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[H] Blueflame hellion/ blueflame drops help! - Page 2

Forum Index > StarCraft 2 Strategy
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TibblesEvilCat
Profile Joined March 2010
United Kingdom766 Posts
June 27 2011 23:09 GMT
#21
he shouldn't of been able to kill your observer, scoot outside his base ,look for a opptunity to poke, then once you see the sign to a drop, 1.1.1 build, low marine count, reactored factory? late natural?

round of units and chronon used of nexues to quickley replace the probes lost.
Live Fast Die Young :D
tossuaway
Profile Blog Joined February 2011
United States107 Posts
June 27 2011 23:20 GMT
#22
Yes we all have trouble with these sneaky little blue flame hellions. As toss, you need stalkers to kill, and sentries to deny the hellions from moving away from your stalkers. Optimal building placement can provide good choke points to ff, ideally trapping hellions. I've scouted the drop and still lost 15 workers because I didn't use proper force fields to deny the hellions movement.
ZweiGaming
Profile Joined November 2010
Canada348 Posts
June 27 2011 23:28 GMT
#23
Only tip I can give you would be to try keeping the map control and spotting the drop coming. From there, you can fight it off and try splitting your probes in order to lose the less possible.
Ledo
Profile Joined May 2011
Australia31 Posts
June 28 2011 00:34 GMT
#24
I guess with all things you just have to handle it with out panicking, pulling ALL your probes usually ends in tears when the hellions get a sweet shot off. And of course you can always guess as to what is coming from how many refineries/what you see at the front door. Or you can get an obs out (2 gate robo = fast obs?) too see whats coming to kill you

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.
I am a big deal
windsupernova
Profile Joined October 2010
Mexico5280 Posts
June 28 2011 01:03 GMT
#25
Well, as T and P having a good simcity helps.

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
"Its easy, just trust your CPU".-Boxer on being good at games
SwordfishConspiracy
Profile Joined December 2010
United States146 Posts
June 28 2011 01:23 GMT
#26
If a Terran is rushing for a blue flame hellion drop, about what time would it arrive? That way you know exactly when you need to start worrying and when you can stop worrying. Terrans?
SwordfishConspiracy
lilky
Profile Joined January 2011
United States131 Posts
June 28 2011 01:25 GMT
#27
If you have extremely high APM, what you can do is:
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.
ScythedBlade
Profile Joined May 2010
308 Posts
June 28 2011 01:29 GMT
#28
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.
BuddhaMonk
Profile Joined August 2010
781 Posts
June 28 2011 01:37 GMT
#29
As P, get in the habit of always building a nice anti-hellion sim city from the beginning. Ideally, you'll have one choke that one or two stalkers can block. Hellions kill stalkers so slowly, and can be warped in at the last second.

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.
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
June 28 2011 10:43 GMT
#30
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.
Dakk
Profile Blog Joined June 2010
Sweden572 Posts
June 28 2011 11:29 GMT
#31
Well, scout for his choice of buildings. Choice of gas and such. When i play, seeing he walled off gives me the sense that he is doing something fishy.

I will not fear, Fear is the mindkiller. Fear is the little death.
Crytch
Profile Joined March 2011
Germany135 Posts
June 28 2011 14:48 GMT
#32
Dunno if its posted allrdy, but if im blueflame dropped i attack and block the bf-hellions with 6-8 workers when they drive in/near my mineral line and pull away all other workers.

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.
You: Quick idra, answer this: 3 men walk into a bar. is one of them gay? EGIdrA: depends on whether or not anyone of them plays protoss
Janders
Profile Joined June 2011
Mexico222 Posts
Last Edited: 2011-06-28 15:08:32
June 28 2011 14:53 GMT
#33
protoss just give up on scouting once their first obs die :D make more obs and have them scattered around the map also i would say dont have your army so much in the back. and block as many paths as u can with buildings only leave one entrance.
:D
CryMore
Profile Joined March 2010
United States497 Posts
June 28 2011 15:08 GMT
#34
There really isn't a "Hard Counter" to blue flame hellion drops without too much sacrifice in economy (Are you really going to put 3 cannons in every mineral line, or 2 spines and a spore?). The most important thing for zerg is good creep spread and sim city that prevents them from running into chokes to destroy your lings. Speedlings are actually fine against blue flame hellions as long as they are on creep.

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).
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
HeidstroM
Profile Joined December 2010
England33 Posts
June 28 2011 15:25 GMT
#35
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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