The HotS Terran Help Me Thread - Page 141
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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
United States1072 Posts
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KingofGods
Canada1218 Posts
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Pirfiktshon
United States1072 Posts
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Slashiepie
107 Posts
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
Germany16 Posts
http://drop.sc/353375 | ||
Buchan
Canada184 Posts
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
United States116 Posts
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. | ||
Aquila-
516 Posts
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
United States116 Posts
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DKR
United Kingdom622 Posts
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. | ||
DBS
515 Posts
On August 06 2013 13:05 LiLSighKoh wrote: 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. | ||
Yusei
Canada27 Posts
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mygodsnameiskyle
Canada33 Posts
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. | ||
Pirfiktshon
United States1072 Posts
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teuthida
United States104 Posts
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Buchan
Canada184 Posts
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krooked
376 Posts
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
Canada33 Posts
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! | ||
krooked
376 Posts
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
United States79 Posts
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