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 Terran Strategy discussion V 1.0, The Last Mankind on Galaxy

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gladfly
post Oct 19 2010, 12:23 PM

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perhaps get a ghost and emp..with more maruders compo mix..

For me I perfer getting a raven and pdd the stakers..take out the the collo when the stakers busy shoting pdd..

gladfly
post Oct 19 2010, 02:48 PM

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4 gates works if you keep teching up and have no force to fight..

hehehe.. but since Terran OP in early stages just go harass when you have like 2 rauders and 5-6 marines..kacau kacau him a bit and see what is the toss play?


gladfly
post Oct 25 2010, 12:53 PM

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Raven is essential when play against toss

PDD..and the detection element.

Otherwise you going get raped by 5-6 DT.

gladfly
post Oct 25 2010, 02:19 PM

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my build here it is.
9scv - straight barrack - supply depot - 15scv - marines continually - another barrack - keep supply depot up to required - gas 1 - reactor chamber on the another barrack - mass marine - gas 2 - go/test lab - marauder -

By then ..banellings up..gg


gladfly
post Oct 25 2010, 04:32 PM

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patch ur game thanks
*

[/quote]

My bad..I just cut and paste what the other fellow's BO. Yaya..depot before barracks.

Just saying that the way he builds... by the time he gets his tech up..GG if zerg parks a few banellings in his base.


gladfly
post Oct 27 2010, 01:36 PM

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QUOTE(ROTiJOHN @ Oct 26 2010, 11:08 AM)
yeah lo, especially if u want to mix with mech, definitely not enough for the early push. but it's not a prob for mmm hahaha


Added on October 26, 2010, 10:48 pmi realize terran vs terran is all about mmm ball
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Yalor...

MMM so cheap and effective... somemore use fac as one huge big floating observer..haha
gladfly
post Nov 10 2010, 10:33 AM

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the build flow of toss is much more easier..

just 1 probe can build multiple buildings..as long you got resources.
Terran have to keep selecting 1 scv to build 1 building at a time

gladfly
post Nov 10 2010, 10:47 AM

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QUOTE(Rashid85 @ Nov 9 2010, 09:56 PM)
ok guys i have with me here a BO that will win you against Toss 70% of the time. Works even in +1500 Diamond.

- 13 gas a usual. wall the ramp and put a bunker or two.
- rush to starport. make tech lab on factory so you can quickly swith it with starport later.
- once starport is finished, research cloak first, THEN make a banshee.
- send the banshee to troll the enemy's mineral lines as soon as it finishes. The cloack research should be completed by the time you get there.
- also don't forget to make 3-4 turrets around your base to shoo away observers.
- while the banshee is busy trolling, continue massing lots of marines and tanks and banshees.
- once you have about 20+ marines, 4 tanks, and 4 banshees, push out and claim your victory.

PS: also, alway periodically scout. If he goes 4 gate, simply add more bunkers.
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hmm ..interesting..

but I dont understand your 3 or 4 turrets.. to shoo obs..? So u assume Toss will have obs, clocked banshee is quite weak.
They just send 2 or 3 Stalkers ta the mineral line and the banshee is screwed.

Personally I rather use reapers to harass toss's mineral line. Cheaper and doesnt require so much tech.
Just send 3 reapers = 1 banshee..kite as many probes as you can.. icon_idea.gif
gladfly
post Nov 10 2010, 11:05 AM

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yes ..reapers cant last as long as banshee..but way cheaper.

But the whole idea is just to harras. Plus you get to scout as well, by running in toss base.

Once the reapers die (RIP) you can still pump marauders/ghost/ marines from the teched barrack.


Added on November 10, 2010, 11:07 am
QUOTE(dlct87 @ Nov 10 2010, 11:01 AM)
none of my friends is playing, and asking others to spend their time just to improve me is not my policy(it feels like i am wasting their time)....
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There is a saying..."practice makes perfect".

Play solo with AI. Start from medium and slowly increase the difficulty settings.
If you can beat insane, congrats ..u can make it to diamond league liao. rclxms.gif



This post has been edited by gladfly: Nov 10 2010, 11:07 AM
gladfly
post Nov 10 2010, 11:29 AM

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Yup..banshee end game is excellent. with raven...snipe obs and PDD.. bye bye ground troops.

But as an early harrass and scouting option, IMHO reapers are way cheaper and effective.

gladfly
post Nov 11 2010, 03:22 PM

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Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
gladfly
post Nov 12 2010, 03:29 PM

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QUOTE(Laguna @ Nov 12 2010, 03:20 PM)
You need to incorporate special forces into your unit composition such as the ghost they have skills such as emp to take out the enemy shields and you can say good bye to collosus easily and I recommend adding siege tanks too into your war machine . Siege tanks range are good to take out collosus from a far distance.
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Problem with tanks is that unless you micro them they wont overkill. They tend to whack the chargelots first while colo "przzzzzzz...." all your bio units plus tanks splash ...makes it even easier for colo to "przzzzzzz..."
Ghost is always best for emp but.... tanks..marauders..medivac...= heavy gas.. hard to get more gas from 2 exp only

I played yesterday and and my opponent went 2gate robo. Tried going thors..surprise surprise..Thor actually pawns the colo..2 thors focus fire..against 2 colo focus fire..thors win...hmmmm...can work meh this? Always thought that colo stops thors...
gladfly
post Nov 12 2010, 04:03 PM

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Hmm will try more if thors+ marines can stop colo/immortal/chargelots
I think can...stim rines at back to take out lots/immortal.. and let thors hammer it out with the colos. and drop mule for repairs...hmmmm

Will try and see...
gladfly
post Nov 23 2010, 03:01 PM

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Any one played with 2 Thors rush..which has been discussed extensively in TL forum.

I've used this B.O and is quite hard on Toss. Now not scared of toss anymore..lol. IMO its quite imba due to the nature of SCV repair the Thors and the Thor's able to soak up so much damage.




gladfly
post Nov 24 2010, 10:20 AM

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QUOTE(bobohead1988 @ Nov 23 2010, 04:48 PM)
Then came along DT
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Dts not an issue.. as long u save your CC scans.. 2 sweeps.. enough.
Trick is once you have 2 thors dont mule anymore..build a EBay and if needs be build turret in Toss base.
Even if Toss's DT charge into your base..just lift off and fly to toss base.

gladfly
post Nov 25 2010, 10:47 AM

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QUOTE(quest_5692 @ Nov 24 2010, 05:44 PM)
and upgrade to planetary fortress. winrar.

aww....i nvr did planetary rush at scrap station b4, maybe i shud try it tonight.
*
How can aledi CC cannot PF liao lo

So no one uses the 2 thor rush eh...on Toss..since no one replied.
Oh well...the lesser one knows..better then..hahaha

gladfly
post Nov 25 2010, 05:51 PM

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QUOTE(quest_5692 @ Nov 25 2010, 05:02 PM)
no, i think u can accomplish with just 60APM...polt timing attack is basically a 1-1-1, all marines from reactor rax, all tanks from techlab factory and all banshee from techlabed starport, but start off with raven. the key point of this strategy is point defence drone. i think evofantasy explained it a few pages ago. its quite easy to pull off, 1A all ur units, put a PDD and stalker = joker. banshee roflstomp enemy with clock after sniping orbserver.


Added on November 25, 2010, 5:03 pmyou always want to engage with a PDD, always avoid a war when u have not enuf mana.
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Hmm I thought Polt timing is more like 2-1-1 build. Skip Tanks..as tanks + siege = lots of gas.
Somemore u want to research cloak..can meh ? with tanks and siege mode.. 2 Refineries dont think can give you so much gas so early oo
I prefer MM + Banshee + Raven = faster ..

But yes polt timing is deadly ...until toss get HT...feedback PDD..byebye ..worst..PS your marines...
gladfly
post Nov 25 2010, 07:16 PM

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QUOTE(quest_5692 @ Nov 25 2010, 06:20 PM)
im nt sure which one but ya, siege mode is kinda costy maybe next time i will skip that...skipping tank means mass marine? well, im doing quite well tho with my gas management but i just started using it this morning, still need alot of tweaking. polt timing = no HT lol...
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HT can be a factor..as actually you can get HT faster than you get colo
If toss scout and see you go 1-1-1, I think HT is a better build than going for colo..
PS pawns your banshees with or without cloak..marines

But if you having sucess with it..well stick to it yo...


gladfly
post Nov 25 2010, 07:47 PM

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QUOTE(evofantasy @ Nov 25 2010, 07:41 PM)
u can see jinro vs TTone as well...
he did it well...
the timing is before the toss get colossus range (0 or 1 colossus only) and before HT...
so there is no HT/ colossus to wtf pwn ur marine etc
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Not seen jinrov tt1.

But to hit so fast means..no cloak banshee rite. PDD virtually makes the banshees invincible anyway.
So I think cloak is useless to research if doing polt timing rite?

gladfly
post Nov 26 2010, 05:24 PM

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QUOTE(evofantasy @ Nov 25 2010, 09:06 PM)
if he get a templar archive before u attack, u are already way way way past the the polt timing...
its ur problem actually...
all u need to do is just send ur cloak banshee and pew pew as he wont have storm (unless u attakc even later) or observers or even enuff anti air lol...
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HT comes out not that late ..but timing I not sure yet..have to figure it out.
I mean whats the timing for normal 2 gateway ..go HT rather than transition to colo. Should not be that far off rite.

Storm is a bonus. HT is to take out the PDD by feedback. Then banshee uncloak dead fish.
If banshee cloaked, then PS should be ready. Just storm the banshees lo..but risky since no obs as robo built is abandoned.
Just theorycrafting... correct me if I am wrong lo.

p.s I dont play toss.

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