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On April 15 2013 11:21 artosismermaid wrote: how do you defend against hellbat rush drops in tvt ?
Scout it and put a turret in your mineral line, it will prevent the medivac from healing them, they will be considerably weaker.
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On April 15 2013 11:21 artosismermaid wrote: how do you defend against hellbat rush drops in tvt ? fast stim and turrets, without either ur fucked
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On April 15 2013 11:21 artosismermaid wrote: how do you defend against hellbat rush drops in tvt ?
If you are going mech yourself a bunch of helions deals with hellbats very decent aswell.
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Is the opening in TvP where T goes cc, 2x rax, 2x gas, e bays, more rax + fact, port becoming more popular? Or is the LG-IM mine drop opener still good to use?
Also yeah if you scout hellbat drop opening in TvT are turrets + hellions/yr own hellbats the best way to defend?
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Go for viking first --> Good vs medivac and vs hellbat because its armoured.
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There is a thread about using marauder hellbat medivacs as a main army composition in TvP. It sounds good and the people there have been saying good results also. So....what do you think about this comp? I said main comp because of course you add vikings vs colossus etc.
If this does work, is it good to start out with this army comp? I dont think so, most likely you would need the standard MMM for early game and eventually replacing marines with hellbats, no?
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how do you scout and what to do against the tails's 2 DT drop after FE?
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I've recently started playing the game (even though I follow it casually for a while) and this thread is indeed very helpful. The only thing I'd add, if any is the explanation of the so mentioned builds. Newcomers like me will have a hard time understandin what "Reaper expand" means. I'm having a hard time learning at least one opening for each matchup, since I have to memorize so many freaking things haha.
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On April 15 2013 19:26 govie wrote: Go for viking first --> Good vs medivac and vs hellbat because its armoured.
Hellbats actually have a ridiculous base damage (17, i think?), I've seen them be able to handle a landed viking or a tank pretty easily without much trouble. I was watching filter's stream, and with four hellbats he tore through 2 landed vikings and a tank, granted though, he was playing at top dia/low masters at that point.
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I was playing a 3v3 today, and I went gas first into BFH. Opponents were 2T1Z. 1 of the T's went for hellbat drops off 1base, other T just had MMM. My allies went speedling/baneling and MMM. Turns out BFHs kill hellbats like nobody's business. They can barely get any shots off if you kite well enough, so yeah, if they do a hellbat drop on you, reactor hellions would be a very solid counter.
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TvT: After opening 15 gas into reactor, CC, I build a factory w/ tech lab, starport and start tank production. I add 2 rax when I have enough minerals, and build tech labs for stim/combat shield at same time. But it feels like those ups are late. Is this a reasonable transition to do? Or should I switch addons for a faster stim? (I would not have fast tanks, but could pump hellions for a bit --> doesn't really fit with rine tank composition i want). Thanks.
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On April 15 2013 11:35 BaaL` wrote:Show nested quote +On April 15 2013 10:41 suicideyear wrote:http://drop.sc/323918idk what the fuck is going on in tvz. I went 4M. Stim, shields, got to 3/3, mines everywhere and my armies get melted by roach/hydralisk. that's pretty much all he even made during this game and i couldn't do anything about it. i can't do anything vs. it and i'm like out of all the zerg compositions, mass roach/hydra melts my army like swiss cheese even off-creep even with medivacs but it gets to the point where even with mines/army he can just a-move to my expansions and kill it off while he keeps expanding and going to ultralisks. i'm not even mad just confused. The standard response when you see roach/hydra is switch out of mines and into tank.
I have been trying ravens (3 starports) since you have surplus of gas when you go Bio + Mine. You have more mobility, ability to HSM from afar and also PDD to open drop paths from spores. Tanks I feel aren't so good due to the Binding cloud of Vipers which come with this composition. Even if they abduct the ravens, you can very likely HSM point blank and he has to split really good to avoid damage.
Just my 2 cents.
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On April 16 2013 13:13 jojamon wrote: I was playing a 3v3 today, and I went gas first into BFH. Opponents were 2T1Z. 1 of the T's went for hellbat drops off 1base, other T just had MMM. My allies went speedling/baneling and MMM. Turns out BFHs kill hellbats like nobody's business. They can barely get any shots off if you kite well enough, so yeah, if they do a hellbat drop on you, reactor hellions would be a very solid counter.
I think Hellbats can kill BFH if the medivac is microed very carefully but i have not tested this yet. Another dangerous thing though is that he could just drop on your mineral line, pick up, move outside your base, heal and go in again. Then again, this is teamgame.......it wouldn't work so well XD.
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So yesterday I was in a tvp and for the first time in a veeeeerrrrryyyyy long time, I won a late game engagement. (I really like adding hellbats in my comp... ) But what caught me off guard was the toss going MASS DTs and throwing them around my bases after that. I mean, I had turrets up at every base and a few scans stocked up, but he just constantly warped dt's and I am completely lost to how I should react. The dt's just insta gibbed my turrets and I after a while i just didnt have any scans left... I tried to get a raven out but he just insta gibbed my building tech lab...
So, does anybody have any advice on late game Full dt into raping my face even though I outplayed the bastard all game long ?
many thanks <3
PS: I read the Q/A but this is NOT with prism, this is just 10-15 DT's running around insta gibbing turrets etc. etc.
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On April 16 2013 17:28 Douillos wrote: So yesterday I was in a tvp and for the first time in a veeeeerrrrryyyyy long time, I won a late game engagement. (I really like adding hellbats in my comp... ) But what caught me off guard was the toss going MASS DTs and throwing them around my bases after that. I mean, I had turrets up at every base and a few scans stocked up, but he just constantly warped dt's and I am completely lost to how I should react. The dt's just insta gibbed my turrets and I after a while i just didnt have any scans left... I tried to get a raven out but he just insta gibbed my building tech lab...
So, does anybody have any advice on late game Full dt into raping my face even though I outplayed the bastard all game long ?
many thanks <3
PS: I read the Q/A but this is NOT with prism, this is just 10-15 DT's running around insta gibbing turrets etc. etc.
If he warps in 10 DTs asap after the engagement, he will have zero defense for your main army who just won the engagement. Just go kill him and use reinforcements to deal with the DTs (the ones in main is most important, then mining base).
In general I also find it very hard to defend against DTs. Using reinforcements instead of main army is very important, so you can keep the pressure up. Also take advantage of the new medivacs, lowering travel time by a ton.
If he keeps massing DTs, just don't use mules and save energy for scans instead. Try to keep a turret at each base, and surround it with SCVs if he tries to target it down.
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On April 16 2013 17:42 DJHelium wrote:Show nested quote +On April 16 2013 17:28 Douillos wrote: So yesterday I was in a tvp and for the first time in a veeeeerrrrryyyyy long time, I won a late game engagement. (I really like adding hellbats in my comp... ) But what caught me off guard was the toss going MASS DTs and throwing them around my bases after that. I mean, I had turrets up at every base and a few scans stocked up, but he just constantly warped dt's and I am completely lost to how I should react. The dt's just insta gibbed my turrets and I after a while i just didnt have any scans left... I tried to get a raven out but he just insta gibbed my building tech lab...
So, does anybody have any advice on late game Full dt into raping my face even though I outplayed the bastard all game long ?
many thanks <3
PS: I read the Q/A but this is NOT with prism, this is just 10-15 DT's running around insta gibbing turrets etc. etc. If he warps in 10 DTs asap after the engagement, he will have zero defense for your main army who just won the engagement. Just go kill him and use reinforcements to deal with the DTs (the ones in main is most important, then mining base). In general I also find it very hard to defend against DTs. Using reinforcements instead of main army is very important, so you can keep the pressure up. Also take advantage of the new medivacs, lowering travel time by a ton. If he keeps massing DTs, just don't use mules and save energy for scans instead. Try to keep a turret at each base, and surround it with SCVs if he tries to target it down.
Thanks for your advice. The thing is, I didnt want to rush in because i didnt think I came out of the fight with enough to Break his 20 zealots warp-in... so I decided to wait for a round a go in, and by that time he was all over my bases and i was out of position... But yeah i get the idea, I should have just pressured in and used my reinforcements to clean up... But man those dt's cut trhough shit fast...
whats the fastest way to surround a turret with scvs btw? click to repair and then hold position?
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Hey Guys, I'm a Gold level Terran player and am having quite a lot of trouble in tvt. No matter what I do, it always ends up being tanks v tanks, which is hard to win since its based on one lucky engagement. I've managed to win a few early games with a 9 min tank push or widow mine drop, but this is getting harder to do since any Terran with decent macro can get tanks out in time to deal with this. Does anyone have any good builds to deal with this or advice on breaking tank siege lines?
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hey guys ! I wanted to ask you a question about the will to improve, and not to win. What kind of questions do I need to ask and stop asking myself if I want to change my mindset into improving my play, and not absolutely winning games. I ask you this question because I got promoted into master yesterday after 2 years of diamond, so I want to have a good start in the "real beginning" of the game.
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On April 16 2013 21:17 Ace SpadeZ wrote: Hey Guys, I'm a Gold level Terran player and am having quite a lot of trouble in tvt. No matter what I do, it always ends up being tanks v tanks, which is hard to win since its based on one lucky engagement. I've managed to win a few early games with a 9 min tank push or widow mine drop, but this is getting harder to do since any Terran with decent macro can get tanks out in time to deal with this. Does anyone have any good builds to deal with this or advice on breaking tank siege lines?
how is tank vs. tank luck based?
on how to deal with siege lines... here are my thoughts:
if air heavy, just go and break it.
if you are with marines and tanks of your own (or meching), keep in mind that tanks shoot farther than they see... some vikings to grant you air control and your tanks will have vision while his don't...
if pure bio, don't even bother trying to break head on... instead go attack elsewhere (preferably 2 spots at once). tanks are incredibly immobile, and when unsieged, you can stim and kill them if you manage to attack from more than 1 direction.
also, in any situation that tanks are sieged without support, dropping units on top of them is a good idea... they can't shoot themselves, and other tanks will splash friendly tanks.
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On April 15 2013 22:25 dynwar7 wrote: There is a thread about using marauder hellbat medivacs as a main army composition in TvP. It sounds good and the people there have been saying good results also. So....what do you think about this comp? I said main comp because of course you add vikings vs colossus etc.
If this does work, is it good to start out with this army comp? I dont think so, most likely you would need the standard MMM for early game and eventually replacing marines with hellbats, no?
Anyone know the answer to this?
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