The HotS Terran Help Me Thread - Page 35
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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. | ||
SiaBBo
Finland132 Posts
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govie
9334 Posts
On April 02 2013 19:54 Threx wrote: In TvP Lategame how do I deal with Airtoss( Lots of Carriers Tempests Voidrays ) when going mech Transition to airterran, it takes a while for him to build such an army, so it would be easily scoutable that airtoss is comming. Viking --> Tempest Viking + BC --> Carriers Viking + Raven --> Void rays Ghosts --> Hightemplar + nukes for harrassing that toss-air Vikings + raven are the corebackbone of anti-tosair, and u can mix in some BC's if u like (or even thors in high impact payload) depending on his composition. But i find thors and bc's a bit clumbsy in a airterran army. P.s. not a master here. | ||
tisalgado
Brazil51 Posts
Q. How do Mines work? + Show Spoiler + -------------------------------------------------------------------------------- TheDwf wrote: Mines are technically time bombs. Whenever a target enters the radius of a burrowed Mine, the target is acquired, and after a 1.5 seconds delay the Mine shoots if the target is still within its range. You can manually target with Mines: during this 1.5 seconds interval, manually selecting another target in the radius of the Mine will reset the time bomb and thus the aforementioned protocol (1.5 seconds delay → is the target still in range? if yes, shoot; if no, auto-acquire another target if there is one available). If, for some reason, you need to hold fire with a Mine, you can keep switching targets and prevent the Mine from shooting until you're ready. Mines have 5 range, but can sometimes trigger against 6-ranged targets (such as Stalkers, Marauders or Hydralisks with the range upgrade) attacking them because instead of stopping at exactly 6 range, it seems units sometimes do not decelerate properly and step a little further forward, thus entering the range of the Mine and suffering its wrath. Mines cannot auto-acquire the same target at the same time. If one Zergling walks in the range of 5 Mines, only one of them will shoot. If one Immortal enters the range of 3 Mines at the same time, they will not fire at once but successively shoot (i. e. the first Mine will lock on it and shoot, after which the second Mine will lock on it and shoot, after which the third Mine will lock on it and shoot). Mines need detection to acquire cloaked targets. Mines deal splash damage to your troops, but not to your other Mines. Mines do not trigger on Changelings. Mines do trigger on Hallucinations unless you have detection to reveal them. Extra info can be found here. -------------------------------------------------------------------------------- I believe it's worth to mention on the OP that several widow mines can be focused on a same target as long as it is in range of them all... (like right clicking with 5 of them on a single ultralisk so they 1shot it) | ||
iamhope
Afghanistan51 Posts
On April 02 2013 22:06 SiaBBo wrote: So how do you exactly can win agains zerg that has ultras? It takes sooo much to kill even one Ultra and when zerg gets like 6-10 them it's really pain in the ass. Zerg can even retreat if he is going to lose the battle and the Ultras will stand. What exactly is the correct unit composition against lategame zerg? I have tried MMM with mines and Tanks but it just doesn't work. I have had Ghosts to EMP Infestors but it's not enough, it's not even close. And zerg can get those Ultras out even on 3 bases so what exactly can I do after zerg gets them? I just can't win lategame/midgame vs zerg that has Ultras. First, you have to invest the same in army and upgrades. Make sure you both are even in upgrades and army investment. The more ultras he has, the more marauders and THORS you make The more lings he has, the more marines you make The more infestor he has, the more medivac/tank you make The more baneling he has, the more mine/tank you make So, the Ideal composition is to have lots of marauders, thors and marines. BUT focus the ultras with your marauders and thors. Try to 2 shot them stutter stepping marauders.... Spread marines and let them kill whatever it comes (a-move) Have a good positioning. Do not fight in open space... Have some buildings in front. If you're going to attack, do drops. If you're going to defend, have Planetary fortress, bunkers, barracks blocking, and all the shit you can put in front... make him divide his army by killing your base while you kill him individually. | ||
iamhope
Afghanistan51 Posts
On April 02 2013 20:37 Marathi wrote: Love the updated OP, will be a great reference ![]() Are you planning to include allin builds per matchup as per the WoL thread? Also, when I go CC first in TvZ in my 2base marauder/hellion allin I am struggling with pressure from zergs who go for a pool before their hatch. Am I better building my CC in base, or going 1rax FE with the same follow up? ![]() Just wall with your CC + racks + supply But watch out for bling bust. Always make bunker just in case... you will be ahead in economy anyways... don't need to be super greedy. 1 racks FE is fine too! judge yourself by map size. | ||
Everlong
Czech Republic1973 Posts
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SiaBBo
Finland132 Posts
On April 03 2013 00:51 Everlong wrote: Do you guys think something like Hellbat/Thor/Medivac/Mine would work TvP and TvZ? I'm gonna try something like this today probably. Anyone tried something similar? I would add Tanks. You can make couple of Thors but I think that Tank is actually the core unit vs Protoss. Remember to add couple of Ghosts or you will get steamrolled by Immortals. If you get good EMPs you are in really good shape. Mine isn't that powerful vs. Protoss I think. I have had a lot of succes vs Protoss using Tank/Hellbat/Viking/Ghost/Raven/Medivac. You can add one or two Thors if you want to. VS. Zerg I personally think mech is horrible way to play but Mines work there a lot better than vs. protoss. You will have hard time vs. some good Swarm Host play or just plain Muta timing. Generally I think mech is better vs. protoss than vs. zerg. | ||
Pulimuli
Sweden2766 Posts
On April 03 2013 00:51 Everlong wrote: Do you guys think something like Hellbat/Thor/Medivac/Mine would work TvP and TvZ? I'm gonna try something like this today probably. Anyone tried something similar? i usually go marine/hellbat/medivac and im winning most of my games @ high masters and vs gm's with that composition | ||
SamirDuran
Philippines894 Posts
On April 02 2013 22:06 SiaBBo wrote: So how do you exactly can win agains zerg that has ultras? It takes sooo much to kill even one Ultra and when zerg gets like 6-10 them it's really pain in the ass. Zerg can even retreat if he is going to lose the battle and the Ultras will stand. What exactly is the correct unit composition against lategame zerg? I have tried MMM with mines and Tanks but it just doesn't work. I have had Ghosts to EMP Infestors but it's not enough, it's not even close. And zerg can get those Ultras out even on 3 bases so what exactly can I do after zerg gets them? I just can't win lategame/midgame vs zerg that has Ultras. if you watched byun vs symbol at GSTL you would see how he dealt with zerg on ultras. Drops everywhere while preparing for the right composition to deal with ultras. You should burrow some defensive mines his attempt to counter attack would be futile. Once you are ahead and you're confident on defeating him head on, attack with all of your force | ||
Br00der
Sweden6 Posts
Thanks! | ||
sorrowptoss
Canada1431 Posts
On April 03 2013 01:10 Br00der wrote: Hey guys! I do really love CC first openers. Wich races are they best against? I play terran. Best open cc first against Zerg, Terran or Protoss? Thanks! CC first vs Terran is a bad idea in my opinion because of the likelyhood of hellion drops, banshees, mine drops or reaper aggression early on in the game (pre 8 minute mark). I go 12 rax 15 gas reactor rax in TvT because it's safe. CC first vs Toss is also dangerous because of the likelyhood of MSC-stalker harrass that will most likely severely damage you before you can get a full bunker up - and that's if Toss doesn't go harrass your ramp on a map like Star Station. So yeah, CC first is super precarious in HOTS. I have no experience with going CC first in TvZ but it would probably be the best MU where CC first openers are viable. So how do you scout in time. You can usually scout for double gas and a missing pylon and rescout the natural for an expansion around 5:10 but then your scv gets killed and the only thing you can do is send out another one and scan and if you miss the tech there is no way of knowing for sure and you will already have to prepare for oracles which will make it impossible to also prepare for blink and immortals. I don't know if this is perfect advice, but when I 1rax FE vs Toss, I get a second rax and an early eng bay so that I can throw down a turret in every mineral. It usually blind counters both DTs and Oracles (and turrets are cheap). | ||
AndySCWilson
43 Posts
-Andy | ||
govie
9334 Posts
Got it from stream just now. His gas and minerals stayed zero above the 15 minute mark, amazing. DeMuslim: I Crush Zergs Everywhere With This Opening : Terran Is Op Build ![]() 10 depot 12 rax --> build 1 reaper 12 gas 16 orb 17 CC 18 Reactor on rax 20 Factory --> when done place it on reactor --> 2 to 6 hellions depending on the flow of the game --> 24/7 mine production 21 CC After this point u have the following fases in the build : A. Double e.bays + 2nd gas B. Wall off natural with a bunker behind it. C. 6 rax in total (2techlab, 4 reactors) +starport D. Take 3rd and build 1 turret per mineralline for defensive purposes E. 1 factory + 1 starport (both reactored) Keep expanding, building extra rax and factories (he gets above 11 rax, 3 factories and 2 starports in a 20 minute game on 5 bases). Govie at your service! ![]() | ||
zhurai
United States5660 Posts
the reaper into 3rax build that was linked (that polt did) 12rax 14gas @100%rax: marine -> reaper cc when able techlab@rax @4:20: bunker @100gas: stim@techlab rax#2, rax#3, reactor@rax#2 @5:30-6:00: ebay turrets: x2 (if vs oracles) [keep on checking if he expoed or not, that's the most important thing] gas#2, +1 bio attack, factory [turret at front if needed too] [2 oracles came in at around 7:50 with an expo, if no expo (3gate vr all-in) then pull scvs] starport, reactor@factory, cs (...) is this vulnerable to say, mothership core+stalker harass with this opener (if not, how would you react to it?), given you make an early techlab, etc? | ||
SuPerFlyTNT
United States145 Posts
On April 03 2013 07:16 govie wrote: Got it from stream just now. His gas and minerals stayed zero above the 15 minute mark, amazing. DeMuslim: I Crush Zergs Everywhere With This Opening : Terran Is Op Build ![]() 10 depot 12 rax --> build 1 reaper 12 gas 16 orb 17 CC 18 Reactor on rax 20 Factory --> when done place it on reactor --> 2 to 6 hellions depending on the flow of the game --> 24/7 mine production 21 CC After this point u have the following fases in the build : A. Double e.bays + 2nd gas B. Wall off natural with a bunker behind it. C. 6 rax in total (2techlab, 4 reactors) +starport D. Take 3rd and build 1 turret per mineralline for defensive purposes E. 1 factory + 1 starport (both reactored) Keep expanding, building extra rax and factories (he gets above 11 rax, 3 factories and 2 starports in a 20 minute game on 5 bases). Govie at your service! ![]() Thanks! =) I'm sure I'm not the only one who will appreciate it. | ||
13JackaL
United States577 Posts
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nobodywonder
United States848 Posts
How do you scout against DT's? I just owned in a recent game, and it felt terrible. http://drop.sc/317236 I scouted with my reaper, and I went back after seeing what I thought was the momma ship core building. Then I went back to check for any proxy. After not scouting a proxy, I went back and saw the expand. I guess I prolly should have suicided the reaper into the main, but are there any other things I could have done or noticed (perhaps those subtle things)? | ||
halpimcat
215 Posts
What does "4M" stand for? As far as I know it can either mean opening with 4 mines, or that it stands for the marine/marauder/medivac/mine composition. | ||
zhurai
United States5660 Posts
On April 03 2013 15:05 halpimcat wrote: Don't have a question about the game even though I'm still learning how to use the new units. I have a question about terminology though, as I keep seeing this term thrown around TL. What does "4M" stand for? As far as I know it can either mean opening with 4 mines, or that it stands for the marine/marauder/medivac/mine composition. yes, 4M = marine marauder medivac mine composition. | ||
Talack
Canada2742 Posts
Is the hellion opener just not viable anymore or what's the correct opener to be safe against this. The burrow heal makes it go from stoppable to way over the top so far in my experience. | ||
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