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The HotS Terran Help Me Thread - Page 216

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.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
Last Edited: 2013-12-06 22:06:31
December 06 2013 22:04 GMT
#4301
I just found an 1 base allin against protoss, it works in high Master.
Supply 10 Rax 12 Proxy Rax 14/17/17
Pull scv around 25 supplys (2nd mule), enjoy.
http://drop.sc/367221
http://drop.sc/367223
http://drop.sc/367224

I still haven't play against 1 base protoss like blink or oracle.
Ch1LL
Profile Joined July 2013
United States4 Posts
Last Edited: 2013-12-06 23:16:53
December 06 2013 23:00 GMT
#4302
Ok my question is concerning TvT but I'll prelude it with this:

I have a game plan in TvZ and TvP that I follow but I just feel lost in TvT.

In TvZ I do a standard Hellion 3CC build and stop creep with hellions till my 11:30 push and from there i play parade bio trying to constantly stop the newest expos.

In TvP I play Inno's safe bio build to 10:30 push with first medevacs and use drops to pull their army in diff directions and stop the toss third to out macro them.

Which brings us to:

In TvT I play the Gas 15 expand (Marine Marine reactor CC fact port) into bio/tank and I love the build coz its safe and I can macro off of it easily BUT i have no sort of game plan. I don't know when to push. I don't know when to drop. I have no idea where to focus on hurting the enemy.

Any suggestions on a solid game plan for me would be greatly appreciated! Thanks for all you guys do in this thread.
Bulugulu
Profile Joined March 2011
Israel250 Posts
Last Edited: 2013-12-06 23:54:44
December 06 2013 23:44 GMT
#4303
On December 07 2013 08:00 Ch1LL wrote:
Ok my question is concerning TvT but I'll prelude it with this:

I have a game plan in TvZ and TvP that I follow but I just feel lost in TvT.

In TvZ I do a standard Hellion 3CC build and stop creep with hellions till my 11:30 push and from there i play parade bio trying to constantly stop the newest expos.

In TvP I play Inno's safe bio build to 10:30 push with first medevacs and use drops to pull their army in diff directions and stop the toss third to out macro them.

Which brings us to:

In TvT I play the Gas 15 expand (Marine Marine reactor CC fact port) into bio/tank and I love the build coz its safe and I can macro off of it easily BUT i have no sort of game plan. I don't know when to push. I don't know when to drop. I have no idea where to focus on hurting the enemy.

Any suggestions on a solid game plan for me would be greatly appreciated! Thanks for all you guys do in this thread.


Your gameplan changes based on your opponents build.
If he went gas first, you can play defensively and be ahead economically. Then you should have your stim+medivacs earlier and be able to pressure him while getting an earlier third. Alternately you can go for delayed cloak banshee or some kind of hellion drop to extend your economic lead.
If he went for an earlier/equal expand you probably want to do some kind of harass or if you aren't you can opt for an early 3rd/double upgrades.

After the inital opening phase is over your goal is to secure 3 bases and max before taking a 4th and more bases.
You want to try and get middle map control and use that to get good positioning for your army or drop him while securing your base from drops with turrets/sensor towers.

If you can't finish your opponent during this phase try to deny his 4th while outexpanding him.
It's important to make sure you don't get extra CCs before you're maxed or you may be overwhelmed. Personally I only get my 4th* once i'm maxed+ have sufficient turrets to feel safe versus doom drops.

If you're on the defensive consider adding factories and going heavy on tanks, which will buy you time to get maxed and then possibly overwhelm your opponent with tanks or punish him for being overly aggressive.

Also always keep a watch on the upgrades and if you're ahead try to capitalize on it. If you're behind avoid large conflicts and try to buy time with drops and maneuvers.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
Ch1LL
Profile Joined July 2013
United States4 Posts
December 06 2013 23:52 GMT
#4304
Wow thank you for the informative response! This gives me exactly the sort of plan I was looking for.
halpimcat
Profile Joined September 2011
215 Posts
December 07 2013 04:08 GMT
#4305
Can someone please teach me how to perform the 2rax cheese against the zerg? Whenever I see pro matches, the zerg does everything in his/her power to save the natural hatchery and the game depends on whether or not they can save it. When I try the cheese on ladder, the zerg scouts no barracks in my base, immediately cancels their hatchery, and goes for one base play. What should be my response if I don't see a natural hatch? I usually build a few bunkers up their main ramp that they break easily with the spine crawlers I couldn't break and they take the game from there.
Doc Brawler
Profile Joined November 2011
United States260 Posts
Last Edited: 2013-12-08 00:03:30
December 07 2013 05:52 GMT
#4306
I think as long as the map is not polar night, one option is to contain them one the LOW ground and keep adding bunkers until you have 5 or 6 with your marines ready to jump out as banelings or zerglings kill the bunkers. Don't commit to the high ground unless you can win the game or kill all their drones! It is really cost inefficient for zerg to kill low ground bunkers because spines cant do anything so they are left with lings and banelings. (imagine a zerg on one base trying to break your ramp with 6 bunkers!) Stay out of range of spine crawlers but in range of the bottom of the ramp. note* this is if you kill the hatch or they cancel the hatch late (a successful bunker rush)
If you don't see a hatchery, you need to scout immediately and see how much gas the zerg has and if ling speed is already on the way. If they went early pool blindly you have the worse end of the build. Such is the way with cheese. You probably need to go for gas and a factory to get hellions, but this is not a good position to be in because you have basically useless raxes on the map. (failed bunker rush)

hope this helps.
I am become Death, the Destroyer of Worlds
halpimcat
Profile Joined September 2011
215 Posts
December 07 2013 07:16 GMT
#4307
On December 07 2013 14:52 Doc Brawler wrote:
I think as long as the map is not polar night, one option is to contain them one the LOW ground and keep adding bunkers until you have 5 or 6 with your marines ready to jump out as banelings or zerglings kill the bunkers. Don't commit to the high ground unless you can win the game or kill all their drones! It is really cost inefficient for zerg to kill low ground bunkers because spines cant do anything so they are left with lings and banelings. (imagine a zerg on one base trying to break your ramp with 6 bunkers!) Stay out of range of spine crawlers but in range of the bottom of the ramp. note* this is if you kill the hatch or they cancel the hatch late (a successful bunker rush)
If you don't see a hatchery, you need to scout immediately and see how much gas the zerg has and if ling speed is already on the way. If they went early pool blindly you are have the worse end of the build. Such is the way with cheese. You probably need to go for gas and a factory to get hellions, but this is not a good position to be in because you have basically useless raxes on the map. (failed bunker rush)

hope this helps.

Thanks! 1 question though: why not polar night?
SonGoku
Profile Joined September 2013
Germany152 Posts
December 07 2013 18:00 GMT
#4308
does a list exist, where i can see wich map favors wich strat and why? dunno if i wrote it correct, hope you get my idea t.t
seak99
Profile Joined November 2013
Canada69 Posts
December 07 2013 21:27 GMT
#4309
How do you react when you scout proxy oracle? I do the reaper/reactor expand and I always scout the proxy oracle but never seem to have enough marines. It always seems to do damage.

I rally my marines out of my reactor to my main mineral line and delay add on for the other two barracks. Then throw down engi bay but that usually comes to late for a turret

what do you guys do?

Bulugulu
Profile Joined March 2011
Israel250 Posts
Last Edited: 2013-12-07 21:38:07
December 07 2013 21:37 GMT
#4310
On December 08 2013 06:27 seak99 wrote:
How do you react when you scout proxy oracle? I do the reaper/reactor expand and I always scout the proxy oracle but never seem to have enough marines. It always seems to do damage.

I rally my marines out of my reactor to my main mineral line and delay add on for the other two barracks. Then throw down engi bay but that usually comes to late for a turret

what do you guys do?



If its 1 pylon stargate (his 2nd pylon is proxied), then you need a bunker in your mineral line to buy time for your engibay.
You also want a bunker at your front if he goes for a stalker at the front while harassing your main.
Then you want 3 turrets, 2 for your mineral lines and 1 for your production so he doesn't camp that with oracles.
Once you start building the turrets or you have 6+ marines you can salvage the bunker in your main.


On December 08 2013 03:00 SonGoku wrote:
does a list exist, where i can see wich map favors wich strat and why? dunno if i wrote it correct, hope you get my idea t.t


Not that I know, but if you ask about a specific strategy/map you'll get an answer.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
Doc Brawler
Profile Joined November 2011
United States260 Posts
December 08 2013 00:02 GMT
#4311
On December 07 2013 16:16 halpimcat wrote:
Show nested quote +
On December 07 2013 14:52 Doc Brawler wrote:
I think as long as the map is not polar night, one option is to contain them one the LOW ground and keep adding bunkers until you have 5 or 6 with your marines ready to jump out as banelings or zerglings kill the bunkers. Don't commit to the high ground unless you can win the game or kill all their drones! It is really cost inefficient for zerg to kill low ground bunkers because spines cant do anything so they are left with lings and banelings. (imagine a zerg on one base trying to break your ramp with 6 bunkers!) Stay out of range of spine crawlers but in range of the bottom of the ramp. note* this is if you kill the hatch or they cancel the hatch late (a successful bunker rush)
If you don't see a hatchery, you need to scout immediately and see how much gas the zerg has and if ling speed is already on the way. If they went early pool blindly you are have the worse end of the build. Such is the way with cheese. You probably need to go for gas and a factory to get hellions, but this is not a good position to be in because you have basically useless raxes on the map. (failed bunker rush)

hope this helps.

Thanks! 1 question though: why not polar night?


polar night has rocks near the ramp so zerg might be able to break down rocks with queens or spines and slip out. Im not sure if the rocks are in range because I've never run into this situation. But either way I'm sure you could add bunkers that protect the rocks.
I am become Death, the Destroyer of Worlds
U_G_L_Y
Profile Blog Joined July 2011
United States516 Posts
December 08 2013 03:47 GMT
#4312
Can someone help me understand this?

Innovation VS San Game 3, Innovation has his third base for a long time before San tries to take his. Innovation, through some insane control and micro, is able to kill it just after it finishes, losing almost none of his army. He retains a greater army supply, San has no Colossus and no storms. Innovation then denies any damage from warp prism harass. Then San charges up a choke into a huge bio arc.

Innovation has to pull every SCV at his natural to survive, even with Innovation-level micro. I feel like I definitely would have lost in that situation. What would a low level player do in that situation to capitalize on what looked like a huge advantage? I know it was 2/2 vs 1/1, but that is typical in TvP with chronoboost. It just doesn't make sense to me.
`dunedain
Profile Blog Joined April 2011
655 Posts
December 08 2013 17:16 GMT
#4313
Okay, so recently I've been considering going back old school wol style with polt's timing attack vs P.
The one where you get banshees and a raven for pdd. I feel it works alot better in hots than it did in wol.

The pdd is just so essential when breaking planetary nexus cause it soaks up the photon shots, not to mention negating stalker fire, and easy sniping of obs.
Cloak banshee just tears Protoss ground units especially when allowed to freely fly without detection,

And the Standard MMM works as it usually does.

I like transitioning to it from either a proxy factory build or just early gas.
Polt Timing Attack vs Protoss
"In order to be created, a work of art must first make use of the dark forces of the soul." ~Albert Camus
GumBa
Profile Blog Joined July 2012
United Kingdom31935 Posts
Last Edited: 2013-12-08 21:35:08
December 08 2013 19:32 GMT
#4314
Ok so yeah guys.......how can I hold this better.....Toss is so frustrating to play against.....sorry for the bm,
But like srsly all Toss does is allin and cheese me......I might actually consider switching to Zerg its gotten so bad and I have been terran since BW.
http://drop.sc/367399
And another one:
http://drop.sc/367401
Like I srsly dont get TvP
Oh and Ignore chat for your own sake. Im mad.
To all the haters: you deserve to witness many, many more Serral victories, worthy of the godlike player he is.
SonGoku
Profile Joined September 2013
Germany152 Posts
Last Edited: 2013-12-08 23:39:32
December 08 2013 23:39 GMT
#4315
does progamer terrans use a specific hotkey binding or does everybody just use grid? I misslick scan and CC-Lift very often wich is very annoying to me... also that the attack move is on "T" is annoying too but i feel like standard hotkeys are not as fast/comfortable like "grid".
Wich hotkeys do you use?
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
December 09 2013 00:21 GMT
#4316
On December 09 2013 08:39 SonGoku wrote:
does progamer terrans use a specific hotkey binding or does everybody just use grid? I misslick scan and CC-Lift very often wich is very annoying to me... also that the attack move is on "T" is annoying too but i feel like standard hotkeys are not as fast/comfortable like "grid".
Wich hotkeys do you use?

I use grid, personally. The thing is I've set up my group hotkeys to have production and such on 1 and 2, so my army hotkeys can go from 3 to 0 if I want. In particular, I find it more comfortable to go 3t 4t 5t than 1a 2a 3a.
Twitter: @iamcaustic
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
December 09 2013 00:26 GMT
#4317
On December 09 2013 08:39 SonGoku wrote:
does progamer terrans use a specific hotkey binding or does everybody just use grid? I misslick scan and CC-Lift very often wich is very annoying to me... also that the attack move is on "T" is annoying too but i feel like standard hotkeys are not as fast/comfortable like "grid".
Wich hotkeys do you use?


Pro-gamers use many variations of, and different hotkey layouts, the best thing is to be comfortable with your own.
eeChiama
Profile Blog Joined April 2012
Argentina96 Posts
December 09 2013 00:38 GMT
#4318
I used grid too, and some things were annoying. So I made my own!! I encourage you to do it yourself.
For example: I do 1r2r3r (patrol is on F)
T and G are control groups. All abilities are on the second row (Stim on A, tank siege too, etc.)
Bottom is just for buildings and addons and V is lift (never a misclick).

Find what you'd like to change about grid, and do it!
proud owner of the TL mousepad
mygodsnameiskyle
Profile Joined June 2013
Canada33 Posts
Last Edited: 2013-12-09 05:24:21
December 09 2013 05:23 GMT
#4319
I wish I had a replay (i played this in 1obs) for this but I will try to explain this situation and let me know what I could have done.

TVP.
My build
10 supply
12 Rax
I build them at the normal wall off. Probe comes up and places a pylon to finish the wall off and a cannon at the bottom (I assume he also built another pylon in my natural. I was able to pull scv's to kill the pylon and finish the wall off but by then the cannon is complete and is killing my marines as they come out. I tried to lift my rax which of course just let them build another pylon on the high ground.

I hate cannon rushes... I just rarely know what to do with them. I know to follow any probes that come into your base to stop that. but when the are on the low ground?? HELP!
"Believe in yourself" - Day[9]
Fhiz
Profile Joined October 2013
361 Posts
December 09 2013 05:38 GMT
#4320
You know when you sometimes get in a situation where you are running away with some of your army but are still taking damage is there any micro trick to get it so that your medivacs will still be healing you even while technically on a move command?
girls generation make u feel da heat
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