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Builds & Guides / Efficient Terran Play in the Early Game
« on: February 26, 2021, 02:01:12 am »
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
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
.