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The HotS Terran Help Me Thread - Page 165

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.
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
August 31 2013 08:11 GMT
#3281
When going CC first in TvP when should I be throwing down a scan? Because I feel like I'm dying to alot of oracles and I need to scout more and the first SCV cant really tell me if it is a stargate or not.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
August 31 2013 08:21 GMT
#3282
On August 31 2013 17:11 A Wild Sosd wrote:
When going CC first in TvP when should I be throwing down a scan? Because I feel like I'm dying to alot of oracles and I need to scout more and the first SCV cant really tell me if it is a stargate or not.


You should never die to oracle harass, since you can just pull your SCVs, wait for oracle to run out of energy then go back to mining. It is very difficult to read a oracle build, as long as the toss has 2 early gas, then you need to expect oracle. If there is no third pylon in their base, it's likely proxy so expect it at 5.30

If early oracle hits, the most important thing is to keep your marines together until you have 6. If you start losing groups of 4-5 marines to oracles, then you are in trouble.
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
August 31 2013 09:34 GMT
#3283
On August 31 2013 17:21 Lock0n wrote:
Show nested quote +
On August 31 2013 17:11 A Wild Sosd wrote:
When going CC first in TvP when should I be throwing down a scan? Because I feel like I'm dying to alot of oracles and I need to scout more and the first SCV cant really tell me if it is a stargate or not.


You should never die to oracle harass, since you can just pull your SCVs, wait for oracle to run out of energy then go back to mining. It is very difficult to read a oracle build, as long as the toss has 2 early gas, then you need to expect oracle. If there is no third pylon in their base, it's likely proxy so expect it at 5.30

If early oracle hits, the most important thing is to keep your marines together until you have 6. If you start losing groups of 4-5 marines to oracles, then you are in trouble.

Even more so you can clearly tell they are teching if it's 3 in gas instead of the normal 2, so it's easier to spot cheese if you see 3 in each gas so early.
"Want some? Go get some!"
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
August 31 2013 13:23 GMT
#3284
How should I deal with carriers? I know its a very rare occurance but I don't think I've ever beaten someone going mass carriers. I make viking but I can never seem to get to that big amount I need to deal with them. BC's? I'd think tempests would destroy them and marines melt to them as well. What should I be making?
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
August 31 2013 13:38 GMT
#3285
On August 31 2013 22:23 A Wild Sosd wrote:
How should I deal with carriers? I know its a very rare occurance but I don't think I've ever beaten someone going mass carriers. I make viking but I can never seem to get to that big amount I need to deal with them. BC's? I'd think tempests would destroy them and marines melt to them as well. What should I be making?

I think kiting with vikings is the best option.... it's the only way I ever beat them. That or clear their ground units and mass a rediculous amount of marines to clear intercepters fast, and just target down as many as possible.

I'm curious as well what is BEST...but I always go vikings
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
August 31 2013 14:30 GMT
#3286
Thors in either mode would help too, can aoe the interceptors and target the carriers with marine Viking or vice versa and let the marines kill the interceptors and use those single target DPS mode to target fire carriers down
All Ireland Starcraft, check us out on Facebook
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 31 2013 14:43 GMT
#3287
On August 31 2013 17:11 A Wild Sosd wrote:
When going CC first in TvP when should I be throwing down a scan? Because I feel like I'm dying to alot of oracles and I need to scout more and the first SCV cant really tell me if it is a stargate or not.


SCV will tell you what gas he's taken and whether or not he's got 3 Pylons in his base (if you time your scout correctly). On a 4-player map especially, he won't be able to place a proxy Oracle correctly until he scouts you, so if you see a Probe that instantly leaves the base and you see double gas, start checking for proxies, first.

If he went expand at all, you can take your time trying to identify his build, as that will set back Oracle arrival time by at least a minute and a half.

Your plan should be the following:

1. Check gas and pylons and units. If there is no Stalker, double gas, and only 2 pylons, it's fast proxy Oracle. In this case, all Marines to the mineral line and get Turrets when you can afford the E-bay. Scout carefully for a 3-gate + Stargate allin to follow and build extra defense as necessary. If you see a more normal count (1 Stalker, 3 Pylons, no MSC, no expand), it might just be normal Stargate or something else.

2. If you haven't seen proxy Stargate, put 1 Marine in the front Bunker, then rally everything else close to your main mineral line, favouring the side closest to dead space air entry for Oracles. Once you have 6 there, rally to the natural and put 6 Marines in that mineral line.

3. Consider scanning his base if you still have no idea as to his expansion timing (or not), as a 3-gate proxy robo attack hits late but super powerful. Obviously here if you see critical tech like Twilight/DTs/Robo Bay it's obviously not straight Oracle play; move on.

4. If no Oracles have shown up by 7:30 and you haven't scouted anything else about his plan, you can probably bring most things back to your front, as delayed Oracle harass is actually really really bad (spending money later on Stargate units that can't defend your 10:00 poke is a not-so-good situation).

Basically, you assume Oracle/MSC harass until proven otherwise, and account for it by good positioning, NOT by drastic rearrangement of your build and multiple wasted Scans.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
August 31 2013 15:39 GMT
#3288
If you're vsing carriers, the solution is not "how do I kill these carriers" (mass vikings imo, if he has critical carrier mass then you're just done), it's more about "what did I fuck up in this game that let him go carriers comfortably."
ProgamerAustralian alcohol user follow @iaguzSC2
Doc Brawler
Profile Joined November 2011
United States260 Posts
August 31 2013 16:08 GMT
#3289
how do widow mines do against carriers?
I am become Death, the Destroyer of Worlds
Sissors
Profile Joined March 2012
1395 Posts
August 31 2013 16:58 GMT
#3290
On September 01 2013 00:39 iaguz wrote:
If you're vsing carriers, the solution is not "how do I kill these carriers" (mass vikings imo, if he has critical carrier mass then you're just done), it's more about "what did I fuck up in this game that let him go carriers comfortably."

Who said comfortably? It can also simply be a long game.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
August 31 2013 17:14 GMT
#3291
On September 01 2013 01:58 Sissors wrote:
Show nested quote +
On September 01 2013 00:39 iaguz wrote:
If you're vsing carriers, the solution is not "how do I kill these carriers" (mass vikings imo, if he has critical carrier mass then you're just done), it's more about "what did I fuck up in this game that let him go carriers comfortably."

Who said comfortably? It can also simply be a long game.


I guess, but if he has the gas and the transition time to get into enough Carriers to pose a problem to a dedicated late-game Viking/Ghost army, something went wrong in there. For an illustration, check out Taeja's games versus Rain from WCS S2 Finals to see why there should never be a point where the opponent can just sit there and get 3 Stargates, a Fleet Beacon, 2 Cybercores, and chrono'ing 3-3 Air upgrades without you just walking over and saying "Hey, I have 30 Ghosts, 20 Vikings, and you have started getting rid of Colossi. LULZ target-fire + mass EMP/Snipe = ROFLstomp".
Whatson
Profile Blog Joined January 2012
United States5357 Posts
August 31 2013 17:27 GMT
#3292
Dont WMs just shoot the interceptors unless you're directly under the carriers
¯\_(シ)_/¯
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
August 31 2013 17:34 GMT
#3293
On August 31 2013 22:38 iAmJeffReY wrote:
Show nested quote +
On August 31 2013 22:23 A Wild Sosd wrote:
How should I deal with carriers? I know its a very rare occurance but I don't think I've ever beaten someone going mass carriers. I make viking but I can never seem to get to that big amount I need to deal with them. BC's? I'd think tempests would destroy them and marines melt to them as well. What should I be making?

I think kiting with vikings is the best option.... it's the only way I ever beat them. That or clear their ground units and mass a rediculous amount of marines to clear intercepters fast, and just target down as many as possible.

I'm curious as well what is BEST...but I always go vikings

I often find that marine/ghost/raven works very well against carriers as long as you can actually get in range of them. Ghosts for the accompanying HTs, if any, and if there aren't any then you can just EMP all over the carriers from a long range and then seekers/marines and a small number of vikings (like 15) can clean them up. Then, because the player with carriers can't really attack anything anywhere comfortably, you should have out-expanded them and can reinforce with maybe 20 marines at a time, to overrun them when they have to wait 120 seconds for another 3-4 carriers. Or if you lose you can fall back to your pre-prepared turret wall to kill all the interceptors with marine support until all the carriers die and then you overrun him.
Taeja the one true Byunjwa~
Sissors
Profile Joined March 2012
1395 Posts
August 31 2013 17:35 GMT
#3294
Yep widow mines are fairly dangerous to use against carriers, when they go vs interceptors they prolly kill more of your own units than his.

On September 01 2013 02:14 Jazzman88 wrote:
Show nested quote +
On September 01 2013 01:58 Sissors wrote:
On September 01 2013 00:39 iaguz wrote:
If you're vsing carriers, the solution is not "how do I kill these carriers" (mass vikings imo, if he has critical carrier mass then you're just done), it's more about "what did I fuck up in this game that let him go carriers comfortably."

Who said comfortably? It can also simply be a long game.


I guess, but if he has the gas and the transition time to get into enough Carriers to pose a problem to a dedicated late-game Viking/Ghost army, something went wrong in there. For an illustration, check out Taeja's games versus Rain from WCS S2 Finals to see why there should never be a point where the opponent can just sit there and get 3 Stargates, a Fleet Beacon, 2 Cybercores, and chrono'ing 3-3 Air upgrades without you just walking over and saying "Hey, I have 30 Ghosts, 20 Vikings, and you have started getting rid of Colossi. LULZ target-fire + mass EMP/Snipe = ROFLstomp".

Season ago (or two) we had in WCS a fairly close TvP, with the toss going mass tempest. Granted not the same as carriers, but still.

Personally I run often enough into toss air, but then again that is because I play mech. However in that case believe me it is a royal pita. For me tempests are pretty much impossible to counter and almost always autoloss. Carriers bit better since thors do reasonable against them, but still not a fun sight. Problem then is that a mid-game push is very dangerous with mech, but if you wait until you are maxed you are screwed if he went for an air transition. And it is fairly easy to hide that from a terran mech player.
beg
Profile Blog Joined May 2010
991 Posts
Last Edited: 2013-08-31 17:54:31
August 31 2013 17:49 GMT
#3295
On August 31 2013 00:08 Whatson wrote:
Show nested quote +
On August 30 2013 23:25 beg wrote:
On August 28 2013 18:23 Hider wrote:
On August 28 2013 18:10 BBLN wrote:
On August 27 2013 22:09 beg wrote:
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

I put the ability target hotkey on E like Khaldor teaches in his video, now its easier to spam EMP, just like protoss spams T :D

Thanks for the tips, but it just frustrating when you have much more army but two storms and your army is dead if he goes storms before colossi


Honestly fuck drop play post 15 minute mark. It's really overrated and I believe it comes from a misunderstanding from lower level players/non terran players.
Terran actually scales much better than protoss in the late game so army trading isn't beneficial for you. Also, babysitting drops is way too APM consuming the fact that your punished much for mismicro in big battles than the protoss player. So instead, post 15 minute mark just focus on getting the right unit composition, focus on scanning observers a lot, focus on great army movement and in-battle unit control.

im not sure why you say this. at which level do you think do drops start to be bad? arent even top koreans dismantling protoss with drops?

anyway, multipronged aggression in TvP is strong to get someone into masters.

Only in the mid-game. Past a certain point, it's pointless trying to drop because any good protoss will have observers in all the skylanes, at least one HT in every base, and cannons. Late-game TvP is a dance where both sides will baby-sit their massive army, you divert your attention away from your main army too long and you get destroyed by storms.

mentioned game was pretty much in a midgame scenario at 18 minutes. i guess you answered without having seen the game. nevermind.
Marathi
Profile Joined July 2011
298 Posts
August 31 2013 19:44 GMT
#3296
Guys I am so bad in TvZ, I really don't know how pros make the Inno 3CC build look so easy because my TvZ is as bad as my TvP.

On maps without watchtowers is it worth putting an scv/marine in/nearby attack paths?

With my intial 6 hellions do I NEED to do damage? I got told by a friend to keep them at home for defense but then I feel like the Z gets a good drone count up and it is hard to keep up with their production. But when I do use my hellions for harass they die fast to speedlings on creep or roaches. Then I get busted with little to defend.

I feel like I need to be putting pressure on straight away and not allowing the Z to go to whatever option they want, because then I have to play reactively and then I feel behind. If Zerg can just choose to make x amount of roaches or x amount of muta then I need to know before what they're going to do, not after. They all spawn at the same time and then your army composition is wrong and you don't have time to make the right units. If I make a mix of marine and marauder I just find that they can just make LOADS of roaches and overrun my marauder numbers, or LOADS of banes/muta and trade well with my marines.

Maybe I should go to the 11/11 build again like in WoL as it's still popular but I am trying not to be cheesy anymore, but I just don't enjoy losing all the time with Inno 3CC.
eSports tees designed by me - http://tinyurl.com/bqmexd9
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
August 31 2013 20:11 GMT
#3297
On September 01 2013 04:44 Marathi wrote:
Guys I am so bad in TvZ, I really don't know how pros make the Inno 3CC build look so easy because my TvZ is as bad as my TvP.

On maps without watchtowers is it worth putting an scv/marine in/nearby attack paths?

With my intial 6 hellions do I NEED to do damage? I got told by a friend to keep them at home for defense but then I feel like the Z gets a good drone count up and it is hard to keep up with their production. But when I do use my hellions for harass they die fast to speedlings on creep or roaches. Then I get busted with little to defend.

I feel like I need to be putting pressure on straight away and not allowing the Z to go to whatever option they want, because then I have to play reactively and then I feel behind. If Zerg can just choose to make x amount of roaches or x amount of muta then I need to know before what they're going to do, not after. They all spawn at the same time and then your army composition is wrong and you don't have time to make the right units. If I make a mix of marine and marauder I just find that they can just make LOADS of roaches and overrun my marauder numbers, or LOADS of banes/muta and trade well with my marines.

Maybe I should go to the 11/11 build again like in WoL as it's still popular but I am trying not to be cheesy anymore, but I just don't enjoy losing all the time with Inno 3CC.


Yes it's a good idea to keep units in attack paths for scouting purposes.

You do not need to do damage with the hellions, just assert map control. You should NOT be losing any of them whatsoever, so try to keep the off of creep and just deny the tumors.

Just follow the 4M guide on when to push (at 11:30 and just poke around with your MMMM army, go for a drop if they don't have mutas). If you do this right, they don't have the capability to do whatever they want as they are forced to spend into their army for defence. Scan their base to see their gas count/tech path/lair timing etc etc, and you should know if it will be roach/hydra or mutas.

Can you submit a replay please?
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Matta
Profile Joined July 2013
United States116 Posts
August 31 2013 20:15 GMT
#3298
On September 01 2013 04:44 Marathi wrote:
Guys I am so bad in TvZ, I really don't know how pros make the Inno 3CC build look so easy because my TvZ is as bad as my TvP.

On maps without watchtowers is it worth putting an scv/marine in/nearby attack paths?

With my intial 6 hellions do I NEED to do damage? I got told by a friend to keep them at home for defense but then I feel like the Z gets a good drone count up and it is hard to keep up with their production. But when I do use my hellions for harass they die fast to speedlings on creep or roaches. Then I get busted with little to defend.

I feel like I need to be putting pressure on straight away and not allowing the Z to go to whatever option they want, because then I have to play reactively and then I feel behind. If Zerg can just choose to make x amount of roaches or x amount of muta then I need to know before what they're going to do, not after. They all spawn at the same time and then your army composition is wrong and you don't have time to make the right units. If I make a mix of marine and marauder I just find that they can just make LOADS of roaches and overrun my marauder numbers, or LOADS of banes/muta and trade well with my marines.

Maybe I should go to the 11/11 build again like in WoL as it's still popular but I am trying not to be cheesy anymore, but I just don't enjoy losing all the time with Inno 3CC.

To be honest, it sounds like you're playing it wrong. First hellions don't need to do damage, but if you can, that's great. But don't prioritize hellions doing damage over hellions containing creep spread and allowing you to macro behind them. That's their primary purpose: to threaten. If you watch pros use hellions vs zerg it's usually never that far deep into a Zerg base unless they're assured to do damage. Stay away from being on creep, but clear as best you can.

The idea (as I understand it) is that hellions steers them down a muta path, which is actually where you want them to be. You want to win and control this match in the midgame and choke them to death by denying expansions with widow mines and 4m. I don't hear you talking about WMs, which are key. I've held off multiple busts with having WMs right after my hellions, or depending on the match, being flexible. For example I played a Zerg and scouted that he was doing a 1-base all-in and had barely any units to defend. So I switched immediately to Banshee production and kept it at 1base play. Between WMs, banshees, marines, I pushed him back and then just prevented him from taking his natural. I don't know what level you are but I know that I end up in gold just scouting and then leaving the scout there to maybe check on things later. You should be collecting scouting info usually via drops, and then that will tell you, okay, add TLs to boost marauder/tank production, etc.

But really, think of this matchup not as what you want to prevent them playing, but what you want them to play and how you can steer them down that path. I love TvZ right now, it is by far my strongest and most comfortable match up. Read the excellent 4M guide; it's not just about build order but also how you use units.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Matta
Profile Joined July 2013
United States116 Posts
August 31 2013 20:18 GMT
#3299
Also, what you do want to prioritize is getting upgrades. 3/3 bio is just so strong against Zerg. That's really where I find that my army starts to definitively roll on banelings effectively, and mutas pop so fast.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Marathi
Profile Joined July 2011
298 Posts
Last Edited: 2013-08-31 21:52:53
August 31 2013 21:49 GMT
#3300
I can't submit replay atm as not at pc.

I got told off a clan member to use my hellions for defence and to take my third (as I kept losing them even off creep when I tried to deny creep with them). I make 6, get my third then go straight into WM as you're supposed to. At this point the Zerg normally has their third up and the majority of their required drones.

I turtle up til I get 2/2 and try to hit a pre-hive timing, whilst using a single medivac with marines to clear creep. But this is a dream case scenario, normally I will have had any combination lings, blings, roaches trying to break my front door down.

I think my biggest problem is just not scouting the incoming aggression. You can scan a Zerg base and see their tech but they put things down for safety (roach warren for hellions, bane nest for early marine pressure, etc).

For the record I am plat and yes I get double eBay before rax 2 and 3 as tue timing pushes are a big part of the build.
eSports tees designed by me - http://tinyurl.com/bqmexd9
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