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The HotS Terran Help Me Thread - Page 135

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.
doktorLucifer
Profile Blog Joined November 2008
United States855 Posts
July 27 2013 01:31 GMT
#2681
But with your first 3rax, double reactor is still a viable/strong opening vs greedy double forge or super fast tech with few units, right?
Carmine
Profile Joined September 2010
United States263 Posts
July 27 2013 03:01 GMT
#2682
On July 27 2013 06:56 Sianos wrote:

Not at all. I think it should be the complete opposite. Marines do really well in the early game since the protoss player doesn´t have much AOE on the field. However the later the game goes marauders just become more and more necessary. They have a higher range than marines, they have more hitpoints than marines and they do extra damage against armored units (colossi/stalker). If you max out on mass marines and your opponent lands 1-2 storms and let his colossi shoot, it´s all over for you. Your army will die that fast, that you can´t even rebuild it. Of course with a micro like automaton marines are way more cost effective, but for a human beeing it´s not possible. In the late game you want to have ~10+ ghosts, a good number of medivacs (6-8), a lot of vikings(~20+) in case your opponent has more than 3 colossi and the rest in bio mainly marrauders. I see a lot of pros going for this composition lately against protoss (Just to name a recent example: Illusion vs huk on redbull training grounds) and in general adding in more marauders early. I mean you can just try to dodge 5+ storms and colossi hits and have one medivac for each marine to babysit him :D


I think you and I are talking about different things. I'm not talking about maxing out on marines, with some ghost and viking. I am talking about going mostly ghost viking with a few marines. Like maybe 30 marines. Mid game you are right, marauders are better, but I believe that in the late game with both AoE on the field and 12+ warpgates that Marauders lose their value very quickly. Its better to just micro ghost/viking/marine well. Ofc it doesn't give you any good timings like a 3/3 or 3/2 maruader medivcac bio timing.
Terran was created third, with purity of tanks.
Carmine
Profile Joined September 2010
United States263 Posts
July 27 2013 03:03 GMT
#2683
In TvZ when I am going CC first I go 14 cc. I understand that 15 rax is standard, but it seems that every time that I do it my rax is done before my 19th SCV and I sit there supply blocked on my marine. It feels much better to go 16 rax, not cut an scv, and not get supply blocked when my rax is done. Is there something I am doing wrong? I can submit a replay or something...
Terran was created third, with purity of tanks.
mrslunk
Profile Joined January 2013
6 Posts
July 27 2013 03:30 GMT
#2684
On July 27 2013 12:03 Carmine wrote:
In TvZ when I am going CC first I go 14 cc. I understand that 15 rax is standard, but it seems that every time that I do it my rax is done before my 19th SCV and I sit there supply blocked on my marine. It feels much better to go 16 rax, not cut an scv, and not get supply blocked when my rax is done. Is there something I am doing wrong? I can submit a replay or something...

From what i understand; stop scv production at 18, build your first marine once you rax is done and resume scv production once your 2 OC's are done.
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-07-27 04:04:34
July 27 2013 04:00 GMT
#2685
Yes, stop at 18/19. It works out that right when your rax is done your 2nd orbital will be as well and you will have enough money to build one marine and upgrade 2 orbitals and leftover minerals to build a bunker with your scv that finished building the rax (always build this bunker as 2-4 zerglings will be at your doorstep and you will want it later anyway in case of roaches)
Carmine
Profile Joined September 2010
United States263 Posts
July 27 2013 05:33 GMT
#2686
On July 27 2013 12:30 mrslunk wrote:
Show nested quote +
On July 27 2013 12:03 Carmine wrote:
In TvZ when I am going CC first I go 14 cc. I understand that 15 rax is standard, but it seems that every time that I do it my rax is done before my 19th SCV and I sit there supply blocked on my marine. It feels much better to go 16 rax, not cut an scv, and not get supply blocked when my rax is done. Is there something I am doing wrong? I can submit a replay or something...

From what i understand; stop scv production at 18, build your first marine once you rax is done and resume scv production once your 2 OC's are done.

Why is the marine and barracks prioritized over the SCVs? Is it just to do better against early pools?
Terran was created third, with purity of tanks.
ironpiggy
Profile Joined February 2011
United States70 Posts
July 27 2013 05:40 GMT
#2687
On July 27 2013 14:33 Carmine wrote:
Show nested quote +
On July 27 2013 12:30 mrslunk wrote:
On July 27 2013 12:03 Carmine wrote:
In TvZ when I am going CC first I go 14 cc. I understand that 15 rax is standard, but it seems that every time that I do it my rax is done before my 19th SCV and I sit there supply blocked on my marine. It feels much better to go 16 rax, not cut an scv, and not get supply blocked when my rax is done. Is there something I am doing wrong? I can submit a replay or something...

From what i understand; stop scv production at 18, build your first marine once you rax is done and resume scv production once your 2 OC's are done.

Why is the marine and barracks prioritized over the SCVs? Is it just to do better against early pools?


If you get 6pooled and they target your barracks, you won't be able to finish an engi bay to re-wall off before the rax falls down if you went 16 rax. And yes, you get the marine instead of the extra scv because its better against early pools. Also, you can check your natural with the marine a little faster (in case the zerg puts a hatchery on your natural), which gives you more time to react.
"I'm like an asymptote, you'll get close to me but never touch me.
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
July 27 2013 05:53 GMT
#2688
On July 27 2013 06:45 doktorLucifer wrote:
Question about hotkeys. Do you guys hotkey medivacs with your marine marauder? And if you do, how do you actually control your army better during engagements and how do you properly get all units into your medivacs to run away?

I'm thinking that I might retrain hotkeys and use a hotkey for my medivacs..


Both work, obviously you can be more flexible if your medivacs are seperate, I have mine in the same group though.
To load all your units into medivacs, have everything selected (marines,marauders,medivacs), right click on a medivac, hold shift and right click all the other medivacs. Now select all the medivacs (control+click) and speedboost + move your medivacs over your army. You should load up everything fairly quickly this way.
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
M4nkind
Profile Joined December 2011
Lithuania178 Posts
July 27 2013 08:33 GMT
#2689
can you share what is your favorite build in tvz?

I was trying fast reaper into cc into helions + 2 reapers harassment and wasn't much succesfull (did well in denying 3rd for as long as possible)
I did cc first on high ground but most of time zergs played more greedy and I never could do early damage and felt behind in midgame
Now I am sticking to fast helions into fast expand and have most sucess with it since I manage to BBQ a lot of drones. Add some mauraders marines and when stim is researched try killing 3rd if possible. Seems to give me most sucess
Read my epic book, people: http://www.wattpad.com/story/23976849-the-business-of-time-travel
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
July 27 2013 10:18 GMT
#2690
On July 27 2013 17:33 M4nkind wrote:
can you share what is your favorite build in tvz?

I was trying fast reaper into cc into helions + 2 reapers harassment and wasn't much succesfull (did well in denying 3rd for as long as possible)
I did cc first on high ground but most of time zergs played more greedy and I never could do early damage and felt behind in midgame
Now I am sticking to fast helions into fast expand and have most sucess with it since I manage to BBQ a lot of drones. Add some mauraders marines and when stim is researched try killing 3rd if possible. Seems to give me most sucess

You seem like you want to be aggressive, I suggest looking at the DH:Valencia replays, specifically Quantic Center vs Sonder in group stage 3 if i'm not mistaken. He opens up reaper expo into helions, as his factory is making he throws down his 2nd gas and goes for hellbats. And ultimately hits a stim timing attack. It's a variant of the cc first version, just adding a bit more pressure.
"Want some? Go get some!"
spunkete
Profile Joined July 2013
1 Post
July 27 2013 10:28 GMT
#2691
Hello guys, I'm a terran gold player and lately I'm really struggling in my tvp. I tend to open 1 rax fe and usually I am able to scout for any oracle/dt that is coming my way. THe problems arrive later and are all perfectly represented in this replay:

http://drop.sc/351804

Ok, I do my usual opening and at around 5/5.30 I see the stargate -> eng bay + turret in the main + marines in the natural.
The oracle arrives a little bit before my turret finishes, so I lose some scvs and my build is a little bit messed up, but I think I'm still in the game. When I have the medivac I move out: I poke at the natural, snipe templar archives and retreat, while setting up my third. I force one cancel at the third and I feel like I am ahead in the game. Then I have a very bad engagement in the middle of the map but after it I am still 20 supplies ahead and I start ghost production. THe problems start now: I feel like I am not able to engage the protoss army: I try to emp templars with the ghost and then attack, but it doesn't go very well. Fight after fight, mistake after mistake, I lose my lead (even if he's not harrassing): by the time he switches to colossus I am dead.

Do you have any suggestion on what I should improve or change (even not specific for this game or matchup)? I have this feeling that my apm is not enough for what I am supposed to do, so I end up making huge mistakes. Do I need a different army composition, shall I have another approach to the game? Any suggestion is welcome
t0n!ght
Profile Joined May 2012
57 Posts
July 27 2013 14:13 GMT
#2692
Hi guys

I struggle in TvZ when the Zerg goes Hydra/Roach/Swarm Host. I lost a few games against that and I don't know what to do.
Usually I end up being contained on 2 bases.
I think you should drop on top of the swarm hosts, scan and kill them. But that doesn't work because the Hydras snipe the medivac.

http://drop.sc/351829

Do you have any suggestions how I could react? Please also feel free to tell my about other mistakes that you can see.
Sianos
Profile Joined April 2011
580 Posts
July 27 2013 14:53 GMT
#2693
On July 27 2013 12:01 Carmine wrote:
Show nested quote +
On July 27 2013 06:56 Sianos wrote:

Not at all. I think it should be the complete opposite. Marines do really well in the early game since the protoss player doesn´t have much AOE on the field. However the later the game goes marauders just become more and more necessary. They have a higher range than marines, they have more hitpoints than marines and they do extra damage against armored units (colossi/stalker). If you max out on mass marines and your opponent lands 1-2 storms and let his colossi shoot, it´s all over for you. Your army will die that fast, that you can´t even rebuild it. Of course with a micro like automaton marines are way more cost effective, but for a human beeing it´s not possible. In the late game you want to have ~10+ ghosts, a good number of medivacs (6-8), a lot of vikings(~20+) in case your opponent has more than 3 colossi and the rest in bio mainly marrauders. I see a lot of pros going for this composition lately against protoss (Just to name a recent example: Illusion vs huk on redbull training grounds) and in general adding in more marauders early. I mean you can just try to dodge 5+ storms and colossi hits and have one medivac for each marine to babysit him :D


I think you and I are talking about different things. I'm not talking about maxing out on marines, with some ghost and viking. I am talking about going mostly ghost viking with a few marines. Like maybe 30 marines. Mid game you are right, marauders are better, but I believe that in the late game with both AoE on the field and 12+ warpgates that Marauders lose their value very quickly. Its better to just micro ghost/viking/marine well. Ofc it doesn't give you any good timings like a 3/3 or 3/2 maruader medivcac bio timing.


Ah, ok I thought you meant to have a high marine count in the late game by saying going for Marine/Ghost/Medivac/Viking. Of course your ultimate goal should be to get a lot of ghosts and medivacs on the field, since they decide the battle for you and not your marine/marrauder. I guess how you fill the remaining space is personal prefference, but I prefer to have mainly marauder in my late game composition over marines to stay alive for longer. I guess we do agree that marines are very good in the early-midgame when protoss doesn´t have much aoe. In the midgame it´s better to start adding in marauders until the time you can effort to build a lot of ghosts and medivacs.
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 28 2013 06:57 GMT
#2694
If you scout the proxy stargate what is your response? Attack the pylon or stargate or pull marine back?

It seems neither my repear nor my marine can do enough before the stalker comes and chases my unit away.
Ambre
Profile Joined July 2011
France416 Posts
July 28 2013 11:15 GMT
#2695
On July 27 2013 19:28 spunkete wrote:
Hello guys, I'm a terran gold player and lately I'm really struggling in my tvp. I tend to open 1 rax fe and usually I am able to scout for any oracle/dt that is coming my way. THe problems arrive later and are all perfectly represented in this replay:

http://drop.sc/351804

Ok, I do my usual opening and at around 5/5.30 I see the stargate -> eng bay + turret in the main + marines in the natural.
The oracle arrives a little bit before my turret finishes, so I lose some scvs and my build is a little bit messed up, but I think I'm still in the game. When I have the medivac I move out: I poke at the natural, snipe templar archives and retreat, while setting up my third. I force one cancel at the third and I feel like I am ahead in the game. Then I have a very bad engagement in the middle of the map but after it I am still 20 supplies ahead and I start ghost production. THe problems start now: I feel like I am not able to engage the protoss army: I try to emp templars with the ghost and then attack, but it doesn't go very well. Fight after fight, mistake after mistake, I lose my lead (even if he's not harrassing): by the time he switches to colossus I am dead.

Do you have any suggestion on what I should improve or change (even not specific for this game or matchup)? I have this feeling that my apm is not enough for what I am supposed to do, so I end up making huge mistakes. Do I need a different army composition, shall I have another approach to the game? Any suggestion is welcome


Hello and welcome !

Master T here. My advices :

1) Since you don't have the crisp mechanics / apm / micro to engage a lategame Protoss army, I would advice you to focus on winning early on. I am not talking about alling, I am talking about not doing that many mistakes until your timing push with medivacs. If you play correctly, you can just kill any protoss at your level. Chose a good build, and focus on perfecting it. I m talking about REAL CRISPS execution, 1 second delay is bad, 1 second gap in production is bad, don't allow yourself to forget to scan, build depots, etc.

Focusing on perfect execution in the early to early-mid game will help you improve overall.

2) Alternatively, you can try to play mech. It's doable. But 1) is more important.

Gl hf.
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
Marathi
Profile Joined July 2011
298 Posts
July 28 2013 17:00 GMT
#2696
On July 28 2013 15:57 KingofGods wrote:
If you scout the proxy stargate what is your response? Attack the pylon or stargate or pull marine back?

It seems neither my repear nor my marine can do enough before the stalker comes and chases my unit away.


Just prepare to defend your mineral line with your marines. You will struggle to stop the oracle before it pops and your marines will be out of position to defend if you try to kill it.
eSports tees designed by me - http://tinyurl.com/bqmexd9
life617
Profile Joined July 2012
United States25 Posts
July 28 2013 17:50 GMT
#2697
Can anyone provide me with advice on improving my tvp?

http://drop.sc/351989
SRGrasshopper
Profile Joined June 2013
6 Posts
July 28 2013 21:09 GMT
#2698
What should my mindset be whilst playing Bio-Mine versus ling bling muta in TvZ? There was a time when a push at 14 minutes could just end the game but zergs are getting more and more adept at repelling this. Dropping seems difficult and risky due to the muta threat, as does shoving the front with my bio. Basically what am I trying to achieve in the mid game that will put me in a good position late-game when zerg's bigger toys come out?
stichtom
Profile Joined March 2011
Italy695 Posts
July 28 2013 23:23 GMT
#2699
Hi everyone, i've just started playing Heart of the Swarm for the first time. In Wings of Liberty i was mid master and i used to play pretty standart (macro play). At the moment i'm platinum in HOTS after 20 games.
I've read the main post but some information are pretty much out of date i think.
What i would like to have is:
- Three standart builds for the three match ups
- Three all in / aggressive play

Thank you so much
Favourite player: IM.MVP ~ Favorite league: IPL
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
July 29 2013 11:56 GMT
#2700
SO I had this crazy crazy TvP with this diamond. I started out doing my marine hellion build and scouted and caught glimpse of his Citadel. Which means dun dun dunnn! Blink stalker! * GASP* So my reaction at this point was to pump out marauder and Mines and tech up to medivacs and get stim.... I felt like I held ok... but has anyone else had a similar match and done something different like a different reaction and held without pulling a ton of workers

My Management was horrid this game the only reason I won was because of micro.... I'll post later I just feel like I could have done better
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