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The HotS Terran Help Me Thread - Page 274

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.
SC2Toastie
Profile Blog Joined October 2013
Netherlands5725 Posts
April 22 2014 18:22 GMT
#5461
I've also seen Maru go for 4 Tech Lab 1 Reactor on the Barracks (and Mines ofc) vs Protoss Templar openings. Does that mean he's going for the kill, or is it preferance?
Mura Ma Man, Dark Da Dude, Super Shot Sos!
Jazzman88
Profile Joined January 2012
Canada2228 Posts
April 22 2014 19:24 GMT
#5462
On April 23 2014 03:22 SC2Toastie wrote:
I've also seen Maru go for 4 Tech Lab 1 Reactor on the Barracks (and Mines ofc) vs Protoss Templar openings. Does that mean he's going for the kill, or is it preferance?


It means he is preparing to never let the Protoss consolidate a third or die trying. With 4 Tech Lab Barracks, the amount of Marauders means Maru can take showers in Storms along with using Mines for area control. However, sinking that much gas into the Marauders plus the Mines means he doesn't get a Viking transition easily because he needs lots of Medivacs to enhance his mobility. Logically following out from that: he cannot allow the Protoss to secure his 5th and 6th gas and add Colossi to his mix, otherwise he gets shelled from range whenever he tries to pressure and the Protoss only has to use Observers and Thermal Lance Colossi to wipe out the Mines at Maru's engagement front line in order to make pitched fights unsustainable. True, he can go into heavy drop mode (in fact, if a Colossi transition is made successfully, this is likely to be the ONLY way he gets to a bio/Viking/Ghost composition safely), but accurate play from the Protoss makes that very difficult if both Storm and Colossi are on the field and he has decent Obs coverage.

So, yes, it is preference, but it's a preference for a style that kills 90% of Protoss players before they get their juggernaut of dual AoE running and runs into serious problems if the third is not delayed immensely and/or killed OR the Protoss somehow manages to squeeze out a fully-functional Colossi/Storm deathball without incurring crippling damage.
KingofGods
Profile Joined July 2010
Canada1218 Posts
April 22 2014 21:58 GMT
#5463
Marines are ONLY good against zealots in TvP. They suck vs. collosi, high templars, and even stalkers. So what Maru is saying is that he will let mines take care of zealots while marauders take care of the rest.
Doc Brawler
Profile Joined November 2011
United States260 Posts
April 23 2014 07:13 GMT
#5464
Marines good unit, but yes, If widowmines clean up zealots heavy marauder becomes much better. Kinda like what hellbats were supposed to do xcept wayyy better. WM buff was the final reason never to make hellbats vs P
I am become Death, the Destroyer of Worlds
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 23 2014 17:22 GMT
#5465
Hey guys, do you have some replay of TvZ mech where the Z goes heavy mutas/SH compo ? A game where the terran can't take more than 4 bases and the Z throwing mutas everywhere because he has 4000 gaz et 1 gazillion mutas? I just can't deal with that it's pretty annoying.
B-rye88
Profile Joined October 2013
Canada168 Posts
April 23 2014 17:30 GMT
#5466
On April 24 2014 02:22 Faust852 wrote:
Hey guys, do you have some replay of TvZ mech where the Z goes heavy mutas/SH compo ? A game where the terran can't take more than 4 bases and the Z throwing mutas everywhere because he has 4000 gaz et 1 gazillion mutas? I just can't deal with that it's pretty annoying.


Keen v Byul
KingofGods
Profile Joined July 2010
Canada1218 Posts
April 23 2014 17:33 GMT
#5467
Watch Avilo streams. Like 90% of his TvZ games turn into that. Basically what he does is slow push out with turrets. Make sure you have enough starports to be able to deal with the eventual broodlord switch.
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 23 2014 17:33 GMT
#5468
Yeah but he lost too. Damn that's so hard to win against this style.
Mojitor
Profile Joined April 2014
2 Posts
April 23 2014 17:59 GMT
#5469
If you turtle too long he will have 15+ SH along with mutalisks so just push him earlier. 14min is a good mark if you dont loose too much early game..
Build Ravens if well managed they counter SH and mutas (make pdds, use seeker missile only on SH if you can have some juicy shots). They also prevent a BL transition which are a pain to face with thor/tanks
Faust852
Profile Joined February 2012
Luxembourg4004 Posts
April 23 2014 18:02 GMT
#5470
http://drop.sc/379237
Here's a replay I where I want to push, but it just doesn't works. He makes 200 roachs and reboot me because I can't have enough tank since I build thors to defect mutas. Then I slowly die because I don't have the eco to build anything.
Aquila-
Profile Blog Joined April 2011
516 Posts
April 23 2014 18:12 GMT
#5471
Dont make too many thors, just around 6 and then mass turrets vikings and tanks.
B-rye88
Profile Joined October 2013
Canada168 Posts
April 23 2014 18:29 GMT
#5472
On April 24 2014 02:33 Faust852 wrote:
Yeah but he lost too. Damn that's so hard to win against this style.


Yeah, but he lasted a helluva lot longer than I initially thought he would and you might be able to glean some responses.

To be honest, T(m)vZ is a fools errand on alterzim / frost IMO.
emppp
Profile Joined December 2012
Germany9 Posts
April 24 2014 16:55 GMT
#5473
Hey guys, how do you deal with mech while going bio or bio tank? Nowadays everyone seems to play turtle mech and i just lose every game vs it, i think i tried everything to break the mech player but nothing seems to work, ultimately ending in an air vs air stalemate, wich for me is the worst thing in this game. Is there a way to avoid this? I tried to drop / doom drop, deny expensions but it dosnt seem to work at all. They never move out either, they just sit there slowly expanding while transitioning into air...

This is so frustrating... T.T
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
April 24 2014 17:05 GMT
#5474
On April 25 2014 01:55 emppp wrote:
Hey guys, how do you deal with mech while going bio or bio tank? Nowadays everyone seems to play turtle mech and i just lose every game vs it, i think i tried everything to break the mech player but nothing seems to work, ultimately ending in an air vs air stalemate, wich for me is the worst thing in this game. Is there a way to avoid this? I tried to drop / doom drop, deny expensions but it dosnt seem to work at all. They never move out either, they just sit there slowly expanding while transitioning into air...

This is so frustrating... T.T


There are a few ways to play bio / biotank vs mech, the one I prefer to use is to just macro up a large bio/tank force + economy only putting on light pressure (basically just enough to ensure you're getting your expansions / economy faster, make sure you're not losing units), and once your opponent tries to go on 4 base start doing multipronged attacks. And I don't really mean drop 2 medivacs of units in one spot and then attack somewhere else with your main army, really split your army up into 2 groups and constantly be poking. If a mech army is spread out enough to defend 4 bases, you can also probably break one of the bases with a maxed out bio / tank force of your own.

qxc explains the idea pretty well here.
+ Show Spoiler +
In Somnis Veritas
Nightshake
Profile Joined November 2010
France412 Posts
April 28 2014 23:53 GMT
#5475
http://drop.sc/379546 (Master game)


Really, really frustrated after this loss.

Basically MMM + Tanks vs Hydra/Roach/Viper. The game ends with me having more bases and a higher score but losing the last few fights due to horrible Blinding Clouds.

Thankfully I know why I've lost -> I should have spread my tanks more, have more tanks and a few Ravens too. And get more Orbitals and less SCV.

But still, doesn't it look scandalous ? I won some fights easily and there was almost a 40 supply difference in the late game, and I couldn't manage to break the Hydra/Roach ball because my tanks couldn't fire for 10 seconds...
t0n!ght
Profile Joined May 2012
57 Posts
April 29 2014 08:39 GMT
#5476
Hi guys, gold league terran trying to get into plat again.

In the last two days I have been encountering this TvT all in a lot.
-13 gas rax
-second gas and factory
-starport with techlab
-factory with reactor, rax with reactor, starport with techlab
-produce of 1/1/1 non stop
-don't expand before 8:30

It hits at around 8:00 with marines 6 helions and a banshee.

I can hold it off when I go banshee and wall off my main with depots. However when I do my raven first gas first build I have a hard time to hold. Raven first is my favourite build in tvt but since I pretty much get this build every second time I switched to banshee with a mine again.

I'm curious why this build seems so popular. Did I miss some cool game at DH where a pro did it?
When you hold it's pretty much autowin they are economically so behind and depend on you not to wall off.
Doc Brawler
Profile Joined November 2011
United States260 Posts
April 29 2014 16:00 GMT
#5477
Why are you going gas-first raven(serious question, not judging)? You can make a raven in time for a gas-first banshee if you go either 13 gas, 15 gas, or reaper expo into raven.
But yea not too many televised TvTs these days :p. Marine hellions builds are always tough, but with the defenders advantage, you can basically just make slightly less marines and hellions and a raven with a FE and hold off these pushes. Pull a few scvs if needed and of course wall offs help vs hellions.
For Example, reaper FE into reactored rax, naked factory for hellions and a raven should be in time for gas first banshee and most marine hellions elevator play.
I am become Death, the Destroyer of Worlds
t0n!ght
Profile Joined May 2012
57 Posts
April 29 2014 16:13 GMT
#5478
On April 30 2014 01:00 Doc Brawler wrote:
Why are you going gas-first raven(serious question, not judging)? You can make a raven in time for a gas-first banshee if you go either 13 gas, 15 gas, or reaper expo into raven.
But yea not too many televised TvTs these days :p. Marine hellions builds are always tough, but with the defenders advantage, you can basically just make slightly less marines and hellions and a raven with a FE and hold off these pushes. Pull a few scvs if needed and of course wall offs help vs hellions.
For Example, reaper FE into reactored rax, naked factory for hellions and a raven should be in time for gas first banshee and most marine hellions elevator play.

The raven build I'm doing is the following:
-gas first
-raven when starport swapped
-non stop marine production from naked rax
-build reactor after building TL with fac
-when raven is done swap fac to TL from starport and rax to reactor

It all lines up perfectly to a timing at 9:00 with 3 tanks, 3 vikings, 1 raven and a bunch of marines. And it is very good vs gas first banshee.

But gas first banshee is a very good build too. You can do the same timing just about a minute later..
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
April 29 2014 17:24 GMT
#5479
Isnt it better to get reactored marines and use the Starport to get your raven and then nakedly produce vikings. You have a much higher marine count to deal with all guys of play and you still have the option to tank push and the ability to defend tank pushes.

All Ireland Starcraft, check us out on Facebook
uTears
Profile Joined March 2014
Venezuela19 Posts
May 01 2014 23:37 GMT
#5480
Hey i started playin sc2 a few weeks a go, after a few ai games and practice my macro and micro against AI's im ready to start laddering, in my first game i loose and the system put me in diamod, but i think is to much for me to handle, so i gonna ask is someone can say me at least 2 good bo against every race i play Terran, and i use reaper fe or 1-1-1, can any of you give me some advices?
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