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The HotS Terran Help Me Thread - Page 133

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.
Persh
Profile Joined February 2012
Estonia108 Posts
July 24 2013 10:37 GMT
#2641
On July 24 2013 18:52 Snowbear wrote:
No. 15 rax is standard.


Oh shit, I just learned I did it all wrong (didn't cut scv's) xD Sorry
mizU
Profile Blog Joined April 2010
United States12125 Posts
July 24 2013 11:53 GMT
#2642
Anyone know how to deal with a proxied Thor drop?
if happy ever afters did exist <3 @watamizu_
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 24 2013 12:00 GMT
#2643
Scout it and push 2 rax maur with ebay to zone him out.... I've never failed doing this just requires some good base management....
Whatson
Profile Blog Joined January 2012
United States5357 Posts
July 24 2013 12:03 GMT
#2644
There's a winning with ease video on defending against regular proxy thor
Really depends on what you have, but if you don't see an expo or anything in his main with your 6 minute scan get worried
¯\_(シ)_/¯
teuthida
Profile Joined March 2013
United States104 Posts
July 24 2013 14:07 GMT
#2645
On July 24 2013 13:31 KingofGods wrote:
In TvZ a lot of pros hotkey their widow mines separately from their bio force. I feel like that's kind of a waste because you never want to burrow your widow mines clump together all at the same time (because a couple banes will destroy them all). What I do in TvZ is just hotkey everything together, minus my viking and a separate drop or two and just micro little clumps individually with boxing rather than using my hotkey.


I can think of a few situations where having them on a hotkey are useful:

1. Emergency unburrow, especially if you are going to take a lot of friendly fire damage.

2. Quickly burrowing them if it looks like they may be lost anyway, so at least they hopefully get some shots off.

3. When you have the speed burrow upgrade, you can run them into the enemy army and burrow quickly.
Hossinaut
Profile Joined June 2011
United States453 Posts
July 24 2013 16:17 GMT
#2646
All right I have a potentially stupid question.

Is it better to get reactors or to build another rax?
I feel like just making another rax would be good for late game scenarios when you can then drop another couple tech labs and build more marauders (say in a TvZ where the Z has reached ultralisks), instead of having to swap reactors for tech labs or something.

Sorry for the stupid question, it's just been nagging at me for a while.
Thanks
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 24 2013 17:01 GMT
#2647
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......

KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
July 24 2013 17:04 GMT
#2648
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.
@KawaiiRiceLighT
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 24 2013 17:05 GMT
#2649
Just to kind of add to what I said because I dont feel i was super clear but by Oracles I mean playing against proxy oracles where they can come at you at about 5:30 depending on where proxied You just don't have enough gas and time to put on reactors which will set you back on marines to have enough to defend against this....
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 24 2013 17:06 GMT
#2650
Sorry I suck at explaining I guess I should stop but essentially thats what i meant hahahah i'm sorry kawaii Though you are aweseom!!!!!
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 24 2013 18:06 GMT
#2651
The primary reason to use reactors instead of more raxes is physical space. There just isn't enough room in the main and natural on these maps.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 24 2013 18:25 GMT
#2652
On July 25 2013 03:06 KingofGods wrote:
The primary reason to use reactors instead of more raxes is physical space. There just isn't enough room in the main and natural on these maps.



LOL! Have you ever done the math? Check the timings of how long it takes to build 8 marines out of 1 rax then out of a rax that builds a reactor right away...... you will be shocked hahahaha Then if you have 2 rax think about putting a reactor on both you now have doubled the effect...... its definitely about production and less about space......
mizU
Profile Blog Joined April 2010
United States12125 Posts
July 24 2013 18:53 GMT
#2653
On July 24 2013 21:03 Whatson wrote:
There's a winning with ease video on defending against regular proxy thor
Really depends on what you have, but if you don't see an expo or anything in his main with your 6 minute scan get worried

when I scanned I assume he had just put his fact and starport in the corner of his base, which isn't uncommon
if happy ever afters did exist <3 @watamizu_
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
July 24 2013 19:12 GMT
#2654
On July 25 2013 02:04 KawaiiRice wrote:
Show nested quote +
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.


Eh, pros say different things. Some, like Major, say you don't even want a single marine in your army late game. While others say you only want like 3 maradaurs, and the rest pure marine/ghost.
http://www.twitch.tv/agonysc
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-07-24 19:18:33
July 24 2013 19:18 GMT
#2655
On July 25 2013 04:12 Rhaegal wrote:
Show nested quote +
On July 25 2013 02:04 KawaiiRice wrote:
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.


Eh, pros say different things. Some, like Major, say you don't even want a single marine in your army late game. While others say you only want like 3 maradaurs, and the rest pure marine/ghost.


If u read the OP, it states armycomp against an army with storm and lategametoss. Discussion closed
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
July 24 2013 19:23 GMT
#2656
On July 25 2013 04:12 Rhaegal wrote:
Show nested quote +
On July 25 2013 02:04 KawaiiRice wrote:
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.


Eh, pros say different things. Some, like Major, say you don't even want a single marine in your army late game. While others say you only want like 3 maradaurs, and the rest pure marine/ghost.

the later the game gets you phase out marines and replace them with marauder ghost. nobody makes 0 marines in midgame so obviously you still need reactors. i said nothing about late game.
also marine ghost is suicidal, which pro has said (and does) this?
@KawaiiRiceLighT
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
Last Edited: 2013-07-24 19:45:47
July 24 2013 19:36 GMT
#2657
On July 25 2013 04:23 KawaiiRice wrote:
Show nested quote +
On July 25 2013 04:12 Rhaegal wrote:
On July 25 2013 02:04 KawaiiRice wrote:
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.


Eh, pros say different things. Some, like Major, say you don't even want a single marine in your army late game. While others say you only want like 3 maradaurs, and the rest pure marine/ghost.

the later the game gets you phase out marines and replace them with marauder ghost. nobody makes 0 marines in midgame so obviously you still need reactors. i said nothing about late game.
also marine ghost is suicidal, which pro has said (and does) this?



Beastyqt is the one that said it, during a show I believe.

Found it:


Also, here in this game



Flash goes above the 3 reactors that you said.
http://www.twitch.tv/agonysc
KawaiiRice
Profile Blog Joined May 2007
United States2914 Posts
Last Edited: 2013-07-24 20:14:59
July 24 2013 20:10 GMT
#2658
On July 25 2013 04:36 Rhaegal wrote:
Show nested quote +
On July 25 2013 04:23 KawaiiRice wrote:
On July 25 2013 04:12 Rhaegal wrote:
On July 25 2013 02:04 KawaiiRice wrote:
On July 25 2013 02:01 Pirfiktshon wrote:
There is a ratio for each matchup and playstyle that goes according to how much income you have and what stage of the game you are in as well as whether or not you are facing a High Pressure build LOL For instance if you are playing against Oracles you Do not want to be putting reactors on because you need taht time to pump out marines otherwise you will die by teh time you can pump out 2 marines......

Generally you follow builds though and you naturally want to put 3 Reactors per 2 Techlabs vses Protoss and with TvZ in the first set up you want to get 1-2 techlabs so you can research ( Again HEAVILY dependant upon build) Stim and CS then the rest you want as Reactors to keep up with production... then as you grab a 3rd and 4th you want to add on 2-4 more rax with techlab if you see ultra coming to make enough maruarders...... These are just pretty general rules but when it comes to this question it is VERY situational ......


actually you only want 3 reactors all game tvp, everything else tech lab.


Eh, pros say different things. Some, like Major, say you don't even want a single marine in your army late game. While others say you only want like 3 maradaurs, and the rest pure marine/ghost.

the later the game gets you phase out marines and replace them with marauder ghost. nobody makes 0 marines in midgame so obviously you still need reactors. i said nothing about late game.
also marine ghost is suicidal, which pro has said (and does) this?



Beastyqt is the one that said it, during a show I believe.

Also, here in this game

http://www.youtube.com/watch?v=A3aBUvhs1-o

Flash goes above the 3 reactors that you said.

that just looks like flash is making marines off tech lab barracks...? hes not making 5 marauders / ghosts when he is making 8 marines.

marines literally melt to storm and don't complement ghosts as well as marauders do, because ghosts deal bonus to light (zealots) and marauders deal w/ stalker/colo. since they have more hp the ground units can be closer to the fight without kiting away -> letting stalker archon destroy all the vikings.
imo marine ghost is like playing on a razer's edge.. the only way I would like that is if you were playing vs ht zeal archon and traded well enough in midgame so that P didn't have the money to go into 2 robo colo. going for marine ghost over marauder ghost doesn't make sense to me.

I looked up this vod of beasty vs elfi: http://www.teamliquid.net/tlpd/hots/games/169034_Beastyqt_vs_elfi/vod
it looks like he gets a really low marauder count and delays adding them in which gives him the money to get a higher ghost count than normal in game 2. That seems slightly interesting? But his comp still had a good amount of marauders.

edit: lol watched longer after he was dead and hes literally making only marine ghost. wow. i guess he has the micro of a god if he likes playing like this o.o
@KawaiiRiceLighT
zhurai
Profile Blog Joined September 2010
United States5660 Posts
Last Edited: 2013-07-24 20:25:25
July 24 2013 20:25 GMT
#2659
getting 4+ reactors in TvP is like asking to die to aoe @@
Twitter: @zhurai | Site: http://zhurai.com
Rhaegal
Profile Blog Joined July 2013
United States678 Posts
July 24 2013 20:57 GMT
#2660
On July 25 2013 05:25 zhurai wrote:
getting 4+ reactors in TvP is like asking to die to aoe @@


But, isn't it optimal if your micro is good? Marines are much better than maradaurs dps and supply efficiency wise.
http://www.twitch.tv/agonysc
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