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IMBAbuilds by NoseKnowsAll
Late game TvP Engagement Guide by PassionOfTHeMoletrap
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/r/AllThingsTerran
I know 2-1-1 like the back of my hand already, I'm looking to expand into new comps or strats. Any help is greatly appreciated! TY ♥
I’m thinking the ultimate troll is marine mine lib, then lib range, BC pfort turtle to nukes. I can see them imploding from the stress.
Your thoughts?
What are the exact inputs you guys issue?
Many games I just have like 20% of my army doing nothing inside of medivacs so I went into the Unit Tester to figure out why they never seem to unload, that's when I realized units automatically get back inside the medivac
All I do is press Drop. Some of the bio gets out, then they get right back in. You can see I haven't issued any commands in the APM counter window.
Ideally I want the medivac drop, heal at the same time, and not load the units back inside. Is there an easy way to do this, or even shift-queue it?
Another issue I'm having is, you can drop from the medivac, then A-click the medivac to make it heal while dropping, but a lot of times I just can't click that accurately so I prefer to A-move on the ground. However, doing this cancels the drop. Is there an easier way to get the medivac to heal while dropping? I know 1 alternative method is to A-move the medivac, then D -> click the medivac, but this still involves accurately clicking the medivac which I want to avoid.
This is my guide based on a mix of old guides and is how I have been playing the game for years. Basic information for different ELO brackets.
For those under ELO 2400 who want to learn to rank up practice 2 barracks marine medivac openers to learn how to micro your army correctly with 3 different control groups. Have fun with the game and learn aspects about it that interest you the most. Try to spend all of your money and watch your replays note the difference in timing between your build and the build you are trying to play.
For those between ELO (2400-3400) who want to learn this way realize the game is about scouting, and keeping your army alive, using at least 3 control groups instead of all army (learn this and your elo will jump 1000 points at least), keeping up with unit production without making too many structures (everything should be producing 100% of the time to be worth the cost), knowing when you can afford to expand as well as how to defend it, and knowing when your opponent is making a mistake and how to capitalize on it.
Congratulations at reaching Diamond. You are now at the ELO (3400-4800) where 2/3 of the games are going to be against cheeses of some kind and the people will have decent micro/macro to back it up, but there will still be a lot of minor flaws and some basic major flaws to abuse until ~ 4800. Above that it is more about small advantages, denying scouting, mind games and mechanically outplaying your opponent. Above 4800 everyone knows how to deal with most cheeses and tend to deal with the aggression and push for more macro / mid game advantages. But for now, it is about learning the pitfalls of the tricky higher-level game and how to counterpunch and throw your own tricks into the ring. Remember when you lose that is when you get better, not when you win. When you lose, look for options on how to deal with the situation for when it eventually happens again, because it will, especially if it is annoying. (DT / HT / Prism / Observer / Disrupter / Etc.)
The most important aspects in order.
Scouting / Micro / Macro / Tactics / Knowledge / Unit Counters / Map Specifics
This mainly involves scouting throughout the game and responding to different situations correctly. Being able to do mechanical actions strategically and efficiently (Strategy > Speed). Keeping production cycles sharp and effective. Utilizing Control Groups effectively (be able to control at least 3 army groups and production). Utilizing strengths and shoring up weaknesses in as many ways as you can (can be anything from upgrade timings, early tech units, mobility issues, to worker splits, building placement, prediction of opponent's mechanics, unit movement, detecting weaknesses in play, etc.).
In these kinds of games your standard build is only worth 10% of game as the game will go awry from your ideal plan, as Mike Tyson put it, "Everyone has a plan until they get in the ring and are punched in the face." Every static build has upsides and downsides but vs decent players who can adjust their build when they see what you're doing following a build will only get you scouted and countered.
Knowing a *Development Tree* (My wording to change how you think of the game) is much more important. As knowing the deviations to your build depending on the situation is the much more important of an aspect and is directly linked to scouting and denying scouting information.
Scouting and by extension knowing when to pressure, defend, and macro is worth about 40% of the game. As knowing their expansions, tech choice, unit choice allows you to react Accordingly.
Microing your army while minimizing unnecessary losses against your opponent is worth about 20% of the game. (*losing a massive army will lose you the game no matter the side, it is just easiest to lose without micro with Terran but in return we have the most microable and synergetic units with the most comeback potential.)
Macro, keeping near even or better income, keeping up with correct unit production for situation, building walls & static defense when necessary is worth about 20% of the game.
Abusing game knowledge, utilizing map specifics advantages and disadvantages is worth about 10% of the game. (tank placement, easy air access between triangle bases, reaper zones, easy low ground wall off, rich minerals / gas, pocket bases, easily defendable macro maps, rush maps, etc.)
Terran vs Protoss Development Tree (The CEO Standard)
*Worker split on game start, 2 on nearby mineral patches with 1 on each of the far away patches.
14/15 (0:17) Supply Depot
16/23 (0:38) Barracks
16/23 (0:43) Refinery
*****Send SCV Scout at (1:05), add 2 workers to gas.
*Probe arrives ~ (0:38) if sent immediately which usually means proxy gate and/or trying to block/delay your barracks. Probe arrives ~ (0:51) if sent after pylon. Probe arrives ~ (1:13) if sent after gateway.
*Possible cannon rush (fastest starts with pylon at :50 2 cannons at *1:08[completes at 1:26])
(CEO Cannon Counter)
19/23 (1:27) Reaper (can be a marine [faster tech / defensive / lacks scouting / lacks early cross map harassment] or reactor [considered by many to be a mistake unless unscouted which leads to early harassment opportunities] as well but they change the build significantly to the point where typing about it is nearly impossible)
20/23 (1:27) Orbital
*Scout Protoss for cybercore timing and nexus timing, look for 2 pylons, and gas count.
*nexus / cybercore first ~ 1:23 second ~ 1:33, 2 pylons and 2nd gas started.
*Fast Tech is seeing cybercore first with 2 pylons 1 gate 2 gas before nexus ~ 1:38 (if both of their gas are already finished it is usually for fast stargate)
*Maxpax build is nexus at 1:33 and cybercore 1:51 with a gas and no gateway and one pylon in base. (really annoying zealots arrive at 2:05 and 2:30 into a stalker at 2:55)
*If nexus goes down after 1:51 with 1 pylon and 0/1/2 gas its proxy gates.
*Hyper Aggression seeing 2 gate 2 gas with cybercore and 2 pylons (incoming attack with 4 stalkers)
Aggression level (low to high)
Nexus First / Cybercore First / Fast Tech / Maxpax / Proxy Gates / 2 Gate 2 Gas
Macro Response / Standard Response / Fast Tech / Early Pressure / Early Aggression / Hyper Aggression
Standard Response
20/23 (1:40) Command Center
20/23 (1:47) Supply Depot
*Optional Bunker [Aggressive near Nexus, Defensive vs Maxpax Build / Proxy Gates] 20/23 (1:53)
21/23 (1:58) Marine
*Send Reaper across map unless vs Maxpax / Proxy Gates, instead the Reaper should look for the proxy.
23/23 (2:07) Factory
23/31 (2:14) Refinery
*Optional Bunker (vs standard) 23/31 (2:17)
24/31 (2:20) Reactor
*Reaper Scout to see first unit, tech choice and to see if they are sending units across the map. keep alive for 3:21 to 3:45 scout (damage is unnecessary)
Cybercore Researching ~ Warpgate
Check what is being Chronoboosted
Twilight Council or Robotics facility ~ 2:30
Stargate ~ 2:40 (sometimes proxy)
Extra Gates (Aggression)
27/46 (2:51) Orbital
27/46 (2:51) Starport
Deviation Stage
hellion / cyclone / widow mine (scouting / defense / mine drop) and 2x marines
2x cyclone / 2x widow mine (aggression / stronger drop) and marine / tech lab / reactor (defensive / tech / delayed cheese)
Standard Response (VS Twilight Counsil)
27/46 (2:51) Hellion
29/46 (2:57) Marine x2
32/46 (3:14) Widow Mine
34/46 (3:14) Marine x2
36/46 (3:14) Depot
*Mule & SCV
40/46 (3:30) Medivac
42/46 (3:32) Marine x2
42/46 (3:36) Factory Tech Lab
44/46 (3:40) Supply Depot
*Reaper / Hellion Scout 3:45
Chrono boosted Twilight Council ~ Blink (90%) / Charge (10%)
This tells you their build / tech / economy
The number of gateways tells you the amount of pressure 2 low / 3 standard / 4 aggressive.
3rd pylon shows no proxies.
3 Nexus / Double Forge / Double Stargate / 4 Gate Blink
Choose 3 CC 111 (Macro) or 2 CC 311 (Units) then transition into 3 CC 311 into 3CC 511
Standard Response (Not vs Stargate)
46/54 (3:50) Marine x2
48/54 (3:55) Tank
*Load up mine and send across map @ 4:00, aim to hold his units at home and keep high hp on medivac / mine. If he doesn't have defenses in place go for mine drop. Keep alive to force him to patrol stalkers at home.
51/54 (4:00) Starport Tech Lab
51/54 (4:00) Supply Depot
53/62 (4:08) Marine x 2
57/62 (4:20) Raven
59/62 (4:20) Command Center
61/70 (4:30) Marine x2
63/70 (4:40) Barracks x2
65/70 (4:44) Tank
68/70 (4:48) Supply Depot
68/70 (4:52) Refinery x2
70/70 (4:57) Engineering Bay
72/78 (5:06) Barracks x2
72/78 (5:10) Marine x2
74/78 (5:17) Tank
78/78 (5:23) Attack Upgrade
78/78 (5:30) Reactor
78/78 (5:33) Tech Lab
80/93 (5:36) Orbital
80/93 (5:36) Marine x3
83/93 (5:40) Supply Depot
83/93 (5:43) Stim Pack
83/93 (5:46) Supply Depot
85/93 (5:54) Marine x4
89/93 (5:54) Combat Shields
89/93 (5:57) Mine
93/93 (6:00) Reactor
93/93 (6:00) Tech Lab
95/109 (6:12) Marauder x2
99/109 (6:12) Marine x2
101/109 (6:18) Supply Depot
101/109 (6:24) Medivac x2
Aim for 7:30 attack on their third with stim pack combat shields and +1 attack.
Aim for 812 on 4 cc
Midgame army needs Ghosts and Ravens. Anti Armor / Interference Matrix + EMP / Snipe to destroys Protoss.
Lategame army needs Liberators as well. Remember your armory, upgrades, and to scout for more tech changes.
I've been going through ViBE's B2GM series and having great results. A friend of mine has been playing me, though, and he just builds 1-1-1 and immediately pushes with a tank and viking. Games have often ended up like this one where I don't know how I could hold the push. More recently, I tried (replay), where I skip my 2nd barracks and put my starport on the reactor so I can go vikings and win air superiority (I end up botching the rest of the game, but still).
I don't know if this is a good idea generally, though. In TvT, if you see 1-base, swap from 2-1-1 to 1-1-1 and pump out vikings. It deviates pretty far from bio. I'm wondering if there's any better way to hold this push, or maybe something I'm not considering.
Any help is appreciated!
Also what should I be looking for to scout it?,
If you struggle vs Zerg this is something you can copy. Take note that there are different variations of 3-1-1 and this is just my favorite way of playing.
14 depot 16 rax 16 gas 17 scv scout 19 orbital 19 reaper 20 cc
*I like to 17 scv scout, and what I look for specifically is if it’s a hatch or pool 1st. The easiest way to do this is looking at the health of the hatchery. If it’s orange / yellow it’s hatch 1st. If it’s red it means pool 1st. You also need to scout the main and confirm the gas / pool timing. There are tricky builds that look like standard hatch 1st but the pool is also almost done. If it’s pool 1st you can react by making 2 marines after reaper, expanding on the high ground, or just knowing you need to pull like 6 workers to the low ground to fight with workers. What can happen if you don’t scv scout and just send the reaper across vs pool 1st is the lings sneak around to your natural, you go back with your reaper to defend, and as you move out again they made a roach warren with roaches already on the way and good luck dealing with it with just hellions is all I can say. I will frequently leave my scv on there side of the map vs pool 1st to scout for this.
Assuming everything looks standard I build a total of 4 hellions. Start my 3rd depot after starting 1st 2 hellions, tech lab on rax, and a Viking. 4 hellions a a reaper is all I have for the purpose of denying creep. I never scan for creep I just sit outside the creep specifically around the 3rd because that’s where I want to attack.
After 4 hellions I lift the factory for a tech lab to make tanks, start 2nd and 3rd rax, start a eBay after 4th depot, and 3rd gas.
Your goal now is very simple you make marines, tanks, lift the starport again to make its own reactor for medivacs. Don’t forget to start +1, stim, and combat shields after. I usually move out around 6:15.
In a perfect scenario the Zerg doesn’t know your moving out because you denied a lot of creep and killed his overlords with your Viking. You siege his 3rd base, pre split your marines, if you saved your reaper and hellions you can sit them ontop of your tanks to defend against lings.
Doing this siege will usually cause the Zerg to attack into you and take a horrible fight for them. I always have my tanks on a separate hotkey to target fire banes. I also have my marines by my tanks and only poke with a small pack to invoke the Zerg. If the Zerg takes a bad fight and losses everything, congratulations you can walk into his natural and end the game. Otherwise just kill the 3rd and continue slow pushing.
I would t rally units across the map due to lings run by. Just wait 1 or 2 unit cycles and reinforce. You can also make liberators after 2-4 medivacs its up to you. After you start your 1st two medivacs you can add 2 more naked rax or start a 3rd.
Thanks for reading, if you have other questions hmu
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After last lockon delay nerf, I really cant find use for it.
It loses to stalker, roachs, can't handle mutas. What uses are u finding for it?
I notice Swarm Hosts (SH) don't get used at the pro-level and I'm assuming it's because they are weak but I have trouble dealing with SH's at the Diamond level.
Hence, I need some tips on how to counter such play.
TIA.
Hey sorry if this is a commonly asked question, I don’t play much, but the spouse plays Terran and is in silver. Early bcs really are a struggle for them so I’m trying to find a video with a concise approach to defending against an early bc rush. Any tips appreciated!
Looking for recommendations, thank you!
It feels like every macro zerg opponent goes for the same ling-bane turtle on 4 bases to ultras with fast upgrades. Without ever attacking until those ultras! I'm not complaining about not being able to beat it, Im just really surprised its this popular. Has anyone else noticed this?
Does anyone else feel like TvT is the most exhausting matchup because if the game doesn't end within the first 5 minutes or so they tend to go the distance and end up being a 30 minute banger that drains so much energy.
Exhibit A:
How do I prevent overreacting to scouting a fast double gas (no expansion) opener and worrying that cloaked banshees are coming?
I'm doing an SCV scout around 2 minutes. Do I need to get back in there with a reaper a couple minutes later?
I'm high gold/low plat so I'm wary of doing too much micro and having my macro suffer.
Thanks in advance!
See title. I haven’t been following the last few patches and I don’t have time to learn 3 builds at once. If anyone has a suggestion they think could be viable for making it through D2 (EU) I’d be very grateful. Bio/mech doesn’t matter to me, but I’d like it to be a macro build. What did you guys think?
I'm (3100mmr) struggling against toss, most because the army composition without ghosts and liberators in the mid late game. Currently I'm doing 3 rax, but is not going well (26% win rate). A few days ago in a post about bad TvP win rate I found this great TvP tutorial, but I feel like it should have a Raven in the build to be safe against DT's. Also there is this Uthermal's Solid TvP build which is great too. I want to learn how to play better mid/late game TvP, but a timing attack is also good, so If you guys have a build like those I really would like to know. Those builds are enough but I want to search more just in case.
I'm (3100mmr) struggling against toss, most because the army composition without ghosts and liberators in the mid late game. Currently I'm doing 3 rax, but is not going well (26% win rate). A few days ago in a post about bad TvP win rate I found this great TvP tutorial, but I feel like it should have a Raven in the build to be safe against DT's. Also there is this Uthermal's Solid TvP build which is great too. I want to learn how to play better mid/late game TvP, but a timing attack is also good, so If you guys have a build like those I really would like to know. Those builds are enough but I want to search more just in case.
Hello all,
I was watching (OSC King of the Hill) Spirit vs Byun on Alcyone and I'm a little confused as to Spirit's reasoning and build order choice in TvT. Spirit opened with a gas first into:
Rax: Double reaper -> reactor -> marines Factory: Hellion -> cyclone -> tech lab -> cyclone -> tanks
Starport: tech lab -> 3 ravens
Byun's build a rax into double gas -> mass cyclone raven -> bio (Spirit did not scout the mass cyclones)
Spirit stayed at home. Why did Spirit open hellion into cyclone? Why not straight cyclone? Also what is the reasoning behind the second cyclone when he had a tech lab?
Also is there a reason why he opened gas first in this matchup (I've seen him do this a few times, but most other pros I watch go rax into double gas)?
On another note: Is reaper -> reaper the go-to in TvT because it is safer against proxies? (As opposed to reaper -> marine or reaper -> reactor).
I'm trying to learn to play terran and this subreddit along with terrancraft have been very helpful. Thanks!
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I'm a low-mid Diamond Terran across all 3 servers struggling against Protoss.
I find it really hard to win games against Protoss because of a combination of mass chargelots, storm, and disruptors. It feels like the Protoss can simply A-move and spam storm while I have to continuously kite backwards to avoid the storms and minimize damage taken from the zealots.
It's ironic because I used to main Protoss and the people I played against back then were always raging at me about how Protoss was easy A-move and I always thought that wasn't the case but now I see exactly what they were complaining about.
I don't think I need a build order, but what I need is some tips on army movement and timings for ghost academy/2nd starport/vikings.
Appreciate any advice.
https://drop.sc/replay/24921320
TvP @ 3.5K mmr (not sure why drop.sc says I'm Masters, my Zerg is Masters, never hit Masters with Terran, my Random is Diamond), anyways:
Had a TvP recently where I "landed" an emp on an immortal (looks like it caught the edge) but the immortal lost no shields. The EMP decloak debuff was succesfully placed on the immortal, indicating a connection, but the shields themselves were completely untouched. No battery/sentries were around, and every other unit that was succesfully EMP'd lost shields. Curious if there is actually a difference in EMP shield/energy drain radius and EMP decloak radius? Or does EMP decloak linger briefly after the initial impact?
Sorry if this has already been answered, but this is my first time encountering something like this.
Edit: Just kidding, I'm an idiot. After a closer look, the EMP triggered and removed barrier, and the other immortals were just EMP'd twice.
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I was watching big Gabe stream and I noticed that he gets his natural CC building at about 1:35 with a “regular” opening racks gas expand build. The best I can do is ~1:43. Even when I mineral stack. How is he doing that? Is he cutting workers? Or gas saturation? He is too fast for me to catch it. Did I get the timings off?
With Liberators and Cyclones changed it seems that battle mech as we knew it has ended. Mines too have received a nerf that appears to effect TvZ way more than TvP.
With changes to both battle mech and bio styles, what do you think will be the dominant meta for Terran pro players moving forward?
I don’t see a world where late game TvZ will be Terran favoured anymore with our late game units being nerfed in recent patches (Ghost, Libs, Raven, Hellbats). Seems like 2/3 base tank pushes till win or lose is the only option or turtle mech,
TLDR: What do you think players are gonna do in TvZ?