Terran Discussion

Feb 11 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)WinterBorn422 Feb 11
Dec 26 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 1/11/11BeefMaster81 Dec 26
Jun 15, 2017 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.Beammeup141 Jun 15, 2017
Dec 7 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.Hipsv55 Dec 7
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
5h TvZ is unplayable and not getting fixed How long do we have to wait until skill makes the difference between who wins and who loses in a TvZ and not who picked zerg and who didn't? It's may 2018, if we ever admit that making 30 lings on 2 base before I get my reaper out because zerg economy is utterly broken has no counterplay at all (while I got my reaper out in the fastest way possible) then the time is now, blizzard please, just make it so that I can get one macro game against zerg because every single zerg cheeses and even players who have incredible micro like avilo lose to it And to top it off the people who play zerg are far more likely to map hack, anyone with half a brain can figure out that zerg has been the most broken race (excluding ZvP) for the longest time so the people who have 0 interest in improving or getting better just pick it and the people with that mentality are much more likely to map hack TvP is not balanced right now because of storms, shield batteries etc. but you won't have your opponent going 3 base before pool then cheesing not in spite of it but because of it, ofc not literally but it's close to being the case If you disagree with this, that's fine, but if you disagree that running lings into someone's base before they get a reaper out is always an auto win for zerg then you need to be rotted out, the community is already the worst one out there by far, we don't need people with below 83 IQ never getting good but being in the top 5% of players along with people who earned it, all because they used cheese that has no counterplay and don't even get me started on what I would do to people who think dark templar shouldn't be removed from the game IRL If this continues we will have bronze players in GSL, you should see how scarlet's cheese beat simper in the recent match that can be found on the WCSstarcraft channel, any bronze could have done that and won against a !@#$ing pro player, repeat: pro player losing to a cheese that can be done by anyone to get an automatic win But why exactly can't I just take massive economic damage by floating my natural, losing the SCV that was building it then repairing my depos so that zerglings can't get in? Because you can't repair a building reactor, and if I cancel it then they get in, so they will get in both ways unless I have enough minerals to build bunkers and depos to cover up spots where zerglings could get in via baneling busting... and that would put me so far behind the zerg player who is gonna get his third base You literally can't play the game for 2 minutes without finding 100% confirmation that either the developers don't play starcraft at all such as mike morhaime, or only play zergSpaceOrc16 5h
18h I can't beat protoss I can't beat protoss. I am not an amazing player, but my TvT and TvZ are 50-70% win rates on bad days, and 70-90% on good days. However, I my TvP is 25-40%. This means that I'm unable to advance my league mostly due to my inability to compete against protoss. I have watched streamers, pros, and practiced, but I consistently get beat if I can't do damage by the third nexus. I was wondering what the best way to go about this matchup is? What should my mindset be? Is there a certain time I need to have done massive economic damage? I have also dabbled in playing other races as a way to find the weaknesses in them on ladder. But really to no avail. Any thoughts would be helpful. I just haven't been able to find a sweet spot method vs protoss yet.CrusaderKing15 18h
20h Need good 2B all-in build vs Protoss Any suggestions? High diamond right now and the only thing keeping me out of masters is TvP. Have a 70% winrate in both TvT and TvZ but close to 40% in TvP. It just can't go late-game guys, my army is wayyyy too hard to use compared to his. Get beat by Protoss that are 200MMR below me with less eco, army, bases, you name it. Need something that hits between 7-9 min, anything with a good winrate. ThxSTxPerseus10 20h
1d Late Game TvP Replay Pack Hi fellow Terrans, So I've decided to post a replay pack consisting of 17 late game TvP replays atm + 3 Diamond late game TvP replays from Miro, all of which have been won. I don't win every single late game TvP, but I do win roughly half of them so I think 50/50 odds are pretty good. I'm a T1 Platinum Terran fyi. My composition usually comprises of bio/lib/ghost or bio/lib/viking/ghost. I figured rather than telling Terrans repeatedly that late game TvP is possible at the lower levels, it would be better just to show them if they are interested in learning how to play macro TvP. Here is a thread I posted recently on how to play late game TvP: https://us.battle.net/forums/en/sc2/topic/20762127757 Here is a recent post that I add more knowledge on how to control these armies based on more late game TvP experience: https://us.battle.net/forums/en/sc2/topic/20763666184?page=3#post-41 The goal for every TvP is to win so if that means you can win with a mid game timing push then that's great. Lately, I've been trying mid game pure Bio pushes and they work well. Sometimes, I win off these mid game pushes, sometimes I lose, but if you're caught on a stalemate where you can't end the game, but you got a lead then transitioning to the late game is highly recommended. Personally, I see no reason why someone with Platinum level mechanics cannot control a late game Bio TvP army. I am a Platinum Terran and I am capable of playing late game TvP Bio without any issues. Someone who is Diamond would perform even better than me with this knowledge so I think it will work in Diamond too. For Masters/GM Terrans, they certainly have the mechanics to perform late game TvP, but have significantly better Protoss to contend with and Bronze-Gold players may have issues in having the basic mechanical requirements. Also, for Masters/GM Terrans, it comes down to preference and playstyle if they wish to play late game TvP or they think mid game oriented game play may give them the best chance to win. Here are the replays, I hope they help: https://drop.sc/replay/7683822 https://drop.sc/replay/7683802 https://drop.sc/replay/7610091 https://drop.sc/replay/7572917 https://drop.sc/replay/7534733 https://drop.sc/replay/7336863 https://drop.sc/replay/7290114 https://drop.sc/replay/7169180 https://drop.sc/replay/7290135 https://drop.sc/replay/7290138 https://drop.sc/replay/7290141 https://drop.sc/replay/7290150 https://drop.sc/replay/7290154 https://drop.sc/replay/7169168 https://drop.sc/replay/7290158 https://drop.sc/replay/7290171 https://drop.sc/replay/7290173 Miro's Late Game TvP Replays: https://sc2replaystats.com/replay/7586043 https://sc2replaystats.com/replay/7586042 https://sc2replaystats.com/replay/7586025 I'd like to give a shout out to Kilshais who showed me late game TvP is possible. Another shout out to Miro who always told me late game TvP was possible.Raver21 1d
1d How do I beat Mech with Bio? More specifically: How do I beat the meching Opponent if early attacks don't work and they get to 3+ Bases (all PFs) and start to turtle? Especially if there is an insane amount of tanks and Vikings? Can't drop, can't directly engage even with 3-3 Marauders, what can you do? Already tried AAMs but the DPS is still so insanely high. I lose nearly every game vs Mech.Hotfix5 1d
2d TvP build Hey guys, http://gggreplays.com/matches/46403 What do you think about the terran build? I feel like he should've just skipped vikings and instead get liberator range way faster and liberators. Anything else I should adjust to be solid vs. protoss? (I want to copy the build more or less - maybe add some scouting and stuff) Cheers, iBSiBurrowStuff3 2d
3d Small Widow Mine Idea If the widow mine dies while still armed with a missile. Then the missile will explode, dealing its splash damage to nearby units. The Widow Mine feels more like a suicide unit after losing a large portion of its stealth capabilities. So why not push it further in that direction. This would make them a bit more risky to keep along side the army, but would make them stronger as a solo throw away unit.killheadface3 3d
3d storms rek tanks and terran mech storms do good damage against mech which is bs and fact is you can test it on unit test map. dont believe me? i got plenty of proof to show and you can micro bio good and still lose especially if they storm ahead and infront. Fix storms and terranWraith2 3d
5d Bio and Mech in TvZ I have been playing Mech in TvT/TvZ and Bio in TvP. I know Mech is far worse than Bio in TvP. However, I am curious on how Bio is in TvT and TvZ compared to Mech in those match ups? I keep hearing Bio is worse than Mech in TvZ and is even in TvT? However, is it really? I am curious to hear from players that play Bio or both styles in those MUs.Raver13 5d
6d What the heck can I do vs. Stalker/Immortal? I have been having some good success on the ladder lately and am enjoying the current patch, but am really struggling vs Protoss builds at the moment. It kind of seems that, no matter what I do, Stalkers and Immortals walk through my army (usually MMM and Cyclone or Lib) and then destroy my bases. Does anyone have some suggestions to deal with this? What can I build to hard counter those powerhouse Immortals?RaidersRoll10 6d
Jun 12 SC2 is a joke. SC2 is a joke and the LOTV balance team has ruined a great game. WOL was great. Thanks for ruining SC2 guys. Great job. I applaud you.ShiceLite13 Jun 12
Jun 12 starting terran hey guys looking for any and all info on opening bio. early mid and late what combos work also what timings and stuff to look out for. all is welcome. thanks all. also how do i post replays aswell?xanax7 Jun 12
Jun 11 Neosteel Frame ideas I think after so many years it's time to do something with least useful upgrade in the game, here's a couple of my ideas: On top of what it's already doing, it allows infantry to enter PFs and shoot from inside. or Remove upgrade from Ebay, bunkers can be upgraded individually after Ebay is built.GibiASMR1 Jun 11
Jun 11 maruder buff? I keep here there going to revert mauders from attacking twice to just once again? is this true?TheNatureBoy5 Jun 11
Jun 8 standard macro TvP 5k mmr (tips and tactics) Hello. I was clueless most of the time how to play TvP since 4.0 patch. Now I feel like I kinda figured it out for myself. It's not like I discovered something new, but now I have a clear plan what to do and how to adjust to whatever protoss does. So I want to share my thoughts. Why I think this post could be useful to you? It's simple: 1) it does work against >5k mmr protoss (I feel like there is more potential than that); 2) it's easy to execute. It does not require much micro or multitasking. How to: I always open with rax - gas -> reaper, marine, reactor, since early gas does not provide any advantages for this build. Scout the most obvious places for proxy then go to protoss base. If you can go to protoss main it's great, but if you cannot it's still fine, because you can presume protoss tech according to what units protoss builds first. If you see 2 adepts it's likely to be a stargate. Adept + stalker may mean robo or twilight and, at last, double stalker means blink. Against stargate (you may skip this one, nothing new here): it is the most powerful way to play PvT in my opinion. I believe that 1-1-1 with WM and a viking is the best respond to that, so try to minimize possible damage from oracles while transitioning into 2 base attack. This is like the most standard TvP and there is nothing to tell about. I want only to point out that while siedging protoss you should pre-split your army and micro very carefully so you don't get FF from WMs and walk out from storms timely. Against everything else: same as against stargate you make 2 WMs, marines, lab on starport -> raven, lab on factory -> tank. I tried liberator first, medivac into marine drop etc. Now I believe that the only unit you have to make in starport early on is a raven. I will explain my point later. Place your first WM so it would intercept stalker/adept, place 2nd near protoss 3rd base to gain info about its timing and possibly delay it a bit. In factory you may build some tanks or skip them. They are not bad overall for an early push, but WMs are preferable. If you feel safe you may skip them. I usually build one just in case, it does not hurt anything really. Land your raxes on tech labs and start producing marauders non-stop. Start reactors on the starport and the factory. Take both gases on your natural, start +1. At 6.00 you get your first medivacs and move out. Take 3rd meanwhile. Since you take a 3rd relatively soon, your eco will allow you to have non-stop 5 rax production, 2-2 upgrades w/o a delay and x3 liberators with range. So you get everything you want, basically. What is the point? As you can see, it's a pretty standard way to play TvP, just with a few little adjustments: 1) we build only a raven early on in starport. Thus, we play very passively at first, but have a sharper timing when we move out. Also mind that observer won't be able to provide information to protoss since we have a raven, so protoss may easily underestimate potential threat of our first attack. 2) widow mine provide information (if not used defensively) and also deny protoss scout. Even the first stalker/adept gets intercepted by WM, so protoss is really blind unless he's got oracles (which may get intercepted by WMs too though). 3) you will be able to send full double drop to protoss main once your 3-4 medivacs pop out. At my level of play even when protoss is able to hold my first attack, this double drop takes them completely off-guard. 4) Raven makes your first attack much stronger. It's great against colossi, it's very helpful against heavy gateway army. Especially it's great for Marauders because of their doubled attack. +1 marauder deals 8 damage to an +1 armored zealot for example. If a zealot is affected by AAM, damage is increased to 14. So you don't need to go fragile marine heavy army comp, since marauders can be really damaging with the help of a raven. I provide a replay here https://lotv.spawningtool.com/36017/ I am not proud of this one, but the point is not to show that i am a decent player or something (that is unfortunately untrue). You can see that I did some terrible mistakes (late 3, 4 gases that leaded to heavily delayed timing, losing 2 WMs for free, not killing 2 probes with the reaper etc), but I still won it with ease. You may say that protoss fell from his overconfidence (I really dunno why 4th this early). It's true, but also mind that he did not have much information too because of the raven. He could pay much more respect to my attack as well as I could execute it better. Even if my first attack was not that successful, I still think that I'd be in a very decent spot. Probably I will add some better replays later.chobo2 Jun 8
Jun 7 Which Upgrades to get, and when? As a platinum level Terran, I would like a bit of advice on which upgrades to prioritize on the ladder. I know there won’t be a hard and fast rule, but any advice would be helpful, specifically: • Should my first Engineering Bay upgrade be Attack or Armour? Should I have two Engineering Bays? • Should Stim be the first Bio upgrade or Combat Shield? • What should be my first Armoury Upgrade be? • How early should I get Blue Flame vs Zerg? Are there any upgrade that should (almost) never be researched? Any other tips would be greatly appreciated.RaidersRoll7 Jun 7
Jun 7 Counter Mass Air Hello. I am a Gold Tier 1 Terran and I am looking for some kind of help or advice. I do decently against most match ups and such it seems but right now I'm having a huge issue with something that seems very prevalent in LoTV and that is Mass Air. Now I know the old meta meant that mass air against aggressive early ground pressure means you lose largely in WoL but now that's no longer the case. I try to be much more aggressive early on, usually pushing out about the six minute mark with about twenty marines and three tanks to try to suppress an opponent I suspect may be going for air, Terran or Protoss, and I have found that does work to some extent but against better players they have just enough army to fight me back and protect their bases, especially Protoss, and are able to transition much more quickly from ground forces to air than I am able to. Particularly my issues are mass bc's, carriers and even mass liberators with hellions. I have found vikings to be largely obsolete against these match ups and massively struggling to beat back a sizeably air army. I understand that part of the battle is preventing them from getting to that point but I don't know what the best method for doing so is. If anyone can give me any advice or strategy to use for this I would greatly appreciate it.Crennos1 Jun 7
Jun 6 TvP ghost mech I'm testing a new TvP mech theory based on the viking HP buff. I've only used it a couple of times so far but I've had limited success. Basic summary of game plan: ->Reaper FE -> hellion harass -> tank+hellion+ghost to hold against protoss ground -> mass vikings+turrets to defend against protoss air -> ghost nuke harass to keep protoss from expanding everywhere. Opening: 1st depot rax refinery SCV scout after refinery to detect cheese. @100% rax reaper and OC 2nd CC @100% reaper train marine (to kill probe that harass scv building CC), send out reaper @100 gas factory, @50 gas reactor 2nd depot bunker on lowground 2nd refinery if you scout early gateway pressure use reactor to build marines and start a tech lab on factory for tanks otherwise @ 100% reactor swap rax and fact, 2x hellions (if protoss opens stargate 2x mines) @100 gas 2nd factory next 25 gas tech lab on barracks @100% factory swap onto tech lab and start tank. send first hellions across the map to harass naturally (ideally paired with reaper in main) Follow up: 3rd CC-> 3rd factory (tech lab) 2xArmory vehicle upgrades. Take 3rd and harden defense with supply depot/ebay walls. research blue flame. @ 3rd CC staturation add ghost academy. pump ghosts + tanks+ blue flame hellbats This is around the time protoss will hit with a big immortal/archon/charge timing. The emp+tank fire can actually do fairly well against protoss ground if depot/ebay wall is good. When the protoss ground attack fails they will invariably switch to fleet beacon tech, so you add 3x Reactor starport + a third armory, (your +3 vehicle weapons should be about halfway done) while taking your 4th base, and grunt out vikings like mad and mass turrets around your army. 2x sensor tower to cover flanks. Protoss will usually just sit back and chill at this point and try to take other expos around the map, which you can't allow to go uncontested. What i've been using is 4x ghost academy nuke harass, which allows you to insta-kill a nexus. Not cost efficient in terms of resources, but it can hurt their mining rate a lot. Even better if you can hit production. This strategy doesn't doesn't give you an omega army that can walk into the protoss, you have to wait for them to come to you and slowly crawl out with tanks+turrets à la broodwar style so it's best suited to maps like catalyst where slow-pushing is possible. Replays: https://drop.sc/replay/7608448 https://drop.sc/replay/7590742 https://drop.sc/replay/7590745 https://drop.sc/replay/7610523lllIlIlIlIlI0 Jun 6
Jun 6 Let's talk about early game TvP and TvZ Please use this post to talk to each other about current frustrations and struggles in the early game and also provide some advice, suggestions, or tactical/strategical tips on how to deal with those difficult situations. (Edited) I want this post to be filled with new and low level players learning from the skilled, and high level players showing how they've overcome (if possible), thanks!KnightWing16 Jun 6
Jun 5 marine myth. pro input good day. I am an adequately experienced Starcraft II player. I want to cover as many questions and matters in this post as possible. marine power myth I have been told by many players suggesting to me the secret of bulldozing my way up the ranks is building tons of marines and using medi-vac. I feel in my heart that it's not that simple, even in previous games & patches. Why do players of opposite parties feel that the marine is some uncostly over-powered killer? the Collosi used to evaporate them in WoL and now things like lurkers shred them to bits. 1 vs 4 Gold video demo did you see that video of the grand-master bringing down 4 gold players? I believe that the flexibility of the Terran race allowed that. Their mobility and survivability. In my personal view, I believe that Terran is the only race that could achieve something like that. That is not to say they are over-powered, but in their nature and unique character, they are quite perfect last of all.. I enlist the support of current players, asking for input. If you have a moment, could you observe this video of me playing and comment on my habits and methods. Point out any defects or ill-thinking https://www.youtube.com/watch?v=v6sdVm6Xme4 any feedback I will appreciate! thank you muchPrincePookie7 Jun 5
Jun 5 Free Coaching from 5.2k Random Hi guys, just looking for some people to coach or play practice games with (custom games/team games or peepmodes) Add me online and ill be sure to play some games with you. I'm not the best player in the world, but i can teach you if you're below masters, and if not i wouldnt mind having some more practice partners or friendly discussions. Thanks in advance Alpina #1604HeavyFresh1 Jun 5
Jun 3 Customisable tech trees? What do you think? Hey guys from Blizzard and those reading this topic. What do you think about getting a customisable tech tree as a patch or as a war chest that would allow us to use some iconic units of sc universe like corsairs, medics, valkyries, goliaths, defilers, devourers into the versus playmode? I believe that would add to the gameplay by multiplying the possible builds and renewing esport also since most people always make the same old and cheesy builds. It is great that they always bring some updates to the co-op and new skins but they don't bring a lot to the esports. I feel the versus mode is putted aside now and some patches are just unfaithfully balanced. Can we hope to see it someday? Also, im a bit sick of seeing the Terran tech tree with 2 spots in the factory setted for the same unit (hellion/hellbat) while they could just keep the hellion, make the hellbat a morph option for the hellion, freeing a spot to add some useful unit like the goliath as an anti-air option since terran mechs lack in meaningful anti-air.Raynor1 Jun 3
Jun 2 Counter Skytoss What's the best option here? I know vikings out range every Protoss unit (even though Phoenixes would win) but what should I be doing to counter void rays and carriers? When I move away, void rays and carriers are still attacking as they are moving forward. Was my mistake letting them get too close in the first place? I have tried and some how it works in their favor.Shadow10 Jun 2
Jun 2 Chem rekt showtime and the chintoss LOL cry toss babiesWraith0 Jun 2
May 31 Marine Massing I have found that just making armies of marines (100+) is very effective, and stops most enemy armies. It just takes 4 reactors (I think its called the 4 reactor rush) and just get marines. I usually build a second base and a line of supply depots to cut it off, and get about 4-6 pages of marines, then attack. I usually kill everything, and if not more marines have already been trained. Lately I added the addition of a raven to help with cloaked enemy units. Post your thoughts and experiences :)Spike12 May 31
May 26 How to deal with storms Hi guys, looking for advice here once again. I got my !@# handed to me by storms on my bio. How does terran deal with storms exactly? This is the replay: https://lotv.spawningtool.com/34219/ The first major engagement i got decimated, was not aware of the HTs at all, saw archons with my scan though. In hindsight it was the worst possible thing i could have done, stutter step into storm lol. I really should have thrown down a ghost academy after the engagement for the emp, and just general shield removal i suppose. Till then though, how to not take crippling dmg from storm pre ghost? Thank you for any advice and tips in advance friends :)Benirons23 May 26
May 26 Make landed Vikings biological. Hello again! I'm glad to see that a lot of my earlier ideas have not only made it into SC2 but have had a lasting and positive outcome. It's fun to find new approaches or re examine old approaches to game balance. There's always something new and exciting to try out. For today's topic let's talk about the Viking. Landed Vikings in competitive play are essentially useless. They are an extremely cool unit on paper, but over the many years they have been boxed into being purely an anti air role only. Why would you ever place Vikings on the ground? You are only sacrificing the valuable HP that they need to win air battles. This is unfortunate. But what if we were to remove this downside so that landed Vikings not only can protect their precious anti air HP, but come back into the air with more health than before? We can do this very easily by changing the landed Viking into a biological unit. The theory behind this is very similar to the reason why Hellbats are biological. It adds a powerful synergy with Medivacs that significantly boost the longevity and combat potential of grounded Vikings. The benefit to air mode could be significant, but the only way to heal Vikings would mean landing them and placing them at great risk. Vikings are definitely an ace anti air unit, but their ground potential struggles against other options. Landed bio vikings may end up forming a more long lasting support option for terran mech. It would probably not help drop plays because air vikings are not fast enough to keep up with drop medivacs. One big synergy is with the smart servos upgrade. If you want to heal Vikings, then the most important thing is to be able to land them quickly and have them airborne at a moment's notice. All it takes is a few seconds of being too greedy on the ground with healing to lose the initiative in air battle. The worst case scenario is that grounded Vikings become OP, which would probably be a surprise to anyone. The tragic scenario is if grounded Vikings had this buff but still ended up not being used at all. I suspect what will probably happen is that players put a few less vikings in the air and land them to fix up between major air battles. If that isn't a legit reason to transform, what is? Any additional ground combat they engage in is a bonus. It is entirely possible that the gatling gun may need to be modified since heal beam Vikings will have a very significant effect on combat balance. One option is to reduce its range significantly (to drive the viking into front line combat where healing is needed most) or by giving a direct damage nerf (from 12+8 to 10+8 damage?). Either way the grounded Viking would need Medivac synergy to become truly effective. Only the Archon has a bonus against biological units, so every other interaction for grounded Vikings will remain the same. The major change will be whether or not the healing is a significant enough factor to justify placing Vikings on the ground. The devs have stated before that one of their goals is to give terrans more reasons to transform their mech units. I hope this idea works.Bobucles7 May 26
May 25 Effective Widow Mine placement for protection Anyone got some resources on effective Widow Mine placement to protect other units, either protecting the backsides of a group of Siege Tanks or a walled off base. And any thoughts on differing placements for TvT, TvZ, and TvP and various tech paths your enemy might be taking that you've scouted out?Janir0 May 25
May 24 How to add units to army/hotkeys So while back i used to play as zerg, where u can add the hatching eggs into control groups in advance. I did a lot of coop b4 i got into multiplayer, and unfortunately developed the bad habit of using the army hotkey. I'm trying to unlearn this bad habit, but as a result i dont know how terran should be adding units to groups. The other situation is when im hammering the opponents front line feeling close to victory, in which case i rally everything to where the battle is happening. R there any neat tricks to add the reinforcing units to control groups like that? This is prolly a bad idea but in that case i resort to the army hotkey and A move so that at least everything will instantly attack when they get there, and along the way should they bump into something. How r u fellow terrans handling this conundrum? Thanks in advance, friends :)Benirons4 May 24
May 23 Raven as a Mech Support Transformation Ability Repair Mode In this mode, the raven will automatically repair nearby friendly mechanical units at the cost of energy. The raven becomes immobile and loses access to its other abilities in this mode. I quite liked the idea of the raven being a mech support unit. Obviously the repair drone didn't pan out. So my idea is to give the raven a transformation that effectively turns it into a repair drone. The big difference is that the raven has to become vulnerable in order to repair. Meaning this mode would mainly be used out of combat. Compared to the repair drone that had no drawback. New Ability Overdrive Increase the attack speed of an allied mechanical unit by 75% for 10 seconds. It's effectively Stim Pack for a single mech unit. Would be rather potent on the heavy hitters. Note that it does not increase movement speed. Since it would be pointless on siege tanks and because mech is more defense oriented.killheadface1 May 23
May 23 Finally Plat It's embarrassing, I know. I finally made platinum even though the servers are filled with free to play people who are inflating ranks when compared to the prestiege from like 2010. Does anyone have advice to prevent oracle into dark templar cheese? My first match of the season went very wrong because of this combo. I went with three marines into marauders because I saw three stalkers so I thought he committed to stalkers but he switched. Is my scouting bad? Any help is much appreciated.Shadow1 May 23
May 15 Keeping the army together When moving my army out, is there a way to keep my medivacs with my bio army? Or should I just stick to doing either a-clicking the medivacs onto the bio or small movements?Dom7 May 15
May 10 Zerg OP. no ones talking about it I see zerg doing the same thing on all levels of game play. both in my games and the ones I watch on twitch. Zerg can get instant map control off creep with a few hydra ling bane. they take good trades no matter where they stand, which is really de-validating a lot of strategy for other players. Are we gonna Keep acting like the balance is better then its ever been? its not just about if the numbers show even trades. its about how hard does the other player have to work to take advantage of their races unique strengths. and as it stands its to easy for zerg to bully players with hydra in too many situations. Tell me you haven't been seeing the same thing on ladder. AND ON twitch. its the same every time. ling hydra bane. you don't even see lurkers being used anymore. its like pikachu is stronger than raichu. And i'm not even gonna get into the ultralisk problem for terrans.CaptSchmidt40 May 10
May 8 Thor rushing in silver really good (kind of new) just won like ranked 5-6 games in a row with thor rushes against terran and protoss -even beat a diamond terran that went for a nuke rush. (for some reason I was fighting one is silver, diamond-blue border?) 1-3 thors from proxy factory on one base, 5-8 marines from a reactor barracks, and entire SCV line at around 5 min. its more like a thor-all in timing considering I usually have 2 and it is at 4-5 min if you open up with anything aside from a seige tank/immortal defense on the high ground, you really cannot do anything. you cannot really take down the thor with a mob of SCVs reparing blocking, void rays get mulched by the thors anti armor AA, immortals, you need at least 2 to fight 1 thor with SCVs, and I usually have 2. seige tanks can be good but you need to have it in a crucial spot and ready, and if you do not expect the rush, it can easily be rushed and taken down. how do you counter a thor rush with mabye 1-2 minutes of warning?tobias7 May 8
May 7 Why Don't Marauders Stop Stalkers? Serious question. I've never lost to a Stalker push by opening concussive shell Marauders. Why are they not considered an option? Too vulnerable to Oracles compared to Cyclone builds or what?NinjaDuckBob2 May 7
May 6 The dominant early game Cyclone As Protoss, I gotta say, the Cyclone rush is mighty fearsome. I absolutely must apply my pursuit of an army in the beginning to mitigate the supremacy on the ground that is a Cyclone. While it doesn't matter what units I commit to, just that I have them, a Cyclone rush is all but unstoppable if you expand early. This is where it gets hairy. It doesn't matter if I commit to an army, if they commit some SCV's to repair I am in troubled waters and would need to sit on one base with an absurd amount of cannons to mitigate the possibility. I suggest creating a unit that is biological to fulfill the role of the Cyclone.MortalsWrath4 May 6
Apr 30 How can you hard counter mass carrier? I was playing 2v2 and with a reaper scout I saw i fleet beacon. My partner and I (both terran)Expand/Harrash/Drop. But the turtle like Hell and defend very well. I did Raven,Marine/Medivac with some Viking and Built +30 Turrent in the middle of the map. My friend went bio MMedV.I was 3/3 bio. Protoss ATTACK BOTH OF US WITH +30 TURRETS AND DESTORY US!!! WTF, HOW THE HELL MASS supply of 80 marine+3/3+30turrets+viking+heatseekermissle CAN LOSE!!! SOO EASY!!! Viking Suck Vs carrier, EVen target fire can't deal with the crazy DPS of Carrier. HSM only deplete carrier shield. Marine go crazy with that many interceptor We where 7 base and they where 6 There is a Counter for +20 carrier? and don't say "Don't let then get there" they turtle like hell!Tarrlok28 Apr 30
Apr 30 First time I ever saw this https://drop.sc/replay/7079914 Start at 12:30. It's plat 4v4, I didn't even play that well...but they played far worse.Torimar1 Apr 30
Apr 26 Need help against cheese and all ins So lately, I have been beating my head trying to bring my MMR up by focusing specifically on my macro. I keep trying to focus on basics like making supply depots, making workers, upgrading and making units. This wins me most of my games if they are macro games. However, I lose just as many games when I get cheesed. This means my MMR goes up and down like a yo yo winning most of my macro games and losing most of my cheesed games and all ins. Occasionally I hold it off, but most of the time I outright lose to it. I realize now that I need help with my build order in order to be cheese proof. However, I also want it to be 2 base all in proof. I go reaper expand in both TvP and TvZ. Reactor expand in TvT. I play Bio in TvP and Mech in TvT/TvZ. I typically go for fast thirds at around the 4 min mark in each MU unless I spot my opponent on one or two bases for too long with my reaper.Raver12 Apr 26
Apr 19 Proof that david kim was part of the problem He lives in his own world that doesn't connect in any way to the reality of starcraft 2 and it's "balance" https://imgur.com/a/pCvN2 This answers it, this is the thought process of someone who keeps an incredibly unhealthy unit in a game that is dying month by month Either you acknowledge that banelings are OP, disgusting, take no skill to use and take more skill to counter than anything else in the game... or you're just wrong and very likely willfully ignorant The whole post is extremely delusional and shows why he should have left but there are still people with a mentality similar to his on the balance and live game design team, it can be summed up well with an example of a group of people believing that a literal piece of !@#$ smells good, and never, ever asking for anyone else's opinion - actually doing everything in their power to stay in a bubble which is why the best they ever come close to hiring a designer is for the co-op If you look at their hiring page you will see a ton of vacuous pomposity and it's just sad... blizzard has went from a company that made very exceptionally good games in the past to a company basically focused on money instead of passion, so they want the people doing the most replace-able work ever (coding) to be passionate but the people doing balance and game design to chase money... it just doesn't work that waySpaceOrc13 Apr 19
Apr 12 Best upgrades early in campaign? I was wondering what would be the best upgrades for my units in the campaign, and a small explanation would be really helpful. Thanks in advance.Psycho15 Apr 12
Apr 9 Should the Hellbat receive any buffs? You almost never see Hellbats used due to their slow speed and vulnerability to Banelings. Hellions are used for raiding, yes, but you don't see the Hellbat mode that often. Now, I don't play ladder, but would it break things if Hellbats received some sort of buff? I was thinking something like Hellbats having a bonus that cause them to take reduced damage from splash (though a direct hit from a Siege Tank or Baneling would still deal full damage). This would make Banelings a bit less effective, but without removing them as a counter. Yet this would not affect them at all against stuff like Marauders, Stalkers, etc., so I doubt this would be any sort of raiding buff.darkdill3 Apr 9
Apr 6 TvZ Build Order Reaper FE Liberator harass I've been using this build order lately with success. It's a Reaper FE hellions followed by constant Liberator harass. Can confirm it works up to D3. https://youtu.be/1HGSqp0mT0wGreenTea0 Apr 6
Apr 6 Stii the same ... after a long hiatus from the game, i see nothing has changed, terran still has the highest skill cap by a massive margin, and, unless one if as skilled as one of thise 20 yrs old virgins with zits on their faces - yeah, the koreans - forget it! going back to BW, i cant help it wonder - why did players let Blizz get away with such stupid design ?! in BW, for same player, the skill gaps between races is pretty close ...in sc2, its as massive as the grand canyon! its what makes T look OP in the hands of some for-ever-virgin, or look bad in theh ands of normal players! oh well, hello BW remastered old firend! bye byw sc2 shiny garbage!Reinhardt8 Apr 6
Apr 2 battle curiser please fix why do battle cruiser suck so much... they take so long to produce there normal attack sucks.. u wonder why u never see ppl use them very rarelyGoo0 Apr 2