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The LotV Terran Help Me Thread - Page 39

Forum Index > StarCraft 2 Strategy
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MoosyDoosy
Profile Joined November 2014
United States4519 Posts
May 24 2016 11:44 GMT
#761
Hi lads. Sorry to be on the Terran forums as a dia Zerg player but I just wanted your thoughts. What do you all hate most from a Zerg player? Is there a particular timing attack that you all find difficult to defend against? I normally play a Muta Ling Baneling in ZvT but I'm finding it a lot more difficult to play the style in LotV so I'm looking to learn something new.
"Just a second too late rsoultin :D" - My 4k Guardian post
Bojas
Profile Joined December 2010
Netherlands2397 Posts
May 24 2016 12:39 GMT
#762
as an impatient aggressor, ravager infestor like snute does
terran4lyfe
Profile Joined December 2013
United States72 Posts
Last Edited: 2016-05-24 14:26:12
May 24 2016 14:25 GMT
#763
Zergs who only expand and defend their bases and creep all game until they have hive and ultralisks are my nightmare. Zergs who are smart enough to utilize random baneling drops in all my minerals line all game long are extremely annoying. Roach users than get burrow and then spread out 4 roaches in every mineral line and then dodge scans with burrow are really annoying. Also when zerg players do a big queen ling doom drop.
glhf
Frudgey
Profile Joined September 2012
Canada3367 Posts
May 24 2016 17:24 GMT
#764
TvZ is my most comfortable match up, and likely my best match up. I play exclusively mech in that match up so I don't know how relevant my comments will be, be here they are regardless!

My observations:
- As a mech player, ling/muta/baneling doesn't intimidate me at all.
- Others have said this, but if you can do things to distract a Terran you're giving yourself and advantage. So this means roach run bys, baneling drops, ling run bys, some mutalisks for harassment, etc. Whatever compliments your style.
- I have been absolutely destroyed by fast ultralisk play, and the same has happened to some of my friends. As a mech player, ultras aren't as scary compared to bio players, so that's something to consider.
- Vipers are great against mech. Binding cloud and abduct are fantastic tools to dismantle a mech army.
- Using evolution chambers to wall ramps or placing spine crawlers in the mineral line make me a sad player as it becomes much harder to do hellion run bys.

Hope this helps!
It is better to die for The Emperor than live for yourself.
MoosyDoosy
Profile Joined November 2014
United States4519 Posts
May 24 2016 19:32 GMT
#765
Thank you all. Your thoughts were insightful. I'll work on my harass management and rush T3 tech. I guess staying on 2/2 MLB wasn't the answer. : ]
"Just a second too late rsoultin :D" - My 4k Guardian post
ihatevideogames
Profile Joined August 2015
570 Posts
May 25 2016 01:27 GMT
#766
How to lategame TvZ on new patch?

inb4 Don't let them get there :^)
Damien
Profile Joined January 2009
Brazil131 Posts
May 25 2016 04:38 GMT
#767
Whats the best composition on lategame TvT?
Damien
Profile Joined January 2009
Brazil131 Posts
May 25 2016 04:39 GMT
#768
Everytime I try to move to BC/vikings, I lost.
EatingBomber
Profile Joined August 2015
1017 Posts
May 25 2016 05:51 GMT
#769
On May 25 2016 13:39 Damien wrote:
Everytime I try to move to BC/vikings, I lost.

Back in WoL/HotS, the ideal endgame composition would be Battlecruisers/Ravens/Vikings. Now, with the advent of Liberators and how effective they are against clumped aerial targets, it should be mass Ravens/Battlecruisers/Liberators/Vikings( to deal with the enemy Battlecruisers). With the new patch and the lessened effectiveness of Liberators against Armored though, we don't know for sure how good they still are against Vikings. One thing is for sure though; they were and are awful against Battlecruisers, dealing 8 damage prepatch and... 4 damage postpatch, assuming equal upgrades.

The thing is, Marines/Tanks/Medivacs mirrors (the only way to play TvT effectively) are so incredibly volatile due to the threat of both the doom drop and of having half your army blown apart in an instant that transitioning to the 'ideal' lategame fleet requires turtling with the most supreme effectivenes, retaining your Tankivacs with a high survival rate so that you can actually have gas to transition. This means though that your enemy likely has 1. map control 2. likely superior economy through 1, then he can spam many, many Marines and Tanks at you that your transition will likely be weakened, if not outright crushed. So, I recommend just playing the mirror better than your opponent.
KonanTenshi
Profile Joined June 2012
Sweden210 Posts
May 25 2016 06:12 GMT
#770
Tbh, my experience of ideal lategame TvT is medanks. with marine support.
Curious
Charoisaur
Profile Joined August 2014
Germany16041 Posts
Last Edited: 2016-05-25 10:00:25
May 25 2016 10:00 GMT
#771
On May 25 2016 14:51 EatingBomber wrote:
Show nested quote +
On May 25 2016 13:39 Damien wrote:
Everytime I try to move to BC/vikings, I lost.

Back in WoL/HotS, the ideal endgame composition would be Battlecruisers/Ravens/Vikings. Now, with the advent of Liberators and how effective they are against clumped aerial targets, it should be mass Ravens/Battlecruisers/Liberators/Vikings( to deal with the enemy Battlecruisers). With the new patch and the lessened effectiveness of Liberators against Armored though, we don't know for sure how good they still are against Vikings. One thing is for sure though; they were and are awful against Battlecruisers, dealing 8 damage prepatch and... 4 damage postpatch, assuming equal upgrades.


bcs are awful just raven viking is better. ever heard of bc math?
Also liberators are basically useless against high raven numbers, even pre-patch
Many of the coolest moments in sc2 happen due to worker harassment
Adreaver
Profile Joined February 2016
26 Posts
May 25 2016 15:58 GMT
#772
Anyone have a good BO for a 1/1/1 or 1/1/2 cloakshee opener?
AleXusher
Profile Joined September 2014
280 Posts
May 27 2016 07:58 GMT
#773
how do i defend blink allin in lotv now?

i wasnt able to scout it tho.
http://ggtracker.com/matches/6660783
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
2d_Sparrow
Profile Joined January 2014
New Zealand34 Posts
May 27 2016 10:46 GMT
#774
On May 27 2016 16:58 AleXusher wrote:
how do i defend blink allin in lotv now?

i wasnt able to scout it tho.
http://ggtracker.com/matches/6660783


When scouting 1 base I think it's best to have a bunker on the high ground always. You did a good job scouting around the map and realizing it was a blink all-in once you saw the stalkers.

However if you scout only 1 base it's generally better to go for 1-1-1 instead of 2-1-1 getting factory units out as soon as possible is key in defending any 1 base protoss aggression. It's generally a good idea to get out 1 - 2 widow mines to begin with to deal with potential oracles and, if it's blink, force Protoss to either make observers or waste time blinking away from the mine. From there just get a good tank count with a medivac and then just liberators. Once you start to feel safe, get an engineering bay and start sending out the liberators and mine drops to harass mineral lines. Make sure to scan to see if your opponent has a natural base as if he does you need to take yours asap or risk falling behind. This should be relatively easy if you've kept your tanks and marines safe.

The ramp and any cliff leading into your base are the points you should be trying to get damage onto the stalkers before they blink into your main. If you have supply depots at the front make sure to defend them while you can cost efficiently, the bunker on the high ground usually helps with this. Getting supply blocked limits your factory unit production, which is what you need most to survive.

Blink is much easier to hold in LOTV due to liberators and tankivacs which is why the all-in is less common, position and re-position these units effectively and you'll defend it easily.
GM Terran Player - http://www.twitch.tv/2d_sparrow - playing for ROOT
Charoisaur
Profile Joined August 2014
Germany16041 Posts
Last Edited: 2016-05-27 12:53:22
May 27 2016 12:46 GMT
#775
On May 27 2016 19:46 2d_Sparrow wrote:
Show nested quote +
On May 27 2016 16:58 AleXusher wrote:
how do i defend blink allin in lotv now?

i wasnt able to scout it tho.
http://ggtracker.com/matches/6660783


When scouting 1 base I think it's best to have a bunker on the high ground always. You did a good job scouting around the map and realizing it was a blink all-in once you saw the stalkers.

However if you scout only 1 base it's generally better to go for 1-1-1 instead of 2-1-1 getting factory units out as soon as possible is key in defending any 1 base protoss aggression. It's generally a good idea to get out 1 - 2 widow mines to begin with to deal with potential oracles and, if it's blink, force Protoss to either make observers or waste time blinking away from the mine. From there just get a good tank count with a medivac and then just liberators. Once you start to feel safe, get an engineering bay and start sending out the liberators and mine drops to harass mineral lines. Make sure to scan to see if your opponent has a natural base as if he does you need to take yours asap or risk falling behind. This should be relatively easy if you've kept your tanks and marines safe.

The ramp and any cliff leading into your base are the points you should be trying to get damage onto the stalkers before they blink into your main. If you have supply depots at the front make sure to defend them while you can cost efficiently, the bunker on the high ground usually helps with this. Getting supply blocked limits your factory unit production, which is what you need most to survive.

Blink is much easier to hold in LOTV due to liberators and tankivacs which is why the all-in is less common, position and re-position these units effectively and you'll defend it easily.

Agree with this except you need an early ebay and turret for potential DTs. With early turrets you can also directly go to tanks instead of early WMs.
Many of the coolest moments in sc2 happen due to worker harassment
Damien
Profile Joined January 2009
Brazil131 Posts
May 27 2016 22:09 GMT
#776
Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it.
Thank you all for your time and attention.
SHODAN
Profile Joined November 2011
United Kingdom1149 Posts
Last Edited: 2016-05-28 00:53:41
May 28 2016 00:32 GMT
#777
On May 25 2016 10:27 ihatevideogames wrote:
How to lategame TvZ on new patch?

inb4 Don't let them get there :^)


I play mech. my core composition is hellion/cyclone/widow mine with tank defense. in the late-game, on big maps like Dusk Towers, medivacs are an option. tank/thor drops are good at sniping tech buildings and expansions. this works really well when zerg is maxed and is unable to quickly spam lings. zerg late-game armies are slow and don't do well against multi-pronged attacks from a mech player.

cyclone/hellion/widow mine works best when you split your army in 2 and attack from 2 angles. think of it like a scorpion. 2 squads of hellion/cyclone/mine are your claws, while tanks are the tail defending. cyclone/hellion can out-run everything except for lings and mutalisks, which get shredded by this composition anyway. you can kite anything on the ground except for lurkers. if zerg goes broods, you can switch into thor/hellbat/viking. if zerg goes lurker/viper, switch into viking/tank. with cheap units like hellion/cyclone/widow mine you can easily afford 8 factories (3 reactor/5 techlab) on 3/4 bases. that amount of production, along with the ability to deny zerg bases, while expanding aggressively with a mobile mech army, means that you can compete with zerg insta-remax in the lategame.
geokilla
Profile Joined May 2011
Canada8245 Posts
May 28 2016 16:54 GMT
#778
Where do I go for builds? Haven't played in half a year and I'm getting crushed cus I don't know the opening builds. Been trying to learn from Polt's stream right now.
EJK
Profile Blog Joined September 2013
United States1302 Posts
May 28 2016 18:47 GMT
#779
On May 28 2016 07:09 Damien wrote:
Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it.
Thank you all for your time and attention.

ghosts

On May 23 2016 01:04 BLAQMAN wrote:
hey all,

i notice if i
1. select my ghosts
2. right click location to move to
3. shift+snipe on multiple ultras
4. my ghosts would first finish #2 command before sniping

this is the same for medivacs pick ups on tanks.. i would like the ghost to snipe immediately without finishing #2, is there a way to que that cancels my previous commands? thank you!!


don't shift que, just press snipe on a bunch of different units and the ghosts will each lock onto a nearest unit. Sc2 engine makes ghost snipe very easy to get off because it gets rid of having to use shift + snipe. Just need to snipe regularly
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Elentos
Profile Blog Joined February 2015
55566 Posts
May 28 2016 18:59 GMT
#780
On May 29 2016 03:47 EJK wrote:
Show nested quote +
On May 28 2016 07:09 Damien wrote:
Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it.
Thank you all for your time and attention.

ghosts

But Snipe is so easy to cancel ._.

Does anyone else find themselves not making enough marauders? How many techlabs do you people usually have on your barracks in TvP & TvZ?
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