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The LotV Terran Help Me Thread - Page 35

Forum Index > StarCraft 2 Strategy
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Incognoto
Profile Blog Joined May 2010
France10239 Posts
April 26 2016 13:28 GMT
#681
Oh right.. why did I even put 10 depot? Sigh... well you get the idea, right? 16cc is gonna be a thing some day, calling it now.

^_^
maru lover forever
AleXusher
Profile Joined September 2014
280 Posts
April 28 2016 08:09 GMT
#682
How do i defend one base bane bust, if i scout it, and if i dont scout it?

It hits at like 2:45 where i do have either, one reaper and one marine with reactor rax, or i have 2 marines with reactor rax. To build Ebays i would need to get, dependin on which map i play, 3-4 Ebays behind the ramp, which seems a bit to costy, bunker wont work i think and if i stay 1 base myself, my fax just finishes when the banes pop my wall.
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
April 28 2016 08:59 GMT
#683
Unsure since that seldom hits me, but if you scout it put 3 SCVs on the ramp on hold position, that'll either force the zerg to waste some banes on your SCVs or give you a extra few seconds to get bunkers/marines in position and some free dmg on the lings killing those SCVs.
Curious
AleXusher
Profile Joined September 2014
280 Posts
April 28 2016 09:11 GMT
#684
that is a nice trick, but wont help me hold, he hits with like 20 lings and 4-5 banes, at 3 min, while i do have 1 reaper and 1 marine, only if i can keep both alive! how is that even remotely holdable?^^ Do i need to SCV scout every TvZ now? when do i need to send it? If i scout the fast pool and no hatch i might be able to read somehow into that and adapt in time, but 20 seconds is just way to less time
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Incognoto
Profile Blog Joined May 2010
France10239 Posts
April 28 2016 09:17 GMT
#685
On April 28 2016 17:59 KonanTenshi wrote:
Unsure since that seldom hits me, but if you scout it put 3 SCVs on the ramp on hold position, that'll either force the zerg to waste some banes on your SCVs or give you a extra few seconds to get bunkers/marines in position and some free dmg on the lings killing those SCVs.


That's pretty smart! :o why have i never thought of that
maru lover forever
AaBbCc
Profile Joined February 2016
New Zealand110 Posts
Last Edited: 2016-04-28 10:36:30
April 28 2016 10:33 GMT
#686
With a reaper opening you should always be able to at least identify that the zerg is one basing, unless they are doing the build with a hatch, in which case I don't think it would hit as early as 2:45. Sending out your first reaper (+/- an SCV scout if you really want to be sure to scout them) should see the one base play and also have a good chance of being able to identify that a baneling nest (or other tech such as roaches, speed ling flood, evo chamber for drops) has gone down. You will need a bunker by one of the supply depots, you will need to have SCVs on it, ready for for repair as well as other SCVs to fight with. You are probably going to loose a few SCVs to hold this. If you expanded on the low ground, its going to need to be cancelled. Remember the zerg has sacrificed drones to get this many units out so early so you can loose a few workers.

If you go for go for 2 marines, then I would recommend an SCV scout, as already mentioned I don't see this build at all really but would start SCV scouting if I started seeing it more often. If you insist on not scouting you are probably going to have a good chance of loosing when you play against this because it's almost a build order loss, even if you hold it you loose so many SCVs as to be quite far behind.

In terms of tactics, fight the zerglings with the scvs once the banelings are dead, don't forget about stop worker micro to protect marines and mineral walking to get a surround of the zerglings as they swarm up the ramp. Use the reapers grenade as well.
Life is a meaningless interruption to an otherwise peaceful non-existence.
Incognoto
Profile Blog Joined May 2010
France10239 Posts
April 28 2016 12:02 GMT
#687
What is worker stop micro, precisely?
maru lover forever
DrDevice
Profile Joined December 2010
Canada132 Posts
April 28 2016 15:00 GMT
#688
On April 28 2016 21:02 Incognoto wrote:
What is worker stop micro, precisely?
You move your workers into position to fight, a-move them, then when a worker is about to die you click that worker and give it a stop command. This will make any lings currently attacking that scv switch targets and the scv lives unless the zerg target fires it.
Pnissen
Profile Joined September 2011
Denmark110 Posts
April 29 2016 07:24 GMT
#689
On April 25 2016 06:56 gh0st wrote:
Slightly different question: any recent pro examples or just high level suggestions for seizing the initiative in tvp? Any way to do damage early? Reference to vods would be greatly appreciated.


I like the way Maru plays TvP at the moment. 1 rax reaper expand into 2nd rax and a fact then port. Maru does different variations of this build at the moment (also in the TvZ matchups).

http://sc2casts.com/cast19373-KT-Rolster-vs-JINAIR-Best-of-5-2016-Proleague-Round-2

Check out set 4 in this VOD. Marus opening lets him do a 3 prong attack fairly early in the game with stimmed bio at the front, a medivac and 2 mines at the main and a liberator at the natural. Maru gets a 3rd behind this pressure. I noted down the build:

14 depot
16 rax (1 reaper -> reactor)
16 gas
20 cc
21 depot
22 rax (tech lab -> stim)
22 gas
24 fact (2 widow mine - > reactor)
28 oc
33 starport (medivac -> liberator)
40 depot
47 depot
53 depot

58 supply start rauder production

59 ebay (plus 1 attack)
64 depot
68 depot

Liberator done switch starport onto reactor (Double medivac)

76 3rd CC
76 combat shield

add 3 rax and double gas at natural
Mvp - INnoVation - Maru
Dragonskin
Profile Joined October 2013
United States4 Posts
Last Edited: 2016-04-29 23:56:07
April 29 2016 23:54 GMT
#690
Hey guys! Hope I'm not too much of a bother here, but Diamond Terran here who would love some general help. I have a few replays versus the same zerg who woops my butt in three games, any help would be MUCH appreciated!

http://ggtracker.com/matches/6619624
http://ggtracker.com/matches/6619626
http://ggtracker.com/matches/6619625
"Though I fly through the valley of death, I fear no evil, for I am 20,000 feet and climbing"
RazeSc2
Profile Blog Joined September 2013
United States29 Posts
April 30 2016 00:55 GMT
#691
On April 28 2016 17:09 AleXusher wrote:
How do i defend one base bane bust, if i scout it, and if i dont scout it?

It hits at like 2:45 where i do have either, one reaper and one marine with reactor rax, or i have 2 marines with reactor rax. To build Ebays i would need to get, dependin on which map i play, 3-4 Ebays behind the ramp, which seems a bit to costy, bunker wont work i think and if i stay 1 base myself, my fax just finishes when the banes pop my wall.


Defending this if your first scout is the reaper is unreliable. Unless you know a zerg always goes hatch first, you should be SCV scouting as soon as you hit 18 supply every game. If the hatch is half done when the SCV arrives, you can expand on the low ground. If it's a third or so complete, build it on the high ground. If there's no hatch at all, it's either proxy hatch into 1-base something, 1-base ravager, speedling expand, or 1base bane. If it is a bane bust, don't build a CC. Use that money to build 2 bunkers and 2 ebays by your barracks to complete a secondary wall. If you didn't scout until reaper, cancel the CC immediately and double wall. I don't *think* your bunkers will be finished when the bust hits, it depends on how fast you react. This might seem excessive as it is technically 1 base to 1 base, but remember you have twenty-something SCVs and are building more against a zerg who has been at ~12 drones for a very long time. I usually let the reaper finish just so you can scout below your ramp and do some damage with the grenades. This is from a high gm terran if anyone cares about rank.
Corrosive Balance
terran4lyfe
Profile Joined December 2013
United States72 Posts
April 30 2016 01:22 GMT
#692
On April 30 2016 08:54 Dragonskin wrote:
Hey guys! Hope I'm not too much of a bother here, but Diamond Terran here who would love some general help. I have a few replays versus the same zerg who woops my butt in three games, any help would be MUCH appreciated!

http://ggtracker.com/matches/6619624
http://ggtracker.com/matches/6619626
http://ggtracker.com/matches/6619625


You should just drop that build, double gas and factory before expand for a mine drop vs zerg just isn't worth it. Go for a normal 1 reaper expand, and you can do everything else you do except you'll have a better economy behind it. You also miss way too many workers and your multitasking is often to your detriment. Either make it an effort to sped up and look at your army and production better or try to do less things at the same time.

5 Barracks is generally the accepted amount of production with factory and starport for 2/3 base high aggression, but scale it up as soon as you find yourself floating 500+ minerals for minutes at a time. If you're going tank and bio ling and baneling, send your marines back and target fire the banelings with the tanks.
glhf
shimmering119
Profile Joined February 2016
15 Posts
April 30 2016 02:27 GMT
#693
sorry if there's a thread about this already but i thought that i'd ask here rather than make another one. what do you guys set for your hotkeys? i got into this game with zerg and got used to putting all my bases on 1 hotkey, my injecting queens on another, and my creep queen on another, then had the luxury of having everything else be an army hotkey. with terran i'm not really sure if i should be setting all of my bases on different hotkeys, or how to handle many production facilities outside of lumping them all onto one hotkey--is that what people do? etc

i know i must be overthinking it but i'd like some input
terran4lyfe
Profile Joined December 2013
United States72 Posts
Last Edited: 2016-04-30 03:19:25
April 30 2016 03:18 GMT
#694
I have a hotkey for the command centers, and you can lump all the production into one or you can separate the types of buildings if you want as well. A hotkey for upgrades, and 3-5 hotkeys for army control groups. And location hotkeys for your bases and rally point.
glhf
Pnissen
Profile Joined September 2011
Denmark110 Posts
April 30 2016 06:43 GMT
#695
On April 30 2016 11:27 shimmering119 wrote:
sorry if there's a thread about this already but i thought that i'd ask here rather than make another one. what do you guys set for your hotkeys? i got into this game with zerg and got used to putting all my bases on 1 hotkey, my injecting queens on another, and my creep queen on another, then had the luxury of having everything else be an army hotkey. with terran i'm not really sure if i should be setting all of my bases on different hotkeys, or how to handle many production facilities outside of lumping them all onto one hotkey--is that what people do? etc

i know i must be overthinking it but i'd like some input


I use 1 2 3 for army - 4 for ccs - 5 rax 6 fact 7 port - 8 and 9 harass squads
Mvp - INnoVation - Maru
shimmering119
Profile Joined February 2016
15 Posts
April 30 2016 07:11 GMT
#696
thanks guys, one more q, so people use mm tank as a generic bio comp, what would a generic mech comp look like? like what units would you tell a noob to build if they wanted to play mech
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
April 30 2016 08:11 GMT
#697
On April 30 2016 16:11 shimmering119 wrote:
thanks guys, one more q, so people use mm tank as a generic bio comp, what would a generic mech comp look like? like what units would you tell a noob to build if they wanted to play mech


Which match up are we speaking about?
in LotV mech isn't very strong/viable but I've had various success with hellbat/liberator in TvZ and various success with medivac/hellbat/tank/viking in TvT.
Curious
xTecM
Profile Joined April 2016
1 Post
April 30 2016 12:31 GMT
#698
Hi all,

Long time TL lurker here. I need help dealing against Zerg who takes a fast third and are able to churn out sufficient units.

http://ggtracker.com/matches/6620373

Is taking an equally fast third the correct response?

I do suck in this game, and hopefully somebody would be able to share any experiences in dealing with this particular build.

Thanks,
Dragonskin
Profile Joined October 2013
United States4 Posts
April 30 2016 13:10 GMT
#699
On April 30 2016 10:22 terran4lyfe wrote:
Show nested quote +
On April 30 2016 08:54 Dragonskin wrote:
Hey guys! Hope I'm not too much of a bother here, but Diamond Terran here who would love some general help. I have a few replays versus the same zerg who woops my butt in three games, any help would be MUCH appreciated!

http://ggtracker.com/matches/6619624
http://ggtracker.com/matches/6619626
http://ggtracker.com/matches/6619625


You should just drop that build, double gas and factory before expand for a mine drop vs zerg just isn't worth it. Go for a normal 1 reaper expand, and you can do everything else you do except you'll have a better economy behind it. You also miss way too many workers and your multitasking is often to your detriment. Either make it an effort to sped up and look at your army and production better or try to do less things at the same time.

5 Barracks is generally the accepted amount of production with factory and starport for 2/3 base high aggression, but scale it up as soon as you find yourself floating 500+ minerals for minutes at a time. If you're going tank and bio ling and baneling, send your marines back and target fire the banelings with the tanks.



First off, thank you for watching the replay (s) and giving me a straight answer. Ok, so widowmine drop isn't good anymore? Taking that as fact, I will do some research on the 1 reaper expand build.

Thanks for the macro tip as well, I will work on it.
"Though I fly through the valley of death, I fear no evil, for I am 20,000 feet and climbing"
Pnissen
Profile Joined September 2011
Denmark110 Posts
April 30 2016 13:17 GMT
#700
On April 30 2016 21:31 xTecM wrote:
Hi all,

Long time TL lurker here. I need help dealing against Zerg who takes a fast third and are able to churn out sufficient units.

http://ggtracker.com/matches/6620373

Is taking an equally fast third the correct response?

I do suck in this game, and hopefully somebody would be able to share any experiences in dealing with this particular build.

Thanks,


In this game the zerg gets an early 3rd but isnt really saturating it much. Your reaper scouts the early roach warren and with your setup I would recommend getting an early siege tank with medivac to defend his push. Alternatively if he doesnt use the roach warren much but goes into drones you can always use the tank medivac combo to harass or deny creep. Behind this its fine on this map to go for an early 3rd or add 4 rax and an ebay for extra production and go into a 2 base marine tank medvac pressure of 2 base.
Mvp - INnoVation - Maru
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