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The HotS Terran Help Me Thread - Page 212

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.
wag_
Profile Joined February 2013
88 Posts
November 27 2013 21:36 GMT
#4221
What are you guys transition after a gas first banshee oppening in TvT ?

Personally it is :

- banshee -> raven -> viking
- 2nd CC (@6:30)
- 2 more rax // stim + cshield
- Third CC
- 2 ebays
- 2 more rax // double reactor

Is there a more effective way to do it ? Or is my transition good?
Slydie
Profile Joined August 2013
1927 Posts
November 27 2013 23:35 GMT
#4222
Watching high levl tvp these days, I die a little inside when I see all the no risk all-inns protoss can do because they defend with the MSC so easily. I was theorycrafting: is it the future to go for faster ghosts and try very hard to sneak in an EMP on the msc? Maybe using medivac speedboost...
Buff the siegetank
Whatson
Profile Blog Joined January 2012
United States5357 Posts
Last Edited: 2013-11-28 00:03:28
November 28 2013 00:02 GMT
#4223
On November 28 2013 08:35 Slydie wrote:
Watching high levl tvp these days, I die a little inside when I see all the no risk all-inns protoss can do because they defend with the MSC so easily. I was theorycrafting: is it the future to go for faster ghosts and try very hard to sneak in an EMP on the msc? Maybe using medivac speedboost...

lol as in like 1-base ghost? Even in WoL I don't think there were many 2base all-ins that worked TvP
You might as well as go 1-1-1 with raven (pdd to take up shots)
¯\_(シ)_/¯
TheDwf
Profile Joined November 2011
France19747 Posts
November 28 2013 00:42 GMT
#4224
On November 28 2013 08:35 Slydie wrote:
Watching high levl tvp these days, I die a little inside when I see all the no risk all-inns protoss can do because they defend with the MSC so easily. I was theorycrafting: is it the future to go for faster ghosts and try very hard to sneak in an EMP on the msc? Maybe using medivac speedboost...

Nope, way too big of an early investment + zero chance to work since the MSC is supposed to be positioned out of reach.
Kalfos
Profile Joined March 2013
Dominican Republic34 Posts
November 28 2013 02:56 GMT
#4225
Hey guys I'm looking for advice on a replay that posted on the Official Forums this afternoon. It's not from me but I just want to know what could of been done better in the early game that would of changed the mid game.

Here's the Replay: http://drop.sc/366422
B-rye88
Profile Joined October 2013
Canada168 Posts
November 28 2013 04:22 GMT
#4226
On November 28 2013 08:35 Slydie wrote:
Watching high levl tvp these days, I die a little inside when I see all the no risk all-inns protoss can do because they defend with the MSC so easily. I was theorycrafting: is it the future to go for faster ghosts and try very hard to sneak in an EMP on the msc? Maybe using medivac speedboost...


By the time you have a medivac AND a ghost AND enough of an army to do something with it, his all-in has already hit you or he's safely macroing with enough defense to smash your face.
Slydie
Profile Joined August 2013
1927 Posts
November 28 2013 07:44 GMT
#4227
I have seen pros use ghosts in a medivac to emp hts, is it really impossible to do the same with the msc?
Buff the siegetank
Doc Brawler
Profile Joined November 2011
United States260 Posts
November 28 2013 09:59 GMT
#4228
by the time you have ghosts and medivacs, msc isn't that big a problem anymore. but yes of course its possible
I am become Death, the Destroyer of Worlds
BurningRanger
Profile Joined January 2012
Germany303 Posts
November 28 2013 10:01 GMT
#4229
On November 28 2013 16:44 Slydie wrote:
I have seen pros use ghosts in a medivac to emp hts, is it really impossible to do the same with the msc?

The point is that you have to do it, before he activates the overcharge. If he reacts quick enough, you're quite much dead.

Actually that brought me to a nice idea for the overcharge ability. Blizzard should make it drain Nexus energy. So when casted on a Nexus, it would use like 1 or 2 energy per second from that Nexus. Then this could be countered by EMP (and Feedback?). Protoss players would also have to keep some energy on Nexi if they want to use it to defend instead of using it all for chronoboosts.
My Livestream: http://www.twitch.tv/burningranger | My youtube channel: https://www.youtube.com/user/BurningR4nger
Lazuras
Profile Joined November 2012
Sweden52 Posts
November 28 2013 22:06 GMT
#4230
quick question, i'm currently trying out innovations reactor hellion into fast 3cc in TvZ, like it very much, but i was wondering. if the zerg plays a standard macro game with 3 bases, at what time does their mutas generally pop out? is it worth investing in a lot of turrets at your bases when you push out?

thanks
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-11-29 00:35:09
November 29 2013 00:32 GMT
#4231
A standard 3 base zerg would have mutas at your base around 11:30. They could have mutas as early as 10:00 if they are going 2 base mutas. I've seen very aggressive 2 base mutas where they come earlier but that doesn't happen often.

The whole idea is for you to be pushing across the map at or before his mutas hatch so that he is forced to keep his mutas at home to defend and you can slowly dwindle down his numbers so they don't become a muta ball quickly. If he is going 2 base mutas and you went 3 CC, you will have to defend with turrets because you won't have enough marines.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 29 2013 04:07 GMT
#4232
On November 29 2013 09:32 KingofGods wrote:
A standard 3 base zerg would have mutas at your base around 11:30. They could have mutas as early as 10:00 if they are going 2 base mutas. I've seen very aggressive 2 base mutas where they come earlier but that doesn't happen often.

The whole idea is for you to be pushing across the map at or before his mutas hatch so that he is forced to keep his mutas at home to defend and you can slowly dwindle down his numbers so they don't become a muta ball quickly. If he is going 2 base mutas and you went 3 CC, you will have to defend with turrets because you won't have enough marines.


Exactly. This is the whole idea behind the move out with your first set of Medivacs. Assuming you have 1-2 Scans available, you get to kill some creep for free and use your Widow Mines to prevent yourself getting completely boned by Banelings. Mutas can't afford to attack across because if he committed hard to the first batch, you have a real chance to take advantage of the gas that got dumped there and just wipe a bunch of Lings and force him to produce units instead of tech/Drones/static D. He will probably show the Mutas to force you back, in which case your 5-8 Barracks are already cranking up and you can place mineral line Turrets to complete the 3-base defense.
Fhiz
Profile Joined October 2013
361 Posts
November 29 2013 05:05 GMT
#4233
Okay so I was watching some korean grandmaster stream last night at like 3am. And he and his chat were talking about TvP and he was saying how he has the most success in the matchup by doing a gas first into widow mine drop into 3cc. Tried it out (granted im pretty low level compared to you guys) and has some pretty decent success with just king of winging the build.

Thoughts opinions ?
girls generation make u feel da heat
OatmeeL
Profile Joined February 2012
United States12 Posts
November 29 2013 05:29 GMT
#4234
Does anyone know if its possible to hold a 10 gate msc/stalker pressure when opening 12 rax/12 gas reaper into reactor? Is there any slight, blind variation to the 12/12 build that can be done to hold this? I don't have trouble with the 12 or 13 gate version, but the 10 gate chrono'ed build feels like a BO loss when i open reaper.
GoT TV thread: I know the thread says "no book discussions", and I don't intend to start one. But just having read the books, I want to say here: --- (WTF seriously? - Mod) (User was temp banned for this post.)
ander
Profile Blog Joined September 2010
Canada403 Posts
November 29 2013 09:08 GMT
#4235
On November 29 2013 14:29 OatmeeL wrote:
Does anyone know if its possible to hold a 10 gate msc/stalker pressure when opening 12 rax/12 gas reaper into reactor? Is there any slight, blind variation to the 12/12 build that can be done to hold this? I don't have trouble with the 12 or 13 gate version, but the 10 gate chrono'ed build feels like a BO loss when i open reaper.


I've been struggling with this, too. I assume you expo on the low ground? The first zealot gets there at 4-ish, so if you scout the first zealot leaving his base, then hypothetically you should be able to get a bunker up at your nat in time. If you don't get it up in time, then I think you skip the techlab on your second rax, and just pump marines while attacking with your scv's. If you can hold without losing more than 5 scv's, and you get his MSC, then I think you're golden. Just make sure that you're using scv's in tandem with your marines.

That's what I'm gonna try next time, anyway. I struggle with it too, my problem is that i can never get my bunker or second CC up in time. Scouting the zealot moving across the map seems key, but it's tough on maps with multiple rush paths like bel'shir.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 29 2013 14:28 GMT
#4236
On November 29 2013 18:08 ander wrote:
Show nested quote +
On November 29 2013 14:29 OatmeeL wrote:
Does anyone know if its possible to hold a 10 gate msc/stalker pressure when opening 12 rax/12 gas reaper into reactor? Is there any slight, blind variation to the 12/12 build that can be done to hold this? I don't have trouble with the 12 or 13 gate version, but the 10 gate chrono'ed build feels like a BO loss when i open reaper.


I've been struggling with this, too. I assume you expo on the low ground? The first zealot gets there at 4-ish, so if you scout the first zealot leaving his base, then hypothetically you should be able to get a bunker up at your nat in time. If you don't get it up in time, then I think you skip the techlab on your second rax, and just pump marines while attacking with your scv's. If you can hold without losing more than 5 scv's, and you get his MSC, then I think you're golden. Just make sure that you're using scv's in tandem with your marines.

That's what I'm gonna try next time, anyway. I struggle with it too, my problem is that i can never get my bunker or second CC up in time. Scouting the zealot moving across the map seems key, but it's tough on maps with multiple rush paths like bel'shir.


Take a look at the path your SCV takes when it leaves to scout next time you play that map, and watch how it travels. Then, flip that path 180% and send your scouting SCV manually on that path next game. It's slightly slower, but since the Zealot wants to get there as quickly as possible, it will be taking its shortest path, which is the one you just manually commanded scouting on.
OatmeeL
Profile Joined February 2012
United States12 Posts
November 29 2013 16:49 GMT
#4237
I'm putting CC on high ground. The problem is with the reactor. I just watched the replay, the zealot/stalker/MSC arrive at my base right at 5:00, at which point i have a reaper in his base, an incomplete rax, and 2 marines 5 seconds from popping from the reactor rax vs 3 protoss units. Another stalker just finished and is running to my base, or it could just stop my reaper.

At this point I see no way to hold because his 3 units are on top of my only producing rax. Plus he has a time warp ready so getting an scv surround is impossible, and once the time warp is out, it lasts so long that he has time for his second stalker to show up.
GoT TV thread: I know the thread says "no book discussions", and I don't intend to start one. But just having read the books, I want to say here: --- (WTF seriously? - Mod) (User was temp banned for this post.)
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-11-29 22:57:36
November 29 2013 22:56 GMT
#4238
If you run your reaper straight to his base (instead of scouting for proxies immediately) usually you can spot the zealot coming across the map with your reaper. With hit and run with the reaper you can usually slow it down enough for your to get a bunker up. Some maps though where there is more than 1 path you will often miss that zealot.

And yup, I recommend scv scouting even while your barracks is still building.
Jazzman88
Profile Joined January 2012
Canada2228 Posts
November 30 2013 07:28 GMT
#4239
On November 30 2013 07:56 KingofGods wrote:
If you run your reaper straight to his base (instead of scouting for proxies immediately) usually you can spot the zealot coming across the map with your reaper. With hit and run with the reaper you can usually slow it down enough for your to get a bunker up. Some maps though where there is more than 1 path you will often miss that zealot.

And yup, I recommend scv scouting even while your barracks is still building.


Conventional progamer tendencies have the scout leaving at between 14 and 15 supply, typically soon after your Refinery has finished. Kite the Zealot all day and get up the Bunker and you should be okay. He cuts enough economy to get out those units that you can afford to trade 3 or so SCVs for the attacking force and be okay with your quick expo.
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2013-11-30 09:01:42
November 30 2013 08:57 GMT
#4240
Does anyone have any good builds vs Protoss that force very early pressure so that the Terran controls the flow of the game? I'm getting tired of having to react to whatever the toss has in store for me, be it proxy oracle, blink all-in, or whatever else shenanigans are possible; I like my opponent to react to me. The only one I have that's working well in my league is a cheesy but reliable build I saw in a pro match awhile ago, where Terran proxy reapers into proxy widow mine to contain the toss for as long as possible while I get my own infrastructure up and running. The problem (other than its gimmicky) is that it's very map dependent, and needs a main where reapers can have some freedom to jump around. Maps like belshir vestige require a lot more effort to gain an advantage because of this limitation.
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