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The HotS Terran Help Me Thread - Page 166

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.
kc
Profile Joined August 2006
Canada212 Posts
August 31 2013 22:03 GMT
#3301
Whats the proper counter to the zerg taking your natural with a hatchery? as a third.
krooked
Profile Joined May 2011
376 Posts
August 31 2013 22:08 GMT
#3302
Language: Bunker as close to his hatch as possible, fill it with marines and snipe the tumor when the queen makes it. Start making a wall at your natural so he cant kill you with mass lings. Clear it out and land your own expo. If he gets the tumor down and you don't snipe it, you need a Raven. But I think you are kinda fucked at this point
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
August 31 2013 22:29 GMT
#3303
On September 01 2013 06:49 Marathi wrote:
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.


Watch Flashs recent VOD, take note of all the TvZs he plays, they may not be wins but his build and gameplan are so crisp and it benefited my TvZ greatly watching it.
Dingodile
Profile Joined December 2011
4139 Posts
August 31 2013 23:26 GMT
#3304
How do use hotkeys if you play MMM? I have the problem with medivacs, they are always in front... sometimes more in front than marines&marauders...
If i have all 3 units in one group and attack mit a click, this happens.
I see in userstream like Demuslim, that medivacs are always behind marines&marauders.
Grubby | ToD | Moon | Lyn | Sky
Whatson
Profile Blog Joined January 2012
United States5357 Posts
Last Edited: 2013-09-01 00:28:59
September 01 2013 00:18 GMT
#3305
On September 01 2013 07:29 mau5mat wrote:
Show nested quote +
On September 01 2013 06:49 Marathi wrote:
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.


Watch Flashs recent VOD, take note of all the TvZs he plays, they may not be wins but his build and gameplan are so crisp and it benefited my TvZ greatly watching it.

You mean including the games where he went 2-base hellbat marauder all-in or WM drop?
Not to say that you shouldn't watch the VoD of course, but be aware of what's a solid macro opening from him and what's more gimmicky

To the guy directly above, Demuslim makes the medivacs lag behind by control-selecting them and then flying them back a bit
You generally only need 3; bio, Vikings, ghosts, maybe a 4th for drops
¯\_(シ)_/¯
Matta
Profile Joined July 2013
United States116 Posts
September 01 2013 01:45 GMT
#3306
On September 01 2013 08:26 Dingodile wrote:
How do use hotkeys if you play MMM? I have the problem with medivacs, they are always in front... sometimes more in front than marines&marauders...
If i have all 3 units in one group and attack mit a click, this happens.
I see in userstream like Demuslim, that medivacs are always behind marines&marauders.

A-moving and then stim will trigger Medivac AI to start healing. My medivacs are always hotkeyed with my marine/marauder force; WMs or Ghosts or Vikings are all separate.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
September 01 2013 13:55 GMT
#3307
I always try to have my Bio force hotkey separate with my Medivacs, so that they don't move when I move the Bio but keep healing instead. Usually I'll have one group for moving the whole army and have the Bio only on a separate group.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
September 01 2013 14:43 GMT
#3308
On September 01 2013 07:03 Language wrote:
Whats the proper counter to the zerg taking your natural with a hatchery? as a third.


I personally use 15 CC (lowground) 15 Rax 15 depot, which completes the wall off at around 2.50 and also gets the wall off in time to deny 6 pool. This also denys zerg from taking your nat with a hatch. If you go high ground CC, then you are supposed to make a 2nd rax as soon as possible, and make 2 bunkers next to the hatch.

I have no idea why noone else uses this opening, the lowground CC is economically better than a CC wall off, and this opening is safe against 6 pool. Yes a 10 pool can will force a cancel on your nat CC, but if your opponent 10 pools then you just make double CC and you will still be ahead.
Matta
Profile Joined July 2013
United States116 Posts
September 01 2013 18:30 GMT
#3309
So after getting stomped by a Tank/Marine timing attack in TvT, I'm thinking a Banshee harass opening might be something I'd enjoy more. Any tips before I do that? I'm looking at Polt's gas-first off imbabuilds.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Jazzman88
Profile Joined January 2012
Canada2228 Posts
September 01 2013 18:42 GMT
#3310
On September 02 2013 03:30 Matta wrote:
So after getting stomped by a Tank/Marine timing attack in TvT, I'm thinking a Banshee harass opening might be something I'd enjoy more. Any tips before I do that? I'm looking at Polt's gas-first off imbabuilds.


Gas-first Banshee is really popular right now, and quite flexible. Dealing with a Tank Marine timing requires patience and exquisite understanding of when to bum rush. Banshees can help quite a bit with that.

The added bonus of gas-first builds is that they shit all over Reaper openings.
krooked
Profile Joined May 2011
376 Posts
September 01 2013 19:03 GMT
#3311
Hi. Issue TvP..

Just had a game where I went cc first, with my medivac push I took out his third and natural and I was very far ahead. He had storm so I got ghosts etc, with a 50 supply lead I go to take advantage of my position, but he stands on top of his ramp. My question is, what do I do in these situations? In this particular one I should-ve just took his third again, but I am unsure about how I'm supposed to use ghost. When protoss is in a defensive posture you can't snipe/EMP his HT's, so wat do? I feel P's harass methods > terrans, so just adding expands etc is very hard to do in the long run, and 3-3-3 protoss is very scary. When I get a huge advantage midgame I want to press it, but how?

TL;DR How do you use your ghosts vs P? EMP everything but not getting HTs in the back? Spread out and babysit until he comes?
Matta
Profile Joined July 2013
United States116 Posts
September 01 2013 19:10 GMT
#3312
On September 02 2013 03:42 Jazzman88 wrote:
Show nested quote +
On September 02 2013 03:30 Matta wrote:
So after getting stomped by a Tank/Marine timing attack in TvT, I'm thinking a Banshee harass opening might be something I'd enjoy more. Any tips before I do that? I'm looking at Polt's gas-first off imbabuilds.


Gas-first Banshee is really popular right now, and quite flexible. Dealing with a Tank Marine timing requires patience and exquisite understanding of when to bum rush. Banshees can help quite a bit with that.

The added bonus of gas-first builds is that they shit all over Reaper openings.

See, most Terran I've seen is primarily mech and I think I overcompensate on vikings because I usually win air superiority battles but I never have the ground backup to fight back, and I am still learning good siege tank positioning. I find myself getting lazy with scouting because I like going CC-first with my TvP and TvZ matchups. So Banshee scouting would help me a lot.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Riggins
Profile Joined August 2013
United States9 Posts
September 02 2013 03:53 GMT
#3313
Is 3 Rax with an expansion follow-up still a viable TvT opening for high silver low gold? I'm trying to transition from one build for everything into one build for each race and having trouble with TvT. Protoss is pretty easy down here. Zerg is tough, but CC, Rax, Gas with hellions into 4M seems to work well (lots of risk management there though). I was doing 1 Rax, Gas, FE with a reactor after 2 marines and then two more Rax. But nearly everyone is going one base now so I get busted pretty hard for trying to be "greedy" there. 3 Rax seemed like a nice middle ground. I get to expand and also get an easy to manage early "harass".

BTW: I tried the polt banshee thing, very hard to manage and people just attack while you are microing their base. I tried 2 Rax, but it seems to chew up minerals pretty fast not as easy to expand off of.

Thanks.
A good ground game wins every time
Sajaki
Profile Joined June 2011
Canada1135 Posts
September 02 2013 04:42 GMT
#3314
On September 02 2013 12:53 Riggins wrote:
Is 3 Rax with an expansion follow-up still a viable TvT opening for high silver low gold? I'm trying to transition from one build for everything into one build for each race and having trouble with TvT. Protoss is pretty easy down here. Zerg is tough, but CC, Rax, Gas with hellions into 4M seems to work well (lots of risk management there though). I was doing 1 Rax, Gas, FE with a reactor after 2 marines and then two more Rax. But nearly everyone is going one base now so I get busted pretty hard for trying to be "greedy" there. 3 Rax seemed like a nice middle ground. I get to expand and also get an easy to manage early "harass".

BTW: I tried the polt banshee thing, very hard to manage and people just attack while you are microing their base. I tried 2 Rax, but it seems to chew up minerals pretty fast not as easy to expand off of.

Thanks.


I've recently been doing a build I saw flash use, which was reaper expand into 3 rax with a very quick stim. I wouldn't recommend 3rax no expansion, there are better 1 base builds then that (like you mentioned, banshee opening with a marine tank followup push.
Inno pls...
Matta
Profile Joined July 2013
United States116 Posts
September 02 2013 05:32 GMT
#3315
reaper all-ins... I love it.
"I can just get completely fucked in every way, but I can just Widow Mine my way out of it." egxeno
Riggins
Profile Joined August 2013
United States9 Posts
September 02 2013 06:11 GMT
#3316
I guess I am looking for something more "macro" heavy and not so "micro" centric. The problem with the banshee opener, for someone of my (growing) ability is the multi-tasking. It is very difficult to keep up a decent attack, not lose the banshee, and still keep production going AND build more facilities.

That is why the three rax seems nice. The early build is easy to follow, When you get to 700 you just drop the CC and go attack (or poke anyway). While they walk over you can put down a supply depot, maybe a factory, maybe do that when you walk back. Not to difficult. AND you have an army! Not 2 marines when someone attacks off of one base.

=)

ps: I AM practicing the multi-tasking. Following the filtersc training tips, but it takes time.
A good ground game wins every time
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
September 02 2013 12:11 GMT
#3317
On September 02 2013 15:11 Riggins wrote:
I guess I am looking for something more "macro" heavy and not so "micro" centric. The problem with the banshee opener, for someone of my (growing) ability is the multi-tasking. It is very difficult to keep up a decent attack, not lose the banshee, and still keep production going AND build more facilities.

That is why the three rax seems nice. The early build is easy to follow, When you get to 700 you just drop the CC and go attack (or poke anyway). While they walk over you can put down a supply depot, maybe a factory, maybe do that when you walk back. Not to difficult. AND you have an army! Not 2 marines when someone attacks off of one base.

=)

ps: I AM practicing the multi-tasking. Following the filtersc training tips, but it takes time.


3 rax is an easy build, but it is also risky in TvT cos a well controlled banshee can still wreak havoc before stim, and you can just die to hellion marine medivc pressure. The only safe builds are a variant of 1/1/1 with hellions and Viking early game.
Bulugulu
Profile Joined March 2011
Israel250 Posts
September 02 2013 14:10 GMT
#3318
On September 02 2013 15:11 Riggins wrote:
I guess I am looking for something more "macro" heavy and not so "micro" centric. The problem with the banshee opener, for someone of my (growing) ability is the multi-tasking. It is very difficult to keep up a decent attack, not lose the banshee, and still keep production going AND build more facilities.

That is why the three rax seems nice. The early build is easy to follow, When you get to 700 you just drop the CC and go attack (or poke anyway). While they walk over you can put down a supply depot, maybe a factory, maybe do that when you walk back. Not to difficult. AND you have an army! Not 2 marines when someone attacks off of one base.

=)

ps: I AM practicing the multi-tasking. Following the filtersc training tips, but it takes time.


I feel that in lower leagues 1-1-1 tank push is pretty solid. You can be safe versus anything pretty much and you can expand off it, drop him or tank push him. Gas first or 13 gas should both be fine for this.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
September 02 2013 16:54 GMT
#3319
On September 02 2013 23:10 Bulugulu wrote:
Show nested quote +
On September 02 2013 15:11 Riggins wrote:
I guess I am looking for something more "macro" heavy and not so "micro" centric. The problem with the banshee opener, for someone of my (growing) ability is the multi-tasking. It is very difficult to keep up a decent attack, not lose the banshee, and still keep production going AND build more facilities.

That is why the three rax seems nice. The early build is easy to follow, When you get to 700 you just drop the CC and go attack (or poke anyway). While they walk over you can put down a supply depot, maybe a factory, maybe do that when you walk back. Not to difficult. AND you have an army! Not 2 marines when someone attacks off of one base.

=)

ps: I AM practicing the multi-tasking. Following the filtersc training tips, but it takes time.


I feel that in lower leagues 1-1-1 tank push is pretty solid. You can be safe versus anything pretty much and you can expand off it, drop him or tank push him. Gas first or 13 gas should both be fine for this.

Or 15 gas 2 marine -> reactor -> FE -> 2nd gas -> fac -> starport marine + raven to be safe against any banshee play, then swap fac onto tech lab, start tanks, get 2 vikings with the raven, drop 2 more raxes double tech lab for stim/cs

Do a 2 base 3-1-1 push with raven, vikings, tanks, and marines with a few medics.

Very safe build. As long as you react right, you will have the raven out ~ the time they get cloak in your base.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Marathi
Profile Joined July 2011
298 Posts
Last Edited: 2013-09-02 17:18:10
September 02 2013 17:17 GMT
#3320
After trying to improve my TvZ and macro games in general I am just not enjoying it as much as I did initially. So regarding this I am going to go back to 11/11 in TvZ as I used to in WoL with an allin style follow-up.

In HotS what is a good follow-up for the 11/11? I want something I can win quite quickly with and will be safe and flexible to pressure from the zerg. After talking to a clanmate we came to the conclusion of:
Kill/deny hatch
Contain zerg in main with bunkers
Take expo in own nat and make rax wall off
Tech into mine drop (deny mining on single mining base) then tech into marine/tank/banshee(or medivac depending on AA) push off 2 bases.

Tanks provide safety vs roaches/banes/hydras. Marines vs mutas. Keep eye out for nydus as this common reaction in WoL. Maybe it might be worth skipping the mine drop to get tanks out in time for any sort of bust, what do you think?

I am just not very motivated to improve macro games atm and just want to have fun when I get the opportunity to play and to be able to play as many games as possible in that time, I find it really frustrating to put 20-40 mins of my time into a game only to lose :<

I have been all-inning TvT since beginning of HotS as I HATE lategame TvT the most and I am doing the 11min (or so) SCV pull in TvP as lategame TvP is also very hard. So it just seemed like the easier thing to do and carry this over into TvZ as well.
eSports tees designed by me - http://tinyurl.com/bqmexd9
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