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The HotS Terran Help Me Thread - Page 167

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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.
krooked
Profile Joined May 2011
376 Posts
September 02 2013 19:31 GMT
#3321
^ Why don't just 3rax mule drop all in or something if you hate all matchups?

I feel the strongest followup to 2rax is to pull all scvs and end it right then and there.
Taranok
Profile Joined September 2009
United States33 Posts
September 02 2013 22:27 GMT
#3322
What is a good build versus a random player until you can scout?
Have no fear, the land is near
Whatson
Profile Blog Joined January 2012
United States5357 Posts
September 02 2013 22:35 GMT
#3323
12rax 12 gas reaper CC with scv scout
¯\_(シ)_/¯
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
September 02 2013 22:37 GMT
#3324
On September 03 2013 07:27 Taranok wrote:
What is a good build versus a random player until you can scout?


12rax 12gas reaper expand, going into reactor fact 3cc vZ, reaper reactor FE vP and whatever feels comfortable based on what you scout vT.
In Somnis Veritas
dohgg
Profile Joined February 2011
310 Posts
September 03 2013 00:08 GMT
#3325
Hello guys, i have been struggling quite hard vs 3 base zerg allins, either roach max, roach bane 12 min, bane allin 12 min. these allins are coming from 3 base with great economy (i call them allins eventho the drone count usually stands on 65).

Now my point, is that i just cant scout it, because theres is no indications till the very moment when the units pop.
There are 2 gases at the 3rd like any standard builds and as i said, the drone count is super fine.

The roach max for example, the zerg supplies jumps so high from 100 to max only on one and half minutes.

I know how to stop it (bunker, tanks) but i have no idea how to scout it. my hellions get denied by queens, creep and bunch of speedlings or might even be 3 to 4 "Safe Roaches"
Doko
Profile Joined May 2010
Argentina1737 Posts
September 03 2013 01:26 GMT
#3326
On September 03 2013 09:08 dohgg wrote:
Hello guys, i have been struggling quite hard vs 3 base zerg allins, either roach max, roach bane 12 min, bane allin 12 min. these allins are coming from 3 base with great economy (i call them allins eventho the drone count usually stands on 65).

Now my point, is that i just cant scout it, because theres is no indications till the very moment when the units pop.
There are 2 gases at the 3rd like any standard builds and as i said, the drone count is super fine.

The roach max for example, the zerg supplies jumps so high from 100 to max only on one and half minutes.

I know how to stop it (bunker, tanks) but i have no idea how to scout it. my hellions get denied by queens, creep and bunch of speedlings or might even be 3 to 4 "Safe Roaches"


medvac scout id say
Sajaki
Profile Joined June 2011
Canada1135 Posts
September 03 2013 03:47 GMT
#3327
On September 03 2013 02:17 Marathi wrote:
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.


Ultimately its your choice, but i strongly suggest that you don't 11/11 every game. If you want to improve your macro whilst putting on a ton of pressure, give this build a whirl:
. Its CC first, but you throw down +2 rax at 5:30, along with the second gas, get an ebay at 6~, SP at 7:30 (and gas 3), and do a push with your first two medivacs, a bunch of marines and 8 hellions from the standard-timed factory. No, its not the best build in a Bo3, but its stronger vs certain allins, gives you a ton of pressure and quicker drops, and is really good at punishing blind greed from Zerg
Inno pls...
Whatson
Profile Blog Joined January 2012
United States5357 Posts
September 03 2013 05:00 GMT
#3328
On September 03 2013 04:31 krooked wrote:
^ Why don't just 3rax mule drop all in or something if you hate all matchups?

I feel the strongest followup to 2rax is to pull all scvs and end it right then and there.

I remember that build...it was such great practice for stutter-step micro lol

If you really want to do an all-in, just pull all your SCVs and go for it, I guarantee the game won't last longer than 7 minutes.
¯\_(シ)_/¯
Riggins
Profile Joined August 2013
United States9 Posts
Last Edited: 2013-09-03 15:45:55
September 03 2013 07:37 GMT
#3329
On September 03 2013 01:54 iAmJeffReY 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.

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.


So, in this build do I make a techlab on the factory as soon as it finishes and when I start the starport? Just like a normal banshee build? Given I am making a reactor, and a second gas, wont my factory be delayed? This would imply the starport is delayed as well. Maybe not to much, like 5-10 seconds?

The real question is, will that delay be short enough that the raven pops out before the banshee arrives? After all, it doesn't have to get started at the same time since we aren't flying it to the enemys base (yet).

Seems like I have to build a tech lab on the factory, switch it to the start port, make a raven, then switch it back to make tanks. Right?

Any chance you have a pointer to a reply showing this? =) Maybe some pro match for reference?

Thanks!

EDIT: Just notice the "FE" in your build order. This will definitely delay the raven. In silver league right now the prevailing winds are one base aggression. Any fast expands are tough to hold. You better be mighty good with your micro on your two marines against the other guys 8 and 2 tanks. Or his 2 banshees picking on you while he prepares his 8 marine followup at 6:30 minutes (taeja style) or 2 tanks, 12 marines, 2 banshees, and 8 scvs (brent style) at 830.
A good ground game wins every time
jarod
Profile Joined September 2010
Romania766 Posts
Last Edited: 2013-09-03 09:45:20
September 03 2013 09:40 GMT
#3330
In TvP, what do you guys think about proxy mine opening?
BO: 1.supply depot,
2.refinery (when start send scv out, make sure toss does not see it),
3. barack(when is done start factory and after OC - OC will be delayed with like 10s, if they have a probe start a marine on the factory so they think you are making reaper.. at that point you will need like 12 more gas for reaper.. when you have the gas cancel the marine and start the reaper),
4.factory(after you started factory start the first reaper, when factory is done make sure you start the widow mine right away),
5.OC
6.2nd supply depot.
7.CC (start you CC before your 3rd supply depot)

If your factory got scouted just continue building it, mines is still strong.. they will have detection faster and they will not try to take natural.. they won`t come down with the stalker, waiting for you to go up.
You can try to poke with your reaper and run up with your mine.. but if you don`t succed just cancel your 2nd mine and make faster CC and add tech lab for marauder. You are still ahead.

From here make a total of 3 reapers and 2 mines.. depending on case.
At around 27 food you can make CC down.
I am pretty bad mid and late game vs toss, but with this build I can delay the protoss 2nd base... so I go in mid and late game with an advantage and can easily win the game from there. They need detection, canon, oracle(vision) or observers.. these are all later then your opening.

As a follow up you can do 3 more racks(you need fast units, so you cannot waste time with more then 1 addon per barack), take 2nd gas and start your starport since your factory is already done. You can use your factory to scout after your mines are killed/pushed back.

If the protoss decide to all in you have enough units from the 4 racks, especially cause they will more likely make stalker asap for the mines. If he is expanding, you are way ahead and your medivac push will hurt him even more.

What happened to me... if they have delayed observer path.. continue making mines and win the game right away.. they will have 1 max 2 stalker if they are carefull.. .kite them with the reapers and step forward with your mines in hes mineral lines.
Make sure that you leave marines in your mineral line or make some turrets. If you see he is going Oracle tech never make more then 3 reapers. Start making marines asap.

Thoughts on the build?
Maru | Life | herO
jarod
Profile Joined September 2010
Romania766 Posts
Last Edited: 2013-09-03 09:45:46
September 03 2013 09:44 GMT
#3331
-deleted, clicked 2 time post -
Maru | Life | herO
PPN
Profile Joined August 2011
France248 Posts
September 03 2013 13:20 GMT
#3332
jarod> Unless you wall off which is a very fishy tell for the protoss opponent, I don't see how you can make make sure probe does not see you took gas early and more than necessary for a mere reaper. I'd suspect quite fast something is amiss especially if there is no add-on on barrack.

Another issue is that I'm not sure I understand how mines are supposed to delay 2nd base apart from forcing detection (going robo or stargate before nexus instead of the other way around) since protoss could very well keep his stalkers up the ramp and scout/sacrifice a probe down and bring another one to build 2nd Nexus if he knows there is only a mine or 2. Mines don't hit buildings.

Also oracle opener could very well kill you on the spot, especially if proxied and chronoboosted. I think you're underestimating how fast it can be.
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
September 03 2013 15:03 GMT
#3333
Ahh you see if they cut units or dont get detection and get an expo they will take far too much damage from the reapers/mines. In saying that a 1 gate core expo can be very good as long as the protoss figures out what is going on quickly enough to get the right response. Any decent terran should never let their mine fire on a probe though since you can just unborrow and kill it with the reaper.

The oracle opener will hit after this build even if its the earliest oracle possible and the reaper will kill all the probes if it is that build. Then you have enough time to react and build a ebay/turret while still sending the mine into the now defenseless mineral line.

Any other oracle opening will hit later and be scouted because of the reaper.
All Ireland Starcraft, check us out on Facebook
Striker.superfreunde
Profile Joined May 2010
Germany1120 Posts
Last Edited: 2013-09-03 15:57:19
September 03 2013 15:45 GMT
#3334
If you encounter a toss unit composition with a lot of zealots, is it better to go for armor or attack upgrades for hellbats?
Or, do you want your hellbats to do as much dmg as possible or tank as long as possible?
Edit: If you play bio
'Your ak is pretty... uhm... dank!'
PPN
Profile Joined August 2011
France248 Posts
September 03 2013 15:55 GMT
#3335
Dunmer> Have you ever heard of Mana's proxy oracle and its variations ? First oracle can be on your mineral line as soon as your first reaper is on the protoss'. Also if he chronoboostes his gateway, your reaper is only left with roughly 5 sec to do damage before it's chased away by his first stalker.

I assume you're scouting with your first reaper, so either you don't know yet if protoss took his 2nd gas, or you're looking blindly for proxy in which case even if you find it you cannot destroy the pylon powering the stargate in time with only a reaper, or worst you don't find it at all and you get in late in protoss base and gets chased away immediatly by the first stalker.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
September 03 2013 16:20 GMT
#3336
If you're wanting to go proxy Factory, it's much better to make it look 'standard' by going for a 12-12 or even 11-11 Reaper FE build, and instead of getting the Reactor on the Rax, use the scouting SCV you sent out early (which you did to try and delay his FE and pylon-count, right? I hope so) to build a Factory @100 gas, make a couple of Marines and a Bunker, THEN the Reactor. Use the proxy Factory to plop some Mines in his mineral lines, or if he puts up cannons, seed typical approach and move-out paths with a few Mines before transitioning into standard play. You can incorporate a Marine drop as well to force extra Stalkers and delay upgrades and tech.

For a slightly more aggressive illustration of this concept, check out the Supernova/Trap series from WCS KR S2. He goes proxy Rax Reaper (with a 2nd Rax for defense at home), then proxy Factory as he expands.
Marathi
Profile Joined July 2011
298 Posts
September 03 2013 16:55 GMT
#3337
On September 03 2013 12:47 Sajaki wrote:
Show nested quote +
On September 03 2013 02:17 Marathi wrote:
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.


Ultimately its your choice, but i strongly suggest that you don't 11/11 every game. If you want to improve your macro whilst putting on a ton of pressure, give this build a whirl: http://www.youtube.com/watch?v=s4XkY56yDBo. Its CC first, but you throw down +2 rax at 5:30, along with the second gas, get an ebay at 6~, SP at 7:30 (and gas 3), and do a push with your first two medivacs, a bunch of marines and 8 hellions from the standard-timed factory. No, its not the best build in a Bo3, but its stronger vs certain allins, gives you a ton of pressure and quicker drops, and is really good at punishing blind greed from Zerg


I'll check that build out, doesn't sound like it would be too great vs early roaches, but most other things would probably die to it.

I'll also try some 11/11 games and pulling my SCVs after I deny/kill the nat and see how that goes. But do you think that expand > marine/tank/banshee(or medivac) would work well?
eSports tees designed by me - http://tinyurl.com/bqmexd9
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
September 03 2013 17:34 GMT
#3338
If you see early roaches you WILL die if you commit to the attack lol (Speaking from experience) The trick is to go drop crazy at that point whilst getting your production up and bunker at home if zerg just goes and tries to kill you even though you are dropping. Thats the good thing about the build its very versatile.

My fav strategy that I've been practicing is what polt does in his TvZ matches. Its a Safe and aggressive build and gets you a lot of advantages to expand and to continue pressure. Day 9 has an extensive review of this build which in of itself is amazing IMO. The Order at which you build things is SOOOOOO important and there are a few judgment calls you have to make to maximize your effectiveness when using the build. Overall its really fun to play and pretty safe for a 3cc build.
Whatson
Profile Blog Joined January 2012
United States5357 Posts
September 04 2013 01:01 GMT
#3339
Last night's TvP was actually super interesting for those of you who watched AxiomAcer vs FXO GSTL.
+ Show Spoiler +
Innovation went standard CC first, but he stayed on 2-bases, building his 3rd CC at 11:30. Instead of a faster 3rd CC he went for 2 additional rax (3 techlabs, 2 reactors), and started his ghost academy at 10:30 right after starting his +1 armor, and even before his armory started, which is entirely different from the metagame right now. When Hurricane's 1/1 chargelot archon timing hit, Innovation was only a few seconds away from having EMPs on his 5 ghosts.

Has anybody seen/tried something like this before? I have no idea if this was merely reactionary play or if this will become a new style.
¯\_(シ)_/¯
Clarty
Profile Joined August 2012
Australia162 Posts
Last Edited: 2013-09-04 05:53:39
September 04 2013 05:49 GMT
#3340
On September 03 2013 16:37 Riggins wrote:
Show nested quote +
On September 03 2013 01:54 iAmJeffReY wrote:
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.

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.


So, in this build do I make a techlab on the factory as soon as it finishes and when I start the starport? Just like a normal banshee build? Given I am making a reactor, and a second gas, wont my factory be delayed? This would imply the starport is delayed as well. Maybe not to much, like 5-10 seconds?

The real question is, will that delay be short enough that the raven pops out before the banshee arrives? After all, it doesn't have to get started at the same time since we aren't flying it to the enemys base (yet).

Seems like I have to build a tech lab on the factory, switch it to the start port, make a raven, then switch it back to make tanks. Right?

Any chance you have a pointer to a reply showing this? =) Maybe some pro match for reference?

Thanks!

EDIT: Just notice the "FE" in your build order. This will definitely delay the raven. In silver league right now the prevailing winds are one base aggression. Any fast expands are tough to hold. You better be mighty good with your micro on your two marines against the other guys 8 and 2 tanks. Or his 2 banshees picking on you while he prepares his 8 marine followup at 6:30 minutes (taeja style) or 2 tanks, 12 marines, 2 banshees, and 8 scvs (brent style) at 830.


Yes, techlab goes on factory to swap to starport, similar to if you rush a banshee. Reactor and taking your gas at 15 delays your factory a bit compared to a straight 1/1/1 but you get the faster expand to compensate.

Generally Raven pops at around 7:30 which means you have to save a couple of scans for the first banshee if they went gas first. Getting a widow mine out of your idle factory while the raven is building helps a lot too vs banshees. Still after that holding further banshees is a breeze and you have heaps of marines (around 12 at 7:00). After the raven you can just build vikings off naked starport while you use the tech lab for tanks. I'm only diamond but in my playing around with the build its basically impossible to lose to one base aggression unless you stuff up your micro badly.
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