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The HotS Terran Help Me Thread - Page 79

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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.
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
May 16 2013 11:30 GMT
#1561
Does anyone have the maruader hellbat build order that gumiho did in the ro16?
Been looking around and I cant seem to find it. Is it the same as thorzains tvp push?
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
skaffaNL
Profile Joined November 2010
Netherlands55 Posts
May 16 2013 13:04 GMT
#1562
On May 16 2013 20:30 A Wild Sosd wrote:
Does anyone have the maruader hellbat build order that gumiho did in the ro16?
Been looking around and I cant seem to find it. Is it the same as thorzains tvp push?


I don't think its really a build, just something he did to react what was happening in the game.
It's getting too hot!
TheDwf
Profile Joined November 2011
France19747 Posts
May 16 2013 13:28 GMT
#1563
On May 16 2013 12:27 chutjaihehe2 wrote:
what would be a good response to nexus first when you've already gone barracks?

Depends if you took gas or not.

Gas 12 → you should be able to kill 5-6 Probes with your first Reaper and equalize easily.
Gas 13 → Marine/Bunker pressure + drop Mine (if you scout it in time, you can even proxy the Mine drop).
Gas 15 → probably third before rax #2 and #3 after your Mine drop.
Gasless → possibly Marine/Bunker pressure + double expand.



On May 16 2013 12:50 NoZyneighbor wrote:
Hey Dwf

I was wondering if there is a way to hold the roach bane ling all in without the use of tanks and only bio mine. As I played a game where I scouted the zerg going for his third, and when he pushed me away with a couple of roaches he canceled his third and went allin.

He placed down his third around the 7min

Should I have scaned or kept my reaper hellion force outside his ramp and see his move out?

Yes, you can hold it without Tanks. Yes, your Reaper/Hellions commando has to be in front of their bases to see Roaches moving out. Prepare Bunkers/Mines/Marauders as soon as you see them. You can check Hack vs Effort, Star Station, Code A and Polt vs IdrA, Akilon Wastes, WCS America. If you want to see a defence with a Tank detour, check Polt vs Goswser, Cloud Kingdom, WCS America (naturally better on maps in which the Tank can safely fire from the highground while covering most of the natural).



On May 16 2013 17:37 korsarz wrote:
Show nested quote +
On May 16 2013 12:27 chutjaihehe2 wrote:
what would be a good response to nexus first when you've already gone barracks?


4 rax --> 5.30/45 you go out and pressure him. focus nexus. if he launches that cannon, go to his main, kill probes. when you are leaving your base, make 1 bunker and oc in natural. watch out for proxied oracles (nexus first may be a bait)
TLO's 6 rax allin.

Unless Sentries were removed from the game unbeknownst to me, you won't walk up the ramp, so the Nexus will slowly kill your push and you will be left miles behind without any hope to catch up.



On May 16 2013 20:11 wag_ wrote:
Show nested quote +
On May 16 2013 18:52 Guzzy wrote:
Any tips on how to properly defend terran 3rd base i find myself losing most matches just by simple run byes.


Against Zerg :
- Wall third with depots (can be done on most map)
- Bunker
- Widow mines
- Hellions (If you keep them alive)

Against Terran :
- Sensor tower (so you can see drops/troops coming to your third)
- Anti air tower
- 1 well placed siege tank
- 1 well placed widow mine (for drops, can kill a medivac or put it at 10hp, then the anti air tower will finish it)

Against Protoss :

Well, you want a good map control so he can't just rush your third. In case of zealots/dt drops, you want your viking to kill the prism as fast as you can and 1 turret in your minerals line for DTs.

This. Against Protoss, a Bunker surrounded by depots is also helpful against Zealots raids.



On May 16 2013 20:30 A Wild Sosd wrote:
Does anyone have the maruader hellbat build order that gumiho did in the ro16?
Been looking around and I cant seem to find it. Is it the same as thorzains tvp push?

You mean his 2-base Hellbats/Marauders all-in against LosirA on Whirlwind?
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 16 2013 20:21 GMT
#1564
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...
PanzerElite
Profile Joined May 2012
540 Posts
May 16 2013 20:50 GMT
#1565
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...

League? MMM+ghost/viking is plain better with micro.
Whatson
Profile Blog Joined January 2012
United States5357 Posts
May 16 2013 21:26 GMT
#1566
On May 17 2013 05:50 PanzerElite wrote:
Show nested quote +
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...

League? MMM+ghost/viking is plain better with micro.

All pro-terrans are adding in hell-bats TvP once in the mid-game.
¯\_(シ)_/¯
DemigodcelpH
Profile Joined August 2011
1138 Posts
May 16 2013 21:34 GMT
#1567
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...


No. You're just so used to having a 34-38% winrate that coming out ahead in an engagement is shocking to you.
Strykerz
Profile Joined June 2011
United States85 Posts
May 16 2013 21:36 GMT
#1568
On May 17 2013 06:26 Whatson wrote:
Show nested quote +
On May 17 2013 05:50 PanzerElite wrote:
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...

League? MMM+ghost/viking is plain better with micro.

All pro-terrans are adding in hell-bats TvP once in the mid-game.

Hellbats are entirely necessary in hots. The major problem with tvp late game in in WOL was terran would be able to take out protoss' army, but the warp in of 20 chargelots would push the terran back and protoss would eventually overwhelm. With hellbats on the field, now if terran beats the protoss army down we have the ability to push forward and capitalize over the win rather than stagger back home to fix our unit comp vs the next protoss deathball.

To answer the original question, hellbats aren't in need of a nerf, terran should be allowed to have a unit they can watch attack and not be garbage like the thor.
#MKPHwaiting #xOGaming
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
May 16 2013 23:48 GMT
#1569
On May 17 2013 05:50 PanzerElite wrote:
Show nested quote +
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...

League? MMM+ghost/viking is plain better with micro.


It's going to say like mid Diamond on my profile but I'm a low masters that dropped down due to inactivity, I'll be back up after I finish my exam on Saturday. Engagements just go really really smoothly for me, and I don't have to micro as much. I have MMM+hellbats+ghost/viking, so it's not like I'm negating anything else.
SHODAN
Profile Joined November 2011
United Kingdom1153 Posts
Last Edited: 2013-05-16 23:55:12
May 16 2013 23:54 GMT
#1570
question is about CC first vs. the fastest possible proxy oracle --> assuming that I see no warp research at 3:35-3:40, what is the optimal order in which to build the bunker, raxx #3 and the engineering bay? I don't have much experience with CC first vP. my instinct is to 1) get a bunker #1 down at my natural (or main ramp), 2) raxx #3, 3) bunker #2 in my mineral line instead of an extremely quick turret. I understand turrets are necessary to defend a follow-up voidray/oracle/gateway all-in, but surely getting x3 marines is just as important? 4 marines in the bunker will have equal the DPS to a turret. turrets have a superior range (7 to 5+1), but you can micro load/unload marines if the oracle finds a sweet spot around your mineral line. is this a viable way of buying time vs oracles?
govie
Profile Blog Joined November 2012
9334 Posts
May 17 2013 00:14 GMT
#1571
On May 17 2013 08:54 SHODAN wrote:
question is about CC first vs. the fastest possible proxy oracle --> assuming that I see no warp research at 3:35-3:40, what is the optimal order in which to build the bunker, raxx #3 and the engineering bay? I don't have much experience with CC first vP. my instinct is to 1) get a bunker #1 down at my natural (or main ramp), 2) raxx #3, 3) bunker #2 in my mineral line instead of an extremely quick turret. I understand turrets are necessary to defend a follow-up voidray/oracle/gateway all-in, but surely getting x3 marines is just as important? 4 marines in the bunker will have equal the DPS to a turret. turrets have a superior range (7 to 5+1), but you can micro load/unload marines if the oracle finds a sweet spot around your mineral line. is this a viable way of buying time vs oracles?


See OP
Q. Are gasless expands still viable?

The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Absentia
Profile Joined March 2011
United Kingdom973 Posts
May 17 2013 01:38 GMT
#1572
On May 15 2013 06:37 Soldier92 wrote:
Show nested quote +
On May 15 2013 06:26 Sent. wrote:
What is the most common TvP opening now? I've been using a lot of widow mine expands but it seems like it doesn't work as well as it did few weeks ago.


From what I've seen a lot of pros (Flash, Heart, Bomber) are switching into a reaper expand with a fast eng bay. The build I've seen flash use is

12 rax
12 gas (pull guys out at 100 gas)
15 oc
15 reaper
17 cc
18 depot
18 reactor (put guys back in gas)
bunker
eng. bay (around 30 gas mined so that you can get +1 immediately)
6:00 2 rax (double TL when finished)
2nd gas
factory
3rd gas after tech labs
stim
+1 armor
starport +reactor factory
combat shields
4th gas

From here it's pretty standard, push when your upgrades and Medis finish. either add 2 rax or a 3rd cc while you get your armory and 2/2.


Just played a couple of games with this and love it. The early upgrades are killer.
geokilla
Profile Joined May 2011
Canada8246 Posts
May 17 2013 02:39 GMT
#1573
On May 16 2013 07:11 geokilla wrote:
How do I beat Terran Mech? Going bio, all he has to do is 1A into me and win. Just now on Star Station close by air spawns, my harass did fairly well so I built a bigger army and decided to attack him at 100 supply before things got out of hand. But nope, that didn't work well and he held, thus allowing him to max out for his 1A push at the end of the game. I understand my defense was pretty bad against his Hellion runbys, but that didn't seem to matter much as we both maxed out at the same time.

http://drop.sc/334995

No love for bio vs mech?
Whatson
Profile Blog Joined January 2012
United States5357 Posts
Last Edited: 2013-05-17 03:37:54
May 17 2013 03:35 GMT
#1574
On May 17 2013 11:39 geokilla wrote:
Show nested quote +
On May 16 2013 07:11 geokilla wrote:
How do I beat Terran Mech? Going bio, all he has to do is 1A into me and win. Just now on Star Station close by air spawns, my harass did fairly well so I built a bigger army and decided to attack him at 100 supply before things got out of hand. But nope, that didn't work well and he held, thus allowing him to max out for his 1A push at the end of the game. I understand my defense was pretty bad against his Hellion runbys, but that didn't seem to matter much as we both maxed out at the same time.

http://drop.sc/334995

No love for bio vs mech?

You maxed at the same time. That's bad if you're the bio player, you should be maxed before him, and your upgrades weren't as good as they could have been.
First engagement ~12:50, you push with three tanks leaving two behind to catch up, but you siege so that 2 of the three tanks only get one shot off the entire engagement. You also moved all your bio in a clump, stutter-stepping right into hellbats just to kill 1 tank. Spread out your bio and siege closer to his army.

After the engagement, you also leave your four tanks by themselves out in the open, if you're trying to play bio-tank vs mech, you need to retain tanks.
You also stopped producing SCVs (staying around 44) and didn't pay close attention to your ebay, so your not as far ahead in upgrades as you should be.
And after that failed drop + him taking a fourth before you, you're in a very very bad spot. Good thing is you kill the PF, but your fourth never gets up and running either. He was ahead or even in supply with you the entire game, not good.

Engagement at ~23:10, once again you stim all your bio and move in a giant clump. Spread.
Same thing at ~24:20, it's okay for him as a mech player to move his hellbats in a clump because those are expendable and cheap to produce, they're meant as a meat-shield for the tanks to do the real damage. As a bio player, you have to split. When you start your engagement half your bio isn't even firing at anything they're doing their animation thing in the back. Same thing at the very end, over-stimmed bio moving in a clump towards a spread out line of siege tanks is never ever a good idea.

Higher medivac count would help, also you never really got above 3-base and 44 scvs, one-base ahead is the rule bio vs mech.
¯\_(シ)_/¯
ThePianoDentist
Profile Joined July 2011
United Kingdom698 Posts
May 17 2013 09:09 GMT
#1575
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...


its not just hellbats making the composition stronger. many protoss players haven't adapted to terrans adding in hellbats yet and expect to still be able to just 1a storm storm storm and comfortably win a lategame engagement.

the protoss player needs to hold his zealots back until colossi/storm have whittled down the hellbat numbers, but most protoss players let their zealots charge in and pretty much instantly die to hellbats
Brood War Protoss, SC2 Terran/Protoss
TheDwf
Profile Joined November 2011
France19747 Posts
May 17 2013 11:35 GMT
#1576
On May 17 2013 05:21 Chaggi wrote:
Does anyone feel that Hellbats are maybe a bit too strong? I've been using hellbats in my composition more and more lately, and while I normally have a 34-38% win rate in TvP (consistently since WoL if I play standard), when I add hellbats into my composition, 1 reactor'd @ 3 base, and 2-3 reactor'd at 4+ bases, my engagements are just REALLY cost effective and a lot of games feels really easy, and I'm just not sure if it's how strong the hellbat is now...

Hellbats are only a nuisance in TvT.



On May 17 2013 08:54 SHODAN wrote:
question is about CC first vs. the fastest possible proxy oracle --> assuming that I see no warp research at 3:35-3:40, what is the optimal order in which to build the bunker, raxx #3 and the engineering bay? I don't have much experience with CC first vP. my instinct is to 1) get a bunker #1 down at my natural (or main ramp), 2) raxx #3, 3) bunker #2 in my mineral line instead of an extremely quick turret. I understand turrets are necessary to defend a follow-up voidray/oracle/gateway all-in, but surely getting x3 marines is just as important? 4 marines in the bunker will have equal the DPS to a turret. turrets have a superior range (7 to 5+1), but you can micro load/unload marines if the oracle finds a sweet spot around your mineral line. is this a viable way of buying time vs oracles?

Bunker on highground then Bunker near the mineral line, you have to start this one at ~4'35 so it's ready when the first Oracle arrives. Continuous Marine production in all cases.
Carmine
Profile Joined September 2010
United States263 Posts
May 18 2013 02:46 GMT
#1577
Has anyone tried in TvP opening reactored hellions? It seems like it would do very good since most protoss are skipping early units in favor of the mothership core and a stalker or something. Also widow mines would strengthen the build relative to how it was in WOL where it required a starport for AA or how it was weak to gateway pressure.
Terran was created third, with purity of tanks.
teddyoojo
Profile Blog Joined June 2011
Germany22369 Posts
May 18 2013 04:06 GMT
#1578
On May 18 2013 11:46 Carmine wrote:
Has anyone tried in TvP opening reactored hellions? It seems like it would do very good since most protoss are skipping early units in favor of the mothership core and a stalker or something. Also widow mines would strengthen the build relative to how it was in WOL where it required a starport for AA or how it was weak to gateway pressure.

well, normal reactor hellions are out way too late but gas first reactor helions still win vs nexus first
Esports historian since 2000. Creator of 'The Universe' and 'The best scrambled Eggs 2013'. Host of 'Star Wars Marathon 2015'. Thinker of 'teddyoojo's Thoughts'. Earths and Moons leading CS:GO expert. Lord of the Rings.
gingerfluffmuff
Profile Joined January 2011
Austria4570 Posts
May 18 2013 08:08 GMT
#1579
Thanks to you, TheDwarf for maintaining this thread!
I am a noob terran and have a micro question:

Consider this: I have my marine marauder medivac army on hotkey 1, the vikings on hk2 and ghosts on 3 (or ravens). Most of the time i just follow-command a random maru with the vikings and the ghosts.

My question:
If i want to drop with a medivac, how should i load it up and hotkey it for maximum efficiency?

Atm: I select group 1, shift-click on medivac to remove it from group 1 (and assign the selection as new group 1), then box a few marines marauder and right click on it. Then i move or stop group 1 to break the follow command of the remaining units. The selected medivac will then be send on the way with a few waypoints and an unload command. Then i ignore the drop entirely and try to engage the opponents main army when he tries to split it to deal with said drop.

Improvements: Should i change something or is there a better way to do it? Thanks for your time.
・゚✧:・゚+..。✧・゚:・..。 ✧・゚ :・゚ ゜・:・ ✧・゚:・゚:.。 ✧・゚ SPARKULING *・゜・:・゚✧:・゚✧。゚+..。 ✧・゚: ✧・゚:・゜・:・゚✧::・・:・゚・゚
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
Last Edited: 2013-05-18 11:13:35
May 18 2013 11:08 GMT
#1580
What does seeing 1 Gate a robo and a nexus going down mean?
Should this tell me anything about what he may be planning on doing? Or is it very standard and I need more information to get anything from it? Im guessing if I see no double gas at the natural he will be attempting an immortal bust with not many sentries?
Also has anyone tried out Gumihos Bio Tank TvP style. I have seen flash and mvp do it as well but how does it hold up against the cheese of the ladder?
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
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