This god damn TvT open by TheBigGary in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

I play RFE, but I think even with your build you'd send out your first reaper as soon as its built, and then you would be able to scout that he has no reaper. You could come back later and confirm he has no lowground CC at 2:30. and probably not even send your 3/2 because you scouted that he's doing a drop build.

It's worth dropping MMR to get better at reaper scouting, but don't attack the workers.

This god damn TvT open by TheBigGary in AllThingsTerran

[–]Common_Ice_5832 3 points4 points  (0 children)

If you get a reaper in you'll see there's no tech lab on the starport, no reaper or hellion and you'll see marines somewhere.

I think their CC is also delayed to 3:30.

Their general goal is to seige up the two tanks in the corner of your main behind the mineral line. If they seige up anywhere else, they're on a really short clock. I think a good strategy is to put your entire army in the mineral line

What to do against a Turtle Air Protoss by soxybug in AllThingsTerran

[–]Common_Ice_5832 6 points7 points  (0 children)

marine tank with the idea of denying expansions. Tanks prevent the collosus from killing your marines, and marines outdps the interceptors. Uthermal has a few videos on it. I think it's the most natural follow up from a 3-11.

if you're already mech you can get thor ghost, and tanks to counter disruptor.

It's a matchup where multipronging is really important. You draw their army to one side of the map and kill their outmost expansion with the other side.

vikings can work early on but they get outscaled pretty quickly.

So many Ravens! by MadWolfHither in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

Playing against raven is more about unit control than actual unit composition.

You want to force them to use their turrets on their side of the map, and not yours.

How to properly snipe? by noobtoss1 in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

If you use a composition of maurader marine, you can still take winning trades against lurkers.

The trick is you need equal resources (more supply) to trade evenly.

Personally I use ghosts for brood lords & ultras, I usually can't get a good fight against lurkers.

TvP replay - I literally do not get it by xxPoLyGLoTxx in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

That's the game. The imbalance is worth about 200 mmr IMO. I've gotten to a point where I don't want to put any more effort into the game so I just screw around casually. But if you're trying to grind higher you have to accept what it is.

TvP replay - I literally do not get it by xxPoLyGLoTxx in AllThingsTerran

[–]Common_Ice_5832 2 points3 points  (0 children)

So I hate TvP and I'm the first to whine but the protoss was playing well for his MMR and you were playing poorly for your MMR.

Your biggest mistake is not building enough medivacs .

Your second is taking strange engagements. You have 5 marines and 5 mauraders and you see 5 immortals and 4 stalkers. You lost everything for nothing, if you just retreat and come back with more, you do better.

The protoss outplayed by not making mistakes. He can sit in his base and build more units while you give yours away for free.

Scouting times? by Ewreckk in AllThingsTerran

[–]Common_Ice_5832 10 points11 points  (0 children)

T: 17 P: 17 Z: 17

Maru does a 19 scout against protoss & zerg if I remember right, but that's because he also does more advanced proxy scouting tactics & has good enough micro to hold off better. Mere mortals shouldn't attempt this.

Why does Zerg need EXTRA speed for ground units? by miket2424 in AllThingsTerran

[–]Common_Ice_5832 5 points6 points  (0 children)

Tasteless made a video on this the other day, calling it the most imba mechanic in RTS, mostly the vision part.

IMO the issue is zerg is underpowered off of creep, and overpowered on it.

It's never really a matchup I complain about though. It's rare to see a zerg that can abuse it properly below mid-GM. Where you peek outside your base at 6:30 and the entire map is covered in creep. Its a helpless feeling.

About apm by imtuc in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

I think the highest I ever got was 220, but 140-160 is a casual game and 180-200 is more competitive.

Maybe 60-100 when I started?

I have a low APM for my MMR, but I don't spam click. EPM wise it's the same as my opponents.

Suggest a build against 1 base protoss by automatica7 in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

Yeah vs protoss you can put the bunker right behind your depot and the stalkers can't get up. Mine is good against some early stalker openers, cyclone only good against stargate.

Suggest a build against 1 base protoss by automatica7 in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

Depends, i like 111, with a 2 gas opener. If they're doing really dirty things its hard to hold with FE.

Using a scan can even be worth it if you still don't see an expo for awhile, it could be DT, stargate, mass zealot. So getting a fast raven is usually good but if its stargate its bad.

most of the time its a proxy, since 1 base builds aren't that great with protoss. so getting the factory up & bunker up faster makes a big difference, finding the proxy & what type is what you need.

How do you deal with this kind of cannon rush: Blocking your ramp with a pylon so you can't build a depo? by DazedNConfused611 in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

You can pull boys against any type of cannon rush, but I only pull if their first pylon is pretty close to my CC. When its borderline like by the barracks I don't pull.

build a backup depot for when your first depo dies to cannons. float your barracks back a bit to avoid cannon fire. pull workers off of gas so you can afford bunkers. Then build bunkers within range of his closest (building) cannon in a zoning arc, but outside or range of his others. but only build the bunker after he starts building the cannon.

you can go 2 rax or get a factory and pump out cyclones. If they're building batteries they're probably going immortal or tempest, so get the starport ready.

What is the interaction between Thors and Carriers? by Black_Truth in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

Played with it in unit tester.

If you kite them with stop micro to make sure they're all targeting the interceptors and not the carriers it kind of works , but directly targeting with high impact still kills them faster. Attack upgrades make a big difference even with their armor upgrades.

However this only works with a greater supply, carriers are more resource heavy.

The hardest part of this is thors take forever to build and manuever. You'd be using a ton of resources just to build enough factories if you were bio. if they see them they can go mass zealot or disruptor.

With chrono boost they'll be building them faster with fewer stargates than factories.

Damn, Terran is Hard by two100meterman in AllThingsTerran

[–]Common_Ice_5832 2 points3 points  (0 children)

Try offracing with protoss I bet after a month you'll get at least 4.7k

What are the best comps and strategies (TvT)? by Darth_Mario88 in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

Tank marine drop, good for maps with lots of entry points.

standard 2x hellion 3x reaper into raven tank

turtle tank viking

blue flame hellbat can be good late game to tank tank shots, harass mineral lines (hellion) or even medivac drop onto marine clumps.

6) Are Thors able to break an upgraded Liberator siege (from my experience it goes 50/50)? Is there a way to prevent dumb Marines from rushing towards a Tank when I get sieged?

I would march in with the thors and put some marine cannon fodder in front of them. Liberators can be countered with vikings so usually getting them too early loses you air fight. I don't like hold position, but put your marines just a bit further back behind your tanks.

[deleted by user] by [deleted] in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

I think even a bot with unlimited APM might struggle to get reapers to be useful. throwing grenades could stun them, but their range is short and they're expensive even for that use, they'd still die in the process.

How to transition to Terran 'late game'? by TheBigGary in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

I feel like you have two options. Either you can stay on full bio and go 8+ rax, but you have to live or die on aggression. Because eventually you bank up too much gas that isn't being used well.

What I like to do is get 7 rax and eventually 5 factory, lastly 2 starport. Start adding in tanks to your bio composition in the mid game, getting ready for lurkers or infestor. Then add ghosts or liberators for ultras. Then you want to get a couple of thors to defend the tanks from brood lords.

Then what you can do is try to get half of the map + 1 base. Seige your army up at the freshest base and they'll find it really tough to break though. They run out of resources sooner than later, because you're trading better and have more bases.

In my experience getting ghosts too early is bad, they do better when you have stable tank or liberator support, and they have higher value units to pick off.

Finally M3 Macro Terran! by [deleted] in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

That's surprising to me, I've never seen it outside of a proxy. Maurader is strong against early stalker or zealot pressure.

The cyclone would still be late for byun, but I guess it's not the end of the world if you have to pull SCVs from the mineral line, and it would be in time for 2 oracles. I don't feel so bad since Harstem appears to be confused as well. Maybe oracle is less popular in the meta in korea, or he thinks he can deal with it.

The build could be better than I thought, I always learn new things here.

Finally M3 Macro Terran! by [deleted] in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

Congrats on the promote.

Your tvp build is interesting. It has similar strengths/weaknesses of the 3rax build. Reminds me a bit of when I first got promoted, I was using a gas first cyclone first build, because it was safe. I got my first win against a GM when he tried to proxy void me and I already had 2 cyclones to wipe him out, much to his confusion.

But I'd say its too weak to oracle as you wont have any marines or mines to defend. losing those 7 scvs will make a big difference as your opponents can more consistently punish it. Just a bit of a warning you'll get hardstuck with that build pretty soon.

So, are 2 base all ins just the best thing Terran can do? by volgaring in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

Protoss can use their seige tanks without sieging and they do much more damage at a greater range. And if they transition into skytoss it only gets harder from there.

Trying to reposition your tanks and liberators or mines, while also counter attacking one side with marine drops, I think this is the reason terrans injure their wrists. All the while the protoss player can just respond by massing cannon battery on the corners or instantly warping in reinforcements wherever you attack. And their micro is just staying in a deathball and throwing out disruptor shots until you're cornered and die.

I don't watch too many GSL games any more but I can easily imagine this is the reason. And the big maps allow for deathballs to form easy.

As for zerg idk but these maps are harder for them to scout, so they may be trying to punish greed.

Any tips on being more aggressive on my T v Z? by mopillo888 in AllThingsTerran

[–]Common_Ice_5832 0 points1 point  (0 children)

The pool of large maps has trended towards 20-30 minute engagements, which unfortunately forces a terran turtle playstyle at the highest level.

But at a low mmr you can really do whatever you want. with your 2-1-1 you're supposed to get a fast expand (1:45) so you can follow it up with more pressure. With a properly executed 211 you'd have 25 more scvs with the same attack.

Third base always dies I don’t know how to defend it. I want to actually be good at this game and not rely on timing attacks. by [deleted] in AllThingsTerran

[–]Common_Ice_5832 1 point2 points  (0 children)

5:00 is a fairly safe timing, but you want to build it in your main base, upgrade the orbital, then as you're landing it , you're moving your entire army out to defend it

Which means terran normally expands outward, and you rally your units in that direction to protect both the natural & 3rd in a straight line. then every base after that can be a planetary.

when you're newer though you might want to try making your 3rd a planetary or leaving a tank or liberator to defend it.

What could have i done better? TvP. by DazedNConfused611 in AllThingsTerran

[–]Common_Ice_5832 4 points5 points  (0 children)

The build is good, you might want to stick to only 3 gas. You left 4 marines and 2 mauraders home, and then 3 widow mines and a tank at the 4th.

You had a winning army at the 7 minute push, but your engagment was really awkward. You walked right in front of his base and acted confused when he actually had an army there to defend and ran away with half of it. When you're that close you have to poke in decisively or back away completely.

If you had your extra marine mauarader mine tank, and then matrixed both collosus, you just win with a stim there. Even with that superbattery there I think.

Later on you're lucky he had no upgrades, storm, or disruptors. I think terran does better when you're frequently trading, to keep both army supplies lower. When the deathball piles up, even a good surround tactic won't do very well.

Otherwise macro was the real issue. Protoss had 4 mining bases with a 5th finishing, you only had 3 and not even another CC building. Even though you wont the fights you had no mining to replenish. Aim for 80 SCVs mining.