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Excellent post and I do agree, this is the way that Terran SHOULD be played. The question though is, why isn't it happening??
Answer: It's a game design flaw
2. Siege Tanks are too weak
3. Terran Tier 3 is too weak
As a Terran, you have your maximum advantage early in the game. By mid-late game, Protoss and Zerg have the advantage. Any competitive Terran player is going to see that you have to win the game EARLY. You definitely don't want to let things get to mid-late game, and hence we are not seeing as many Macro games.
Don't get me wrong, I would love to see more Macro games, they're definitely a lot more fun and entertaining. At the same time though, players don't like to lose.
The solution here, is for Blizzard to fix these game design flaws. Make the marine a bit weaker early, and strengthen the Siege Tank and Tier 3. Rushes will go down, MMM will go down, and the Macro game that you describe so eloquently becomes the standard of play.
I woulda said tl;dr for just one of those walls but wow I got ninjaed by like 6 walls of text - very nicely done.
So, taking into account that I didn't read much of that
1) make lots of scvs and make them mine stuff
2) Mules go mine stuff too
5 = my barracks hotkey
That is all the macro you need for terran beyond simcitying.
As the author of the mentioned Terran macro thread, I have a really good replay showing:
1) Terran Mechanized Play against Protoss and Zerg opponents
2) Good Sensor Tower placement
3) Use of all good macro techniques mentioned
4) A demonstration of transitionary cycles from MM to Tank/Thor to Battlecruisers.
5) Working with a less skilled ally against more skilled opponents.
Check it out here:
This is a really excellent thread. I have certainly struggled with that point in the game where you are trying to secure your 3rd.
I think one of my biggest problems is in trying to keep all of this in my head as I play, and in trying to remember to Macro.
It seems like once you get into the mid-game, there is so much to pay attention to out on the battlefield, that it is easy to fall behind on the macro. Do you have any advice for building this multi-tasking skill?
This is a fantastic tool. I'm printing this. You should consider posting it as a FAQ on GameFAQS.
+1, only because I can't +1000.
For those interested, this is about 15 pages long printed, with all of the spaces compressed to one space between each paragraph.
Edited by MeeMeesiko on 12/21/2010 10:26 AM PST
Thanks for catching that. I'll edit it when Blizzard fixes whatever it is when you edit that makes it put in 5 spaces between each line.
I thought about putting more info like what you mentioned, such as build orders that incorporates an expo into a build, but as it was so long already.....I decided to keep to the most basic points, and it was still 7,000 words.
I know you have a crap ton more points then me, so let me ask you this: does macro like this work in the higher leagues, or does it turn to more one base play? I know, especially with you guys, its a reactive game. I'm trying to get a feel for how my gaming will have to change as I get higher and higher
I don't necessarily agree about Teir 3 units.The battle cruiser, yes. That cracker is way too slow to be any good. Every time I've tried using it I just get out run
But I like the thor. When you use the right combination of units with it, such as those marines, and banshees, ravens, ect, they can be a great dealer of damage, as well as a tank for it, if you upgrade their armor.
You wont learn it right off. You never do. But if you understand the principles, it can make it easier. For starters, focus on one step at a time, such getting one base running smoothly, with production, supply, building SCV's, building buildings at the right time, ect. Keep on macroing, of course, but that's your focus at first. Then, once that is smooth, look at your second expo. Getting that up smoothly, building buildings and units, saturating it, ect. Then look to smooth your third.
Learn by steps, and you'll get there soon enough.
A few tips from a humble silver player:
1. Hotkey production buildings as soon as you start constructing them. That way you don't build buildings and forget about them, and you can produce and create tech labs from hotkey select, so theres really never a reason to go back to that building.
2. Que up a bunch of supply buildings before you push out. its kind of a sloppy/lazy thing to do, but personally I'd rather have 400-500 min tied up in a supply building que rather than being told I'm supply constrained when I try to hotkey produce. Having to revisit my base to make supply depots kind of defeats the purpose of hotkey producing.
3. Don't be in such a rush to mine out your main. I always use mules on my most recent expansion. Your opponent is going to attack your most vulnerable, most mineral rich expansion. At 10-12 minutes in he's going to attack your natural. If you loose your natural and your main is nearly mined out you'll be SOL. Same theory applies to 3rd expo vs natural.
Edited by TheRagnCajun on 12/21/2010 12:45 PM PST
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