• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 13:45
CET 19:45
KST 03:45
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10
Community News
RSL Season 3: RO16 results & RO8 bracket13Weekly Cups (Nov 10-16): Reynor, Solar lead Zerg surge1[TLMC] Fall/Winter 2025 Ladder Map Rotation14Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA15
StarCraft 2
General
SC: Evo Complete - Ranked Ladder OPEN ALPHA RSL Season 3: RO16 results & RO8 bracket RSL Season 3 - Playoffs Preview Mech is the composition that needs teleportation t GM / Master map hacker and general hacking and cheating thread
Tourneys
RSL Revival: Season 3 $5,000+ WardiTV 2025 Championship StarCraft Evolution League (SC Evo Biweekly) Constellation Cup - Main Event - Stellar Fest 2025 RSL Offline Finals Dates + Ticket Sales!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 501 Price of Progress Mutation # 500 Fright night Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death
Brood War
General
Data analysis on 70 million replays 2v2 maps which are SC2 style with teams together? BGH Auto Balance -> http://bghmmr.eu/ soO on: FanTaSy's Potential Return to StarCraft A cwal.gg Extension - Easily keep track of anyone
Tourneys
[BSL21] RO16 Tie Breaker - Group B - Sun 21:00 CET [BSL21] RO16 Tie Breaker - Group A - Sat 21:00 CET [Megathread] Daily Proleagues Small VOD Thread 2.0
Strategy
Current Meta Game Theory for Starcraft How to stay on top of macro? PvZ map balance
Other Games
General Games
Path of Exile Nintendo Switch Thread Should offensive tower rushing be viable in RTS games? Clair Obscur - Expedition 33 Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine About SC2SEA.COM
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Movie Discussion! Anime Discussion Thread Korean Music Discussion
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
TL Community
The Automated Ban List
Blogs
The Health Impact of Joining…
TrAiDoS
Dyadica Evangelium — Chapt…
Hildegard
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1960 users

The HotS Terran Help Me Thread - Page 283

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 281 282 283 284 285 368 Next
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.
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
June 02 2014 13:36 GMT
#5641
On June 02 2014 16:11 Sajaki wrote:
Is a ~10 minute ghost academy tvp decent against templar openings or do mines just supersede them completely? Like, is it an option/playstyle choice or are you "forced" into mines?


The way I see it, mines are more to do with the heavy Zealot style that accompanies the Templar openings. Ghosts are good vs Templar, and Mines are good vs Zealot balls. Also, I don't think you could afford a good amount of Ghosts around 10 minutes with a 2 base economy without cutting something important
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
Last Edited: 2014-06-02 14:47:32
June 02 2014 14:41 GMT
#5642
Why is the current top T Barcode on KR going 15CC / 15 Barracks?

I think it is Maru actually, I always thought 14CC / 15 Barracks was simply the most optimal if you are going CC first?

This is in TvP if it makes a difference, and it isn't a one-off thing either, he is doing this consistently in TvPs. Interestingly, he goes 14CC in TvZs.

EDIT: Sorry for double-post
Dunmer
Profile Joined April 2012
United Kingdom568 Posts
June 02 2014 15:02 GMT
#5643
I am not sure but I have noticed recently Maru has been changing up a few timings based on his scouting scv. With 12 gas build he adds an extra scv so its 17 CC etc because he is scouting as opposed to the normal 16 timing without scout.

Could be he is double scouting protoss with 2 scvs or he is simply sending the scv out alot earlier than you would when going 14 CC. Hard to know without a replay of him doing it
All Ireland Starcraft, check us out on Facebook
ZenithM
Profile Joined February 2011
France15952 Posts
June 02 2014 15:03 GMT
#5644
On June 02 2014 23:41 mau5mat wrote:
Why is the current top T Barcode on KR going 15CC / 15 Barracks?

I think it is Maru actually, I always thought 14CC / 15 Barracks was simply the most optimal if you are going CC first?

This is in TvP if it makes a difference, and it isn't a one-off thing either, he is doing this consistently in TvPs. Interestingly, he goes 14CC in TvZs.

EDIT: Sorry for double-post

Maybe this has to do with being forced to scout or to bring an extra SCV to fight off the probe (maybe the later CC makes the probe timing easier to deal with on some maps). But I don't really know, just throwing hypothesis.
[BSP]Kain
Profile Joined May 2014
119 Posts
June 02 2014 20:02 GMT
#5645
I was trying to find some good BO in TvZ with the banshee harrass (bio), can anyone please recommend some strong build?
KingofGods
Profile Joined July 2010
Canada1218 Posts
June 02 2014 23:29 GMT
#5646
11 rax
11 gas
reaper
reaper
cc
reaper
factory
reactor on rax
2nd gas
starport when factory is done
swap reactor onto factory
techlab on rax to be swapped with starport when done

This is for clock

If you want no clock, then delay the 2nd gas until you start building the starport
Nimix
Profile Joined October 2011
France1809 Posts
June 02 2014 23:32 GMT
#5647
Gotta hit the timing with the clocked banshee tho
[BSP]Kain
Profile Joined May 2014
119 Posts
June 02 2014 23:35 GMT
#5648
On June 03 2014 08:29 KingofGods wrote:
11 rax
11 gas
reaper
reaper
cc
reaper
factory
reactor on rax
2nd gas
starport when factory is done
swap reactor onto factory
techlab on rax to be swapped with starport when done

This is for clock

If you want no clock, then delay the 2nd gas until you start building the starport


Thank you very much.
Slydie
Profile Joined August 2013
1927 Posts
June 03 2014 07:38 GMT
#5649
Hi! I have been theory crafting a bit for myself about tvz, if you scout a quite fast 3rd and double evos, how strong can a helbat-bio 2base all-in be, and is this viable?

I was thinking something like this:
NO 3rd CC
NO ebays
NO scv production after minimum (32+6 in gas?)
Keep making helions from reactor factory
As much bio as possible, 4-6 rax
2-4 medivacs (or not?)
Armory ready right on timing and transform helis.
Hit hard when it hurts the most, right before their 1-1?

I have a soultrain-like timing in mind, hitting so hard its not enough just to scout it, but of course it needs to be optimized and have good control.
Buff the siegetank
Rowrin
Profile Joined September 2011
United States280 Posts
June 03 2014 09:45 GMT
#5650
Haven't really played starcraft in like several months. Started playing through my bonus pool and currently diamond 1. The only matchup that is bugging me at the moment is tvz, specifically muta-ling.

Just wondering what the general idea is when playing vs a zerg that goes mass muta. I've been playing very vanilla marine-tank-medvac into thors + marauder/hellbats. If I don't severely set zerg back with an early push, it just seems that every other push is cleaned up before reaching his base and then zerg just forces a base trade by running 30 or so mutas into my main or just starves me out.

Should I just turtle till I have a capped 3-3 army, or do I gamble that zerg will flat out fail and run his mutas into a minefield? The only thing I can think of doing is just spreading out and turtle on 4 bases then going all-in with a thor-hellbat-tank-marauder-medvac ball with maybe some ravens.
klup
Profile Joined May 2013
France612 Posts
June 03 2014 09:55 GMT
#5651
On June 03 2014 18:45 Rowrin wrote:
Haven't really played starcraft in like several months. Started playing through my bonus pool and currently diamond 1. The only matchup that is bugging me at the moment is tvz, specifically muta-ling.

Just wondering what the general idea is when playing vs a zerg that goes mass muta. I've been playing very vanilla marine-tank-medvac into thors + marauder/hellbats. If I don't severely set zerg back with an early push, it just seems that every other push is cleaned up before reaching his base and then zerg just forces a base trade by running 30 or so mutas into my main or just starves me out.

Should I just turtle till I have a capped 3-3 army, or do I gamble that zerg will flat out fail and run his mutas into a minefield? The only thing I can think of doing is just spreading out and turtle on 4 bases then going all-in with a thor-hellbat-tank-marauder-medvac ball with maybe some ravens.



The current meta goal is to non-stop pressure the zerg with drops and positional play on his b3/b4 to trade constantly reducing the amount of mutalisks. If the zerg succeed to defend your aggressions with only ling bane without muta support you loose because muta harass can be endgame if he goes above your production.

I tried to use more and more tanks in the matchup because it kind of force mutas to be on the fight and not harassing. Try also to add thors in the mid/lategame to your composition.
Widow mines are now bordeline crap vs zerg and also are easy to snipe with mutas and overseer.
Slydie
Profile Joined August 2013
1927 Posts
June 03 2014 10:13 GMT
#5652
I think tanks are only useful vs roach/hydra or going mech vs z. Rather go mines or helions/helbats into thors. The key timing is the 2-2 bio which can kill the zergs 4th. If no 4th, no big mutaball. If this fails, try to have a nice army when 3-3 finishes and go for the kill. Keep the preasure, every bling is gas not spent on his mutaball.
Buff the siegetank
surreal1600
Profile Joined June 2013
United States33 Posts
June 03 2014 11:54 GMT
#5653
On June 03 2014 18:45 Rowrin wrote:
Haven't really played starcraft in like several months. Started playing through my bonus pool and currently diamond 1. The only matchup that is bugging me at the moment is tvz, specifically muta-ling.

Just wondering what the general idea is when playing vs a zerg that goes mass muta. I've been playing very vanilla marine-tank-medvac into thors + marauder/hellbats. If I don't severely set zerg back with an early push, it just seems that every other push is cleaned up before reaching his base and then zerg just forces a base trade by running 30 or so mutas into my main or just starves me out.

Should I just turtle till I have a capped 3-3 army, or do I gamble that zerg will flat out fail and run his mutas into a minefield? The only thing I can think of doing is just spreading out and turtle on 4 bases then going all-in with a thor-hellbat-tank-marauder-medvac ball with maybe some ravens.


Heres two replays of QXC that might help. 30 minutes marines vs muta ling on Waystation and Frost.

http://sc2replaystats.com/replay/530222

http://sc2replaystats.com/replay/530139
First round's on me.
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
Last Edited: 2014-06-03 11:58:03
June 03 2014 11:56 GMT
#5654
On June 03 2014 05:02 [BSP]Kain wrote:
I was trying to find some good BO in TvZ with the banshee harrass (bio), can anyone please recommend some strong build?


A TvZ cloak banshee build gets hellions and then cloak-banshee for pressure at the Zergs third, and generally goes off of a 3CC build, preceded by CC first or 12/12 Reaper.

TvZ Reaper Hellion 3CC

10 Depot
12 Barracks
12 Gas (1)
15 Orbital
15 Reaper
17 Depot (2)
17 Reaper (2)

@400 Minerals; Expand
---------------------------------------

- Reactor + Factory

- 3rd CC

After this, you get gas (2) when Fac is halfway done, make a tech lab from the barracks after you have swapped the factory on the reactor, and then swap the starport on the tech lab and get cloak and banshee production.

You are basically delaying stim and upgrades slightly to have a stronger army, after this you can go into Bio or Mech, by getting x2 engi bay or x2 armory, and then hitting your convergence point with the required infrastructure for bio or mech.

EDIT: Read this for further info; http://terrancraft.wordpress.com/2013/10/20/banshee-openings-in-tvz-metagame/
Xzopo
Profile Joined August 2012
7 Posts
June 03 2014 16:46 GMT
#5655
What is best way to deal fast roach push when cc first? It will hit when i have 2 marine in bunker and first helions on the way. Wall bunker and mass repair?
Rowrin
Profile Joined September 2011
United States280 Posts
June 03 2014 19:19 GMT
#5656
On June 03 2014 20:54 surreal1600 wrote:
Show nested quote +
On June 03 2014 18:45 Rowrin wrote:
Haven't really played starcraft in like several months. Started playing through my bonus pool and currently diamond 1. The only matchup that is bugging me at the moment is tvz, specifically muta-ling.

Just wondering what the general idea is when playing vs a zerg that goes mass muta. I've been playing very vanilla marine-tank-medvac into thors + marauder/hellbats. If I don't severely set zerg back with an early push, it just seems that every other push is cleaned up before reaching his base and then zerg just forces a base trade by running 30 or so mutas into my main or just starves me out.

Should I just turtle till I have a capped 3-3 army, or do I gamble that zerg will flat out fail and run his mutas into a minefield? The only thing I can think of doing is just spreading out and turtle on 4 bases then going all-in with a thor-hellbat-tank-marauder-medvac ball with maybe some ravens.


Heres two replays of QXC that might help. 30 minutes marines vs muta ling on Waystation and Frost.

http://sc2replaystats.com/replay/530222

http://sc2replaystats.com/replay/530139


Thanks, very insightful. Guess tanks are out except vs roach hydra.
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
Last Edited: 2014-06-03 21:21:20
June 03 2014 21:02 GMT
#5657
On June 02 2014 23:41 mau5mat wrote:
Why is the current top T Barcode on KR going 15CC / 15 Barracks?

I think it is Maru actually, I always thought 14CC / 15 Barracks was simply the most optimal if you are going CC first?

This is in TvP if it makes a difference, and it isn't a one-off thing either, he is doing this consistently in TvPs. Interestingly, he goes 14CC in TvZs.

EDIT: Sorry for double-post


if maru goes cc first then its 14 supply, this is what he does it proleague at least. Some players just don't like the idea of cutting workers for a split second to expand. That's why Dear/Classic gets his nexus at 16, but Parting/herO gets it at 15. In some rare cases 14cc is a bit safer because it denies the possibility of a proxy hatch (if u plan on placing it on low ground). But then again, against zerg u use cc as part of the ramp wall mostly. The other reason for 14cc is it allows your barracks to line up with ur expand so u can make 2 orbitals + marines.
Ottoman042
Profile Joined November 2012
United States35 Posts
June 03 2014 23:03 GMT
#5658
So I've been kind of struggling with TvP(50% plat). It seem like the only ways I can win is the good ol' medivac rush usually this hits when he has only 1 colossi(no range) and I can draw his army out of position and attack in two spots. Though I doubt this actually has a good winrate since a lot of my TvP are usually defend wins, 2gate proxy(always beat this), proxy oracle, blink all in.

I'm just wondering when the protoss player only has 1 or 2 colossi and no storm, is this the ideal time for a SCV all in? If I start to attempt SCV all-ins I would prefer not to get 3rd CC. I'm definitely would like to pull SCVs before 13-14 minute mark. Is an 11-12 minute Bio/Medivac/SCV viable, or is there something specific I should be looking for before pulling SCVs. Cause I've seen pros pulling SCVs at a lot of different times with a lot of different results. Thanks.
Ouija
Profile Joined December 2011
United States129 Posts
Last Edited: 2014-06-03 23:34:50
June 03 2014 23:34 GMT
#5659
On June 04 2014 08:03 Ottoman042 wrote:
So I've been kind of struggling with TvP(50% plat). It seem like the only ways I can win is the good ol' medivac rush usually this hits when he has only 1 colossi(no range) and I can draw his army out of position and attack in two spots. Though I doubt this actually has a good winrate since a lot of my TvP are usually defend wins, 2gate proxy(always beat this), proxy oracle, blink all in.

I'm just wondering when the protoss player only has 1 or 2 colossi and no storm, is this the ideal time for a SCV all in? If I start to attempt SCV all-ins I would prefer not to get 3rd CC. I'm definitely would like to pull SCVs before 13-14 minute mark. Is an 11-12 minute Bio/Medivac/SCV viable, or is there something specific I should be looking for before pulling SCVs. Cause I've seen pros pulling SCVs at a lot of different times with a lot of different results. Thanks.


Yes that would be the correct time to pull SCV's, but you should also look for the 3rd base. If the protoss is not taking a 3rd base they might also be preparing an attack off 2 bases. Be aware though that the only beneficial outcome is possibly giving you a better win rate. Pulling scvs off two bases and attacking is not going to help you get better vs protoss. So if you want to improve I would advise trying new strategies to further your game knowledge as well as working to improve your fundamentals.
KingofGods
Profile Joined July 2010
Canada1218 Posts
June 04 2014 00:23 GMT
#5660
On June 03 2014 16:38 Slydie wrote:
Hi! I have been theory crafting a bit for myself about tvz, if you scout a quite fast 3rd and double evos, how strong can a helbat-bio 2base all-in be, and is this viable?

I was thinking something like this:
NO 3rd CC
NO ebays
NO scv production after minimum (32+6 in gas?)
Keep making helions from reactor factory
As much bio as possible, 4-6 rax
2-4 medivacs (or not?)
Armory ready right on timing and transform helis.
Hit hard when it hurts the most, right before their 1-1?

I have a soultrain-like timing in mind, hitting so hard its not enough just to scout it, but of course it needs to be optimized and have good control.



The key in any 2 base play against zerg is kill before mutas. Resource wise it's actually quite easy to do - instead of building 3rd CC after factory just throw down a couple more raxes. I think a push like this, best case scenario is that you kill his 3rd.......and then eventually die to mutas.
Prev 1 281 282 283 284 285 368 Next
Please log in or register to reply.
Live Events Refresh
Next event in 1h 15m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
IndyStarCraft 185
White-Ra 148
BRAT_OK 73
MindelVK 44
ForJumy 2
StarCraft: Brood War
Calm 3029
Rain 2334
GuemChi 448
firebathero 230
Dewaltoss 77
Oya187 70
Backho 66
ToSsGirL 23
scan(afreeca) 23
Shine 23
Dota 2
Gorgc9687
qojqva2822
Counter-Strike
ScreaM1948
pashabiceps1596
Heroes of the Storm
Khaldor603
Other Games
FrodaN3442
B2W.Neo537
RotterdaM418
mouzStarbuck320
Fuzer 300
ArmadaUGS136
XaKoH 75
Organizations
Dota 2
PGL Dota 2 - Main Stream33117
Other Games
EGCTV2015
gamesdonequick578
BasetradeTV45
StarCraft 2
angryscii 8
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• Berry_CruncH244
• davetesta15
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• 80smullet 12
• HerbMon 10
• Pr0nogo 10
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 2067
League of Legends
• Nemesis3013
Other Games
• imaqtpie856
• Shiphtur258
• tFFMrPink 3
Upcoming Events
IPSL
1h 15m
StRyKeR vs OldBoy
Sziky vs Tarson
BSL 21
1h 15m
StRyKeR vs Artosis
OyAji vs KameZerg
OSC
4h 15m
OSC
14h 15m
Wardi Open
17h 15m
Monday Night Weeklies
22h 15m
OSC
1d 4h
Wardi Open
1d 17h
Replay Cast
2 days
Wardi Open
2 days
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
3 days
Replay Cast
4 days
LAN Event
4 days
Replay Cast
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Proleague 2025-11-21
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
SLON Tour Season 2
META Madness #9
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2

Upcoming

BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.