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The HotS Terran Help Me Thread - Page 112

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.
jamella
Profile Joined March 2013
Sweden33 Posts
June 30 2013 17:11 GMT
#2221
On July 01 2013 02:08 Sprite825 wrote:
Show nested quote +
On June 30 2013 14:04 jamella wrote:
When exactly should I keep my tanks unsieged in a battle?


What match up, what army compositions do you have ?


All matchups, mech composition
Sprite825
Profile Joined December 2011
France57 Posts
June 30 2013 17:28 GMT
#2222
Against mass ultralisk, when you have a big lead in army supply, I just see that for the moment.
What's up people ?!
naked
Profile Joined November 2010
United States39 Posts
June 30 2013 17:49 GMT
#2223
Diamond random, I play rather infrequently but for a while I've felt TvZ was my worst matchup. I feel paralyzed with fear the whole time.

Early game - afraid to move out and get overrun by lings
Mid game - afraid to leave base undefended against mutalisk horde

This obviously leads to the zerg expanding all over and remaxing to kill me. My drop harass with bio or hellbats has varying success. What should I focus on, learning some timing attacks (which?) or improving my drop efficacy (mostly mechanics issues)? Another way of asking the question: at what points in your TvZ game do you personally look to be aggressive?

A separate question: if I'm going 4m and see him going roach hydra, should I mix in tanks, replace mines with tanks, or just keep on keepin' on?
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
June 30 2013 18:23 GMT
#2224
On July 01 2013 02:49 naked wrote:
Diamond random, I play rather infrequently but for a while I've felt TvZ was my worst matchup. I feel paralyzed with fear the whole time.

Early game - afraid to move out and get overrun by lings
Mid game - afraid to leave base undefended against mutalisk horde

This obviously leads to the zerg expanding all over and remaxing to kill me. My drop harass with bio or hellbats has varying success. What should I focus on, learning some timing attacks (which?) or improving my drop efficacy (mostly mechanics issues)? Another way of asking the question: at what points in your TvZ game do you personally look to be aggressive?

A separate question: if I'm going 4m and see him going roach hydra, should I mix in tanks, replace mines with tanks, or just keep on keepin' on?

To answer your first question, you should ideally start putting on some form of pressure as soon as you have some medivacs, so around ~12 minutes at the latest. If you start to pressure, lightly or strongly around then, he is forced to keep his mutas at home to defend or accept some kind of a bad base trade, and he can't build up that massive muta flock as he must spend his gas on banelings. You don't even really need to drop too much. Ideally, you just drop one side, push the other, or drop both sides and push through the middle. Even if you can't win a fight, just keep poking and it becomes difficult for him to harass with the mutas without one of the drops coming through, and therefore opening up a hole for you to move through. As long as you can take decent engagements and not lose too many medivacs, you can just keep hammering and slowly come out ahead.
Tl;dr Just practice getting him out of position rather than trying to actually do damage with the drops themselves. Use the drops to make some space for your main army to move forward. Start doing this as soon as possible in the game and don't ever stop.
Taeja the one true Byunjwa~
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2013-06-30 19:49:18
June 30 2013 19:48 GMT
#2225
Hey, haven´t found the question in the op yet, but what is the best way to determine 2 base allins considering that your are doing the standard 1 rax fe into 3 rax starport?

I haven´t really encountered the 6+ gateway allins so far but i have been hit with serveral colossi stalker allins or charge lot high templar allins, which always somehow surprised me. Is there a standard timing when protoss should get their 3rd base the latest without beeing allin?

I´m not really doing the 2 medivac pressure, because I don´t want to focus much on dropping right now but on my macro and straight up engagements more. I don´t really have problems in a normal macro game, but considering I would use the 2 medivac pressure to poke a bit, what tells are there that indicate 2 base allins?
Marathi
Profile Joined July 2011
298 Posts
June 30 2013 20:00 GMT
#2226
On July 01 2013 02:11 jamella wrote:
Show nested quote +
On July 01 2013 02:08 Sprite825 wrote:
On June 30 2013 14:04 jamella wrote:
When exactly should I keep my tanks unsieged in a battle?


What match up, what army compositions do you have ?


All matchups, mech composition


In TvT if they're dropping a lot (hellbats/bio) and you don't have dominant air control to stop the drops you need to be on your toes with your siege.
eSports tees designed by me - http://tinyurl.com/bqmexd9
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 01 2013 06:24 GMT
#2227
On July 01 2013 04:48 Sianos wrote:
Hey, haven´t found the question in the op yet, but what is the best way to determine 2 base allins considering that your are doing the standard 1 rax fe into 3 rax starport?

I haven´t really encountered the 6+ gateway allins so far but i have been hit with serveral colossi stalker allins or charge lot high templar allins, which always somehow surprised me. Is there a standard timing when protoss should get their 3rd base the latest without beeing allin?

I´m not really doing the 2 medivac pressure, because I don´t want to focus much on dropping right now but on my macro and straight up engagements more. I don´t really have problems in a normal macro game, but considering I would use the 2 medivac pressure to poke a bit, what tells are there that indicate 2 base allins?


Its the strength of Protoss, you cannot tell. They can delay their 3rd for HT/storm even. Easiest to tell allin would be no colossus archon/zealot 2-2 timing but everything that includes colossus can be a delayed third, normal third , 2 base allin or even cancelled third. Best bet is getting first two medivacs and pressure with them, leave one marine at their 3rd base while building your own 3rd , 2 more medivacs and more bio.

You can drop 1 marine and stim through their base to gather information
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
DaveSprite
Profile Joined February 2013
United States79 Posts
July 01 2013 08:26 GMT
#2228
TVZ question here

I'm having a lot of trouble holding a 7RR when I open cc rax gas. My scout usually walks in when the Warren is already mostly done or done and I'm still not quite sure how to best wall/defend the push. I've played a good 10 or so games with a friend and he's crushed me each time even as I'm adjusting between games simply because even if I'm repairing a bunker he just turns his attention to the depot, then if I have the repair, kills the 6-7 scvs trying to repair and go home, or continue busting. With constant marine production I can have 3-4 marines by the time he arrives and 1 widow mine maybe popping.

TL;DR How do you best defend a 7RR after going CC rax gas?
Caw Caw Motherfucker
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 01 2013 09:32 GMT
#2229
Build a marauder after your swapped factory to the reactor and made a techlab. You will be ahead regardless of him killing workers.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
Sianos
Profile Joined April 2011
580 Posts
July 01 2013 10:23 GMT
#2230
On July 01 2013 17:26 DaveSprite wrote:
TVZ question here

I'm having a lot of trouble holding a 7RR when I open cc rax gas. My scout usually walks in when the Warren is already mostly done or done and I'm still not quite sure how to best wall/defend the push. I've played a good 10 or so games with a friend and he's crushed me each time even as I'm adjusting between games simply because even if I'm repairing a bunker he just turns his attention to the depot, then if I have the repair, kills the 6-7 scvs trying to repair and go home, or continue busting. With constant marine production I can have 3-4 marines by the time he arrives and 1 widow mine maybe popping.

TL;DR How do you best defend a 7RR after going CC rax gas?


Are you talking about 1 base 7rr or a 2 base timing?
HanSomPa
Profile Joined December 2012
United States87 Posts
July 01 2013 10:38 GMT
#2231
On July 01 2013 19:23 Sianos wrote:
Show nested quote +
On July 01 2013 17:26 DaveSprite wrote:
TVZ question here

I'm having a lot of trouble holding a 7RR when I open cc rax gas. My scout usually walks in when the Warren is already mostly done or done and I'm still not quite sure how to best wall/defend the push. I've played a good 10 or so games with a friend and he's crushed me each time even as I'm adjusting between games simply because even if I'm repairing a bunker he just turns his attention to the depot, then if I have the repair, kills the 6-7 scvs trying to repair and go home, or continue busting. With constant marine production I can have 3-4 marines by the time he arrives and 1 widow mine maybe popping.

TL;DR How do you best defend a 7RR after going CC rax gas?


Are you talking about 1 base 7rr or a 2 base timing?


1 Base allin.
He will win who knows when to fight and when not to fight. He will win who knows how to handle both superior and inferior forces.
BlackPanther
Profile Blog Joined April 2011
United States872 Posts
July 01 2013 10:56 GMT
#2232
Any one know the best way to deflect Hellbat Drops TvT while doing a reaper expand? I was thinking hellion marauder (with concussive) viking.
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2013-07-01 11:47:39
July 01 2013 11:30 GMT
#2233
On July 01 2013 19:56 BlackPanther wrote:
Any one know the best way to deflect Hellbat Drops TvT while doing a reaper expand? I was thinking hellion marauder (with concussive) viking.


The crucial part in stopping hellbat drops is to kill the medivacs fast once they are in your base. Against one base hellbat drops, you can´t really take your natural, because you need to split up your units too thin and he can basically use the mobility of his medivacs to their fullest. So basically stay with your expansion on the high ground against 1 base and have your units in your mineral line with a turret or 2. When you expand and/or face hellbat drops after an expansion you can build 2 turrets behind each mineral line to kill the medivacs fast and use your units to clean up the hellbats.
Andtzen
Profile Joined November 2011
Sweden2 Posts
July 01 2013 18:52 GMT
#2234
Hey guys, I am about to return to playing after quite a long break. Last time I played was around the release of hots and thus I was wondering if there are any standard builds in each matchup yet. Having a clue of what works well would be golden as I am still very unsure about how to utilize/handle the new units. Skill level is (was) gold-platinumish.
Requiem-
Profile Joined October 2011
Uruguay162 Posts
July 01 2013 18:54 GMT
#2235
How is the build that you get 4 gas and get stim +1 / +1 and medivacs?
i just saw byun do it but with 2 proxy raxes does anyone has it but more macro oriented?
¯\_(ツ)_/¯ Sup Son
awakenx
Profile Joined May 2011
United States341 Posts
Last Edited: 2013-07-01 20:25:09
July 01 2013 20:24 GMT
#2236
On July 02 2013 03:54 Requiem- wrote:
How is the build that you get 4 gas and get stim +1 / +1 and medivacs?
i just saw byun do it but with 2 proxy raxes does anyone has it but more macro oriented?


For what matchup? TvZ? This might not exactly be the build but it still has the same idea, although it is a little outdated it shouldn't be drastically affected by HotS changes whatsoever, and it is still flexible enough to transition into bio/mine or marine/tank

http://www.teamliquid.net/forum/viewmessage.php?topic_id=267242

WorstMicroNA
Marathi
Profile Joined July 2011
298 Posts
July 01 2013 20:31 GMT
#2237
On July 02 2013 03:52 Andtzen wrote:
Hey guys, I am about to return to playing after quite a long break. Last time I played was around the release of hots and thus I was wondering if there are any standard builds in each matchup yet. Having a clue of what works well would be golden as I am still very unsure about how to utilize/handle the new units. Skill level is (was) gold-platinumish.


Most of the builds in the OP are still viable.

TvP is mainly focused around reaper>reactor expand - army comp pretty much as it was in WoL, except you can use mines to defend your bases and hellbats vs zealot heavy compositions

TvZ I think is still fast 3CC's (CC first>barracks>factory+hellions>3rd CC) - MMMM (4th M is mines) is most common in TvZ

TvT Hellbat drops everywhere, or there is a mine/marine drop (which hits before hellbat drop) > cloakshees > marine/tank allin, or I guess you could expand but your mines should do enough damage to let you kill your opponent as they tunnel vision hellbats - mech has gotten really popular in TvT
eSports tees designed by me - http://tinyurl.com/bqmexd9
Yusei
Profile Joined December 2012
Canada27 Posts
July 01 2013 21:47 GMT
#2238
After watching Coach Park getting cannon rushed in MLG, I was wondering what the proper response to a cannon rush is as Terran. I've never really had TOO much of an issue dealing with one, but I feel I could be more ahead than I end up. This is assuming I open with the reaper reactor expand into mine drops.
Marathi
Profile Joined July 2011
298 Posts
July 01 2013 22:29 GMT
#2239
On July 02 2013 06:47 Yusei wrote:
After watching Coach Park getting cannon rushed in MLG, I was wondering what the proper response to a cannon rush is as Terran. I've never really had TOO much of an issue dealing with one, but I feel I could be more ahead than I end up. This is assuming I open with the reaper reactor expand into mine drops.


It's quite situational as to how much they're commiting to the attack. But generally a well placed bunker will stop cannons from advancing any nearer to your mineral line.

Depending on how many cannons he's made he's going to have little-nothing at home so you could push with a handful of marines and a couple of mines, if you can get your mines into his mineral line it's probably going to be a LONG time before he has any sort of detection, then use your marines to kill what few units he will have.
eSports tees designed by me - http://tinyurl.com/bqmexd9
awakenx
Profile Joined May 2011
United States341 Posts
Last Edited: 2013-07-02 03:43:36
July 02 2013 03:43 GMT
#2240
On July 02 2013 06:47 Yusei wrote:
After watching Coach Park getting cannon rushed in MLG, I was wondering what the proper response to a cannon rush is as Terran. I've never really had TOO much of an issue dealing with one, but I feel I could be more ahead than I end up. This is assuming I open with the reaper reactor expand into mine drops.


Think like a terran. You can probably try to float to a different base if things are looking ugly while reapers ravage their mineral line. It's especially funny on Neo Planet when you just float to the gold base.
WorstMicroNA
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