The HotS Terran Help Me Thread - Page 305
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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. | ||
Teoita
Italy12246 Posts
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TheDwf
France19747 Posts
There are still a lot of slightly/completely outdated answers (I'll deal with them later on), but the standard recommended strategies are OK. If you find any mistake(s), particularly in links, feel free to report them here. If you have generic questions for a future update, feel free to shoot as well! | ||
PinheadXXXXXX
United States897 Posts
On August 18 2014 02:17 Gaskal wrote: It's the 1 base version that gives me most trouble. First I thought 1 bunker was ok...died. Two bunkers ok? Died. Two bunkers and a mine? Died. I'll probably just go back to mining from 1 gas and spam bunkers everywhere in the meantime. I've had better success holding off the two base version as I'm able to see his army comp with the sentry. I'll usually lose the first bunker or two from FF but the rest of the bunkers and mines hold it OK. I die if I don't have the extra bunkers in time though. (I still think Flash could've taken game 1 vs Zest if he didn't push out from his natural and stayed near his bunker city for a while longer) Edit: Deleted answer because TheDwf has the answer in the OP. | ||
Shuffleblade
Sweden1903 Posts
I have a few simple questions if anyone has time to answer them. 1) How do you normally use your control groups when moving out to pressure, do you keep you medivacs and bio on seperate ones and if so for whayt purpose? 2) Transitioning from Zerg to Terran and I'm wondering how Terran players usually do to put 2 more workers into a refiniery which as few clicks as possible? It seems to be such a pain compared to when I played Z. xD | ||
Incognoto
France10234 Posts
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Jazzman88
Canada2228 Posts
On August 18 2014 04:51 Shuffleblade wrote: Thank you TheDwf for updating the thread, really helps me out as a new Terran player =D I have a few simple questions if anyone has time to answer them. 1) How do you normally use your control groups when moving out to pressure, do you keep you medivacs and bio on seperate ones and if so for whayt purpose? 2) Transitioning from Zerg to Terran and I'm wondering how Terran players usually do to put 2 more workers into a refiniery which as few clicks as possible? It seems to be such a pain compared to when I played Z. xD 1) Let's assume I'm moving out onto the map after having most forces at home, with a few units scattered as spotters. I will set all of my necessary control groups at base (for example bio+medivacs, tanks, and sky units/spellcasters on three separate control groups), and rally them forth. Then as reinforcements come out, I can always shift-click them into the sorted control groups if necessary. The downside to my method is that Medivacs/Bio on the same hotkey can allow some weird pathing shenanigans to happen when your bio has to circle a terrain feature and the Medivacs fly over it. This leads to 'SHIT! THE MEDIVACS RAN INTO THE ARMY WHILE THE BIO WAS MARCHING! EVERYTHING IS AWFULLLLLL!' On the other hand, I fix this by shift-queuing waypoints that force Medivacs and bio to take the same route. Another option would be to simply a-click your Medivacs onto a Marauder, and then they'll follow it and stay with the bio at all times. Downside to that is you don't have them in a control group, so if the Marauder they're following dies, you can have Medivacs derp and get left behind for the enemy. Lastly, in general, I try to make large-scale movements on the minimap since there's less distance to move to make your waypoints, and try not to just follow the army with your screen, thus wasting time which could be spent macroing. 2) Precision clicks, man. I just click two workers and go. If you're fast with movements, you could also box a group, right click the refinery, shift-deselect 2 SCVs, and then re-click the minerals, but you lose miniscule amounts of mining time that way as they shift positions. | ||
4Servy
Netherlands1542 Posts
Now that Zealots/Stalkers/MSC pokes are extinct and Blink attacks less common, walling is safe anew. I think on most maps, walls are still a bad idea unless you plan to do something with a fast facotory. Especialy against oracle allins where your reactored rax (presuming reaper first) will be at the wall and thus making it very hard to save your marines after the first 4 (which is the time the first oracle hits) back to the turret you have in the main mineral line. This may be tricky for a possible comital to the oracle all in. For example on merry go round the rax will be prety far away from your main CC and the bunker on the natural will not cover the wall where your primary source of unit production will be in the first phases of the game. | ||
TheDwf
France19747 Posts
On August 18 2014 04:51 Incognoto wrote: I think "how do I break siege lines?" or "engage into marine/tank" can be some nice generic questions OK. On August 18 2014 07:04 4Servy wrote: I think on most maps, walls are still a bad idea unless you plan to do something with a fast facotory. Especialy against oracle allins where your reactored rax (presuming reaper first) will be at the wall and thus making it very hard to save your marines after the first 4 (which is the time the first oracle hits) back to the turret you have in the main mineral line. This may be tricky for a possible comital to the oracle all in. For example on merry go round the rax will be prety far away from your main CC and the bunker on the natural will not cover the wall where your primary source of unit production will be in the first phases of the game. Ugh, my brain turned off and I forgot to complete this I think. Thanks, it's fixed. | ||
Westy
England808 Posts
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Incognoto
France10234 Posts
On August 18 2014 07:04 4Servy wrote: I think on most maps, walls are still a bad idea unless you plan to do something with a fast facotory. Especialy against oracle allins where your reactored rax (presuming reaper first) will be at the wall and thus making it very hard to save your marines after the first 4 (which is the time the first oracle hits) back to the turret you have in the main mineral line. This may be tricky for a possible comital to the oracle all in. For example on merry go round the rax will be prety far away from your main CC and the bunker on the natural will not cover the wall where your primary source of unit production will be in the first phases of the game. 4serv from DoW?? :o you still play? nice | ||
Svizcy
Slovenia300 Posts
Just watching MCes stream right now. No way for oracle to hit at 5.10. 5.10 is timing when stargates finish aproximately, unleas your cutting probes like mad befforehand, then i guess 5.10 would be possible. | ||
Jazzman88
Canada2228 Posts
On August 18 2014 22:45 Svizcy wrote: Just watching MCes stream right now. No way for oracle to hit at 5.10. 5.10 is timing when stargates finish aproximately, unleas your cutting probes like mad befforehand, then i guess 5.10 would be possible. Proxy Oracle with second Pylon as the proxy, two gas before Core, and no Stalker/MSC should be able to get the Stargate down at 3:35 and finishing at 4:35, as per the OP. This means a chrono'd Oracle WILL be out at 5:10 and in your mineral line by 5:20-5:30 if it's close to your base. It's scary, yes, but with such a risky proxy, you WILL see that with an SCV and have enough time to go E-bay -> Turret or Bunker in the mineral line. | ||
TheDwf
France19747 Posts
On August 18 2014 22:45 Svizcy wrote: Just watching MCes stream right now. No way for oracle to hit at 5.10. 5.10 is timing when stargates finish aproximately, unleas your cutting probes like mad befforehand, then i guess 5.10 would be possible. | ||
Gaskal
Canada241 Posts
On August 18 2014 22:45 Svizcy wrote: Just watching MCes stream right now. No way for oracle to hit at 5.10. 5.10 is timing when stargates finish aproximately, unleas your cutting probes like mad befforehand, then i guess 5.10 would be possible. From the "Kill a Terran" Tasteless build in the Great Book of Protoss Bullshit: 9/10 Pylon 10/18 Chrono Nexus 13/18 Gateway, send out probe, Chrono Nexus 15/18 2x Assimilator, 2 probes on each, Chrono Nexus 17/18 Proxy Pylon 18/18 Cyber Core, 3 probes in each gas, Chrono Nexus 21/26 Proxy Stargate, (3:45 game time) 22/26 Stalker, go to defend your proxy pylon. 24/26 Pylon, Warpgate 25/34: Cut probes; you should have 16 on minerals, 6 on gas and 1 on the map (23 total). 25/34: Oracle, Chronoboost 2x(4:48 game time). | ||
Svizcy
Slovenia300 Posts
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Carryon
Spain8 Posts
I do reaper expand into 2more rax and third CC before 4th/5th rax. Is that build ok for doing a timing around 14 minute or should I delay my third CC or even just do the attack on 2 bases? What should be the goal of the timing, kill his third or just try to win there? Should I pull scvs with that attack (in case that he has done a standard opening with colos)? If yes, how many scvs? | ||
Slydie
1779 Posts
If you do some damage with your 10-min timing, you can force him to make stalkers/colosseus amd scare him from getting a quick storm. | ||
halpimcat
215 Posts
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TheDwf
France19747 Posts
On August 19 2014 00:47 Svizcy wrote: Ok, so you do have to cut probes significantly. So this bassicly qualifies as a cheese right? Proxy Oracle is always a cheese. On August 19 2014 01:44 halpimcat wrote: Can anyone fill me in on the specifics of the widow mine? With all the patch changes made to it I'm not sure where to look for accurate info. So I know that primary damage is 125 + 35 to shields. How much splash damage does it do? Does the splash do extra damage to shields as well? Yes. 40 + 40 vs shields in a 1.75 radius. | ||
Carryon
Spain8 Posts
On August 19 2014 01:19 Slydie wrote: Yes, your build is fine. Attack with 2-1 or 1-1 upgrades. Pull around 20 scvs, and have enough vikings! It can work even if he makes 1-2 colos into storm, bit then you need ghosts amd to be very brave! Just make sure you know his storm timing and hit before it... Thx Slydie! but I still have some doubts xD If toss sacrifices his third, and move his army to defend his natural ramp, would I be in a good position if I back my scvs home without engaging (considering that I'm on 3 bases). I dont know how I could engage in that ramp against a good amount of colos and I guess opo could just Forcefield the ramp. If I have to egange his army anyway, what's the point of doing the scv pull on 3 bases instead of 2? Even if I wouldnt choose to scv pull, would it be good to try to engage at that timing? I mean, in normal macro game, do terrans usually attack at 14 minute mark or do they wait to be maxed? I basically wanted to know what are the best moments to engage in a normal macro tvp. | ||
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