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"I perform better with a larger, bulkier ship . . . ."
-|]agomar




#1 John (dhcp-11-2.tulane.edu)[17392]
1st!!!
Not a bad report. Just not exceptionally good either. Maybe a 6 or 7. 8 if people are kind.
#2 TheRubberDucky (dfiatx100-044.dsl.gtei.net)[17393]
Because ghost left, he gets a -3 no matter what. 3-4-5 at the very most.
#3 UpgradedKakaru (s134.paris-53.cybercable.fr)[17395]
Terran vs toss is really an interesting matchup, and since im a terann only player my main concern at the moment is to improve vs toss. I think heavy metal might not always be the right thing to do and personally i dont likt it too much (but thats just my sucky opinion..)First marines and meds are more mobile and can respond faster. What i try to do is scout the guy as early as i can (with the 7th scv). If i see he goes for dt containment, i set up bunker + turets below his choke so his dts wont get out, and start getin tanx real fast to prevent mass goons and reavers from breakin the containment...At this point xpanding myself is i think a mistake, id rather go for a larger unit production, otherwise i could lose the benefits of my containment. Soon i start getin Hmetal and vults to support my push.
Now when i scout, if u see 1 gate only you shouldnt think hes teching, but waypoint ur scv around his base to see if hes doin goons, dts or reavers, and respond accordingly.
So basically what i think is a good combo is get medi rines first, and then 2 facts with tanx and vults, with scanner checkin he aint getin cariers in a desperate way to win...
My bo would then be 8 depot 11 rax 13 rax 14 depot 20 gas 22 acad, get 8 rines, bunker him in if he teched, then 2 facts, vults and tanks, only xpand when the tank push is effective.
bleh just my sucky thoughts about that matchup...tell me what u think about what ter should do vs toss



#4 UpgradedKakaru (volta.cybercable.fr)[17396]
Terran vs toss is really an interesting matchup, and since im a terann only player my main concern at the moment is to improve vs toss. I think heavy metal might not always be the right thing to do and personally i dont likt it too much (but thats just my sucky opinion..)First marines and meds are more mobile and can respond faster. What i try to do is scout the guy as early as i can (with the 7th scv). If i see he goes for dt containment, i set up bunker + turets below his choke so his dts wont get out, and start getin tanx real fast to prevent mass goons and reavers from breakin the containment...At this point xpanding myself is i think a mistake, id rather go for a larger unit production, otherwise i could lose the benefits of my containment. Soon i start getin Hmetal and vults to support my push.
Now when i scout, if u see 1 gate only you shouldnt think hes teching, but waypoint ur scv around his base to see if hes doin goons, dts or reavers, and respond accordingly.
So basically what i think is a good combo is get medi rines first, and then 2 facts with tanx and vults, with scanner checkin he aint getin cariers in a desperate way to win...
My bo would then be 8 depot 11 rax 13 rax 14 depot 20 gas 22 acad, get 8 rines, bunker him in if he teched, then 2 facts, vults and tanks, only xpand when the tank push is effective.
bleh just my sucky thoughts about that matchup...tell me what u think about what ter should do vs toss



#5 GhOsT~LiZarD (1Cust81.tnt4.lorton.va.da.uu.net)[17400]
Well M&M is good vs MAD teching toss. Just walk some rines and SCV behind his peon line and make a bunker, voila u got a win.
#6 L'iLNips[Fatal] (r149155-4166.dobiecenter.com)[17403]
Hey Kak,
I'm starting to play only Terran now as well and I was reading in Rook's Corner abuot Ahschar's build and he goes 2 rax as well (on 10 and 14) with depot on 15 and then gas and academy. True, this works vs. a mad teching toss as Ghost says but sets you back too much on factory production. Last time I had 3 fac and 3 rax with expansion, I got owned by storm hard. I think the faster you can get vults/tanks in mass is the best as vults are more mobile than rines and can take out those toss melee units better. Anyways, just my point of view. Somebody else comment on Terran/Toss.
#7 Willzzz (dns1.rhbnc.ac.uk)[17404]
Nice

But why was your sci fac at your expansion??? Hmm myself I am rather suspicious of the HM build, but I'll try it a few times before discounting it completely.

#8 Omnipresent (ketsproxyn2.kde.state.ky.us)[17407]
Terran owns toss about as much as a kitten would own an elephant ;-<.. I've tried for so long to find a viable strat against toss, and I have yet to find one that i think works. So far Heavy metal is the most successful i've been with, but I don't like it all. The build has so many weaknesses for a protoss to exploit it's not funny ;-<
#9 upgradedkakaru (volta.cybercable.fr)[17408]
i dont think it even has to be a mad techin toss. if u scout early enuff (with scv number 7) u should catch the guy b4 he gets canons up (those meaning death to m and ms)
#10 upgradedkakaru (s134.paris-53.cybercable.fr)[17409]
i dont think it even has to be a mad techin toss. if u scout early enuff (with scv number 7) u should catch the guy b4 he gets canons up (those meaning death to m and ms)
#11 <font color="red">BLuRReD{Sky} </font> (209.57.26.2)[17415]
<font color="red">I was just wondering, how is upgraded kakaru double posting with two seperate ip's? Hmmm...</font>
#12 (pool0617.cvx12-bra[17426]
A smart toss player can whip up on a equally skilled terran player 9/10 times. Heavy metal is so easy to beat its pathetic. One thing I like to do vs toss is wall in so he gets no recon. Many people suspect heavy metal and die when you bust out with 3 rax medarines.

Skill is imbalanced

#13 [MrFurious] (pega.globetrotter.net)[17430]
Like alot of players, My first love was terrans. The units are really cool and there is the feeling of commanding a real army rather than a mindless swarm or a sci-fi super group.

However, once I started playing multiplayer i started favoring toss because of the benefits you get out of microing individual units (especially reavers and templars). The problem I have with terran is that the marines die too easily you have to micro them just to have an even chance against macro units of the other races. Even with medics, unless you have perfect placement they will still die.

Some top terran should post something about marine control, maybe that would help. I hear alot of them use marines as main force with other units in support, right now I do the reverse. I use them as fodder to support the other units. For example, in tank wars I send one marine to gauge enemy tank range. take the tanks a bit before and then comsat.

Played a game against another terran on indigo waters yesterday and he tried to get funky with the M&M&F and died horribly to tanks and mines. I got a 2 to 1 ratio against him because I would basically comsat right before he would try to get units over the bridge (you get a funny feeling in the back of your head, scan and sure enough units are there). Entire tank battalions died without firing a shot. In all cases the problem was troop movement. If he had been toss, speedy zealots would have worked. followed by templar and I would have been dead.

Don't get me wrong, I love terran. but you must know that you go in harm's way every single time you leave your base.

Cheers,
Mr.Furious










#14 (relay.atinc.com)[17432]
Heavy Metal is alot like a regular old tank push, but with mines and vultures instead of marines and medics backing it up.

The real strength of Heavy Metal lies in countering Dark Templar, but as Protoss go away from DT rushing, the usefulness of HMT goes down a bit.

The one thing that HMT thinking has done for Terran is, like Whoop said, makes Protoss question what a terran is going to do, and then you can bust out with marines or even some sort of infantry/scv drop.

Of course, I'm not all that great, and I have alot of trouble vs a good terran player going HMT or tank pushing... if a player is equal to me in skill, I do ok though.


#15 Omnipresent (catvnet-116-96.catvnet.com)[17512]
Amen to whoop ;-<... Let's examine the weaknesses and strengths of heavy metal:

Strengths:

1. Can stop dt rushes

2. gives terran a strong, durable force with enough power to combat many of the higher tech toss units

Weaknesses:

1. Serious lack of mobility and can be easily bogged down

2. Requires a godly amount of micro compared to the actual rewards

3. Concentrates too heavily on units that can't attack air, allowing surprise carrier attacks

4. has a very weak early game troop count that gives toss more flexibility till the tanks start popping out

5. Terrans Still have a VERY hard time working their way up a choke point if the toss is smart enough to use his choke correctly ( pulling out of low-ground tank range and striking when tanks try to climb up the ramp)

6. Lack of mobility makes it difficult to strike expansions (the vulture strat where you mine a choke and striek with vultures is easily counterable by a couple of cannons at the exp and an obs with goons to clear out mines)

Hmm....... I fail to see how terran own toss



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