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The LotV Terran Help Me Thread - Page 43

Forum Index > StarCraft 2 Strategy
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Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2016-06-19 14:17:30
June 19 2016 14:00 GMT
#841
To add, a third timing later than ~3:30 or perhaps 4:00 at an absolute max is a red light
If he mines gas and/or places buildings he doesnt use, you're still fine economically if you commit to defending

edit: you mention the speedlings kill the reaper, I feel like I'm repeating myself constantly but it might be good if you post the replay, because there's no ordinary scenario where speed would be done before the information you need has presented itself.
AleXusher
Profile Joined September 2014
280 Posts
Last Edited: 2016-06-20 10:38:29
June 20 2016 08:50 GMT
#842
i dont know what you mean, i scout 3min 3rd base, it is not there, ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure. At 3:30 speed finishes if it was hatch into gas pool, from that point on, my reaper will die, and i dont see if he takes a 3rd OR a tech building

How can be ling Bling ONLY be so strong? i had no chace? was my macro that bad? the mines werent rly split ok i reacted poorly but still, HOLY...

http://ggtracker.com/matches/6695732

i alos seem to have lots of problems vs roach hydra viper



http://ggtracker.com/matches/6695741

you cant drop you cant deal dmg... at least I CANT... i am so salty now



i also die hard to Roach Ravager Mutalisk, lol, should this even be possible? :D

http://ggtracker.com/matches/6695767
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Bojas
Profile Joined December 2010
Netherlands2397 Posts
June 20 2016 12:44 GMT
#843
i dont know what you mean, i scout 3min 3rd base, it is not there,

This is a clear sign that something is up.
ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure.

You should check gas mined way before that, your reaper should go to the natural to harass drones but don't fully skip out on looking at the gas. As I say in the quote, gas mined + lair timing should tell you enough as the counters for lairless aggression are similar and a lair means 2 base muta (check if he has 4 gasses, if 3 gasses it could be nydus but I haven't seen nydus in ages)
Toudeleski
Profile Joined August 2011
United States66 Posts
June 20 2016 14:26 GMT
#844
Scan the natural after reaper dies. If there are not enough drones he is busting you.
glhf
Damien
Profile Joined January 2009
Brazil131 Posts
June 22 2016 06:26 GMT
#845
How is the best way to pick up tanks with medivacs? I do medivacs, shift on each tank with right mouse button. Do exist a better way to do this?
KOtical
Profile Joined January 2011
Germany451 Posts
Last Edited: 2016-06-22 07:43:09
June 22 2016 07:26 GMT
#846
On June 20 2016 17:50 AleXusher wrote:
i dont know what you mean, i scout 3min 3rd base, it is not there, ok, so i might be able to jump into his base and see, gas mined, thats it, no tech structure. At 3:30 speed finishes if it was hatch into gas pool, from that point on, my reaper will die, and i dont see if he takes a 3rd OR a tech building

How can be ling Bling ONLY be so strong? i had no chace? was my macro that bad? the mines werent rly split ok i reacted poorly but still, HOLY...

http://ggtracker.com/matches/6695732

i alos seem to have lots of problems vs roach hydra viper



http://ggtracker.com/matches/6695741

you cant drop you cant deal dmg... at least I CANT... i am so salty now



i also die hard to Roach Ravager Mutalisk, lol, should this even be possible? :D

http://ggtracker.com/matches/6695767


park a scv near to the 3rd base location and hide it / or take a scan

why dont you open up with a tank? makes u save against ling bling and roach ravenger...

also if u have multiple medivacs try to drop multiple places at once... he cant defend everywhere... and u can easily pick up early game and try to get some drones without any losses other than maybe a few marines
u need to get some information about what ur opponent is going for. in the ling bling game u had 0 siege tanks but u had some liberators instead. liberators arent that good vs ling bling. with siege tanks you could have sniped out the banelings...
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
June 22 2016 07:44 GMT
#847
On June 22 2016 15:26 Damien wrote:
How is the best way to pick up tanks with medivacs? I do medivacs, shift on each tank with right mouse button. Do exist a better way to do this?


You can fly in pick-up range select the tanks and right click them on the medivacs. That way your medivacs don't have to stop.
I think esports is pretty nice.
Damien
Profile Joined January 2009
Brazil131 Posts
June 22 2016 12:22 GMT
#848
On June 22 2016 16:44 Saechiis wrote:
Show nested quote +
On June 22 2016 15:26 Damien wrote:
How is the best way to pick up tanks with medivacs? I do medivacs, shift on each tank with right mouse button. Do exist a better way to do this?


You can fly in pick-up range select the tanks and right click them on the medivacs. That way your medivacs don't have to stop.


I knew this method, but it only works as you said: with medivacs over tanks. If you try to pick up tanks even from a short distance, medivacs start to pull each other and doesn't works.
Toudeleski
Profile Joined August 2011
United States66 Posts
Last Edited: 2016-06-22 15:56:57
June 22 2016 15:24 GMT
#849
Put an alt hotkey for Load on medivacs (I use F) and load+click every tank so full medivacs wont follow each other or go to every tank, and if you queue a rally point after clicking all the tanks, they will head to that way directly after pick up.
glhf
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2016-06-22 20:00:02
June 22 2016 19:52 GMT
#850
On June 23 2016 00:24 Toudeleski wrote:
Put an alt hotkey for Load on medivacs (I use F) and load+click every tank so full medivacs wont follow each other or go to every tank, and if you queue a rally point after clicking all the tanks, they will head to that way directly after pick up.

You mean you rapid fire the load command? This is actually quite interesting.

Edit: just tested it, not sure if it was what you meant but it's a pretty sweet method, without the downsides of other used methods
- moving the medivacs over the tank using shift +right click -> medivacs stack which delays the pickup
- clicking the tanks on the medivac-> doesn't work when the medivac is healing something


Thanks :D


if other people want to do it:


Bind the load command to your rapid fire command in the hotkeys menu, hold the button while holding your mouse over the tanks.
DrDevice
Profile Joined December 2010
Canada132 Posts
June 23 2016 14:14 GMT
#851
I think he was just suggesting to rebind load to F, hold F down and click on tanks. Which is exactly what I do too, it's a good idea. I guess with rapid fire you could save yourself some clicking but I find it plenty easy to just click on the tanks I want to pick up while holding F
AleXusher
Profile Joined September 2014
280 Posts
Last Edited: 2016-06-24 17:17:30
June 24 2016 09:26 GMT
#852
i just faced a very strange ZvT opening i stood no chance, can someone helpt me pls?

http://ggtracker.com/matches/6700411

the guy told me he never lost with this build

i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty
http://ggtracker.com/matches/6700763
after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2016-06-24 23:36:48
June 24 2016 22:48 GMT
#853
On June 24 2016 18:26 AleXusher wrote:
i just faced a very strange ZvT opening i stood no chance, can someone helpt me pls?

http://ggtracker.com/matches/6700411

the guy told me he never lost with this build

i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty
http://ggtracker.com/matches/6700763
after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.


For the TvZ you lost the game due to not being able to reclaim your natural fast enough.

You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.

Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.

The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.

Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.

For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.
EatingBomber
Profile Joined August 2015
1017 Posts
June 25 2016 13:05 GMT
#854
On June 25 2016 07:48 MockHamill wrote:
Show nested quote +
On June 24 2016 18:26 AleXusher wrote:
i just faced a very strange ZvT opening i stood no chance, can someone helpt me pls?

http://ggtracker.com/matches/6700411

the guy told me he never lost with this build

i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty
http://ggtracker.com/matches/6700763
after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.


For the TvZ you lost the game due to not being able to reclaim your natural fast enough.

You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.

Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.

The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.

Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.

For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.

It's not that he was 'not able to' retake his natural; he could have seized it immediately after he chased out the Roaches and established a lowground Bunker, but he inexplicably camped in his main base for a long time while Zerg's economic progression had reached the 3-base stage unhindered...
Elentos
Profile Blog Joined February 2015
55571 Posts
June 25 2016 13:47 GMT
#855
On June 25 2016 22:05 EatingBomber wrote:
Show nested quote +
On June 25 2016 07:48 MockHamill wrote:
On June 24 2016 18:26 AleXusher wrote:
i just faced a very strange ZvT opening i stood no chance, can someone helpt me pls?

http://ggtracker.com/matches/6700411

the guy told me he never lost with this build

i still lose also to cannon rush, i think i did everything right with my reaction, still lost... feel very bad now... and salty
http://ggtracker.com/matches/6700763
after watching the replay i do think, if i would have attacked the one new pylon instead of the canon on the lowground i could have held, right? was canceling the gas a good decission? i also wonder how to react after i defend if P doesnt leave the game, turtle up and get a 2nd base fast.


For the TvZ you lost the game due to not being able to reclaim your natural fast enough.

You could have held your natural if you built a bunker there instead of in your main, without any need to lift the CC back to your main. You could even had added a second bunker to your natural in order be extra safe and then salvaged both bunkers as soon as he took a third. Also the bunker placement in your main was wrong, it should have protected your reactor not been on the other side.

Since Zerg were mining on 3 bases before you mining on 2 the rest of the game is irrelevant.

The key to not losing the game is to not give up your natural until it is absolutely necessary, which it was not in this game.

Also I find that liberator openings are too vulnerable in TvZ to certain builds. I always open 1-1-1 with a cloaked banshee while expanding. Banshees are better both for pressuring Zerg and much better at defence early game, if you had a fast banshee you could have pushed his attack back and then done more damage to his economy. I always do much more damage with 2-3 cloaked banshees attacking then the same number of liberators. This is a stylistic choice though, and no where near as important as not giving up your natural if not absolutely necessary.

For the TvP game I have found that always starting the second supply depot in the wall is a must to prevent him from entering your main. On a 2 player map I never take my gas before my second supply depot is started. This forces him to build the cannons outside your main which buys you enough time to get bunkers up before he can breach your wall.

It's not that he was 'not able to' retake his natural; he could have seized it immediately after he chased out the Roaches and established a lowground Bunker, but he inexplicably camped in his main base for a long time while Zerg's economic progression had reached the 3-base stage unhindered...

I'm actually not sure the natural ever had to be abandoned to begin with, there could have been a bunker on the low ground in time which should be enough if it gets repaired. But at least there was no reason to float it back to the main, the Zerg had nothing to kill a floating CC so it could have stayed at the natural, saves a lot of time.

Also just skip the widow mine, make a tech lab and get a safety tank when you scout something like this.
Every 60 seconds in Africa, a minute passes.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 26 2016 09:27 GMT
#856
Is there a playstyle that works in TvP if you have low APM?

I am not talking pro level, I am talking Diamond level. It should be possible to execute with low APM and give a 50/50 record.

If so please describe or link to a replay or Vod.
Bojas
Profile Joined December 2010
Netherlands2397 Posts
June 26 2016 11:38 GMT
#857
Improving apm is not an option?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
June 26 2016 12:38 GMT
#858
On June 26 2016 20:38 Bojas wrote:
Improving apm is not an option?


Honestly if my APM is 85 after playing every major RTS since Dune II I do not think I will get faster.

I was actually faster 10 years ago then what I am now.
oGoZenob
Profile Joined December 2011
France1503 Posts
June 26 2016 12:44 GMT
#859
How low ? If we're talking 150, i've seen people playing bio withe that little in high masters. Lower than that, you can make mech works. basically make hellions, tanks, mines, libs and turrets and never attack. Once the protoss says "fuck it" and goes for tempest, mass vikings into a-moving his face. If you're meticulous enough in your defense, you can do that at roughly 120 apm in masters. Lower than that, I have no idea ^^
I like starcraft
Bojas
Profile Joined December 2010
Netherlands2397 Posts
June 26 2016 13:33 GMT
#860
Pretty much all reference material has players with at least 200 apm. Unless you have some sort of physical deficiency I think the easiest way to improve would be to play standard with proper hotkeys and focus more on speed.
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