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The HotS Terran Help Me Thread - Page 129

Forum Index > StarCraft 2 Strategy
Post a Reply
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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.
Kokokoz
Profile Joined April 2013
France147 Posts
July 19 2013 19:51 GMT
#2561
Ok thanks
teuthida
Profile Joined March 2013
United States104 Posts
July 19 2013 20:24 GMT
#2562
On July 19 2013 18:33 Snusmumriken wrote:
if its really early reapers, 2 bunkers close to mineralline (if you dont open reapers always place your depot and rax close to ur cc) and keep pumping marines uninterrupted. Build factory behind mineralline when you can afford it.
if its not super early then just keep building marines, pull 2-3 scvs from mineralline to have ready and get hellions out asap. Should be ahead by then.


Thanks, I'll give this a shot. What is the best position for the bunkers? One behind minerals and one to the side? Both sides of the mineral line? One in the line?
13JackaL
Profile Joined March 2011
United States577 Posts
July 20 2013 03:58 GMT
#2563
Hi guys, I'm having trouble on korhal sky island, in particular, TvZ in the more awkward diagonol spawns. Does anyone have a solid build or are there any good pro replays for this map? I ask because the starting locations are too wacky for standard play
and my axe
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 20 2013 04:30 GMT
#2564
I just veto that map.

If you get top left and bottom right it's either an early pool play or 2 base mutas. Early pool is kind of gimmicky in hoping your opponent walled off on the other side and 2 base mutas is pretty easy to stop if you know it's coming.
Sianos
Profile Joined April 2011
580 Posts
July 20 2013 08:47 GMT
#2565
Hi guys.
didn´t find the topic in the OP so I´m going to ask it here.

Why don´t protoss player do mass gateway timings anymore after expansion? It was somewhat populart and hard to defend/scout in WoL.

Would you have a chance to hold those mass gateway allins from 2 base with the reaper reactor fe into 1-1-1? Does anyone have replays or VODs where the protoss went for 2 base mass gateway allins?
Kvassten
Profile Joined May 2012
Sweden159 Posts
July 20 2013 12:28 GMT
#2566
On July 20 2013 17:47 Sianos wrote:
Hi guys.
didn´t find the topic in the OP so I´m going to ask it here.

Why don´t protoss player do mass gateway timings anymore after expansion? It was somewhat populart and hard to defend/scout in WoL.

Would you have a chance to hold those mass gateway allins from 2 base with the reaper reactor fe into 1-1-1? Does anyone have replays or VODs where the protoss went for 2 base mass gateway allins?


Master Terran on EU here

This game is diamond level because I just started playing on America server. I guess this game would have been completely different if I hadn't faced his army in the middle of the map, it delayed his push a lot.

I hope you can learn anything from this

http://drop.sc/349790
Ice714
Profile Joined January 2012
Australia24 Posts
July 20 2013 15:22 GMT
#2567
Gold SEA Terran.

Played a match last night where my opponent (Terran) built gas first double rax double reactor into 4x reapers until about 12 then he expanded.... I was so frustrated and confused I had no idea what to do and no way to stop it.

Do I have to scout this with my depot SCV and just bunker high ground and low ground whilst expanding? and try not to take losses?

Any help would be appreciated guys I am really trying to improve and im doing well in every other area bar early game TvT.

Between the widow mine\ hellbat drops, tank timings, banshees, reapers, I am completely lost lol.
Terran
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
Last Edited: 2013-07-20 16:04:03
July 20 2013 16:02 GMT
#2568
On July 21 2013 00:22 MorzZA wrote:
Gold SEA Terran.

Played a match last night where my opponent (Terran) built gas first double rax double reactor into 4x reapers until about 12 then he expanded.... I was so frustrated and confused I had no idea what to do and no way to stop it.

Do I have to scout this with my depot SCV and just bunker high ground and low ground whilst expanding? and try not to take losses?

Any help would be appreciated guys I am really trying to improve and im doing well in every other area bar early game TvT.

Between the widow mine\ hellbat drops, tank timings, banshees, reapers, I am completely lost lol.

Opening up 12 rax 15 gas expo into a factory holds any type of mass reaper. Just get 2 marines, reactor, and then once your factory finishes put it on reactor and make helions.
EDIT: Here is a detailed guide of it (ForGG build)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=412904
"Want some? Go get some!"
govie
Profile Blog Joined November 2012
9334 Posts
July 20 2013 16:36 GMT
#2569
On July 21 2013 01:02 LiLSighKoh wrote:
Show nested quote +
On July 21 2013 00:22 MorzZA wrote:
Gold SEA Terran.

Played a match last night where my opponent (Terran) built gas first double rax double reactor into 4x reapers until about 12 then he expanded.... I was so frustrated and confused I had no idea what to do and no way to stop it.

Do I have to scout this with my depot SCV and just bunker high ground and low ground whilst expanding? and try not to take losses?

Any help would be appreciated guys I am really trying to improve and im doing well in every other area bar early game TvT.

Between the widow mine\ hellbat drops, tank timings, banshees, reapers, I am completely lost lol.

Opening up 12 rax 15 gas expo into a factory holds any type of mass reaper. Just get 2 marines, reactor, and then once your factory finishes put it on reactor and make helions.
EDIT: Here is a detailed guide of it (ForGG build)
http://www.teamliquid.net/forum/viewmessage.php?topic_id=412904


Hellions pretty good against reapers. Also build 1 bunker so ur marines are safe until the medivac pops out to heal and u can produce ur first hellions. In this way u only have to defend 1 mineralline with 2 cc's ezpz win from there. Also when ur massing the hellions and taking mapcontrol back, u have allready won as everything out of a reactored rax is food for hellions.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Ice714
Profile Joined January 2012
Australia24 Posts
Last Edited: 2013-07-20 16:56:00
July 20 2013 16:46 GMT
#2570
Edit nvm I read wrong,

Thanks
Terran
govie
Profile Blog Joined November 2012
9334 Posts
July 20 2013 17:27 GMT
#2571
On July 21 2013 01:46 MorzZA wrote:
Edit nvm I read wrong,

Thanks


and reap the op. if u can hold a 888 with a expand opening u can also hold double reactored rax reapers, which hits later then 888.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
TheBaLinOne
Profile Joined June 2013
Germany16 Posts
July 20 2013 18:18 GMT
#2572
Is there any alternative to a fast 3rd CC in TvZ? An aggressive build with a delayed 3rd or something in that direction.
ChaserSC
Profile Joined January 2013
United States5 Posts
July 20 2013 18:19 GMT
#2573
I'm a Master Zerg on NA, and I've been trying to switch to Terran.
I prefer bio and high mobility over mech. As you can imagine, my TvZ is fairly decent, but I struggle with the other two match ups, as I'm not familiar with them.

Can anyone help me with some basic and common openings for the match ups, as well as little rules (how many production facilities per base, when to expand, when to scout, ect.), what to look for in scouting, engagement styles (especially v. late-game Protoss armies...) and such.

It would be greatly appreciated!
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-07-20 19:38:57
July 20 2013 19:17 GMT
#2574
TvT
forgg opening is best in tvt in my opinion.. To badly, bio is bad against mech if similar skilled. Against terran u can go forgg style with alot of hellions early. As your already masters, your micro and gamesence will help to get the most out of this build. Hellions are more mobile then bio and u can go any unit before 10 minutes except BC's and thors. Hellions are alot like zerglings in a speedy way. Its a sweet and solid buildorder. With mutiple harras options. Vods, replays, analysis included in the link.

U dont have to scout with this opening. At 7:00 u will be in his base anyway and see whats there. But u can allways send a scv to kamikazescout around your base for proxies and see what he's building at his ramp.

TvP
Demuslim +1+1 expand. U can defend against anything and play nice bio from this. And the scouting stuff : Scouting in TvP



glgl

Solid openings which can defend anything.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Westy
Profile Blog Joined April 2010
England808 Posts
July 20 2013 19:44 GMT
#2575
So what do I do now in TvP given that hellbats are no longer effective? High masters terran now losing every TvP since patch that goes on longer than 12 minutes.

The way I see it, its now WoL TvP. Except the protoss has nexus cannon, recall, time warp, free hallucination, cheaper DT's, MSC, oracles and tempests.
teuthida
Profile Joined March 2013
United States104 Posts
July 20 2013 20:22 GMT
#2576
On July 21 2013 03:18 TheBaLinOne wrote:
Is there any alternative to a fast 3rd CC in TvZ? An aggressive build with a delayed 3rd or something in that direction.



I am high plat so take that as you will, but I usually drop 2-3 rax (reactors unless roaches were spotted) before 3rd CC and play more aggressive, also helps to get earlier rax(s) if you see a big bust or all in coming. Constantly keep pressure on at the edge of zerg creep or any vulnerable bases with areas zoned out by mines, then expand on that back of that.
Rockafella
Profile Joined August 2010
United Kingdom291 Posts
July 20 2013 22:19 GMT
#2577
On July 21 2013 04:44 Westy wrote:
So what do I do now in TvP given that hellbats are no longer effective? High masters terran now losing every TvP since patch that goes on longer than 12 minutes.

The way I see it, its now WoL TvP. Except the protoss has nexus cannon, recall, time warp, free hallucination, cheaper DT's, MSC, oracles and tempests.


Yup, and Terrans have.. speedvacs which almost all Protosses can deal with easily now especially with MSC..
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
July 20 2013 22:45 GMT
#2578
On July 21 2013 04:44 Westy wrote:
So what do I do now in TvP given that hellbats are no longer effective? High masters terran now losing every TvP since patch that goes on longer than 12 minutes.

The way I see it, its now WoL TvP. Except the protoss has nexus cannon, recall, time warp, free hallucination, cheaper DT's, MSC, oracles and tempests.

I'm nowhere near the level that you are, but you can still play the ultra-durable marauder hellbat style, adding in 2 fact hellbat production after taking your third. Blue flame isn't really that expensive, only 150/150, and is relatively quick too at 110 seconds of research time. Remember, a lot of the time when pro terrans won with marauder-hellbat, they didn't even do any damage with hellbat drops, having them often be deflected easily, except large ones after 12 minutes in which you could already have upgraded blue flame anyway. They just won from large, meaty pushes with big armies full of almost purely upgraded marauders and hellbats. There is no reason why this style can't continue to work.
Taeja the one true Byunjwa~
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
July 21 2013 03:05 GMT
#2579
On July 21 2013 04:17 govie wrote:
TvT
forgg opening is best in tvt in my opinion.. To badly, bio is bad against mech if similar skilled. Against terran u can go forgg style with alot of hellions early. As your already masters, your micro and gamesence will help to get the most out of this build. Hellions are more mobile then bio and u can go any unit before 10 minutes except BC's and thors. Hellions are alot like zerglings in a speedy way. Its a sweet and solid buildorder. With mutiple harras options. Vods, replays, analysis included in the link.

U dont have to scout with this opening. At 7:00 u will be in his base anyway and see whats there. But u can allways send a scv to kamikazescout around your base for proxies and see what he's building at his ramp.

TvP
Demuslim +1+1 expand. U can defend against anything and play nice bio from this. And the scouting stuff : Scouting in TvP



glgl

Solid openings which can defend anything.

I was looking for this type of build, thanks in pointing me in the right direction
"Want some? Go get some!"
adius
Profile Joined May 2007
United States249 Posts
July 21 2013 05:56 GMT
#2580
On July 21 2013 04:44 Westy wrote:
So what do I do now in TvP given that hellbats are no longer effective? High masters terran now losing every TvP since patch that goes on longer than 12 minutes.

The way I see it, its now WoL TvP. Except the protoss has nexus cannon, recall, time warp, free hallucination, cheaper DT's, MSC, oracles and tempests.


Either you just had a run of bad games or else you've been relying on your opponents reacting slow to hellbat drops in order to win. After you get the upgrade, it's the same matchup as before..
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