Terran Discussion

Jul 10 The Art of Terran Macro A Detailed Look at Terran's Macro System www.RHgaming.com Now that I'm on break and have some time, I thought I'd go ahead and start writing some words on some realizations I've been having lately, and how it is affecting my game. And that, simply put, is the art of Terran Macro. This will be a long post, because I'm going to go into a detailed look at several aspects that are key to our macro game. If you want a TL:DR, I'll include a form of one, but truth is that defies the point of this post, because there are 100 posts like that already, but few like this. This is designed to make you think about it, to help clarify why all those little help points are important. I don't expect you to get all of this at once, but I'm hoping as you read little light bulbs go off in your brain and it helps your game go to the next level. I will include a table of contents so you can scan and find a part that interests you. Like the name says, this post is designed around the Terran Macro game, but as Protoss's macro is similar in the fact they also have to expand and build more structures, the basic concepts are also probably similar, so it could be that you can take something out of this as well. Also, let me say I am no expert by any means. I am not in the Top 200, and I'm not pro...I am Master's league. But I have gained an understanding about this, and it's helped my game out a ton. In fact, writing this helps me, because putting those words in writing helps solidify these points in my mind as well as yours. I'm still learning, and still make mistakes. But I learn after every one, and my game is growing. So, now let's get into it. Table of Contents: 1: Macro- What it is -1.1 Income -1.2 Output ----1.2.1 Unit Costs ----1.2.2 Example of income vs. output in a build 2: The Macro Game -2.1 What is the Macro Game? -2.2 Early Game Macro: Expanding -2.3 Mid Game Macro ----2.3.1 Production ----2.3.4 Your Third Expo -2.4 Late Game Macro ----2.4.1: 200/200 Unit Armies ----2.4.2: Hit and Run Tactics ----2.4.3: Dealing with Turtlers 3: A look at the Macro of Other Races --3.1: Zerg --3.2: Protoss (- continued)WinterBorn416 Jul 10
May 14, 2014 Useful Terran Learning Threads Compiled *UPDATED AND REORGANIZED* Mentoring Threads BlackDeath's help thread: http://us.battle.net/sc2/en/forum/topic/3867056868 Official Terran Help Thread: http://us.battle.net/sc2/en/forum/topic/3424903029 How To Terran: http://us.battle.net/sc2/en/forum/topic/1756041415 by MVP BeamMeUp New and Bad at SC2?: http://us.battle.net/sc2/en/forum/topic/374767670 Cheesfactory's Tutoring Thread: http://us.battle.net/sc2/en/forum/topic/3430939869#1 Help Low Level Players Here: http://us.battle.net/sc2/en/forum/topic/1648734077 #1 Masters Terran Q/A by vGYosho: http://us.battle.net/sc2/en/forum/topic/3530365059 Terran Strategy Guides The Art of Terran Macro: http://us.battle.net/sc2/en/forum/topic/1568012513 Now Stickied on the front page! How To Micro: http://us.battle.net/sc2/en/forum/topic/628074091 How To Macro: http://us.battle.net/sc2/en/forum/topic/628074288 How To Attacking: http://us.battle.net/sc2/en/forum/topic/627975769 How To Scouting: http://us.battle.net/sc2/en/forum/topic/627974129 How To Build Orders: http://us.battle.net/sc2/en/forum/topic/627973877 How To: Map Control: http://us.battle.net/sc2/en/forum/topic/628234992 How To: Unit Composition: http://us.battle.net/sc2/en/forum/topic/627975425 How To Advanced: http://us.battle.net/sc2/en/forum/topic/2065787439 Great Guides by BeamMeUp A Comprehensive Look at Terran Micro: http://us.battle.net/sc2/en/forum/topic/2140269929 A nice thread by Hipsv that is also stickied. Hotkeys: Learn 'em, Use 'em, Love 'em: http://us.battle.net/sc2/en/forum/topic/1921983336 Hotkeys training program from Charger Terran and positioning: http://us.battle.net/sc2/en/forum/topic/2016792742 Positioning guide by OTL How to Engineer Your Own Timing Attack: http://us.battle.net/sc2/en/forum/topic/2065777299 Ballertron (Clan RH) tips on timing attacks. Posted by Winterborn. A Detailed Guide to Terran FFA: http://us.battle.net/sc2/en/forum/topic/1648734178 by UnRivaled. To Masters: A Detailed Guide to Cheese: http://us.battle.net/sc2/en/forum/topic/2211722493 by tGPrax Team Liquid SC2 "Liquipedia": http://wiki.teamliquid.net/starcraft2/Main_Page Lots of standard build orders for all races. Other Team Liquid Guides: http://www.teamliquid.net/forum/viewmessage.php?topic_id=251694 Terran Help Me Thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=267242 Nice TvZ build, 16 marines 1-1 drop. http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190 Synystyr's TvP build http://www.teamliquid.net/forum/viewmessage.php?topic_id=280600 High masters Terran guide to macro TvZ. Videos YouTube Casts: http://www.youtube.com/user/HammerSC2 Hammer's Terran Thread http://www.youtube.com/terranspecialistsc2 xiLith's Master's Terran channel http://www.youtube.com/user/ForceSC2strategy ForceSC2 Strategy videos http://us.battle.net/sc2/en/forum/topic/1965992499 Master-level terran player instructional casts. Adebisi's casts and replays: http://www.youtube.com/user/AdebisiStarcraft http://www.youtube.com/user/HD http://www.youtube.com/user/HuskyStarcraft Entertaining shoutcasters Mattness' awesome Top Starcraft strategy casts AND Livestream: http://www.youtube.com/TopStarcraft http://www.livestream.com/topstarcraft2 Master-level halby educates and evaluates his replays. Very amusing: http://www.youtube.com/user/HalbyStarcraft WinterBornRH's livestream: http://www.livestream.com/winterbornrh Dubstep's livestream: http://www.livestream.com/DubstePT Day9: http://day9tv.blip.tv/ Live Streams: http://www.teamliquid.net/video/userstream.php List of active live streams by top tier players. Playing Terran - Video Tutorials: http://us.battle.net/sc2/en/forum/topic/2179709944#1 Ironman compiled links to lots of great videos. Matchup-Specific Guides Yoshi's Pure Air vs Toss guide: http://us.battle.net/sc2/en/forum/topic/3595347297 How to Tan Toss: http://us.battle.net/sc2/en/forum/topic/1127000202 5 ways to beat ling/bling/muta: http://us.battle.net/sc2/en/forum/topic/1772567427 Halby's strats v zerg a TvZ guide: http://us.battle.net/sc2/en/forum/topic/1015371615 InfowYen's TvZ guide: http://us.battle.net/sc2/en/forum/topic/1074087851 MtlGuitarist's TvX guide: http://us.battle.net/sc2/en/forum/topic/2973017469 MtlGuitarist's TvZ guide (google doc): https://docs.google.com/document/pub?id=1BX5gM_d5yin9RpPigbAP3styZvY5kKWxwYkvt6wb9iI MattOverMind's TvP guide: http://us.battle.net/sc2/en/forum/topic/3530356148 Updated 1/11/11BeefMaster80 May 14, 2014
Feb 5 How To: Attacking. If you like this thread please leave a comment, thumbs me up, and feel free to visit my other guides. If you have any questions or concerns please ask. How To: Macro. http://us.battle.net/sc2/en/forum/topic/628074288 How To: Micro. http://us.battle.net/sc2/en/forum/topic/628074091 How To: Scouting. http://us.battle.net/sc2/en/forum/topic/627974129 How To: Build Orders. http://us.battle.net/sc2/en/forum/topic/627973877?page=1 How To: Harassment. http://us.battle.net/sc2/en/forum/topic/628254273 How To: Map Control. http://us.battle.net/sc2/en/forum/topic/628234992 How To: Unit Composition. http://us.battle.net/sc2/en/forum/topic/627975425 Alright, what I have been talking about so far are basics, these things will likely (if refined) get you into gold+. Now lets talk about getting into platinum. What we're going to be talking about today is core. In every attack there needs to be a goal. You need to think of why you're attacking, most of the time it's obvious... "I want to kill my opponent" thats great! When you're ready to end the game do that, until that time you need to be thinking about these things. This is going to be very in-depth and it's applicable outside of just terran. Let's get started. Timing Attack Alrighty, first lets explain, a timing attack is an attack that lines up well with an upgrade or something similar. So you're sitting there with your MMM force and you're thinking of attacking, if combat shield is done in 30 seconds WAIT until it finishes and now you've got a TIMING ATTACK ooh sparkly. This is so basic and yet people will tend to ignore this altogether. If you're ready to attack and an upgrade is almost finished, or that thor is about to come out, just wait a second. It gives you small advantages throughout the game and if you claim enough small advantages you can put yourself in a position to win. Out of Position My opponent's army is in his third expansion, I have 6 medvacs and a large mass of marine/marauder. What do I do? Drop in his main. This is an attack that takes advantage of your opponent's positioning. Kill a few structures and run away, you save your army from any serious damage and you can decimate a few key structures in seconds with 8 stimmed marauders. Distraction Next, we have the distraction attack. I've got 6 marines loaded into a medivac and I'm going to drop them in my opponents base. This is going to pull his forces into that place. Now I may commence with my main attack against his unprotected expo and for the cheap cost of 400 minerals and 100 gas. As previously discussed, being out of position will kill you. Multi-Pronged Attacks The main way to pull this off with terran is dropships. Starting to see a few repetitions? Drop 4 marauders in one expansion, 8 marines in another, and move your army to his main. He can't respond to all three and you will only need to micro one (probably). Feinged Attack This is a big one, in fact if you learn oneattack, this needs to be it. Basically, this is an attack that lets you put pressure on your opponent so you can expand. Remember how I said you need to have a purpose with your attacks. This is to take an expansion with little risk to said expansion. How often are you getting attacked and the first thing that pops into your mind is "My opponent is EXPANDING RIGHT NOW! I gotta kill it!" No, you are thinking, "I just need to survive this." The point isn't to destroy your enemy, but to pressure him into not even thinking about your expansion. Do not over commit, just don't. In any situation that you're attacking and you begin to lose pull some or all of your forces back. If you have to sacrifice some marines and save the marauders. This is such a mistake that so many of you newer players make. Every single mineral counts, if you can salvage anything please please do so. In all things, have a purpose. Don't just do something to do it. Don't say "Well this guy said this build is really good, and I trust him." Why is the build good? What does it do well? What does it struggle with? Is it adaptable? Thinking on the fly in SC2 is the most important thing you can do. The reason 300 apmers lose to guys with sub 100's is because the 100 guy is thinking more abstractly about the game. Many of you know who TLO is, he is really good because he thinks outside the box, he has a purpose for what he is doing. Finally, I want to leave you with this. The most important thing about attacking is to put pressure on your opponent. If your opponent is pressured he will make mistakes. Pressure gives you the ability to take map control, it gives you the ability to scout effectively, it gives you the ability to expand. Pressure will help you feel safer and force him into a corner. Pressure wins games. This is Beammeup, signing out.Beammeup139 Feb 5
Dec 27, 2013 A Comprehensive Look At Terran Micro More Comprehensive Look at terran micro So I was looking on the forum and I noticed that there was only one micro guide and TBH i thought it was a little light so I decided to write up my own guide which goes into more details I think. ToC 1 Introduction 2 The 4 main unit advantages 2.1 Range 2.2 Speed 2.3 Position 2.3.1 High ground vs Low ground 2.3.2 Arcs and Chokes 2.3.3 Army Order 2.4 Targeting 3 Commonly used techniques for micro 3.1 Stutter Step 3.2 Staggering Tanks 3.3 Hellions 3.4 Marine Splits 3.5 Pre-arcing 4 Conclusion 1) Introduction When most people think about micro they think of something small, however in starcraft it is short for micromanagement which is a misnomer for the most part. Micro refers to unit control more specifically relating to increasing their cost efficency when in a battle by using the 4 main unit advantages to help you. Micro can range from something as small as moving a group of units not in combat the the epic marine spread that has wowed many people. 2) The 4 main unit advantages Now when we are talking about micro these are the four main aspects that people seek to use to gain an advantage in combat. The four advantages are Range, Speed, Positioning and Targeting. Positioning is usually the most important one as it is the advantage you are most directly in control of. Now I will explain these advantages into more detail 2.1) Range Range advantage is a very simple advantage to explain on paper as it simply means you can hit your opponents units farther away than they can hit yours. Good examples of this are Bio vs Zerglings, Bio vs Roaches, Bio vs Zealots, Vikings vs Ever other air unit ect. The main way to use this advantage in your favor is to use a technique called the stutter step which is going to be covered later in this post. To counter a range disadvantage you can do three things: keep moving forward or retreat or fake a retreat then turn around when he chases after you. As a terran you usually have the advantage of range on your side with units like viking with 9 range and tanks with a whopping 13 range. 2.2) Speed The speed advantage is also very cut and dry, your units are faster than your opponents units. Examples of this are Reapers vs pretty much every unit and hellions vs pretty much every other units. There are several ways to use this advantage to your favor. If you have a speed and range advantage you can kite your opponents units and take very little damage to your own, however if thats not possible, you can use the speed to run around your opponents army and harass his base and force him to be pinned next to his base until he throws up a ton of static defense. To counter speed disadvantages you will need to leave some units back from your army or have some static defense to protect your base. Terran usually has a speed disadvantage in both matchups.Hipsv54 Dec 27, 2013
Jul 25, 2010 Forum Guidelines - Please Read Welcome to the StarCraft II discussion forums! This forum is here to provide you with a friendly environment where you can discuss all aspects of StarCraft II with your fellow players. Community forums work best when participants treat their fellow posters with respect and courtesy. Therefore, we ask that you take the time to read through the forum Code of Conduct before posting. Search The new search function at the top of the StarCraft II community site is extremely robust. Please be sure to use it to look for similar topics, blog posts, or web pages that may contain the answer before creating your forum topic. Making a new thread on an existing subject will likely result in your thread being deleted. If you continue to repost it you're likely to have your posting privileges suspended for spamming. Worst of all, you'll be making the other forum goers upset that you didn't take a minute to search before posting. Rating The new rating system can be used to promote positive discussion, and demote unhelpful posts, or even report posts that violate the forum code of conduct. By hovering over a post you'll be presented with a thumbs up, and a thumbs down icon. Clicking the 'thumbs down' icon you can choose from a few options. Dislike will rate the comment down. If enough people dislike a post it will be darkened, or with a lot of dislikes it will be hidden. You can also quickly report a post as trolling or spam, or use the report function to fill out a more comprehensive description of the violation. You can only rate each post once. Use it wisely to help foster a positive and helpful forum community. Guidelines In addition to the forum Code of Conduct, here are some common courtesy guidelines to follow. While these do technically fall within the bounds of the Code of Conduct, these cover more specific examples of common errors that will lead to thread deletions or posting privileges being revoked. The StarCraft II forums are for discussion of topics directly related to StarCraft II The forums here are specifically to discuss the game and related topics. Any topics not related to StarCraft II, Battle.net or Blizzard are subject to deletion. Don't post in all capital letters, use a misleading title, excessive punctuation, non-standard symbols, etc. While everyone wants their posts read, we ask you to refrain from using these types of tactics in order to bring more people to your thread. Let your post stand on its own merit. Threads violating this guideline are subject to deletion. Using the words Blizzard, Blue, or any community team members name in a thread topic is frowned upon Everyone would like Blizzard to read and acknowledge his or her post, and we understand that. However, use of such words in the topic does not help that come to pass. Please make your thread title relevant to the post subject. Threads violating this guideline are subject to deletion. Posting "First" or IBTL constitutes as spamming You will be suspended if you create a post that is intended to call out that you achieved a specific reply number in a thread. This is considered spamming. Posting IBTL (in before the lock) is not helpful and if you feel a thread should be moderated please use the rating button to do so. Do not bump posts The act of posting simply to bump a thread is considered spamming. This also includes bumping very old threads for no reason (called 'necro bumping' or 'necroing'). Petition posts are frowned upon These are discussion forums, and as such we ask that you hold discussions. Creating a thread to ask for replies as votes is not a discussion. Threads violating this guideline are subject to deletion. Do not post about locked or deleted threads Posts that are moderated have a reason behind the moderation. It's up to you to read the forum code of conduct and these guidelines to determine what you did wrong, learn from your mistake, and attempt to post again without breaking any rules.Bashiok0 Jul 25, 2010
18h Terrans, how do you feel about the MU:s? Ill start TvT: I really like this MU playing Bio, to me it is fun with the positioning war and trying to catch your opponent off guard. To me this is the most strategic MU. TvP: This is my best MU and I really like it. I feel Terran are doing well through out the game. I feel that its an even MU where both races have their own ups and downs. Imo a well balanced MU. In HotS I think that Terran lategame was really really hard in TvP but now in LotV I feel that both races are equally hard to play. TvZ: This is my worst MU. I think the MU feels balanced apart from the Ultralisk. Personaly I have a really hard time with them. Ghost snipe gets easily interupted while it also requires micro that I simply dont have. I feel Terrans need better options against Ultralisks. I also think that one of the most powerful unit in the game, should be harder to use. I dont feel it's fair how micro heavy lategame Terran is compared to lategame Zerg. So guys, what are your thoughts?Ibstronk7 18h
1d Battle Cruiser replacement Since almost no one uses the Battle cruiser in multiplayer, I think it could be a good Idea to replace it with the A-10C Warthog. It has awesome air to ground fire power (30mm gun strafe) Mavericks, GBUs... And it can defend itself in an air to air senario with its gun and Aim-9 sidewinder. And, it's the most badass looking attack aircraft ever. Maybe Blizzard could redo it to fit Sc2 lore, but yeah, it's pretty good as it is right now. Gun strafing tanks and stalkers would be soo cool :DAtomicBanana3 1d
2d Reaper Research Upgrade Anyone else think it would be cool if there was an upgrade to make Reapers viable in late game. Banshee Cloak should also apply to reapers And then I was thinking there should be an upgrade for the mine to like "Magnetic Charge" where when researched the the KD8 Charge now will float a short distance to heavy metallic, deal normal damage, and then disable the unit for a split second. I just think that would an awesome way to break through a tank line. Cloaked reapers run around tanks lines deploy KD8 charges which disable it for a second, giving your army a chance to engage them. Also now that they're cloak with banshee cloak upgrade, theyd make for decent vision, and may be able to do some harassment in late game. I don't believe the upgrades would make the reaper OP in anyway, just add some late game viability to them.warrior4 2d
2d REASON WHY TERRAN MECH ARE NOT BEING USED! 35 min ago (Edited) gadd dammn it blizzard im tired of the mass marines or bio terran is always using 99% of the time! gadddd damn the coolest of most units (which are terran mech) are not even getting any screen time at all! LOOK, the only reason why terran mech are not getting any play time is because there is still NO TRUE COUNTER against MASS MARINE! simple as that. they are the most useful motherfckkers in every situation. they can do everything! SOLUTION: create a new unit that counters the marine firepower or marine damage instead. units right now that counter marines can easily kill marines, yes, but marines are spamable and can also easily kill these said counter units. what we need is a unit that almost nullifies a mass marine bio attack. a toss or zerg or terran unit that is almost immune against lights attacks (marines, zergling, etc). Think of immortal hardened shield against tank but a lot stronger. No, ultralisk still ain't !@#$ against marines with almost limitless mineral in one game, you can just mass marines after any defeat. This unit counter marines just by being really tanky (like it would take a minute just to kill this thing with even with 10 marines). point is make the marines attack almost useless against this thing. This unit has melee range attack and deals AOE damage over time. the damage of this unit is not strong but if marines stay near it they will eventually die. Now, marines don't do %^-* against this new unit. it will be a waste of time focus firing on this unit with marines. so that this unit gets close to marine balls, it should have a warp ability or can burrow then pops up right below the marine balls. you need then to micro your marine out and away from it. With these units on the field, marine will not be spam like hell as they are heavily countered. this thing is a tier 2 unit so that marine can be countered early on, and terran will switch or add mechs units on his army as early as possible. I made the new unit attack in melee range for balance purpose. so that when it attacks its near all the terran forces and it can also be pin down by its terran unit counter easily which are the MECHS! NOW here comes the terran mech. The mech counter this new unit! these units only TRUE weakness would be the terran mechs, siege tanks, thor and terran air units like liberators, battelcruiser, and banshee. viking ground mode should be able to crack this thing way better than marines so that viking ground would shine as well! hellbat would become useful as well in this scenario, they can tank this new units attack and deal full damage with their fire. also the thors barrage canon or bc yamato would kill it in an instant. so there you go, it's like a chess already with most mech, air and late game units of terran finally being use normally! its not because mech is weak and can easily be countered. its because there is no reason to use them to since marine counters eveything! yes marines can be killed easily but they can also kill all units and spam like hell. the TRUE counter to marine is to create a unit/s that marines cannot kill easily (fck the ultralisk, not that sht). A super immortal with super shield or a giant burrowing zerg turtle that make marine gunfire completely useless! so you need to have mechs as well in your army as well. the giant turtle creates a poisonous cloud on its surrounding to destroy this annoying ants. actually these gadd damn marauders is also one of the reason why terran mech are not viable, instead of air vikings taking on colosi, you just spam these damn marauders. instead of making bc to fight ultras and archons, just spam marauders (and marines) will do it. but i think they are still ok as long as they dont do shttt as well against this new unit im talking about. this unit can be a superunit or something that cost a lot. maybe you can build only 3 of this things. maybe the it is build by transforming your nexus or hatchery into it so that it wont be spam and marines would not be completely useless. FCK THE MASS MARINES strat. fck that sht.kitsunegames3 2d
2d Suggestions for improving Terran balance Economy changes Mineral fields changed from being at 1500/900 values to all being at 1200 value. Having half the mineral fields run out before the other half just creates an annoying chore of trying to pick out and transfer workers. That situation is neither casual friendly nor fun, and doesn't involve any real sort of admirable skill. --------- Protoss changes Photon Overcharge damage reduced from 30 to 9. Protoss mostly does fine with just Adepts, Stalkers, Photons Cannons and Phoenixes for defense. I estimate that a nine damage Photon Overcharge would be enough to help to survive any Zergling rush. No compensation needed. Tempest supply cost increased from 4 to 6. Tempest anti-air range decreased from 15 to 14. Tempest anti-ground range decreased from 15 to 13. Tempest is broken overpowered in TvP and even moreso in ZvP. It is the Protoss version of "don't let them get there". No compensation needed. ---------- Zerg changes Chitinous Plating upgrade gives only 3 armor to Ultralisks instead of 4. To make Zerg not be overpowered in TvZ. Queen anti-air weapon range decreased from 8 to 7. Compensation for the Liberator new tech requirement. ---------- Terran changes Siege Tanks in Siege Mode can no longer be picked up by Medivacs. Tankivacs removed. Tankivacs are anti-fun, ruin the standard mech playstyle in TvT, are overrated in TvZ and are practically useless in TvP. Terran doesn't needed this high micro gimmick which goes against the original better design of the Siege Tank. No compensation needed. Liberator now requires Armory in addition to Starport to be produced. Slight compensation to Zerg for Ultralisk armor nerf. Plus this will make the game more fun to play by delaying the annoying Liberator harass significantly. Cyclone supply cost reduced from 4 to 3. Cyclone hitpoints increased from 120 to 130. Will encourage more Cyclone use. Cyclone is underpowered and overpriced in supply. It's sad for the Cyclone to be a build one and never build one again unit.KavidDim9 2d
6d Attack Ground / Hold Fire Options? I'll admit, I am not a good SCII player, I never played the game a lot. However, I used to play Red Alert and C&C: Generals a lot. The two things listed (in the topic header) are the stuff I seem to be... missing. In the thread about Infestors, somebody mentioned people throwing Infested Marines near tanks and burrowing so tanks kill each other. Now, innovative play is good, but that seems to be a rather low way of destroying an opposing defense, especially considering there's no option but to retreat the tank (especially so since the campaign god-mode -%75 allied AoE damage tanks don't exist in multiplayer). That kind of thing wouldn't really happen in lore, or to put it, a "real" Terran military. I'd propose either an attack ground option for siege tanks (and maybe Battlecruisers and Banshees too, so simulate orbital bombardment), so we can target where we suspect are buried units and keep our fire forcefully away from friendly units. An alternative option would be a "hold fire" option, which turns the unit auto-attack off. I personally believe having both would be gravy. Thoughts? Am I missing something due to low experience?Istanbuline10 6d
Aug 20 Guys I have an idea to fix terran macro Give us drop pods! Toss has warp in with prisms, Zerg has larvae and nydus. Give us drop pods. K thanks bye.Cokey0 Aug 20
Aug 20 Looking for TvZ mech guides Cause I'm terrible and I want to improve.Qendel11 Aug 20
Aug 20 Mass adept counter? Came back to SC after a long break, all seems good, except Protoss. I know they probably are not, but mass adept feel like OP. Whatever I do, they just roflstomp me. Free scouting, fat hp, solid damage. Not a single win vs protoss. What to I need to build vs mass adept? I am Terran player.atr14 Aug 20
Aug 19 3v3 and 4v4 Terran Build Order Success I play Protoss primarly but I deceided to play around with Terran recently in 3v3 and 4v4. While my 1v1 style protoss play which is heavy on 1.5T units was successful it wasn't nearly as good as Terrans 4x Rax No Gas Mass Marines into Mass medivacs. 10 Supply Depot 12 Barracks 15 Orbital Command 3x Barrack (bulit one after the other with the same SCV that built the first Barracks) Refinery (built by the SCV that built the Barracks) Refinery Tech Lab Stimpack Reactor Reactor Reactor Command Center Engineering Bay Engineering Bay Marine Shield Weapon Upgrade Armor Upgrade Factory Armory Starport Starport Reactor on Starport Reactor on Starport Weapon Upgade 2 Armor Upgrade 2 Command Center I build only marines. Never really stop making Marines. Get supply depots when appropriate. Starports make Medivacs continously as gas allows. Nothing built from factory. Late game if there is mass Collossus or Siege Tank I should have enough marines and medivacs which just allows me to fly around and just drop a massive drop into bases or a lot of 8-16 marines drop around the map simulatenously, however, the game rarely goes late as this rush build (as long as your team mates help out) will end the game one way or another. The thing I like about his build is that it defends well against early Zerg and Protoss pressure and its not micro intensive. Strong macro is a plus with this build. My average APM is about 50 with this build, late game it can be around 100 if I need to do fancy multi marine drops. Keep in mind this for 3v3 and 4v4 and elements like player skill, map size and team work effect what is effective and my objective is to gain the most points on the ladder in the least amount of time.MykGeneral5 Aug 19
Aug 19 Beginner Terran builds Hi i am a new player and trying to get better at sc2 because I enjoy this game tremendously but I am having problems finding simple and easy terran builds one for each match up. I would appreciate the help because I am someone that if i can memorize the build order I can focus on more important stuff like making sure im making scvs and producing out of all my other building thanks again.Toast16 Aug 19
Aug 17 battlecruiser buff The battlecruiser is the most expensive unit. Compared to other air units there anti-air and anti-ground laser attack isn't very powerful compared to some of the protoss, zerg or terran air units. A ultralisk has 7 armor. The battlecruiser can only go up to 5 armor. Why does a ultralisk have more armor than a battlecruiser? Even the carrier has more armor (plus shields). They move really slow, there attack range is only 6. There only worth is the yamamoto cannon. I can't complain about the bc's yamamoto cannon. It is the most destructive weapon out of all of SC2's units. Everything else about the battlecruiser sucks. Is it really worth it just for the yamamoto cannon.monster5 Aug 17
Aug 17 Returning player Banshee/tank/marine timing I stopped playing back in January or so. Just wondering if my main build still works. Is banshee harass into banshee/tank/marine timing attack still a viable build? The new update really got me excited for this build and want to start playing again. Timing attack with buff'd tanks. Instead of a wonky transition into MMM, transition into viking/banshee/mech. throw in some marines. I don't know seems like it be pretty strong to me. Thoughts?warrior3 Aug 17
Aug 16 Lurkers? Fortunately I don't see these much, but when I do I often lose. I know that some people consider these to be very weak in ZvT, and others consider them to be overpowered. I personally just want some advice on dealing with them. I had one particularly frustrating game tonight in which I outmaneuvered and outmacroed the Zerg repeatedly over the course of the game, but kept losing my entire army to Lurkers. The thing is, I had a Raven with me always and scans the few times the Raven died. I had tanks and Liberators. I focus fired the Lurkers and split the bio. I had larger army supply. The bio still died each time, leaving the tanks to get crushed by what was left of the Zerg. This is pretty consistent with most of my experience with Lurkers: have detection, focus fire them, have tanks with vision, still lose everything.Skolops1 Aug 16
Aug 16 The Nuke Rush Dream Gold 1v1 ladder match zvt. http://drop.sc/replay/3331570Eyeoh1 Aug 16
Aug 16 Mind Control Is Nova strong enough to Mind Control Protoss units too or just humans? If so can she MC 2 protoss zealots/units and make them kill each other?BlackLight0 Aug 16
Aug 16 how to counter mass disruptor and stalker? i have rly porblem bs this compTigerTerran4 Aug 16
Aug 16 how to defend one base TvP? Heyjo, i lost again to 1 base !@#$, how am i supposed to win vs P? pls help http://ggtracker.com/matches/6746554TigerTerran5 Aug 16
Aug 16 Thor I know it might not be right to compare the thor to colossus, or ultralisk. But they both are the units that are most similiar to thor. The Tier 3 big ground unit. Zerg gets a tanky splash damage melee unit. Protoss gets a semi-tanky far ranged splash damage unit. Thor gets a semi-tanky range unit.. with anti air? Ultralisk - Armor upgrade to improve their role. Colossus - Range upgrade to improve their role. Thor - ....? 1. Thor has no upgrade. 2. Thors speciality is anti-air? 3. Zerg usually gets tank, toss usually gets range/specialty, Terran usually gets dps. However Thor has the worst ground dps out of the three. Its ground attack is almost a worse version of immortal. The only point of thor is it's anti-air. You only ever see thor in situational tvt, or tvz, or a strange thor rush. Why can't the thor be an actual strong tier 3 unit like ultra an colossus? Instead of a situation soft-counter one. Edit: This isn't QQ or anything. It's just the thor is the only unit i feel isn't in the best spot for terran. I see everyone talking about so many other things but never the thor.GameDog14 Aug 16
Aug 15 Cant find engineering bay in command center I can't find the engineering bay.Riptide2 Aug 15
Aug 14 strange colossus without robotic bay ? Hi All im new to this game and in the bronze. i had a match where the protos player did a proxy gateway thing with blink but the strange thing is i saw a colossus. so when in the replay i tryed to find the robotic bay but there is none and i could see that this colossus was there with a strange timing bar. once that bar was gone it also disappeared. can someone please explain how this is possible? btw it did one attack and the supply depot that got hit by it did not got any damage either !Terminator3 Aug 14
Aug 14 Pros hotkey setup? It's weird watching pro terrans. It seems like so many pro terrans vary greatly on their hotkey setup. Watching polt I just don't know how he does it. Units 1,2 New CC on 3 Barracks on 4 Factory on 5 Starport on 6 engineering bay 7 CC on 0,9,8Sixilli9 Aug 14
Aug 13 Terran LOTV Standards This thread will contain the 7 best standard build orders available at the time of the most recent update to this thread. Why have I decided to make this thread? I made it to diamond many times by winging it, just building units and rolling out, but because of this I have never had time to teach myself master level mechanics. I spend most of my time deciding what I need to do next instead of doing it. Thanks to that I have become an exceptionally well late game player, but when your down 20+ supply entering the late game with out doing any major damage, it becomes very hard to win as my opponents get better and better in skill. I believe the best way to break though this new wall is by learning build orders that will improve my timings, while also allowing me to focus on the game at hand. To do this I needed to find builds but the harder I looked the more I realized the VODs being used where outdated and the game play of the opponent had questionable flaws that deteriorated the value of most of the builds that I found. I want to become better, and I think that other fellow terrans do as well. This means that we need a source of strong reliable standard builds, that players can deviate from and deviate into. Hopefully this thread will represent just that for the terran community. Do you have a replay that you think can be used in crafting one of the 7 build oders? If you do: - Post the replay - Post why it is that you think it should be used - Post why it is that you think it should not be used Recommended requirements: The players in the replay should be at least 1 tier apart but no great than 1 league and 1 tier apart.Kiaph1 Aug 13
Aug 13 Need Help Improving Hi, I am a Terran player currently in Silver league, tier 3. I have been playing SC2 for 4 months now. I find I seem to have plateaued and cannot improve at my game. I am looking for some tips on how to improve. Do I simply need more time in to gain more experience? Any advice would help. Thanks!!MajorMOTAMAN7 Aug 13
Aug 12 Observations on Storm at Low and High Levels Since I first hit Silver and Protoss players suddenly realized that Templar were a unit, I have hated storm, and I know many other Terrans share the sentiment! While it may not be overwhelmingly OP, even at the pro level it can certainly look it sometimes when an engagement goes just right, and at lower levels it can feel impossible to deal with. One of the things that's always frustrated me about storm is that when I watch pro games and high level streamers, the storms look easy to dodge. Even when one lands right on top of his army, the Terran usually moves out of it pretty quickly. it ends up looking something like this: https://gfycat.com/ShadowyShortAmericanbulldog Meanwhile, from Silver all the way up to Diamond, my experience (and based on streams, the experience of many other Terrans in theis skill range) has usually looked a lot more like this: https://gfycat.com/AthleticShallowBlueshark You really just very, very rarely seem to see those followup storms hitting the retreating army in higher level games unless the Terran bungles the engagement very badly. My question has always been: why? Last night watching some streams, I think I may have hit on part of the reason. High level Protoss players have the control to hit their storms as soon as their Templar are in range and then pull the Templar back right away. Meanwhile, lower level Protosses don't. They tend to A-move their army and let their casters just float along into the fray before actually hitting their storms. (Most Terrans who've tried to use a Raven without babysitting it have had this experience, I'm sure https://gfycat.com/UnsteadyRegularIridescentshark). As a result, they are in range to actually hit those storms as the Terran retreats. I could be wrong, but this seems to make sense. What do you think? What advice would you give to Terrans who usually see storm after storm melting their entire army as they try to dodge?Skolops7 Aug 12
Aug 12 Battlecruisers too expensive Bc's are too expensive. They should cost the same as carriers. I find that with 3 to 4 bases established carriers can be made fairly easy. I can make straight carriers without having to build other units like voids to protect me. But for battlecruisers. This is not the case. I typically can't build straight bc's off of 3 or 4 bases because they cost too much. They only cost 50 mins and 50 gas more than carriers, but that does make a huge difference when your trying to build in bulk. LOL! Typically I will have to make battlecruisers while Im building tanks or rines. I can't just make bc's to protect myself from my enemies. Can't build'em fast enough cause there too expensive. Last of all I think that if bc's cost 50 less gas and mins it might cause a huge imbalance in the game. Making terran op against protoss and zerg. Because if I can make them as fast as carriers terran would be unstoppable.monster0 Aug 12
Aug 10 best way to pick up tanks? what is "the best" way to pickup a lot of sieged tanks with medics? Let's say in a big engagement i have like 8-10 tanks and the same amount of medics, how do i pick them all up the fastest? if i just click them through, every medivac will go to the same tank, one picks it up and then they move to the next one, which is very bad. There has to be a way that every medivac moves to a seperate tank to pick it up, but how?TigerTerran10 Aug 10
Aug 10 Why does the Goliath have a stupid portrait!? The goliath is debatably the best brood war terran unit. It's a !@@!in sweet, sleek BMW-style mech with the coolest voice and a badass lookin pilot. Then SC2 shat all over him. Now it's some fat guy in goggles. The mech itself has turned from a curvy BMW to a Boxy Buick and there's no way that fat guy is just making that computerized voice without some kind of mask altering it. If I was Tac-Com I'd close that channel the moment he finished producing....in single player (I understand for balance reasons but still disappointing to have campaign-only units and leave out some of the coolest ones) Is anyone else bothered by this? You don't have to care I'm just looking for acknowledgement that the Goliath got pooped on.Providence47 Aug 10
Aug 9 Why is mech unviable? I've watched a bunch of streams and other videos and the only serious comps they play is bio. What happened exactly? Is mech just unviable because other races have easy counters to it or something?Dom10 Aug 9
Aug 8 Terran Factiona share the Same Tech Hello, I'm new to the StarCraft univerese and I was just playing through StarCraft Brood War as the UED and realized something strange with all the Terrain factions (Raynor Raiders, Dominion, UED, Möbius Corps). I know the UED is an entirely different military faction form the Dominion but shouldn't they have different vehicles and technology from the ones in the Korprulu Sector if they TRAVELED A HUGE JOURNEY FROM EARTH? The only difference is that the UED got those Valkyrie frigates but that's it. I can see it as a lore justification for mirror play. With Raynor's Raiders, i guess its because they are a rebel faction that stole A LOT of tech from the dominion so its common to see Viking vs Viking, Thor vs Thor, etc. But you think they come up with their own vehicles and technology. Sometimes I cannot tell the difference between the Raiders and the Dominion. If you look at Star Wars, the Rebels use their own vehicles agaisnt the Empire instead of reverse engineering the Empire's tech using their Tie Fighters against them. This makes the rebels different from the Empire. The same thing kinda happens in the Heart of the Swarm level "with friends like these", where the space battle shows the Raiders using Wraits and Vikings against Mira Han's own fighters that are clearly different from my faction. Again, I get that this is a justification for mirror play but coming off from Star Wars and Halo, it kinda bothers me that the terrain factions share the same vehicles and technology. What are your thought on this? I would love to know your opinionRangerFive1 Aug 8
Aug 8 A Minor Thor Suggestion A lot of people have suggested making the Thor stronger. I know Blizzard doesn't seem to want to make big changes. Here is a very minor one that might buff it just a little... I've noticed that the Thor has a significant delay before it fires. It's not just between shots -- it's actually before it fires its first shot as well. What if that wasn't so long? It's a pretty minor thing but I bet it would help a fair amount without changing a ton of stats.Ironhide0 Aug 8
Aug 8 Storm... OP as **** Am I the only one who thinks that 80 damage is a bit #@%(*ing absurd for an instant cast spell with absurd casting range? This game isn't fun when you can have your damn near your ENTIRE #%*#ing army wiped out by 3 storms unless you have absolutely perfect splitting. Hell, even if you DO have good splitting it still murders half your damn army. Just my opinion, but hell, give Terrans an instant cast spell that does that much damage and see how much people !@#$% then. edit: OH... almost forgot... AND, when the HT's are all empty of energy and not useful for this battle, they just convert into ANOTHER #%(*ing awesome unit that rapes your army and soaks up damage like a sponge...Snuck42 Aug 8
Aug 7 What frustrates you the most vs protoss When you are matched up against protoss, what tactics give you the hardest time?fdas14 Aug 7
Aug 5 Some thoughts on improving with Terran Hello everyone, I wanted to start a topic on how to improve at the game. I will share some of my experiences and thoughts. I am a high diamond player looking to cross into masters league soon in 1v1 (I have been defeating them more and more lately). I see a lot of people post complex strategies and ask very advanced questions in the forum, only to find that they are ranked very low on the ladder. What are you focusing on?! All players must learn macro and mechanics before even thinking about strategy. Strategy is the last thing you learn, next to game sense. Do you have excellent macro and mechanics? Two skills you must master: 1. Always make SCVs with no gaps (you need more workers than your opponent) 2. Spend your money as fast as possible (money in the bank is useless) Why is this so important? Well, you need lots of workers to make more units. More units means a larger army. In every game of Starcraft ever played, there was and always will be a big fight. Are you going to win the big fight? Well, the biggest factor is army size. Get the bigger army and you will win the big fight (and the game) most of the time.PoLyGLoT11 Aug 5
Aug 4 Since Thorzain won back in 2012... ...there have been: 0 Foreign Terran premier tournament wins 7 Foreign Protoss premier tournament wins 5 Foreign Zerg premier tournament wins Will a Terran foreigner ever win a premier tournament again do you think and why is it that foreign Terrans are having such a hard time? Personally I do think its becuase Terran have fewer openings plus they dont have much choise but going Bio each game wich makes Terran kind of predictable?! Also I personally do think that Terran is a more demanding race to play for the player. These two I think is the two main reasons foreign Terrans are having such a hard time. What do you think?Ibstronk1 Aug 4
Aug 3 Ghost Ideas - TvZ I. Introduction Greetings and hello. Before I even begin outlining my ideas regarding the ghost let me preface this by admitting that I have not played SC2 for a while. By telling you this I hope to avoid any/all 'learn to play','you just want X-race buffed/nerfed','noob who has no clue since X-leaguer' comments that tend to occurr, rendering any constructive discussion moot. I follow the scene mainly via teamliquid.net and watch events here and there such as Homestory Cup and Dreamhack. I am not an SC2 zealot, my knowledge is limited. But let's get into it. ============================================================= II. The Issue at hand I feel Terran has been stagnating massively in Lotv so far, being pigeon-holed into Bio (often with tank/liberator support) in almost all situations. The TvZ games seem to play out the same way every time, with the final lategame transition constituting liberator production with advanced ballistics to augment the bio army. By ignoring the topic of battlecruisers (anyone seen one in a game.. ever?) and the entire mech discussion (see blue post topic) for now, my main topic is the ghost. I believe the ghost could be tweaked a bit to see more play. The goal of this is not to buff the ghost to make it the right tool for any situation and thus 'OP', but to open up more freedom in the choice of units that can function effectively in a lategame terran army. Currently the ghost's main ability shines in TvZ in the form of snipe against Ultralisk-heavy compositions. The way it works is problematic, however. The ghost has to remain stationary for 1.43 seconds and avoid all damage while channeling the ability before the shot goes off, dealing 170 damage to biological targets only. From what I have witnessed, this generally leads to one of two situations: - The Zerg army / high-tech units disappear(s) within moments after entering snipe range - The Zerg lands a fungal/lings/blings reach the ghosts, terran army vanishes This is too much of a hardcounter either way. And since the ghost's ability to counter the high-tech zerg units is not very reliable, liberators are often the better choice (Liberators also effectively 'create terrain' with liberation zones for the enemy to navigate around). Not to mention the cost of the ghost. ============================================================= III. Alternatives My idea is to tweak the gameplay around snipe with these steps: - Increase channeling time by a small amount - Cancel snipe if the target leaves a certain range - independent of vision - the energy is either lost (50 for snipe) or partially refunded - Increase the damage the ghost can take before snipe is automatically cancelled. The goal of these changes: - Reduce the volatility of ghost engagements, making it a more reliable choice for terrans without removing counterplay options for the zerg. How I hope it would play out: The biggest of the 3 changes is the last, increasing the damage the ghost can take before snipe is cancelled. At first glance this is a huge buff - imagine fungal no longer instantly removing the threat of snipe; how would zerg ever engage effectively? I believe that this should be the case, as I see fungal mainly as a tool to dictate the terms of engagement, not to counter the opposing army directly. We all remember the days of Blord+Infestor. As an aside, contrast the fungal vs ghost interaction with roach+ravager+infestor vs bio+tank terran. The infestor creates the environment for the ravager to use its ability at maximum efficiency. With that alteration other options have to be made available for the zerg. Fungal hitting is no longer enough to engange the enemy. That's what the first 2 changes are for. It gives the zerg the option to disengage effectively. If the terran has a clump of ghosts, the zerg has to find a way to get to them in order to protect the high-value units from snipe. The obvious way is to set up flanks, utilizing the 'swarmy' nature of zerg unit compositions against bio ghost that tends to lack AoE. Or attemping to bait as many snipes before the main fight as possible. =============================================================Vendara9 Aug 3
Aug 3 TERRAN NEEDS LOVE LATEGAME Dear Blizzard Zerg and Protoss lategame is severely stronger than Terran by changeing simple things Terran lategame wouldn´t mean anymore that you have an autoloss. Pylons shot down drops with ease even 2 medicvas with 16 marines get killed by 3 pylons 0 supply trades with 16 marines and 2 medivacs that is not right not to mention that protoss player abuse this offensively as well. Zerg can´t also be harassed roch ravager counter everythin terran has the new queen buff was unnecessary the spore crawler change would have been enough doing both shuts down terran ability to drop (which is their trademark) even more. just remove liberator range and give them a upgrade instead that increases their air to air damage like the previous verson of the liberator. Pylons should only be overchargable in range of a nexus adepts are also way too strong and make zealots useless. increase cooldown and remove the ability from shades to go through enemy units. Bring back the old cronoboost mechanic from WOL/HotS now protoss got so much worker/mins by starting with Cboost that they expant like Zergs while being the agressor (again simply fix) Lategame TvZ viper are too strong they deal with air and ground like a super spellcaster remove parasitic bomb. Ultra armour recduce to 7 ghost snipe can be cancled but no longer loses the energy into nothing. Ravagers require lair tech Lategame TvP Tempest range -1 supply increase by +2 that way protoss can´t mass them and get wins easy that way. Carrier supply increase. High templer storm aoe reduce. Warpprism supply increase by 1 overall cost 300min pickuprange reduced by 1-2 These changes would make nothing but sense and would be a start to take away a lot of the frustrating gameplay we currently have (terrans)BulRoCkPrime6 Aug 3
Aug 2 sad terran looking for help =[ ok this is gonna be long so unless you here to help dont even bother to read. ok let me start about myself, im 25 years old. i played StarCraft first at age 10, (campeign, never ladder, didnt even know that exist xD) when StarCraft 2 came out i played the campeign again, then i saw the ladder, and tried it. i was in silver, at first after like 30 games, and then i didnt play for many years. in lotv i started to play seriouse after watching GSL and Polt and Byun stream records, i fall in love with the game, that i made top daimond (#1 at best) in 90-120 days of training from silver. i beat masters at 50% rate, lose some , win some. and i find it hard to reach the highest skill to promote to masters, i think i know my problem, but im not sure, i have sweet apm 180-200 without spamming things, just normal clicking around at start of games, i know good builds, but i feel i lack the skill to read game in real time, i scout with reaper or whatever, but i dont adapt to the game, im watching byun stream records, the guy surf with the game, scan/scout, and know extacly what to do! i somthing lose to platinum noobs that immortal all in me, cause my head just stop thinking and i think its dts , and i can win masters cause i have apm and do builds nice. so im looking for help, my goal is GM, or even better. i want be good, its my dream, looking for help here, sad terran =[.imba4 Aug 2
Aug 2 how do i defeat mass LBC style? i was rly lost in that one game http://ggtracker.com/matches/6750802 WMs seem to be awefull, libs are crap vs corruptor and ling bling, only good vs ultra sometimes, so... what to do?TigerTerran2 Aug 2
Aug 2 What is the true Counter to Ultralisk SOOOOOO nvm sry deleted the posthusky0 Aug 2
Aug 1 How do I make my SCV auto repair Like when I play mech I have to constantly press my SCV on the Thor to make it repair is there any way that the SCV know when my mech are damaged and it just repair by it self Srry for my englishMrjellop5 Aug 1
Jul 29 [Unit Concept] - Light Mech Support Hey all, recently started playing some Terran in 2v2 games, and found that mech is largely the worse option compared to bio, what with drops. Mainly I felt that the biggest issue with mech is getting set up to high supply, which is a rare occasion on cheese-filled lands of 2v2 plat. Hellions are great harass but useless fighting units. Hellbats are quite strong but too slow and can be kited. Mines can be zoned/sniped, and other factory units are too expensive early on. Therefore here is a first contact mech walker, let's call it the "Mongoose". Unarmored and mechanical, it is designed to harass light units/mineral lines and provide direct fire support for tanks, liberators, hellbats, etc. Cost: 50/75 Supply: 2 Requirements/build time: Factory(reactor compatible), 23 seconds 100hp/ 0 armor Range: 5 Attack damage/attack speed: 7 / 0.75 Movement speed/sight: 3.5 / 9 Ability damage range: 2 It only targets ground. Its silhouette is about half the size of a sc2 goaliath, with a shoulder-mounted weapon. The high gas cost should be justified with an ability. Upon death, its core explodes and deals 10 splash damage if an enemy unit is in range. This coupled with its relatively quick speed means that it will be cost effective against groups of zealots, speedlings, and even marauders. I could imagine a 30-40 supply group of hellbats and "mongeese", in which the composition can complement each other in a fight. It would allow Terran to take the 3rd base a lot more safely in compensation for investing in gas units that could fall off later on. I feel as though this would help Terran defend on tricky maps with long travel distances; tanks are immobile, and these units could deal with drops/runbys better than using medivacs/tanks. /long damn postKinetiq2 Jul 29
Jul 28 how do i defend 1 base blink allin? how do i defend 1 base blink allin? http://ggtracker.com/matches/6733985AleXusher9 Jul 28
Jul 26 Selecting foe in AI I need practice against terran enemies because the people I play online with always choose terran. Is there any way to set AI games so that my opponent is always terran?FourdigitD2 Jul 26
Jul 26 AI versus Terrans only First off, I'm going to go ahead and apologize. I know the answer to this is got to be here somewhere but I keep looking and can't find it so please bear with me. Is there was way, when playing against A!, to set it so that your opponent is always Terran? I play AI to practice against friends that I battle against and they always play terran. ThanksFourdigitD3 Jul 26