
[D] Hellions - The future of TvP. - Page 2
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BrainDrained
Sweden35 Posts
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dohgg
310 Posts
On February 15 2011 23:45 bole wrote: 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
Netherlands629 Posts
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bole
Serbia164 Posts
On February 16 2011 00:18 dohgg wrote: 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
Iceland4053 Posts
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
Germany359 Posts
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
United States6565 Posts
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whomybuddy
United States620 Posts
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bole
Serbia164 Posts
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 ![]() | ||
Mr_Kyo
United States269 Posts
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avilo
United States4100 Posts
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Alejandrisha
United States6565 Posts
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SiegeFlank
United States410 Posts
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freetgy
1720 Posts
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
United States14017 Posts
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. | ||
Antisocialmunky
United States5912 Posts
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kcdc
United States2311 Posts
http://www.teamliquid.net/forum/viewmessage.php?topic_id=147330¤tpage=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
United States6565 Posts
nothing new xD | ||
Ponyo
United States1231 Posts
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QQmonster
Canada240 Posts
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. | ||
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