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The HotS Terran Help Me Thread - Page 294

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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.
xongnox
Profile Joined November 2011
540 Posts
July 11 2014 10:04 GMT
#5861
Genome852 & KonanTenshi > although hellion-less play is kinda risky (blind, not safe vs some banes attacks, no creep slowing potential) adn too passive for my taste, you probably should watch some Bomber's builds. You go either banshee, 1+ defensive tanks, or pure bio with fast medivacs (ala MKP) and upgrades. (most risky)
ThaSlayer
Profile Joined March 2011
707 Posts
July 11 2014 10:49 GMT
#5862
I occasionally get caught off guard and get killed by early mass speedlings in T v Z.

How do I stop this when I go reaper expand?

My hellion count is too low, and my natural wall is barely complete.

Should I just go for safe double mines instead?
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
July 11 2014 11:01 GMT
#5863
On July 11 2014 19:49 ThaSlayer wrote:
I occasionally get caught off guard and get killed by early mass speedlings in T v Z.

How do I stop this when I go reaper expand?

My hellion count is too low, and my natural wall is barely complete.

Should I just go for safe double mines instead?


Scout gas timings, if its a speed opening you know that it could be a speedling attack, so make sure to get the wall a little early and wait until you have 4 hellions to move out.
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 11 2014 15:55 GMT
#5864
The hard part is knowing whether it is just speedlings or banelings behind it. If it's banelings, I feel a nat wall isn't enough and you have to camp in your main and wall off with ccs and raxes.
Kvassten
Profile Joined May 2012
Sweden159 Posts
July 11 2014 22:19 GMT
#5865
I don't know if there is a thread about this already.

I just played 2 games on Foxtrot Labs. The first one was so easy and I was like wtf was my opponent doing. I was bottom left and he was bottom right. The next game was vice versa and I lost so hard that map will never be played again until there is only cross

The point is that Foxtrot Labs isn't balanced. Does anyone know if someone is doing anything about it?
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
July 11 2014 22:58 GMT
#5866
On July 12 2014 07:19 Kvassten wrote:
I don't know if there is a thread about this already.

I just played 2 games on Foxtrot Labs. The first one was so easy and I was like wtf was my opponent doing. I was bottom left and he was bottom right. The next game was vice versa and I lost so hard that map will never be played again until there is only cross

The point is that Foxtrot Labs isn't balanced. Does anyone know if someone is doing anything about it?


That's the nature of asymmetrical spawns, some have advantages over others.
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2014-07-12 00:20:29
July 11 2014 23:57 GMT
#5867
Personally I think all 1v1 matches should be played on 2 player maps. The 4 player maps are almost always vetoed first followed by the 3 player maps. Also maps unpredictable spawn locations like Waystation are not liked. Pros don't like the randomness of spawn affecting how a game is played
binski
Profile Joined December 2010
United States225 Posts
July 12 2014 13:11 GMT
#5868
On July 11 2014 16:57 KonanTenshi wrote:
I saw a guy once skipping the hellions to get faster production out.

went something like this (I can be very wrong)

reaper expand.

get widow mines from fac and get earlier raxxes/upgrades or w/e you want to do with the extra money. transitions into a pretty sweet push. Although I'm not sure how legit it really is.

EDIT:

You don't get reactor on your factory untill later in the game.

Keep the reactor on the barrack.

I think I remember the player name, GamerRichy. Not sure if this is his stream or not. http://www.twitch.tv/gamerrichy


Eh, you generally want to build hellions vs Zerg. It's not worth the faster production when you can die to essentially any zerg all-in, especially since small amounts of mines can be micro'd against. Even if zerg doesn't all-in you, the zerg player can just spread creep uncontested. The creep is basically zergs strongest defensive tool, seeing as how even if you ramp up your production and go for a strong push, if the creep is spread too far you spend too much time trying to clear it and waiting for it to recede. If you get impatient and push in, you'll just get swarmed thanks to the creeps bonus movement speed.

The hellions can limit creep, check for zergs 3rd base timing, potentially force zerglings, keep you safe vs ling/bane all-in, and also clear watch towers. Overall, i'd say hellions are better.
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2014-07-12 22:59:34
July 12 2014 22:33 GMT
#5869
What's the best way to deal with a zerg going mutas on two bases? I actually don't have a huge amount of trouble winning games when I'm against it, but with how annoying it is and how uncomfortable it makes me feel I want to know if there's a standard vs the strategy. I usually just make way more turrets than usual around my two bases, don't move out until I have a sizeable army, secure the third with it, then push out a couple minutes later than I usually would with 4M.

I don't like that I'm never sure it's coming until it hits me, I usually see the lack of a third and waste my time making siege tanks instead of hellions/widow mines, and I hate being stuck in my base for so long to freely allow zerg to quickly take their third and fourth - I'm automatically put on a timer from that point on.

Additional question: Is it normal for the score screen to show less points for me than zerg, even when winning? It makes it seem like every tvz I win is by the skin of my teeth, or is it just something I should ignore?
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 12 2014 23:21 GMT
#5870
Don't bother looking at score, it means nothing. Look at the graphs --> At which points are your army sizes bigger than your opponents? At which points are your resource collection bigger than your opponents?

If zerg is taking all 4 gases with no 3rd base, it's almost guaranteed to be mutas. At about the 8 min mark scan both his main and nat and you will either spot a roach warren or no roach warren which means mutas. If you know it's 2 base mutas you can play hyper defensive as you have been doing or go for a full force attack as you know he is banking gas for mutas so he won't have roaches or banes. If you have armory for hellbats, even better.
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2014-07-14 01:10:11
July 14 2014 00:35 GMT
#5871
Some questions pertaining scouting:

Does protoss going two base blink all in have significantly faster gas timings (3rd and 4th geysers) than normal? I need to improve my scouting and recognize signs of this aggression coming before its too late.

When should the zerg have his/her third up? I know a late third signifies some kind of aggression or gimmicky play, but I go more on feel than exact timings, as in "the third feels kind of late." Is there a specific time I should watch out for? Like "Hmm, it's X and a half minutes into the game and still no third, I should be careful."

Also, how do I survive the mass ling/bling/roach bust in the midgame? I feel compelled to at least expand to my third, but if I hole up and defend it leaves me too vulnerable to to being out-expanded. A replay would be best I guess, how should I have gone about this game?

http://drop.sc/384451
JanLui
Profile Joined November 2010
France50 Posts
July 14 2014 02:49 GMT
#5872
On July 13 2014 07:33 halpimcat wrote:
What's the best way to deal with a zerg going mutas on two bases? I actually don't have a huge amount of trouble winning games when I'm against it, but with how annoying it is and how uncomfortable it makes me feel I want to know if there's a standard vs the strategy. I usually just make way more turrets than usual around my two bases, don't move out until I have a sizeable army, secure the third with it, then push out a couple minutes later than I usually would with 4M.

I don't like that I'm never sure it's coming until it hits me, I usually see the lack of a third and waste my time making siege tanks instead of hellions/widow mines, and I hate being stuck in my base for so long to freely allow zerg to quickly take their third and fourth - I'm automatically put on a timer from that point on.

Additional question: Is it normal for the score screen to show less points for me than zerg, even when winning? It makes it seem like every tvz I win is by the skin of my teeth, or is it just something I should ignore?


http://drop.sc/384424
muta get shut down hard by this
Never Die Easy. http://www.sc2ranks.com/eu/312602/JanLui
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 14 2014 03:35 GMT
#5873
On July 14 2014 09:35 halpimcat wrote:
Some questions pertaining scouting:

Does protoss going two base blink all in have significantly faster gas timings (3rd and 4th geysers) than normal? I need to improve my scouting and recognize signs of this aggression coming before its too late.

When should the zerg have his/her third up? I know a late third signifies some kind of aggression or gimmicky play, but I go more on feel than exact timings, as in "the third feels kind of late." Is there a specific time I should watch out for? Like "Hmm, it's X and a half minutes into the game and still no third, I should be careful."

Also, how do I survive the mass ling/bling/roach bust in the midgame? I feel compelled to at least expand to my third, but if I hole up and defend it leaves me too vulnerable to to being out-expanded. A replay would be best I guess, how should I have gone about this game?

http://drop.sc/384451



On the contrary, protoss 2 base blink requires less gas than a teching protoss, so he will skip gas at his nat which is a tell that gateway aggression is coming or possibly a quick 3rd.

A zerg 3rd should go down between the 6-8 min mark depending on how many queens he has built and whether we went for zergling speed or not. A super fast ~4 min 3rd means he has no gas and no extra queens.

One of the biggest problems with the roach/ling/bane all in is that right about the time a terran wants to land his 3rd (~11 min mark) that's right after zerg has saturated his 3rd and is usually gearing up to get aggressive. So you almost have to put down your 3rd even earlier (like 8 mins) and start setting up defenses or you wait until your medivacs and upgrades kick in and take your 3rd as you are pushing out.
halpimcat
Profile Joined September 2011
215 Posts
July 14 2014 14:11 GMT
#5874
On July 14 2014 12:35 KingofGods wrote:
Show nested quote +
On July 14 2014 09:35 halpimcat wrote:
Some questions pertaining scouting:

Does protoss going two base blink all in have significantly faster gas timings (3rd and 4th geysers) than normal? I need to improve my scouting and recognize signs of this aggression coming before its too late.

When should the zerg have his/her third up? I know a late third signifies some kind of aggression or gimmicky play, but I go more on feel than exact timings, as in "the third feels kind of late." Is there a specific time I should watch out for? Like "Hmm, it's X and a half minutes into the game and still no third, I should be careful."

Also, how do I survive the mass ling/bling/roach bust in the midgame? I feel compelled to at least expand to my third, but if I hole up and defend it leaves me too vulnerable to to being out-expanded. A replay would be best I guess, how should I have gone about this game?

http://drop.sc/384451



On the contrary, protoss 2 base blink requires less gas than a teching protoss, so he will skip gas at his nat which is a tell that gateway aggression is coming or possibly a quick 3rd.

Thanks. That's actually what I thought initially, but I had faced a game where my scouting hellions saw a 3rd and fourth gas before I was assaulted by a 6 gate blink attack a minute later. Looking at the replay my opponent ended up banking a ton of gas, so the loss makes me even more sad since his build didn't make sense. I'll have to start scanning after the poke to see what protoss is really up to from now on.
halpimcat
Profile Joined September 2011
215 Posts
July 15 2014 00:42 GMT
#5875
If there's a rhythm one typically goes by when making sure to build depots, I definitely don't have one. I'm beginning to realize that getting supply blocked is probably the weakest part of my game, as I almost always spend more time being supply blocked than my opponent in all games (win or lose). Are there any tips to making sure I'm this isn't the case?
NexT_SC2
Profile Joined May 2013
United States117 Posts
July 15 2014 01:58 GMT
#5876
So I played this game against a protoss where I just outright lost, I couldn't put on any early pressure on the third, I took a bad engagement and got stormed to death. Here's the replay: http://drop.sc/384537 Could someone tell me what I could have done better besides not paying attention to the mini map and walking into the protoss army.

thanks
Taeja | Maru | Byun <3
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 15 2014 04:33 GMT
#5877
On July 15 2014 09:42 halpimcat wrote:
If there's a rhythm one typically goes by when making sure to build depots, I definitely don't have one. I'm beginning to realize that getting supply blocked is probably the weakest part of my game, as I almost always spend more time being supply blocked than my opponent in all games (win or lose). Are there any tips to making sure I'm this isn't the case?


Have the same 2 scvs building supply depots nonstop. The great Flash does this.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
July 15 2014 23:09 GMT
#5878
What's cookie cutter Terran bans this map pool?

I've done Alterzim Stronghold in past (unstable TvT with drop paths, TvZ is a nightmare) and some of the harder maps to defend blink on. Discussion?
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
Jer99
Profile Blog Joined April 2011
Canada8159 Posts
July 15 2014 23:22 GMT
#5879
On July 16 2014 08:09 Danglars wrote:
What's cookie cutter Terran bans this map pool?

I've done Alterzim Stronghold in past (unstable TvT with drop paths, TvZ is a nightmare) and some of the harder maps to defend blink on. Discussion?


I've vetoed:

  • The King Sejong Station
  • Overgrowth
  • Merry Go Round


Personally I like the new maps, but I can foresee myself vetoing Deadwing and potentially Catallena in favor of bringing back King Sejong and Overgrowth.

Deadwing might be problematic TvP and for TvZ it's difficult to deny bases with that layout, but for now I'll keep them to experiment with a bit more.
StrategyTaeJa #1 || @TL_Jer99 || "seeker seeked out his seeking"
iamcaustic
Profile Blog Joined May 2011
Canada1509 Posts
Last Edited: 2014-07-15 23:40:20
July 15 2014 23:36 GMT
#5880
On July 16 2014 08:09 Danglars wrote:
What's cookie cutter Terran bans this map pool?

I've done Alterzim Stronghold in past (unstable TvT with drop paths, TvZ is a nightmare) and some of the harder maps to defend blink on. Discussion?

My current vetoes are Deadwing, Foxtrot Labs, and King Sejong Station.

Deadwing is kind of joker town. Either you free-win on horizontal or have a really tough time in other positions. Frankly, I'd rather have original Shakuras Plateau back in the map pool than it.

There's nothing horrible about Foxtrot, but I just find the naturals to be pretty awkward. It also has some weird positional imbalance in close spawns. Even the mapmaker is kind of choked about it and improved upon the issues in an update, but the ladder edition doesn't have those fixes; it's like monitor and his map Korhal Compound all over again (Ladder vs. his updated version).

King Sejong Station, I just really hate the natural as Terran. 2/2 Roach Hydra timings are a nightmare IMO.
Twitter: @iamcaustic
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