Macrowise, this game was relatively even. You did great actually. The biggest issue is developing a strategy to take out Zerg mid-game and on. It will get progressively harder to just steamroll Zerg against higher MMR players. What I suggest is utilizing choke points defensively, while sending units out to pick away at his production. These can cloaked banshees, helions, ghosts, liberators or even bio drops will work. The idea is to get him to attack you where you are the strongest. If you remember this game, when he attacked you the first time, you wiped out his army.
What a game this was - I think it does highlight the need for constant scouting, cause I doubt you'd have eaten all those losses around 13 minutes in if you saw the ultras coming earlier and you'd have been able to preemptively get countermeasures like more marauders, or maybe transition to ghosts. Harassment would've been good too, and I think everyone else's already said what's there to be said about leapfrogging the tanks forward. Ultras eat a lot of bullets and eat up marines easy, so an earlier transition would've done wonders, and early transitions are easier to do if you know what the other guy's up to. Not sure which is more effective, cloaked banshee or liberator in the mineral line, or maybe even 1-2 medivac marine drops, but something - zerg'll eat up more of the map than you can handle if you don't do anything to slow them down or keep them in their base. Your tanks also I think got reset too much, I'm not familiar with the math on it in sc2 but to my understanding it's similar to broodwar where you want at least a specific number of tanks for them to be properly effective. Keep at it brother, it's all uphill from here
You know, you’ve mentioned it too, which makes about 5 people now. I really need to get better (and by better, just doing it at all), of building higher tier units. This is my new focus nown
Man that zerg was all macro and zero army control. One small bit of advice I can give is to siege your tanks when they are just sitting around like at 7:20 in case there is a surprise attack. Probably your biggest macro misstep was at 10:49 when the zerg was attacking and you were floating 1700 minerals. Always fun watching your games my fellow Plat.
Ollie I just watched you build 3 units and only three units for the entire game. Even after he got ultras/banes/roaches on the field you just built marine tank medivac. You gotta actually respond to your enemy's army.
This guy was pretty good at picking engagements, which I havent seen you face yet. Specifically, he was very careful to attack only when your tanks were unseiged and multiple times got you to seige the tanks and then moved away to get your marines out of the tanks coverage. This is how Zerg can wear down a tank-heavy opponent. To adapt, you should to keep your marines in range of your tanks and once you seige on his side, you need to leapfrog tanks forward. He caught you a few times as you were unsieging which is the best time to hit a terran. Tanks do zero DPS during the siege/unsiege animation.
Strong disagree on your analysis of the zerg. At 11:20 the zerg is just trickling in units to the meat grinder instead of regrouping, even letting terran sack a base to buy time and then fighting with everything and most likely winning.
Nice game. I dont think you can continue with the same composition once ultras hit the field, they are supposed to be the counter to marines and it showed. Not Terran expert, but imho you need liberators or ghosts with snipe, or at least much more marauder hvy.
"Macro vs Macro" the fight we yearn for and "Epic clash between big Armies" 😁 Now, 4 things I can point out when "Macro vs Macro": 1. "No to supply block" 2. "Cost-Efficiency w/ Drops" 3. "GasMicro the Counters" 4. "GetRich w/ MineralDump" For 3 & 4 I can't think of any other easier ways to get through that situation U where in. 1. "No to supply block" U've been having a lot of supply block in the "MacroWar" getting delayed from being Maxed in both workers & army is Not good in the long run, just like what happened. I suggest U create 2-scv dedicated to only NonStop Depot Building (as PiG called it Gary & Bruce)😊 2. "Cost-Efficiency w/ Medics" Unlike any other race Terran can harass safely w/ Medivac Drops (hit & run tactic) which compensates for Zergs-Larvae & Protoss-Chronoboost. Just continue what you did in opener but w/ 2-medivacs this time while Max-Out your Army. 3. "GasMicro the Counters" Mass Marines are no longer viable alone when Splash-Units are out like Ultralisks, Focus more on getting Counters to it like maurauders, but most of it requires more Gas so better carefull where U spend that gas (GasMicro) 4. "GetRich" w/ "MineralDump" His trying to cover the whole map, then do the same. Use those Excess Minerals to secure more Bases make Depot walls and MissileTurrets around, they all cost only minerals anyway. I saw Ur Army-Production was already full but still floating lots minerals😅
@@Voidspacealpha TBH it's awesome to have more macro players. Most only does 1Base All-Ins and I think it's because it's too complicated for them (I'm no sure though). 👍
A few things went wrong here. 😊 1. Your macro went to shit, and it began right before you started your 3rd. What should have followed the third CC are 3 more Rax. By the way, you mentioned your third went down too soon? No, uh uh, it went down late. About 30 seconds late. Or let's be generous and say ~20-25 seconds cause you were missing a Rax still at this point, which is why I said 3 more Rax above and not 2. 😋Also, make it in your Main, just behind the mineral lines to your 3rd expansion. That way you cut down travel time and get that income even faster. 2. Where's your Marauders? Marauders would have been nice to see in these pushes. Would have made your bio ball in the early and mid pushes way more tankier. Especially midgame pushes. I enjoyed seeing you stim and kite with your Marines with no Marauders .... even though I would have loved to see you do it with Marauders aswell. 😆 3. While you were agressive, and got pretty far with that at several points, you were far too agressive with your tanks, sieging them up too late. And once you do siege up and are about to move up your army, you unsiege all of them. *Don't* do that. Once they're sieged they are super dangerous. What you want to do is take maybe half of them and unsiege, move them forwardm and siege them up again. Once they are sieged, move the 2nd group up, and so on. Also, try to keep them alittle spread out so they arn't all clumped together. That way they can support eachother better. You did great at that when you hit his left topmost base. But once again you went too deep before sieging up, resulting in the enemy hitting you before they are prepared to hit the enemy. And where were the Marauders? (I'm gonna harp on that cause they're important)😄 I think you should start thinking alittle more consistant on the 1, 3, 5, 8 Rax combo, meaning you start with 1, add two more for 3, another two more at the same time for 5, and then finish with three, totaling 8 Rax. After that you just add more as you can afford them. As for addons, 3 Labs and 5 Reactors is a healthy combo I think. Anything you build passed 8 Rax could be 1 Lab for every 2 Reactors for instance. So alittle like this: 1Rax/1Fact/1Port 3/1/1 5/1/1 8/2/1 In between you add in eBay's, CC's and an Armory. For instance: 1/1/1 3/1/1 eBay and CC (we're around 4min50 ~ 5min mark now) 5/1/1 eBay and Armory (build Armory before 2nd eBay when the +1 Armor is halfway done. They will line up just in time to start both +2 upgrades that way) 8/2/1 After that you just add more of everything, mostly Rax and CC's. An extra Starport is nice, maybe 2, one with another Reactor and the other with a Lab. A third Factory, etc ... Turrets, don't forget about Turrets everywhere, always nice in the late game. 😊 I liked to see you doing some stim and kiting, really enjoyed seeing that. 😊 Next step, kiting and splitting at the same time. 😜 And Bill and Bob, keep them both working from when you got 3/1/1 combo, or at the very latest when 5/1/1 is going down.
Sorry it’s taken me a bit longer to get to this comment. I read it briefly once and wanted to give it the attention it desevres. Now I’ve read it completely, I don’t disagree with any of it. I will aim to make this the standard for me now. Will begin working on it right away
@@Voidspacealpha Obviously, the first CC goes down as normal, Factory as normal, and the Starport as normal, then add Rax no. 2 and 3. 🙂 I re-read it myself and felt it may not have been clear. 🤦
The need for minerals at the end would of been help by the amount of energy you was floating on the CCs you have a PF at the gold could of dumps mules like crazy on it
Yeah totally. I need to remeber to do those Marco things when I’m in a fight. Dropping mules could have brought me a new army if I’d lost that fight for sure
You didn’t actually watch your scout see anything, force yourself to multitask. Get used to hot keying and see where they’re going. Early reaper isn’t just pro play. It’s harassment on the Zerg mineral line, 1-2 drones is massive. It also is used to scout before your first timing. That first drop was solid but you wasted 20 second at your natural for what? It should’ve been pushed out immediately. And pushed into the natural or their 3rd. Engineering bays were none existent hence losing a significant upgrade advantage. The best advice u can give is go to practice match and do 1-2 builds till they are muscle memory
@@Voidspacealpha pick a build order, pick a timing attack and do that in AI matches. It doesn’t matter if you beat the AI. It’s just to get the muscle memory. The timing attack and a solid foundation will get you thru diamond pretty easy barring mistakes/misplays/cheese. 1-1-1 used to be the go to Terran build. I never bothered learning anything about Terran outside of major 7/10min timings as I mained Zerg. However you playing into a Zerg should be playing defensive against your harassment. You should be attacking/expanding simultaneously. Wish you the best of luck. It’s a grind
Didn't focus on your money. Did not siege your tanks on many fights. Kept making marines even though enemy had Ultras. Man with gun is pretty strong but you can't ignore units that counter them.
After minute 5 you started lacking vespene and were floating minerals, something is not right with your build order. I didn't liked that at 2:25 you had 4 scv building things at the same time, thats not efficient so early at the game
Macrowise, this game was relatively even. You did great actually. The biggest issue is developing a strategy to take out Zerg mid-game and on. It will get progressively harder to just steamroll Zerg against higher MMR players. What I suggest is utilizing choke points defensively, while sending units out to pick away at his production. These can cloaked banshees, helions, ghosts, liberators or even bio drops will work. The idea is to get him to attack you where you are the strongest. If you remember this game, when he attacked you the first time, you wiped out his army.
Yeah totally dude.
I really need to practise my harassment, it’s fallen off a cliff
What a game this was - I think it does highlight the need for constant scouting, cause I doubt you'd have eaten all those losses around 13 minutes in if you saw the ultras coming earlier and you'd have been able to preemptively get countermeasures like more marauders, or maybe transition to ghosts.
Harassment would've been good too, and I think everyone else's already said what's there to be said about leapfrogging the tanks forward. Ultras eat a lot of bullets and eat up marines easy, so an earlier transition would've done wonders, and early transitions are easier to do if you know what the other guy's up to.
Not sure which is more effective, cloaked banshee or liberator in the mineral line, or maybe even 1-2 medivac marine drops, but something - zerg'll eat up more of the map than you can handle if you don't do anything to slow them down or keep them in their base.
Your tanks also I think got reset too much, I'm not familiar with the math on it in sc2 but to my understanding it's similar to broodwar where you want at least a specific number of tanks for them to be properly effective.
Keep at it brother, it's all uphill from here
You know, you’ve mentioned it too, which makes about 5 people now.
I really need to get better (and by better, just doing it at all), of building higher tier units. This is my new focus nown
A couple of banshees would be a great shout. Thanks
Man that zerg was all macro and zero army control. One small bit of advice I can give is to siege your tanks when they are just sitting around like at 7:20 in case there is a surprise attack.
Probably your biggest macro misstep was at 10:49 when the zerg was attacking and you were floating 1700 minerals.
Always fun watching your games my fellow Plat.
.
Thanks dude.
And yeah, thank you, two solid bits of advice.
Maybe we’ll bump into eachother on the ladder soon
Cheers for the algorithm boost with the . ❤️
Ollie I just watched you build 3 units and only three units for the entire game. Even after he got ultras/banes/roaches on the field you just built marine tank medivac. You gotta actually respond to your enemy's army.
You are totally right, my bad.
Hopefully you caught the livestream and saw me build a load of marauders 😅
This guy was pretty good at picking engagements, which I havent seen you face yet. Specifically, he was very careful to attack only when your tanks were unseiged and multiple times got you to seige the tanks and then moved away to get your marines out of the tanks coverage. This is how Zerg can wear down a tank-heavy opponent. To adapt, you should to keep your marines in range of your tanks and once you seige on his side, you need to leapfrog tanks forward. He caught you a few times as you were unsieging which is the best time to hit a terran. Tanks do zero DPS during the siege/unsiege animation.
Yeah totally. You’re bang on right. Thanks for this, I will put more effort into correcting it
Strong disagree on your analysis of the zerg. At 11:20 the zerg is just trickling in units to the meat grinder instead of regrouping, even letting terran sack a base to buy time and then fighting with everything and most likely winning.
i can see this too
Nice game. I dont think you can continue with the same composition once ultras hit the field, they are supposed to be the counter to marines and it showed. Not Terran expert, but imho you need liberators or ghosts with snipe, or at least much more marauder hvy.
Thanks dude, and yeah you’re right. A couple of more ultras and I would have been toast.
I need to learn to transition to those other units better
"Macro vs Macro" the fight we yearn for and "Epic clash between big Armies" 😁
Now, 4 things I can point out when "Macro vs Macro":
1. "No to supply block"
2. "Cost-Efficiency w/ Drops"
3. "GasMicro the Counters"
4. "GetRich w/ MineralDump"
For 3 & 4 I can't think of any other easier ways to get through that situation U where in.
1. "No to supply block"
U've been having a lot of supply block in the "MacroWar" getting delayed from being Maxed in both workers & army is Not good in the long run, just like what happened. I suggest U create 2-scv dedicated to only NonStop Depot Building (as PiG called it Gary & Bruce)😊
2. "Cost-Efficiency w/ Medics"
Unlike any other race Terran can harass safely w/ Medivac Drops (hit & run tactic) which compensates for Zergs-Larvae & Protoss-Chronoboost. Just continue what you did in opener but w/ 2-medivacs this time while Max-Out your Army.
3. "GasMicro the Counters"
Mass Marines are no longer viable alone when Splash-Units are out like Ultralisks, Focus more on getting Counters to it like maurauders, but most of it requires more Gas so better carefull where U spend that gas (GasMicro)
4. "GetRich" w/ "MineralDump"
His trying to cover the whole map, then do the same. Use those Excess Minerals to secure more Bases make Depot walls and MissileTurrets around, they all cost only minerals anyway. I saw Ur Army-Production was already full but still floating lots minerals😅
These are all solid bits of advice. I’m very appreciative.
Thank you
@@Voidspacealpha TBH it's awesome to have more macro players. Most only does 1Base All-Ins and I think it's because it's too complicated for them (I'm no sure though). 👍
I’ve never done a 1 or 2 base all in.
Seems crazy to me
Dayum, zerg was expanding aggressively!
He was indeed. It’s becoming more common now
A few things went wrong here. 😊
1. Your macro went to shit, and it began right before you started your 3rd. What should have followed the third CC are 3 more Rax.
By the way, you mentioned your third went down too soon? No, uh uh, it went down late. About 30 seconds late. Or let's be generous and say ~20-25 seconds cause you were missing a Rax still at this point, which is why I said 3 more Rax above and not 2. 😋Also, make it in your Main, just behind the mineral lines to your 3rd expansion. That way you cut down travel time and get that income even faster.
2. Where's your Marauders? Marauders would have been nice to see in these pushes. Would have made your bio ball in the early and mid pushes way more tankier. Especially midgame pushes.
I enjoyed seeing you stim and kite with your Marines with no Marauders .... even though I would have loved to see you do it with Marauders aswell. 😆
3. While you were agressive, and got pretty far with that at several points, you were far too agressive with your tanks, sieging them up too late. And once you do siege up and are about to move up your army, you unsiege all of them.
*Don't* do that.
Once they're sieged they are super dangerous. What you want to do is take maybe half of them and unsiege, move them forwardm and siege them up again. Once they are sieged, move the 2nd group up, and so on. Also, try to keep them alittle spread out so they arn't all clumped together. That way they can support eachother better. You did great at that when you hit his left topmost base. But once again you went too deep before sieging up, resulting in the enemy hitting you before they are prepared to hit the enemy. And where were the Marauders? (I'm gonna harp on that cause they're important)😄
I think you should start thinking alittle more consistant on the 1, 3, 5, 8 Rax combo, meaning you start with 1, add two more for 3, another two more at the same time for 5, and then finish with three, totaling 8 Rax. After that you just add more as you can afford them. As for addons, 3 Labs and 5 Reactors is a healthy combo I think. Anything you build passed 8 Rax could be 1 Lab for every 2 Reactors for instance.
So alittle like this:
1Rax/1Fact/1Port
3/1/1
5/1/1
8/2/1
In between you add in eBay's, CC's and an Armory.
For instance:
1/1/1
3/1/1
eBay and CC (we're around 4min50 ~ 5min mark now)
5/1/1
eBay and Armory (build Armory before 2nd eBay when the +1 Armor is halfway done. They will line up just in time to start both +2 upgrades that way)
8/2/1
After that you just add more of everything, mostly Rax and CC's. An extra Starport is nice, maybe 2, one with another Reactor and the other with a Lab. A third Factory, etc ... Turrets, don't forget about Turrets everywhere, always nice in the late game. 😊
I liked to see you doing some stim and kiting, really enjoyed seeing that. 😊
Next step, kiting and splitting at the same time. 😜
And Bill and Bob, keep them both working from when you got 3/1/1 combo, or at the very latest when 5/1/1 is going down.
Sorry it’s taken me a bit longer to get to this comment. I read it briefly once and wanted to give it the attention it desevres.
Now I’ve read it completely, I don’t disagree with any of it. I will aim to make this the standard for me now. Will begin working on it right away
@@Voidspacealpha Obviously, the first CC goes down as normal, Factory as normal, and the Starport as normal, then add Rax no. 2 and 3. 🙂
I re-read it myself and felt it may not have been clear. 🤦
gotcha. noted down (y)
The need for minerals at the end would of been help by the amount of energy you was floating on the CCs you have a PF at the gold could of dumps mules like crazy on it
Yeah totally. I need to remeber to do those Marco things when I’m in a fight.
Dropping mules could have brought me a new army if I’d lost that fight for sure
Hey guy. You're gonna need more minerals for that.
Wait till you see the next one
Add ons. Why would you ever have any buildings without add ons in the mid game?
Oh I can explain that easily.
Because I’m dumb
You didn’t actually watch your scout see anything, force yourself to multitask. Get used to hot keying and see where they’re going. Early reaper isn’t just pro play. It’s harassment on the Zerg mineral line, 1-2 drones is massive. It also is used to scout before your first timing.
That first drop was solid but you wasted 20 second at your natural for what? It should’ve been pushed out immediately. And pushed into the natural or their 3rd. Engineering bays were none existent hence losing a significant upgrade advantage. The best advice u can give is go to practice match and do 1-2 builds till they are muscle memory
Okay will do 👍
@@Voidspacealpha pick a build order, pick a timing attack and do that in AI matches. It doesn’t matter if you beat the AI. It’s just to get the muscle memory. The timing attack and a solid foundation will get you thru diamond pretty easy barring mistakes/misplays/cheese. 1-1-1 used to be the go to Terran build. I never bothered learning anything about Terran outside of major 7/10min timings as I mained Zerg. However you playing into a Zerg should be playing defensive against your harassment. You should be attacking/expanding simultaneously. Wish you the best of luck. It’s a grind
nexst time i get a few hours im setting aside that time to practise these builds and timings
Didn't focus on your money.
Did not siege your tanks on many fights.
Kept making marines even though enemy had Ultras.
Man with gun is pretty strong but you can't ignore units that counter them.
You are totally right.
Between this game and the live stream, I hopefully learnt my lesson on ultras now 😂
Marauders are good against Roaches and Ultras (not mutas as you said)
Oh okay, I’ve either misunderstood or been given some bum advice then. My bad
@@VoidspacealphaIn the replay you correctly called the chonky ones Ultralisks. :-)
okay good. atleast im kinda getting the vernacular down
After minute 5 you started lacking vespene and were floating minerals, something is not right with your build order. I didn't liked that at 2:25 you had 4 scv building things at the same time, thats not efficient so early at the game
Ah okay, good spot. I didn’t notice that. Thanks