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The HotS Terran Help Me Thread - Page 162

Forum Index > StarCraft 2 Strategy
Post a Reply
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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.
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 26 2013 20:52 GMT
#3221
The new maps seem tough for terran. The 3rds are soooooo exposed, regardless of which one you take. And at the same time it's not really droppable because you have to fly through the nat or the 3rd to get into main.
Doko
Profile Joined May 2010
Argentina1737 Posts
August 26 2013 21:18 GMT
#3222
Can someone explain to me why the hell do protoss try to play phoenix colossus? Its 5000x easier to deal with than ground based comps.
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 26 2013 21:31 GMT
#3223
They saw Jim do it in WCS.

Those who are having trouble against zerg all ins ling / bane or roach / ling / bane try hellion banshee. I easily crushed like 5+ zerg all ins already in the last couple days.
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
August 26 2013 21:37 GMT
#3224
On August 27 2013 06:18 Doko wrote:
Can someone explain to me why the hell do protoss try to play phoenix colossus? Its 5000x easier to deal with than ground based comps.

Because they are oracle bitches so they have a starport anyway, and if you under-make Vikings, you lose, and if they max out, then you are left with 50 supply of Vikings to fight their remax on gateway units.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 26 2013 22:49 GMT
#3225
On August 27 2013 06:18 Doko wrote:
Can someone explain to me why the hell do protoss try to play phoenix colossus? Its 5000x easier to deal with than ground based comps.


Because they don't understand that in addition to having no gas for upgrades (seriously, watch how slow a Phoenix/Colossi player gets upgrades), if you don't have to make Ghosts, you can make a million Marauders and Vikings. This means the Protoss gets to take -3 bases as you pick them all off with Marauders and then target fire the Colossi with the Vikings for an easy win.
ghostH27
Profile Joined November 2012
15 Posts
August 27 2013 01:35 GMT
#3226
How many worker should I kill when I try to do 1base cloak banshee opening against FE in TvT?
Is there criterion success or failure? I killed 5 worker not enough?
Bulugulu
Profile Joined March 2011
Israel250 Posts
Last Edited: 2013-08-27 07:46:16
August 27 2013 07:42 GMT
#3227
On August 27 2013 10:35 ghostH27 wrote:
How many worker should I kill when I try to do 1base cloak banshee opening against FE in TvT?
Is there criterion success or failure? I killed 5 worker not enough?


5 workers is good, it already covers the cost of 1 banshee+cloak. However it depends when he expanded and when you're expanding and what damage he's done to you and what opening he did.
If he got detection late, 5 kills is very few. If he went early raven then it's very good. If he went cc first then it may not be enough for you to catch up in economy..

EDIT: Against FE (gasless expand or 15 gas expand or CC first), you would probably want more scv kills than that however you shouldn't suicide your banshee to kill scvs - if possible lower his marine count and followup with a tank push especially if you can keep his marines at the back of his base. Meanwhile expand to the low-ground and add a 3rd CC to catch up if necessary.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
August 27 2013 08:24 GMT
#3228
On August 27 2013 07:49 Jazzman88 wrote:
Show nested quote +
On August 27 2013 06:18 Doko wrote:
Can someone explain to me why the hell do protoss try to play phoenix colossus? Its 5000x easier to deal with than ground based comps.


Because they don't understand that in addition to having no gas for upgrades (seriously, watch how slow a Phoenix/Colossi player gets upgrades), if you don't have to make Ghosts, you can make a million Marauders and Vikings. This means the Protoss gets to take -3 bases as you pick them all off with Marauders and then target fire the Colossi with the Vikings for an easy win.


Actually when micro'ed right colossi/phoenix is very good during the mid to mid-late game.

What most protoss suffer from is still the 1A syndrome. Instead during an engagement as toss you need to:

1. FF out a portion of the Terran army, saving at least 1 guardian shield.

If Terran pulls back the vikings and the rest of the army:

2a. Kill the FF'ed portion of his MM.

3a. If the T chooses to engage again, you should be able to win the fight easily. Your phoenixes fighting the vikings should buy your colossi enough time to dish out enough damage to win the engagement convincingly. If the T targets your colossi, he will lose all his vikings pretty fast and you can use graviton beam to help out your colossi-less ground army.


If the Terran lifts his FF'ed forces away:

2b. Target and kill the full medivacs with phoenixes/stalkers, it's acceptable to lose a few phoenixes in the process.

3b. Depending on how much of his MM ball you killed, you can either choose to back off to a better position or press forward - you've traded 2-4 phoenixes for 2-3 medivacs full of units, either way the next engagement just became that much more favorable for you.
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
August 27 2013 08:57 GMT
#3229
http://drop.sc/355765
Can anyone here critique this replay for me?
I had a supply lead almost the whole game I stayed at least 1 upgrade ahead the whole game I denied his third and sniped his natural at the same time while having a saturated third myself. So where did I go wrong? I understand my ghosts were a little late and my army control was sub par and my rax production slipped for a bit but can anyone find any other major errors?

Thanks
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
jae7cho
Profile Joined December 2011
35 Posts
August 27 2013 10:34 GMT
#3230
Does anyone have a diagram or help me understand widow mine placements for above a ramp, below ramp, in a lane and the open field?
Kuroud0
Profile Joined May 2013
18 Posts
August 27 2013 11:20 GMT
#3231
Anyone can tell me one cheese build for every Terran match which are nice today in HotS? I want to try play some games with this builds because normally I play always a macro games, would be nice test other styles xD
Tactical
Profile Joined January 2011
United States77 Posts
August 27 2013 11:41 GMT
#3232
On August 27 2013 20:20 Kuroud0 wrote:
Anyone can tell me one cheese build for every Terran match which are nice today in HotS? I want to try play some games with this builds because normally I play always a macro games, would be nice test other styles xD


TvT Proxy Marauder or 11/11, or 1/1/1
TvP 1 marine 13 scv rush or 11/11, getting a bunker completed in their main is critical.
TvZ Nathanias's 4 Port Banshee, or double factory blue flame hellion, 11/11
Juice!
Profile Joined January 2011
Belgium295 Posts
August 27 2013 12:22 GMT
#3233
On the 3 new ladder maps. I have a hard time figuring out where i should take a 3rd or like how to defend it. Those maps seem really hard to me
Second place is just a fancy term for loser
BBLN
Profile Joined October 2012
16 Posts
Last Edited: 2013-08-27 12:36:09
August 27 2013 12:35 GMT
#3234
I need help with TvP, I don't know what I do wrong every game.
I am trying to do many drops and make economic damage but my engagements are always bad.
I am thinking about doing scv pull every game now

REPLAY
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2013-08-27 22:25:43
August 27 2013 13:09 GMT
#3235
On August 27 2013 21:35 BBLN wrote:
I need help with TvP, I don't know what I do wrong every game.
I am trying to do many drops and make economic damage but my engagements are always bad.
I am thinking about doing scv pull every game now

REPLAY

you can do much more drops. look at 18:30 for example, you still have 6 medivacs with your main army. you can easily make 3 drops and use the rest of the army to snipe the 3rd/4th. think about multipronged attacks rather than just dropping.

and yea, learn to take engagements a bit better. i'm sure you will learn it. your mistakes should be easy to fix.



once you're decent at these two things, TvP becomes really fun.



edit:
i personally really like bigger drops too. 3-4 medivacs in the main makes most people pull their whole army and you have free reign over 3rd and 4th

you mess most engagements up by not paying attention to your main army whatsoever. and some "interesting" decision making, like retreating when he only has 1 almost-dead collossus, but taking other engagements where he outnumbers/outteched you.

and remember tight macro. you especially want to build your 3rd CC very timely, cause you're softcontaining the protoss and actively denying/delaying his 3rd. you can easily force a slight eco advantage in almost every TvP.

one thing that helped me a lot in TvP was finding a hotkey setup that i felt comfortable with. dont listen to the perfection nazis who say you NEED to use 3 hotkeys. there's so many GMs who use less. i think mouzHeromarine uses two (1 bio, 2 vikings+ghost. idk how that makes sense), and i think dragon uses only one for whole army? i personally use two (one for bio+ghost and one for vikings). i think that's a really really nice simplification of perfect TvP micro.

learn to hit EMPs well. for example, if you see a HT dont aim the EMP on him directly, but try to EMP his future position, you understand? it's easy to estimate cause they walk slow. try to hit him with the outer ring of your EMP to maximize your range. blanket their whole army with these things in mind. and dont position the ghosts too far back.


just try to pay more attention to your army, do everything i said and your TvP will be fun and much better
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 27 2013 14:33 GMT
#3236
On August 27 2013 22:09 beg wrote:
Show nested quote +
On August 27 2013 21:35 BBLN wrote:
I need help with TvP, I don't know what I do wrong every game.
I am trying to do many drops and make economic damage but my engagements are always bad.
I am thinking about doing scv pull every game now

REPLAY

you can do much more drops. look at 18:30 for example, you still have 6 medivacs with your main army. you can easily make 3 drops and use the rest of the army to snipe the 3rd/4th. think about multipronged attacks rather than just dropping.

and yea, learn to take engagements a bit better. i'm sure you will learn it. your mistakes should be easy to fix.

once you're decent at these two things, TvP becomes really fun.


There's nothing quite like the exhilaration of seeing his army like 3 hexes out of position, suicide-stimming past, killing a Nexus, insta-lifting everything and doom dropping the main, killing some stuff, then speed-evacuate your way out as soon as he starts to reposition.

Although seriously, learn not to simply throw shit away unless you're going to get Probes/tech in return. Nothing is worse than target-firing a Nexus only to not get it in time and then get facerolled by the counterstroke.
Matta
Profile Joined July 2013
United States116 Posts
August 27 2013 21:19 GMT
#3237
So in the current meta in my position(high-ish gold?)/MMR, attacking my rax-making SCV with a scout is all the rage. It happened 4 out of the last 5 games I've played, and probably 7 out of the last 10. The flustering of getting off-plan aside, which I just gotta work through, how many SCVs should I pull? I shut one down hard with 4 SCVs, another I managed to chase off with 2, but if anyone knows the optimal amount to pull to prevent loss in mineral time and get rid of the scout, I'd appreciate it.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Nibbler89
Profile Blog Joined May 2011
884 Posts
Last Edited: 2013-08-27 21:45:57
August 27 2013 21:44 GMT
#3238
On August 28 2013 06:19 Matta wrote:
So in the current meta in my position(high-ish gold?)/MMR, attacking my rax-making SCV with a scout is all the rage. It happened 4 out of the last 5 games I've played, and probably 7 out of the last 10. The flustering of getting off-plan aside, which I just gotta work through, how many SCVs should I pull? I shut one down hard with 4 SCVs, another I managed to chase off with 2, but if anyone knows the optimal amount to pull to prevent loss in mineral time and get rid of the scout, I'd appreciate it.

1, you just pull one of your workers to attack the enemy scout as soon as you see it and chase it till it leaves your base.
Persh
Profile Joined February 2012
Estonia108 Posts
August 27 2013 21:52 GMT
#3239
On August 28 2013 06:19 Matta wrote:
So in the current meta in my position(high-ish gold?)/MMR, attacking my rax-making SCV with a scout is all the rage. It happened 4 out of the last 5 games I've played, and probably 7 out of the last 10. The flustering of getting off-plan aside, which I just gotta work through, how many SCVs should I pull? I shut one down hard with 4 SCVs, another I managed to chase off with 2, but if anyone knows the optimal amount to pull to prevent loss in mineral time and get rid of the scout, I'd appreciate it.


Just put one scv after the scout when you suspect he's going to harass your worker. If he tries to go around the barracks to still try to kill your worker making the rax, you can halt the worker for a second and attack until he runs away.

Of course, remember to put the worker back to mine if the scout is going back home and don't forget to make scv's during that ^^
Matta
Profile Joined July 2013
United States116 Posts
August 28 2013 04:34 GMT
#3240
Man, Zergs these days are really struggling and just plain demoralized. A lot just don't have the spirit to keep fighting if they lose an engagement.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
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