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The LotV Terran Help Me Thread - Page 44

Forum Index > StarCraft 2 Strategy
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AleXusher
Profile Joined September 2014
280 Posts
Last Edited: 2016-06-27 07:45:09
June 27 2016 07:15 GMT
#861
how do i scout dt drop in TvP if my reaper dies? in this rep you can see, i fucked up no clue how to scout it in time with this BO
if i would havve scanned his main, which i should have, i sure would have missed the dankshrine
http://ggtracker.com/matches/6704383
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
June 27 2016 10:36 GMT
#862
What is the proper response to the following attack in TvP?

Protoss builds 2 pylons right outside the wall to your main. He overcharges the pylons and kill your depots.

So you no longer has a wall which means he is free to run around with adepts in your base while you frantically try to prevent your mineral line from being slaughtered.

What is the best response to this strategy?
terran4lyfe
Profile Joined December 2013
United States72 Posts
Last Edited: 2016-06-27 11:36:17
June 27 2016 11:35 GMT
#863
The best preventative method is to put a bunker below your main ramp. Another helpful method is to wall off the top of your ramp with a depot on the left and the barracks on the right side (and later a depot in the center, possibly a bunker if need be). That way you full wall off the ramp and rally the marines either to the bunker or above without lowering a depot.

If you have a full wall off and no bunker and are just caught unaware there's virtually nothing you can do in response to stop it. Remake the depots immediately, rally your units back and don't fight too early before you pool enough marines and other units to be able to fight off how ever many adepts or stalkers are running around. Pull SCVs if it will make the fight shorter and you bleed off less units.

Red flags include the protoss having a cyber core building before their natural nexus spotted from your worker scout. Except for 4 player maps or Invader you can usually scout early enough to see if they want to try something like that (and if you open reaper, you should see the mothership core fly straight to your base), but putting the low ground bunker every game for extra safety is a small cost to be able to cross off that type of aggression from the game.
glhf
Elentos
Profile Blog Joined February 2015
55585 Posts
June 27 2016 11:50 GMT
#864
Also if you have a factory, getting a cyclone allows you to kill the pylons with no risk to your units and more efficiently defend against possible (and often likely) stargate follow-ups.
Every 60 seconds in Africa, a minute passes.
geokilla
Profile Joined May 2011
Canada8252 Posts
June 28 2016 04:17 GMT
#865
I just got proxy 2 Rax Reaper rushed. How do I defend this if I open 1 Rax Reaper no SCV scout into Marine or Reactored Marines? The OP is very vague about it aside from rushing out Factory tech. What do I do with the Factory tech? Hellion? Tech Lab? I died before I got more than 3 Marines :\

Any tips or tricks for how to improve my game play? My skill has been stuck at Diamond ever since I started playing Wings of Liberty when the game first came out. I fugred I'd be Masters by now but nope, still nowhere close.

When playing Marine Tank against Terran or Zerg or Bio against Protoss, should I have 2 Factories before 3rd CC? I've been getting stomped in TvT due to Tankivacs and probably not having enough tanks.

Will the OP ever get updated with more builds and strategies like the Wings of Liberty and Heart of the Swarm thread?
terran4lyfe
Profile Joined December 2013
United States72 Posts
June 28 2016 04:31 GMT
#866
You have to SCV scout (I recommend on 17) in TvT unless you're opening defensively every game with gas first. If their gas and barracks timing looks the same yours, but you don't see a CC when yours goes down it's a 2 rax reaper most likely. Your defensive options vary per map. If it's frozen then you might want to keep pumping reaper, definitely get hellions and stay on the high ground. Put depots (not extra depots but just as you need them) around your perimeter to keep watch. You'll want to kite back and pull SCVs before you lose any units (so if he gets the first shot or a lands a grenade pull back since there's no chance to win a fight and pull scvs).

You get your 2nd Factory once you have 6 gases and usually after you get your armory and/or 2nd ebay.
glhf
oGoZenob
Profile Joined December 2011
France1503 Posts
June 28 2016 17:58 GMT
#867
When units are bumped by reaper mines, are they considered airborne by the game ? Meaning they cant get hit by tanks or marauders
I like starcraft
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2016-06-28 18:11:09
June 28 2016 18:10 GMT
#868
On June 29 2016 02:58 oGoZenob wrote:
When units are bumped by reaper mines, are they considered airborne by the game ? Meaning they cant get hit by tanks or marauders

they're not, it's more of a crowd control thing
1 2 1 2
Profile Joined June 2016
39 Posts
June 28 2016 18:48 GMT
#869
On June 27 2016 19:36 MockHamill wrote:
What is the proper response to the following attack in TvP?

Protoss builds 2 pylons right outside the wall to your main. He overcharges the pylons and kill your depots.

So you no longer has a wall which means he is free to run around with adepts in your base while you frantically try to prevent your mineral line from being slaughtered.

What is the best response to this strategy?

The more details you provide (your exact opening, his exact opening, map, at which exact point his intentions were revealed, etc), the more meaningful an answer we can give you.

Generally speaking, there are ways to deny him from doing that such as building a low ground bunker or killing his Probe(s).
AleXusher
Profile Joined September 2014
280 Posts
June 28 2016 19:09 GMT
#870
i just can't hold this OP canon rush!!!

http://ggtracker.com/matches/6707034 this sh*t makes me so salty... can someone, pls help me? i am searching for practicepartners but i have none that can help me practice vs this with advice and play
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
1 2 1 2
Profile Joined June 2016
39 Posts
June 28 2016 20:46 GMT
#871
On June 29 2016 04:09 AleXusher wrote:
i just can't hold this OP canon rush!!!

http://ggtracker.com/matches/6707034 this sh*t makes me so salty... can someone, pls help me? i am searching for practicepartners but i have none that can help me practice vs this with advice and play

1) You're setting yourself needlessly behind by not worker-pairing - which is a big deal in this scenario; 1-2 sec faster marine helps a lot.

2) You have an SCV chasing a Probe around accomplishing nothing. That SCV could either be mining or attacking one of the Pylons or Cannons. You don't mine any gas and start a 2nd Rax. I disagree with this approach. That Rax is not going to have produced any marines in time for that to help you in any way. If you slow down his cannons like you were doing a fine job of with your first 4 pulled SCVs, by the time you have 2 marines you should be fine. Keep making SCVs and take 2nd gas and make Depots etc.
oGoZenob
Profile Joined December 2011
France1503 Posts
June 29 2016 00:12 GMT
#872
On June 29 2016 03:10 Bojas wrote:
Show nested quote +
On June 29 2016 02:58 oGoZenob wrote:
When units are bumped by reaper mines, are they considered airborne by the game ? Meaning they cant get hit by tanks or marauders

they're not, it's more of a crowd control thing

So a zergling can be shot mid-air by a tank ?
I like starcraft
BretZ
Profile Joined May 2011
United States1510 Posts
Last Edited: 2016-06-29 02:35:19
June 29 2016 02:26 GMT
#873
Can someone help me out on a good TvP macro opener?
Bojas
Profile Joined December 2010
Netherlands2397 Posts
Last Edited: 2016-06-29 10:24:02
June 29 2016 10:23 GMT
#874
On June 29 2016 09:12 oGoZenob wrote:
Show nested quote +
On June 29 2016 03:10 Bojas wrote:
On June 29 2016 02:58 oGoZenob wrote:
When units are bumped by reaper mines, are they considered airborne by the game ? Meaning they cant get hit by tanks or marauders

they're not, it's more of a crowd control thing

So a zergling can be shot mid-air by a tank ?

it has to land first, just tested it for you to be sure
halpimcat
Profile Joined September 2011
215 Posts
Last Edited: 2016-06-30 00:07:55
June 29 2016 21:23 GMT
#875
Haven't played the game in over a year aside from the odd Zerg game once every 6 months, so I have some very basic questions I'd be thankful to have answered.

When muling, do you select the closer mineral patch or further one?

In previous expansions you were always looking to get 3 bases with around 72 workers between them. What's the optimal worker and base count in this game?

Does the liberator siege mode scale with mech upgrades? If yes, it's with air mech, right?

What's the point of cyclones if you decide to include them in your army composition? I.e. What are they really good at?

What are some common openings for Terran in the current meta? I've been doing stuff like liberator openings, mine/marine drops, banshee openings all with various success rates. Any other interesting openings that pros use?

Is it more common in tvz to invest in tanks, liberators, or both? Pros and cons for these choices?
Damien
Profile Joined January 2009
Brazil131 Posts
June 29 2016 21:39 GMT
#876
On June 23 2016 04:52 Bojas wrote:
Show nested quote +
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.



Cool! I didn't knew that. But I tried it on the unit tester arcade. If you use this with ghosts to snipe ultralisks, sometimes more than 3 ghosts will aim them and spend the energy for nothing. I tried on tanks too, but if another kind of unit is around and you pass ur mouse over it, will load rather tanks.

But it is a cool thing. Thanks for the tip.
terran4lyfe
Profile Joined December 2013
United States72 Posts
Last Edited: 2016-06-30 01:03:06
June 30 2016 00:57 GMT
#877
On June 30 2016 06:23 halpimcat wrote:
Haven't played the game in over a year aside from the odd Zerg game once every 6 months, so I have some very basic questions I'd be thankful to have answered.

When muling, do you select the closer mineral patch or further one?

In previous expansions you were always looking to get 3 bases with around 72 workers between them. What's the optimal worker and base count in this game?

Does the liberator siege mode scale with mech upgrades? If yes, it's with air mech, right?

What's the point of cyclones if you decide to include them in your army composition? I.e. What are they really good at?

What are some common openings for Terran in the current meta? I've been doing stuff like liberator openings, mine/marine drops, banshee openings all with various success rates. Any other interesting openings that pros use?

Is it more common in tvz to invest in tanks, liberators, or both? Pros and cons for these choices?


1- Mule a bigger mineral since the mineral patches alternate between big and small (you can tell by size or by clicking on them).

2- For terran it's still 3 base for optimal income, so that's about 66, less if you delay your third until after about 7-8 minute mark. If you do that, you'll already be mining out mineral patches in your main base at least, so actively transferring workers is a big deal to keep up your income.

3-Yes

4- Cyclones are bad at everything except the early game where killing 1-3 units is a big deal (oracle, drop ship,banshee, adept anything) since the lockon let's them kite just about anything. So making 1 or 2 is the absolute maximum you should see in a game.

5-Reaper fast expand openers are common, fast drops with anything you can think of (tanks, marines, mines, hellion) are all fine, liberators can be great, banshee are less common but can still do work. Early cyclone in TvP and TvT can be helpful (or do nothing at all), they don't have place in TvZ.

6-Tanks are pretty good in TvZ until late game, Liberators can harass in the early game, don't do a lot in midgame (but you want them if they go muta, then 4-6 will almost completely negate them), and if you have the unfortunate chance of going to late game, then mass liberator and ghost are the best you have to contest against max upgraded Ultralisks.
glhf
geokilla
Profile Joined May 2011
Canada8252 Posts
June 30 2016 01:51 GMT
#878
How do I defend against Gas first TvT builds? Whoever goes that build in TvT against me means I auto lose. It's always the same scenario. Opponent goes gas first into Marine-Tankivacs-Vikings. Then they camp outside my Natural and fly around till I lose my Marines then GG!
halpimcat
Profile Joined September 2011
215 Posts
June 30 2016 02:21 GMT
#879
On June 30 2016 09:57 terran4lyfe wrote:
Show nested quote +
On June 30 2016 06:23 halpimcat wrote:
Haven't played the game in over a year aside from the odd Zerg game once every 6 months, so I have some very basic questions I'd be thankful to have answered.

When muling, do you select the closer mineral patch or further one?

In previous expansions you were always looking to get 3 bases with around 72 workers between them. What's the optimal worker and base count in this game?

Does the liberator siege mode scale with mech upgrades? If yes, it's with air mech, right?

What's the point of cyclones if you decide to include them in your army composition? I.e. What are they really good at?

What are some common openings for Terran in the current meta? I've been doing stuff like liberator openings, mine/marine drops, banshee openings all with various success rates. Any other interesting openings that pros use?

Is it more common in tvz to invest in tanks, liberators, or both? Pros and cons for these choices?


1- Mule a bigger mineral since the mineral patches alternate between big and small (you can tell by size or by clicking on them).

2- For terran it's still 3 base for optimal income, so that's about 66, less if you delay your third until after about 7-8 minute mark. If you do that, you'll already be mining out mineral patches in your main base at least, so actively transferring workers is a big deal to keep up your income.

3-Yes

4- Cyclones are bad at everything except the early game where killing 1-3 units is a big deal (oracle, drop ship,banshee, adept anything) since the lockon let's them kite just about anything. So making 1 or 2 is the absolute maximum you should see in a game.

5-Reaper fast expand openers are common, fast drops with anything you can think of (tanks, marines, mines, hellion) are all fine, liberators can be great, banshee are less common but can still do work. Early cyclone in TvP and TvT can be helpful (or do nothing at all), they don't have place in TvZ.

6-Tanks are pretty good in TvZ until late game, Liberators can harass in the early game, don't do a lot in midgame (but you want them if they go muta, then 4-6 will almost completely negate them), and if you have the unfortunate chance of going to late game, then mass liberator and ghost are the best you have to contest against max upgraded Ultralisks.

Thanks for the great reply.

For mules, I was specifically referring to the number of trips they take before dying. It was a common (mis?)conception in hots that mules on the close patches would often die carrying its last payload before reaching the cc. Is it the same in lotv?

What's the reason for banshees no longer being as common? Especially in tvt, the banshee opener was the dominant meta in hots. Is it the cyclone that nullifies such openings?
terran4lyfe
Profile Joined December 2013
United States72 Posts
Last Edited: 2016-06-30 02:49:10
June 30 2016 02:48 GMT
#880
On June 30 2016 11:21 halpimcat wrote:
Show nested quote +
On June 30 2016 09:57 terran4lyfe wrote:
On June 30 2016 06:23 halpimcat wrote:
Haven't played the game in over a year aside from the odd Zerg game once every 6 months, so I have some very basic questions I'd be thankful to have answered.

When muling, do you select the closer mineral patch or further one?

In previous expansions you were always looking to get 3 bases with around 72 workers between them. What's the optimal worker and base count in this game?

Does the liberator siege mode scale with mech upgrades? If yes, it's with air mech, right?

What's the point of cyclones if you decide to include them in your army composition? I.e. What are they really good at?

What are some common openings for Terran in the current meta? I've been doing stuff like liberator openings, mine/marine drops, banshee openings all with various success rates. Any other interesting openings that pros use?

Is it more common in tvz to invest in tanks, liberators, or both? Pros and cons for these choices?


1- Mule a bigger mineral since the mineral patches alternate between big and small (you can tell by size or by clicking on them).

2- For terran it's still 3 base for optimal income, so that's about 66, less if you delay your third until after about 7-8 minute mark. If you do that, you'll already be mining out mineral patches in your main base at least, so actively transferring workers is a big deal to keep up your income.

3-Yes

4- Cyclones are bad at everything except the early game where killing 1-3 units is a big deal (oracle, drop ship,banshee, adept anything) since the lockon let's them kite just about anything. So making 1 or 2 is the absolute maximum you should see in a game.

5-Reaper fast expand openers are common, fast drops with anything you can think of (tanks, marines, mines, hellion) are all fine, liberators can be great, banshee are less common but can still do work. Early cyclone in TvP and TvT can be helpful (or do nothing at all), they don't have place in TvZ.

6-Tanks are pretty good in TvZ until late game, Liberators can harass in the early game, don't do a lot in midgame (but you want them if they go muta, then 4-6 will almost completely negate them), and if you have the unfortunate chance of going to late game, then mass liberator and ghost are the best you have to contest against max upgraded Ultralisks.

Thanks for the great reply.

For mules, I was specifically referring to the number of trips they take before dying. It was a common (mis?)conception in hots that mules on the close patches would often die carrying its last payload before reaching the cc. Is it the same in lotv?

What's the reason for banshees no longer being as common? Especially in tvt, the banshee opener was the dominant meta in hots. Is it the cyclone that nullifies such openings?


Oh, I dont know about that. it's still mainly koreans that have the spare apm to pull off mules seconds before they expire.

Overlord speed is hatchery level tech, cheap and frequently used early on after ling speed making scouting extremely easy for Zerg (that and new allins and hatch harassment can hit you before banshees can make a difference. Ling drops or a nydus allin that hits the moment banshees pop with overseers already in place is basically an instant loss), Protoss casts overcharge on any pylon they want and it has insanely high dps, and honestly it's usually just faster and easier to rely on other forms of harassment. Reapers have grenades that adds onto their DPS so multiple barracks reaper rushes are fairly frequent, cyclones' range after lock on makes it extremely hard to banshees to escape.

Banshee aren't bad, but it's more of an investment when everything else like drops or liberators are more immediate, have more options or opportunities to escape or find angles to do damage. Liberators take little micro investment, 1-shot drones and kills queens in 3 shots so it's not uncommon for Zergs to not micro in time to save them. And just speaking defensively banshees are outclassed by being able to pick up sieged tanks in LOTV and liberator DPS.
glhf
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