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[D] Hellions - The future of TvP. - Page 2

Forum Index > StarCraft 2 Strategy
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BrainDrained
Profile Joined August 2010
Sweden35 Posts
February 15 2011 15:09 GMT
#21
Well, lately I have opened with hellion (non blue-flame) drops vs toss and I think it works pretty well. I get 3 or 4 hellions and a medivac, usually getting a bunker at my ramp and adding two barracks just before dropping the hellions. Most times the P seems to feel forced to counter-attack me, and by that time I have enough mmm to defend myself, after that its usually pretty easy to take the win. But then Im only a Plat-player so dont listen to me
dohgg
Profile Joined February 2011
310 Posts
February 15 2011 15:18 GMT
#22
On February 15 2011 23:45 bole wrote:
Show nested quote +
On February 15 2011 23:28 dohgg wrote:
mmm will never be powerfull vs a good micro forcefiled player imo..

every time mmm will try to engage a choked narrow path its kinda game over with good forcfileds and zealots.

The real strentgh of mmm imo, is by droping. the support of a med to 4 stimmed maras on an edgy side of the map is awsome.


m8 mmm is to powerfull (stimed ofc) how you can difith mmm with force fealds ? on what lvl of play ? simply MMM distroys everything toss have in t1 or (t2 imortals) ...and after you get t3 HTs they you destroy easy MMM like it should be...or coloss..
..



Man, i dont want to get out of the topic issue, but forcfileds cuts armies and deny hit and run from zealots, thats simply how u do that.

Once a zealots isnt getting kittined he can take mm.

and forcfields gives u the abilty to tech up to these higher tier units that just crush mmm..

+

getting a medivac early will cut alot of ur marines maras production, and thats time for toss to tech.

DizzyDrone
Profile Joined August 2010
Netherlands629 Posts
Last Edited: 2011-02-15 15:22:06
February 15 2011 15:21 GMT
#23
I actually do think Hellions will see more play in PvT once players realize they are an excellent way to snipe High Templars and Sentries if controlled well. More importantly, they are a lot less fragile then Ghosts.
bole
Profile Joined January 2011
Serbia164 Posts
February 15 2011 15:24 GMT
#24
On February 16 2011 00:18 dohgg wrote:
Show nested quote +
On February 15 2011 23:45 bole wrote:
On February 15 2011 23:28 dohgg wrote:
mmm will never be powerfull vs a good micro forcefiled player imo..

every time mmm will try to engage a choked narrow path its kinda game over with good forcfileds and zealots.

The real strentgh of mmm imo, is by droping. the support of a med to 4 stimmed maras on an edgy side of the map is awsome.


m8 mmm is to powerfull (stimed ofc) how you can difith mmm with force fealds ? on what lvl of play ? simply MMM distroys everything toss have in t1 or (t2 imortals) ...and after you get t3 HTs they you destroy easy MMM like it should be...or coloss..
..



Man, i dont want to get out of the topic issue, but forcfileds cuts armies and deny hit and run from zealots, thats simply how u do that.

Once a zealots isnt getting kittined he can take mm.

and forcfields gives u the abilty to tech up to these higher tier units that just crush mmm..

+

getting a medivac early will cut alot of ur marines maras production, and thats time for toss to tech.


heh..... problem is you need FF to not die from terran early agreasion and you need to tech up...

after you get to HTs you ofc easy will angenst MMM becous is t1...but it simply gameplay shouldnt work like that....

becous afterr mmm game is going in to mid game and late game... and after terran is good but simply something is mising becous if you menage to kill terran mecha u almoust win game...

simply terran need some more difens to protect mech army i think...but maby i am wrong.. will see in future..
Zarahtra
Profile Joined May 2010
Iceland4053 Posts
February 15 2011 15:38 GMT
#25
The main problem is their versatility. They are good as in having 4-5 but any more and they start becoming a waste.. Forcefields also just assrape them, especially combined with colossi. I think they are underused in army combos though(that is to have none instead of those 4-5), as in making a few of them, and deffo should be dropped more.
For mech(tank style esp), you need something against VRs, carriers and immos. Hellion doesn't really reinforce the weaknesses of mech all to much, just increases harassment options.
Lurk
Profile Joined December 2010
Germany359 Posts
February 15 2011 15:54 GMT
#26
Hellions are quite powerful in TvP, however, it's not quite so easy to incorporate them into your play. I personally think that hellion/thor/viking or hellion/thor/battlecruiser is the best possible unit combination for endgame TvP and the correct answer to the protoss ball of death.

The problem is that it's actually quite difficult to get to this unit combination without dying to some form of early pressure and still be on equal eco footing. I've been experimenting with 1/1/1 banshee or 1/1/1 blue hellion drop openings, with a strong banshee/raven/marine/mech timing push and eventually transitioning into hellion/thor/air but it's quite difficult to execute. Blueflame hellion drops are really MM drops on steroids. You can often kill about 10 probes with a drop even if there are stalkers to defend (A stalker still needs 8-9 shots to kill a hellion).

Zealots, the bane of every mech based play, get easily shredded by a wall of 5-6 hellions. Also, the charge mechanic makes it pretty easy to do little hit-and-run maneuvers to annoy the protoss.

The only thing that can be dangerous once you get to hellion/thor/viking in big numbers is a 3+ base carrier transition. That's why i plan to eventually transition from viking to bc in the lategame - as bc's with yamato are the only thing that really works vs carriers.

Zealots / Sentries / HT / DT get killed by hellions
Stalkers / Immortals / Phoenix get killed by thors
Collossus / Voidray get killed by vikings.

Plus you got range advantage on all of those ...
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 15 2011 15:56 GMT
#27
I am reticent to say they are THE FUTURE OF TVP but I think tvp will evolve into bio -> expand -> bio + mech /w ghosts.. and by mech I mostly mean hellion with some tank sprinkled in maybe a thor. bf helions are really good in this matchup.. the can snag templars that are always awkward hugging the heels of the rest of the protoss army and take shots at the front of the zealot ball for lots of front-loaded damage and then swing them behind your mauradors or thors and lol at the zels as they disappear before charge even reaches
get rich or die mining
TL+ Member
whomybuddy
Profile Joined August 2010
United States620 Posts
February 15 2011 15:59 GMT
#28
hellions are only good for killing probes. They are too squishy vs stalker. Most protoss will make stalkers.
Roaches all the way way way.
bole
Profile Joined January 2011
Serbia164 Posts
February 15 2011 16:10 GMT
#29
hellions are good agenst zealots zerglings benlgings and workers also good agenst HTs hidralysc...

stalker conters hellions like maraders conter stalkers... but combined siege tanks + hellions they do great agenst zealots stalkers (hard to hit them with HTs tunder storm) coloss ...

also hellions are good agenst imortalls (drain shild wery fast) so siege tanks can do dps on imo...

you can send hellions for scauting harasment and free kills agenst zerglings and banglings...

plenty of good staf that hellions can do hope we will se more of them in future..
Mr_Kyo
Profile Joined November 2010
United States269 Posts
February 15 2011 16:18 GMT
#30
I find marines pretty useless late-game. I have been meaning to go helions, i think it will be a great way to harass and pick off a few templars. Instead of having 100 marines die to storm or colossas.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 15 2011 16:32 GMT
#31
Return of ghostmech ^_^
Sup
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 15 2011 16:33 GMT
#32
i hear its pretty good vs those turtling protosses with 10 pfs xD
get rich or die mining
TL+ Member
SiegeFlank
Profile Blog Joined June 2009
United States410 Posts
February 15 2011 16:37 GMT
#33
I've been having a great amount of success on the ladder with mech vs Protoss. Hellions are a very important unit to keep producing as they have a lot of roles. They're great at scouting ahead so that you can determine how slowly you need to be leapfrogging your tanks, they're excellent at harassing expos (which is key because a good protoss knows to aggressively expand against the immobile mech army), and they make a great buffer zone for your tanks. Hellions will shred apart any and all zealots the protoss throws at you, and your tanks can have free shots over the rest of the protoss army as they try to break through the hellion buffer.
Bird up
freetgy
Profile Joined November 2010
1720 Posts
Last Edited: 2011-02-15 17:07:01
February 15 2011 17:04 GMT
#34
Good to see more and more Terrans learning to value factory units alot more.

Hellions are really good against Protoss, Gateway Armies since they tank alot of damage and are actually pretty cost efficient.

Also giving good mapcontrol.

Sermokala
Profile Blog Joined November 2010
United States14017 Posts
February 15 2011 17:48 GMT
#35
I treat hellians just as I would mutas pvz blink stalker play is the real bane of terran mech as you can see them running away blink in alpha the hellians away a bit and then run away. I've been samwhitched by a hellian/viking sneak and his mech and/or bio ball and I've been just fine microing my stalkers to blink back onto the vikings/hellians charglots going the other direction and having my colissi the side thats not doing as good as the other.

I will say that it does do something that zergs arn't able to do very well and that is killing a death ball as I really feel like I need a large enough mixture of vr's/HT's/colissi to deal with the terrans.

The really bad thing about the bio balls lategame isn't their strength. the real power of the bioball lies in its insane mobility and ability to push AND do drops in multiple places without breaking the back of the army itself.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 15 2011 17:48 GMT
#36
Its pretty funny that after a certain number of hellions, they start destroying massed gateway formations by themselves.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
kcdc
Profile Blog Joined April 2010
United States2311 Posts
Last Edited: 2011-02-15 18:03:43
February 15 2011 18:01 GMT
#37
I posted a thread shortly after release saying hellions are awesome as shit vs P and got mocked.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=147330&currentpage=All

"listening to kawaiirice stream smack talking about this thread LOLOL, this is hilarious =)))"

and:

On August 27 2010 15:22 link0 wrote:
Hellions are terrible against P when not harrassing. End of story.


Well, hellions remain absurdly good vs P. With their speed, anti-light bonus, and splash damage, they're by far the best economy harass unit in the game. Hellions are also great for defending drops and blink harass (splash scales with army size, so they actually beat stalkers for cost at larger numbers). And because zealots fill a critical role in the Protoss composition by efficiently absorbing damage (zealots are about 3 times better for cost at absorbing damage from MM and/or tanks), hellions are actually completely awesome in a straight up fight.

Unless you're committed to building nothing but barracks and starports (and many Terran players seem wedded to the idea), you should absolutely use hellions in the mid/late game. Against a FE Protoss, they're also good in the early game. They're awesome against so many things Protoss players like to do.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
February 15 2011 18:12 GMT
#38
yeah kcdc terrans don't like when you tell them that anything but mass bio and medivacs or banshee all ins are viable. like when you tell them thors are good in the mid-late game mixed in with your bio..
nothing new xD
get rich or die mining
TL+ Member
Ponyo
Profile Blog Joined January 2011
United States1231 Posts
February 15 2011 18:19 GMT
#39
They're pretty helpful. But.. You shouldn't let the protoss build up their deathball in the first place. With Bio heavy mixes you can always suicide 15 stimmed marine/marauder into a collosus ball and usually successfully snipe it. But yea some people can really make hellion work.
ponyo.848
QQmonster
Profile Joined September 2010
Canada240 Posts
February 15 2011 18:31 GMT
#40
This is the exact style I do on ladder.

planetary fortresses + turrets make defending places with minimal amount of tanks quite easy, sensor towers to detect any harrassment or movement.

vikings kill collosi and protoss air units, hellion harrass gets exponentially better the more bases the toss gets on (he needs to throw down like 3+ cannons at each base to adequetely defend them from hellions) tank lines can not be taken head on unless theres no hellion buffer.

Add in a raven, dropship and ~3 ghosts to accessorize your army.

In certain situations tank drops can be extremely effective to take out a base or kill probes or clear the cannons so hellions can have access again.

Be very wary of motherships, and try to pick them off before they get enough energy to do anything like recall or vortex.

Start upgrades early and keep them going until your ground and air are both 3-3

Early on and in low numbers, marines + hellions are great at cutting immortals shields, later on in big numbers ghosts are great for EMP'ing the entire toss army.

It takes strong attack timing and adequete defense ability, but if executed properly mech is VERY potent.

In the replay in this thread, the terran had so many opportunities to go for the protoss' base that had lots of minerals, but didn't. I'm talking right after the toss threw his entire army away like 3x in a row and just was allowed to sit back and resupply.

You have to be passive with mech, to a certain point. Once you get there, it's shark mode time. If protoss throws away a bunch of food worth of units, go siege up outside his main and take out all his tech or take out all of his expansions.

EX-top 10 guildwars player yeye XD
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