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The HotS Terran Help Me Thread - Page 119

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.
HuKPOWA
Profile Blog Joined February 2011
United States1604 Posts
July 10 2013 01:35 GMT
#2361
My biggest problem playing terran is finding out how many tech structures per base you should rlly be gunning for, im either banking too high on 2/3base or sarving myself with 6 unused structures.

Any help? I'm looking for more of a standard base = how many production, like how toss is usually 3gate or 2gate robo/etc
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
Last Edited: 2013-07-10 01:51:06
July 10 2013 01:51 GMT
#2362
On July 10 2013 08:26 govie wrote:
Show nested quote +
On July 10 2013 06:00 Rhaegal wrote:
On July 09 2013 18:37 NarutO wrote:
forGG opening is very solid all around and can transition into bio as well as mech.


Are you referring to 12 rax 15 gas, cc reactor? Hasn't that been a standard build since WoL? Does forGG do something differently with it?


No, but hes the only one who can win 45 games out of 48 games with it in tvt


http://aligulac.com/players/34/results/?after=&before=&race=t&nats=all&bo=all&offline=both&game=all

Some stiff comp.
http://www.twitch.tv/agonysc
awakenx
Profile Joined May 2011
United States341 Posts
July 10 2013 02:45 GMT
#2363
On July 10 2013 10:35 HuKPOWA wrote:
My biggest problem playing terran is finding out how many tech structures per base you should rlly be gunning for, im either banking too high on 2/3base or sarving myself with 6 unused structures.

Any help? I'm looking for more of a standard base = how many production, like how toss is usually 3gate or 2gate robo/etc


Terrancraft has two very good articles on this concept.

Part 1
Part 2
WorstMicroNA
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 10 2013 05:47 GMT
#2364
I think it's 3 production buildings per base.

So 1 base - 3 rax
2 base - 5 rax, 1 starport
3 base - 8 rax, 1 starport
etc.

If you are like the majority of us and not a pro who hits every production cycle perfectly, I would err on the side of building more production buildings. Plus, I find non pros tend to be maxed more than pros because both he and his opponent are doing less with their army so you want to be able to replenish your army fairly quickly.
juliansniff
Profile Joined August 2011
United States50 Posts
July 10 2013 06:23 GMT
#2365
This might sound really stupid but I really need help. How do you correctly respond to a proxy nexus in your base when you open 1 reaper expand?
rice_devOurer
Profile Joined July 2012
United States773 Posts
July 10 2013 06:33 GMT
#2366
On July 10 2013 15:23 Oswald wrote:
This might sound really stupid but I really need help. How do you correctly respond to a proxy nexus in your base when you open 1 reaper expand?

How about kill a ton of workers with that reaper :O
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 10 2013 08:13 GMT
#2367
On July 09 2013 20:51 A Wild Sosd wrote:
Show nested quote +
On July 09 2013 18:37 NarutO wrote:
forGG opening is very solid all around and can transition into bio as well as mech.

Care to explain how to transition into bio? I've always liked the look and idea of it but I just cant stand mech so I've never used it and I've always stuck to the old innovation marine hellion expand.


After the initial 6 hellion/8 marine and a medivac, which should keep you able to either harass or defend depending on what you scouted, you can simply add a techlab (or can add it before continueing marines) and research stim, add 2 barracks and go bio from there :o?
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-07-10 09:53:51
July 10 2013 09:51 GMT
#2368
On July 10 2013 10:12 tarpman wrote:
I'm playing Random in platinum league. Any tips on defending multi-pronged attacks? Every race does it: Zergs attack my main with mutalisks and my expansions with zerglings and roaches, and Terrans and Protosses drop units one or two bases while attacking another with their main army. I really hate it when I've just watched all my marines walk up to my main to push out a drop or warp-in, and then the main army rolls over my undefended third or fourth. That happens all the time!

edit: I spent some time searching for posts about this, but all the search results about "multi-prong" are about being the aggressor!


Well, when i move out + take my 3rd around 10 minutes i mostly build turrets in my main and leave 5 marines there to counter, weaken or stall medivacdrops, mutalisks and protos airharras/blinkstalkers. My rallying troops travel along the expo and 3rd, so these two are already properly defended against multiharras. But dont overbuild turrets to early, a couple will be suffient. In tvt a bunker in your main isnt needed anymore because they nerfed the freakin hellbat
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-07-10 10:17:42
July 10 2013 09:55 GMT
#2369
On July 10 2013 10:51 Rhaegal wrote:
Show nested quote +
On July 10 2013 08:26 govie wrote:
On July 10 2013 06:00 Rhaegal wrote:
On July 09 2013 18:37 NarutO wrote:
forGG opening is very solid all around and can transition into bio as well as mech.


Are you referring to 12 rax 15 gas, cc reactor? Hasn't that been a standard build since WoL? Does forGG do something differently with it?


No, but hes the only one who can win 45 games out of 48 games with it in tvt


http://aligulac.com/players/34/results/?after=&before=&race=t&nats=all&bo=all&offline=both&game=all

Some stiff comp.


Select hots only In last WCS EU he was 45 - 3 in games tvt. Ofcourse after WCS global that dropped a bit thx to mvp but still nice stats, 87% and 90% winrate atm. http://aligulac.com/players/34/results/?after=&before=&race=t&nats=all&bo=all&offline=both&game=HotS

The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Sprite825
Profile Joined December 2011
France57 Posts
July 10 2013 16:38 GMT
#2370
Do you think that this build
is viable, since zergs tend to pressure you in the early game rencently? I was thinking t stop the production of tanks if you scout that your opponnent is going for mutas lings, and switch to widow mines.
What's up people ?!
Meavis
Profile Blog Joined September 2011
Netherlands1300 Posts
July 10 2013 18:15 GMT
#2371
On July 10 2013 10:35 HuKPOWA wrote:
My biggest problem playing terran is finding out how many tech structures per base you should rlly be gunning for, im either banking too high on 2/3base or sarving myself with 6 unused structures.

Any help? I'm looking for more of a standard base = how many production, like how toss is usually 3gate or 2gate robo/etc


a single terran base can produce about 600minerals and 240 gas per minute, I personaly like to think of this as a 3/1,5 value per production cycle
reactored marines for example have a value of 1/0 per cycle, reactored hellions a value of 2/0 and siege tanks a value of 1/1

another example is the 1-1-1 all-in which produces about the limit of what terran can do of one base.

just keep these things in your head and you should be fine.
"Not you."
korsarz
Profile Joined March 2013
29 Posts
Last Edited: 2013-07-10 21:35:52
July 10 2013 21:21 GMT
#2372
tell me this is beatable
http://drop.sc/348423

[image loading]

User was temp banned for this post.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2013-07-10 21:37:20
July 10 2013 21:34 GMT
#2373
Hello,

I have a rather simple question :

In TvT, what composition is good against mech, apart from mech itself?

Two games in a row, I fight against the same guy who goes :
- Tanks hellbats vikings

I tried to go for :
- Marines marauders medivacs
- Vikings banshee

The two times, I manage to wipe his viking fleet barely, and his 3-base turtle into 200/200 2/0 mech push has to go back home because of the banshees

Then, he makes a few thors, and there is nothing I can do. I mean, I tried to go BC (failed the first time, I was more prepared the second time, but just managed to delay my death)

My problem is that with hellbats, mech can now just a-move through my bio army, which makes no sense to me...

So, among the potential ideas I have :
- drop hellbats on his tanks when they are sieged
- raven for HSM (but that's really gimmicky I feel)
- more multitasking so that he can never push out (lol, I tried, rings of turret and PF are still damn effective...)
DarkPlasmaBall
Profile Blog Joined March 2010
United States45182 Posts
Last Edited: 2013-07-10 21:55:08
July 10 2013 21:53 GMT
#2374
On July 11 2013 06:21 korsarz wrote:
tell me this is beatable
http://drop.sc/348423

+ Show Spoiler +
[image loading]


I watched the whole replay. You barely tried harassing (you dropped a few times, but you never had any purpose for those drops... you'd snipe a pylon and die or something... you never sniped tech structures or anything). Also, at around 23:20, you suicide your whole army into his by randomly running up into his natural. He's been ahead of you in upgrades as well. And then, for the final engagement (the most important part), you have every single unit in your army clumped together, and you lose to a few good storms. You didn't even put your army in control groups, let alone split them. Area of effect damage really hurts armies that are tightly packed together.

EDIT: Calling him retarded afterwards wasn't particularly cool either. You're both in gold as well. Your APM is not your eAPM. etc. etc.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
korsarz
Profile Joined March 2013
29 Posts
July 10 2013 22:07 GMT
#2375
On July 11 2013 06:53 DarkPlasmaBall wrote:
Show nested quote +
On July 11 2013 06:21 korsarz wrote:
tell me this is beatable
http://drop.sc/348423

+ Show Spoiler +
[image loading]


I watched the whole replay. You barely tried harassing (you dropped a few times, but you never had any purpose for those drops... you'd snipe a pylon and die or something... you never sniped tech structures or anything). Also, at around 23:20, you suicide your whole army into his by randomly running up into his natural. He's been ahead of you in upgrades as well. And then, for the final engagement (the most important part), you have every single unit in your army clumped together, and you lose to a few good storms. You didn't even put your army in control groups, let alone split them. Area of effect damage really hurts armies that are tightly packed together.

EDIT: Calling him retarded afterwards wasn't particularly cool either. You're both in gold as well. Your APM is not your eAPM. etc. etc.


that's exactly what I wanted to hear.
a terran has to do sth like 5 things at one time while protoss just a moves.
I didn't harass well - kinda impossible with mass recall, imba cannon, mass cannons
I avoided 80% of his storms - I knew I lost after I saw I made too many vikings so the last storms didn't really matter.
The guy was inferior in many aspects - you barely noticed two/three my mistakes.
Why didn't you say he stopped his workers at 50 sth?
Why didn't you say I killed his 3rd?
Didn't really matter bcoz that's how toss has been crafted - VERY forgiving.
playing an a-move race ain't cool either.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45182 Posts
Last Edited: 2013-07-10 22:14:56
July 10 2013 22:13 GMT
#2376
On July 11 2013 07:07 korsarz wrote:
Show nested quote +
On July 11 2013 06:53 DarkPlasmaBall wrote:
On July 11 2013 06:21 korsarz wrote:
tell me this is beatable
http://drop.sc/348423

+ Show Spoiler +
[image loading]


I watched the whole replay. You barely tried harassing (you dropped a few times, but you never had any purpose for those drops... you'd snipe a pylon and die or something... you never sniped tech structures or anything). Also, at around 23:20, you suicide your whole army into his by randomly running up into his natural. He's been ahead of you in upgrades as well. And then, for the final engagement (the most important part), you have every single unit in your army clumped together, and you lose to a few good storms. You didn't even put your army in control groups, let alone split them. Area of effect damage really hurts armies that are tightly packed together.

EDIT: Calling him retarded afterwards wasn't particularly cool either. You're both in gold as well. Your APM is not your eAPM. etc. etc.


that's exactly what I wanted to hear.
a terran has to do sth like 5 things at one time while protoss just a moves.
I didn't harass well - kinda impossible with mass recall, imba cannon, mass cannons
I avoided 80% of his storms - I knew I lost after I saw I made too many vikings so the last storms didn't really matter.
The guy was inferior in many aspects - you barely noticed two/three my mistakes.
Why didn't you say he stopped his workers at 50 sth?
Why didn't you say I killed his 3rd?
Didn't really matter bcoz that's how toss has been crafted - VERY forgiving.
playing an a-move race ain't cool either.


No, you both maxed out and he stormed the hell out of you, because you kept everything (bio, vikings, medivacs) as tightly clumped as possible. If you sit your whole army in 4 or 5 storms, it's going to evaporate. You need to work on unit control and hotkeying your army.

Everything before that engagement (him maxing out slower than you, how many workers you each had, etc.) is irrelevant as to why you actually lost, because nothing really happened until that final engagement. You both had maxed out armies and you let him steamroll you. Pointing out all of your flaws throughout the game would surely be more helpful (which is why I mentioned your lack of effective harassment, which would have helped cripple him earlier on), but you're clearly only interested in *how on earth* you could have lost the game. And it's because you sat in storms and didn't micro.
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
govie
Profile Blog Joined November 2012
9334 Posts
July 10 2013 23:35 GMT
#2377
On July 11 2013 07:07 korsarz wrote:
Show nested quote +
On July 11 2013 06:53 DarkPlasmaBall wrote:
On July 11 2013 06:21 korsarz wrote:
tell me this is beatable
http://drop.sc/348423

+ Show Spoiler +
[image loading]


I watched the whole replay. You barely tried harassing (you dropped a few times, but you never had any purpose for those drops... you'd snipe a pylon and die or something... you never sniped tech structures or anything). Also, at around 23:20, you suicide your whole army into his by randomly running up into his natural. He's been ahead of you in upgrades as well. And then, for the final engagement (the most important part), you have every single unit in your army clumped together, and you lose to a few good storms. You didn't even put your army in control groups, let alone split them. Area of effect damage really hurts armies that are tightly packed together.

EDIT: Calling him retarded afterwards wasn't particularly cool either. You're both in gold as well. Your APM is not your eAPM. etc. etc.


that's exactly what I wanted to hear.
a terran has to do sth like 5 things at one time while protoss just a moves.
I didn't harass well - kinda impossible with mass recall, imba cannon, mass cannons
I avoided 80% of his storms - I knew I lost after I saw I made too many vikings so the last storms didn't really matter.
The guy was inferior in many aspects - you barely noticed two/three my mistakes.
Why didn't you say he stopped his workers at 50 sth?
Why didn't you say I killed his 3rd?
Didn't really matter bcoz that's how toss has been crafted - VERY forgiving.
playing an a-move race ain't cool either.


Man up dude.. U want to win to badly, focus more on improving and u will win more. Protoss also has timings they have to preform too, each race is forgiving in its own way. Terrans have mules, protos can turtle till 13 minutes on 2 bases and still win, zerg imba as allways... manup and smile!
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
July 11 2013 00:27 GMT
#2378
Mechanics question:
If I queue up 2 scv's and then realize that I am supply blocked (I know I shouldn't but it happens) and cancel those 2 scv's to pay for my supply, do I lose any minerals because I cancelled them?
"Believe in yourself" - Day[9]
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
July 11 2013 00:32 GMT
#2379
On July 11 2013 09:27 mygodsnameiskyle wrote:
Mechanics question:
If I queue up 2 scv's and then realize that I am supply blocked (I know I shouldn't but it happens) and cancel those 2 scv's to pay for my supply, do I lose any minerals because I cancelled them?


Nevermind... tested it out on ai... <facepalm>
"Believe in yourself" - Day[9]
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
July 11 2013 06:11 GMT
#2380
On July 11 2013 06:34 fezvez wrote:
Hello,

I have a rather simple question :

In TvT, what composition is good against mech, apart from mech itself?

Two games in a row, I fight against the same guy who goes :
- Tanks hellbats vikings

I tried to go for :
- Marines marauders medivacs
- Vikings banshee

The two times, I manage to wipe his viking fleet barely, and his 3-base turtle into 200/200 2/0 mech push has to go back home because of the banshees

Then, he makes a few thors, and there is nothing I can do. I mean, I tried to go BC (failed the first time, I was more prepared the second time, but just managed to delay my death)

My problem is that with hellbats, mech can now just a-move through my bio army, which makes no sense to me...

So, among the potential ideas I have :
- drop hellbats on his tanks when they are sieged
- raven for HSM (but that's really gimmicky I feel)
- more multitasking so that he can never push out (lol, I tried, rings of turret and PF are still damn effective...)


There is quiet a few styles you can play, but to be honest the current laddermaps are not the best to take an approach as a bio player, so I can feel your pain, I am as well. Akilon, BelShir, Newkirk for example are three terrible maps to anti-mech.

Anyways, I'm trying to help you. Against a mech player, you either need to fully commit to bio which would mean low-scv count , massive amounts of marines/marauder with good control and patience so you exactly know when to commit to a drop, counter, or engage is army. The best map for that would be whirlwind. Unlike a full commitment to bio, you can try to play marine/marauder/medivac/hellbat. Use the medivacs to boost all your hellbats into his tanks when you approach an engagement. Note: This does not work if he is pre-set up. Do it when it happens on a live-engagement on the map.

Hellbats actually deal quiet a lot of damage to tanks and hellbats alone are cannonfodder to bio. The bigger problem with that composition is, that you need vikings to not have your medivacs sniped in the first place, so not what I would favor.

If you commited to bio fully, you can work on 3-5 factory transition and slowly build mass tanks, so you can counter while being save at home. 12+ tanks well positioned are insanely good in defending even against bigger mech armies or combined with your bio, in an open engagement as the buffer for his tanks (hellbats) will die quickly.

What a lot of bio players like is adding ravens for HSM. PDD prevents vikings from shooting down medivacs and ravens and you can HSM the tanks. If he's left with too little tanks, you will clearly win the fight. Best of luck brother
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
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