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The HotS Terran Help Me Thread - Page 138

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.
spalding
Profile Joined August 2010
95 Posts
August 01 2013 05:40 GMT
#2741
What's the correct response to a blink all in if you go CC first? I scouted it but still lost . Lifted up my expansion into my main base before taking any damage but I think I built the wrong stuff afterwards.
pali_
Profile Joined February 2011
Germany48 Posts
Last Edited: 2013-08-01 06:15:16
August 01 2013 06:13 GMT
#2742
Make sure to have two gases, build factory asap, get out tanks. Make sure the first one survives, put it in a safe spot, otherwise P will snipe it. Two tanks are much much better than one. Get 1-2 bunkers, depending on the map. Protect your techlab researching stim.

This is the theory, sounds easy, but it isn't ... Also, of course, you want your rax to produce marauders, not marines.
ㅈㅈ
justjuice
Profile Joined January 2010
New Zealand165 Posts
August 01 2013 06:28 GMT
#2743
On August 01 2013 15:13 pali_ wrote:
Make sure to have two gases, build factory asap, get out tanks. Make sure the first one survives, put it in a safe spot, otherwise P will snipe it. Two tanks are much much better than one. Get 1-2 bunkers, depending on the map. Protect your techlab researching stim.

This is the theory, sounds easy, but it isn't ... Also, of course, you want your rax to produce marauders, not marines.


This only works if you go for something like reaper expo into fac, if hes going CC first he'll have to go CC into 2 rax so I dont see how he would correctly identify blink and get tanks in time.

With CC first obviously lift you natural CC into your main when you have identified blink and go up to 3 rax then 2 gas. You want a bunker at your ramp or around it and a bunker at the exposed area where his stalkers can blink up in. 4 or 5 scvs move commanded to each bunker and ready to repair. One thing I have seen done when you have few units is to put only 1 or 2 marines in each bunker so that you have a bigger force moving between the 2 positions.
If you know for sure hes going blink then you can quickly get your reactor and 2 techlabs really fast on your barracks as the blink stalkers hit quite late. Get marauders + conc shell + stim.
You're going to want Fac + reactored starport asap as you will have a hard time breaking out as you went for barracks first but you will have a pretty sick timing with a lot of units + medivacs
govie
Profile Blog Joined November 2012
9334 Posts
Last Edited: 2013-08-01 12:06:29
August 01 2013 11:52 GMT
#2744
On August 01 2013 15:28 justjuice wrote:
Show nested quote +
On August 01 2013 15:13 pali_ wrote:
Make sure to have two gases, build factory asap, get out tanks. Make sure the first one survives, put it in a safe spot, otherwise P will snipe it. Two tanks are much much better than one. Get 1-2 bunkers, depending on the map. Protect your techlab researching stim.

This is the theory, sounds easy, but it isn't ... Also, of course, you want your rax to produce marauders, not marines.


This only works if you go for something like reaper expo into fac, if hes going CC first he'll have to go CC into 2 rax so I dont see how he would correctly identify blink and get tanks in time.

With CC first obviously lift you natural CC into your main when you have identified blink and go up to 3 rax then 2 gas. You want a bunker at your ramp or around it and a bunker at the exposed area where his stalkers can blink up in. 4 or 5 scvs move commanded to each bunker and ready to repair. One thing I have seen done when you have few units is to put only 1 or 2 marines in each bunker so that you have a bigger force moving between the 2 positions.
If you know for sure hes going blink then you can quickly get your reactor and 2 techlabs really fast on your barracks as the blink stalkers hit quite late. Get marauders + conc shell + stim.
You're going to want Fac + reactored starport asap as you will have a hard time breaking out as you went for barracks first but you will have a pretty sick timing with a lot of units + medivacs


I find blinkstalkerbuilds the hardest to hold of any build out there in TvP.

The problems with earlyblink is the pre medivac period which is HUGE when u have expanded. Just 3 bunkers isnt good enough. Placement of buildings, bunkers and certainly researching addons is important. I.E. If they snipe stim, ur basically dead in the water, the protos's boytoy... But if u pull to many scv´s for repairing stuff u will be behind the whole game.

The Blinkstalkerbuild is terran´s little bitch that wont go away if u expanded early. The odds for the protos are really nice to come out equal or ahead. I believe that best against early blink is mines, bio mostly marines and bunkers. A tank costs to much gas off only 2geysers and u need gas for medivacs A.S.A.P. so tanks is not gonna cut it or delay ur push for atleast 1 minute. 2nd: tanks are hard to defend with not much bio and die easily. Against late blink i'd say still : mines, bio mostly marines and bunkers aswell becuz u want medivacs A.S.A.P. and only are mining gas from 2 geysers. Tanks delay your mapcontrol for a too long time.. when u build a tank, u can never punish the blinkbuild and 1 tank doesnt cut it anyway.. also u have delayed ur push. Off 2 geysers never go tanks, too high gascost, will delay everything and put u behind.

The later the game goes on, the more useless tanks become anyway. Mines are great early, mid and lategame and dont delay tech. 5 mines or 1 tank with same gascount... i'd go for the 5 mines which u can also use to harras


The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
gh0st
Profile Joined January 2010
United States98 Posts
August 01 2013 13:10 GMT
#2745
Yeah, that doesn't seem like a sound defensive strategy. If they're doing the Msc-only variety, OK. But if they have obs to blink into your main, he just snipes the mines and kills you.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 01 2013 14:02 GMT
#2746
LOL Ghost I've used Mines to Destroy! a Diamond Protoss obviously not that big of a deal on my smurf account but I was going for a Marine Hellion attack elevator to force a OC I scouted a Citadel and started producing Mines and mar with 2 bunkers. With HOTS the likely hood of waiting for Obs just gives you more time to set up to defend lol Obs or not blink stalkers have to get in a certain range and to be effective you just have to keep stalkers in your marauder fire and micro well around ur mines to make them a Barrier so they either attack your mines and get shot my maruader or die to mines when trying to aim the marauderd when you back up it gives you soooo much time that you can build up a force so fast and gives you time to put out medivacs its an awesome strat i'll post i really have been meaning to post this its such an awesome strat
halpimcat
Profile Joined September 2011
215 Posts
August 01 2013 14:57 GMT
#2747
How do you break contains in TvT when it's mech vs mech? When I went bio I'd try to pull to mech army apart by dropping all over the map while making sure my opponent couldn't a-move into me, but it's so much harder in mech vs mech. Especially when you don't have as many medivacs to spare since you're trying desperately to maintain air superiority. Or is there a point where I should give it up and go pure ground army?

Example here: http://drop.sc/352589

Obviously my macro was shit that game compared to his (only recently started mech and it still feels weird pressing E and S instead of A and D) and I made mistakes early, losing the medivac etc. But once the contain was set up I had no idea what to do to get myself back in the game. If I was able to somehow match his production, what would be the correct tactical response to this contain?
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 01 2013 15:08 GMT
#2748
Having air superiority in Mech vs Mech is SOOOO huge Ravens + vikings give you the edge enough to break contains and allows you to freely drop hellbats onto their tank line and their for allow your tanks to move in position to seige to own his tank line but If you decide not to do that then it better be a WIDE open map and you need to have a good map control / map awareness and force him out of position with an attack that he has to react to and pull units back to defend to gain map control LOL otherwise you are Screwed hahaha
Clarity_nl
Profile Joined November 2011
Netherlands6826 Posts
August 01 2013 15:28 GMT
#2749
If it's mech vs mech and your opponent waltzes up to your front and contains you, you probably lost.

I think a more likely way to come back is to actually focus on air superiority, add a starport, outviking him and then break out with hellbat drops on his tanks.

But yeah, don't just let him cross the map!
FIGHT THE GOOD FIGHT AGAINST STUPIDITY CLARITY, I BELIEVE IN YOU! - Palmar
wag_
Profile Joined February 2013
88 Posts
August 01 2013 16:55 GMT
#2750
TvT is about map control and air superiority, if you have both and do no major errors, you will win most of the time. To make it simple : If the guy siege in front of your nat with twice your viking count and add turrets everywhere at his bases to prevent drops, you lost. If you had map control you could have forced him to siege mid map, now it's too late. However you can still try to nuke his siege line but by the time you get ghosts + nukes, he will be on 4 bases with his back-up army already built at home o/
Sewi
Profile Blog Joined November 2006
Germany1697 Posts
August 02 2013 01:32 GMT
#2751
Firstly, thank you for this great thread and all the great information!
Although the OP answers a lot of questions, I have huge Problems with TvP right now. I can't even say if it's mid or late game, the mu just seems unwinnable for me atm.
Since some of the videos linked in the op are a bit old, I want to ask for one recent game with total standard play from Terran, going into Ghost / Viking and actually winning with it. I only manage to find recent games, were Terran tries some nasty all-in on two bases or lose in a macro game.
It would be great if you could link a game (replay would be awesome, but any VOD is fine).

I am not asking for any advice on my gameplay, because I would like to learn from reaplays/vods and experience. I like to figure things out and write down builds, etc... And actually my problem is, that I dont really know what to specifically ask, since the whole mus seems so hard for me atm.

Thanks again and please keep up the great work in this thread.
"Well, things were going ok until he lost all his stuff" - Tasteless, 17.02.2016
halpimcat
Profile Joined September 2011
215 Posts
August 02 2013 01:36 GMT
#2752
On August 02 2013 10:32 Sewi wrote:
Firstly, thank you for this great thread and all the great information!
Although the OP answers a lot of questions, I have huge Problems with TvP right now. I can't even say if it's mid or late game, the mu just seems unwinnable for me atm.
Since some of the videos linked in the op are a bit old, I want to ask for one recent game with total standard play from Terran, going into Ghost / Viking and actually winning with it. I only manage to find recent games, were Terran tries some nasty all-in on two bases or lose in a macro game.
It would be great if you could link a game (replay would be awesome, but any VOD is fine).

I am not asking for any advice on my gameplay, because I would like to learn from reaplays/vods and experience. I like to figure things out and write down builds, etc... And actually my problem is, that I dont really know what to specifically ask, since the whole mus seems so hard for me atm.

Thanks again and please keep up the great work in this thread.

You can start by uploading your own replays so it'll be easier for anyone willing to see where you specifically need help.
teuthida
Profile Joined March 2013
United States104 Posts
August 02 2013 04:09 GMT
#2753
On August 02 2013 10:32 Sewi wrote:
Firstly, thank you for this great thread and all the great information!
Although the OP answers a lot of questions, I have huge Problems with TvP right now. I can't even say if it's mid or late game, the mu just seems unwinnable for me atm.
Since some of the videos linked in the op are a bit old, I want to ask for one recent game with total standard play from Terran, going into Ghost / Viking and actually winning with it. I only manage to find recent games, were Terran tries some nasty all-in on two bases or lose in a macro game.
It would be great if you could link a game (replay would be awesome, but any VOD is fine).

I am not asking for any advice on my gameplay, because I would like to learn from reaplays/vods and experience. I like to figure things out and write down builds, etc... And actually my problem is, that I dont really know what to specifically ask, since the whole mus seems so hard for me atm.

Thanks again and please keep up the great work in this thread.


If you want to see lots of VODs of ladder play vs a certain matchup, I'd recommend finding a few streams (like see what terrans are on now from the right sidebar) going to past broadcasts, and skipping through the stream to find examples of the matchup you want help with. Eventually you'll find lots of games of the type you are looking for (TvP macro games for example). Demuslim for example keeps all his previous streams available in past broadcasts on twitch.tv.
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
August 02 2013 15:43 GMT
#2754
hey all.

How do you respond to hatch in your natural while going cc first?

I'm clueless. I been going for a tank, but tanks suck... a lot.
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 02 2013 16:05 GMT
#2755
Demuslim has explained the logic behind it and it really puts zerg behind if you get a bunker up so you can take it down tanks put you behind.... lol Everytime I've vsed it I just bunk it then just play normal and I've yet to even get phased by it...
TRaFFiC
Profile Blog Joined December 2010
Canada1448 Posts
August 02 2013 16:15 GMT
#2756
On August 03 2013 01:05 Pirfiktshon wrote:
Demuslim has explained the logic behind it and it really puts zerg behind if you get a bunker up so you can take it down tanks put you behind.... lol Everytime I've vsed it I just bunk it then just play normal and I've yet to even get phased by it...

The zergs I'm playing are making at least 14 speedlings (often more) so I can't get bunker on low ground. I did try to first 3 times. I got 2 marines in there and repaired it with like 10 scvs. I barely saved it, but all the lost mining time put me way behind. That can't be the way

What is your follow up. Reactor helion and 2 more rax?
2v2, 1v1, Zerg, Terran http://www.twitch.tv/trafficsc2
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 02 2013 16:16 GMT
#2757
yea... it usually works but that is a tough one to hold lOL
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
Last Edited: 2013-08-02 16:48:38
August 02 2013 16:47 GMT
#2758
On August 03 2013 01:15 TRaFFiC wrote:
Show nested quote +
On August 03 2013 01:05 Pirfiktshon wrote:
Demuslim has explained the logic behind it and it really puts zerg behind if you get a bunker up so you can take it down tanks put you behind.... lol Everytime I've vsed it I just bunk it then just play normal and I've yet to even get phased by it...

The zergs I'm playing are making at least 14 speedlings (often more) so I can't get bunker on low ground. I did try to first 3 times. I got 2 marines in there and repaired it with like 10 scvs. I barely saved it, but all the lost mining time put me way behind. That can't be the way

What is your follow up. Reactor helion and 2 more rax?


Put down second barracks immediately and bunker rush it. If you have a Zerg that can play it, shoot me a PM and I'll show you how to deal with it.
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 02 2013 18:22 GMT
#2759
It really depends on how quickly the zerg puts the hatch up. Ideally of course you want to kill the hatch before it goes up or just as it finishes before the zerg can get the queen out. But if you are like Hyun and actively save resources and plan to do it the hatch will actually finish before your barracks. At that point you have no choice but to chill on the high ground and slow push out with tanks. Throw up a 3rd asap as you will be banking minerals very quickly since you will only be running off 2 gases for a while.
NarutO
Profile Blog Joined December 2006
Germany18839 Posts
August 02 2013 19:07 GMT
#2760
On August 03 2013 03:22 KingofGods wrote:
It really depends on how quickly the zerg puts the hatch up. Ideally of course you want to kill the hatch before it goes up or just as it finishes before the zerg can get the queen out. But if you are like Hyun and actively save resources and plan to do it the hatch will actually finish before your barracks. At that point you have no choice but to chill on the high ground and slow push out with tanks. Throw up a 3rd asap as you will be banking minerals very quickly since you will only be running off 2 gases for a while.


If its his first hatch? He still has to go hatch, pool, hatch and its always possible to bunkerrush it. It cannot finish before my barracks as it has a longer building time and I have never seen it actually go up before the barracks. 100 seconds? Sorry but never seen and there is no situation where you can be forced onto the highground
CommentatorPolt | MMA | Jjakji | BoxeR | NaDa | MVP | MKP ... truly inspiring.
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