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The HotS Terran Help Me Thread - Page 297

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.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-25 07:51:03
July 25 2014 07:45 GMT
#5921
TvZ super late game, how does zerg deal with viking raven bc? Seems to work well... Pdd blocks all AA except for infestor, which has dodgeable fungal now and does less damage than before. Infested terran are useless since they don't get upgrades. In that situation, I guess zerg must yoink bcs with vipers out of pdd range.

Edit: pimpest play - abduct bc fleet, neural parasite bcs and yamato all the ravens. Omg. I must see this.
Exarl25
Profile Joined November 2010
1887 Posts
July 25 2014 17:35 GMT
#5922
How should you deal with Thor heavy armies in mech v mech TvT? I had air control and was going to go into BCs and Ravens but I wasn't sure if that was a good thing to do against so many Thors (10-15). Ended up with so many useless Vikings while making Thors of my own but couldn't take cost effective trades on the ground and ran out of money before him.
Genome852
Profile Blog Joined August 2010
United States979 Posts
Last Edited: 2014-07-25 18:40:25
July 25 2014 18:31 GMT
#5923
On July 26 2014 02:35 Exarl25 wrote:
How should you deal with Thor heavy armies in mech v mech TvT? I had air control and was going to go into BCs and Ravens but I wasn't sure if that was a good thing to do against so many Thors (10-15). Ended up with so many useless Vikings while making Thors of my own but couldn't take cost effective trades on the ground and ran out of money before him.

Ravens drop pdd which blocks javelin missiles, then bcs go to town with autoattack and yamato.

High impact can bypass pdd but it does very low dps and is single target.

The only way I can see you losing that is if you overbuilt vikings.

If you started bio tank instead of mech you can also go back into bio with marauder heavy composition which absolutely destroys thors. At that stage of the game with huge resource banks you should have tons of production buildings so you can make fast changes to your unit composition and fast remaxing.
Barracuda8
Profile Joined July 2014
Bosnia-Herzegovina27 Posts
July 25 2014 20:57 GMT
#5924
On July 25 2014 09:09 Barracuda8 wrote:
Hello, can someone help me to improve, please?. I couldn't get into drop sc, so i uploadwed the game to mediafire.

http://www.mediafire.com/download/2diwopp46aa5jh3/I suck.SC2Replay

I need to improve a lot. I'm the terran 1, obviously. Thanks in advance.


Anyone . Please?
t0ssboy
Profile Joined August 2011
Bulgaria681 Posts
July 27 2014 07:06 GMT
#5925
What is the optimal timing for a third CC in all of the matches?(Diamond terran here,only god knows how i got ot diamond)
Courage is doing what you are afraid to do.There can be no courage if there is no fear.
TheDwf
Profile Joined November 2011
France19747 Posts
July 27 2014 11:02 GMT
#5926
On July 27 2014 16:06 t0ssboy wrote:
What is the optimal timing for a third CC in all of the matches?(Diamond terran here,only god knows how i got ot diamond)

Between 9 and 10 minutes if you 3 rax third (between 10 and 12 if 5 rax pressure).
Between 5 and 6 minutes in TvZ for Hellions triple OC builds, a bit later if you Starport first.
Completely variable for TvT.
DroptimusPrime
Profile Joined July 2014
United States2 Posts
July 27 2014 13:03 GMT
#5927
As a Diamond Terran what are some of the things I should be looking for when I scout ? What do certain things mean? Thx for help
chin chin is our lord
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
Last Edited: 2014-07-27 14:16:40
July 27 2014 13:49 GMT
#5928
On July 27 2014 22:03 DroptimusPrime wrote:
As a Diamond Terran what are some of the things I should be looking for when I scout ? What do certain things mean? Thx for help



Maybe give more info? What kind of scouting are you looking for?

these are all sent out with 13 scv or a reaper expand.

Well some general.
TvP
double gas with 3 workers in each? Scout for SP, blink or DTs.
2 pylons when they normaly have 3? Scout map for proxy.
double gas with 2 workers in each? MSC stalker expand.
What do he chrono? Gateway? zealot stalker poke.
Chrono WG - Be vary of random 3-4 gate pressure,
chrono nexus, probes.

these are my current things to see in TvP when I play.

TvZ.
Timing on pool/hatch/gas?
Keep mining gas after 100 or take them away?
when going for lair, 3 or 4 gases? if 3 expect roach pressure if 4 expect mutas.
WHEN is lair?
When is third coming up.
Drone count at third? Fewer than a macro game zerg? It's an all in of some sort.

My current notes for TvZ

TvT.

I don't really scout.
I just check spawning location and keep my hellion active to see any 1/1/1 pressure coming.
But in general I'm looking for, gas timing, barrack? CC first? when I got a general clue of what he got I just keep on doing my own thing not really caring about him.

Sorry bout my lack of TvT. I've thought about going blind anti banshee build since in diamond for me it's 90% banshee openings into some funky tank push you can hold with scv pull.
Curious
Incognoto
Profile Blog Joined May 2010
France10239 Posts
July 27 2014 18:21 GMT
#5929
What is the goal in TvT in the first 10-15 minutes of the game?

I feel that opening with reapers in TvT is almost mandatory, since it allows a good scout in the other T's main almost every time (though not losing the reaper is another story). You have to scv scout for marauder proxies though, I think.

Banshees are fairly easy to stop if you see 'em coming, I feel.

So what are the tools that Terrans have in the early game to get ahead? Drops? Hellions? Reapers? Banshees? Marine / Tank pushes? Greedy & defensive play? What is the the go-to "move" that allows one Terran to get ahead of another Terran? I have some ideas TvZ and TvP in this area, but in TvT I'm still unsure.

maru lover forever
Mnijykmirl
Profile Joined February 2010
United States299 Posts
July 27 2014 21:13 GMT
#5930
TvT in general

Reaper open -> Expand -> scout and counter, counter and harass->choose your unit comp out of the triangle->outplay through micro and macro and position-> gain an army advantage -> destroy production facilities to win.
The HotS reaper and removal of siege mode research makes TvT much much better than it used to be in WoL days. A well executed reaper expand has the scouting necessary to provide the proper response to deflect any one-base gimmick while holding a natural. Thus there is no "go-to" move other than successfully deflecting aggression while stabbing their blind spot while expanding faster than the opponent. The whole network of what aggression you can hold most effectively with what units while simultaneously stabbing them back is quite a spiderweb and isn't easily described. For example, if they attempt a hellion runby and you've shacked up just in time with a siege tank and bunker position and have the response to pull and split SCVs, you might have the time to squeeze in a few units into a medivac and drop their mineral line. Alternatively, they saw you put a reactor on your factory and didn't see additional barracks, they might think you're attempting to do something with mines or hellions and go to block with a bunker and siege tank placement for the nat, then get hit with a double medivac bio drop in the main and eat it trying to back up their ramp with siege tanks out of position. All I can suggest is, by default, reaper open to scout, counter, and expand. Maximize your scouting. If you get them into a position where they end up blind to your tech and you aren't blind to theirs, stab them at their weak point.
Tzuborg
Profile Joined April 2011
Norway171 Posts
July 28 2014 13:29 GMT
#5931
I think the time has come for me to finally try some WM drops. What's the opening build for that?
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 28 2014 13:33 GMT
#5932
On July 28 2014 22:29 Tzuborg wrote:
I think the time has come for me to finally try some WM drops. What's the opening build for that?


taeja used this build at dreamhack almost everygame sometimes using hellions instead of widow mines. http://imbabuilds.com/hots-terran/hots-tvp/tvp-15-gas-fe-into-widow-mine-drop/

make sure u know an oracle is coming or not to decide if u want to keep one mine at home.
kamimaiku
Profile Joined July 2014
22 Posts
July 28 2014 19:57 GMT
#5933
I'm 100% sure this question was already raised, but can't find detailed explanation. How to deal with roach push while doing standard 3CC -> 4M (CC is on 8:00-8:20)? Even if I scout it, my army is too small when roaches come.

I have about 4-6 marauders, couple medivacs and 4-6 mines (and saved reapers/hellions). I'm doing ton of bunkers, but roaches oneshot them and once again my army is too small. So, I'm thinking about making 1-2 tanks instead of mines in this case, but if there is any possibility to defend with marauders please explain how to do that.
Gwavajuice
Profile Joined June 2014
France1810 Posts
July 28 2014 22:17 GMT
#5934
On July 29 2014 04:57 kamimaiku wrote:
I'm 100% sure this question was already raised, but can't find detailed explanation. How to deal with roach push while doing standard 3CC -> 4M (CC is on 8:00-8:20)? Even if I scout it, my army is too small when roaches come.

I have about 4-6 marauders, couple medivacs and 4-6 mines (and saved reapers/hellions). I'm doing ton of bunkers, but roaches oneshot them and once again my army is too small. So, I'm thinking about making 1-2 tanks instead of mines in this case, but if there is any possibility to defend with marauders please explain how to do that.



4-6 marauders and 4-6 mines is not bad, and if you have bunkers you should be ok if you repair them. How many roaches do your opponenents have and at what time do they hit? are there baneling with them?

Problem with tanks is if you don't have a tech lab available, the tech lab building time + the tank build time is often too long to be efficient. So it's generally better to keep on producing mines out of a reactored facto than getting tanks. On the other hand, if you opened banshee tanks are cool, in this case you have enough time to switch and get at least one tank before the roaches hit you.

but again 4-6 marauders and 4-6 mines + bunkers should be enough if you placement and repair is good.

Also remember that it costs a lot for a zerg to make and early roach push, if you manage to stay alive, your 3 CC and superior tech should allow you to win the game afterward...

If that doesn't help, post a replay so we can be more specific about timing and building placement...
Dear INno and all the former STX boys.
kamimaiku
Profile Joined July 2014
22 Posts
July 29 2014 06:17 GMT
#5935
Problem with tanks is if you don't have a tech lab available, the tech lab building time + the tank build time is often too long to be efficient.

Yes, I think the same way, that's why i'm trying to stick with mines.

Ok, if my army is not bad, than it's clearly repair timing and mines/building placement. I'll try to make relevant replay, but if anyone have some common tips, I would greatly appreciate them.

Currently, I even lose to roach push from elite AI which hits aroung 11:00 (I assume its kinda late - correct me if I'm wrong) with something like 20 roaches without banes. And roach timing on ladder was around 10:00 with similar amount of roaches. If you don't mind replays with AI (it will take too long to find opponent with roach push on ladder ), I'll record it tonight.
Socup
Profile Joined June 2014
190 Posts
Last Edited: 2014-07-29 09:09:39
July 29 2014 09:01 GMT
#5936
On July 24 2014 16:35 Thezzy wrote:
Throw down one PDD so you can get to an area with ground safely and throw down a turret.
Land your buildings next to it, producing anything out of them if possible.

In such situations though, Mutalisks are amazing because they can regenerate.
At full health they'll survive a Seeker Missile as well so a properly controlled Muta should be able to avoid/regen anything the Ravens can throw at it.


Being able to micro that single flying unit out the army, HSMs are really most useful either for causing threat to an attacking forces onto ground units units to make them back up if they cant micro their unit out of their army, thus giving you time to set up defenses like tanks, or for sniping bane bunches when your opponent is looking somewhere else, or for pushes into a defensive army, for similar reasons as an attacking army.

On July 29 2014 15:17 kamimaiku wrote:
Show nested quote +
Problem with tanks is if you don't have a tech lab available, the tech lab building time + the tank build time is often too long to be efficient.

Yes, I think the same way, that's why i'm trying to stick with mines.

Ok, if my army is not bad, than it's clearly repair timing and mines/building placement. I'll try to make relevant replay, but if anyone have some common tips, I would greatly appreciate them.

Currently, I even lose to roach push from elite AI which hits aroung 11:00 (I assume its kinda late - correct me if I'm wrong) with something like 20 roaches without banes. And roach timing on ladder was around 10:00 with similar amount of roaches. If you don't mind replays with AI (it will take too long to find opponent with roach push on ladder ), I'll record it tonight.


If you have the resources, try using 1 tank with 4-5 mines ratio. this group can leapfrog onto creep pretty much without fear, as a tank wipes out single bait units, forcing a larger scale engagement. Mutas can't snipe down 4-5 mines before they go off, and ling/bling will get torn up, and it only will cost a tank and 4-5 mines to wipe out a significant portion of a midgame zerg army based off ling bling muta, if he decides to go for it.

If you want to be really devious, bury the mines in a tight clump, then set your tank over them all so that mutas can't target them down.

For random mine fields in strategically significant areas outside of bases, as in attacking, I find 4-5 works best because its guaranteed to either kill off a good chunk of army if they arent watching their army, but it also represents such a significant threat that they'd have to check your mine strength in numbers with detect, grab that many units to sacrifice, and send them there, which is eating up their apm. You can also exploit these attempts to bait mines with the target fire timer reset click trick if you see him trying to kill your mines. grab 3 of them and spam click enemy units that try to bait, so only 1-2 fire, forcing him to use more.

There's no reason blizzard can't release new units or fixes to a game without creating another costly "expansion" you've already paid 100$ for, unless they want to treadmill the gambler with future promises of "it gets better"
kamimaiku
Profile Joined July 2014
22 Posts
July 29 2014 09:18 GMT
#5937
@Socup

It seems I miss something, but I don't understand how your tactics helps against timing roach push. I can't leave my base yet, because production is not running fully and I have to defend natural.
Bulugulu
Profile Joined March 2011
Israel250 Posts
Last Edited: 2014-07-29 11:05:15
July 29 2014 11:04 GMT
#5938
On July 29 2014 18:18 kamimaiku wrote:
@Socup

It seems I miss something, but I don't understand how your tactics helps against timing roach push. I can't leave my base yet, because production is not running fully and I have to defend natural.


A few things -
1) Yes, tank are better than mines in this situation.
2) Adding 2 rax before 2 engineering bays will help as well (although it is defensible with both).
3) Mixing in cloak banshee openings is good if you encounter this play often.
4) Check the positioning of your bunkers. Ideally - behind a depot wall, and in such a spot where they can be surrounded by scvs for repair. Remember that marauders have very high range in bunkers. Lastly, roaches need lots of space to be able to all attack a bunker at the same time. If you have a good sim-city where you're defending you can limit their firepower.
5) Depending on how many units you have, consider surrounding the roaches with the scvs to allow your bunkers/units to live or just attack with the scvs. If he's just trying to snipe all the bunkers this will slow him down at the cost of scvs (which is fine cause u have 3 CC).
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
HFABamaFan
Profile Joined July 2014
United States9 Posts
July 30 2014 02:17 GMT
#5939
I finally made it out of freaking Bronze!

Now top 4 in silver...
geokilla
Profile Joined May 2011
Canada8255 Posts
July 30 2014 02:45 GMT
#5940
Let's not talk build orders or anything. What are some tips and tricks a Terran player should know about? The only trick I can think of is that in order to unload a Medivac while it is moving, you have to click unload and then click the Medivac itself. Another is that Marines and Marauders inside a bunker can also be Stimmed. But I think that's it...
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