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The HotS Terran Help Me Thread - Page 229

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.
TerranosaurusWrecks
Profile Blog Joined December 2011
Canada187 Posts
January 04 2014 05:13 GMT
#4561
what are good BOs and timings for these huge maps against zerg? i keep getting outmacroed into oblivion
¯\_(ツ)_/¯ "Like you can train a n00b, but they will just be a trained n00b."
noSec
Profile Joined February 2012
Brazil37 Posts
January 04 2014 06:34 GMT
#4562
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?
HTOMario
Profile Blog Joined March 2012
United States439 Posts
January 04 2014 08:56 GMT
#4563
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.
GM Mech T
Brownic
Profile Joined June 2013
Australia69 Posts
January 04 2014 11:17 GMT
#4564
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.
We make expand, then defense it.
noSec
Profile Joined February 2012
Brazil37 Posts
January 04 2014 15:17 GMT
#4565
Yea the problem is that for me i feel like i can't trust mines you know? Like if in the crucial engage lings may pass by them and they don't activate or by miss control they kill my own units... I don't know.

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?
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
January 04 2014 17:17 GMT
#4566
Hmm if your going pure bio you need maruaders then so in in a straight up fight you can let the marauders tank banelings. You can get to masters off the back off pure bio play yes, but forget about ravens and just channel your innner MMA and mass drops constantly with skirmishes and constant harass. This style is brutal for both players and any slip ups can cause a huge lead for the other player. You also need great multi tasking and macro!

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.
All Ireland Starcraft, check us out on Facebook
noSec
Profile Joined February 2012
Brazil37 Posts
January 04 2014 17:47 GMT
#4567
I see... Well i tried the Ravens here. It worked just like HTOMario said. It's good as long as he has a lot of banelings/lings and as longs as they are all together... I was able to get a good missile and got a huge ball of banelings which were crucial to fight against my bioball... But it was not too reliable in mid game.
I'll try a few more games here. At least i'm having fun with da Ravens...
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
January 04 2014 18:34 GMT
#4568
Yeah it can certainly work but just dont expect it too work all the time and especially not against good opponents that can split

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.
All Ireland Starcraft, check us out on Facebook
Fhiz
Profile Joined October 2013
361 Posts
January 04 2014 20:29 GMT
#4569
my tvt win rate is terrible because this happens like every game 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?
girls generation make u feel da heat
Fission
Profile Blog Joined August 2010
Canada1184 Posts
Last Edited: 2014-01-04 23:32:47
January 04 2014 23:32 GMT
#4570
Any top terrans (high masters/gm) figure out how to easily identify and defend the 2 base blink opening that's becoming so popular on this map pool? Even when I "defend" it, I end sacrificing too much mid-game agency and the window to play the game out before P can secure 6 gas becomes too small to hit.
herMan
Profile Joined November 2010
Japan2056 Posts
January 05 2014 12:28 GMT
#4571
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.
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
January 05 2014 13:34 GMT
#4572
+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.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
January 05 2014 13:46 GMT
#4573
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.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
herMan
Profile Joined November 2010
Japan2056 Posts
January 05 2014 15:31 GMT
#4574
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?


iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2014-01-05 15:53:26
January 05 2014 15:52 GMT
#4575
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 =(
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Skynx
Profile Blog Joined January 2013
Turkey7150 Posts
January 05 2014 16:46 GMT
#4576
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.
"When seagulls follow the troller, it is because they think sardines will be thrown into the sea. Thank you very much" - King Cantona | STX 4 eva
noSec
Profile Joined February 2012
Brazil37 Posts
January 06 2014 01:51 GMT
#4577
Sup guys,
So... What is the basic line of thought when playing TvT Bio agains Mech?
Keep making Vikings?
Kill him fast?
Bronzebarcode
Profile Joined January 2014
7 Posts
January 06 2014 02:10 GMT
#4578
I am trying to be aggressive by the 8:30-9min mark with stim, combat shields and 2 bases. By this time the attack is stronger with more marines and marauders or some medvacs? I am currently going for more units and no early starport. Should I change my 3 rax build to add a starport and attack with fewer units but some support?
halpimcat
Profile Joined September 2011
215 Posts
January 06 2014 03:41 GMT
#4579
Hi all,

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?
Fhiz
Profile Joined October 2013
361 Posts
January 06 2014 03:56 GMT
#4580
in tvp when should i send out the scv to ebay block im doing a reaper expand? after my expand? after my rax finishes?
girls generation make u feel da heat
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