The HotS Terran Help Me Thread - Page 15
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OwnDizzzld
United Kingdom18 Posts
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HeeroFX
United States2704 Posts
On March 22 2013 01:22 OwnDizzzld wrote: How are terrans dealing with ultras? .. I really struggle against them atm Depends if you went mech siege tanks and thors do great. With bio all u cand do is make marauders and kite. | ||
uncarlo
United States16 Posts
This is the build | ||
padfoota
Taiwan1571 Posts
On March 22 2013 01:22 OwnDizzzld wrote: How are terrans dealing with ultras? .. I really struggle against them atm Style? Bio or mech? If mech then you should have sick upgrades by now, maintaining a double digit tank count at all times, so grab a couple thors and thats it. Watch out for the constant tech switches (BL>Ultra>BL>Ultra) as that could easily leave you gimped at some areas...but obviously you'll want a decent viking count at all times too to counter the vipers. If bio Depending how far into the ultra stage you are. If the opponent is struggling and managed to ink out a couple ultras along with his ling bling infestor composition then sticking with bio is fine. As long as you can prevent the build up. If you are looking at a progressively harder and harder to deal with amount, get tanks. By this time if you were toe to toe with the zerg, you should be on 4 bases by now, which means 10+ barracks, 2+starports, and 2 or more factories depending if you utilized mines/hellions at all or not, so pumping out tanks shouldnt be a big problem. When kiting against ultra+ling+bling army, try to focus fire down the ultra while kiting, as those in large numbers are a total pain, and you wan to keep the number down (and they cost a shitton, plus the zerg is usually busy injecting+spreading creep to bother microing them) If you needed tanks mid game then the upgrades you got then will definetely help heaps, and if not, start grabbing weapon upgrades asap. Adding in thors when your style is bio is weird, as 1. You dont have enough factories to quickly pump tank+thor at the same time, and 2. No upgrades on the thors. Tanks you want 4-6 at least when dealing with heavy counts, and obviously a large amount of marines and marauders to help. If you are barely holding on your third base and his ultras are already knocking on your front wall then thats a completely different story. On March 22 2013 02:13 uncarlo wrote: Hello, can somebody explain why YoDa's Reaper FE into Widow Mine Drop only works on versus Terran? I started studying and practicing this build yesterday, and I was wondering that. I haven't yet tried it in real games, just been playing vs the AI. And I'm curious as to why it wouldn't work vZ or vP. This is the build Reapers effectiveness in TvZ is drastically reduced due to queens, speedlings, and roaches. Normally you dont even bother getting reapers at all in this matchup due to the effectiveness of hellion/banshees, even for scouting purposes. Handling counter attacks also becomes rather sketchy as reapers dont have enough dps (if they are alive) Widowmines are great in TvZ, and widowmine drops are definetely a total pain in the ass to deal with from a zerg PoV, but you want that to hit as early as possible, and reaper gas cost prevents that. Reapers effectiveness in TvP is the absolute worst due to the current style of rushing mothership core along with a stalker early on, both shuts down reapers hard. Reapers at most can scout a bit, but due to the current heavy usages of stargate openers, you want more marines asap now, and reapers take up barracks usage. They also cannot shoot up, and have shit dps when it comes to defense. Widowmines are good in TvP for defense purposes, so nowadays you see 12rax 15gas(after orbital), 2 marines into reactor (for heavy marines), expand (15 gas allows this), factory on 100 gas (for widowmine defense), starport after factory (for early dropship for attacking or defending) To elaborate especially on the TvP part, people are using starport builds HEAVILY. Reapers do not do SHIT against that. Oracle builds have been killing terrans left and right, so at most people will open one reaper and go scout, while the rest of the time people will just focus on getting a high marine count early on, rely on scan for scouting, and throw down turrets+bunkers as needed. Obviously widowmines are great for defense here, but thats a seperate experience. YoDas build has one part where I see a specific korean GM using - 4 widowmine drop. Except, he opens 11 gas 13 rax into fast factory + reactor on rax. Im not sure how he does it, but looking at his build order each game, then his match history, it seems like hes been enjoying quite a lot of success with this build. But as you can see, he skips the reapers entirely, as 50gas a pop for a long ass build time unit isnt that great in the other two matchups. Widowmine drops effectiveness drops drastically as the game progresses. From a personal point of view (kr dia-masters..not sure havent been promoted yet, all opponents have been masters in both ranked and unranked), players are starting to adapt very well to widowmines drops in general, and I can see them lose effectiveness over time....but thats not to say a good reaper micro wont fuck up somebody's opening hard. | ||
JamesMantis
Italy5 Posts
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zbedlam
Australia549 Posts
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blackone
Germany1314 Posts
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Fake)Plants
United States373 Posts
Later on in the game, I feel like I have enough turret coverage / sensor towers to deal with them. But should I consider mines before tanks until I have my 3rd up and running? | ||
Kaught
Chile3 Posts
![]() And other thing, how can i improve my "marine split" ? | ||
Lennac
Canada12 Posts
I basically am trying to learn to macro my economy as best as I can so my army consists entirely of marines/marauders with medivac's as support. I also throw down the engi bay and upgrade as much as possible. If this gets stopped and we progress into late game I start throwing in tanks, banshees to counter certain units, etc. etc. Anyway, playing TvP I stopped a pair of attacks and then launched my whole army at him and won the game (yay). Anyway, he said "nice marine cheese" and ragequit I suppose. Anyway, not that it really bothers me, but what is the definition of a marine cheese? I'm not rushing, I thought this was just a typical bio build? Just a general question of sorts that I'm curious about. Learning the lingo and terminology I feel is important to learning this game as well... though, tertiary compared to in-game knowledge and mechanics, but important nonetheless. | ||
Jazzman88
Canada2228 Posts
On March 22 2013 11:27 Kaught wrote: Hi guys im having a lot of fun playin terran ![]() And other thing, how can i improve my "marine split" ? I would recommend going to YouTube and searching up MLG Dallas' casts, and check around r/AllThingsTerran for some build order advice and replays. As far as Marine splitting, if you're not Diamond or better, Marine splitting shouldn't be an area of focus for you, as your APM will almost always be better spent doing something else less precision-based during your fights. Just pre-split the Marines (groups of 3-4 Marines spread out a little) and then you can have a better chance of hitting your macro keys for reinforcement while you're doing the less-intensive techniques of pulling back and letting the Mines/Tanks take shots on Banes. | ||
Empirimancer
Canada1024 Posts
How do you keep track of the opponent's army as Terran? Protoss have observers, Zerg have creep, overlords, and burrowed zerglings. What do Terrans have? | ||
Lennac
Canada12 Posts
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Empirimancer
Canada1024 Posts
On March 22 2013 12:52 Lennac wrote: Terran has Ravens. -_- | ||
DrDevice
Canada132 Posts
On March 22 2013 12:50 Empirimancer wrote: Mainly we have the ability to place a marine here and there around the map in critical places, the same way zergs put a zergling here and there in critical places for vision. Also scan is obviously good but situationally since it's expensive. However the later in the game it gets and the more territory you need to defend, the more orbitals/scans you should have. Hello, I used to play Protoss but I switched to Terran for HOTS. How do you keep track of the opponent's army as Terran? Protoss have observers, Zerg have creep, overlords, and burrowed zerglings. What do Terrans have? | ||
HanSomPa
United States87 Posts
On March 22 2013 12:50 Empirimancer wrote: Hello, I used to play Protoss but I switched to Terran for HOTS. How do you keep track of the opponent's army as Terran? Protoss have observers, Zerg have creep, overlords, and burrowed zerglings. What do Terrans have? Frankly, you have to be active with your army. So to summarize, map control. It's all about controlling your opponent through drops and pokes and that's how you know where his army is. Your force it where you want it to be. Drops and pokes against all races to keep them honest. You use scans only to, clear creep, snipe observers, and early game to determine allins and such so you're not playing blind. | ||
Lennac
Canada12 Posts
I thought you were asking about detector units specifically (observers, overseers). Marine's are cheap, particularly later in the game, so as someone already said, you can place single units in strategic places. Or use small groups to constantly scout... Additionally scans can be very important... But I don't like using them unless I have to, preferring to utilize the orbital energy for MULEs. So I guess to answer your question fully. It's a combination of Ravens (for detection), Marines for cheap ground scout, and scans for instant detection/reveal. Much like Zerg's combination of Overseer's, creep, and burrowed lings, you need to decide how best to utilize your options. | ||
KonanTenshi
Sweden210 Posts
Kinda that's it | ||
HTOMario
United States439 Posts
On March 22 2013 12:50 Empirimancer wrote: Hello, I used to play Protoss but I switched to Terran for HOTS. How do you keep track of the opponent's army as Terran? Protoss have observers, Zerg have creep, overlords, and burrowed zerglings. What do Terrans have? Sacrifice a marine / watch towers / scans. | ||
J.E.G.
United States389 Posts
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