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The Terran Help Me Thread - Page 87

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
KenDM
Profile Joined June 2011
Netherlands206 Posts
December 10 2011 10:17 GMT
#1721
Are there any new insights in defending against a Protoss 1 base all in? (4Gate, 3GateRobo)
TheDwf
Profile Joined November 2011
France19747 Posts
December 10 2011 11:29 GMT
#1722
On December 10 2011 19:17 KenDM wrote:
Are there any new insights in defending against a Protoss 1 base all in? (4Gate, 3GateRobo)

Why would you need new insights to defend 4G? With any decent build order, scouting and bunkers should do. As for 3GR, do you mean Immortal busts?
Expez
Profile Joined November 2011
10 Posts
Last Edited: 2011-12-10 12:29:13
December 10 2011 12:20 GMT
#1723
On December 10 2011 13:23 dama wrote:
Does anyone have a good replay of a well executed TvZ hellion expand into 3 tank push? I'm trying to find an "optimized" build, or at least one that lines up well and is fast.


Liquipedia article on hellion expand has MKP vs fruitdealer where mkp does this on xel naga.

If you don't have access to the GSL VODs Mvp does a variation on this in the blizzcon finals on shattered temples vs Nestea, IIRC. The variation he does is just reactor marines, with no upgrades, hitting at 9 min mark with a few SCVs pulled to make bunkers.

You might also look up a few of Selects replays vs Zerg, he favors getting stim early and teching to medivacs. Obv at the expense of the amount of marines.

There are endless variations, I currently choose to get stim after swapping reactor to factory. The reason being that if my push doesn't outright kill villain I feel like I need stim to fend off mutas.

edit: Link to liqiquipedia's hellion expand. LInk to thorzain using this build vs DRG is in there as well, but I haven't seen that game.
huehuehuehue
Profile Blog Joined August 2011
Estonia455 Posts
December 10 2011 12:31 GMT
#1724
http://drop.sc/71682
Me trying to play marine-tank-medivac against a zerg and getting crushed, any advice is welcome.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
Last Edited: 2011-12-10 13:02:55
December 10 2011 12:53 GMT
#1725
OK first thoughts.

2 rax pressure was a bit half arsed, why were two marines waiting behind at your base? Why are your troops on move command?

Your basic marine tank micro is terrible in all battles;
Either scout ahead before you unseige (1 marine, hellion, medivac, scan, so many options)
Or unseige half at a time and move up slowly.

When you see banelings, run your marines behind the tanks and split them

Get stim much much earlier..
I fully approve of a delayed stim, but yours is way too late. If you do attack without stim, make sure you attack nice and early and with good tank cover.

I liked your sniping of overlords with your drops, but one drop you just ignored and it died.

@14 mins when you stuff left over that is great, keep attacking at his front. You can be pretty sure he has no banelings and no mutas or he would have used them earlier. So you will be facing pure ling, worst case scenario you pick up and fly home, best case scenario, you do serious damage.

Also you have a whole new army at home, bring them up to attack. If you can constantly attack zerg you will usually force a battle where he has no banelings and that = win.

The battle @19:40 is just terrible, never sit in the middle of the map unseiged, not even for 5 seconds.


snowroller1
Profile Joined February 2011
99 Posts
December 10 2011 15:17 GMT
#1726
On December 10 2011 19:17 KenDM wrote:
Are there any new insights in defending against a Protoss 1 base all in? (4Gate, 3GateRobo)


going up your ramp and bunker there is the best way
Rhade
Profile Joined November 2011
United States1 Post
December 10 2011 23:05 GMT
#1727
Really frustrating TvP today, I feel like my opening was excellent, I felt ahead economically, upgrade-wise, army-wise, and I felt like my macro was acceptable. I'm not saying my play was perfect, but this replay really bothers me because I feel like I played better than my opponent did, yet I still lost as his army simply repeatedly walked through mine over and over again. So often on TL, I hear "macro macro macro", yet my macro, I felt, was superior.

http://drop.sc/71855

I'd appreciate any feedback. It simply felt like his chargelots just raped my MMM, despite my best attempts.
Themess
Profile Joined November 2011
United Kingdom2 Posts
December 11 2011 03:08 GMT
#1728
Ok so i'm still a bit of a nab to this whole SC2 thing, but I feel i'm progressing well. 6 weeks ago i'd never played an online match and now i'm rank 1 in my division (bronze) for 2v2 with my mate (T+T) and rank 7 in my division (also bronze) for 1v1.

Lately i've been playing against mid silver / upper bronze level zergs in 1v1 and I just can't seem to get the edge... If I go for a mobile force I get baneling busted. If I rush siege tanks I get baneling busted 3, 4 times in a row when I have nothing left to harass with or expand. I either stay in one base, or early expand and wall off my front where I can, only to get baneling busted followed by a mutalisk rampage through my main (when i'm down on marines).

How can I pressure him? Why are zergs able to maintain such a high amount of pressure, whilst also free expanding? I can literally do nothing about being sat in my base, but I know that "letting" a zerg macro for even a minute is a bad, bad thing. Should I build more and go for a one base push? Do I try and sneak expand to a far corner and try to beat his economy? Viking harass suck when mutalisks show up, helion with blue flame drops get me somewhere, but the 3 times i've tried this it's ended up with the zerg going "well, YUP IM ALL IN", which is good as it means he's feeling that pressure, but it's bad because banelings roll through fucking everything and rolling banelings outrun my stimmed marines....

am i just playing like a tard? I honestly dont know what the issue is, but i swear everytime i put some pressure on the zerg has this perfect counter and I get nowhere with it.

Help would be awesome
Scila
Profile Joined October 2010
Canada1849 Posts
December 11 2011 04:13 GMT
#1729
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.
All we have to decide is what to do with the time that is given to us.
DelugeSC
Profile Joined December 2011
United States96 Posts
December 11 2011 04:20 GMT
#1730
On December 11 2011 13:13 Scila wrote:
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.


In this scenario I've been skimping on the siege tanks and getting more Thors. I usually can push with medivacs, 1 tank, 20 marines and 2 thors to end the game. Throw down a few extra turrets and you shouldn't have to worry about moving out with all of your forces. The gas used on Mutas early will result in his having less Banelings and also less upgrades. For the banelings that are there put your Thors up front, things eat banelings like no other.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
December 11 2011 04:47 GMT
#1731
On December 11 2011 13:13 Scila wrote:
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.

Weirdly I've won quite a few games with speed reaper/hellion timing that hits before lair finishes, and forces a LOT of lings that subsequently die. If they go roach, they live, but then mutas don't come. Get expo up, and you can do an easy marauder/marine tech switch and continue pressure. I've tried it seriously twice, so this is mostly theorycraft. It's worked against 2 1k masters zergs.

Another option is the marine hellion stim timing attack that hits right around or before the 2 base muta timing, and again, forces lings. If mutas already made, less larva for lings and he can't engage that with 5-7 mutas, not a chance. If you are lucky, he skipped bane speed for mutas, and you have just hit a timing where he's trying to take a third and harass with mutas.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
TheDwf
Profile Joined November 2011
France19747 Posts
December 11 2011 05:22 GMT
#1732
On December 11 2011 13:13 Scila wrote:
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.

How fast exactly? The way Ret plays it, something like Lair completed around the 7' mark? You could try a Marine/BFHellion elevator with early Armory for your mech follow-up. I wouldn't be surprised if going Lair that fast is weak to some kind of 4-thor push (with SCV repair support) à la fOrGG.
hersenen
Profile Joined November 2011
Belize176 Posts
December 11 2011 06:07 GMT
#1733
Whats the big difference between proxy 11/11 and proxy 9/9?

Which is best for punishing a 15 hatch?
upperbound
Profile Joined September 2011
United States2300 Posts
Last Edited: 2011-12-11 06:12:21
December 11 2011 06:11 GMT
#1734
I just couldn't win today, despite feeling like my macro was the same as it usually is. Here's a representative replay, against some idiot that goes 5 gate robo (???????????????), I go 2 rax into expo, but can't move my expo down my ramp due to a pretty insane sentry count. I drop to get myself some breathing room, and the drop kills a whole bunch of units for basically nothing. I go up to 5 rax and move down my expo. He finally expos at like the 11 minute mark and drops a robo bay, I get plenty of vikings out in advance, but somehow his army is still way bigger, he has more upgrades, and I just die, despite being up by like 30 harvesters.

I'd really appreciate any help, this guy basically did a ridiculous build, did nothing and then 1-a'd to victory.

http://drop.sc/71977
Depetrify
Profile Blog Joined March 2011
978 Posts
Last Edited: 2011-12-11 06:14:18
December 11 2011 06:14 GMT
#1735
On December 11 2011 15:07 hersenen wrote:
Whats the big difference between proxy 11/11 and proxy 9/9?

Which is best for punishing a 15 hatch?


11/11 is better eco and 9/9 is better for punishing/

If you're proxying might as well 9/9.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-12-11 07:00:05
December 11 2011 06:58 GMT
#1736
On December 11 2011 13:13 Scila wrote:
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.

Requote, got a nice strat that so far has done me well vs 2 base muta play, greedy droners, and minimalistic zergs. Also vs ling/bane style.
http://drop.sc/71987
http://drop.sc/71986
http://drop.sc/71984
http://drop.sc/71840

All four times I've done it on ladder this season. All over 1k masters, I believe. I know three were over 1k, one being 1.1kmasters.

If they don't roach, and go into 2 base muta, they lose. If they cut lings, and rely on spines, they lose. If they fast third, they lose. If they ling bane or mass upgraded ling, they lose. If they don't 2 base roach ling rush, they're pinned to two bases for a while.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 11 2011 13:25 GMT
#1737
Well it seems that these zergs are reacting very poorly to this.

But you do it blind?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2011-12-11 15:35:47
December 11 2011 15:35 GMT
#1738
On December 11 2011 22:25 Willzzz wrote:
Well it seems that these zergs are reacting very poorly to this.

But you do it blind?

What's a proper reaction? If they roach, I just get shells, and get out marauders and do a mara hellion reaper push, which they won't be able to trade effectively on.

I do it blind so far every TvZ as they all drone so hard, and avoid lings for spines and queens. I show a few reapers, they go roaches. Usually I get the CC down before I start the 3rd and 4th rax. It's just a very effective way of keeping the zergs on 2 bases for a while, and trying to force them to sac some econ and change their tech path.

I mean it's not like these are trash zergs either lol, they're all top 8 masters over 1k rated. My MMR on iamjeffrey is a bit insane for 11 games in season 4.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Shikyo
Profile Blog Joined June 2008
Finland33997 Posts
December 11 2011 16:11 GMT
#1739
On December 11 2011 13:13 Scila wrote:
Seems like every zerg at masters+ is going fast mutas nowadays...does anyone know how to punish this? I'm having a really hard time dealing with it. I go mech almost every game, do good damage with hellions, then mutas are out and im stuck on 2 or maybe 3 bases.

Umm I haven't been too active for ages.

But at least in beta/the early days marauder hellion allin with SCVs was the bane of this, why doesn't it work now?
League of Legends EU West, Platinum III | Yousei Teikoku is the best thing that has ever happened to music.
Willzzz
Profile Joined December 2010
United Kingdom774 Posts
December 11 2011 16:11 GMT
#1740
Well, I'm terran, but I would think that the correct response would be to get out a few roaches to defend and then go back to standard ling/bling/muta.

While some of your opponents did get roaches out they made really bad decisions like going into a roach/baneling bust. If that guy had just defended and gone to mutas like normal I think he would have been at an advantage.

I have tried similar play against high masters on Europe and they just don't make the same mistakes. They adapt enough to defend, but realise that I am not going to stick on reaper/hellion so they don't over build roaches or over extend themselves with attacks.
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