The HotS Terran Help Me Thread - Page 169
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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. | ||
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krooked
376 Posts
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rice_devOurer
United States773 Posts
i crushed his first push, no idea how he still beat me. He was going 2 base templar, if that helps. | ||
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`dunedain
655 Posts
They always kill the widow mines before they can fire. Am at a loss now... T_T | ||
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Popkiller
3415 Posts
On September 05 2013 00:23 Jer99 wrote: Hey guys, I was wondering how you have your hotkeys set up. Currently I have: 1. Command centers 2. Barracks 3. Main army 4. Specialty units 5. Natural command center 6. Factories 7. Starports 8-10 unused My camera locations are F1-F5, and I've rebound idle worker to insert. Currently my select army is hotkeyless, I just click it in game. I was thinking of changing all upgrades and unit production keys to A,S,D,F,G,T hotkeys as they are all the defaults right now. So what do you guys think? Would it be better to have the army hotkeys grouped up instead of having them dispersed and same for the production? Should I add more hotkeys for my army and if so where? I do 1, 2, and 3 for army (depends on the situations and what units I have) 4 is production facilities (I find it just as easy/fast to tab through them) 5 is command centers 6 is upgrade facilities (ebays/armories) I really enjoy having all production on one hotkey, just slam that tab key and spam out your units, pretty nice. I agree with consolidating your production keys on the keyboard. I use the grid, so it already accomplishes that. Aren't the standard hotkeys all over the place? I've never even used them, haha. As for having 3 vs 2 army hotkeys, I think it's definitely worth it to have 3. Considering TvP, don't you usually want your bio, ghosts, and vikings to be doing different things? That's 3 control groups, right there. | ||
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Sajaki
Canada1135 Posts
On September 05 2013 09:01 rice_devOurer wrote: http://ggtracker.com/matches/4004101 i crushed his first push, no idea how he still beat me. He was going 2 base templar, if that helps. Okay, the biggest things that happened this game: It was 2-1 vs 1-0. That is a massive, massive hill to climb if the terran is down that much. You don't produce more medivacs after the first four, despite the fact that you are floating a TON of money. So when you fight in the final battle you have a bunch of orange units, THEN you stim and fight an equal-sized army with storm available and ups advantage... not gonna work too well. You have a third but = worker counts. You aren't actually too far ahead economically at this point. You are floating more money then he is too. Your extra production is very late. So, what to do better next time: Get supply-blocked less. Macro more cleanly when you are out on the map. Ensure that you continuously upgrade. Keep building medivacs against this playstyle. Lastly, if you have a 3rd and your opponent does not, its okay to slap down even 3+ bunkers and defend the timing, because if you do and come out with a stronger economy, you can perma-deny his third and starve him out/kill when maxed. EDIT: Oh, you also have like 9 SCVs in main and 25 or something at natural. Its very important for your economy to have 16 at each base before your oversaturate. | ||
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A Wild Sosd
Australia421 Posts
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Bulugulu
Israel250 Posts
On September 05 2013 19:02 A Wild Sosd wrote: Does anyone know a TvP replay from WCS where the terran opens with hellions? The 1 game that comes to mind is the First vs Alive game but of course that replay is missing. Taeja opened gas first hellions on whirlwind versus either rain or first, can't recall which. I think it was first. Either way he decimated his opponent with it. A strong metabuild for whirlwind. | ||
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Riggins
United States9 Posts
1 = Whole group, to move them across map, big swinging movements 2 = Main army 3 = Specialists In particular I like to leave the vikings vikings in 3 when going against P (I am terran) and my raven in 3 when I am against Z. Having the raven in your main army is a pain since the 'Z' key in grid hotkeys will default to 'auto-turret' instead if 'stim'! So, you grab your army, hit Z to get out of a mess, and the damn thing tries to put down a turret. =( Sometimes I dont even hotkey that thing, I just tell it to follow my medivacs (I use it in my army to clean up creep without using scans). | ||
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mygodsnameiskyle
Canada33 Posts
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Sajaki
Canada1135 Posts
On September 06 2013 05:15 mygodsnameiskyle wrote: Does anyone feel like in the lower leagues (bronze/silver) that the pro builds do works as well because there is so much cheese/ unpredictable play? So many times, I will scout them building baneling nests build some bunkers and tanks only to find they went for mutas? Or do I just need to work on getting my builds tighter? I don't always (rarely) meet my benchmarks. They work fine, but if you encounter a ton of cheese i'd recommend staying away from the really greedy builds like quick 3CC if you don't feel confident in being able to defend. Heck, im high diamond and I don't even feel confident when it comes to fighting some zerg allins with that build. But if you wish to stick with them, those benchmarks are indeed important, as well as knowing general transitions and reactions to what you see. Ex: See fast roach = cut hellion marine, begin marauder mine production. 2 base muta = get turrets ASAP, etc. | ||
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Lock0n
United Kingdom184 Posts
This is going to be sick citty!!! No more losing to protoss deathballs ^^ Feel free to try this out and thank me later. | ||
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Whatson
United States5357 Posts
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iAmJeffReY
United States4262 Posts
On September 05 2013 19:45 Bulugulu wrote: Taeja opened gas first hellions on whirlwind versus either rain or first, can't recall which. I think it was first. Either way he decimated his opponent with it. A strong metabuild for whirlwind. I have some ridiculous winrate on WW TvP with gas first hellions -> 2 hellion + 2 mine drop + FE -> stim timing with anything from factory, or 5 rax + scv pull. Most times, they scout gas first, and reactor on rax, and imagine it's widow mines, so they FE and rush robo. Which does nothing when 4 hellions run into their base. I think the first season of HotS, as a like lifetime 40% TvP player at mid/high masters then, I was something like 12-2 on WW with gas first hellions. | ||
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mygodsnameiskyle
Canada33 Posts
Then I thought that I just need to be able to see that I am improving. So what I did was got a piece of paper and made a grid with Reaper/Medivac/Marine/SCV/WM/Mau at the top along with what benchmark was. Then at the end of every game I would record my numbers and compare them to the previous game. Ya, I didn't hit my benchmark every time but I could SEE the improvement. I shared this with my clan members and it helped them too. This just helps you to keep motivated because you can SEE the improvement. So now before I get on the ladder I will play at least 3 custom games and just make sure I can do better than last time before the real thing. It also gives you an idea if you are in "the zone" for playing ladder. Sometimes I can't hit anything so I just play some ai for the day and skip the ladder all together. Anyways, hope it's helpful. | ||
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Thezzy
Netherlands2117 Posts
In the games I saw it in, it seemed to deal quite a bit of damage (sniping a third on Bel'Shir Vestige iirc). The only thing I worry about is any number of Banelings. My micro isn't very good yet so I fear I'd lose the entire force to just a few of them. Any tips regarding handeling Banelings in TvZ when you have Marines? I currently add in Marauders to help soak the damage but I'm not sure if I'm being efficient with my Bio by adding them. | ||
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Goofinator
England45 Posts
I am a fairly slow platinum Terran player (average apm ranges from 90 on a bad day to 120 on a good one) and I was wanting to ask a question about engaging the Protoss deathball. When I try to do this it invariably ends up in a loss, even if I am up in army supply and/or value so I presume that the reason I always end up losing the fight must be down to my army control. This kind of makes sense because when engaging the Protoss army there is so much to do I always get flustered and end up doing absolutely none of it right because I don't know the order to do it in and which has the biggest affect in generating a favourable outcome. So this leads into my question: How do you prioritise the various tasks involved in engagements in TvP? Do you try to emp/snipe before you stim and attack move or do you stim and attack move then try to hit the emps? Do you shift target the collosus as a priority before trying to dodge storms and kite zealots or do you do something else entirely? Thanks in advance for the responses gentlemen. | ||
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iAmJeffReY
United States4262 Posts
On September 08 2013 01:43 Thezzy wrote: How do you feel about the TvZ 8 minute Combat Shield push that I saw Bomber do in the WCS? In the games I saw it in, it seemed to deal quite a bit of damage (sniping a third on Bel'Shir Vestige iirc). The only thing I worry about is any number of Banelings. My micro isn't very good yet so I fear I'd lose the entire force to just a few of them. Any tips regarding handeling Banelings in TvZ when you have Marines? I currently add in Marauders to help soak the damage but I'm not sure if I'm being efficient with my Bio by adding them. Just learn to split. No other way around it. In the beginning, leave a whole front row of marines -- be it 2-5 some random number. Box all the rest, and move command back, then split with a bit more time as the front row takes the 'amove' baneling fire from low level players. Try to get that ball of marines into 3 small balls of marines. Then if you have time, try and split those into even further balls of marines. Trying to make this as simple as I can verbally... lol If you have marauders - keep them infront if you expect a frontal defensive baneling attack. Control click a marine, and again move command back. Leave the marauders alone until you split some marines. Then you could target down banes with 4 marauders. Remember marines are range 5. Banelings are not. They have low HP. You can snipe a good amount of banelings, even on creep, without speed by target firing them as you 'stutter step' backwards, in a sense. But every step is a targeted baneling. On September 08 2013 01:47 Goofinator wrote: Hello. I am a fairly slow platinum Terran player (average apm ranges from 90 on a bad day to 120 on a good one) and I was wanting to ask a question about engaging the Protoss deathball. When I try to do this it invariably ends up in a loss, even if I am up in army supply and/or value so I presume that the reason I always end up losing the fight must be down to my army control. This kind of makes sense because when engaging the Protoss army there is so much to do I always get flustered and end up doing absolutely none of it right because I don't know the order to do it in and which has the biggest affect in generating a favourable outcome. So this leads into my question: How do you prioritise the various tasks involved in engagements in TvP? Do you try to emp/snipe before you stim and attack move or do you stim and attack move then try to hit the emps? Do you shift target the collosus as a priority before trying to dodge storms and kite zealots or do you do something else entirely? Thanks in advance for the responses gentlemen. That's not too terribly low if it's sc2 apm. I play at 120-150 on sc2 apm, and I can beat mid masters consistently albeit I very, very rarely play these days. Still got into masters this season on a smurf very easily, so I must still have something. I have trouble, as anyone, with protoss death balls. You ideally want them to attack into your pre-concave split bio with blanket emps as they walk into a meat grinder...Oh the wishes. However, protoss only get better sitting back defensively, and just harassing with warp zealots be it pylon, or warp prism. So, for me, when engaging, I try to have as large of an army surface as possible, as in wide. Scan ahead, and lead the charge with ghosts. Snipe if it's a one or two HT hit squad for pre-battle stormage, or emp if it's on a clump. Then once they're committing, I stim and try my best to just keep splitting back dodging storms and collsai onto marine fire. If I have vikings on a separate hotkey, with the first forward scan I'll shift command them on collsai as I go in with bio. I fall apart when it's 3 hotkeys, a la what you want in bio/viking/ghost army vs zeal/archon/collsai/ht. So I clump bio and vikings, and just periodically control the vikings and 1 shot down a collsai or two, or box my bio (what I typically do) and not use my 1hotkey, to select them. That way vikings just sit and shoot, fuck em, as you control your bio. Hope that helped a bit, if at all! Edit- lot of balls in my post here....weird. | ||
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Slydie
1927 Posts
-eu gold terran | ||
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iAmJeffReY
United States4262 Posts
On September 08 2013 10:38 Slydie wrote: I see a lot of pros going 14 CC first on the high ground in tvz these days. I am comparing this to a 1rax expand with CC before 2nd depot. From the research I have done so far, the time the CC needs to fly and possible lost production time before the CC takes off and after it lands makes the SCV count more or less equal. The income also seems to equal out once double mules are available. The Cats build considered, does the hg-CC-first really have any advantage over a greedy 1rax expo? In theory you should maybe get like 1-2 scvs more, but to me, it just seems to be too many ways to be delayed for it to be worth it. But all those pros are probably not wrong... -eu gold terran That only matters at the level where you are constantly making scvs, dropping mules on time, and not getting supply blocked. You can easily and safely 1 rax fe, or reaper FE in every map in TvZ at gold level and be fine economically against any zerg openings. Just remember all timings are based on crisp, clean play. Not supply blocked, or missing scvs or mules. | ||
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Mjolnir
912 Posts
I am a newb when it comes to Terran. Here's my example situation: Recently played on Bel'shir Vestige. I was top left, Zerg was bottom right. I did a reaper FE and had two reapers in his base which earned me about 4 drone kills and some excellent scouting info. I saw that he didn't have speed and was making a third queen for creep spread. At this point I thought I was doing well. I follow up with hellions. Force a cancel on his third (he tried to take a third straight across to the right. At this point I have my expo up and we're both on two bases. I poke with hellions and see that he has walled off with spines and roaches. I cannot get in. I sit back at his third and take my own third. Eventually he pushes me out and takes his third. I still can't get in on his base as his OL spread is good and his roaches are waiting for drops. I scan and see a baneling nest. I know a spire is coming. Still, any aggression is shut down. He sends lings to my thrid (also straight across to the right). I fend that off, but then he has me running back and forth with minor (ineffectual in terms of damage) harass. I know I need to do something. He's taking a 4th and I see a huge flock of mutas pop out (like 15+). Clearly I didn't hurt his economy enough. These mutas have me running all over the place (they rip through turrets easy) and I lose. I know I should have done more early damage - but he shut it down so well. Perhaps vikings to pick off OLs and get back map control so I can drop better? Perhaps just mass marauder/hellion and push the front instead of try to contain his third and take my own? Perhaps just not macro like a toddler and play better? Any advice appreciated. If a Zerg shuts down the harass and gets a bunch of mutas, I have no idea how to deal with it - especially with 4M (yes, I know, I'm a crappy Terran). Thanks in advance. | ||
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