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The HotS Terran Help Me Thread - Page 208

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.
Jer99
Profile Blog Joined April 2011
Canada8160 Posts
November 22 2013 23:20 GMT
#4141
Rax gas fact works well, just don't stop making marines and as soon as you get a hellion out you should be fine
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
November 22 2013 23:57 GMT
#4142
Yeah I was thinking about that, then banshees into 3 tanks allin should do the work. Thanks.
EleanorRIgby
Profile Joined March 2008
Canada3923 Posts
November 23 2013 00:07 GMT
#4143
tvz mech is a lot better now and pretty good on some maps, you just have to watch out for the hive tech and the vipers and be ready with a few thors and 6-8 or so vikings. also got to spread tanks in to groups of 2 each a blinding cloud away from each other. I feel mech will get better in the coming months, after all the patch just came out.
savior did nothing wrong
Fhiz
Profile Joined October 2013
361 Posts
Last Edited: 2013-11-23 03:27:14
November 23 2013 03:25 GMT
#4144
http://imbabuilds.com/hots-terran/hots-tvp/tvp-bombers-reaper-fe/

>> is this the way to go in terms of reaper FE vs toss?

edit;; also if i am looking to improve individual matchups would it be a good idea to go through a bunch of replays and write down why i lost every game and work on that?
girls generation make u feel da heat
Mjolnir
Profile Joined January 2009
912 Posts
Last Edited: 2013-11-23 05:52:32
November 23 2013 05:51 GMT
#4145
How the HELL do you deal with a rush to swarm hosts?

Zerg does an early pool, rushes, I hold. He expands, I get ready to push out, and there are like 5 SHs at my base. I have to stop, make tanks, and prevent them from wearing me down.

I go for drops, he has spores, spines, SHs at main and a nydus shortly thereafter to move SHs around for defense. I had THREE bases, he was on TWO and I couldn't do damage. It was just a brutal turtle. I stopped his third 4 times. But his units were free and to his credit, he was good with SHs. Corruptors follow, to BLs. I stop this, kill all corruptors and BLs but he manages another base. I can't push out. There are literally so many locusts that I don't even have time to move my tank line forward. He's winning the resource trades because he's almost maxed on SHs and Corruptors. I hold for almost an hour but eventually I'm pooched.

I know I suck at Terran (I'm new) but I have no idea how to stop this turtle play.

I think the answer is "get air" but I need tanks to hold the steady push of locusts. By the time I have air, he has corruptors. By the time I drop, he has defense and lots of queens.

I managed to drag the game out a long time (over an hour and twenty minutes) but it just wore me out. I don't know what to do

It was really, really, really frustrating. So many units. SO MANY UNITS - all free. Goddamn.
Survivor61316
Profile Joined July 2012
United States470 Posts
November 23 2013 06:41 GMT
#4146
God I fucking hate psi storm..how is that spell not considered op?? I feel like the amount of micro you have to do against it is absolutely insane, compared to the toss just a-moving and then selecting the ht and storming when in range I just dont know what to do against it, its so god damn frustrating.
Liquid Fighting
mokumoku
Profile Joined January 2012
157 Posts
Last Edited: 2013-11-23 07:58:21
November 23 2013 07:57 GMT
#4147
On November 23 2013 15:41 Survivor61316 wrote:
God I fucking hate psi storm..how is that spell not considered op?? I feel like the amount of micro you have to do against it is absolutely insane, compared to the toss just a-moving and then selecting the ht and storming when in range I just dont know what to do against it, its so god damn frustrating.


I haven't played this game in a while but these are the things you should be doing;
-Scouting his tech path to know when to build a ghost academy (9:30 – Storm will first finish in standard play)
-Pick off the observer by scanning and killing it with vikings so your ghosts can go in and emp/snipe ghosts and the army
-Have a nice split, don't bunch everything together when you know HT are on the map

Just have to work on your ghost control.
PanzerElite
Profile Joined May 2012
540 Posts
November 23 2013 08:28 GMT
#4148
btw who opts to just build more mmm instead of ghosts and then just scv allin?
Slydie
Profile Joined August 2013
2002 Posts
November 23 2013 14:15 GMT
#4149
btw who opts to just build more mmm instead of ghosts and then just scv allin?


Storm on all your MMM with scvs is so sad, so I dont know if it can work. VS colosseus first, though, I do the viking-pull as standard, trying to hit a nice pre-storm timing with 2-2 or 2-1, muahahaha. I seriously need tips, though vs storms, maybe marauders rather than marines might help? Every time he storms my bio, I die a little inside...
Buff the siegetank
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
November 23 2013 14:31 GMT
#4150
--- Nuked ---
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
November 23 2013 14:34 GMT
#4151
On November 23 2013 23:31 Huragius wrote:
Okey, I'm getting pretty pissed by the blink with MSC all-in. I scout it, deny initial pylon, delay it a little bit but yet still die almost every time.
My build is:
10 Supply
12 Rax
12 Gas
Reactor after reaper, CC when you can. Skip delay SCV production till you have enough minerals for supply depot and bunker in front of natural.
Then I go for another barracks with tech lab. if I scouted two gas, I add ebay and two turrets. I stay on one gas till factory is about 70% done.
If anyone has a better build to share, or optimize this one, I would be really grateful.
Getting really pissed of losing to this all-in


AFAIK the safest build against blink is a 12/12 reaper into 1-1-1 mine drop, where you use the factory for tanks and bunker up.
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
November 23 2013 14:57 GMT
#4152
--- Nuked ---
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
November 23 2013 16:44 GMT
#4153
This is what the reaper is for, scout around for proxy pylons if you suspect it and you can always jump into his base and find out what's up. Worse case your reaper dies and you still dont know and you scan where your reaper couldn't scout and over his pylons.

Also 50% is higher than most people I have seen haha
All Ireland Starcraft, check us out on Facebook
Fhiz
Profile Joined October 2013
361 Posts
Last Edited: 2013-11-23 20:36:03
November 23 2013 20:26 GMT
#4154
In TvZ

I like to go marine/ bio tank right and in my league this sometimes leads into a longer game and the zerg is able to get up ultras. I know it's recommended to focus more on marauders but how do thors do against ultras? I assume they would work well and it would be a smart choice no?

edit;; left out my main question, or would it be better to just get more tanks?
girls generation make u feel da heat
Sakoha
Profile Joined October 2013
United Kingdom25 Posts
November 23 2013 23:10 GMT
#4155
Thors work great vs ultras, tanks not so much. Thors take a lot of punishment so you can have bio behind them helping deal damage. As you said, marauders are really what you'd like but its understandable that you wouldn't always have the production ready for that.

Make sure you're always ready for the greater-spire switch as well =). So at the late game it doesn't hurt to get some additional starports (even if you're not necessarily producing out of them).
RandomAccount#106470
Profile Joined September 2010
Lithuania1506 Posts
November 23 2013 23:26 GMT
#4156
--- Nuked ---
TurboMaN
Profile Joined October 2005
Germany925 Posts
November 23 2013 23:57 GMT
#4157
On November 24 2013 08:26 Huragius wrote:
Meh, TvP killed HotS for me, like BL/Infestor did in WoL.
Will wait for changes and then try to ladder again


GL waiting until LotV
Rowrin
Profile Joined September 2011
United States280 Posts
November 24 2013 03:50 GMT
#4158
On November 24 2013 08:26 Huragius wrote:
Meh, TvP killed HotS for me, like BL/Infestor did in WoL.
Will wait for changes and then try to ladder again


Dude same here. I'm done until bliz fixes this game. I dont care if this game is balanced atm or not the gameplay is shit.

TvP is just a massive turtlefest. Toss just sit there with their deathball until they have enough g'damn cannons to push out of their base with this ball of death. Either that or some stupid proxy all-in.

TvZ is. exactly. the. same. zerg either stalls with mutas, or god fucking forbid swarm hosts, until T3. How the hell do you even push a wall of locus, spines, and spores with a few vipers and hydras supporting? it is by far the worst thing conceivable. 0 supply units everywhere, oh wait, spines and spores aren't units.. could've fooled me...

Not to mention that mmr decay and the new matchmaking system has completely broke the ladder....
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
November 24 2013 07:14 GMT
#4159
On November 23 2013 16:57 mokumoku wrote:
Show nested quote +
On November 23 2013 15:41 Survivor61316 wrote:
God I fucking hate psi storm..how is that spell not considered op?? I feel like the amount of micro you have to do against it is absolutely insane, compared to the toss just a-moving and then selecting the ht and storming when in range I just dont know what to do against it, its so god damn frustrating.


I haven't played this game in a while but these are the things you should be doing;
-Scouting his tech path to know when to build a ghost academy (9:30 – Storm will first finish in standard play)
-Pick off the observer by scanning and killing it with vikings so your ghosts can go in and emp/snipe ghosts and the army
-Have a nice split, don't bunch everything together when you know HT are on the map

Just have to work on your ghost control.

Also, if you have the micro to handle it (it isn't quite as hard as you probably think it is) you can just pile on the pressure with bio, constantly trading, kiting vs. zealots, and dodging storms. Target high templar down with small groups of bio, and target archons or stay out of range. If you start this early, then he will have to use his warpins on zealots as opposed to high templar, which means that you will only have 4 storms at most to dodge, which is a piece of cake.
Problem is that zealot/archon can easily overwhelm you, so you should pick up and retreat at a moment's notice. And you also need to be careful not to let your macro slip during then endless battles, easier said than done.
When you do this kinda right you can just run over him, it's immensely satisfying.
Taeja the one true Byunjwa~
PinheadXXXXXX
Profile Joined February 2012
United States897 Posts
November 24 2013 07:21 GMT
#4160
On November 24 2013 12:50 Rowrin wrote:
Show nested quote +
On November 24 2013 08:26 Huragius wrote:
Meh, TvP killed HotS for me, like BL/Infestor did in WoL.
Will wait for changes and then try to ladder again


Dude same here. I'm done until bliz fixes this game. I dont care if this game is balanced atm or not the gameplay is shit.

TvP is just a massive turtlefest. Toss just sit there with their deathball until they have enough g'damn cannons to push out of their base with this ball of death. Either that or some stupid proxy all-in.

TvZ is. exactly. the. same. zerg either stalls with mutas, or god fucking forbid swarm hosts, until T3. How the hell do you even push a wall of locus, spines, and spores with a few vipers and hydras supporting? it is by far the worst thing conceivable. 0 supply units everywhere, oh wait, spines and spores aren't units.. could've fooled me...

Not to mention that mmr decay and the new matchmaking system has completely broke the ladder....

If you are playing TvZ so it is a turtlefest you are probably doing it wrong...
Mech can produce this kind of reaction, which is why it often isn't very good. But any kind of bio composition, from bio-hellbat to bio-mine and even bio-tank totally smash swarmhost hydra viper play. You can just attack everywhere in large numbers and eventually zerg crumbles. Plus mutas shouldn't be able to sufficiently delay you so then can get hive up; you should be able to get turrets out before a 2/2 push.
Try submitting a replay, because I'm confused as to why you are having issues with swarmhost turtle style (assuming ur not playing mech.)
Taeja the one true Byunjwa~
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