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The HotS Terran Help Me Thread - Page 80

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.
hXc_
Profile Joined May 2012
179 Posts
May 18 2013 11:22 GMT
#1581
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.

Can somebody upload a replay of this build? I'm trying to learn it on my own and I always fail with each timing.
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
May 18 2013 11:38 GMT
#1582
I see a lot of pro terrans that add hellbats to the standard comp in midgame TvP and then I see a lot of pro terrans who choose not to. Is there like a general consensus to this? To hellbat or not to hellbat?
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
Last Edited: 2013-05-18 11:41:09
May 18 2013 11:38 GMT
#1583
On May 18 2013 20:22 hXc_ wrote:
Show nested quote +
On May 15 2013 06:37 Soldier92 wrote:
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.

Can somebody upload a replay of this build? I'm trying to learn it on my own and I always fail with each timing.


Heres a daily on it
On May 18 2013 20:38 gillon wrote:
I see a lot of pro terrans that add hellbats to the standard comp in midgame TvP and then I see a lot of pro terrans who choose not to. Is there like a general consensus to this? To hellbat or not to hellbat?

Generally pros add hellbats if they see a very zealot heavy army as they make a nice meatshield as well as dealing some very nice damage to the zealots which allow the marines and marauders to melt them.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
hXc_
Profile Joined May 2012
179 Posts
May 18 2013 11:39 GMT
#1584
On May 18 2013 20:38 A Wild Sosd wrote:
Show nested quote +
On May 18 2013 20:22 hXc_ wrote:
On May 15 2013 06:37 Soldier92 wrote:
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.

Can somebody upload a replay of this build? I'm trying to learn it on my own and I always fail with each timing.

http://www.youtube.com/watch?v=Pofi3VO4YSE
Heres a daily on it

Thanks a lot !
TheDwf
Profile Joined November 2011
France19747 Posts
May 18 2013 12:08 GMT
#1585
On May 18 2013 17:08 gingerfluffmuff wrote:
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.

You're welcome (it's not "TheDwarf" though). Personally I load the Medivac (1. either ctrl-select Marines or Marauders, right click Medivac, stop; or 2. select group 1, right click Medivac, stop), then select group 1, remove the loaded Medivac from it, reassign and send the drop. So what you do is fine, it's just in a different order. I don't or rarely hotkey drops but it's a matter of preference.



On May 18 2013 20:08 A Wild Sosd wrote:
What does seeing 1 Gate a robo and a nexus going down mean?

Robo after 1 gate expand is standard and does not mean much, except "no immediate Oracle" and "no immediate Gateway pressure". You have to try to scout his transition. Unless Protoss scouted gas first, gate robo before expand should be considered as a red flag for an Immortal bust (or Protoss didn't get the memo that we're playing HotS).
saaaa
Profile Joined November 2010
Germany419 Posts
May 18 2013 13:46 GMT
#1586
What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?

Which one i should prefer?
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
May 18 2013 14:38 GMT
#1587
On May 18 2013 22:46 saaaa wrote:
What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?

Which one i should prefer?


For what MU?

15 Gas TvT and 15 Gas TvP are pretty standard, going into the marine/hellion/vac and mine/marine/vac respectively.
rice_devOurer
Profile Joined July 2012
United States773 Posts
May 18 2013 16:22 GMT
#1588
should i get vikings just for sniping an offensive mothership core? (lategame)
IN SOVIET RUSSIA ノ┬─┬ノ ︵ ( \o°o)\ Table Flips you
Irre
Profile Joined August 2010
United States646 Posts
May 18 2013 17:39 GMT
#1589
How are you supposed to deal with 3 base ultralisk with queen support? I just played a game where I had a better economy, even on upgrades ( he went really fast double upgrades and so did I) i moved out to try and trade/do damage with 2/2 before he had ultras and killed off 4th and a ton of drones at the 3rd.. and he just a moves his utlras at me with queens. i spread at top of a ramp and barely any ultras even die... I have production going at home and he literally marches across and kills me anyway. I have no clue how to deal with this. At no point are the supplies in his favor, he really didnt have a lot of lings to back up.. Once he has ultras out i feel like i just cannot engage it at all, and if he comes for my base i just die no matter how bad his economy behind it is. I just don't know whether I should treat this like an all in and never move out of my bases.. doesnt seem to matter though when he can just walk into my 3rd or my natural wtih wall ins and win with transfuse anwyay.
XenoJesus
Profile Joined June 2010
United States72 Posts
May 18 2013 17:41 GMT
#1590
how do we terrans deal with proxy 2 rax reaper? I tried to quickly get marauders and hellions out after seeing no rax but he overwhelmed me.

http://drop.sc/335548

thank you!
LiLSighKoh
Profile Blog Joined October 2010
United States588 Posts
May 18 2013 18:13 GMT
#1591
On May 19 2013 02:39 Irre wrote:
How are you supposed to deal with 3 base ultralisk with queen support? I just played a game where I had a better economy, even on upgrades ( he went really fast double upgrades and so did I) i moved out to try and trade/do damage with 2/2 before he had ultras and killed off 4th and a ton of drones at the 3rd.. and he just a moves his utlras at me with queens. i spread at top of a ramp and barely any ultras even die... I have production going at home and he literally marches across and kills me anyway. I have no clue how to deal with this. At no point are the supplies in his favor, he really didnt have a lot of lings to back up.. Once he has ultras out i feel like i just cannot engage it at all, and if he comes for my base i just die no matter how bad his economy behind it is. I just don't know whether I should treat this like an all in and never move out of my bases.. doesnt seem to matter though when he can just walk into my 3rd or my natural wtih wall ins and win with transfuse anwyay.

If you could supply a replay of the game it would be helpful!
"Want some? Go get some!"
govie
Profile Blog Joined November 2012
9334 Posts
May 18 2013 19:02 GMT
#1592
On May 19 2013 02:41 XenoJesus wrote:
how do we terrans deal with proxy 2 rax reaper? I tried to quickly get marauders and hellions out after seeing no rax but he overwhelmed me.

http://drop.sc/335548

thank you!


read OP
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
A Wild Sosd
Profile Joined September 2012
Australia421 Posts
May 19 2013 01:32 GMT
#1593
On May 19 2013 01:22 rice_devOurer wrote:
should i get vikings just for sniping an offensive mothership core? (lategame)

Maybe 1 Viking. A late game offensive mother ship core can do almost nothing and you're far better off including those Vikings in your main army comp. 3 or 4 marines can do the job easily.
Bomber | TaeJa | Life | Scarlett I Twitter: @SosdSC2
govie
Profile Blog Joined November 2012
9334 Posts
May 19 2013 01:54 GMT
#1594
On May 19 2013 10:32 A Wild Sosd wrote:
Show nested quote +
On May 19 2013 01:22 rice_devOurer wrote:
should i get vikings just for sniping an offensive mothership core? (lategame)

Maybe 1 Viking. A late game offensive mother ship core can do almost nothing and you're far better off including those Vikings in your main army comp. 3 or 4 marines can do the job easily.


I think he means bigmomma!
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
Cayoss
Profile Joined May 2013
United States2 Posts
May 19 2013 10:31 GMT
#1595
What's an effective counter to Max Upgraded Ultra/Queen with some bling/sling support?

I usually mass 3/3 Marauders but then I find out it dies pretty quickly to the bling/slings following the ultras.

Hello.
govie
Profile Blog Joined November 2012
9334 Posts
May 19 2013 11:36 GMT
#1596
On May 19 2013 19:31 Cayoss wrote:
What's an effective counter to Max Upgraded Ultra/Queen with some bling/sling support?

I usually mass 3/3 Marauders but then I find out it dies pretty quickly to the bling/slings following the ultras.



Read OP

Q. How do you deal with Ultralisks?
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
saaaa
Profile Joined November 2010
Germany419 Posts
May 19 2013 17:30 GMT
#1597
On May 18 2013 23:38 mau5mat wrote:
Show nested quote +
On May 18 2013 22:46 saaaa wrote:
What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?

Which one i should prefer?


For what MU?

15 Gas TvT and 15 Gas TvP are pretty standard, going into the marine/hellion/vac and mine/marine/vac respectively.


yeah sry i mean for TvT.

What opening should i prefer Rax 15 Gas or 13 Gas when i want to follow up with reactor fac fe and later into mech?


Is a 15 Gas FE safer against a 2 rax Opening because you have 4 marines instead of 2. I'm just not sure.

Or how should i ideally respond when i expect 2 rax reaper with a reactor Fac?
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
May 19 2013 18:00 GMT
#1598
On May 20 2013 02:30 saaaa wrote:
Show nested quote +
On May 18 2013 23:38 mau5mat wrote:
On May 18 2013 22:46 saaaa wrote:
What do you think about delayed Factory FE with the Gas at 15 compared to a "normal" Fac FE with a Gas at 13 Supply?

Which one i should prefer?


For what MU?

15 Gas TvT and 15 Gas TvP are pretty standard, going into the marine/hellion/vac and mine/marine/vac respectively.


yeah sry i mean for TvT.

What opening should i prefer Rax 15 Gas or 13 Gas when i want to follow up with reactor fac fe and later into mech?


Is a 15 Gas FE safer against a 2 rax Opening because you have 4 marines instead of 2. I'm just not sure.

Or how should i ideally respond when i expect 2 rax reaper with a reactor Fac?


The 15 Gas TvT build I mentioned was used by Innovation and Flash, Flash went mech out of it so I'm sure you can too. I believe there's a thread on how to hold 2 rax reaper, so I would read that.
herMan
Profile Joined November 2010
Japan2055 Posts
May 19 2013 18:19 GMT
#1599
In TvT the standard 2rax reaper build is the one where you build your second rax after the second depot and orbital.

I've been playing 12/14 rax with 12 gas ofc, with a a slightly delayed orbital. It gives me a second reaper faster and usually my slight advantage gains momentum if the enemy goes reaper and scouts me and falls into my trap of 2 reapers.

Why do not pros use this?
AKomrade
Profile Blog Joined March 2010
United States582 Posts
Last Edited: 2013-05-19 18:31:41
May 19 2013 18:31 GMT
#1600
On May 20 2013 03:19 herMan wrote:
In TvT the standard 2rax reaper build is the one where you build your second rax after the second depot and orbital.

I've been playing 12/14 rax with 12 gas ofc, with a a slightly delayed orbital. It gives me a second reaper faster and usually my slight advantage gains momentum if the enemy goes reaper and scouts me and falls into my trap of 2 reapers.

Why do not pros use this?

Because depot-rax-gas-OC-rax-depot is more efficient and doesn't cut any economy besides the worker cut to get 12 gas.
ALL HAIL THE KING IN THE NORTH! HAIL! HAIL!
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