The Terran Help Me Thread - Page 460
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EZR-Aeron
New Zealand64 Posts
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DemigodcelpH
1138 Posts
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LuckyFool
United States9015 Posts
Mines are amazing. They allow for Terran to really play greedy again and not die to zerg allins especially. Siege coming with tanks is equally amazing for not dying to roach timings anymore and opens up a bunch of interesting new timings as well since you can use early gas on other things. TvT is going to be really weird, how do you beat 2 or 3rax reaper without doing the same thing? I only played 1 TvT but I did this build and easily beat the other guy who did 1rax FE. | ||
Bagi
Germany6799 Posts
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kollin
United Kingdom8380 Posts
On March 13 2013 13:53 LuckyFool wrote: Some early thoughts on terran play (I've only played 10 games so far, haven't played in 4 months) Mines are amazing. They allow for Terran to really play greedy again and not die to zerg allins especially. Siege coming with tanks is equally amazing for not dying to roach timings anymore and opens up a bunch of interesting new timings as well since you can use early gas on other things. TvT is going to be really weird, how do you beat 2 or 3rax reaper without doing the same thing? I only played 1 TvT but I did this build and easily beat the other guy who did 1rax FE. If you open 1 rax reapers yourself (1 rax FE is now really risky) you should be fine. A normal transition from there is widow mines for either defence or dropping, then mech or marine tank. | ||
Chaoticrun
3 Posts
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The_Unseen
France1923 Posts
On March 13 2013 17:01 Chaoticrun wrote: any tips vs protoss when they go 2 gas? they may do a lot of strategies but my main concern is that they could be going dts and I have to spend a lot of resources for detection just in case. Had a game yesterday with Diabolus where he told me to pretty much systematically put down the e-bay when I scout 2gas toss, around 5mn to have turrets in time for oracle or DTs | ||
padfoota
Taiwan1571 Posts
On March 13 2013 15:57 Bagi wrote: For those meching in TvP, how do you deal with blink stalkers all ins? What's the safest yet economical opener when going mech? Wings of liberty BO - 12 rax 15gas, reactor on rax after two marines, expand, factory at 100, and add another gas. Make 6 more marines to fill up two bunkers, start siege mode and shit, if protoss doesnt do anything weird just float rax away, expand again, throw down another factory on the reactor, gas 3 and 4, double armory + eng bay for turrets and yada yada This is WoL however and was also incredibly hard to use when up against one base blink stalker, as no amount of SCVS can out repair a proper focus fire on a siege tank, and it usually hits when you only have 2 siege tanks (against stalkers you want 4 at least idealy) Now in HoTS it would be highly map dependant, and I imagine since MS Core BS rush is so fucking strong now, we can PROBABLY go marine widowmine siege tank opener early on off only two gas (double fact), especially workable since siege mode is no longer required upgrade. This is something I need to experiment on later tonight. In regards to widow mine placement -> On most maps there are only so many locations the protoss blink up from with the MS core, so mine those places and two at the ramp should be good enough. Once you have gotten your tank count up consider dropping them or just straight push :/ On March 13 2013 18:15 The_Unseen wrote: Had a game yesterday with Diabolus where he told me to pretty much systematically put down the e-bay when I scout 2gas toss, around 5mn to have turrets in time for oracle or DTs 2 gas can mean so many things now with MS core BLink stalker, oracle, voidrapes, DTs, and oldschool pushes. early e-bay is good if you dont want to scan what the protoss is doing (you have a reaper hiding somewhere etc), but even then you dont really have to start the turrets until at least 6:00 On March 13 2013 16:23 kollin wrote: If you open 1 rax reapers yourself (1 rax FE is now really risky) you should be fine. A normal transition from there is widow mines for either defence or dropping, then mech or marine tank. Something something MARINES/hellions. Seriously. Now reapers dont have + damage vs light they are atrocious against marines and hellions. Just doing a old school 1 rax FE marine openers into 3 rax mass marine count holds it off very nicely. Marines are even better now against high reaper count because unless you are doing something gimicky, you will always have more marines than he has reapers. If push comes to shove - bunkers/ gas opening into hellions are all good choices. Widowmine drops on the other hand .... EDIT: Keep in mind everything I say can only really be taken as a small suggestion since I havent really played HoTS that much yet and if people really want to compare skill levels Im not that great. | ||
MHT
Sweden1026 Posts
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LuckyFool
United States9015 Posts
On March 13 2013 16:23 kollin wrote: If you open 1 rax reapers yourself (1 rax FE is now really risky) you should be fine. A normal transition from there is widow mines for either defence or dropping, then mech or marine tank. But won't you have less reapers before you get anything else out really? For example 4 reapers pop up where you might only have 2 or 3, how do you deal with that other than I guess a bunker and perfect positioning before they pop up? Might depend on the map too I guess. edit: Oh reapers don't do bonus against light anymore? interesting. | ||
The_Unseen
France1923 Posts
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kollin
United Kingdom8380 Posts
On March 13 2013 22:01 LuckyFool wrote: But won't you have less reapers before you get anything else out really? For example 4 reapers pop up where you might only have 2 or 3, how do you deal with that other than I guess a bunker and perfect positioning before they pop up? Might depend on the map too I guess. edit: Oh reapers don't do bonus against light anymore? interesting. Well you should scout it if it's proxied, and if it isn't proxied the reapers don't get to overwhelming numbers before you cna get a bunker up. Worse scenario is, you have to pull SCV's. | ||
padfoota
Taiwan1571 Posts
On March 14 2013 00:45 The_Unseen wrote: Reapers are weak as fuck. I slam all reapers opening I see with 1rax gasless FE... Just position your marines decently and don't be dumb, you'll be alright and ahead on econ. Yeah tbh reapers still arent that useful other than for quick early scouting. Its especially apparent in TvT as their lack of damage makes them weak early game units for straight on fights. A mix of reaper hellion to punish greedy openers are great, and of course the 8/8/8 is strong as hell if microed correctly as reapers can pretty much heal out the damage taken, but conventional reaper openers just arent that useful. On the other hand, widowmines are fucking over the entire game hard lol. Things Ive experienced (KR diamond level at least) First off, widow mine drop is not as good against scvs as they dont one shot the entire group with splash damage, but against probes...kekekekekeke However drops against terran is still amazing as it forces scans and stuff. And you will at least get a marine or scv kill for something that costs 75/25. Its also ridiculously strong at holding off early pushes. Second - against zerg, widowmines are extremely counteractive to how most zergs play - once it hits mid game and terran has a couple sitting around the map, the zerg cannot just 1a move armies around and not lose a shit ton of stuff accidentally - especially apparent when against mmm as the counter would be to go for ling bling - mines are amazing against ling and blings. The fact that if you are playing anything decent with your mmms map control shouldnt be that big of a problem and sniping the overseers he'll be making to try and counter them is extremely easy. For zergs strat it usually involves hitting two places at once and engaging the main army - the terran can only micro one spot, making this a strong strategy in WoL - not the case anymore now you can just plant some mines where he'll be counter attacking and be relatively safe. They are also very, very strong against ultralisks and will either force the zerg to back away knowing hes walking into mine territory- giving you freeshots, or he'll have to take the hits and it hurts like hell. It should be noted that the mine splash damage will decimate your marines early on, so be careful. (Had a ling run by and charged directly into my marine force....with the widowmine shot...everything died.) Havent tried it enough against protoss as all protoss wants to do apparently, is to either MSC blink stalker rush (soft-countered by mines) or try out the new units and fail horribly. Mines are absolutely terrible later on against protoss anyhow - splash isnt that great and bulky units....not that it matters since we have crazy dropships now. Firebats are amazing against zealots period. Are they amazing against zerg? I dont know as my factory has been producing mines nonstop. Oh in TvT if the opponent is 1 rax FEing - 1 rax FE, double gas, get some mines, and expand again. I made a terrible choice by thinking I could out micro my 20 marines early on to try and punish it ~_~ In teamgames - swarmhosts are gay. Ze tanks - zey do nothing | ||
Aveng3r
United States2411 Posts
On March 14 2013 00:45 The_Unseen wrote: Reapers are weak as fuck. I slam all reapers opening I see with 1rax gasless FE... Just position your marines decently and don't be dumb, you'll be alright and ahead on econ. care to explain how? constant marine production out of 1 barracks is enough to deal with 2 or more raxes that are churning out reapers? when do you get your gasses? are hellions ever a part of your defense? marauders perhaps? | ||
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monk
United States8476 Posts
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