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The HotS Terran Help Me Thread - Page 259

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.
Aveng3r
Profile Joined February 2012
United States2411 Posts
March 11 2014 21:23 GMT
#5161
On March 12 2014 01:41 t0n!ght wrote:
Show nested quote +
On March 11 2014 17:37 Doc Brawler wrote:
Serious question for all the high level terran bosses in here.
If you were going to play a bo3 series vs a protoss known to be cheesy, like one base 4 gate, or one base blink cheesy, how would you open? especially on polar night, habitation and heavy rain?

1 rax reaper expand with 4:45 ebay or maybe 2 rax expand.

2 rax into expo? no, never. that build isnt around anymore
I carve marble busts of assassinated world leaders - PM for a quote
Yusei
Profile Joined December 2012
Canada27 Posts
March 12 2014 02:00 GMT
#5162
When going for Hellion/Banshee after a CC first, at what supply do you normally get your second refinery? I only opened Hellion/Banshee in WoL where you went 1 Rax Expand into double gas. I'm not sure when you get the second gas with the new gas reduction on cloak.
necaremus
Profile Joined December 2013
45 Posts
March 12 2014 02:53 GMT
#5163
i have a little question:
most of the time the (first) ramp is at a set distance, pulling scv shortly before the 9th finish (sometimes the 9th is just prefect^^)
and if u go supply -> supply -> barracks, u can wall of the ramp (if it is a small ramp), lose no scv building timing and only have to run that distance twice (once to build, once back to mine).

is it worth delaying the 1st barracks by ~25 seconds (usually u delay your barracks, not your scv production, by 2-5 seconds) by simply building the 2nd supply depot before the barracks?
“Never assume malice when stupidity will suffice.”
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
March 12 2014 03:28 GMT
#5164
There is no reason to delay the barracks for a 2nd depot as not only are you delaying all your units but also the orbital command and hence your mules. The second depot can be built at 16 supply easily after your first marine/OC to wall off and you are still fine to wall off vs almost everything that you need too.

Against 2 rax and MSC stalker pokes the wall hurts so no need to worry about them as having a wall is bad for you. You can wall off vs proxy 2 gate and early pools in time though especially if you scout and realise what is happening.
All Ireland Starcraft, check us out on Facebook
Jardel
Profile Joined March 2012
Sweden13 Posts
March 12 2014 09:37 GMT
#5165
Hello i have problems in TVT , i find it so boring and frustrating no matter if i win or lose. I am looking for some interesting all ins or heavy pressure builds that gives me a win or an advantage going into the mid game.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
March 12 2014 11:47 GMT
#5166
On March 12 2014 18:37 Jardel wrote:
Hello i have problems in TVT , i find it so boring and frustrating no matter if i win or lose. I am looking for some interesting all ins or heavy pressure builds that gives me a win or an advantage going into the mid game.

Banshees into marine tank is very popular as an all in. rush cloak, deal some damage but conserve the banshees, ractor marines and make some tanks, go.
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Jazzman88
Profile Joined January 2012
Canada2228 Posts
March 12 2014 12:32 GMT
#5167
On March 12 2014 20:47 SC2Toastie wrote:
Show nested quote +
On March 12 2014 18:37 Jardel wrote:
Hello i have problems in TVT , i find it so boring and frustrating no matter if i win or lose. I am looking for some interesting all ins or heavy pressure builds that gives me a win or an advantage going into the mid game.

Banshees into marine tank is very popular as an all in. rush cloak, deal some damage but conserve the banshees, ractor marines and make some tanks, go.


Also, if you're going Marine/Tank/Banshee all-in, you actually aren't interested in doing damage to his SCV line. What you really want to do is whittle his Marine count and especially snipe Tanks where possible. If you Tank all-in him and he has no Tanks, then his chance of victory goes WAY down.
Pirfiktshon
Profile Joined June 2013
United States1072 Posts
Last Edited: 2014-03-12 12:35:11
March 12 2014 12:34 GMT
#5168
When going for Hellion/Banshee after a CC first, at what supply do you normally get your second refinery? I only opened Hellion/Banshee in WoL where you went 1 Rax Expand into double gas. I'm not sure when you get the second gas with the new gas reduction on cloak.


So this is actually a really cool question. The reason I say that is because I messed around with timings and tried to optimize this so many times.... then one day I saw ForGG do something that dropped my jaw... LOL he went CC first 2x gas then rax immediately LOL That is ofcourse only really viable on a 2 player map otherwise you are making a HUGE risky move.

If you are going CC first 15 Rax 16 Gas then you go 18 gas. Which is what I have found to work out the best Which you don't saturate it completely once it is done you actually take your SCV that is building your Rax and Rally him to that gas so you will have x2 workers in gas once your factory is 1/2 done then put the 3rd SCV in the gas. This timing has worked really well for me. Again I've tried this so many different ways and doing it any other way I've had either to much gas or not enough....
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2014-03-12 13:57:19
March 12 2014 13:56 GMT
#5169
On March 11 2014 21:48 Nimix wrote:
So what would you do late game if you open bio? Going into raven/vikings/BCs anyway while delaying him with drops and stuff? Or going into hellbat/thor/bio? I feel like the later wouldn't be enough. It also depends on what your opponent does I guess.
Maybe I'm just too bad at dropping at several places at once, it should be hell for zerg to defend permanent dual pronged drops (especially as some of the guys I play seem to like going infestors into fast hive). I'll focus on that. Though giant muta balls really scare me if they go for muta/ling/bane

By playing more towards lategame I meant getting an earlier fourth, and including Thors in your army, but yes a full air transition is doable by lategame regardless of whether you opened bio or mech. Check for instance Happy vs Tefel, Alterzim, Zotac EU Finals #196; I didn't see the whole game but he opened bio and had full air at the end.



On March 12 2014 05:24 SC2Toastie wrote:
With the new mine buffs, how do you transition into them?

Just get a Reactor on your Factory after you start your first 2 Medivacs, and that's all.



On March 12 2014 06:23 Aveng3r wrote:
Show nested quote +
On March 12 2014 01:41 t0n!ght wrote:
On March 11 2014 17:37 Doc Brawler wrote:
Serious question for all the high level terran bosses in here.
If you were going to play a bo3 series vs a protoss known to be cheesy, like one base 4 gate, or one base blink cheesy, how would you open? especially on polar night, habitation and heavy rain?

1 rax reaper expand with 4:45 ebay or maybe 2 rax expand.

2 rax into expo? no, never. that build isnt around anymore

It's very rare but doable [edit: I mean gasless 12/14]. That being said, against cheeses it's only good vs proxy gates and proxy Oracles. It also does well against gate 10, but since you have limited scouting options it's worse against cheeses/all-ins hitting later.



On March 12 2014 11:00 Yusei wrote:
When going for Hellion/Banshee after a CC first, at what supply do you normally get your second refinery? I only opened Hellion/Banshee in WoL where you went 1 Rax Expand into double gas. I'm not sure when you get the second gas with the new gas reduction on cloak.

As soon as you can afford after your Factory, so 21-23 supply from memory.
Jardel
Profile Joined March 2012
Sweden13 Posts
March 13 2014 12:11 GMT
#5170
On March 12 2014 21:32 Jazzman88 wrote:
Show nested quote +
On March 12 2014 20:47 SC2Toastie wrote:
On March 12 2014 18:37 Jardel wrote:
Hello i have problems in TVT , i find it so boring and frustrating no matter if i win or lose. I am looking for some interesting all ins or heavy pressure builds that gives me a win or an advantage going into the mid game.

Banshees into marine tank is very popular as an all in. rush cloak, deal some damage but conserve the banshees, ractor marines and make some tanks, go.


Also, if you're going Marine/Tank/Banshee all-in, you actually aren't interested in doing damage to his SCV line. What you really want to do is whittle his Marine count and especially snipe Tanks where possible. If you Tank all-in him and he has no Tanks, then his chance of victory goes WAY down.


thx alot , i will try it out.
SoleSteeler
Profile Joined April 2003
Canada5472 Posts
March 13 2014 12:54 GMT
#5171
It seems protosses are always going zeal/stalker/MSC poke which if I go reaper - reactor I can't really hold off too well... Do I just suck or should I work on getting a bunker up and a couple marines before I make a reaper to send out? (I could just go SCV scout maybe -_-). I dunno. Just thinking out loud (typing out loud?) I guess...
TheDwf
Profile Joined November 2011
France19747 Posts
March 13 2014 12:57 GMT
#5172
On March 13 2014 21:54 SoleSteeler wrote:
It seems protosses are always going zeal/stalker/MSC poke which if I go reaper - reactor I can't really hold off too well... Do I just suck or should I work on getting a bunker up and a couple marines before I make a reaper to send out? (I could just go SCV scout maybe -_-). I dunno. Just thinking out loud (typing out loud?) I guess...

You have to SCV scout even when going Reaper expand so you can see chrono on gate/MSC + Zealot heading towards your base and react with a Bunker (low ground against gate 13, preferably high ground against gate 10).
Nimix
Profile Joined October 2011
France1809 Posts
March 13 2014 16:23 GMT
#5173
Isn't low ground bunker pretty dangerous even vs 13 gate? Can't they just runby and fuck your main? I usually put it at the top of the ramp and block his units with some SCVs but that may be bad :/ I'm so afraid of early toss..
Tossim111
Profile Joined October 2009
United States246 Posts
March 13 2014 18:33 GMT
#5174
Usually not. I havent had trouble with building this in this order:
CC after reaper, reactor, scv, depot, and then bunker. 2 Marines should be inside the bunker by any units poke thru, with 2 more popping out incase the mothership core pops in.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
March 13 2014 18:46 GMT
#5175
On March 14 2014 01:23 Nimix wrote:
Isn't low ground bunker pretty dangerous even vs 13 gate? Can't they just runby and fuck your main? I usually put it at the top of the ramp and block his units with some SCVs but that may be bad :/ I'm so afraid of early toss..


Low ground bunker is fine vs 12/13 gate pressure. You kite the zealot with your reaper as it heads to your base (you probably won't do any HP damage since there's an MSC but try anyway) and you load up the bunker with 2 marines and a reaper, with marines 3 and 4 on the way.

If protoss run bys then pull everything out, drag 4-6 scvs and micro. It's not unfavourable for terran, I think, just as long as you sandwich the protoss units properly (don't have one half of the army engage before the other) and pull back wounded units so you have 3 marines to beat the MSC after the zealot/stalker is dead. Also try and keep the reaper alive because you're going to want to do some scouting.

If protoss fires off a timewarp or recall you have a small opportunity for a counterattack before it gets another 100 energy for photon, forcing protoss to delay tech for more units or just get hurt.
ProgamerAustralian alcohol user follow @iaguzSC2
Nimix
Profile Joined October 2011
France1809 Posts
March 13 2014 19:29 GMT
#5176
Hmm ok thanks a lot :D
JonyJ
Profile Joined August 2010
Israel7 Posts
March 14 2014 00:58 GMT
#5177
Hi all,
I am having trouble controlling my army against toss late game, when I have MMM, vikings and ghosts against HT's, Colossus, zealots and stalkers.
I am using hotkey 1 for all army except ghosts, and hotkey 2 for ghosts. My CC's are on 3 and I cannot get used to it being at a different hotkey. The main issue here is controlling the vikings. Should I control the vikings manually?
Feeling that this holds me back from getting better, as I'm masters right now feeling that GM toss are impossible to beat.
B-rye88
Profile Joined October 2013
Canada168 Posts
Last Edited: 2014-03-14 02:19:52
March 14 2014 02:19 GMT
#5178
On March 14 2014 09:58 JonyJ wrote:
Hi all,
I am having trouble controlling my army against toss late game, when I have MMM, vikings and ghosts against HT's, Colossus, zealots and stalkers.
I am using hotkey 1 for all army except ghosts, and hotkey 2 for ghosts. My CC's are on 3 and I cannot get used to it being at a different hotkey. The main issue here is controlling the vikings. Should I control the vikings manually?
Feeling that this holds me back from getting better, as I'm masters right now feeling that GM toss are impossible to beat.


You need more than 2 army hotkeys, period, regardless of what that means.

Trust me, you can get used to CC's being on 3, or having production on 1/2 and army on 4/5/6 and maybe 7 for drops. Just grind out games on the ladder or multitask trainer if that's what it takes.

Fast edit: Yeah, people get by without it. But it's extremely helpful.
JonyJ
Profile Joined August 2010
Israel7 Posts
March 14 2014 04:45 GMT
#5179
On March 14 2014 11:19 B-rye88 wrote:
Show nested quote +
On March 14 2014 09:58 JonyJ wrote:
Hi all,
I am having trouble controlling my army against toss late game, when I have MMM, vikings and ghosts against HT's, Colossus, zealots and stalkers.
I am using hotkey 1 for all army except ghosts, and hotkey 2 for ghosts. My CC's are on 3 and I cannot get used to it being at a different hotkey. The main issue here is controlling the vikings. Should I control the vikings manually?
Feeling that this holds me back from getting better, as I'm masters right now feeling that GM toss are impossible to beat.


You need more than 2 army hotkeys, period, regardless of what that means.

Trust me, you can get used to CC's being on 3, or having production on 1/2 and army on 4/5/6 and maybe 7 for drops. Just grind out games on the ladder or multitask trainer if that's what it takes.

Fast edit: Yeah, people get by without it. But it's extremely helpful.


Thank you for the advice, but I am so used to this hotkey setup that I just do VERY badly if I try CC on any other hotkey. I tried setting the "w" key at the "0" control group, for vikings. That didn't work either.

On some replays of pro players I noticed that jjakji uses only 2 and 3 for his army. I wonder how does he control this late game situations. My guess is manually but I am really not sure.

Any other advice?
eXeviKK
Profile Joined October 2012
Sweden1 Post
March 14 2014 07:07 GMT
#5180
When you see pro players executing 1 rax reaper FE in tvt, they take one guy out of gas earlier than they do the next. I was wondering when they take the first and second guys out of gas before they start ramping up barracks production.

Reference: See Polt's tvp (and many others i'd assume)

Thanks guys!
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