The LotV Terran Help Me Thread - Page 22
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Matte
Sweden6 Posts
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BiiG-Fr
Canada109 Posts
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BiiG-Fr
Canada109 Posts
On January 22 2016 08:34 Tenks wrote: I'm starting to favor widow mines instead of tanks TvP. What are your guys' thoughts? Some quick advantages that come to mind for me: -No flying tanks means my medivac count can stay low freeing up my Port to make Liberators more freely -WM require no Armory upgrades so you can freely research ship upgrades for Libs -Universally good against compositions where I feel tanks fall off if they go Phoenix or Templar -Force disruptors which Protoss will get anyways but forces their hand a bit more. This makes Liberators a bit stronger since much of the gas will be pumped into Disruptors to clear mines. I spent a lot of time during the beta trying to use WM vs protoss and I was a big fan of WM composition during hots era but now, it's total garbage against a decent opponent, adept destroy them before they can even target fire something. It can only be used against chargelot-zealot comp, but nobody uses this against T. | ||
Grizvok
United States711 Posts
On January 23 2016 10:00 Matte wrote: I'm feeling lost in TvZ. Against Roach/Ravager I find I can trade quite well with Marine/Tank/Medivac and sometimes end the game with a push as he is taking his 4th. However if I'm facing Ling/Bane I just can't keep up with all the splits and focus firing at the same time. So I would like to know what everyone is doing currently, when do you attack and with what kind of composition? I feel like I'm missing a part of the puzzle over here. I think widow mines are still the better option to be honest against ling/bling/muta. Obviously you should then be adding Liberators to deal with mutas and then for the inevitable Ultra switch. | ||
Empirimancer
Canada1024 Posts
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Bojas
Netherlands2397 Posts
Attacking with them is as simple as sieging the liberator when the zerg comes, that gives him two options: - Attack into you, which probably isn't a Zerg favored fight - Move back quite a bit, because Ghosts can shoot an Ultralisk in no time if you're too close If the Zerg moves back, you can move forward with plenty of time to siege again. | ||
Mertzaskertz
1 Post
What is the general rule for when to take gas as terran? Thanks. | ||
EatingBomber
1017 Posts
On January 25 2016 21:58 Mertzaskertz wrote: I am a fairly new Terran player. I have been using the staircase and mostly working on my Macro by going pure marines and only getting 1 gas for stimpack and combat shields. This has gotten my up into Platinum, but I am really wanting to start using Medivacs and Engineer bay upgrades. I always end up getting either too much gas or not having enough gas. I do not know if I am getting gas too early, too late, or taking too many geysers or not enough. Maybe I have too much gas because I haven't added siege tanks yet. What is the general rule for when to take gas as terran? Thanks. It depends first on the match-up and what build you are aiming for. Also, which geyser is it - the first? The second? You need to give more details. | ||
ninjA`
1 Post
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Jer99
Canada8157 Posts
In general: TvP: scout expansion, tech and early gas timings. They can have an expansion go down as early as 1:10 which usually means no aggression until way later, or they can completely forego an expansion and just one base you. Stay ahead in expansions if they play greedy, bunker your main if its a 1 base. TvZ: almost everything will revolve around a hatch first. Keep scouting to see if they drop a tech structure, or go into three bases with drones. Keep vision around your entire base to see if a nydus is coming | ||
EZR-Aeron
New Zealand64 Posts
TvT: reaper opening into hellion/banshee. (late game??) TvZ: bio/liberator or hellion/ghost/liberator push?? TvP: no idea what opening options do I have? Its been a while since I even played hots. | ||
Grizvok
United States711 Posts
TvT: Reaper FE into 1/1/1. Also a popular build is a two reaper two hellion aggression into banshee then expand. Most TvT is still marine/tank vs marine/tank. TvZ: Liberators are best used later IMO coupled with bio (and ghosts) for dealing with Ultra switches. Unless you are using them for harass early on in which case they are an invaluable tool. Or you scout an all in and think a Liberator would benefit you more than a medivac. Against Roach/ravager most people like marines, some marauders, tanks, and medivacs. And against ling/bling/muta people are liking MMMM with liberator support to help deal with a rising number of mutas. TvP: The meta is about to change a good bit with the adept nerf and pylon overcharge change so you should be safe practicing a Reaper FE into two more rax which was common in hots. I'm also going to play around with a Reaper FE into widow mine drop because of the pylon overcharge change. General unit comp is marine, some marauders, tanks, medivacs, and Liberators/ghosts late game. Marauders got nerfed so in general we build less than we did in HotS. Many high level players aren't even making any at all. | ||
Liox
Germany47 Posts
I'd like to ask around how you approach the different Match ups currently. What I mean specifically is how your game plan looks, that means, "What are your general goals?" Example: A defensive zerg in ZvT may just defend against harassment from the Terran and will try to do either a 1-1 maxed push with roach ravager or the transition to +3+3 and Broodlords or Ultralisks. So the goal or approach is what has been described in the last sentence. From my point of view there are a few things that need to be considered in terms of bio play (I have no experience with mech play so I stick to what I "know"): **I emphasize that this is how I feel it works at the moment, I actually struggle a lot and I hope for some feedback** -- You cannot defend the whole game vs Zerg or Protoss: If you just try to macro up and do a push at around 08:00 - 10:00 you have to be extremely careful and it is mostly too late at that time since the important tech/upgrades have already been done by the opponent -- You have to take an "early" 3rd base: What I mean is literally that you cannot wait for a 2 Rax, Factory, Starport Setup before you start building your 3rd (except your opponent goes for a aggressive push I guess) So here is my "simple" game plan I try to follow currently: - Open with a Reaper-Expand/Rax-Reactor(TvP) Expand and keep your scout (SCV/Reaper) alive as long as possible - Go for 1-1-1 and start building your 3rd - Do some harass with your first units (whatever it is, Liberators, Medvac+Units, Banshee, Helions...) - Get Stim, CS and +1+1 - If your opponent plays passively: --> Push out with 4 Medvacs, Tanks/WMs and Marines, try to expand more - If your opponent plays aggressively: --> get the wts and send out drops to spot starting expansions and try to snipe them while expanding yourself if possible - Try to get something done or get killed This is not very successful the way I play it and I feel like I miss a lot of important points of the different match ups. So, to all the guys hanging around here, what is your approach to the different match ups? | ||
PureMetal
United States83 Posts
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EatingBomber
1017 Posts
On January 28 2016 03:35 PureMetal wrote: Well I gave in and started playing bio because it is way easier to expand and be able to apply pressure. I have a question though: What timing do you look for to start adding on rax with tech labs for ghosts and what # of ghosts should you have? TvP&Z. Ghosts have always felt awkward to me being such a high cost and fragile unit. What are your openings? | ||
MockHamill
Sweden1798 Posts
Is it better to ignore the Nydus and try to kill the units instead? Is there any consistent way to stopping this before you get air units out and can chase away Overlords/Overseers? | ||
Bojas
Netherlands2397 Posts
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PureMetal
United States83 Posts
On January 30 2016 00:03 MockHamill wrote: How do you stop a fast 2-base Nydus worm in your main? I had 3 tanks 7 marines and 16+ workers surrounding the Nydus but could still not kill it due to queens healing it. Then 6 queens and 11 Roaches comes out and kill everything within seconds. Is it better to ignore the Nydus and try to kill the units instead? Is there any consistent way to stopping this before you get air units out and can chase away Overlords/Overseers? Once it pops in your base you're pretty done. I've seen a lot of people place depots strategically around their 2 bases so you have vision everywhere a worm could spawn. You could pop out a Lib/Viking first thing out of your Starport to chase Overseers away / set on patrol. | ||
Toudeleski
United States66 Posts
One of the best things you can do is wall off the section of the nydus with ebays and depots or bunkers. This contains the units and funnels them when they try to break through a section which will maximize your tanks' damage and if you have pulled scvs, they can completely wall off the units when they attack keeping them grouped tightly for even longer. This should give you enough time to dps their units down, but it also important to make sure you are not getting supply blocked and continually making units. Transition to macro as soon as you realize he doesn't have enough units in your base to kill you and keep vision at edges of your base in case he tries to go super allin with a second nydus. | ||
Bojas
Netherlands2397 Posts
On January 30 2016 01:14 PureMetal wrote: Once it pops in your base you're pretty done. Well that sucks because it's going to pop 100%. RIP the Terran race I guess ![]() | ||
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