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The HotS Terran Help Me Thread - Page 8

Forum Index > StarCraft 2 Strategy
Post a Reply
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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.
Marathi
Profile Joined July 2011
298 Posts
March 17 2013 21:51 GMT
#141
nice dude, hopefully you can share what you learn as you always give me good advice in these threads iAmJeffReY
eSports tees designed by me - http://tinyurl.com/bqmexd9
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 17 2013 22:01 GMT
#142
On March 18 2013 06:51 Marathi wrote:
nice dude, hopefully you can share what you learn as you always give me good advice in these threads iAmJeffReY

lol im just abusing the fact that medics are so mobile, and bio + mines, or bio + hellions are retardedly sick strong
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
mika0023
Profile Joined December 2010
Germany11 Posts
March 17 2013 22:02 GMT
#143
most Terrans go for that fast medivac drop at MLG .... hope Flash has prepared something new for the finals ! I wonder why we dont see any reaper openings anymore ? arent they pretty good for the scouting ?
GuiRao
Profile Joined July 2011
Spain29 Posts
Last Edited: 2013-03-17 22:14:31
March 17 2013 22:14 GMT
#144
Is Thor, hellbat,marine,some raven/banshee/viking composition viable vs protoss?
Spoink
Profile Joined December 2012
Austria150 Posts
March 17 2013 22:44 GMT
#145
On March 18 2013 07:02 mika0023 wrote:
most Terrans go for that fast medivac drop at MLG .... hope Flash has prepared something new for the finals ! I wonder why we dont see any reaper openings anymore ? arent they pretty good for the scouting ?


I personally go sometimes 2Rax Reapers but in a standard game i dont like to open with one reaper since you can read your opponent pretty well if you scout with an scv. Further delays a Reaper tech and Mines are pretty good ^_^
goFLiP
Profile Joined November 2010
Argentina39 Posts
March 18 2013 00:22 GMT
#146
How do I deal with oracles? Every time I see those motherfuckers poppin my SCVs, my marines get wrecked too and I have to setup turrets everywhere or make vikings and it puts me behind every time.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 18 2013 00:26 GMT
#147
On March 18 2013 09:22 goFLiP wrote:
How do I deal with oracles? Every time I see those motherfuckers poppin my SCVs, my marines get wrecked too and I have to setup turrets everywhere or make vikings and it puts me behind every time.

I have only like 20 games experience, but in my games when I see oracle/stargate, I get mines. Defensive mines help shoo away the oracles decently well until you can get a viking or a better marine count out.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
butterstulle
Profile Joined March 2013
Germany20 Posts
March 18 2013 00:28 GMT
#148
1/1/1 seems to work perfeclty fine in any matchup

should i use different BOs or just play 111 only?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
March 18 2013 00:35 GMT
#149
On March 18 2013 09:28 butterstulle wrote:
1/1/1 seems to work perfeclty fine in any matchup

should i use different BOs or just play 111 only?

Depends, IMO. I'd go for a delayed gas 1-1-1, so you can drop an FE in there. Like 15 gas, FE and go for a marine/mine drop, and still get an FE up in a decent time so you're not dedicated to just 1 base 1-1-1.

Again, very little experience, but it's what I've been doing in TvP/TvZ.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
SHODAN
Profile Joined November 2011
United Kingdom1149 Posts
March 18 2013 02:18 GMT
#150
I'm a little lost when it comes to dealing with the new ultralisks, especially mass ultra. marine/mass medivac can no longer "tank" ultralisks because of their increased damage to light. I'm trying a more marauder/tank heavy composition, but this leaves me without the burst DPS needed to deal with mass ling.

I'm trying to play a late-game focused style a la Gumiho. I would rather play a 4-base macro/defensive style instead of trying to trade heavily with Z pre-Hive. my strategy is to focus on late-game drops, highly upgraded vehicle/air support, and having the correct composition/tech to defend against any Hive army (ghosts to deal with vipers and infestor/brood switches, early 2nd starport, etc). basically I will only attack when zerg is out of position, makes a mistake, or when I have clear advantage. so when zerg has a tonne of ultralisks, how much of my bio can I commit to drops without leaving me vulnerable on the ground? and what is the correct way to engage/micro vs the new ultras?
Malgrif
Profile Blog Joined March 2010
Canada1095 Posts
March 18 2013 06:42 GMT
#151
so i'm getting back into the game after the release of hots. could someone recommend good standard terran replays against all match ups that I can model my play after? thank you
for there to be pro there has to be noob.
PineapplePizza
Profile Joined June 2010
United States749 Posts
March 18 2013 08:43 GMT
#152
Is there any way to play aggressively vs Zerg without more-or-less allining? It looks like most terrans are just doing the usual orbitalspam behind largely-ineffectual harass, with some mines thrown in for good measure.

You can get 3 or 4 bases safely, but I don't see how you're supposed to fight Zergs in 200/200 remax situations when he has a bigger bank, more gas, and megaultras that require you to build a crapton of marauders ahead-of-time to fight. Ravens aren't nearly as good as people say =/
"There should be no tying a sharp, hard object to your cock like it has a mechanical arm and hitting it with the object or using your cockring to crack the egg. No cyborg penises allowed. 100% flesh only." - semioldguy
netherDrake
Profile Blog Joined September 2010
Singapore1831 Posts
March 18 2013 09:28 GMT
#153
Has anyone figured out the optimal way to defend 8/8/8 in TvT (assuming you scout it, and he builds a second rax too)? Would the best choice be going for marines, reapers or a quick fact for hellions? I've had more success defending with marines out of my barracks (12 rax, 15 gas type of opening) than a reaper expand (12 rax with 12/13 gas)

Would it also better to build a bunker at one of the predicted (most 2-player ladder maps have 2 spots where the) jump spot for the reapers or use 5-6 scvs as a buffer with good micro to hold the reapers off?
SC2 player for Flash eSports. twitch.tv/nether_drake, https://twitter.com/bryan_sum, http://www.facebook.com/pages/Bryan-Drake-Sum/468389706519567
FireMonkey
Profile Blog Joined December 2012
Australia105 Posts
March 18 2013 10:49 GMT
#154
I am platinum toss and looking to play as terran so i want to make my own build and i was thinking how well would a +1 mech weapons and +1 infantry weps marine marauder hellbat push do? hellbats kill zealots MM dps will kill anything else, and i think if i optimise it perfectly it will be before a standard timing of a collosus comes out, if he has a collosus at the time i aim to hit with then he would have had to put his support bay as soon as his obs or robo come down which means he will die for being greedy. This is going off a 1 rax fe as well..It's all just in theory so far and i havent had much time to get it down but i feel it can be strong, i only did it against 1 toss so far and he tried to open oracle but i scouted it in time and got turrets up so he did not damage to me. When I attacked he used photon overcharge on his natural but i just bypassed it completely and went up ramp and it was gg from there. I really just want to utilize the hellbat i dont know why but i like the unit alot. I think a follow up would be 2 medvac +2 vehichle +2 infantry weps drop and 3rd cc during the fight of the first push. Assuming my macro is good and i dont get supply blockd i'll be able to have a decent army of the same comp with a 3rd cc on the way too during the push. With the first 2 medvacs out afterwards im hoping to fill those up with marine or hellbats and use those 2 medvacs to drop the main while my main army attacks his natural and depending on how much damage the first wave did if he takes a third he should theoretically die.

What are your thoughts on this?

Oh and also the natural ramps on the HotS maps are really big so he will need more sentries to forcefield well enough and if he gets enough sentries he will have delayed tech or barely any actually army.

I don't exactly know a precise BO for it this is all just in planning phase and theory. Im hoping if executed it would hit with first wave at around 8-10 minutes and the second wave at 10-12 minutes. But as i said i am new to terran so i could be wrong, i only thought of this just then. Any help would be good.
fuck bitches, get money
f0x1
Profile Joined February 2012
Finland17 Posts
March 18 2013 11:52 GMT
#155
As im switching from protoss to terran my biggest problem seems to be managing my money. After ive got 2 bases and especially after 3 im constatntly floating minerals. Im getting the upgrades i want and getting units, but maybe i dont have enough production facilities? So what would be a good amount of them after 2, 3, and 4 bases?
BBoyXELAnt
Profile Joined August 2012
United States22 Posts
March 18 2013 12:25 GMT
#156
On March 14 2013 03:45 kollin wrote:
Show nested quote +
On March 14 2013 03:33 Smackzilla wrote:
When people say "1-rax reaper" in hots, is that:

1) rax marine, reactor, 2x reaper?
2) rax reaper, ?, ?
3) rax, reactor, 2x reaper....

They mean 12 rax, 13 gas, then reaper straight away. If you want to be slightly more aggressive you can go 11 rax 12 gas, with a brief SCV cut.


Is it possible to go 12, rax, 12 gas at the same time? I saw a build where you do that with the scv cut.
My favorite part about Starcraft 2 is ctrl click Supply Depots + R. They all go down at once :D
Bulugulu
Profile Joined March 2011
Israel250 Posts
Last Edited: 2013-03-18 13:33:28
March 18 2013 13:31 GMT
#157
On March 18 2013 20:52 f0x1 wrote:
As im switching from protoss to terran my biggest problem seems to be managing my money. After ive got 2 bases and especially after 3 im constatntly floating minerals. Im getting the upgrades i want and getting units, but maybe i dont have enough production facilities? So what would be a good amount of them after 2, 3, and 4 bases?


You need to be aware that the amount of production you can support changes based on whether or not you're still producing scvs and depots.
If you're going for a 2 base allin and you've finished saturating your mineral lines or you're just cutting scvs to make more units, then you can support more production (about 5 rax with addons+double medivacs).
On 3 saturated bases you can probably have at least 10 rax as well as 2/3 factories and a starport producing. And after this point (when you're no longer producing depots/scvs and you have many orbitals and 3+ bases) you can support even more production, usually adding more starports.

A general principle would then be 5 rax or 2 base, 8 on 3, and add more as you have the money at this point.
Generally I wouldn't go above 10 rax before you add more orbitals, or at all.

If you have excess minerals in the late midgame/lategame, drop some orbitals.

"
Is it possible to go 12, rax, 12 gas at the same time? I saw a build where you do that with the scv cut."

Yes, the trend at the moment is to get the rax and gas at the same supply. 8-8-8 in TvZ for example, or 11-11 in TvT(flash),
or 12-12 in TvT (Yoda). This way you have gas for a reaper about the time the rax finishes.
“Before enlightenment; chop wood, carry water. After enlightenment; chop wood, carry water.”
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
March 18 2013 13:38 GMT
#158
On March 18 2013 09:28 butterstulle wrote:
1/1/1 seems to work perfeclty fine in any matchup

should i use different BOs or just play 111 only?


111 shouldnt work in any matchup atm, if they do you are just lucky.

Oracles own the shit out of 111 and photon overcharge is another nail in the coffin. And Zerg has never had a hard time defending it and well Terran has their own tanks
zhurai
Profile Blog Joined September 2010
United States5660 Posts
March 18 2013 13:50 GMT
#159
On March 18 2013 22:38 Pulimuli wrote:
Show nested quote +
On March 18 2013 09:28 butterstulle wrote:
1/1/1 seems to work perfeclty fine in any matchup

should i use different BOs or just play 111 only?


111 shouldnt work in any matchup atm, if they do you are just lucky.

Oracles own the shit out of 111 and photon overcharge is another nail in the coffin. And Zerg has never had a hard time defending it and well Terran has their own tanks

1/1/1 doesn't always mean the 1/1/1 all-in (3 tank + banshee timing).
Twitter: @zhurai | Site: http://zhurai.com
cArn-
Profile Blog Joined May 2010
Korea (South)824 Posts
March 18 2013 13:57 GMT
#160
On March 18 2013 18:28 netherDrake wrote:
Has anyone figured out the optimal way to defend 8/8/8 in TvT (assuming you scout it, and he builds a second rax too)? Would the best choice be going for marines, reapers or a quick fact for hellions? I've had more success defending with marines out of my barracks (12 rax, 15 gas type of opening) than a reaper expand (12 rax with 12/13 gas)

Would it also better to build a bunker at one of the predicted (most 2-player ladder maps have 2 spots where the) jump spot for the reapers or use 5-6 scvs as a buffer with good micro to hold the reapers off?



8/8/8 is pretty bad TvT, you can defend easily just by going normal 12/12 reaper
Twitter : http://twitter.com/CARNDARAK
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