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The HotS Terran Help Me Thread - Page 88

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.
movac
Profile Joined February 2011
Canada494 Posts
May 30 2013 02:51 GMT
#1741
On May 29 2013 18:12 gingerfluffmuff wrote:
Show nested quote +
On May 29 2013 18:06 Ruined Gamer wrote:
how do you beat cannon rush tvp?

I'm this close to map hacking full time vs protoss because this is bullshit

1 marauder in a bunker stops the cannons advancing. Maybe get in the habit to scout your main for 2gate / cannons on 2p maps before opening 14 cc.


yeah a Maurader inside a bunker matches the cannon range and will completely stop any advancing cannons. From there you can take the rest of your bio force and hit their main.
targ
Profile Blog Joined December 2010
Malaysia445 Posts
May 30 2013 04:41 GMT
#1742
Recently I've been facing some Protoss players who like to go for an early chargelot/archon attack, with hardly any stalkers at all, but sometimes a couple immortals. Is there anything particular to note about facing this composition, such as what my own army composition should be, or how I should engage?
http://billyfoong.blogspot.com/ my other opinions are here
geokilla
Profile Joined May 2011
Canada8230 Posts
May 30 2013 05:33 GMT
#1743
On May 30 2013 05:42 snaga90 wrote:
I've been pretty lost with TvP, so I randomly logged onto KR server and checked out the highest ranked Terran's build orders, and he opened 12 rax 12 gas reactor double reaper literally every TvP.

I was skeptical, but said what the hell and tried it out... and damn, I think it's very strong. I had no idea's that 2 reapers would beat a stalker, or how much damage a reaper does to a zealot when it's not microing away the entire time.

After the 2 reapers, he expands, drops a factory, and does either a 4 helion drop or widow mine marine drop. But you can also simply just drop 1-2 more rax and proceed to play standard. It just seems that 2 much reapers is so much better than one and opens up a lot more doors.

Anyone have any thoughts on this?

Problem I see with such a build is that while two Reapers are good, you'll automatically lose the game if they go for quick Oracles. All they'd have to do is build one Oracle to roll over you because you have nothing that can shoot up.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 30 2013 08:53 GMT
#1744
I've recently been playing around with terran and meching....

My question is: When playing mech, how do you deal with a swarm host contain? The best solution I can come up with is to immediately build 2 starports upon scouting the contain and go for 3-4 medivacs and starting viking/raven production while de-emphasizing tank production and prioritizing more hellbats (ex: 1 reactor fact + 4 TL fact, making 4 hellbats, 2 tanks at a time). The idea is to continually do hellbat/tank drops while slowly building up a raven fleet on 3-4 bases.

Thoughts? Is this a good response or is there a better one?
StrategyAllyssa Grey <3<3
Qikz
Profile Blog Joined November 2009
United Kingdom12022 Posts
May 30 2013 10:03 GMT
#1745
On May 30 2013 17:53 SC2John wrote:
I've recently been playing around with terran and meching....

My question is: When playing mech, how do you deal with a swarm host contain? The best solution I can come up with is to immediately build 2 starports upon scouting the contain and go for 3-4 medivacs and starting viking/raven production while de-emphasizing tank production and prioritizing more hellbats (ex: 1 reactor fact + 4 TL fact, making 4 hellbats, 2 tanks at a time). The idea is to continually do hellbat/tank drops while slowly building up a raven fleet on 3-4 bases.

Thoughts? Is this a good response or is there a better one?


I personally think from experience when they go swarmhosts the worst thing you can do is de-emphasize tank production. You need to make sure you've got enough tanks to battle back his locust waves and you really do want to be going for ravens against zerg anyways.

The drop idea is definately the right one, but I think against swarmhosts hellbats outside of a few for drops completely lose their utility and it's better to be dropping thors/tanks to snipe buildings rather than bothering with drones. If he's got you in a swarm host contain he's most likely already going to have a big bank so although killing drones is important, it's much, much more important to be destroying any tech structures which tank/thor drops are better at.
FanTaSy's #1 Fan | STPL Caster/Organiser | SKT BEST KT | https://twitch.tv/stpl
dynwar7
Profile Joined May 2011
1983 Posts
May 30 2013 10:38 GMT
#1746
Alllllrighttttt.

I have been away form SC2 for a while now , but thinking about coming back.

Any brief info on each match up? TvT, TvZ and TvP?

Also, is there any new things I should know?

Thanks TL!
Regarding the imbalance, hilarious to see Zergs defending themselves....
TsGBruzze
Profile Blog Joined April 2012
Sweden1190 Posts
May 30 2013 11:59 GMT
#1747
When i go 5 raxx pressure before third base in tvp, when should i add fourth and fifth raxx? at what time
''you got to yolo things up to win''
SHODAN
Profile Joined November 2011
United Kingdom1071 Posts
May 30 2013 12:34 GMT
#1748
On May 30 2013 20:59 TsGBruzze wrote:
When i go 5 raxx pressure before third base in tvp, when should i add fourth and fifth raxx? at what time


just after you start building your starport + raxx #2/3 addons
Surili
Profile Blog Joined March 2011
United Kingdom1141 Posts
May 30 2013 13:16 GMT
#1749
Hi i'm teaching a guy how to play SC2, and i was looking for some good standardish, bio based TvZ opening that we can find pro player replays for. Any suggestions?
The world is ending what should we do about it?
Marathi
Profile Joined July 2011
298 Posts
May 30 2013 15:19 GMT
#1750
On May 30 2013 19:38 dynwar7 wrote:
Alllllrighttttt.

I have been away form SC2 for a while now , but thinking about coming back.

Any brief info on each match up? TvT, TvZ and TvP?

Also, is there any new things I should know?

Thanks TL!


On May 30 2013 22:16 Surili wrote:
Hi i'm teaching a guy how to play SC2, and i was looking for some good standardish, bio based TvZ opening that we can find pro player replays for. Any suggestions?



Check the OP! Lazylazy
eSports tees designed by me - http://tinyurl.com/bqmexd9
dynwar7
Profile Joined May 2011
1983 Posts
May 30 2013 15:25 GMT
#1751
On May 31 2013 00:19 Marathi wrote:
Show nested quote +
On May 30 2013 19:38 dynwar7 wrote:
Alllllrighttttt.

I have been away form SC2 for a while now , but thinking about coming back.

Any brief info on each match up? TvT, TvZ and TvP?

Also, is there any new things I should know?

Thanks TL!


Show nested quote +
On May 30 2013 22:16 Surili wrote:
Hi i'm teaching a guy how to play SC2, and i was looking for some good standardish, bio based TvZ opening that we can find pro player replays for. Any suggestions?



Check the OP! Lazylazy



Thank you and I am really sorry. Like I said, been away for ages, I havent even looked at the OP lol, just went to post my question. My mistake
Regarding the imbalance, hilarious to see Zergs defending themselves....
tenklavir
Profile Joined November 2010
Slovakia116 Posts
May 30 2013 17:00 GMT
#1752
On May 30 2013 14:33 geokilla wrote:
Show nested quote +
On May 30 2013 05:42 snaga90 wrote:
I've been pretty lost with TvP, so I randomly logged onto KR server and checked out the highest ranked Terran's build orders, and he opened 12 rax 12 gas reactor double reaper literally every TvP.

I was skeptical, but said what the hell and tried it out... and damn, I think it's very strong. I had no idea's that 2 reapers would beat a stalker, or how much damage a reaper does to a zealot when it's not microing away the entire time.

After the 2 reapers, he expands, drops a factory, and does either a 4 helion drop or widow mine marine drop. But you can also simply just drop 1-2 more rax and proceed to play standard. It just seems that 2 much reapers is so much better than one and opens up a lot more doors.

Anyone have any thoughts on this?

Problem I see with such a build is that while two Reapers are good, you'll automatically lose the game if they go for quick Oracles. All they'd have to do is build one Oracle to roll over you because you have nothing that can shoot up.

I'm interested in thedwf's take on this. I saw Maru do this build in the U&Ds and had some good success, though he got kinda lucky with one of his mines during the drop. You still have to SCV scout since the 2x reapers will be late so I would guess if you have reason to suspect stargate play you can adjust accordingly?
Henk
Profile Joined March 2012
Netherlands578 Posts
May 30 2013 17:23 GMT
#1753
On May 30 2013 07:11 Jardel wrote:
How do i beat mass queens into ultras if i play mech ? If i push out when taking my 3:e i get crushed by the upgraded queens. When he gets static defence at his bases its really hard to drop as well because the queens just kills everything everywhere, when the ultras gets out its game over with that many queens + the creep spread he got. Last game a remaxed about 4 times because of all the bases i got up . I just cant kill anything even in a defensive position.


You lose to... Mass queen...? Really? Any half-decent push before their ultras pop will kill them. Queens suck, your standard hellbat-tank will beat this EASILY.
Thieving Magpie
Profile Blog Joined December 2012
United States6752 Posts
May 30 2013 17:44 GMT
#1754
This is a general question that isn't race specific--but when is the right time to pull workers during a defense?

Do it too late and its just prolonging the inevitable. Do it too early and you lose too many workers. How do you judge when you "can't hold" a push and hence need to pull workers?
Hark, what baseball through yonder window breaks?
Holo82
Profile Joined April 2013
Austria107 Posts
May 30 2013 21:49 GMT
#1755
Question: after a long, awsome and drawn out game after me Meching vs P, after several hard battles, wiping out each others army, and denying bases, it came down to a low eco game, with no mining bases for the toss, who had nothing but a couple of zealots + archons, and me on 3 still / reastablishomh mining bases. oll of a sudden, the toss had 10 carriers. i had a hellbat / thor / mine army, and was on 5 or 6 starports, pumping out vikings like mad. i even landed a nuke on the carriers, but they didnt seem to care. His ground army was completely annihilated by the nuke, + a part of my ground army, i went on for a tank ranby-basetrade. the carriers only got shields dmgd from the nuke. , and some emps.
So i thougt okey go in with my 12 or so vikings. But oh man, those interceptors rape vikings faster as u can say "help". I made some emergancy widowmines, but those stupid things fired on interceptors , and suddenly he was over my production with his carriers. My tank /hellbat runbay killed his 6. and 5. , he was trying to reastablish, but soon the encountered reeinforcing carriers, and got wiped out.

The result was interceptors owned my starports and everything else, while he had no mining for the last 10 or so minutes of the game.
The qestion is now: What units to build against carriers, if u have a full mech army of 150 food?
CCAA
Profile Joined November 2010
Germany78 Posts
May 30 2013 22:14 GMT
#1756
On May 31 2013 02:44 Thieving Magpie wrote:
This is a general question that isn't race specific--but when is the right time to pull workers during a defense?

Do it too late and its just prolonging the inevitable. Do it too early and you lose too many workers. How do you judge when you "can't hold" a push and hence need to pull workers?

I pull them immediately. Sometimes they only have to tank one shot and i can mineralwalk them back. Depends on the allin. Make sure to micro your workers well.


I am a ~1200 Terran recently struggling with Slingallins (30-40 lings @6:30) on maps like Whirlwind or Akilon where i don't go for Reaper Expand but rather for CC first or 1 Rax Fe. I scout Standard 17p 17g or 16/16. They build 4 lings to scout and denie my scouting. Any Chance to hold with CC on lowground?
Thor.Rush
Profile Joined April 2011
Sweden702 Posts
May 30 2013 22:37 GMT
#1757
On May 31 2013 07:14 CCAA wrote:
I am a ~1200 Terran recently struggling with Slingallins (30-40 lings @6:30) on maps like Whirlwind or Akilon where i don't go for Reaper Expand but rather for CC first or 1 Rax Fe. I scout Standard 17p 17g or 16/16. They build 4 lings to scout and denie my scouting. Any Chance to hold with CC on lowground?

It's possible to fully wall off at around 6:00 while cutting other production a little bit. A lot of pros do this to be safe.
| SaSe | Naniwa |Stephano | LucifroN | Mvp | MarineKing | ByuN | Polt | MC | Parting |
policymaker
Profile Joined September 2010
Greece152 Posts
May 30 2013 23:14 GMT
#1758
Hi all, high diamond here,
Previous season my TVZ used to be my best matchup. Zerg seem to have figured out hots a bit better right now and its currently a rather weird mu for me, mutalisks either keep me in base or roach hydra kills my usual midgame advantage. If I dont kill his 3rd with some kind of 12ish push, I feel outright helpless. I like dropping a lot, but good overlord spread and a couple of spines keep countering my drops. Cam some1 recommend me a strong mid game transition/composition opting for a macro advantage in the next five minutes so I kill him off? thanx in advance
Hardcore gamer/Hellenic Community Enthusiast
govie
Profile Blog Joined November 2012
9334 Posts
May 30 2013 23:52 GMT
#1759
On May 31 2013 08:14 policymaker wrote:
Hi all, high diamond here,
Previous season my TVZ used to be my best matchup. Zerg seem to have figured out hots a bit better right now and its currently a rather weird mu for me, mutalisks either keep me in base or roach hydra kills my usual midgame advantage. If I dont kill his 3rd with some kind of 12ish push, I feel outright helpless. I like dropping a lot, but good overlord spread and a couple of spines keep countering my drops. Cam some1 recommend me a strong mid game transition/composition opting for a macro advantage in the next five minutes so I kill him off? thanx in advance


After the reactor is done on the starport.. 1st: viking and medivac. 1 viking is enough to scare overlords away and kill some. dropping will be easier.
The two NBA teams in states with legal weed are called the Nuggets and the Blazers...
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
May 30 2013 23:54 GMT
#1760
On May 31 2013 06:49 Holo82 wrote:
Question: after a long, awsome and drawn out game after me Meching vs P, after several hard battles, wiping out each others army, and denying bases, it came down to a low eco game, with no mining bases for the toss, who had nothing but a couple of zealots + archons, and me on 3 still / reastablishomh mining bases. oll of a sudden, the toss had 10 carriers. i had a hellbat / thor / mine army, and was on 5 or 6 starports, pumping out vikings like mad. i even landed a nuke on the carriers, but they didnt seem to care. His ground army was completely annihilated by the nuke, + a part of my ground army, i went on for a tank ranby-basetrade. the carriers only got shields dmgd from the nuke. , and some emps.
So i thougt okey go in with my 12 or so vikings. But oh man, those interceptors rape vikings faster as u can say "help". I made some emergancy widowmines, but those stupid things fired on interceptors , and suddenly he was over my production with his carriers. My tank /hellbat runbay killed his 6. and 5. , he was trying to reastablish, but soon the encountered reeinforcing carriers, and got wiped out.

The result was interceptors owned my starports and everything else, while he had no mining for the last 10 or so minutes of the game.
The qestion is now: What units to build against carriers, if u have a full mech army of 150 food?


This is kind of an odd question, mostly because you don't seem to have ravens in this scenario and you probably should. Also because you somehow manage to not scout 10 carriers which takes like a minimum of 4-6 minutes to make.

The best anti-carrier composition I've come across is raven/viking with a handful of thors + mines. If there are more carriers than tempests in the composition, just lay down carpet seeker missiles while running ~10 mines underneath the carriers. The mines are low attack priority so if your vikings are engaging the carriers, the carriers will not fire at the mines unless they manually target. Mine/hellbat/ghost is the best remax army to deal with mass gateway units.
StrategyAllyssa Grey <3<3
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