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[Q] PvT Hellion Drops - Page 2

Forum Index > StarCraft 2 Strategy
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BuzzKerbox
Profile Joined August 2010
Australia46 Posts
Last Edited: 2011-02-28 13:34:40
February 28 2011 13:34 GMT
#21
Yeah wall off, but who said FF's are no good because the sentries just die? Correct me if I am wrong but sentries do not die that quick to hellions, sentry is light mechanical and does fine against them; few sentry with a couple of stalkers, wall them in and they are toast.

If you going for an expansion build you should be sentry heavy anyway right?

bodomReaper89
Profile Joined February 2011
Germany17 Posts
February 28 2011 13:37 GMT
#22
Thank you turbopasca1 ... now I get the general idea behind this Still have to get it right and to remember it thou :D

Wise words and great strategys are worthless unless you remember to you them
There are no good or bad strategies, just good or bad players !
Bagi
Profile Joined August 2010
Germany6799 Posts
February 28 2011 13:41 GMT
#23
On February 28 2011 22:34 BuzzKerbox wrote:
Yeah wall off, but who said FF's are no good because the sentries just die? Correct me if I am wrong but sentries do not die that quick to hellions, sentry is light mechanical and does fine against them; few sentry with a couple of stalkers, wall them in and they are toast.

If you going for an expansion build you should be sentry heavy anyway right?


They are still light which means they take the full damage from blueflame. The regular drop of 4 hellions will oneshot a sentry.

That said, good building placement can help alot dealing with this. You'll probably always lose some probes, but he will lose 400mins in hellions, so the goal is to save as many as you can and you just might win the trade.
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
February 28 2011 14:24 GMT
#24
SimCity, every race does it vs hellion heavy playstyle(especially TvT), protoss are also lucky in that cannons can shoot both the dropship and the hellions. In BW protoss would make pylon walls and 3-4 cannons even to stop vulture drop harass, there is no reason why protoss shouldn't do so here especially if the terran is going mech.
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
iChau
Profile Joined December 2010
United States1210 Posts
February 28 2011 14:28 GMT
#25
On February 28 2011 23:24 bubblegumbo wrote:
SimCity, every race does it vs hellion heavy playstyle(especially TvT), protoss are also lucky in that cannons can shoot both the dropship and the hellions. In BW protoss would make pylon walls and 3-4 cannons even to stop vulture drop harass, there is no reason why protoss shouldn't do so here especially if the terran is going mech.


This is when you have 3 bases, of course. If you're spamming cannons on 1 base to defend against 3 hellions, that's sad. 2 bases isn't THAT bad; only 1 cannon per mineral line. 3 bases is good for dropping though.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
bowser
Profile Joined February 2011
38 Posts
February 28 2011 14:33 GMT
#26
As a plat T I have found hellion drops vs Toss to be very strong. Toss players at my level are often very aggressive and have their army warping in at a pylon in the middle of the map or even in your natural. When their army is so far out of position and 3 hellions drop their base, its pretty much a gg right there. This happens more frequently than one would think.

As a T, I have found that a toss that fast expand can somewhat negate the hellion drop. First, your probes are split up between two bases, and second, you have twice the production capacity to catch up in probe count. I feel that if I can kill enough probes I still end up even or ahead, but if it is well defended and I can only snipe 4-5 probes then the toss is ahead. Remember this is only the opinion of a plat player, so i may very well be wrong.
JamesSwift
Profile Joined May 2010
United States71 Posts
February 28 2011 15:43 GMT
#27
Yeah, as someone who always opens 3 hellion drop vs P, I would say the best defense is simcity + seeing the dropship before it begins unloading so you can try to take it out. Even if he gets to unload 2, that is a really big difference for you because it takes 3 hellions to 1 shot probes.
你好
DX Raider
Profile Blog Joined August 2010
United States32 Posts
February 28 2011 15:58 GMT
#28
Even if you dump 450 minerals into 3 cannons to protect your main and expo, the Protoss death ball is much more cost efficient than the terran bio ball isn't it? Cannons plus a wall in like those very nice screen shots could probably minimize the damage a hellion harass can do.
Cool story bro.
iChau
Profile Joined December 2010
United States1210 Posts
February 28 2011 16:05 GMT
#29
On March 01 2011 00:58 DX Raider wrote:
Even if you dump 450 minerals into 3 cannons to protect your main and expo, the Protoss death ball is much more cost efficient than the terran bio ball isn't it? Cannons plus a wall in like those very nice screen shots could probably minimize the damage a hellion harass can do.


You won't have an extra colossi and stalker, and each colossi is important.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
DarkblueRH
Profile Joined October 2010
United States144 Posts
February 28 2011 16:11 GMT
#30
What I do is have a couple (2-4 depending on map) stalkers on patrol around my perimeter so that 2 stalkers will attack the drop-ship on it's way in always.

A stalker attacking a drop ship will most often just scare the Terran away from dropping at all.

Walling off your mineral line is great and all, but I just can't help the feeling that doing that will leave my probes locked in when they drop directly on top of them (which does happen). I'd rather stop the drop all-together than to try and deal with the units dropped.
RelentlessHeroes.com
ander
Profile Blog Joined September 2010
Canada403 Posts
Last Edited: 2011-02-28 16:17:56
February 28 2011 16:13 GMT
#31
the best way to deal with this is usually simply unit positioning and a simcity of some kind. that picture linked last page is actually really helpful. you don't need your army at the front of your base if you're scouting the terran's front. unless you see Terran moving out, your army should be IN your base, with stalkers/sentries in your mineral line. the timing of this is obviously important, but the idea remains the same. when you take your nat, then keep half your army in your main, half at the nat, and when you take your third, thats when adding cannons is a good idea, if not essential. but bear in mind, you have to constantly be aware of whether or not the terran could be at your front door.

if he attacks your front while dropping, thats when problems start. it's true for me and most protosses. you just need to be very aware of whats going on, and acknowledge that the possibility of him doing this is present every time he attacks you and position your units accordingly. positioning is key.
Aterons_toss
Profile Joined February 2011
Romania1275 Posts
February 28 2011 16:45 GMT
#32
Wall of your mineral line like the guy in the SS above dose.
I find it that if the terran rushes the drop to much, aka 4/3 helion + pre ingniter + med and dose dmg with them until they die you will usually have so much of an army advantage you can just go kill him.
At the 9+ min mark or so however, just use imortals,colosy + smart wall-off and you won't losse many probes, if any for that matter.
A good strategy means leaving your opponent room to make mistakes
ReUhssurance
Profile Joined October 2010
2 Posts
February 28 2011 19:47 GMT
#33
On February 28 2011 15:28 Whitewing wrote:


If you kill 4 blueflame hellions and a medivac and only lost 10 probes though, you're actually ahead still. That's what, 500 minerals and 100 gas for the units, and another 150/150 for the blueflame research?


In this situation you're not taking into account the fact that there are now 10 less probes for you to mine for how long? The 10 SCV count that T has on you at that point will pay out by the time you get those other 10 probes out I believe.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
February 28 2011 19:56 GMT
#34
As long as you have stalkers to handle the hellions, you shouldn't pull your probes at all man, that's just asking for a 15 probe kill all at once. Just be patient, let the stalkers kill the hellions, and cb 4 probes out. Unless you have stalkers waiting for the dropship you are going to lose probes, just don't freak out, pull all probes, and lose them all to a blue flame burst. If you are getting cannons, just get one. Typically, if I am not ready to push out, I have 3 chargelots and a HT (or like 2 stalker 1 ht) near each mining base, but because I go HT/Immortal vs Terran I have these units.
Knowing is half the battle... the other half is lasers.
Tenks
Profile Joined April 2010
United States3104 Posts
February 28 2011 20:03 GMT
#35
Like others have said, I've stopped doing hellion drops TvP simply because Protoss figured out how to simcity their base to nullify most of the damage. Sometimes if I scout they're putting their gateways/cyber away from the mineral line early game I'll opt for the strategy but defending it seemed to be figured out almost overnight.
Wat
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
Last Edited: 2011-02-28 20:11:51
February 28 2011 20:11 GMT
#36
i dont agree with people about walling off the mineral line as a solution to this.
I have encounter this strat on many different map since i have a teammate who plays Terran pure mech in the team to practice vs. Basicly walling wont help you that much considering focus fire of hellions and the number of stalkers will fit in the area of drop. Early game blue flame hellions deal a tons of damage to your economy and late game they are the perfect wall to prevent zealots get into the sieg tanks line. Notices how 10 blue flame could win vs 10 stalkers late game due to their splash damage.

The best solution i found to this is expand after each drop. You leave 3 stalkers in each mineral lines + 2 at ramp and mass expand. considering him losing 300-400~ in army, you should as well just go expand counter to it.

The only problem to my solution is that it requires a large map with a tons of safe expansion. Maps like xelnaga its almost impossible but i have tested it on GSL map and it works perfectly fine.
Im daed. Follow me @TL_NB
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-02-28 20:21:06
February 28 2011 20:19 GMT
#37
The cannon solution works lategame, don't do it before then. Static defenses are bad unless you absolutely must have them.

Either pick off the dropship before it lands, or defend with a simcity. Those are your two options only.


In this situation you're not taking into account the fact that there are now 10 less probes for you to mine for how long? The 10 SCV count that T has on you at that point will pay out by the time you get those other 10 probes out I believe.


I also answered this above. I had assumed you had already expanded, since if you're on one base you should be easily able to prevent the hellions from doing significant damage, almost trivially, and your foe is behind on his expo (since he's using the drop to cover his going up), so you're ahead.

Obviously if you're on one base and you lose a buttload of workers you're in deep trouble.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
BuzzKerbox
Profile Joined August 2010
Australia46 Posts
March 01 2011 08:31 GMT
#38
On February 28 2011 22:41 Bagi wrote:
Show nested quote +
On February 28 2011 22:34 BuzzKerbox wrote:
Yeah wall off, but who said FF's are no good because the sentries just die? Correct me if I am wrong but sentries do not die that quick to hellions, sentry is light mechanical and does fine against them; few sentry with a couple of stalkers, wall them in and they are toast.

If you going for an expansion build you should be sentry heavy anyway right?


They are still light which means they take the full damage from blueflame. The regular drop of 4 hellions will oneshot a sentry.


Against blue flame sure, by the time T has blue flame though you should of at least scouted it or have more than enough units yourself off one base to deal with it.

The OP said he is 2-3 gate robo expanding, this is a way into the game, if the T is staying on one base your whole army is going to be at home as well for a while so sentry should be fine, of course you need some decent micro.

T is also going to be chasing your probes, not chasing your sentry, which you can have sitting out of sight anyway.

If your playing a macro game though I think cannons are fine, especially once you get to three or more bases, especially to protect the main which is not always easy to get troops back to; the time a cannon or two gives you to react is probably the most valuable thing here.

Reminds me actually was just watching Kiwikaki against Destiny in a few games the other day, he was playing macro games, laying 3-4 cannons down at expo's and it was very effective, mostly at giving him a lot of time to react to attacks and or focus on other things.
OriginalBeast
Profile Joined September 2010
United States709 Posts
March 01 2011 08:35 GMT
#39
Its hella easily scoutable usually 1 base tech lab factory with any amount of hellions vs toss... blue flame hellion drop and with that info place pylons for vision of drops and watch your map.
More gg, more skill.
goldenwitch
Profile Joined August 2010
United States338 Posts
March 01 2011 08:46 GMT
#40
This is a matter of practice. When it comes down to it, both skills necessary to deal with blue flame hellion drops are unintuitive. After a few times dealing with it you can simcity and position stalkers effectively enough to prevent all but one or two probes of damage.
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