anti air for void ray rush or atk observer. so any idea? opt to bring in scv to repair, or even direct mule drop (the mineral mule offer is NOTHING if ur gonna have ur army wiped) that can also help you repair faster! same goes to repairing ur medivac, while scv/mule repair medivacs should the stalkers aim them. do steady pushes. thats how terran roll. |
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Aug 8 2010, 09:13 PM
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#6
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QUOTE(Moonflown @ Aug 8 2010, 05:14 PM) I found that pushes with SCV really could change the tide of battle. Just remember to activate auto-repair. DEFINITELY. i even mule drop to mech push on my thors/tanks.No units will auto-target your SCVs unless its an area attack. A longer lasting thor/tanks may be enough to change to tide of battle. << Learned this from campaign since I'm a really bad terran player =D shit was so cash lol Added on August 8, 2010, 9:14 pm QUOTE(Wolf516 @ Aug 8 2010, 08:10 PM) zerg isnt all bout air too lol. what happens when he rolls in a buncha zergling or speedlings? cheap and hella effective and would tear either ur workers or ur vikings a new one.This post has been edited by Quazacolt: Aug 8 2010, 09:14 PM |
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Aug 8 2010, 10:54 PM
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#7
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Aug 9 2010, 12:43 PM
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#8
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QUOTE(-ZeN- @ Aug 9 2010, 11:49 AM) i do have the habit of putting up missile turret near mineral line, saved me a lot of time from muta rush and void ray rush. if you look at my other replay (posted on the protoss thread) with void rays, you can see some terran being very mad at me 1 shotting his turrets lolStill i think stim up marines do good on muta and void ray too. Just that i will be lagging behind a bit while pump marine too much and tech up stim too fast. Timing is still quite blurry for me cause i haven't played any other race yet. |
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Aug 10 2010, 10:04 AM
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#9
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Aug 10 2010, 03:58 PM
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#10
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Aug 10 2010, 04:31 PM
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#11
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QUOTE(-ZeN- @ Aug 10 2010, 04:26 PM) initial set up ma. u know la harassment usually start early. scouting, scans, can save you those bunker/turrets. of course, you may opt to rally troops to your mineral line before/after/during push outsStill, my timing is still quite bad, i watch TLO 1 really fast and responsive, should make a super scouting habit. Added on August 10, 2010, 4:32 pm QUOTE(aLertz @ Aug 10 2010, 04:27 PM) well da 600 minerals is needed for resource def to setup for thors n stuff... or you can think of it as 12 marines for me to goto enemy's base and press t button and gg him. heh.unless ur opponent plays passive style This post has been edited by Quazacolt: Aug 10 2010, 04:32 PM |
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Aug 10 2010, 04:39 PM
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#12
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QUOTE(-ZeN- @ Aug 10 2010, 04:37 PM) dei, dddd aaaaaaaaaaa 3 rax 2 reactor 1 tech lab. all in.press t. profit. lol. i guess ill upload some of my T all in plays here. damn simple to learn. (nothing to learn also, press t and win, learn apa) i initially made those to teach my friends, but no harm uploading here also right? lol |
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Aug 10 2010, 05:07 PM
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#13
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Aug 11 2010, 11:56 AM
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#14
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Aug 11 2010, 12:51 PM
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#15
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QUOTE(thejols @ Aug 11 2010, 12:10 PM) got a problem against camper protoss making mass colosus. you can opt to skip reaper as they rape gas.ofc with mass stalker as meat (metal) shield. + aura reduce range dmg. should i start with 4-5 reaper harras, trans to 3 barrack spam marrine+marauder+mediv and lastly viking? for col/stalker the best unit comp would be rauder + vikings. or mix in thors if you could. |
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Aug 11 2010, 02:05 PM
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#16
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QUOTE(Wolf516 @ Aug 11 2010, 01:49 PM) Added on August 11, 2010, 2:07 pm QUOTE Since Zerg and Toss players love complaining about how OP MMM supposedly is, I'd like to share some tips with you all, my fellow Terrans, on how to do it better =D Basics: MMM means Marine/Marauder/Medivac, a combination of units that kills everything ever. Marines deal heavy damage to air and ground, Marauders slow units and soak up damage, and Medivacs provide healing and mobility via pickups and drops. Beware those who believe Marauders are the damage dealers of the bunch--against armored targets one marauder still does less damage than two marines, which are of equivalent in mineral price to that Marauder and don't cost any gas. The Marauder's real advantage is in health, where it has a solid 125, plus a starting armor of value of 1. They also have Concussive Shells, which slow down enemy units and make kiting possible (and when combined with Stim, easycakes). MMM is a very strong strategy in every matchup at lower levels of play, and remains useful (especially in TvP) even at very high levels of skill. Build: The big easy strategy that works for pretty much everything is a one-base early stim push, which I tend to do like so: -10 Supply Depot -12 Barracks -13 Refinery and scout with an SCV -15 Orbital Command -When the Barracks finishes, build 1 Marine, then get a tech lab. -When tech lab finishes, get one marauder and start researching Stim when you can. -Keep adding on Barracks until you have four, all the while constantly producing Marines and Marauders. Get upgrades from the tech labs when you have the gas (Stim Packs first, then Concussive Shells, then Combat Shields if you really want). You probably want 3 Barracks with tech labs, one with a reactor. Feel free to change that up though. I usually roll out right and attack when Stim finishes researching, or when it's about to finish so it pops right when I engage the other player. Try to have around 3:1 Marine to Marauder ratio, but mess around with that amount if you think you need to. Do what feels powerful! If you want to try to break someone's ramp with this build (sometimes good, sometimes not) it is usually a good idea to poke up the ramp with one unit, or scan the top with your Orbital Command, to get an idea what's up there first. If you think you can break their defense, Stim and move up the ramp 'til you have sight of the enemy units, then attack! After this first push is done, a good timing for a second push is when you get your first few Medivacs, which you should work toward after you've got the upgrades you want from the tech labs, as well as +1 attack from the Engineering Bay. Get a factory, then a Starport, and throw a reactor on it if you feel sassy. This is a great push to expand during =D Once you do, throw on two or three more Barracks to keep up your production. Micro: Believe it or not, there is micro involved in MMM! Kiting is a great skill to have, and with Stim and Concussive Shells, it's never been easier. Pop Stim on your army, attack move toward the enemy, then run back after they fire a volley. Rinse and repeat, pulling back when they try to chase you and firing off a volley every time you get far enough away with your units. With practice many melee targets won't be able to even touch you anymore, ever. Especially Zealots. Learn when to move and when to attack move; and especially when to target fire! This takes experience, but good bets are: -Move close and target fire dangerous units like Siege Tanks or Collosi if you can. It's almost always better to have a specialized dangerous-unit-buster for such situations--like a Banshee or Viking, respectively--but that's not always possible. -Don't move up ramps if you can avoid it, it compresses your army, gives your opponent a great firing arc, and loses firing time. Use Medivacs to spot if you can, or scans if you need to. -Fight in open spaces! Attack move pretty much does the rest if your units have enough room to maneuver, and they will form themselves into a nice arc if you let them. Also, if you believe Banelings are a Possibility, or anything else nasty to groups of weak units (like Collosi D=) position your Marauders up front before moving out. They are meatshields, use them as such! More Below! #1 5 days ago Login to rate REPLY OmniBOT 1705 Edited by OmniBOT on 8/6/10 7:06 AM Other Units: MMM nearly always needs some helpers to be totally optimal. Consider these complimentary units: -In Terran vs Protoss, Ghosts with EMP bust up shields like nobody's business, and they do nice damage vs Light Armor-type units besides. -Also in TvP, but sometimes applicable elsewhere; get Vikings for annoying units like Collosi, especially if they have the range upgrade (which makes MMM cry). No extra tech required here, so do it. -Banshees, if you can get away with them there's never a reason NOT to get Banshees. Great harassment, insane damage per second, and can force your opponent to get detectors if you research Cloak, which slows them down. You won't be able to get away with it often though, if you're against a good player =P -Siege Tanks wreck armored and clustered targets, if you can throw down a tech lab on that Factory and pump a couple of these they will sometimes make your day much easier. Tips, Tricks, and Extra Dealies: -Don't be too afraid of cannons, they go down fast with Stim -If you have the gas income for it, don't be afraid to get double Engineering Bays and pump infantry upgrades. Attack has priority over armor, but it's all dynamite. -Select your units and right click the Medivac to load it up, not vice versa. It's much faster. -If you really think you need to, it can be OK to get concussive shells before Stim. Do this with caution. Usually the reason for this will be lots of Stalkers, or *maybe* Roaches -Get LOTS of Medivacs, as much as you can afford gas-wise. A slightly smaller army that is virtually un-killable is better than a bit larger army that is fragile. Also, having lots of Medivacs makes it easier to do drops, since you can bring more dudes. Matchups: Honestly, while MMM is a great starting build, and universally applicable, it's only really the best option you have in Terran vs Protoss. You can use MMM in Terran vs Zerg and Terran mirror, and it can be very effective if you're tricky enough, but generally 1/1/1 Mech builds are superior in both of those matchups. Don't worry though, Mech is OP too Have fun! copy pasted from Bnet forums, credit goes to OmniBOT sauce url here: http://us.battle.net/sc2/en/forum/topic/374717695 Added on August 11, 2010, 2:07 pm TS please update this to the first post, thanks. =edit= TS: dont forget to provide source link and credit, thanks. This post has been edited by Quazacolt: Aug 16 2010, 05:43 AM |
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Aug 11 2010, 02:39 PM
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#17
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QUOTE(thejols @ Aug 11 2010, 02:11 PM) im in practice league, cant adjust the game speed? its very slow. practice league is meant for people who are new, giving them fast paced game would defeat its purpose.backto topic. TvT - counter reaper rush? TvP - reaper rush viable or better doing something else? - rally troops to mineral line, get good scouting, scouting depots etc. - reaper rush is viable against any race, however, bear in mind it takes a lot of gas, and terran meching (or even starports) requires heavy heavy gas. |
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Aug 11 2010, 05:02 PM
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#18
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QUOTE(Wolf516 @ Aug 11 2010, 04:11 PM) Should have mass marauders |
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Aug 11 2010, 05:27 PM
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#19
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QUOTE(Wolf516 @ Aug 11 2010, 05:10 PM) I usually send my scout (if he survives) to patrol around my base to see if they hide any pylons there, so if I know my opponent is going 4gateways, would it be good if I concentrate on the choke defense while sending mmm to their base? while you funnel your MM to their face. if you think theres an incoming backdoor, continue your main force atk (let him think twice) while you rally troops to your mineral line or something |
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Aug 13 2010, 06:14 PM
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#20
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QUOTE(ROTiJOHN @ Aug 13 2010, 05:20 PM) i find 11 rax > refinery > depot friggin fast. faster if you proxy the damn thing and transition rauderAdded on August 13, 2010, 6:16 pm QUOTE(Moonflown @ Aug 13 2010, 05:33 PM) brainless MM stimpack is a general good way to deal with zerg. zerglings just gets vaporize, while roach just gets kited. and MM will always be faster than muta.if terran transition tank marine (marine anti muta and tank just well, being gay) then lol zerg. AND THO IZ HYA! This post has been edited by Quazacolt: Aug 13 2010, 06:16 PM |
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