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       #Post#: 1934--------------------------------------------------
       Efficient Terran Play in the Early Game
       By: ExtraLemon Date: February 25, 2021, 7:01 pm
       ---------------------------------------------------------
       Hello! This is mostly information aimed at newer to intermediate
       players of how to get through the first few minutes of the game,
       both in high and low-pressure situations. First, let's outline
       the opening moves for low pressure situations
       Minute 0  Double click your SCVs, right click them directly on
       top of the gate, open the gate, then build the 2 geysers closest
       to your base. Send your 3 marines out. This should all happen in
       the first few seconds. Queue up your third geyser if you're
       playing a corner, build an SCV and a Fruit Farm right in front
       of your Command Center. If you are playing Middle, it will be
       better to stay on 2 gas a little longer to see if you're going
       to take the focus.
       Minute 1-5  Always spend all your gas on Fruit Farms for right
       now, they're far more efficient than Sheep Farms for their
       price. Make sure to watch the minimap to determine who is taking
       pressure.  DO NOT BUILD A FOURTH MARINE   You do not need a
       fourth marine to hold starting spawners. You can perfectly hold
       starting spawners with no damage taken with 3 marines and a
       little micro. Instead, autocast reapers and rally them directly
       onto your rock. This will give you more income, as well as a
       very efficient defense if Zerg ever swaps onto you. Do this
       until you have 5 reapers, afterward spend all your minerals on
       upgrading your geysers. Build 2 more SCVs a few seconds before
       the rock dies, have them hug the rock. The second it goes down,
       build a geyser and 1 Fruit Farm.
       Minute 5-8  Ideally, you will have all your geysers upgraded at
       this point. Start spending minerals into generator upgrades,
       building a few extra marines for safety. Send your reapers to
       clear your gas blockers. At this point, you should be mostly
       full with Fruit Farms, so start building some sheeps in the back
       of the base. Saturate the safest Fruit Farms. In an entirely 0
       pressure game, your income should be 225-250 minerals per
       minute.
       Alright, let's get out of this angelic world with absolutely no
       pressure at all. If you're eating a full spawner supply +
       capacity at minute 0, here's how to mitigate damage as much as
       possible. Before, your priority list looked something like :
       1. Macro
       2. Build the right things
       3. Watch Zerg to see who is eating focus.
       Now, it's like:
       1. Don't lose units - Micro
       2. Macro
       3. Don't lose geysers
       4. Don't run out of energy
       5. Build the right things
       If you are in a situation where you are fully focused from
       minute 0, meaning that most spawners+capacity is built on you,
       you will have to accept that you're inevitably going to lose
       some geysers and Fruit Farms. Your first unit out should be a
       Shock Trooper. Its splash ability helps deal with F2s and it's
       relatively efficient. Afterward, autocast reapers. Why? A reaper
       is 2x efficient compared to a marine at this point in the game.
       Marines will scale better later, but the priority right now is
       holding. Your future potential will be limited more by losing
       geysers and fruit farms NOW then having extra reapers LATER. The
       most important part is to not lose ANY unit. Every unit lost is
       a loss of minerals and gas on an already limited income, as well
       as DPS which is incredibly precious. You should still focus on
       building Fruit Farms, as it will let you get more military out
       quicker - they can occasionally tank vs units like creepers as
       well. You will definitely have to swap into Sheep Farms earlier
       for lack of space. Do not save for an armory in this situation.
       The gas/minerals will be much better spent holding now,
       especially if you're at the point of breaking. If you spend gas
       on armory/marine upgrades when you're already going to have a
       limited income, it'll force you to lose more ground, geysers,
       and farms.
       General Defensive Tips:
       1. If you are at any point overwhelmed, simply play one gas or
       go back to the high ground. A one-gas situation is preferable
       for obvious reasons. Simply play support for the rest of the
       game, use walls as your main defensive tool, focus on improving
       your mineral income and generator as much as possible, and waste
       as little energy on defense as possible. Bubble/stasis
       cannon/ion for your allies.
       2. If it's an infestor rush, use your reaper jump ability to
       surround and force transfuses out of infestors. Poke some extra
       damage out by using the shock trooper ability on clumps if you
       have the energy to spare. You can also use the jump to dodge
       volleys and avoid losing units. Do not be afraid to trade hp
       with infestors. As long as you don't lose units or let him farm
       energy, it's absolutely fine.
       3. KEEP MACROING. You will never be able to hold without
       steadily increasing your mineral income. While losing units is
       priority number 1, keeping your resource bank as low as possible
       will absolutely help a ton.
       4. Walling. Walling a side can be incredibly useful, especially
       if you're on middle. Make sure to have SCVs repairing so it
       doesn't die. Building single walls is also helpful. 1 wall each
       on all 3 sides significantly increases your vision range, giving
       more time to react. Putting 2 walls with 1 tile inbetween and
       your units far behind will force Zerg units through a 1x1 choke.
       Put an SCV inbetween so the Zerg get stuck.
       Ok, let's look at a more optimistic situation now. Let's say
       that your teammate, perhaps named Mada, eats focus for the first
       3-5 minutes of the game, but then Zerg swaps all his spawners to
       you.  This is perfectly holdable.  Your rocks should be dead at
       this point, letting 5 reapers come to help defend. Your mineral
       income will be much better, letting you pump out way more units.
       The Zerg spawners are further away, meaning less units are
       arriving per second. At this point, just hold 3 gas, build an
       armory once you feel safe, and kill him. If you've been
       constantly macroing, it really won't be that difficult to hold a
       swap in pressure, especially with scouting walls or MIA calls.
       This also applies to getting only a few spawners built on you,
       though there will be one important difference: After your first
       5 reapers, build marines+generator upgrades instead of extra
       reapers. You'll be able to hold without the excess firepower and
       it'll scale better with armory upgrades.
       What not to do
       - Collapse like a deck of cards to 2 extra ling spawners, cry,
       and flame teammates
       - Waste time flaming Zerg/teammates while you lose every single
       unit you've ever owned
       - Stop watching the minimap, have 0 vision, then wonder why
       there's 50 ling spawners and 10 infestors rallied onto you
       - Casually bank 200 minerals and 100 gas while wondering why
       it's impossible to hold
       - Let your battery commit sudoku as you forget to change its
       patrol path away from the massive horde of lings
       - Let your reapers/marines commit sudoku as you forget to change
       its rally path away from the massive horde of lings
       - Let your units get entirely surrounded by units moving at 1/2
       the speed
       - Run out of energy while you let 2 full batteries in the back
       have a smoke break
       - Let infestors farm onto your walls for 10 minutes
       - Save up for a tank while your ally is focused, then lose it to
       lings
       #Post#: 1936--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Turb007 Date: February 25, 2021, 9:23 pm
       ---------------------------------------------------------
       [quote author=ExtraLemon link=topic=206.msg1934#msg1934
       date=1614301272]
       - Let your battery commit sudoku as you forget to change its
       patrol path away from the massive horde of lings
       [/quote]
       Remember kids, whatever it is you aspire to be in life.. Don't
       ever, EVER let your batteries commit sudoku!!  ;D
       This is really nice  :)
       #Post#: 1939--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Asiown Date: February 26, 2021, 5:53 am
       ---------------------------------------------------------
       nice work bro. i agree and disagree with alot tho.
       i actually like the 4th marine, if i get focus i get 1 shock and
       then gen 1 and if not i just gen gen 1, into reapers. works me
       for me
       #Post#: 1940--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Adam Date: February 26, 2021, 6:14 am
       ---------------------------------------------------------
       [quote author=Asiown link=topic=206.msg1939#msg1939
       date=1614340432]
       nice work bro. i agree and disagree with alot tho.
       i actually like the 4th marine, if i get focus i get 1 shock and
       then gen 1 and if not i just gen gen 1, into reapers. works me
       for me
       [/quote]
       4 marine does nothing, u dont have energy to support it anyway,
       reaper is just stright better in every situation, if u are not
       focused send it to rocks right away and if u are focused it will
       help u way more than rin that after 20s will run out of energy
       and just steal it from ur much more needed shock
       #Post#: 1943--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Asiown Date: February 26, 2021, 7:30 am
       ---------------------------------------------------------
       nope, if u get 4th rine and fast gen lvl you actually hold
       better focus, also its better for the coming shocktrooper.
       rines are cheaper and do more dmg
       #Post#: 1944--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Adam Date: February 26, 2021, 7:41 am
       ---------------------------------------------------------
       [quote author=Asiown link=topic=206.msg1943#msg1943
       date=1614346213]
       nope, if u get 4th rine and fast gen lvl you actually hold
       better focus, also its better for the coming shocktrooper.
       rines are cheaper and do more dmg
       [/quote]
       why not get shatter as well when u are at it x)
       #Post#: 1945--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Asiown Date: February 26, 2021, 8:04 am
       ---------------------------------------------------------
       holding better stats than u with it :)
       its perfectroll
       #Post#: 1946--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Asiown Date: February 26, 2021, 8:13 am
       ---------------------------------------------------------
       [quote author=Adam link=topic=206.msg1940#msg1940
       date=1614341692]
       [quote author=Asiown link=topic=206.msg1939#msg1939
       date=1614340432]
       nice work bro. i agree and disagree with alot tho.
       i actually like the 4th marine, if i get focus i get 1 shock and
       then gen 1 and if not i just gen gen 1, into reapers. works me
       for me
       [/quote]
       4 marine does nothing, u dont have energy to support it anyway,
       reaper is just stright better in every situation, if u are not
       focused send it to rocks right away and if u are focused it will
       help u way more than rin that after 20s will run out of energy
       and just steal it from ur much more needed shock
       [/quote]
       the idea behind 4th marine and fast gen lvl into shock is that
       if you are geting full focused, there are 40-60 second where you
       will be leaking energy,and also cant hold those and maybe lose
       some walls/fruit farm. 40-60 second until gen lvl up+shock, is
       the time where you actually micro ur marines, scv, do walls, and
       then you do comeback and hold the focus. from my experience, if
       the zerg is good, reapers will save u energy but you will still
       cant hold his units. with the shock and 4th marine he will need
       the 2nd supply to build on you and that makes it harder for him
       and better to ur teamates. also you can hold the 2nd supply if
       he did some mistakes
       #Post#: 1949--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Adam Date: February 26, 2021, 9:13 am
       ---------------------------------------------------------
       "nope"
       #Post#: 1953--------------------------------------------------
       Re: Efficient Terran Play in the Early Game
       By: Turb007 Date: February 26, 2021, 11:46 am
       ---------------------------------------------------------
       A fourth marine is not the end of the world but it is definitely
       sub-optimal under full pressure. Quick math here:
       Base lvl 0 gen produces 7 energy per second (e/s)
       1 constantly firing marine burns through 2.5 e/s
       You start off with 3 marines, and if you're under full pressure,
       they will rarely stop firing. That means the marines you start
       with will burn through 7.5 e/s and will eventually (however very
       slowly) deplete your energy. You need a shock trooper asap,
       which burns through an additional 2 e/s which puts us at 9.5 e/s
       not counting any emp usage. So, even without a forth marine, you
       will run yourself out of energy eventually with just 3 marines
       and an auto-attacking shock trooper. A 4th marine would put us
       at 12 e/s usage which is getting close to doubling the energy
       generation rate AKA you will be out of energy very quickly -
       even if you do manage to get the first generator upgrade before
       falling, thats still only 10 e/s production when you're burning
       through 12 e/s (without the use of emp even). A shock trooper's
       auto attack is much more energy efficient and puts off more dps
       than a marine under heavy focus, therefore energy wasted on an
       extra marine is actually LESS dps as your shock trooper will run
       out of energy. This is why a reaper is much more preferable.
       On a side note, this guide is meant for beginner/intermediate
       players. Seeing as to how you somehow consider yourself a "pro"
       with better "stats" than everyone, you shouldn't even be wasting
       your time with this guide. Let's not run down some random road
       for no reason here and let the people who can really benefit
       from this guide read it without having a self-proclaimed "pro"
       attempt to contradict the guide.
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