Terran Discussion

4d 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)WinterBorn417 4d
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
13h Easy Macro Terran build TvX Recently I stumbled upon a rather easy build that gets your macro going as well as a strong defense. I played with it on the ladder against some players, and it worked well in all match ups, the strongest being TvP. The build is like all the other builds out there, but with the player getting a second and third barracks rather quickly. The build order is as follows without timings barracks Gas barracks(2 and 3 at same time) Reaper ( Remove from gas ) Orbital command depot command center 3x marines. ( return to gas ) The reaper will determine what you do with those marines, and the 3 marines will allow you to protect your low ground cc from an early adept/lings/reaper harass. after 6 marines start 2 more and a techlab, followed by a factory Start stimpack and a second refinery, and then drop a mule and start your second orbital. Starport and a reactor, and constant marine production. Use the reaper to decide what you want to do, against a teching protoss who has a third, or looks like plans to get a third by 6 min mark, I reccomend pulling all scvs except those on gas and just dropping mules and rallying marines medivacs and a moving. Against third base early zerg begin with a drop at his third and focus queens, take your third, and start adding ebays and more barracks behind the agression againts a third base early terran ( if this happens ..) just drop a medivac in his main and another outside his natural when he runs in to defend main stim in and kill all his natural scvs, then just macro up to win game with big marine drop. against 1-2 base play, play as defensive as you think you need to be, maybe send out first 2 medivacs for harrasment if you can spare them, and just focus on macro and map awareness, you should be able to hold all agression off 1 and 2 bases, your macro and micro will determine if you win these games more then anything else. Where 3 base builds can just fly under the radar and leave you in the dust, the 2 and 1 base builds can not and should not be seen as much of a threat and instead as an oppertunity to win the game by out smarting your opponent :DKiaph0 13h
13h Need Help TvT 3 Rax reaper defense I have a 100% loss rate to 3 Rax reaper. I have gotten better at holding the initial reaper push but always die in the follow up. Any best practices for defending a 3-rax reaper without abandoning an economic build? Replays would be helpful if anybody has them. Thanks!MadOx7 13h
17h Starcraft mystery content....? what you peeps think it'll be?Darc4 17h
3d Nerd Marines and Widow Mines And this game would be pretty close to perfect, In exchange vipers should be nerfed Lurkers should be nerfed And voids should be nerfedKiinGPurP0 3d
3d how to counter mass disruptor and stalker? i have rly porblem bs this compTigerTerran6 3d
4d Repair Is repairing R+Right Click or R+Left Click, because I always thought it was R+Left Click and I had trouble yesterday with that.DaFearedThor0 4d
5d 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.Cokey7 5d
6d Struggling against Zerg Hi guys,I play terran and usually go for a Reaper FE, into marine tank with early stim(reasearched at 3:10) What my main objective was,was o always delay or deny the 3rd base.But what I have been struggling with is by the time I get there with the drop normally 5~6 I see he has already gotten an early 3rd base.What then happens is me getting overrun late game with ling,bane and mutas and usually ultra's too. If anyone can help me by : 1: how to scout if it was an early 3rd base or 3 hatch before pool AND 2: how to react against both of these. Thank you in advance.SwiftReturn2 6d
6d 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.monster9 6d
Sep 22 What frustrates you the most vs protoss When you are matched up against protoss, what tactics give you the hardest time?fdas28 Sep 22
Sep 21 pros using banshees? just wondering if anyone has seen any pros using banshees lately consistently? Cause i sure haven't. You think that will change when the new patch update comes out or will liberator still dominant that. Tbh I wish they made banshees attack slightly weaker, but make it so they you can build them without a reactor and give them similar anti air as the proposed new liberator, maybe slightly weaker. Then for the liberator kept the original range, removed their AA completely, and replaced it with something similar to the yamato cannon, but with way less damage and more splash, and can only be fired when liberators are in siege mode. This way liberator and banshees roles don't overlap.OpenWide4 Sep 21
Sep 21 The reason why BCs suck, !@#$ty damage output the real reason why BC sucks is because of !@#$ty damage output. they don't deal enough damage to survive in a team battle like thors do which do massive damage and cost much less. either lower their cost or increase their damage output.EricPlayboy1 Sep 21
Sep 18 Ravens in TvT Has anyone noticed how gross Ravens are in late game TvT. The Auto turrets just melt BC's. Curious to hear what others think about it? -Diamond Terran so maybe I'm just bad.PAWcobra1 Sep 18
Sep 18 SC2: LotV - TvT and TvP problems Hi I want to ask the terran players around here some questions about the TvP and TvT matchups: 1)About the TvP: How the protoss manage to make more army than the terran. I played an unranked game and on the 4th minute the protoss had 8 adepts, 3 stalkers and a centry in my base. I had only 2 widow mines, a bunker, a medivac, 6 marines and a marauder. I was just finishing the natural expo and he came to swallow me. I wonder how it's possible to support such number of units from your main only. I want to say that this isn't a whining post and I realize I'm not very good player(received my promotion for plat 3 yesterday). I just want to ask how the protoss achieves that, where are his week places and how to counter this strategies without go on 1 base the whole game like him because it's important to have economical advantage when your opponent make all in. 2)About the TvT: How to properly defend or attack in TvT? I lost about 6 games, all TvT matchups just because I f*cked up one engage or defense. I was leading my opponents in every statistic in existence but I've lost anyway. I'm building sensor towers, I'm placing missile turrets, but nothing happens. And I want to know how to properly move your tanks, liberators, vikings and bio(I often play mech with not very much bio in TvT). How to trade properly in all defs and engages? I found out that many of the players I'm playing against are trying to stop me from making forth or even third sometimes, but when I try to do the same thing he's always prepared and his whole army is on the expo. I'm afraid to defend the expo with everything I got, because I'm leaving the main and all tech in it very very vulnerable. Maybe that's my mistake idk... So you know how to get over these problems and know how to explain it properly, please do it because I really need help and it don't seems to have nearly any topics which explains that. Thanks in advance :) P. S. excuse my english... :ДVladoman2 Sep 18
Sep 18 AI vs. Ladder Just wondering if anyone out there experiences the same thing I do. I play against the AI and also on ladder. I usually do several games against the AI to warm up. Always against Elite. I've noticed that I am way more on my game against AI than against people. My APM is way higher and I am on point the entire game. As soon as I play people, I choke. My hands move slower and I 2nd guess everything I do. Don't know if it's the nerves or if I get thrown off because ladder opponents are so much less predictable. Anyone else experience this?MadOx4 Sep 18
Sep 17 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?Ibstronk11 Sep 17
Sep 16 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 :DAtomicBanana5 Sep 16
Sep 15 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.warrior5 Sep 15
Sep 12 Why can't BCs have auto yamato cannon cast Why can't BCs have auto yamato cannon cast so that you don't have to manually click and cast on every single BCs in the game which can be quite hectic as they tend to hide among each other.EricPlayboy3 Sep 12
Sep 12 how to counter zerg 2 macro hatch all in Hey guys. I'm not a veteran terran. actually terran is my worst race i would say, but not by much (im platinum 2). However, i have been playing terran lately and have been running into problems against zerg. I took about a 2 month break and since i've been back, every zerg goes 2 base all in with 2 macro hatches in their main. leading up to this... its straight lings and banes. It's starting to piss me off lol. i've literally encountered this with every zerg and today, its been 5 times in a row hahaha(how do people enjoy doing the same strat again and again and again and again?). Looking for an answer to counter this and has anyone else noticed this? i feel an easy counter and i'll be back to winning most my games lol.Defy2 Sep 12
Sep 9 how to attack a turtled terran just that how do you attack a turtled terran. And why do ppl do this? like is it really fun for your only chance to win is for your opponent to just not feel like playing anymore?OpenWide8 Sep 9
Sep 8 Clean build Just trying to find some new clean macro builds. Right now mine has been: Rax first reaper expand Medivac drop taking third timing attack at 150 +1,+1 supply MMM w libs and factory unit (tanks vs t, mines vs z, cyclones vs p) Take my 4th. Max out on liberators and MMM w factory support, +2,+2 attack, take 5th and 6th. But thats the jist. Whenever I attack or defend a push I try to force myself to expand. But my builds have been anything, but clean, so anyone have any really clean builds they care to share?OpenWide0 Sep 8
Sep 7 I'm quitting until Lurker is fixed Please evaluate the lurker problem.nbf3 Sep 7
Sep 7 In the pipe, 5x5. Hey guys, So I'm sure you've all heard the phrase "in the pipe, 5x5" from the medivac. The first place I heard it was in Alien, the drop ship pilot says it. And in SC1...said by the drop ship pilot. Does anyone know what it means though? I had never really thought about it before, but while I was perusing the internets one day, I stumbled across a discussion about this phrase. Now I had always assumed it just meant something along the lines of; "I hear you loud and clear" which I guess doesn't really fit the context of the phrase in Alien. In terms of SC it fits though, given that the typical response to selecting a unit is something like "wut?" Anyway, my pursuit of the answer to this question on the internet hasn't been very conclusive. A lot of people have been saying something like "in the pipe" refers to the metaphorical line that is drawn from the dropship to the ground, which doesn't really fit the context of Alien nor the games. Or that "the pipe" is the area through which the aircraft is safe from anti-air fire. And the "5x5" part, people have been saying that it means they are in the exact center of both of these metaphorical lines. Now, I know for a fact that "5x5" is a radio response which essentially means "loud and clear" the first five being the best out of five in terms of audibility, and the second meaning the best of five in terms of clarity. So with that in mind, wouldn't "in the pipe" mean something along the lines of "I read you"? This would lead me to believe that "in the pipe, 5x5" would simply mean "I hear you on my radio receiver as clearly and loudly as possible"? I'm sure someone who was in the military, or who is more savvy about radio lingo will LOL at me, but I was just hoping someone could enlighten me on what this phrase means, because as you can probably tell, it has been bothering me. Thanks! Wrathgarr24 Sep 7
Sep 6 how to play vs phoenix/adept? Heyjo, i've read you stay at home, macro up to a nice 2/2 timing and win. The problem is, that doesn't rly work. Toss opens up Adept/Phoenix and i go for Polts 2/1/1 into 3 medic stim timing. I will never find any dmg with this composition vs phoenix/adept. PO defense is also to handy to break with that timing. By the time i might have a nice 2/2 bio ball together, toss either has storm or colossus out, and quite a few of those as well, so i need to go back at home again, macro to 2-3 SP for mass vikings/liberator, and wait again. If i attack i die, if i drop, i wont deal dmg due to PO, Warpin and Phoenix. And if i dont attack he just gets ahead in eco/tech/army. So what opening do you play? And how do you attack the composition? Which timings do you hit? How do you deal dmg to a toss today?TigerTerran2 Sep 6
Sep 5 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.kitsunegames7 Sep 5
Sep 5 Terran Tactics for Dummies Well guys, after seeing several of the same types of posts day after day I felt that it was time that as a Terran community, we make a place to collectively place some of our different strategies for some of the newer players to Starcraft. So this post will be dedicated to collectively placing some of our strategies for other Terran players to look at and hopefully learn from. I will do my best to edit this as others post new strategies so that people don't have to go swimming through pages of posts to get the information they are looking for. Don't forget to like this post if it was helpful to you, or you think it may be helpful for others. 1. The Reaper Rush : A tactic used by Terran players in the early game to harass their opponent, it is best used with 3+ Reapers with speed upgrade for best harassment. Often used to damage the opposing players economy by taking out their workers. This tactic has the potential to end games if the opposing player does not have or bring in defenses of any kind. Note: Remember to continue to build units while harassing and if you are scouted early be weary of using this tactic. 2. Wall In : The general placement of barracks/supply depot/and the occasional bunker depending on preference. They are used as a "wall" to slow down incoming opponents when they push an attack, it helps to stop workers from being attacked in the early game by things such as the 6 pool ling rush, and an early zealot push. Very effective with defenses behind the wall to defend it. Note: Bring an SCV or 2 over and repair the wall while it's being attacked until your marines can kill the enemy. 3. Early Banshees : When the Terran player goes straight for cloaked banshees to harass the opponent. This is an effective tactic for players to take out the other players supply lines, and if the player is caught off guard has the potential to end games. Note: It is best to use a scan before sending banshees in so that you are able to position them in a place where things such as turrets and photon cannons can not reveal them and do damage to them. (Refer to post #4 on page #1 for a more in depth description) 4. Use The High Ground : As a Terran player you have the advantage with the high ground. When your group of Marines, Tanks, and Marauders is used with a wall in you have a higher chance of survival when facing an enemies army at your front door then you would if you ran out and met them at the base of your ramp. Tanks in siege mode are extremely effective when defending the high ground, it gives one the opportunity to pick off a couple of the enemies units before they actually get to you. 5. Supply Blocking/Expansion Scouting : An effective tactic when facing a Zerg player who gets a little too daring with his overlords is to build a couple vikings to fly around and pick them off, this in turn will lead the Zerg player to being supply blocked if you're able to find enough overlords flying around. While doing this it also allows for scouting with your vikings, and if you come across an unguarded expansion you may be able to take it out, if not take a couple workers at the very least. (You can also take out unguarded toss pylons/supply depots) Note: Be careful to continue building units while doing this, and don't get your vikings picked off because you forgot to move them, or get them out of an expansion when your opponent brings in defenses. 6. "The Avatar Strategy" : This tactic involves fast teching up to starports, while continuously pumping out marines. Once you amass a rather large army of Marines and Vikings, then using your army to push forward against your enemy. This strategy is effective due to it's ability to be fairly effective against most enemies; this does require some micro. Make sure to land your vikings effectively when doing things such as taking out a Nexus/Hachery/Command Center. (Refer to post # 8 on Page # 1 for more details on this) 7. MMM Placement: One of the most basic and fundamental strategies of Terran is this; the Marines, Marauders, and Medivacs. This is extremely effective due to the diversity within this group. Most Terran players will upgrade the marines and marauders, as well as getting a Engineering Bay to upgrade damage by your ground units. When using this strategy it is often important to keep your Medivacs back a little, towards the back of your army, so that they aren't taken out instantly and become unable to heal your units. By doing this it great ens your chances when facing an opponents army.Braden186 Sep 5
Sep 3 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.Toast17 Sep 3
Sep 2 how do i have to play vs ling bane only? No matter what composition i try, he just overwhelms me with lots of lings. So how do you deal with that? LBM was fine, but if they dont go muta, just stick with ling bane, i can hardly win any games...TigerTerran2 Sep 2
Sep 1 Cant find engineering bay in command center I can't find the engineering bay.Riptide4 Sep 1
Sep 1 Defending 2 Tank Timings Today I lost a game because someone unexpectedly did a double tank timing. This is literally the first time I've seen something like this, and I know that it is uncommon in higher leagues, which should be because that this strategy is not an effective one due to the fact that people can defend it. So please let me know about ways to defending this dumb !@#$. I even had more supply and more economy than him. Thanks for the help!DaFearedThor3 Sep 1
Sep 1 TO: BattleRaider I don't know if this has happened to anyone else, but I've played three games in a row with "BattleRaider", who tried to one-base cheese me for the first two games. He got a GG on the first one because I'm not so good at defending against this, but I caught him on the second one and he starts to call me a cheater. In the third game, as soon as my scouting probe reaches his base, he called me a cheater again and rage quit. So, BattleRaider, if you can see this, please provide some explanation because I'm quite confused right now. @BattleRaiderSCIINewbie1 Sep 1
Aug 25 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 Aug 25
Aug 22 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 Aug 22
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 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 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 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