The HotS Terran Help Me Thread - Page 229
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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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TerranosaurusWrecks
Canada187 Posts
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noSec
Brazil37 Posts
Let's say my goal as Terran is to get to Masters and i play Bio. It is viable to take like 3 to 4 Ravens to deal with banelings and sometimes zerglings, instead of a pack of Widow Mines? | ||
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HTOMario
United States439 Posts
On January 04 2014 15:34 noSec wrote: Hey guys, i have a question regarding TvZ here... Let's say my goal as Terran is to get to Masters and i play Bio. It is viable to take like 3 to 4 Ravens to deal with banelings and sometimes zerglings, instead of a pack of Widow Mines? Ravens grow in strength in numbers, either side really. If the opponent is maxed odds are you can get more in seeker missiles and your dps output is high because you will have a lot of units attacking while he's trying to avoid the seekers. In lower scenarios you can use some turrets but not really seekers in ways that is beneficial enough. So TL:DR The more ravens or units are on the field the more likely it is that ravens will be successful. Mines for most of the time will be more superior though. | ||
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Brownic
Australia69 Posts
On January 04 2014 15:34 noSec wrote: Hey guys, i have a question regarding TvZ here... Let's say my goal as Terran is to get to Masters and i play Bio. It is viable to take like 3 to 4 Ravens to deal with banelings and sometimes zerglings, instead of a pack of Widow Mines? Seems a bit counter productive since you have to micro ravens while you can leave your mines alone and they will do their business. | ||
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noSec
Brazil37 Posts
I know "Marine Medivac Raven" isn't an "army composition" cause nobody uses and that always discourage me to try something different... It feels like it will never work and that i will never progress further in the ladder doing it. But this time i might give it a try i think... In mid game it would work just like before i engage, the Zerg would supposedly have Muta Baneling composition. I would throw a couple missile on mutas and a couple in the baneling ball and then just kite back and make some splits... I think that it could work on theory. The big question is in terms of economy.. Do you guys think it's possible? | ||
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Dunmer
United Kingdom568 Posts
Mutas counter drops yes, but if you pile pressure on from the start their mutas are delayed slightly because of the banelings they have to make. Also push the front while 2-3 drops are going into their bases and what can mutas do to stop all your drops and hold the front? Also marine hellbat medivac is still bio and works in the same was as marauder as in let the hellbats tank and double drop bats and marines alike. | ||
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noSec
Brazil37 Posts
I'll try a few more games here. At least i'm having fun with da Ravens... | ||
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Dunmer
United Kingdom568 Posts
![]() Raven auto turret harass is pretty fun, plant the turrets in the crevice of mineral lines and lol as lings try to kill it. If he doesnt go for it you can target down something useful. | ||
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Fhiz
361 Posts
http://drop.sc/369538 i dont know what to do I know my composition is not ideal at the end but i felt like i was way ahead i kept him on two bases for so long and i couldn't really kill him at any point at least it didnt feel like i could, maybe i should of just gone around his tanks? | ||
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Fission
Canada1184 Posts
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herMan
Japan2055 Posts
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Thezzy
Netherlands2117 Posts
0 attack Tanks deal 35 damage, equal to the 35 health of Zerglings. If Zerg has +1 (or more) carapace, Zerglings will survive a single shot. +1 will increase the 35 damage to 38 so a +1 Siege Tank will one shot even +3 carapace Zerglings. Banelings have only 30 health and will always die to one shot from a Tank. For Hellions, a Hellion with Blue Flame and +1 will do 21 damage to Light, enough to two shot Zerglings, but not Drones with +2 carapace. Mostly, +1 Mech attack is so that Tanks will always one shot Zerglings. | ||
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SC2Toastie
Netherlands5725 Posts
On January 05 2014 22:34 Thezzy wrote: +1 means Zerglings will die to one shot from Siege Tanks. 0 attack Tanks deal 35 damage, equal to the 35 health of Zerglings. If Zerg has +1 (or more) carapace, Zerglings will survive a single shot. +1 will increase the 35 damage to 38 so a +1 Siege Tank will one shot even +3 carapace Zerglings. Banelings have only 30 health and will always die to one shot from a Tank. For Hellions, a Hellion with Blue Flame and +1 will do 21 damage to Light, enough to two shot Zerglings, but not Drones with +2 carapace. Mostly, +1 Mech attack is so that Tanks will always one shot Zerglings. On January 05 2014 21:28 herMan wrote: If I get tanks in tvz, shouldn't I upgrade mech attack? What effect does +1 have on lingbling and what about +2? Let's assume that the zerg has +2 carapace. Whilst this is true, there is an argument to be made to continue Mech upgrades after +1: - With a +2 upgrade advantage, Thors 2-shot Mutalisk. - Whilst the direct damage on Zerglings & Banelings doesn't increase after +1, the Splash damage does, and in a composition of Marine Tank, upgrades 'save' you marine shots. | ||
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herMan
Japan2055 Posts
Another thing I'm wondering is the 11/11 rax all-in in both tvz and tvp. When I go proxy 11/11, do I want to contain him or go for the kill if the zerg cancels his hatch? I feel I don't have enough and start to contain him with 3 or 4 bunkers below his main ramp and send extra scv's home and expand. Is this correct? Is proxy 11/11 viable in any way in tvp at the moment? Has any pro done it lately? | ||
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iAmJeffReY
United States4262 Posts
On January 05 2014 21:28 herMan wrote: If I get tanks in tvz, shouldn't I upgrade mech attack? What effect does +1 have on lingbling and what about +2? Let's assume that the zerg has +2 carapace. Thors +2 to 2 or three shot mutas insteas of three or four. Too dumb to find the real stat =( | ||
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Skynx
Turkey7150 Posts
On January 06 2014 00:31 herMan wrote: Thanks for the replies, I did assume that +1 attack is great but I was confused because I visited the outdated critical upgrade thread. Another thing I'm wondering is the 11/11 rax all-in in both tvz and tvp. When I go proxy 11/11, do I want to contain him or go for the kill if the zerg cancels his hatch? I feel I don't have enough and start to contain him with 3 or 4 bunkers below his main ramp and send extra scv's home and expand. Is this correct? Is proxy 11/11 viable in any way in tvp at the moment? Has any pro done it lately? One that comes into my mind is Classic vs Fantasy from SPL playoffs in summer, where Classic was able to hold despite cancelling the 1st zealot and putting down a nexus which means the worst case scenario in terms of scouting. + Show Spoiler [VOD] + Where it went into Classic's favor in my opinion is that Fantasy spent so much minerals into bunkers while not picking off enaugh probes while he only had a MSC for defence, so that he didn't had enaugh marines coming out later on. So after C got a stalker up he started picking off scv's which served no purpose. After that, its almost gg if you let protoss get nexus cannon up, there is no way you can hold on to your bunkers. An alteration would be not pulling 2 many scvs. The initial 2 you get to build raxes and maybe 2 additional to build and repair bunkers may be an option which leaves 9 scvs at home + mules which gives more then enaugh minerals for marines and bunkers. You can even transition if you feel like you killed enaugh probes. However this really only works if protoss doesn't get any scout. In the end: a)pull scvs = you are on a timer, kill so many probes or msc before cannon is up or you lose. b)dont pull scvs = if u go with 5 marines you kill so many probes, probably gona win but can even transition cuz u have many scvs at home, however it relies on you not getting scouted while banking marines at rax c)if you get scouted, there is no way you can win without pulling scvs. | ||
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noSec
Brazil37 Posts
So... What is the basic line of thought when playing TvT Bio agains Mech? Keep making Vikings? Kill him fast? | ||
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Bronzebarcode
7 Posts
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halpimcat
215 Posts
I posted this in the terran mech thread, but I think the question is also relevant here; can never get too much help, yeah? I've been meching in tvp for about 2 weeks now, learning a lot. One thing I can't wrap my head around is actually winning engagements. In my head, a correctly positioned with a good composition should stomp most armies, but I almost always come out on the losing side. It's probably has to do with both composition and positioning, but I need a few pointers on how to engage protoss. This low level replay shows the last game I played in mech tvp. I had two major, max army engagements against protoss and was destroyed both times (the last one was pretty close). What went wrong and what should I do to ensure my armies actually win? I won in the end from simply starving him out. And I know the beginning was atrocious with all the supply blocks, I was trying a new build and just winging it as I went along. 2nd question: What's the idea response to phoenix? | ||
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Fhiz
361 Posts
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