round of units and chronon used of nexues to quickley replace the probes lost.
[H] Blueflame hellion/ blueflame drops help! - Page 2
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TibblesEvilCat
United Kingdom766 Posts
round of units and chronon used of nexues to quickley replace the probes lost. | ||
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tossuaway
United States107 Posts
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ZweiGaming
Canada348 Posts
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Ledo
Australia31 Posts
Other than that i think a few posters have stated make a good sim city. Just limit the movement the hellions have, don't let them have wide open areas for them to skirt your stalkers etc. funnel them if they are going desperately for your probes. I guess if you knew 100% that it was coming you could use cannons.. but thats pretty newb its more effective to block them. Cannons kill them too slow ![]() And rushing for BFH is a pretty all in sort of strat, if it flops then the terran is left with a medivac and a few marines whereas the protoss player can have a healthy gateway army and be working towards getting out tier 3 units. | ||
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windsupernova
Mexico5280 Posts
IIRC when a Pylon or supply depot is touching a refinery by the corner probes can go through it but Hellions can´t. For Z its all about spotting them and Roaches and even Lings can clean up easily. Splitting your workers does wonders too, jut don´t box them and click they will line up and you will die | ||
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SwordfishConspiracy
United States146 Posts
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lilky
United States131 Posts
1. See either the medivac inc (if ur lucky) or hellions in ur mineral line (if ur unlucky) 2. select all workers and press S to stop 3. press f1 (selects 1 idle worker) right click somewhere far away so that the probe starts running. 4. repeat step 3 as fast as u can 5. watch all ur probes run in random directions Unfortunately, blue flame hellions (along with bane rain) will inflict enough dmg in the first few seconds to cripple your economy. Dont listen to dumbasses telling you to keep stalkers, immortals, or even colossi in your mineral field. A stalker takes 9 shots to kill ONE hellion. It takes 1 shot every 1.44 seconds. That means it takes about 13 seconds to kill one hellion, let alone 4. By that time, every probe in your base will be dead and the 3 remaining hellions will have evacuated. having more stalkers doesnt realy help either. Colossi and immortals are both too slow and dont do enough damage fast enough either. Your best bet is to keep a few sentries. FF the hellions away from ur miernal line, or if hey are already in it, FF them into a tinyyyyy circle. Units that are completely surrounded by FFs have pathin issues and stop attacking. | ||
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ScythedBlade
308 Posts
HOWEVER, if it's late into the game and they blue flame hellion, then it's usually that you have a big enough army to stop it, but you just didn't look at your minimap when you should've. If you're Protoss, that's a huge hit, since Protoss has the worst worker recovery options. On the other hand, TvT is all about harassment, so see how that works out. | ||
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BuddhaMonk
781 Posts
Good sim city around the nexus also helps against drops. Focus on building placement that defend where the common drop spots are. There's no good reason not to sim city like this in PvT. You can still hide key tech structures in other locations no problem. It helps to create defense "zones" near your nexus that are easier to defend than just placing buildings all over. Be careful not to impede your own movement too much with a too restrictive sim city. General drop defense also helps obviously. Observers, probes, pylons and stalkers patrolling common drop paths are very effective. For examples of the sim city, watch just about any Kiwikaki PvT. | ||
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Sm3agol
United States2055 Posts
On June 28 2011 10:29 ScythedBlade wrote: If Terran is rushing for a blue flame hellion drop, the thing is that if you don't even bother moving your drones (which groups them together for devastating suicide damage to yourself), proper management (of just attacking or attacking with freshly warped in unit) resulting in 6 or 7 worker kills will STILL put you of at least equal. HOWEVER, if it's late into the game and they blue flame hellion, then it's usually that you have a big enough army to stop it, but you just didn't look at your minimap when you should've. If you're Protoss, that's a huge hit, since Protoss has the worst worker recovery options. On the other hand, TvT is all about harassment, so see how that works out. notsureifserious.jpg I would argue that Protoss is at least equal to T and Z lategame, if not better. T has MULEs, but that doesn't help for gas, and for purely rebuilding workers, they are by far the slowest. Zerg can be the very fastest, but if you're continually pressuring them, making them waste a production cycle on drones instead of roaches/muta/etc can win the game for you. Protoss on 3 bases(we're talking late game here) can spit out 6 workers every 20 seconds if you have the chronoboost, and it doesn't take up production time. | ||
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Dakk
Sweden572 Posts
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Crytch
Germany135 Posts
While my worker block the hellions 2-3 seconds all others scv's can escape and my army/units have time to move their slow ass to kick that nasty hellions. | ||
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Janders
Mexico222 Posts
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CryMore
United States497 Posts
As Protoss on 1/2 bases you can defend it quite easily with stalkers, good sim city, and instant warp-ins. Force field is also helpful if u can trap them. If you select all your workers and click on the nexus it sort of separates them. The worst thing you can do is click the mineral patch at your natural because it stacks them nicely in a line....yeah you know what happens. On 3+ bases Zerg should have mutas out by this time to punish drops and good creep spread. A few spines at each base doesn't hurt. For late-game protoss 1-cannon at each mineral line and good sim city are crucial. I believe there is a way to position structures that let probes in/out but not hellions (kind of how you can make a wall that lets zealots/lings in but not stalkers). | ||
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HeidstroM
England33 Posts
On June 29 2011 00:08 CryMore wrote: For late-game protoss 1-cannon at each mineral line and good sim city are crucial. I believe there is a way to position structures that let probes in/out but not hellions (kind of how you can make a wall that lets zealots/lings in but not stalkers). I'll have to look into this more, another guy in this thread said about a pylon touching the corner of the assimilator lets probes through but not larger units. I will test this and if it works, I'll do this as standard aswell as all of the other suggestions in here. | ||
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