Terran Discussion

Aug 25, 2018 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)WinterBorn423 Aug 25, 2018
Dec 26, 2017 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, 2017
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
Jul 12, 2018 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.Hipsv56 Jul 12, 2018
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
May 25 Stop hiding yo cheez to leave Gold or below Wanna escape Bronze/Silver/Gold?? Don't bother hiding your cheese. https://www.youtube.com/watch?v=CMHWWJlrqEQ&feature=youtu.be Me V.S a PLAT 2 Terran, I proxied right outside the Terran base. If I am against Zerg, I will proxy 4 gate and "wall off" the Pylon with my gates. With this cheese you should escape gold easily. Again, anything below Plat their macro is so bad (like me) you can just build your proxy buildings outside their natural. They can't react correctly anyways. Oh, for nubs who do the proper wall off as Terran :( I am really sad, but those are rare. Happy cheesing!! RektTrashEZRektTrashEZ1 May 25
May 23 Newbie: Good TvX Mech build wanted. The top voted build at spawning pool is PiG's Mech build. https://lotv.spawningtool.com/build/50991/ The above build seems dated. I was interested in a more modern build. Besides Vibe's build, what do you all recommend.Rich7 May 23
May 21 Never lose another TvP 3 rax Bunker rush ft. NeoSteel bunkers, turrets, and proxy tanks. 5 steps to victory. 1. Ebay block your opponent 2. Build 3 barracks in your base 3. Build a refinery and Ebay at home 4. Research Neosteel bunker upgrade 5. Pull ~ 10 SCV and attack! During the attack, use 2 scv to build a proxy barracks and a proxy factory, lift the proxy barracks to give ur tanks vision to shell away at your opponent. Build a 2nd proxy barracks in case the first one is sniped. Build bunkers and turrets as u slow push into their natural. Enjoy a free win against them dirty protoss.Kiaph3 May 21
May 19 Remove Addon RNG? Do you think Addon RNG is a little unfair, or at least, that it can be frustratingly inconvenient, maybe something that should be removed? tl;dr: Should this be changed and how so? Especially in TvZ, having exposed addons or having to leave ramps unwalled until you can get the addons in place or placing the buildings somewhere they'll have to be lifted once they're finished just to get the wall in place - it can be a huge liability or force nonoptimal builds. Also in team games, when walling with other players (especially protoss and their pylon placement), or when allied zerg creep is next to the ramp (common on a lot of maps - on some it can entirely prevent walling if the zerg doesn't help) not only do you have larger and more irregular ramps/chokepoints to wall, you have no control over where your allies place their buildings and often they don't/can't help wall. I'm curious what possible alternatives to the current system people think might be good and how you guys best deal with it currently. For alternatives options: -allow for placement anywhere around the building with 2 grid squares connecting (not diagonal or touching 1 corner square). The tricky part would be deciding how to swap addons when lifting and landing buildings. How do you decide which building an addon gets connected to? Is it first to land there or would you have to manually choose to link? A manual link, click a button or a hotkey on the addon/main_building and then click the other. But then you could potential swap and addon without needing to lift if two buildings were touching 1 addon. -Build the addon "under" or "inside" the the main building? So when it lifts off it leaves something behind? Something other production buildings could "land" on? -Each building could have an upgrade or something it research that stays with the building but that wouldn't allow swapping so that doesn't seem like a good idea. What do you do when you're forced to choose between leaving a space in the wall for an addon, just never having an addon on that production building (usually rax) or building without leaving space for the addon and then lifting? I guess it all depends on the layout. How do you deal with it currently when you get an unfavorable position that makes it hard to wall without putting addons at risk? One obvious tip is to be very careful when you lift a building off to make sure lings, workers, etc don't get under it. Bring the lifted building right on top of the one you're about to swap out and only lift the one being swapped out at the last second. Also have vision a little bit ahead of the area to make sure lings aren't on their way. One other thing I've seen done that had limited success was, when leaving a space open for an addon to be placed later, keep an scv there to drop a quick supply depot incase something tries to get in. Doesn't work as well as a quick walling with a pylon, especially if the scv gets picked off and you can't repair unfinished buildings, but it can buy a few seconds and you don't have to finish it - just stop building or cancel when you don't need it anymore. And in team-games, early communication to coordinate on walls can help make coordinate walls or make sure everyone knows what everyone else is doing or not doing. You can never assume people are going to wall where you expect or if they'll wall at all. There's even plenty of people who refuse to wall even against things like match-ups vs 4 zerg. If anyone has links to other posts that might have discussed this or talked about other options, I'd appreciate seeing those, thanks.lIlIlllIllI1 May 19
May 16 MULEs are imbalanced Well guys, I guess it's time we get to make real balance changes here so that this game is playable once and for all, the main problem here are clearly MULEs. For some reason Blizzard decided that MULEs used the same animation when killed and when expiring by timer, and this makes no sense, they shouldn't explode when they expire, they should just fall to the ground like if the battery had run out. Until we address the real problems of this game, we will never have a balanced game, we need this change ASAP!!!Hillnor3 May 16
May 16 New Tactic / Meta (Nuke Trick) Pan the screen when casting to hide the target designation/lazing BEHIND structures(Take a little while for the ladder to catch on probably, like few hundred matches throughout the ladder maybe?)FClassWhiteM0 May 16
May 15 Polt and WCS Anyone know if Polt will compete in WCS season 2 2019? I will also be competing.LiquidBoxer0 May 15
May 10 Streaming mass ravens in masters, live now http://www.twitch.tv/ketrocIIIIIIlllIII0 May 10
May 10 TvT Is back! Enjoy it! Do yourself a favor and STOP USING TANKS! I've come to believe that most of the disgust with TVT is base around an army composition including aggressive tanks, whether with bio or more mech. Instead, for mid game I've switched to a medium cyclone/hellion force for map/expansion control with 2 harassment squads, a 4 battle cruiser squad and a 6 hellion squad doing work where they can. This is a more scrappy style I'll admit, but far more fun which leaves me wondering why frustrated Terran player are still playing with aggressive tanks/instantly quitting TVT! Truly I believe using tanks in your main army is obsolete. It's always been a terrible composition to push and flank with. (except for during the "tank evac" days) and it was only ever popular by lack of better option for a staple maxed out army. However now the new BCs provides realistic support to countless alternative army options. I recently lost a game that I thought I was winning to a hodge podge army of 3 BCs, 3 Thors, hell bats, a few cyclones and a few vikings. It was a dominating A-move army with yomato, meaning it could be even better with casting units. The meta is still uncertain, find Terran's new strengths!RoodsMagoods1 May 10
May 8 Can't deleterion Not able to delete? O.OBdoom0 May 8
May 8 Streaming Mass Ravens in Masters now http://www.twitch.tv/ketroc mass ravens, all match-ups, mastersIIIIIIlllIII0 May 8
May 7 What did I do wrong in this TvZ? What did I do wrong in this TvZ? Busted 2 times his third, even armies, then at minute 10, he pop 2 ultras, game over. Can anyone tell what was my biggest mistake? How can I attach the replay? Thank you david.Fornax7 May 7
May 4 Libs Vs Carriers in Actuality? I play a lot of 2v2 and I respect the advice of higher ranked players I team with. I think liberators can counter mass carriers. That's not the question. My question is if I should target interceptors or the carriers themselves. Seems like a no brainer, especially since my teammate beacons indicating they want to attack the carriers. However, I did some unit testing and I noticed that if I let liberators attack the interceptors first and then the carriers, more liberators will survive the attack from the carriers. Of course, that is without recall so the carriers can remass. Of course, it is probably a good idea to try to position a few widow mines to blow up interceptors. Would it also be a good idea to mix in some vikings against mass carriers? Thanks for the input.Shadow1 May 4
Apr 28 Protoss not getting warp gate strategy have you ever experience when you are playing against protoss and for some unknown reason they do not get warpgate but instead que up thier units like terrans do. because i played one games as terran against protoss and i got wrecked because i was baffled about it, lost track of everything and did not know how to respond.i played another one with the same strategy and i just ended up turtling and maxing out with thors and bc. i have no idea on how to counter besides turtling and maxing out with thors and bc.Wallice3 Apr 28
Apr 23 Learning lategame: A TvZ and TvP super-thread This thread was a difficult topic to make, but one that I felt necessary to make anyway. Something so against the grain within the Terran community can get you labeled as stupid or crazy, but I'm going to say it anyway: playing late-game is possible, even in this meta of silly buffs to both Protoss and Zerg. With the help of Raver and, hopefully, a few others, I've compiled a databank of TvZ and TvP replays to help Terran players learn how lategame can be done. These will eventually include both mech oriented replays and bio-oriented replays. Now, granted, neither of us are masters players, so there is bound to be some mistakes - no player is perfect. But the general idea is to show that for both of these matchups, Terran players can win in the late-game, and hopefully, allow you as players to learn something from our replays despite our imperfections. Of course, the goal for every game is to win so if that means you can win with a mid game timing push then that's great, but sometimes you simply can't close out a game despite how much damage you might have done, so being able to transition into a late-game composition is an important skill, as is being able to use the spell-casters within these compositions correctly which comes with practice. A general word on macro and going into the late-game For those of you who are primarily bio-players or play a more aggressive "battle-mech" style, your aim should always be to try and hit some sort of timing in the early/mid-game, whether it's a pure stimmed marine push off 3 rax or a hellbat banshee timing. However, if you can't win off the push, then your aim should be to try and get damage done without sacrificing to much of your army to hopefully slow them enough that you can go into the late-game with even footing, or better yet, ahead. Sometimes, wins will occur off these mid game pushes, sometimes you might lose to much army, and it may cost you the game, and this is something you hope to avoid. The hardest part is knowing when you've done enough to transition out into a late-game situation, without throwing away your entire army. 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 high-Platinum level mechanics and above cannot control a late game Bio army with a little bit of practice and armed with the knowledge of what composition to use, the experience to know where to hit, when to defend and when to bring your army together for a full engagement. These are tricky aspects to learn, and will really only come with experience, but hopefully, these replays will assist you in gaining this experience. I've found that the key to all of this, as with any macro game, is good macro. Replenishing SCVs that may be lost from zealot or ling runbys, continuing to build Orbital commands when you hit max supply to scan for vision over your opponent's army and with enough, eventually replace SCVs with mules. Additionally, one of the things that I've noticed a lot of players don't do (and I'm guilty of this sometimes) is adding on additional production after you're maxed. Being able to quickly replenish your army from a bank is incredibly important if you've just taken a large engagement, and all the more-so if you're facing a late-game army with lots of splash damage. Please note, due to post length, this will be split into several posts. Edit - Thank you to the additional contributors so far: Raver MakeDepotsMiro24 Apr 23
Apr 17 When to SCV scout in TvT? When are you supposed to send an scv scout to the opponent's base to see if they're doing a normal build or if they have nothing which suggests they're proxying?NinjaNight1 Apr 17
Apr 15 Possible Balance Suggestions (From a Noob) Hey guys, I am a relatively low gold Terran player (that made it to plat a long time ago on another account the back of 3 rax reaper and 2 tankivac rushes). Again, my suggestions are based on my expieriences in gold, as well as my family’s restrictions to an hour a week on playtime, so please be polite in your suggestions & replies. The meta in gold is obviously very different, so maybe these aren’t a problem higher up. I don’t know. Here goes: 1) Marauder Build Time. Just under a second reduction in production time, bane busts too potent in TvZ 2) Viking acceleration. Just an inconvenience when trying to split vs parasitic bombs, they can’t get out of the way fast enough 3) Parasitic Bombs. Make AoE slightly larger to make up for above edit 4) Psi Storm. As of now it is guaranteed to do great damage. Have a delay between animation and damage (so it gives player time to split), but make damage done slightly more 5) Archon Range. +1. Cant hit drones sometimes behind the mineral line/can’t actually do splash. 6) Queen range. +1. Range libs can 100% deny mining. And warp prisms are hard to catch. (Also helps make up for above edit) 7) Warp prism animation to warp mode speeds up... can save a warp in when in battle (search up “Showtime the warp prism genius”) 8) Marauder anti armour. -1. Keeps up with TvZ while not ruining TvP. Marauders are meant as shields and anti armour killers. If it seems underpowered add up to 15 hp, or maybe decrease range. Promotes them being in front, and helps stalkers engage them. Thanks for taking the time to read this, and pls write polite/respectful replies on your thoughts (which are probably about how I am wrong). Marauder range idea thought of by <sbr2th> chuckdoodle Edit: I think I should’ve posted this in general, but if I do that it makes me look like I’m double posting/trying to be an attention magnet, so I’ll leave it here.Hornet2 Apr 15
Apr 8 How do you improve against Zerg? What’s the best way to improve as Terran against Zerg? I find myself not really understanding what’s going on at various points against Zerg. I’m Plat and do fairly well in TvT. Against Protoss I lose frequently, but I feel like I know why I lost. However, against Zerg I get lost and start freaking out. Pushing out on creep terrifies me. I usually open with reaper expand with a few hellions to deny creep, after that I just do whatever, usually banshee. I usually play passive and macro and get run over lol. What should i be looking for when I scout? I never understand how much the Zerg has or doesn’t have. When I watch the replay, there are times when I should have pushed out but didn’t. I’ve tried copying builds from the pros, but I still feel behind all the time, Even if I’m not. Also, nydus. How do you know and what do you do? Anyway, thanks in advance.willow5 Apr 8
Mar 30 Why people don't cc first anymore ? How hard is it to get away with it ? Will i die to stalker adept pressure ? What about tvt tvz ?Maladie2 Mar 30
Mar 27 Fix the Thors A thor will be surrounded by zealots and zerglings but God forbid enemy has ONE air unit all thors instantly target it even if its just an overlord or observer. wtf is the reasoning for this? I've lost so many battles because thors auto target air always over anything else and I cant sit there and click every individual zerglings cuz they're so small. This needs to be fixed immediately I'm sick of losing cuz blizzard doesn't know how to write code or fix basic issues. They chase air units too even if they're being attacked from the ground. I can't be the only one pissed off about this.Zenologic10 Mar 27
Mar 20 TvP too hard its too hard. TvP. Protoss can just steam roll everything a terran does with seemingly less skill. that is less attention to perfect build orders or counters or scouting. easy transitions because everything protoss has just works the terran now matter how you combine army deals. protoss are too strong. against the terran atleast. let alone sc2. but that is not for this thread.CaptSchmidt25 Mar 20
Mar 19 Why are all terrans one base allin????? Every <removed expletive> piece of <removed expletive> is jsut one base allin every game? [Edited for language by Moderator - please review the Forums Code of Conduct]light32 Mar 19
Mar 19 Widow mines Am a Diamond Zerg player and playing in the EU server for fun in as playing Terran I noticed at time 12:20 my enemy zerg is bringing zerglings up my ramp, My ramp has 2 tanks and 2 PF and some widow mines in 3 base. While the zerglings get in range of the widow mine and even gut very close to it, it did not fire its weapon. Replay of the game: https://drop.sc/replay/9925118 Am guessing the tank killed its target that made it not go off while typing this >..> Its annoying that widow mine target gut stolen by the tank and lost its best hit. I just dont like this unwanted effect that may ruin my battle. I want more team work between the units, my area so dont you dare shoot tank or tank you bigg dam ball you killed my target of well no worries am already 90% ready to shoot let me set my self to a new target faster. or give me the option to kill units that don't let me land my building >.>Finaldash1 Mar 19
Mar 19 Feedback: Cyclone, AutoAttack (Agile Turret!) Hello there!!! I have played around with the Cyclone and noticed this on a more advanced testing in the unit tester when trying out a lot: - This unit doesn't have Turret-Turning when kiting the enemy without Lock on. (so there are a lot of units with "turrets" that have it, Siege Tank, now Colossus, …) But you can see this unit is actually capable to turn the turret: With LOCK-ON HE CAN TURN THE TURRET - ATM kiting witihout lock on is absolutely useless as the low dps is lowered even more when it is driving back The lock on only improves the targeting, Not having Lock-On activated should not disable the Turret-Turning... THe lock-on is there to improve targeting and therefore (lore-wise) improve its damage against armored-units. THUSLY my suggestion: - Enable Turret-Turning on this unit even without Lock-on ps: I know this unit's main strength comes from the Lock-On, that doesn't mean you shouldn't be able to use turret-turning with it without Lock-on ps: My main account is in Europe/Korea, this is just a fun one.FreeLiberats1 Mar 19
Mar 19 Suggestion: Remove "Rapid Fire" from Stim My feedback is to remove the automatic rapid fire from stim = add a small cooldown Problem: - Stim can be used as fast as your keyboard repeat rate allows. -> you can easily end up with Red Bio in 1-2 seconds depending on your keyboard (without enemy) Explanation: First of all: S is Stim for me. I dont have a sc2 rapid fire key for S set. But just like typing ssssssss by holding it down, Stim will be repeatedly be used when you hold s or press it again just slightly at any time. Which can sometimes happen. My SIMPLE suggestion: - add a small cooldown to this ability, like 4 seconds! (Stim lasts about 14 seconds) Advanced suggestion, simliar to queens's new Inject - GRATS ZERGS - in addition: - queue the next stim up if it is used near after half the duration, like 7 seconds (so it can be queued only once) OR: near the end, like 10 seconds (4 from the end) By the way: WHY IS the SIMPLE suggestion already SO GOOD?[/u] - it is not affecting the highest level of play - it is generally improving gameplay for the "medium" players (medium = non-master/grandmaster) - thusly this won't affect balance, and thusly is out of doubt an improvement to the game. Similiar to queen injects, but actually with much less impact. Since this is only a one-queue. - not to forget it is very very fair against simple said "a-move protoss" and the high skill cap of terran in general, as I hear so often how to micro X as terran where as the enemy doesn't have to do much relatively. Thanks for reading. I think at least the SIMPLE suggestion is a must for a modern game... ps: My main is at Europe/Korea, this is just a fun accountFreeLiberats2 Mar 19
Mar 9 Feedback: Lock On/Cyclone,Buildings,Nydus Hello there, I have played around with the Cyclone for quite some time and noticed an important thing: - It is missing the "Enable Building Attack" similar to the Baneling. - It is not auto-locking Nyduses. So if you a-move your Cyclone(s) to the area of an incoming Nydus (or have it on patrol there) it won't do !@#$. - Yes, it is autolocking defences/offensive buildings such as Spine Crawlers, SO IMHO the Nydus should at least be one of those offensive buildings that you should attack. Thusly my suggestion: - Add a Enable-Buildings-Button like the Baneling has. OR - Add Nydus to the list of offensive buildings that lock on will automatically target. The Nydus is actually one of those units that you could meet anywhere on the map and WANT to target! So Please enable this, or let us enable it. This just makes sense and is logical! ps: Yes I know you can use it manually (and all the tricks with it) ps: my main account is in Europe/Korea, this is just a fun one listed here..FreeLiberats0 Mar 9
Feb 23 Feedback: Give Cyclone +1 acquisition range? Hello, I understand and have used them to great success by kiting in general. You can play them decently with hellions (since those have lower range). However once it become a few more, it also becomes a mess (more). Please do a few games of building a lot of those 2 units vs a decent enemy (!even without mobility spells such as fungal growth or blink or or!) before understanding the topic/ writing comment/ doing balance. So it's about their acquisition range here. These units are so fragile (for their cost) (the balance is the "high range"/mobility)): When you want to target lock, they have to go into 5 range. Shift-queueing is not helping it, they will stay in range. If you have many of them it's more difficult since they will target-lock very delayed, so you must move them back individually almost and at a specific different time... Which is not possible for a humanish / normal player!!! consequences, - since they are fragile: They die extremely fast on low range. - since they have low range: Either They are "stuck" behind other units not target-locking Or They are "stuck" infront of other units, dying to quickly for their cost. I see the current state is the result of rebuilding this unit. The low range of acquisition comes from its old state of having much more health. Did you play around with them a lot since the change? I think they should get +1 on the target lock to make up for the lower health, and I know there have been other changes with the health nerf of course. They are great in a short game, but once the games goes on it becomes to messy to sum it up. Still using them to have some mobility. Thanks for reading, and changing it.FreeLiberats1 Feb 23
Feb 22 Hotkey setup suggestions I want to use the alt key more often when creating new control groups and taking the units out of an existing control group but the alt key feels to be in an awkward position for me. Not sure what key I would replace alt with Spacebar would be easier to press but I use spacebar for base camera instead of backspace I use ` for push to talk and wouldnt want to use caps lock. my current setup: 1 = CCs 2 = all production 3 = main army 4 = depo wall for fast response 5 = I try to use this one for drops or upgrades but havent trained myself to use enough to commit it to memory 6 and 7 are never used I use q and w as alternatives to 9 and 0 but since these 2 keys are so close together, they also feel awkward to me. I try to use these 2 keys for drops/2nd army group/spell caster units/harras units If I could use q and w more effectively with 3 and 5 I would have 4 army hotkeys but issues that come up are that I have trouble remembering which drop is hotkey q or w and if I am attacking at 3 different locations my q and w might be clicked wrong. Since I use 4 for depot wall, I was thinking of using w for wall instead but I would just have to retrain myself which is difficult after playing close to 10000 games. When playing protoss I use 4 for proxy pylon. Since i use 1 and 2 for CCs and production, retraining myself to use 1 2 3 as army hotkeys would be confusing at first. q and w being beneath 1 and 2 can create misclicks when going from main/production to drops. Drops are very important so any misclicks can be bad in split second decisions. Maybe use 5 and q and have w be depo wall or upgrades.HoUsEofGorE4 Feb 22
Feb 14 terran building skins same limit as units BAD terran building skins i rly wanna buy them but i play mostly 3v3 so should i buy it if i only can have 4 buildings at once?GGSwede0 Feb 14
Jan 30 Skins Hi. I purchased some skins but they don't show in game. I normally play 4 v 4. The Zerg skin shows on the Zergling but all my Terran skins don't show (Supply Depot, Viking, Battle Cruiser, Thor) Does anyone know why this is happening?IcemanAce1 Jan 30
Jan 27 Storm, Tempest are why Protoss is too strong. Blizzard wants to know why terran doesn't go lategame vs Protoss? Most Protoss units can be countered. Protoss units alone are not why the race is overpowered but when you add high templar into the game, everything changes. High templar makes a Protoss army engagement almost impossible. I've had many games where I am up 50 supply on the protoss, yet I can't get close to the protoss army without taking severe losses. Ghosts barely work when you lose all of them trying to emp high templar in the back of chargelot archon or Zealot stalker Colossi. Blizzard you want to know why Terrans don't want to go late game vs protoss? Protoss has high templar and tempest. High templar takes energy to kill entire armies. This snowballs, as storm can kill and infinite amount of units without the Protoss having to lose army, whereas Terrans usually have to lose large portions of army to kill high templar. Ghosts get feedbacked and killed, and if colossi observer is on the field it is nearly impossible to land emps without losing all of your ghost. You completely took away damage to the Ravens anti armor missle... this is the equivalent of using energy to kill armies instead of losing units. Terran is now the only race that has no spells that can kill units. This put Terran at a disadvantage because we have to risk our armies to get kills while Protoss can mass templar and accumulate energy, and wait for us to attack. If we attack, drop a few storms to push us back. How can Terran deal with this? Tempest are too fast, have too much range, and when you add in high templars with tempest no race can engage this. I think its time for High templar storm damage to be looked at. It is the best spell in the game and with Protoss performing so well at the moment, I think a small high templar storm nerf may be needed and I don't think this would hurt protoss. As the game gets to late game and more high templar are on the field, it becomes impossible for Terran to engage. Even zerg struggles vs storm. I don't mind the disruptor or Colossi, but I refuse to go to the lategame vs protoss as storm and tempests are not able to be countered without losing entire army. Terran has to siege tanks, siege libs, siege widow mines. Protoss can move around freely and they also get recall. This is why terran will not take a 3rd base vs protoss. It just isn't fair to us. Blizzard please look into this, as more and more Terrans leave the game everyday because of TvP matchup. I love this game but I'm tired of winning all TvZ's, winning most Tvt's, then have your mmr drop because you lose every tvp. Enough is enoughEvoMan6 Jan 27
Jan 24 Reactor and techlab construction positioning Hello dear community'' Did anyone allready asked about that issues? That we can't make choice to where build the Addons of the Terran buildings??? I mean to loose a adds depending on wich side of the map you spawn isnt based on skills. -Imagine to loose a tournament cause of that engenering dependance, loose a reactor to weak agression only cause you spawned on the Left side of the map?, -on other hand u'll try to harass and only be able to Scratch the Main building of the Terran cause he's on the Right side of the map?, -Could'nt we just be able to choose on wich side of the BArrack the REaction/techLab is being made?... Only problem for blizz to make such change would be... Building design. Or they actualy did choose to make that obvious unbalanced spawning base advantage to make thing spicy? xD awh blizz blizz blizz tks tks tks ^^. Best regard, Bamboo'' Glhf <3Bamboo2 Jan 24
Jan 23 Extent of Abilities Can Nova Mind Control lower-tier protoss? In the covert ops dlc, she can MC those Taladrim units, zealots I believe? This is quite surprising because I thought protoss were immune to mind control effects.BlackLight2 Jan 23
Jan 23 TvP Build Order: Cyclone 3CC 5 Rax Lib Ghost First, the build order 14 Depot 15 Gas 16 Rax 19 Reaper 20 Orbital Command 20 CC #2 21 Factory 21 Marine (Tech Lab when done -> swap with factory -> Reactor, marines when done) 22 Depot 23 Gas 24 Cyclone #1 + Mag Field 24 CC #3 (by 3:20) 30 Cyclone #2 35 Cyclone #3 (swap to Reactor Mine) -- Marines, SCVs for a while, 2x gasses at the natural 48 4 Rax (Stim Concussive and Combat Shields when done) 50 Starport #1 (Reactor, Medivacs x4) 53 Supply Depot x2 (at the wall) 5:30 Double Engineering Bay, +1, +1 Starport #2 (Tech Lab, 2x Medivac) -- When Starport is done, get Fusion Core + SP Reactor + SP #2 -- After Fusion Core starts, get Tech Lab on SP #2 for Liberator Range -- Add ghosts as Templar enter the field About positioning: You want Liberators over the Bio ball, Mines within Liberation Zones, and Ghosts near the front line for EMP. Avoid Stimming too much before the battle begins. Force him to engage and take losses or lose a base. Until Tempests, there's not much Protoss can do to take a favorable engagement if you're set up correctly. Ideally, Mines go off on Chargelots. They will kill your Marine Marauder and you can't kite due to Charge. IOW, they force you to engage or pick up. Stalkers want to engage Liberators, so you want your Bio to stop that. Ship Weapons is the preferred Armory upgrade. You will 2 shot Stalkers with +2 and 1 shot HTs with +1 until Shields +1 comes online. Go to 9+ LiberatorsMrMalfnction4 Jan 23
Jan 19 A Good read https://terrancraft.com/2019/01/18/opinion-on-16-jan-2019-community-update/ Very good points are made in this article. It does a good job explaining the TvP matchup better than I can. Blizzard please take a lookEvoMan0 Jan 19
Jan 15 2 1 1 build against zerg, need pointers what SHOULD i be doing with a 2 1 1 build against zerg assuming they're not doing weird all ins early on. I usually do the standard 2 medivac marine harass straight away to clear up as much creep as possible, but what i dont know is what exactly i should be doing, e.g when to add my third, when to add extra factories and barracks, rough timings to scan for tech. Note, i usually like to play marine, tank, widow mine, mid game to counter the mass lings and bane, any criticism regarding composition and what to do with it in a skirmish would be much appreciated. <3Blood8 Jan 15
Jan 15 State of Tvp new patch So far a day into the new patch, I have watched terran repeatedly get wrecked vs toss. I lost every tvp yesterday, so I decided to watch some streams on twitch to see what new builds are out for terran to help me. I watched special lose most tvp's. Then I saw Ty go 2 and 8 on the ladder today vs protoss, and now I'm watching HeroMarine get trashed in tvp. It probably isn't worth noting but I watched Avilo get trashed too lol. Even Pig says the tempest feels a little strong. Tempests new attack speed and range is the fastest and longest range attack in the game. Every unit from Terran's arsenal can be kited by new tempest. I wont say the tempest is broken but it needs to be looked at. Automatic warp gates? Why does toss need to be made simpler, they are already a strong race. Can i get automatic building attachments as terran? Stalker: now that cyclones are nerfed, stalkers can cause a lot of damage to terran early game. Terran absolutely have to get bunkers now. Combining these small things with the fact toss is already ahead on upgrades and expansions, toss can enter the mid game very powerful now and lategame toss is leaning towards being too powerful. Protoss got unnecessary buffs this patch, while terran got nerfed and now tvp is in a worse state this season than it was last season. Last patch Protoss got chargelot buff, stalker buff, and high templar quality of life changes. Now they get tempest buff, warpgate buff while Terran got nerfed. The widow mine buff is not enough to account for the changes protoss got. Terran has been the underperforming race in tvp for atleast a year, maybe 2. Terran needs to get a real buff. I know it is a little early to call things out, but I already see where this matchup is going.EvoMan31 Jan 15
Jan 15 3.8 Cyclones are Trash IMO, Cyclones have no place in Terran's arsenal. It's expensive, requires a tech lab, and like the reaper, niche. However, if they were 2 supply / cost less / could be reactored, they'd be completely broken, as in OP. I just don't see the point of them. They die to 2 tank shots, but deal an ungodly amount of damage with lock-on. I beat Mass Tempest on the latest patch and didn't have a moment of fun. They just suck. They're a volatile, glass-cannon type unit, like the banshee. My suggestion is to 1) give them 150 HP 2) make lock-on manual cast. (Nothing like locking on to a marine while your cyclones get slaughtered) and 3) Nerf lock-on to something reasonable, like 200 damage of 10/14/20 seconds.MrMalfnction21 Jan 15
Jan 2 Hatch block at nat Hello i was just wondering what do you do vs a hatch block at your natural? He blocked my natural and made lings and spines. Well i left the game before spines finished but wasn't sure the best reaction to it. I guess i should have cancelled my natural for sure. Edit: I'm very new to terran and i still got placed in gold 2 so yay :/Insomniac6 Jan 2
Jan 1 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.Braden195 Jan 1
Dec 25 TvP ideas Hello. I suggest to share ideas in this topic of how TvP can be played in the new patch and discuss it. I will start with my own. The new cyclone is a nice unit to have, since it's very mobile and deadly for air units like oracles and prisms. But it's a huge investment too, so we really want to make use of it somehow, otherwise we set ourselves far behind. Since we can't allin with the new cyclones, but definitely can threat to initial protoss units with them, I suggest to go early factory and then make a CC. So, we go early gas, rax -> marine -> tech lab, factory, CC. One gas is enough to start cyclone production, thus we don't delay our CC too much. Your first attack is like cyclone + 1-2 marine + possibly an SCV. The point is that marines/SCV provide you vision on high ground, so you are able to lock on protoss units. So, you may get some free kills, you get some info of what protoss is up for, you confuse him with your build etc. I dunno yet if it's a good opener against decent protoss players, but against low protoss player it even may give you a freewin if you kill all his units one-by-one. How to transition? You definitely need to take 2nd gas ASAP. You also need to make at least two tanks + possibly a bunker, since there is a high chance of a counter attack. I think that 3rd CC or +2 rax or +starport are all good options. During your initial attack it may be a good idea to try to sneak into protoss's main with SCV to gain info of his tech. If it's some silly twilight tech, cloak banshee or even drop with upgraded WMs can potentionally kill protoss. So you can transition according to what protoss's choice of tech is.chobo16 Dec 25
Dec 24 Problem with spellcasting I've always had this problem, but only recently figured out how it works: When I'm trying to cast spells near my opponents units, sometimes only the first spell goes off. This is a huge problem, for example, when I EMP some high templar and then go back to microing my MMM, only to discover moments later than only one EMP went off instead of the blanket I ordered. I'll note here that I quickly cast spells by first selecting my spellcaster, then holding down the hotkey for the spell while I click my targets. Also, I have this problem with ALL spellcasters. What seems to be happening is after my first click, which successfully casts a spell. If I click too soon and hold down the mouse button for too long, the click opens a drag selection box instead of casting a spell that second spell. If I release the mouse on top of an enemy unit, instead of casting the spell, that unit will be selected, my spellcasters will be unselected, and the third, fourth, etc. spells wont happen either. It works fine unless the clicks are fast. Literally the exact same keystrokes can either produces this effect or not, which is why it took me so long to figure out. I found a number of workarounds, but all of them have intolerable side effects. I've tried rebinding "select" or "choose spell target" from the mouse to something else, disable enemy unit selection, re-pressing the spell hotkey between each cast instead of holding it down, using shift to queue up spells, and consciously using spells more slowly. All of these are either too slow or hinder my gameplay somewhere else. Is this a bug? A mouse problem? Or another manifestation of my poor mechanics? Has this happened to anyone else? -a single antaSingleAnt7 Dec 24
Dec 23 "got no patience for sitting around" origin? Hi everyone! I love how SC/SC2 (even Warcraft 2) steal little quotes from various movies and use them by the units. The Dropship rips from Aliens are probably the most famous, but as I was going through the SC2 Terran campaign again recently, I was convinced that the Siege Tank phrase "got no patience for sitting around" definitely comes from a movie, but I can't place it. Does anyone know if this was taken from a movie, or is this simply a Blizzard original? I do love the irony in that the Siege Tank driver would say this, yet he literally spends his entire existence sitting in a tank.Shafe1 Dec 23
Dec 22 UED Skinset Would anyone else like to see a UED terran skinset? I have always wanted to see what thier units would look like.Zacattack3 Dec 22