The HotS Terran Help Me Thread - Page 91
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Frij
Canada9 Posts
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A Wild Sosd
Australia421 Posts
On June 03 2013 11:34 Frij wrote: Only problem I see with the above is that except for the Raven, there's at best a 1:1 mineral/gas cost, and I'm usually pretty mineral starved as is. After the first 7 rax, 2 factories and 1 port off 3 base, will I really have enough for a 4th + 3 more ports? I thought you were talking about very late game where you have a maxed army, a good bank and are still mining off 4ish bases | ||
Frij
Canada9 Posts
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rice_devOurer
United States773 Posts
On June 03 2013 13:22 Frij wrote: True, I guess I was. Ok, new problem, you're stuck in midgame and constantly trading armies with the Zerg who is also in midgame but your gas bank is starting to pile up with a limited mineral count. What do? How about make ravens due to the fact that you don't have to use those mins to make a scvs? | ||
Pursuit_
United States1330 Posts
On June 03 2013 13:22 Frij wrote: True, I guess I was. Ok, new problem, you're stuck in midgame and constantly trading armies with the Zerg who is also in midgame but your gas bank is starting to pile up with a limited mineral count. What do? Raven's are a bad response to zerg mid game units, if you get stuck in mid game vs Zerg it's all about trading cost efficiently and keeping him on equal bases with you, marine / mine / medivac vs ling bling muta you should be able to trade pretty efficiently and stop him from getting up one base on you for too long (If he commits to saturating a fourth while you're on three base you should be able to take your fourth and be safe). If you keep up with constant upgrades and medivac production you shouldn't get too much gas banked off 6 gas. After you secure your fourth is when you want to start adding in ravens (or just don't take gas past your third and play more aggressive). | ||
ChillPhiju
Germany57 Posts
(I am doing a 2 Marines then reactor on Rax expand into 1/1/1) Well as said they 2 Gas Expand maybe poke with a mothershipcore and then follow up with an allin. I don't know how to exclude which Allin it isn't or even if it is standard macro. My main problem is that they can hide almost everything Terran can see without reaper. So when I poke I won't see the high amount of sentries(for an Immortal allin) because they hide them. Also because my enemy assures map control I can't really scout that good for proxies which I don't find very often anyways. So my answer is can I exclude certain Allins by the gases in the natural and are there ways to better get information that I would need to exclude Allins so I can safely defend. Also do you know what the fastest timing for say a DT(on 2base not to forget) is so I know in case I am not certain of what is coming I spare 2 scans(or do I need already a turret at the front) ? | ||
Wrathsc2
United States2025 Posts
On June 03 2013 13:22 Frij wrote: True, I guess I was. Ok, new problem, you're stuck in midgame and constantly trading armies with the Zerg who is also in midgame but your gas bank is starting to pile up with a limited mineral count. What do? 5 gas is enough on 3 base. if ur getting ur 3/3 and maruaders and medivacs it should be enough. | ||
halpimcat
215 Posts
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NarutO
Germany18839 Posts
On June 03 2013 16:25 halpimcat wrote: What is the general consensus on bunker placement when doing early pressure with reapers in tvz? In wol, MVP would usually place them between the building hatch and the mineral lines, but watching flash and innovation they build theirs further away, sometimes trying to make it just out of range if the hatch. Are there advantages and disadvantages to either one? Placing it in between the hatchery and mineral line, it creates a block drones cannot get through. Your reaper is faster than drones and lings so it can move around that or jump in and out and also permits zerg from building a spine "save" there. Reapers are harass now, not actually a kill-move towards the hatchery, so placing it further away or not getting a bunker at all would be completely fine as well. The further away the bunker is (still in range of hatch) lots of Zergs will pull drones and lose a lot of mining and still don't get it. | ||
NarutO
Germany18839 Posts
On June 03 2013 14:29 ChillPhiju wrote: I am having troubles with 2 Gas Expansions that P do in TvP: (I am doing a 2 Marines then reactor on Rax expand into 1/1/1) Well as said they 2 Gas Expand maybe poke with a mothershipcore and then follow up with an allin. I don't know how to exclude which Allin it isn't or even if it is standard macro. My main problem is that they can hide almost everything Terran can see without reaper. So when I poke I won't see the high amount of sentries(for an Immortal allin) because they hide them. Also because my enemy assures map control I can't really scout that good for proxies which I don't find very often anyways. So my answer is can I exclude certain Allins by the gases in the natural and are there ways to better get information that I would need to exclude Allins so I can safely defend. Also do you know what the fastest timing for say a DT(on 2base not to forget) is so I know in case I am not certain of what is coming I spare 2 scans(or do I need already a turret at the front) ? Welcome to Terran brother. Thats the strength of Protoss. They can builds look 'nearly' identical to other players. If you don't know and understand Protoss, you will not figure out their builds. 2 gas as you mentioned can be anything so lets play the guessing game. 3 Gate Stargate Proxy Stargate Oracle Voidray Bust 4 Gate Blink 1 Gate Blink expansion into pressure 4 Gate Dark Templar Immortal Push There's plenty of shit they can play. Your best bet would be watching replays of Protoss cheesing. Check what they chrono, how much they chrono. Check for an expansion. If there's no nexus at 5 minutes or its not very far in its progress, assume something aggressive. Your build as much as I personally like reactor fast expansion I feel is inferior to reaper reactor exansion. Get a reaper, poke the Protoss. You can probably get 0-1 kill with it, don't lose it. Against the initial stalker, move back, scout for common proxy locations for stargate and hidden tech. While getting your CC you also get a reactor and a factory. A mine can save your economy vs oracle, marinecounts help you in front vs pressure (with a bunker) Starport allows for aggressive potential with 4 marines and 2 mines later in the game. The mine drop (don't commit if you see you won't do damage, use it to scout) will tell you roughly what Protoss is doing. Tails build (robo dt drop) hits at arond 7:20 in your base, so make sure you got turrets (1 in mineral line, 1 in front) If the build hits, you can add one at the production/core of your base. GL ![]() | ||
Cortza
South Africa328 Posts
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NarutO
Germany18839 Posts
On June 03 2013 17:04 Cortza wrote: Is it possible to exclude marauders from a TvP composition if you substitute them with hellbats? The positives I can see is this would free up more gas for ghosts, more potential for hellbat drop harass, possibly dropping hellbats on hts. Colossus/Stalker dominate hellbats, so I personally would say no, if you don't plan on playing mech. | ||
Marathi
298 Posts
On June 03 2013 17:04 Cortza wrote: Is it possible to exclude marauders from a TvP composition if you substitute them with hellbats? The positives I can see is this would free up more gas for ghosts, more potential for hellbat drop harass, possibly dropping hellbats on hts. What Naruto said, hellbats are great vs zealots and mineral lines in TvP but not much else. Also I would advise against dropping on HTs unless you're very sure their attention is elsewhere as feedbacks will wreck you ![]() | ||
mau5mat
Northern Ireland461 Posts
I currently a-move them onto my Bio hotkey, I noticed Flash and a few other pros keep them in the same hotkey as Bio, I was always told this is a bad habit, is there any merit to it over how I do it? How many medivacs do I want to get to before I cut to make vikings in TvP, and if given the opportunity, how many medivacs do I ideally want with my army in TvP? What is the smoothest action to pickup and set a drop out from a main army? Is it, box --> shift right click medivac --> (shift left click to remove from bio hotkey, if bound in with bio units) hotkey --> rally + press drop hotkey? Is it better to hotkey drops, or is there merit to using the minimap for drops? I guess it would help build more awareness and fluency in using the minimap? I've noticed a lot of Koreans only have 2 army hotkeys, but bind production separately, is this more efficient than using the 'PRiME' layout? (123 army, 4 all production, 5 all CC, 6 all upgrades) | ||
Cortza
South Africa328 Posts
On June 03 2013 23:52 mau5mat wrote: Would like to ask some general question on Medivacs. I currently a-move them onto my Bio hotkey, I noticed Flash and a few other pros keep them in the same hotkey as Bio, I was always told this is a bad habit, is there any merit to it over how I do it? How many medivacs do I want to get to before I cut to make vikings in TvP, and if given the opportunity, how many medivacs do I ideally want with my army in TvP? What is the smoothest action to pickup and set a drop out from a main army? Is it, box --> shift right click medivac --> (shift left click to remove from bio hotkey, if bound in with bio units) hotkey --> rally + press drop hotkey? Is it better to hotkey drops, or is there merit to using the minimap for drops? I guess it would help build more awareness and fluency in using the minimap? I've noticed a lot of Koreans only have 2 army hotkeys, but bind production separately, is this more efficient than using the 'PRiME' layout? (123 army, 4 all production, 5 all CC, 6 all upgrades) To answer your 4th question, I think it's important to hotkey your drops. This is really important if you have two drops happening simultaneously, as you will be able to pick up, run away and immediately tap to the other drop, avoiding the trouble of mousing over the mini-map. You could always look at the minimap when tapping to another drop. I sometimes do this naturally. | ||
droit
United States67 Posts
11 masters, but I've only had experience against this build like 3 times. Anyone else have any revelations about this? Edit: The reason why I don't just do this is because proxied gateways or blink stalkers would probably be impossible to defend. | ||
Jazzman88
Canada2228 Posts
On June 04 2013 00:51 droit wrote: The reaper reactor expansion seems, from my perspective, to be an auto build order loss to 1base fast oracles. I've been toying with the idea of dropping the additional fact or rax and building a straight eng bay for turrets if I see two gas and no third pylon. 11 masters, but I've only had experience against this build like 3 times. Anyone else have any revelations about this? Edit: The reason why I don't just do this is because proxied gateways or blink stalkers would probably be impossible to defend. Do the following: 12 Rax 12 Gas 15 OC + Reaper *** stop gas mining @50 after the Reaper *** scout with SCV that built the Rax 17 CC (low-ground) @100 mins, Depot @100 mins, Bunker (front) *** put 3 SCVs back in gas E-bay @125 mins OR as soon as you scout delayed Stalker/MSC/Warpgate and no third pylon (or no second pylon, for that matter) If the above is true (no third pylon), you can take 1 or 2 SCVs back out of gas and drop mineral line Turrets as soon as the E-bay finishes, moving into a second Rax, more gas, and Factory tech after. In addition, keep cranking Marines out of the Reactored Barracks, even at the expense of SCVs in the case of the fastest proxy Stargate Oracle play, because all you have to do is hold. You should be able to get the Turrets down in time to avoid too much of a loss. Scout hard for follow-up all-ins like DTs or Voidrays. Getting the 2nd Barracks and 2nd gas after the E-bay goes down is important, because you can skip Barracks 3 and go straight into Factory, which should allow you to start Marauders and Tanks if necessary (delaying the Starport a little) in case of Blink all-ins. Proxy Gateways are holdable with normal play assuming you scout correctly. They shouldn't be able to sneak in without you seeing them if you wall on most maps, so it's a matter of completing the wall quickly and making the correct engagement choices. | ||
droit
United States67 Posts
That extra time will probably be enough, as well as the scv pull and return, since I was struggling only by a handful of seconds to hold it off. | ||
azngamer828
United States137 Posts
1) i am watching demuslim's stream and he uses marine/medivac/hellbat compositions and later adding marauders for ultralisks... i noticed he doesnt use much mines (or as far as i see on stream haha) but my question is... when do you actually use mines or use hellbats or both? rephrase... on what composition of zerg do you use mines or hellbats or both? hope that question is clear haha | ||
Wrathsc2
United States2025 Posts
On June 04 2013 06:24 azngamer828 wrote: i dont know if anyone has asked this but i have a question regarding TvZ 1) i am watching demuslim's stream and he uses marine/medivac/hellbat compositions and later adding marauders for ultralisks... i noticed he doesnt use much mines (or as far as i see on stream haha) but my question is... when do you actually use mines or use hellbats or both? rephrase... on what composition of zerg do you use mines or hellbats or both? hope that question is clear haha if u have good splits...by all means go with the hellbat composition. demuslism is going for that composition because it works really well against ling bling muta because he can split decently. However, widow mines are still better imo especially against z that use a shit ton of banes. | ||
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