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Terran guidance | Jun 25th 2009, 06:51pm | |
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No, I'm not looking for a playing buddy to teach me Terran or something, I'm just trying to learn how to use them reasonably well as they're looking really fun for SC2. I usually play Protoss, but honestly Terran come more naturally to me so I'm trying to get competent before SC2 release, or beta, if my opt-in works, which I doubt given the other 9 million people clambering for it. Point being I'm looking for either some strategies, tips, replays from my peers, or a link to a guide somewhere.
I just played my first game as them in several years 1v1 against a Protoss computer and won by turtling and pressuring their expansions till I had taken several and made a Seige tank-goliath-marine-medic-science vessel push right through them, and cleaned up the islands with battlecruisers. |
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| Jun 25th 2009, 07:06pm | |
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I am not that good but I might have a few tips. If so one says something different go with them. You may be about my leave of play already.
First make sure you know how to micro your Vultures, big deal in TvP. Remember the Siege Tank can defend very well, Now try at there base to "blockade them in(Now that is a siege). Resist the urge to turtle this is harder to do as the Terrans. Learn how to Gate on which map this can save your butt TvZ I hear. Learn how to build a base efficiently to save as much space as you are able. |
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| Jun 25th 2009, 07:14pm | |
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Yeah, I only used bunkers and tanks with some goliaths for air as defense, I wanted to be able to uproot and move whenever, and I did. I had entire bases of factories, barracks, and command centers made in my main base so that I could float over as soon as I took an expansion.
Vultures are one thing I should practice with, I'm pretty bad at micro, which is fairly important for Terran and one of the fastest units in the game will make me learn that out of necessity. And yeah, base building is gonna take me awhile as I'm used to clustering with Protoss, it takes a lot of energy to keep building supply depots too, I usually don't even have to think about it. |
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| Jun 25th 2009, 07:17pm | |
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Don't be deceived by firebats. they are good but unreliable. Against the Zerg, valkyries and marines and firebats are good. Against the Toss, vulture( like Omega said), Goliaths, and Ghosts. BCs are good againt every thing. My advice my be shabby becaue I have not played online for a while becaue my copy of SC got disabled. XD
Ya might wanna wear a helmet so it don't get messy when I BLOW YA MIND!
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| Jun 25th 2009, 07:20pm | |
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eh. bunks usually = bad. If you play it right, you don't need bunks
When playing against zerg, get wraiths fast. As soon as factory is finished, start building starport. Use wraiths to take out ovies and push ur way to there base with rines, meds, tanks, and maybe some vults that you've built up over time while messing with his ovies and economy with wraiths. If he has lurks, push to his base with turrets, using at least 2-3 miners building turrets as fast as you can in a line. That way if you have to fall back cuz of lurks, you have turrets that you can fall back 2 I have no clue what to do against toss, other then to get tanks fast and vults with speed upped and mine upped. |
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| Jun 25th 2009, 07:31pm | |
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If you wont to practice matches do so against TvZ and TvP against the computer TvZ is not that bad, TvP sucks for the Terran, TvT is just too easy. Unstable or Gear could give you better advice I know. Don't every underestimate Stimed up Marines with medics I took out an entire Terran base Teched to Goliaths with just 4 marines and 1 medic. Marines can also tear through Spider Mines in TvT. I like to have 1 medic to every 3 or 4 Marines. Tanks can kite slower units but I don't know if it is a good idea. SV are nice to have just don't lose them the lose of even one is bad. BC can be a good way to finish off someone who is already been beaten but watch out they are big investments I don't like to use them in groups less than 3 and a 5 min. for bases.
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| Jun 25th 2009, 07:37pm | |
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LOL @ supply depots... i hate those things...
PvT 1) Ok, find out how to block your ramp against protoss: thats important. Use barracks, and 2 supply depots (its deceptively simple, but look online if you dont know how). 2) Vulture micro: use P (for patrol) instead of A (for attack) because it lets your vultures move faster. As your vult moves around, hit P then click back towards the enemy unit (preferably melee) then just normal move AWAY from the unit youre attacking (quickly). If done right, the vult should shoot a 'nade out its butt instead of its nose :) 3) More vults: they kick ass in PvT. Understand this. Upgrade speed first, then mines. Since toss usually go for a 2 gate goon build, vultures need mines to be effective. One thing people dont understand is that vults are deceptively decent against goons (NOT deceptively GOOD.... deceptively DECENT). I say this because shields take full damage from everything, so if you have some tanks on the field, why not soften the goons with your vults? 4) Your basic strategy is to get lots of factories and then "heavy metal" it up, basically using a combo of tanks and vultures and mines. This is called a tank push, and you can find much more detailed descriptions of them on team.liquid. Basically, mines go in front to soften the blow, vultures soak up infantry and tanks do the real damage. Toss use a combo of dragoons (do full damage vs tanks AND vultures) and zealots, with random other units thrown in, like DTs and HTs. Your objective is to contain the toss, then push into his base slowly (tank push) with tanks, backed up by mines and vultures. If you see him get carriers/arbiters, get golly's too cause they pwn, but otherwise, not really needed. Build missile turrets for AA and detection (DTs suck). If game goes late, he wants arbiters, and you need to be sure to get vessels with EMP. Watch out for: > Zeal bombing: a shuttle with some zealots flys over your tank push and drops the zealots as the toss army attacks your front. This 1) confuses your tanks and threatens them with melee attackers and splash and 2) presnets the possibility of your own mines killing your own tanks. Zealots mine dragging is a real threat to the terran player. Luckily, vults and turrets can do ok against zeal bombing. > DTs: you need turrets for detection, and sweep. watch for raids on expos and stuff too because you dont want your force divided. > reaver drops.... > Storm: it can take out mines, vultures and tanks, so be careful. > Archons can avoid mines but otherwise arent too effective... just be aware that they exist. > +2 upgraded speedlots can kill mines in 1 hit. > basically, if you have the contain, toss is doing everything sneaky and creative to get out of it, so you need to be prepared for all possible encounters... keep scouting and expanding and denying him chances to get new bases and its a pretty easy win. TvT Idk, this isnt my specialty... usually its a mech game with tanks being the main force (you have to outrange him) Sometimes you can wraith cheese him but its risky... TvZ Most players use a bio build vs zerg: rines, medics and firebats with tanks and stuff. Watch out for mutalisks and lurkers (especially). 1 armor upgrade lets your rines survive an extra lurker attack, so take advantage of that. Again, toss is my specialty, so i dont know what terran do against terran and zerg as much as i know what to do against toss (my friend specializes in terran, so i know all about it). Otherwise, check here, cause it rocks and theyve got some good stuff: http://www.teamliquid.net/forum/viewmessage.php?topic_id=60601 Also, watch the pros play because you can emulate their styles and stuff (and they can give you some neat ideas for raids, unit combos, build orders and more) |
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| Jun 25th 2009, 07:44pm | |
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Check on tl.net's strategy recommended thread. Very useful links. But, I'll sum up tvp and tvz for you. Also tvt is played almost the same way as tvp, but with emphasis on siege tank placement and sometimes lategame BCs.
Generally you want to mech against protoss, which is vult/tank and only gols if he goes scouts(bm) or carriers. Remember to get gas at the same time as rax so P can't steal your gas. Then make 4marines+1tank asap and pressure if you can, if not then just turtle up, make vults to harass and defend the tanks your going to make. Then you slow push him(making minefields, turrets and sieged up tanks). Also remember to expo, protect mineral lines with turrets, keep upgrades up, scout(to see if he's getting some air), keep army production up and get like 1-2 sci vessels when you see him going arbiter. Against Z you can either go mnm(marine and medic which fails without proper micro) with optional tank and nonoptional sci vessel support or mech(like gols/tanks/vults for harass and mines or wraiths if you can micro well with them) MnM is preferred due to it's superior mobility(mech is slowww and you can rape zerg expos npnp) but it requires good micro, as lurker/ling with good flanks can completely rape it. Also sci vessels are needed for detection and to irridiate defilers which can swarm(makes units under it immune to ranged attacked). Swarm+cracklings>your army, so you need to always be in open areas and not sitting in your choke waiting for the zerg to swarm and gg you. Oh and a cute trick early game you can do with mnm is if you see lurkers coming to you, stim focus one, and run the hell away. Doing this right means you kill off one lurk and all your units are safe. Mech is slow, but its made for midgame pushes(one unstoppable push, i win) and generally does not want to let the zerg get into hive tech(lategame). If zerg gets into lategame though, mech can still be useful by fighting in open areas, only you need sci vessels for defilers. But if mech can get up to a zerg's choke and he doesnt have swarm or units to flank, it's prettty much gg as long as you can reinforce the contain. Also note that wraiths are used the same way mutas are, as mid-game harassment tools, not gameenders. Early game harassment is vults(you use p and then click away when it fires its bullet or w/e. you can decimate lings with this) EDIT: yay i took too long and people beat me to advice, oh well
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| Jun 25th 2009, 08:14pm | |
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Wow, thanks alot, I'll try all of these, I'm gonna have to work on the vultures, I don't think I built a single one in my TvP. I was going for what I hated the most as Protoss, that being tanks and goliaths, my goons usually take out vultures no problem with 2:1 focus fire and range upgrade.
I'm honestly the most worried about TvZ, I don't have my usual power-per-unit advantage with Protoss, and the push is roguh given the constant pressure they keep on it. Thanks Knee for the TvP advice, it's concise, and the TL link is gonna be helpful. |
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| Jun 25th 2009, 08:21pm | |
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For Terran basics you should check out Stylish' fpVODs: http://www.teamliquid.net/forum/viewmessage.php?topic_id=86770
Clear explanations, build orders, demonstrations of the build in single player and in practice, great resource. Also read the Terran FAQ that goes with it: http://www.teamliquid.net/forum/viewmessage.php?topic_id=90288 FPVOD with commentary compilation thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=86665 How the Terran push works(from a Protoss perspective but still very useful): http://www.teamliquid.net/forum/viewmessage.php?topic_id=58685 Vs Zerg you can do mech too, most Zergs can't deal with that at all.
"You should be grateful when someone draws your attention to a faulty action / opinion of yours ... even if it is done in an unfriendly mannerism." - Unstable
SC2GDF debating 101: quote their stats -> you win the debate |
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| Jun 25th 2009, 08:30pm | |
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Knee, some of that stuff was not so on the ball man. Well the one i saw was that upgrade speed THEN mines. Heck heck heck no. Mines first then speed. You need the mines to defend against the goons, for in the early game you dont have a solid enough tank force to battle the goons 2gates can pump out. And pshhhh most of its helpful, but not sure its really going to help him without a solid build order
Uh basically listen to Dreadwave, gosu genius guy right there imo. If people give out info, dont trust it just wait for DreadWave to reply and everything will be A okay. Team liquid really is the place to go for this kind of stuff, online starcraft communities are very noobish, and untrustworthy. I myself mite even spew incorrect stuff. But i think i listen to enough commentaries to give out quality info. |
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| Jun 25th 2009, 08:40pm | |
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If/when you get speed and/or mines depends on your opening. If you siege expand you don't need mines until later, if you FD mines come with the build.
If you 2 fac it depends on what version of 2 fac you do. Speed is nice if you want to harass later on, lots of tosses will let you run vults into their bases and kill all their probes. Some tosses spam cannons, then speed isn't that exciting. :( I think Knee just made a typo, he says speed first then talks about how nice mines are, he probably meant mines first.
"You should be grateful when someone draws your attention to a faulty action / opinion of yours ... even if it is done in an unfriendly mannerism." - Unstable
SC2GDF debating 101: quote their stats -> you win the debate |
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| Jun 25th 2009, 08:41pm | |
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I said that mine was just for basics and didnt contain the really important stuff.
I didnt give him specifics or build orders because, as you say, everything can be found on team liquid (and i provided a link). I posted all the advice i could think of without writing a teamliquid style essay on it. Everything ive read before on this subject says to upgrade speed before mines because that makes microing easier. Read the links people put down because those are where you go to find in depth info. @ Roland: do you play often against people? because good vulture micro is SOOO annoying, especially if youre toss, and its a game of BGH or something and youre toss and you have a terran adn a zerg enemy (you need zeals to stop lings right? Well then his terran ally comes in with vultures and pwns up your zeals while you try to get goons to fend him off... |
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| Jun 25th 2009, 08:42pm | |
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I read most of the stuff on Team liquid it is good. Same thing I have seen has been a little generalized and simple but even that stuff will help you take it all to memory. My advice here is just play computer matches to get some of the strategies down like how to gate and Vulture micro and such and how Terran fell on each map. Then when you doing this a little more naturally find some Zerg players to match up against and then Protoss. If you just can't seem to get your Vulture micro up and need to go really basic there is a Campaign mission you can practice against a Zealots and Dragoons it is the one you first get Valks but only do this as a last resort since it is so basic.
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| Jun 25th 2009, 08:57pm | |
You guys are like parents arguing over whether the kid should go so summer kid while the kid is sitting right between you. And no, I don't often play against people, it's hard to find a good match with the old retro system of finding a game, and I feel way behind on the strategies whenever I do, I'm looking forward to keeping up with people on SC2 though, and not being outmatched if there's a ranking system. I learned Protoss pretty well by doing 8 player FFA against computers though, the length of those games forces you to spread out and teaches you real good macro. |












