It's really annoying me! What's everyone using?
The HotS Terran Help Me Thread - Page 19
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Rohan
United Kingdom83 Posts
It's really annoying me! What's everyone using? | ||
ThePianoDentist
United Kingdom698 Posts
On March 24 2013 05:32 Rohan wrote: Can I ask...what on earth is everyone hotkeying everything too? I've been 'toss for a long time, and wanting to try out Terran since they fit my multitasking and lust for aggression a bit better...but honestly, I'm running out of hotkeys that I can access easily. I'm used to having 1-3 being units, 4-5 being production as Protoss but that's not cutting it as Terran really. Do you all hotkey building seperatly? So factory on 6, Starport 7? I feel almost like I have to relearn a new set of hotkeys where the CCs are on 8 or something. Three pronged drops with limited hotkeys are *hard*. It's really annoying me! What's everyone using? ok this is my hotkey setup but its a very personal preference type thing with no real correct answer, for example i know many terrans who put all production (rax, fact, port) on same hotkey and tab between them. What I do is 5 all cc's, 6 all rax, 7 all factories, 8 all starports 1,2,3,4 are army. 1 is main army, 4 are my air units. then 2 and 3 depend on matchup and style. often 2 will be my ghosts. if playing mech 2 is siege tanks, 3 is widow mines. with bio if ive got my ghosts on 2 ill often put the rest of my bio on 3 as otherwise i have to tab to stim but if the game is too hectic I may not have time. then 0 and 9 I use for hotkeying drop medivacs (use the right control with your thumb to add things to the far right hotkeys) | ||
Garmer
1286 Posts
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Rohan
United Kingdom83 Posts
On March 24 2013 06:34 ThePianoDentist wrote: ok this is my hotkey setup but its a very personal preference type thing with no real correct answer, for example i know many terrans who put all production (rax, fact, port) on same hotkey and tab between them. What I do is 5 all cc's, 6 all rax, 7 all factories, 8 all starports 1,2,3,4 are army. 1 is main army, 4 are my air units. then 2 and 3 depend on matchup and style. often 2 will be my ghosts. if playing mech 2 is siege tanks, 3 is widow mines. with bio if ive got my ghosts on 2 ill often put the rest of my bio on 3 as otherwise i have to tab to stim but if the game is too hectic I may not have time. then 0 and 9 I use for hotkeying drop medivacs (use the right control with your thumb to add things to the far right hotkeys) Makes sense. I'm just going to have to adapt I guess! | ||
Striker.superfreunde
Germany1118 Posts
On March 24 2013 05:32 Rohan wrote: Can I ask...what on earth is everyone hotkeying everything too? I've been 'toss for a long time, and wanting to try out Terran since they fit my multitasking and lust for aggression a bit better...but honestly, I'm running out of hotkeys that I can access easily. I'm used to having 1-3 being units, 4-5 being production as Protoss but that's not cutting it as Terran really. Do you all hotkey building seperatly? So factory on 6, Starport 7? I feel almost like I have to relearn a new set of hotkeys where the CCs are on 8 or something. Three pronged drops with limited hotkeys are *hard*. It's really annoying me! What's everyone using? 1,2,3 Units 4 CC(s) 5 Production (tabbing through them) if you are confident with them, add: 6 Ebay/Armory 7 Ghost Academy or Fusion Core ... or whatever your lategame tech will be. That's of course only a sugguestion. ![]() | ||
zhurai
United States5660 Posts
4 cc 5 rax 6 fact 7 starport `/0 = upgrades (all of them) (if I mech it's 5 fact, 6 starport) trying to make it so 6 = fact+starport 7 upgrades ` = extra army one. | ||
Jockmcplop
United Kingdom9345 Posts
4 ccs 5rax +ebays 6 Fact + armories 7 Starports 9+0 drops i use rax + ebays and fact+armories so i don't have to remember to check upgrades... | ||
ROOTheognis
United States4482 Posts
On March 23 2013 18:13 Cortza wrote: My mistake. Apologies to filter, it's actually 9 barracks by 14 minutes. I had the numbers mixed. ah ok that seems alot better ;D <3 | ||
awakenx
United States341 Posts
1-4 are my army hotkeys 5 are my productions 6 are my upgrade buildings 7, 8 are whatever 9 is my depot scv 0 are my ccs typically in TvZ, my 1 hotkey is bound to my main bioball, while 2/3 are bound to drops. In TvP, i bind 1 to my bioball (no ghosts), 2 are my ghosts, and 3 is my MM (so i can kite with the medivacs healing the whole time). I haven't played enough TvT in HotS to set up any bindings for that. And I have a question for some terrans: I wonder, is it advisable if, when you scout colossus, to go 2 starports to immediately pump out vikings? I recall a ThorZaIN build from a while ago (TSL3) that called for this (and has been removed from the TL Wiki), but I've been using it at great success in Diamond league. However, I can see the problems with it, since it reduces your bio count in favor of being able to deal with colossi easily, but my question is, is it worth it to get double reactor starport vs colossus? | ||
Striker.superfreunde
Germany1118 Posts
On March 24 2013 07:35 awakenx wrote: However, I can see the problems with it, since it reduces your bio count in favor of being able to deal with colossi easily, but my question is, is it worth it to get double reactor starport vs colossus? Yeah it's pretty sure the safest way to survive. But you definitively don't want to over commit in viking production. | ||
awakenx
United States341 Posts
On March 24 2013 07:51 Striker.superfreunde wrote: Yeah it's pretty sure the safest way to survive. But you definitively don't want to over commit in viking production. IIRC, the critical mass for vikings to 1 shot colossus is 14 right, assuming equal upgrades? | ||
Striker.superfreunde
Germany1118 Posts
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zhurai
United States5660 Posts
On March 24 2013 07:57 awakenx wrote: IIRC, the critical mass for vikings to 1 shot colossus is 14 right, assuming equal upgrades? Q. How many vikings per colossus is recommended? TheDwf wrote: 3-4 Vikings per Colossus. No need to make Vikings against a single Colossus without range since it means Protoss is actually teching Templars. - http://www.teamliquid.net/forum/viewmessage.php?topic_id=251694#tvp_midgame | ||
Baum
Germany1010 Posts
On March 24 2013 03:44 Whatson wrote: Personally, I only go for 1rax FE if I see a 1gate FE or a nexus first. If there's 2 gasses, I go for 15 gas, reaper, 20 CC, factory and starport for widow-mines and vikings + 2 more rax since stargate plays are really common. Some terrans go blind early E-bay with 2 turrets in the mineral lines off 1rax FE, but I think that's a bad investment since oracles + gateway units will still be able to walk all over your front. EDIT: TheDwf explains it a lot better middle of page 16. Basically, oracles are really freaking good vs 1rax FE, and there's a much more reliable way of stopping them than investing in early ebay + turrets The problem is while regular gasless fast expands are bad versus stargate reactor expands are complete garbage against blink and immortal all ins. I feel like we haven't even gotten close to what the standard terran opener should be in tvp. | ||
Spoink
Austria150 Posts
a short question: What do you prefer at the moment to play against Zerg(Mech, Bio/Tank, Bio/Mine, etc.)? And when and how do you secure a third with your style? Lately i just cant take a third, especially against Mutas. | ||
Deleted User 183001
2939 Posts
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A Wild Sosd
Australia421 Posts
![]() I have come up with a build for TvT and I just wanted to get some other peoples thoughts on it. The basic idea of the build is an aggressive reaper opening with a FE into 2 cloaked banshees while constantly producing marines and tanks. Then pushing with 2-4 medivacs 40 Marines and about 5 tanks while taking a third behind it. I have been making 3-4 reapers and harassing workers + trying to kill a few marines with them as well as scouting and denying mining from an expo. With the 2 banshees I have been trying to harass workers and try and pick off tanks which makes the big push at the front much easier. So the build order I have been using is 12 rax 14 gas 1 marine into reapers CC when you can afford it which should be around the 20 supply mark, Follow up the CC with 2 more rax a factory and take your 2nd gas, all while still harassing with reapers. make 2 techlabs 1 on a rax and 1 on your factory and add a 3rd gas. Switch starport and factory. Start banshee/cloak/stim/tanks. Push out with 2 banshees and cloak while adding 2 more rax when you have the money for it. Prepare a reactor on one of your rax to switch with starport fro medivacs. Drop your third cc 2more rax and 2 ebays. Float 3rd CC to 3rd location as you push with 40 or so marines and 5 tanks. Replays: http://drop.sc/312771 http://drop.sc/312770 I am only a platinum player so my macro mightn't be great and I;m sorry for the poorly written guide. First time doing this ![]() | ||
LuckoftheIrish
United States4791 Posts
On March 24 2013 09:29 JudicatorHammurabi wrote: I'm a Protoss player seriously considering switching back to my BW race, Terran. I'm a bit tired of the persisting deathball / timing attack nature of Protoss. What sort of resources can help facilitate my switch over to Terran? I recommend minerals and gas. | ||
Dmn
Norway101 Posts
On March 24 2013 09:14 Spoink wrote: Hey, a short question: What do you prefer at the moment to play against Zerg(Mech, Bio/Tank, Bio/Mine, etc.)? And when and how do you secure a third with your style? Lately i just cant take a third, especially against Mutas. Biomine. Third preferably around 10-12 mins, secure it with hellions/marines/mines. You need turrets and some well placed mines/marines to defend against mutas. Especially when you are spread across 3 bases. On March 24 2013 09:29 JudicatorHammurabi wrote: I'm a Protoss player seriously considering switching back to my BW race, Terran. I'm a bit tired of the persisting deathball / timing attack nature of Protoss. What sort of resources can help facilitate my switch over to Terran? The key to terran are the five Ms: Marines, Marauders, Medivacs, Mines and ofc Mules. | ||
koalahide
Australia5 Posts
Any help? | ||
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