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The HotS Terran Help Me Thread - Page 141

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.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 06 2013 15:07 GMT
#2801
yea roach hydra is kinda lack luster imo I have yet to lose with it either seeing it and making tanks or just going straight mmm lol
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 07 2013 07:48 GMT
#2802
I hate mutas so much!!
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 07 2013 12:03 GMT
#2803
LOL Mutas are interesting... If someone goes mass mutas there actually is a timing where the gas they spent on them is just to much and they can't defend so while you are making turrets in your main base and using ur rally units to defend you go and counter.... it shuts down their harass and maeks it so they have to go home to defend or lose the base race LOL
Slashiepie
Profile Joined May 2013
107 Posts
August 07 2013 12:52 GMT
#2804
On August 05 2013 07:59 Rhaegal wrote:
What's the standard TvT opener now? I hate going 11 gas banshee, because it just seems like everyone goes cloak banshee as well and you are just killing eachother's scvs.

Is reaper, cc, 3 rax good in the current meta? and then just add turrets?

Cloak banshee comes so fast now, and it seems like if your opponent has good micro not even 3 turrets will stop it from doing damage and throwing you off.


Watch Demuslim vs Alive (WCS America from yesterday) to see how Alive countered the Cloakshee build from Demuslim with a Raven and a Viking

TheBaLinOne
Profile Joined June 2013
Germany16 Posts
August 07 2013 13:48 GMT
#2805
How to hold this 2/2 Timing push with Roach hydra at 160 supply? It seems kinda strong and i think I should have dropped him earlier to get more time and army. Any suggestions how to hold this push more efficiently?

http://drop.sc/353375
Buchan
Profile Joined July 2011
Canada184 Posts
August 07 2013 14:13 GMT
#2806
What are you guys doing in TvP right now? I really don't get it. I see pros doing reaper openings into widow mine drop harass into standard aggressive play. But I find that Protoss players too often all in for anything other than 1 rax cc to be viable. Reaper into factory play just dies against so many all ins form protoss. So I end up trying to do 3 rax early drop harass but it gets shut down every time by nexus cannon. So then I just try and identify whether they are going collosus/ high templar, build counter and pull all my scv's and 2 base all in.

The thing is my micro is good and I can control my army/ vikings/ ghosts but I feel that if it gets to the late game unless the Protoss makes a huge mistake I'll basically always lose even if I win engagements as best I can.
Matta
Profile Joined July 2013
United States116 Posts
Last Edited: 2013-08-07 15:38:00
August 07 2013 15:36 GMT
#2807
On August 07 2013 23:13 Buchan wrote:
What are you guys doing in TvP right now? I really don't get it. I see pros doing reaper openings into widow mine drop harass into standard aggressive play. But I find that Protoss players too often all in for anything other than 1 rax cc to be viable. Reaper into factory play just dies against so many all ins form protoss. So I end up trying to do 3 rax early drop harass but it gets shut down every time by nexus cannon. So then I just try and identify whether they are going collosus/ high templar, build counter and pull all my scv's and 2 base all in.

The thing is my micro is good and I can control my army/ vikings/ ghosts but I feel that if it gets to the late game unless the Protoss makes a huge mistake I'll basically always lose even if I win engagements as best I can.


I'm only gold, but I actually enjoy all-ins because I feel like if I go marine/mine with some emergency bunkers I usually will be alright, and most of the time I've got my second CC ready to go and then just power up and move forward. Conventional Protoss aggression (like Stalker/Zealot mix) plays really well for me, but that's because I think I'm still learning how to be aggressive on my own and do timing pushes.

Maybe try to bait the Nexus cannon? Like, save a boost and lurk around the Protoss base, then glide in, start to drop a marine or two, and then once he cannons you just lift them up and boost away, or leave the marine behind to take the damage from the Cannon, wait and then fly in again. Also you could try to do multiple drops at once, baiting a cannon at one, and then dropping at another. Some Protoss get overconfident and never build cannons because they have the MSC.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Aquila-
Profile Blog Joined April 2011
516 Posts
August 07 2013 15:42 GMT
#2808
On August 07 2013 23:13 Buchan wrote:
What are you guys doing in TvP right now? I really don't get it. I see pros doing reaper openings into widow mine drop harass into standard aggressive play. But I find that Protoss players too often all in for anything other than 1 rax cc to be viable. Reaper into factory play just dies against so many all ins form protoss. So I end up trying to do 3 rax early drop harass but it gets shut down every time by nexus cannon. So then I just try and identify whether they are going collosus/ high templar, build counter and pull all my scv's and 2 base all in.

The thing is my micro is good and I can control my army/ vikings/ ghosts but I feel that if it gets to the late game unless the Protoss makes a huge mistake I'll basically always lose even if I win engagements as best I can.


Reactor first into CC and factory is actually much safer than gasless FE. The Reaper can scout for proxies and for what allin he is gonna do, then you can get Mines or Tanks and if he is not allining you can use the Mines offensively to drop them. If you do damage you can follow it up with a 2 base timing that should kill him.
Matta
Profile Joined July 2013
United States116 Posts
Last Edited: 2013-08-07 15:51:19
August 07 2013 15:50 GMT
#2809
What are people's thoughts regarding having a couple Vikings against Zerg when going mine/marine/medivac, to snipe off overseers and overlords? I feel like the most common transitions I'm seeing is ling -> bane/ling -> muta/ling/bane -> ultra/ling and I struggle hard against that with my forces; I get surrounded and then banelings just sweep through and wipe out my entire marine army. I actually do okay at fending off muta aggression, it's the engagements in mid that are cleaning me out. My initial thought is that those vikings would most likely get cleaned out by the mutas.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
DKR
Profile Blog Joined June 2011
United Kingdom622 Posts
August 07 2013 15:59 GMT
#2810
On August 08 2013 00:50 Matta wrote:
What are people's thoughts regarding having a couple Vikings against Zerg when going mine/marine/medivac, to snipe off overseers and overlords? I feel like the most common transitions I'm seeing is ling -> bane/ling -> muta/ling/bane -> ultra/ling and I struggle hard against that with my forces; I get surrounded and then banelings just sweep through and wipe out my entire marine army. I actually do okay at fending off muta aggression, it's the engagements in mid that are cleaning me out. My initial thought is that those vikings would most likely get cleaned out by the mutas.



That has been a tactic to clear over drop paths since 2011. Was popularised in Korea and they sometimes took viking before medivac just to force all OL's back to base.
"1 base. Cheese man." - MKP. "[MVP] is not stylistic, his style is winning, which is the style you want to have." - Artosis
DBS
Profile Joined July 2012
515 Posts
August 07 2013 16:09 GMT
#2811
On August 06 2013 13:05 LiLSighKoh wrote:
Show nested quote +
On August 06 2013 11:13 DBS wrote:
On August 06 2013 09:03 LiLSighKoh wrote:
On August 06 2013 08:12 AyaaLa wrote:
On August 06 2013 07:32 krooked wrote:

I also wonder about Siege Tanks. I know that 4M is BETTER, but I am SO bad at playing it, and I feel its just completely shit OR completely OP depending on how the engagements go down. I was way better with tanks, and I wonder if its just stupid to use them, or if the difference isn't so big - i.e tanks are completely fine if I prefer them.


Marine tank works well. Go for it.

I don't see why you would go for tanks, other then to be safe from a roach bane all in or some other really aggressive attack, or they are committing heavily to roaches, roach/hydra. Other than that, mines are better in a lot of aspects, which is why you don't see pros going into constant tank production mid-late game TvZ. Even if they commit to a roach baneling heavy Hyun style, or a roach hydra composition and you somehow survive the big 2-2 attack, you'll end up with a better army and composition.


First of all, it is largely map dependent. For example, Fantasy nearly exclusively goes marine tank on newkirk, but often plays bio mine on other maps . also, in an even game marine tank is vastly superior to 4M vs roach hydra. I believe it was Dwf or Ver or somebody highly ranked said that earlier in the thread, and my personal experience confirms it.

I never said which comp was superior against roach hydra, I was just saying you can end up ahead if you survive that big initial attack from the zerg without losing a ton of stuff. Also read the first sentence i typed, I said "I don't see why you would go for tanks unless they are committing heavily to roaches, roach/hydra. Personally I always die to that big 2-2 attack if i'm going bio/mine, so when i scout that he's gonna commit to that composition, i lift and produce tanks. I agree with what you said though.


Unless i can confirm Muta ling bane, I default to tanks, i just feel like it is superior vs every other composition (Hyun style mass roach bane, roach hydra, roach ling, infestor ling (but who does that anymore)) and its still a very winnable game vs muta ling bane.
"a pitchfork is for hay. a trident is for killing bitches." -djwheat
Yusei
Profile Joined December 2012
Canada27 Posts
August 07 2013 17:37 GMT
#2812
In HoTS TvT is by far my worst match-up. I was okay in WoL, but after the introduction of the hellbat it went down the tubes. I never liked agressive openings in TvTs. I just didn't feel comfortable with the multitask in the early game. I was wondering with the hellbat nerf and the resurgence of cloak banshees, is the old-school 1rax-expand viable again? I liked how defensive and macro-oriented it was and was hoping to be able to go back to it.
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
August 07 2013 17:46 GMT
#2813
Orbital Command Vs. Planetary Fortress

Super newb here (High silver) but I noticed something in my game play from low bronze to high silver in that I have abandoned the PF for OC all together. I noticed that it is very rare for any of the masters to really have any PF and I was wondering if that is a wise choice going into Gold?

When I first started my first CC would become orbital but then my natural would almost always be a PF to help protect my expansion. But as my timing got better I would start building a couple of tanks and sieging them up to protect the natural and going for the second OC. Then as I fished the minerals at one base I would just float the OC over to the next and keep mining. So at most I might have 3 OC's at a time.

So, I was wondering, are PF's ever a good idea? Should I be building a new CC at every mineral line or just reuse the same 3 over and over?

Any tips on how to progress from silver to gold? I find that I am losing to the longer plays so I end up trying to finish every game in under 20.
"Believe in yourself" - Day[9]
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
August 07 2013 18:14 GMT
#2814
PFS are a good idea past ur 3rd CC but usually you need your first 3ccs as Orbitals and when you take your 4th because of how far it usually is from your main or where you are fighting to defend against little amounts of pressure while you are fighting you make it a PF and everyone past that
teuthida
Profile Joined March 2013
United States104 Posts
August 07 2013 18:37 GMT
#2815
Agreeing, first 3 bases should be orbitals, you can make a bunker with marines + a turret at your 3rd if you are worried about run-bys or drops. Your natural should be defended with bunker(s) and/or a depot wall (v. zerg) and your rallied army.
Buchan
Profile Joined July 2011
Canada184 Posts
Last Edited: 2013-08-07 18:39:59
August 07 2013 18:39 GMT
#2816
I just thought of an idea for TvP. I was thinking of setting up a contain on 2 base rather than a straight up all in. Go 5 rax before 3rd CC get a lot of units push out with 5 or so SCV's drop bunkers and missile turrets outside Protoss natural and just build vikings/ ghosts to counter. It seems like it could work well with the way toss's play in HoTS (greedy). What do you guys think?
krooked
Profile Joined May 2011
376 Posts
August 07 2013 18:40 GMT
#2817
mygodsnameiskyle:

3 first bases always OC, then forth PF to help against runbys.

I went from bronze to platinum in 3 weeks when I first started, and the most important part is obviously: play a lot.

Other than that I think its important to learn a good opener for each match up that you get down super tight (remember to be fast and hit every timing), with a good idea of how you want the game to look. When you've figured out your opening for each match up and how you want to play it (watch pro's, replays and day9 etc, but PLAY A LOT!), you need to learn scouting techniques, so that you don't get cheesed. When you are comfortable against all ins, and you've been practicing macro and have knowledge about how the match up should play out, you will get better by playing, and you will be playing the correct way.

Since I've already started writing I'll just write a little guide here. I don't have too much experience in HotS, I was a high diamond player in WoL back in early 2012 then had a hiatus, but as I see it right now, this is the best ways to play the match ups these days:

General tips for all match ups:

- Do a FE-build, scout with your scv (check gas timings, chronoboost, and see if he gets an expo so you know if he's cheesing.

- Add production facilites. On two bases you can have 3 rax, 1 fact and 1 starport + engie bay upgrading. After that, just add production facilites and keep your money low

'- Get a third between 10-13 minutes, after that keep adding OCs.

- Understand the importance of upgrades - Do not forget to keep on upgrading, and if you choose to delay your upgrades you need to do damage to him.

- Scan enemy base at about 6-7 mins (especially important TvP TvT) to know if cloak units are coming,

- Except TvT, wall in your third / fourth with supply depots.

- DROP! In midgame/lategame you should be doing multi pronged drops at all times. Make sure your army can't get a-moved (keep marines ahead of your main army etc) and harass him. While the drops are going down, push up in the middle. This is effective on all levels, ridiculously good at your level.


TvT:

- 1rax FE into reactor hellions, pressure with marines, hellions and medivac. Its in the OP. If you execute this correctly you will just kill a silver player.

- Don't let him siege up outside your base, do that to him instead. He will probably lose

- Against mech and you've opened for tank marine, go bio with a lot of marauders. Do not attack his army, go for trades if you can but just drop a lot and keep taking out expands.

- Watch out for BC switch. If he has air control (more vikings than you) he can go for BCs and you just die, so be prepared with vikings of your own if that does happen.

TvP:

I recommend 1raxFE (gas 12 reaper exp or gas 15, two marines, reactor), then add 2 rax, e-bay if needed and factor+starport. Push out with stim and medivacs at about 10 minutes. Don't attack into him unless you are sure you will kill him. Go for a drop or just take map control. Most important thing is to see if he is going colossus or high templars. Look for his third, if he is taking it, take it out. Drop main base and rush in and snipe the third.

- If you see colossus, I recommend adding a starport and get a lot of vikings. When you are at about 140/150 supply, get ghost academy. In TvP, the bio mass is less important than vikings/ghosts. You need to hardcounter his AoE-units.

- Lategame, get a ridiculous amount of barracks. You need to remax QUICKLY even if you destroy the P in the engagement.

- Go for mass marine/ghost/medivac (vikings if needed) lategame. He will be warping in mass zealots and you need the dps to kill him fast.

- Go for his bases, do not go for the kill. You must win the war of attrition because you normally won't be able to camp his production and kill him off lategame.

- Make turrets and bunkers at your expos to kill DT/zealot runbys.

TvZ:

I recommend CC first (@14), rax(@15), double gas (@18] and use the cc as a supply depot. Scout with scv and look for lings w speed or cheeses. Take map control with hellions and secure your natural (wall in at natural). Go for double upgrades and get marines / mines en masse. When you get out medivacs, drop him several places while pushing up the map with your main force. Clear out creep and be slow and methodical. Don't go with the bulk of your army onto creep unless you can snipe an expo while his army is busy with your drops.

- Watch out for the ultra switch, defend your expands while taking out his. You will win the game if you achieve this.

Badly written but hopefully people can correct me on it. I think its decent advice and if you manage to apply it you won't be in silver for long
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
August 07 2013 19:21 GMT
#2818
On August 08 2013 03:40 krooked wrote:
mygodsnameiskyle:

3 first bases always OC, then forth PF to help against runbys.

I went from bronze to platinum in 3 weeks when I first started, and the most important part is obviously: play a lot.

Other than that I think its important to learn a good opener for each match up that you get down super tight (remember to be fast and hit every timing), with a good idea of how you want the game to look. When you've figured out your opening for each match up and how you want to play it (watch pro's, replays and day9 etc, but PLAY A LOT!), you need to learn scouting techniques, so that you don't get cheesed. When you are comfortable against all ins, and you've been practicing macro and have knowledge about how the match up should play out, you will get better by playing, and you will be playing the correct way.

Since I've already started writing I'll just write a little guide here. I don't have too much experience in HotS, I was a high diamond player in WoL back in early 2012 then had a hiatus, but as I see it right now, this is the best ways to play the match ups these days:

General tips for all match ups:

- Do a FE-build, scout with your scv (check gas timings, chronoboost, and see if he gets an expo so you know if he's cheesing.

- Add production facilites. On two bases you can have 3 rax, 1 fact and 1 starport + engie bay upgrading. After that, just add production facilites and keep your money low

'- Get a third between 10-13 minutes, after that keep adding OCs.

- Understand the importance of upgrades - Do not forget to keep on upgrading, and if you choose to delay your upgrades you need to do damage to him.

- Scan enemy base at about 6-7 mins (especially important TvP TvT) to know if cloak units are coming,

- Except TvT, wall in your third / fourth with supply depots.

- DROP! In midgame/lategame you should be doing multi pronged drops at all times. Make sure your army can't get a-moved (keep marines ahead of your main army etc) and harass him. While the drops are going down, push up in the middle. This is effective on all levels, ridiculously good at your level.


TvT:

- 1rax FE into reactor hellions, pressure with marines, hellions and medivac. Its in the OP. If you execute this correctly you will just kill a silver player.

- Don't let him siege up outside your base, do that to him instead. He will probably lose

- Against mech and you've opened for tank marine, go bio with a lot of marauders. Do not attack his army, go for trades if you can but just drop a lot and keep taking out expands.

- Watch out for BC switch. If he has air control (more vikings than you) he can go for BCs and you just die, so be prepared with vikings of your own if that does happen.

TvP:

I recommend 1raxFE (gas 12 reaper exp or gas 15, two marines, reactor), then add 2 rax, e-bay if needed and factor+starport. Push out with stim and medivacs at about 10 minutes. Don't attack into him unless you are sure you will kill him. Go for a drop or just take map control. Most important thing is to see if he is going colossus or high templars. Look for his third, if he is taking it, take it out. Drop main base and rush in and snipe the third.

- If you see colossus, I recommend adding a starport and get a lot of vikings. When you are at about 140/150 supply, get ghost academy. In TvP, the bio mass is less important than vikings/ghosts. You need to hardcounter his AoE-units.

- Lategame, get a ridiculous amount of barracks. You need to remax QUICKLY even if you destroy the P in the engagement.

- Go for mass marine/ghost/medivac (vikings if needed) lategame. He will be warping in mass zealots and you need the dps to kill him fast.

- Go for his bases, do not go for the kill. You must win the war of attrition because you normally won't be able to camp his production and kill him off lategame.

- Make turrets and bunkers at your expos to kill DT/zealot runbys.

TvZ:

I recommend CC first (@14), rax(@15), double gas (@18] and use the cc as a supply depot. Scout with scv and look for lings w speed or cheeses. Take map control with hellions and secure your natural (wall in at natural). Go for double upgrades and get marines / mines en masse. When you get out medivacs, drop him several places while pushing up the map with your main force. Clear out creep and be slow and methodical. Don't go with the bulk of your army onto creep unless you can snipe an expo while his army is busy with your drops.

- Watch out for the ultra switch, defend your expands while taking out his. You will win the game if you achieve this.

Badly written but hopefully people can correct me on it. I think its decent advice and if you manage to apply it you won't be in silver for long


WOW! Thanks! I have been trying to play as much as I can. I have now watched all of the newbie tuesdays, bronze league heros and as many day9 daylies I can. My boss plays too so I even just let them play in the background while I work and go back to them when i need to see something.

Thanks for the guide above (printed so it can sit in front of me when I play). Couple of questions though.

1. I checked the Liquidpedia for BC switch and don't see it. I am not sure what that could be.
2. Drops... I have a friend who is in Diamond that says I should do more drops too, but I kinda suck at them. Instead of being harassment, it ends up being a battle where I drop them off and lose everything eventually. Either because A) I get greedy after killing a lot of workers and try to take out the CC/ Hatch/ Nexus or B) can't get everything loaded and speeding away before his army walks up. Is there a good way to "practice" this without being in game. Kinda like Day9's drills?

Which if there are any other newer players reading, these were HUGE for my growth in my macro skills. Still working on my micro, but I think these will help too!
"Believe in yourself" - Day[9]
krooked
Profile Joined May 2011
376 Posts
August 07 2013 20:04 GMT
#2819
No problem man. I'd like to add tho: Playing is MUCH more important than reading guides, watching day9 etc. If your freetime @ computer = Sc2/sc2-related stuff, you should play 70%, watch reps 10% and read guides/watch day9 10%. Oftentimes people get ladder fear or just feels they are gonna lose when laddering, so accepting to lose a lot is important. If you want to get good you need to play, not do all that other jazz. Not saying that you do this, but I know a fair share of people who wanted to get good in this game, stuck in gold since 2011 because all they wanna do is watch day9 and get great theoretical knowledge of the game but because lack of playing time still suck.

1. BC switch = Battlecruisers. If he has air control, he can simply move into battlecruisers. You need vikings and possibly ravens to stop this.

2. First of all, drops are annoying to deal with. You force them do to something they'd rather not, i.e while they wanna macro, take another base or whatever, they have to run and take care of your drop. If you drop several places at once, he has to split up his army correctly so he doesn't send too little or too much. This is hard to deal with. It also takes pressure OFF you, so you are free to roam the map. You can snipe a hatch that stands undefended while you drop his main and his third etc .In TvZ you may struggle with muta harass. If you keep dropping him, he needs to use his mutas for drop defence.

That's only the effects drops have before they've even done damage. That's just the THREAT it poses when they come in. Then there is the actual danger of what a drop can potentially do. You can snipe hatches (most important part imo) or key tech (getting ultra caverns for instance), or take out drones.

Now, when you drop, make sure that you keep an eye on the drop if you expect defence there (static defence or units). Have afterburners ready so you can boost right out of there (or boost over cannons/spores). If you can safely land your drop, do it, stim the units and just attack what seems most important at the time (spawning pool, drones, hatch) and just let it stand there while you do something else. When his units arrive, quickly load the medivac and boost away. Let that medivac just wait outside his base (unless he has mutas/phoenix/VR) and threaten at the other side of the map (for instance his third or fourth base).

It doesn't really matter if you lose your medivacs because even though medivacs are important, you dropping should make you able to have a solid economy, keep pressure from him at bay and you should always be able to remake lost units. Sooner or later, he will be forced to go in a head to head with your main army which at this point should be in prime position outside his base, ready to completely rape him OR trade (if you've sniped hatches and kept your OCs/PFs you win the war of attrition)
DaveSprite
Profile Joined February 2013
United States79 Posts
August 07 2013 20:34 GMT
#2820
Quick question: What is the proper reaction when a Protoss's 4gate /3gate with expo just walks right past your bunker and into your mineral line? I usually don't have too many scvs at my nat at this time and evacuating the bunker to chase seems really dangerous
Caw Caw Motherfucker
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