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The HotS Terran Help Me Thread - Page 47

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.
tisalgado
Profile Joined February 2013
Brazil51 Posts
April 11 2013 12:50 GMT
#921
On April 11 2013 21:21 Garmer wrote:
ok a question that is not in the first page
with mech it's better to go for 1-3-5(1 with one base 3 with two, ecc...) factory or 2-4-6?


Hi there.

I also feel like there lacks some mech play info.

As for your question, mech needs gas, so avoid 1 basing it... ideally get 3 bases fast and go for 5 facs with 2 armories.

I'm only platinum level, so take the following idea for what it's worth.
I usually go 1rax gasless expand - 2 refineries - 1 fac - 2 armories - third CC - +2 factories - add +2 factories once third is in location. I only go mech TvZ though... I have no clue how to mech vs. toss and I don't really like mech TvT.

Please anyone correct me if I'm failing somewhere, I'd love to improve.
Luck = Preparation + Oportunity
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
April 11 2013 15:20 GMT
#922
as mentioned above, I'd like to hear how the OP manages his buildings playing mech in TvT. I've gathered that TheDwf cuts hellions at some point between 8:30-9:30 to start a third CC. he goes 1 fact, 3 fact, 5 fact as he jumps from 1 to 3 bases.

I usually open gas first banshee into expand. a bare minimum of 2 marines, 1 hellion, 1 banshee if possible. next I make either a viking for defense (vs hellbat drops, banshees, tank push), or a medivac for hellion harass. I always make a raven after that. now here's the thing. In WoL you would usually throw down 2 facts and go lab/lab x2 tank production. but on the current map pool it's very difficult to secure a third and defend drops with reactor/lab/lab. I'm experimenting with reactor/lab/reactor to take me into a more hellion/mine heavy composition. cramped positions bear the germs of defeat. the player with greater mobility has the advantage. blue-flame hellions + PDD seems to be strong enough vs bio in its initial phase, when my opponent is light on marauders and only at +1 or +1/+1. I have 4-6 mines out on the map in key chokes/attack paths to slow him down, force him to burn scans and get vision so I can pick off marines with my hellions. while my third CC is going up, I'm making x2 hellions, x1 tank, x2 mines, x1 vikings at a time. only when I have turrets up and a good tank count do I go into hellbats instead of BFH. Gumiho was playing a similar style in WoL (see Gumiho vs Polt, GSL S4, Abyssal City).
Bulugulu
Profile Joined March 2011
Israel250 Posts
April 11 2013 15:56 GMT
#923
On April 11 2013 21:21 Garmer wrote:
ok a question that is not in the first page
with mech it's better to go for 1-3-5(1 with one base 3 with two, ecc...) factory or 2-4-6?

1-3-5, assuming you plan to expand. If you don't intend to expand in any of these scenarios then you can build more factories - 5 on 2 base for example, not sure how many on one base and it depends on if you make a starport as well.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
Sprite825
Profile Joined December 2011
France57 Posts
Last Edited: 2013-04-11 16:15:32
April 11 2013 16:13 GMT
#924
Can I hit a 10 min timing with stim and 2 medivacs with this build: Gas 15 Marine Marine reactor CC fact port making two Mines and a Medivac with a bio transition ?
because I'm strugglin doing it, I always hit a 11:00/11:30 timing.
What's up people ?!
Purgatori
Profile Joined April 2013
United Kingdom6 Posts
April 11 2013 16:43 GMT
#925
As a high gold player i am meeting alot of baneling/zergling comps and im really struggling. Any tips on how to split effectively? It seems if i try and split fast i box way to many units.
geoIOPS
Profile Joined August 2010
40 Posts
Last Edited: 2013-04-11 19:26:24
April 11 2013 17:30 GMT
#926
On April 12 2013 01:43 Purgatori wrote:
As a high gold player i am meeting alot of baneling/zergling comps and im really struggling. Any tips on how to split effectively? It seems if i try and split fast i box way to many units.


First of all, spend some time in the Marine Split Arcade game to practice. This no-pressure environment will let you focus on the actual mechanics of splitting marines and will let you find a way to split that is easy for you. You can practice 100 splits here in 10 minutes rather than 1 split in a 10 minute game.

But in general (and take this with a grain of salt, I'm only diamond) I like to go for a narrow slice of my marines and send them left, get another narrow slice and send them right, another narrow slice etc. etc.

Also, facing ling/bling with only bio can be really tough and really dangerous. As the game moves forward, make sure you're thinking of a second step past bio, whether its tanks, mines, a lot of medivacs (and a lot of drops) or whatever.

Good Luck!

EDIT: Said marines, meant mines
Strater
Profile Joined January 2013
12 Posts
April 11 2013 17:47 GMT
#927
why the fuck has toss tons of one base stuff that is nearly unholdable and terran cant stay 1 base vs toss? i face 80% dts that do damage doesnt matter what i do or i face 1 base play that is so ridiculously strong
kathode
Profile Joined April 2010
United States265 Posts
April 11 2013 17:54 GMT
#928
On April 12 2013 02:47 Strater wrote:
why the fuck has toss tons of one base stuff that is nearly unholdable and terran cant stay 1 base vs toss? i face 80% dts that do damage doesnt matter what i do or i face 1 base play that is so ridiculously strong


Take advantage of this. You should be able to scan, use reapers, float a barracks into his main, etc. to be able to scout this and deal with it easily. If he is 1-basing don't just assume he isn't going to attack you for another 10 minutes and instead start throwing down a few turrets, and send a scv/marine around the map to scout for proxy stargates, etc.

If you manage to take out his dts with little to no damage while establishing your 2nd OC, you basically won the game at this point.
Collegiate E-Sports Series Co-Founder/Administrator
Smackzilla
Profile Blog Joined April 2010
United States539 Posts
April 11 2013 18:08 GMT
#929
My questions are: what are people doing to prevent 1-ling triggers on mines? Are they even bothering? Is mine target switching to prevent firing getting used much at high levels of play?

I was defending the wall at my nat vs zerg with mines at my front. Zerg sent two lings to scout and/or trigger the mines. I saw coming in time to switch targeting on the lings to prevent the mines from firing and then the bunker cleaned them up nicely. This lead me to do a little theorycrafting:

Would it make sense to put a few marines with forward defensive mines to defend the mines against ling triggers? For example, 3 marines can kill a ling in 2 shots (0.86 seconds) which is much quicker than the mine can fire (1.5 seconds). And if there's multiple lings, switch targeting can buy your marines time to mop up small numbers of lings.

I'm not sure how practical any of it is, and its probably a huge tell to the zerg. Perhaps useful if zerg has a scary contain on you?
You see a mousetrap. I see free cheese and a f&%*ing challenge - Scroobius Pip
iamhope
Profile Joined September 2010
Afghanistan51 Posts
April 11 2013 19:03 GMT
#930
On April 12 2013 03:08 Smackzilla wrote:
My questions are: what are people doing to prevent 1-ling triggers on mines? Are they even bothering? Is mine target switching to prevent firing getting used much at high levels of play?

I was defending the wall at my nat vs zerg with mines at my front. Zerg sent two lings to scout and/or trigger the mines. I saw coming in time to switch targeting on the lings to prevent the mines from firing and then the bunker cleaned them up nicely. This lead me to do a little theorycrafting:

Would it make sense to put a few marines with forward defensive mines to defend the mines against ling triggers? For example, 3 marines can kill a ling in 2 shots (0.86 seconds) which is much quicker than the mine can fire (1.5 seconds). And if there's multiple lings, switch targeting can buy your marines time to mop up small numbers of lings.

I'm not sure how practical any of it is, and its probably a huge tell to the zerg. Perhaps useful if zerg has a scary contain on you?

A Tip:
Stop doing calculations, lol....


mines are used usually behind your army... you have to put your army in front of mines...
when enemy comes, you stutter step and split running back to mines.

yae
Deepflow
Profile Joined February 2013
United Kingdom15 Posts
April 11 2013 19:38 GMT
#931
Hi guys

I just played a TvZ which I lost, and I'm not sure what I should have done.Diamond level btw. Replay is here:here

I've not uploaded a replay before so any general comments on my opening/macro etc. that I can fix would be greatly appreciated as well. I try to play 4M, going for a push at around 10 minutes with stimmed Marines and marauders and a few mines, adding on medivacs later and trying to be continually agressive, it didn't exactly go to plan

Checking through it now, macro not perfect early game but not bad, 47 scvs at 10 minutes.

I attack his 3rd with some mines and bio at around 11:30. I get the 3rd but lose everything. Could I have handled this much better? It seems to me that it was an alright trade and I had enough at home to defend, but was it worth it?

Ugh I see there was a changeling in my base for ages, and my walloff wasn't 100% tight. This was a dumb mistake.

When I see he is going roach/hydra then I switch from mines to tanks, how viable a decision is this? It's worked for me well in the past, but doesn't in this game obviously, what do people think of that?

I should have moved my 3rd into place with the 15minute attack I think, and transferred a load of scvs.

At 16:20 I try to move my WM into his mineral line at his 3rd while keeping his attention with my bio. This doesn't work as he has a load of spines and is paying close attention.

I then retreat with my bio and kill his 4th, but don't get any workers, same as when I got his 3rd earlier. At least this time I manage to save my army, but he doesn't lose anything either.

He then checks for my 3rd with his army and doesnt see it there, and I have some tanks to defend anyway, although he has vipers too by now. If I had had my 3rd up with tanks in decent positions I could have defended this I think, but I'm not entirely sure, he has a lot of hydra.

Bad engagement at 19 minutes, I lost a lot and his army is bigger. It occurs to me that I should have been dropping more here, and before. His army is out on the map all the time so it would have been possible, and I could have defended with the tanks. Or I could have brought the tanks with my army and tried to win head on, I'm not sure which would have been better, either way, what I did was really bad.

Then he throws me a bone and runs into like 8 tanks and loses half his army for almost nothing, this is the only reason I don't lose immediately after throwing away my army I think.

Get ruined by vipers at battle near his 3rd. Blinding cloud owns tanks

He attacks my 3rd and I clean it up eventually, but quite inefficiently because I'm trying to micro the tanks by his 3rd at the same time. This doesnt go as well as it should have either, I feel I could have done more damage with them than I did.

Anyway after this I'm quite far behind I think, I eventually lose when he kills all my production and I have no income.

A few questions:

What is a good composition vs Hydra/viper? Not seen this before. Vipers counter the tanks really well, and I'm used to using tanks vs Hydras. Add lots of vikings?

Any mistakes I made that I haven't seen or thoughts on what I've said would be really appreciated. I've never uploaded a replay before so I'm sure there is loads. I would be really grateful to anyone who would take the time to look through this and give me a hand.

Cheers















geokilla
Profile Joined May 2011
Canada8246 Posts
April 11 2013 20:07 GMT
#932
So I just got 6 pooled in Korhal City... Any way to defend that? I realize that walling off in Korhal City is impossible to do in the early game because the ramp is so wide.
Kruxxen
Profile Joined April 2010
United States149 Posts
April 11 2013 21:49 GMT
#933
On April 12 2013 05:07 geokilla wrote:
So I just got 6 pooled in Korhal City... Any way to defend that? I realize that walling off in Korhal City is impossible to do in the early game because the ramp is so wide.


If you're unable to wall in you can literally beat a 6 pool with nothing but 1 marine and your scvs all attacking together. just make sure to complete your wall as soon as possible for further waves. You'd be surprised how far ahead you are even if you lose a few scvs. I also like to put 2-3 scvs on autorepair during the fight, they can save you several workers that would have otherwise died.
suicideyear
Profile Joined December 2012
Ivory Coast3016 Posts
April 11 2013 22:03 GMT
#934
On April 12 2013 05:07 geokilla wrote:
So I just got 6 pooled in Korhal City... Any way to defend that? I realize that walling off in Korhal City is impossible to do in the early game because the ramp is so wide.


force a choke, not necessarily at your ramp. if you scout it, reactor your barracks, put down 1 bunker + supply depots with a space between them, or 2 bunkers with an scv or 2 on autorepair.

alternatively: veto it, because it might be the worst map in the 1v1 pool this season.
)))____◎◎◎◎█████
Marathi
Profile Joined July 2011
298 Posts
Last Edited: 2013-04-11 23:19:06
April 11 2013 22:41 GMT
#935
Can someone analyze this replay of a lategame TvP I had. I was ahead in supply and upgrades the whole game but some storms seemed to just wipe that advantage away.

I was also surprised how high his colossi count was too, I was very late getting my 2nd starport up and building vikings again but it's so hard to keep track of whether they're favouring templar more or colossi more. Or they just do what this guy did and get a good amount of both and rape you regardless. My last engagement was really bad but I should've already won by then. I did HUGE damage at the beginning (enough to make most people leave) and was constantly ahead, this is what infuriates me about terran lategame and why I need 1/2base allins in my life for every MU! :<

Replay here
http://drop.sc/321868

Edit - Some clan members say I should pull an SCV train when I kill his vikings and allin from there before storm hits, I think I've seen MKP do this a couple of times but it looks very risky - I'm not sure if I have the multitasking to deal with lategame TvP
eSports tees designed by me - http://tinyurl.com/bqmexd9
Ambre
Profile Joined July 2011
France416 Posts
April 11 2013 23:01 GMT
#936
On April 12 2013 07:41 Marathi wrote:
Can someone analyze this replay of a lategame TvP I had. I was ahead in supply and upgrades the whole game but some storms seemed to just wipe that advantage away.

I was also surprised how high his colossi count was too, I was very late getting my 2nd starport up and building vikings again but it's so hard to keep track of whether they're favouring templar more or colossi more. Or they just do what this guy did and get a good amount of both and rape you regardless. My last engagement was really bad but I should've already won by then. I did HUGE damage at the beginning (enough to make most people leave) and was constantly ahead, this is what infuriates me about terran lategame and why I need 1/2base allins in my life for every MU! :<

Replay here
http://drop.sc/321868


Hi !
Sorry I can't watch your replay right now. But I suggest you to try a mech mass widow mines style, if your multitask is good enough.
I am playing with that style and it's SO MUCH fun.

Most of all, it feels like you "have time" and your army can CRUSH the protoss if he is not very careful about positionning and engaging (when you have like 20-30 mines, 2 tanks, vikings and some hellbats). It's like TvP situation in reverse !
"There is only one corner of the universe you can be certain of improving, and that's your own self." - Aldous Huxley
cythaze
Profile Joined June 2011
830 Posts
April 12 2013 00:47 GMT
#937
Hey guys, on stream Demuslim lately is using a pretty economic reaper opening it seems (he said he copied it from Polt) that gets him 4 Reapers and pretty fast third OC, anybody has a decent BO for this style at hand? (meaning when to get additional factories, ebays, raxes and so on)
suicideyear
Profile Joined December 2012
Ivory Coast3016 Posts
April 12 2013 02:48 GMT
#938
On April 12 2013 09:47 cythaze wrote:
Hey guys, on stream Demuslim lately is using a pretty economic reaper opening it seems (he said he copied it from Polt) that gets him 4 Reapers and pretty fast third OC, anybody has a decent BO for this style at hand? (meaning when to get additional factories, ebays, raxes and so on)


I guess it's a version of the 2rax reaper FE that's getting popular again? I think it's in the OP and its on gosubuilds but the gist of it is

+ Show Spoiler +

10 – Supply Depot
12 – Barracks (then skip 1 SCV)
12 – Refinery (resume SCV production)
15 – Orbital Command
15 – Reaper (1)
16 – Barracks (2)
16 – Supply Depot
17 – Reaper (2)
20 – Reaper (3)
23 – Reaper (4)
24 – Command Center
25 – 3rd Barracks


Then from there you get tech lab and reactor on first 2 barracks, shields, another refinery and a reactor on the 3rd barracks. From there it's factory, engineering bay, 3rd gas, stim and +1 and starport, then you get your third a little bit before 10:30ish which is when you push out with +1 weapons marines with stim/shields along with medivacs.
)))____◎◎◎◎█████
DifuntO
Profile Joined November 2011
Greece2376 Posts
April 12 2013 09:29 GMT
#939
It's been almost a month now since the release of HotS and I realized something.After almost 200 games I never made a single banshee,not even in TvT.

What do you guys think about this unit and what is it's role now in HotS?
All I do is Stim.
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
Last Edited: 2013-04-12 09:40:18
April 12 2013 09:37 GMT
#940
How are people answering lots of infestors when going bio mine?
I feel especially in the late game as soon as he land 1 or 2 fungals i get torn apart by his ultras.

On April 12 2013 18:29 DifuntO wrote:
It's been almost a month now since the release of HotS and I realized something.After almost 200 games I never made a single banshee,not even in TvT.

What do you guys think about this unit and what is it's role now in HotS?

I was having some mild success cloak banshees as a follow up to reapers in TvT but I haven't tried in a while.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
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