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The HotS Terran Help Me Thread - Page 120

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.
saaaa
Profile Joined November 2010
Germany419 Posts
July 11 2013 06:18 GMT
#2381
assuming i want to go mech

which opening should i choose? the delayed reactor factory opening with like 3-4 Marines and then helldrop or a reaper FE into Hellbats?

I'm not sure about both
dargul
Profile Joined May 2010
Russian Federation125 Posts
July 11 2013 12:01 GMT
#2382
watch htomario stream you can find him on twitch.
Gml mech terran. Usually he opens with lots of marines(about12) going into 4mine drop +grade for mines into 3cc.

Imho mech should play greedy because it needs lots of gas. No need to rush for drops
In Stim We Trust
BurningRanger
Profile Joined January 2012
Germany303 Posts
July 11 2013 12:15 GMT
#2383
On July 11 2013 15:18 saaaa wrote:
assuming i want to go mech

which opening should i choose? the delayed reactor factory opening with like 3-4 Marines and then helldrop or a reaper FE into Hellbats?

I'm not sure about both

Depends a lot on your skill and playstyle.
If you're good with Multitasking and maybe even played Bio with a Reaper opening, I guess you should do good with a Reaper FE or some kind of early drop (Hellbat or Mine). The point is that you need to stay on top of your macro while microing Reaper or drop.
If you can't do that, I'd suggest a gasless 1 Rax FE or (more similar to Reaper FE) a Reactor Rax FE, which just gets a Reactor on the Rax instead of the Reaper.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
July 11 2013 13:51 GMT
#2384
1300 master player here. As a player who went for 12:30 hellbat marine 4 tank medivac timing (no hellbat drops), any ideas what I can do after the hellbat nerf? I don't want to rely on mines, since they feel too random for me. Tanks are good for early defense (so I make max 4), but they are pretty bad outside of that.

150/150 is way too much of an investment for me before 12:00, because I'm already gas starved untill then. I would also have to make a second fact because of the techlab researching the blueflame upgrade.

I really don't see what to do .. And without the nerf, it's already extremely hard against zerg. A good zerg trades pretty well against my army. After the nerf I can see them only crushing me.
Sprite825
Profile Joined December 2011
France57 Posts
July 11 2013 14:04 GMT
#2385
Do you think that this build
is viable in hots, since zergs tend to pressure you in the early game rencently? I was thinking to stop the production of tanks if you scout your opponnent is going for mutas lings, and go to widow mines.
What's up people ?!
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
July 11 2013 14:29 GMT
#2386
On July 11 2013 23:04 Sprite825 wrote:
Do you think that this build http://www.youtube.com/watch?v=kkv-geeYe8A is viable in hots, since zergs tend to pressure you in the early game rencently? I was thinking to stop the production of tanks if you scout your opponnent is going for mutas lings, and go to widow mines.


If executed well, could probably get you to Masters
Sprite825
Profile Joined December 2011
France57 Posts
Last Edited: 2013-07-11 14:47:30
July 11 2013 14:46 GMT
#2387
On July 11 2013 23:29 mau5mat wrote:
Show nested quote +
On July 11 2013 23:04 Sprite825 wrote:
Do you think that this build http://www.youtube.com/watch?v=kkv-geeYe8A is viable in hots, since zergs tend to pressure you in the early game rencently? I was thinking to stop the production of tanks if you scout your opponnent is going for mutas lings, and go to widow mines.


If executed well, could probably get you to Masters


I'm already master ^^ The only cons that I see is the low medivac count and no creep delay.
What's up people ?!
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
July 11 2013 14:51 GMT
#2388
I don't think it would work too well as you don't really get to utilize medivac boost and most players are going for ultras now which would tear up the marine based army, especially with the complete lack of creep denial.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
Sprite825
Profile Joined December 2011
France57 Posts
July 11 2013 15:13 GMT
#2389
On July 11 2013 23:51 A Wild Sosd wrote:
I don't think it would work too well as you don't really get to utilize medivac boost and most players are going for ultras now which would tear up the marine based army, especially with the complete lack of creep denial.


In this game, Stephano goes for ultras, and gets shredded, and there's the option of getting 2 more hellions to deny better the creep. I agree with the fact that there is a lack of the medivac use, but I think it's compensate by the strength of the push.
The reason why I want to use this build is that I struggle alot at stopping all ins from the zerg, when I go for the cc first into hellbat drop into 4M.
What's up people ?!
TheBaLinOne
Profile Joined June 2013
Germany16 Posts
July 11 2013 15:46 GMT
#2390
This guy here played really greedy imo, but i really dont know how to punish him for being that greedy. Unfortunatly, i lost my reaper and couldnt see anything what he was going for. What could I have done better?

http://drop.sc/348519
Yusei
Profile Joined December 2012
Canada27 Posts
July 11 2013 19:24 GMT
#2391
With the hellbat nerf, I'm considering Mvp's old 2 factory blue flame hellion opener. I have a general idea of how it should work, but I was wondering if there was a "standard" build order for it that I could work around. Does anyone have one?
ChillPhiju
Profile Joined September 2012
Germany57 Posts
July 11 2013 20:47 GMT
#2392
Having a small problem in TvZ
When I usually see a indication for a speedling allin I just wall off my natural as Flash and Innovation do it. Which leads to overcommiting as I can really deduce it from the time the gas has been taken unless it is so late that I already have like 4-6 Hellions by the time it comes.
1.Is there a way to deduce from the amount of workers that a speedling allin/attack is coming or in fact not
Jazzman88
Profile Joined January 2012
Canada2228 Posts
July 11 2013 21:10 GMT
#2393
On July 12 2013 05:47 ChillPhiju wrote:
Having a small problem in TvZ
When I usually see a indication for a speedling allin I just wall off my natural as Flash and Innovation do it. Which leads to overcommiting as I can really deduce it from the time the gas has been taken unless it is so late that I already have like 4-6 Hellions by the time it comes.
1.Is there a way to deduce from the amount of workers that a speedling allin/attack is coming or in fact not


You can use your SCV scout to check his natural saturation. If he is saving up larva or not putting a lot of Drones on it, you know that he's using them for a more aggressive purpose. If you see more than 8 Zerglings produced with your first couple of Hellions, you should start getting nervous, because macro Zerg play focuses on getting Queens and a very small amount of Zerglings to ward against run-bys. If he's made 16 Zerglings, you're in trouble and about to get busted. If you're in doubt, I would pull back just a little bit at about 6:30, as a quick speed finishes either just before or after that timing and you could get trapped mid-map. If you're a little back, you can put the Hellions against or behind your wall and just laugh at the Zerglings.
forsakeNXE
Profile Joined October 2011
Germany539 Posts
July 11 2013 23:18 GMT
#2394
Is there any like 15gas banshee build with the new patch and a relativly fast cc which is safe in tvt? Would love to read throgh some. tyvm
Let's learn together!
policymaker
Profile Joined September 2010
Greece152 Posts
July 12 2013 00:13 GMT
#2395
i want fast CC and banshee build to mech transition ^^
Hardcore gamer/Hellenic Community Enthusiast
shinosai
Profile Blog Joined April 2010
United States1577 Posts
July 12 2013 01:34 GMT
#2396
Having a problem in PvT, and it seems like some copied/standard timing push since I've seen it so many times. Basically stalker sentry zealot push at the expo while sending 2-3 oracles at main. It seems like the stargate is impossible to reliably scout, so I'll never have turrets there unless I do them blindly. Is the correct response to just blind turret or should I do mines?
Be versatile, know when to retreat, and carry a big gun.
policymaker
Profile Joined September 2010
Greece152 Posts
July 12 2013 02:15 GMT
#2397
On July 12 2013 10:34 shinosai wrote:
Having a problem in PvT, and it seems like some copied/standard timing push since I've seen it so many times. Basically stalker sentry zealot push at the expo while sending 2-3 oracles at main. It seems like the stargate is impossible to reliably scout, so I'll never have turrets there unless I do them blindly. Is the correct response to just blind turret or should I do mines?



If u scout double gas and expansion, its probably oracles(either proxy or not). If u scout double gas no expansion its mostly DT or blink stalkers. If u fear oracles, try innovations safe TVP opening(with reaper for scouting and a mine for defense), and until ur medivac is out and u see no oracle, place that mine in ur mineral line where the oracle should be coming, its a guarranted hit. at ur natural or front, ALWAYS bunker up. Absolutely no reason to die to a MSC stalker poke
Hardcore gamer/Hellenic Community Enthusiast
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
July 12 2013 03:01 GMT
#2398
On July 12 2013 10:34 shinosai wrote:
Having a problem in PvT, and it seems like some copied/standard timing push since I've seen it so many times. Basically stalker sentry zealot push at the expo while sending 2-3 oracles at main. It seems like the stargate is impossible to reliably scout, so I'll never have turrets there unless I do them blindly. Is the correct response to just blind turret or should I do mines?

I've been using the build that I saw taeja doing and it works really well holding off pretty much everything. It's pretty much a reaper into mine drop. The reaper can scout gas and pylon count as well as keeping the toss in his base while you get a healthy marine and mine count to stop any attacks.
I'm not completely sure on the BO but I think it is:
12 rax
12 gas
Reaper
Reactor
CC
Fact --> 4 mines
Starport
ebay and 2nd gas (not too sure if it is before or after additional rax_
2 more rax
3rd cc
4th and 5th rax
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
noSec
Profile Joined February 2012
Brazil37 Posts
July 12 2013 05:11 GMT
#2399
Does anybody knows if the Hellion got intentionally or (unintentionally) nerfed with the hellbat nerf?
I did a runby with 4 hellions in a zerg's main and it took longer then ever to burn that drone line fleeing.
Just want to know something about it or if it is just my imagination =D

Thanks...
Steppo
Profile Joined August 2011
Germany3 Posts
July 12 2013 05:56 GMT
#2400
On July 12 2013 08:18 forsakeNXE wrote:
Is there any like 15gas banshee build with the new patch and a relativly fast cc which is safe in tvt? Would love to read throgh some. tyvm


On reddit, i read that someone was going for double 15 gas (only 2 SCV's in each gas however) and that it would turn out quite nicely with cloak while expanding relatively fast. You could try that.. haven´t tried that myself though. Additionally you could use sc2planner to try compose your one build, once they update the cost change
Reapers are op!
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