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The LotV Terran Help Me Thread - Page 55

Forum Index > StarCraft 2 Strategy
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Damien
Profile Joined January 2009
Brazil131 Posts
September 23 2016 13:03 GMT
#1081
Hey guys, how do you load marines on medivac when surrounded? When I try to shift medivacs and fly over the units, sometimes I lost a lot because they don't load. Do exist some special technic to do this?
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-09-23 13:40:00
September 23 2016 13:36 GMT
#1082
On September 23 2016 12:06 Nightmarjoo wrote:
Mech is naturally weak against air power currently, so it's important that even if you aren't using a port with your build you make at least 3 ports (at least 1 reactor) and an extra armory getting ship attack upgrades. If you're completely unprepared when he gets carriers out you'll die. If you have the infrastructure and upgrades in place you can make a sufficient anti-carrier force in time to not die.

If you can't maintain map control as a meching terran, protoss will have the opportunity to make carriers when he otherwise would not since you may not be able to punish the expensive and time-consuming tech switch. If you get in a strong position you can beat him to t4 tech and swap out scvs for extra ocs (mules) and use the supply lead to make battlecruisers. EMP + Yamato will allow you trade effectively with a Carrier army if you can get there. This requires multiple position-controlling PFs + turrets.

Aren't liberators a more cost effective way of dealing with carriers than BC's? If the guy adds tempests you can't even reach the guy to yamato. It's also way easier to get up to a decent lib count with reactors than transitioning to BCs
Just tested 72 supply of carriers vs 72 supply of libs and the interceptors barely have time to deploy and all die to splash

Obviously you'd still want vikings but if the guy only makes carriers, rushing mass libs first is probably better imo

And going bio is still preferred as it will probably kill them before they get enough carriers anyway.


On September 23 2016 22:03 Damien wrote:
Hey guys, how do you load marines on medivac when surrounded? When I try to shift medivacs and fly over the units, sometimes I lost a lot because they don't load. Do exist some special technic to do this?

You just need to fly the medivac over your clump of units so they're all in range to pick up, then box them all/select the control group, and right click on the medivac
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Damien
Profile Joined January 2009
Brazil131 Posts
September 23 2016 13:44 GMT
#1083
Do you right click all the medivacs one after another or do you shift click them?
ArtyK
Profile Joined June 2011
France3144 Posts
September 23 2016 13:51 GMT
#1084
On September 23 2016 22:44 Damien wrote:
Do you right click all the medivacs one after another or do you shift click them?


No don't shift click
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Damien
Profile Joined January 2009
Brazil131 Posts
September 23 2016 13:54 GMT
#1085
Oh! I already know what was wrong. I read it on a tread right now:


Select army
right click 2 medivacs to load them up then shift+s so the army won't follow the medivacs after they're full
select all medivacs and use drop hotkey on the other side of the map to separate the loaded medivacs from the empty ones (I was watching a Terran, probably Demuslim, stream one time and he said to do this)
rebind the main army
rebind the drops and actually tell them where to drop



It was needed to press S after all the shift commands (press S while still holding shift). So you can load all the medivacs without wait to fill in (all medivacs will colect units at the same time).
ArtyK
Profile Joined June 2011
France3144 Posts
September 23 2016 13:59 GMT
#1086
On September 23 2016 22:54 Damien wrote:
Oh! I already know what was wrong. I read it on a tread right now:


Select army
right click 2 medivacs to load them up then shift+s so the army won't follow the medivacs after they're full
select all medivacs and use drop hotkey on the other side of the map to separate the loaded medivacs from the empty ones (I was watching a Terran, probably Demuslim, stream one time and he said to do this)
rebind the main army
rebind the drops and actually tell them where to drop



It was needed to press S after all the shift commands (press S while still holding shift). So you can load all the medivacs without wait to fill in (all medivacs will colect units at the same time).


Still no need to shift+s though
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Damien
Profile Joined January 2009
Brazil131 Posts
September 23 2016 14:01 GMT
#1087
When I won't shift, only one medivac - that one which I'm right clicking - is able to pick up them. : /

ArtyK
Profile Joined June 2011
France3144 Posts
September 23 2016 14:36 GMT
#1088
On September 23 2016 23:01 Damien wrote:
When I won't shift, only one medivac - that one which I'm right clicking - is able to pick up them. : /


Not sure i understand.
If you have your army selected, right click on one medivac, then a second one, then hit S, it accomplishes the same thing you described without shift right?
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
Elentos
Profile Blog Joined February 2015
55586 Posts
September 23 2016 17:25 GMT
#1089
On September 23 2016 23:01 Damien wrote:
When I won't shift, only one medivac - that one which I'm right clicking - is able to pick up them. : /


You have to click all your medivacs quickly without shift. If you shift queue movements, your units will first run to a full medivac to do nothing and then run to the next hoping there's still room. And possibly die on the way there.
Every 60 seconds in Africa, a minute passes.
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
September 23 2016 19:50 GMT
#1090
On September 23 2016 22:36 ArtyK wrote:
Show nested quote +
On September 23 2016 12:06 Nightmarjoo wrote:
Mech is naturally weak against air power currently, so it's important that even if you aren't using a port with your build you make at least 3 ports (at least 1 reactor) and an extra armory getting ship attack upgrades. If you're completely unprepared when he gets carriers out you'll die. If you have the infrastructure and upgrades in place you can make a sufficient anti-carrier force in time to not die.

If you can't maintain map control as a meching terran, protoss will have the opportunity to make carriers when he otherwise would not since you may not be able to punish the expensive and time-consuming tech switch. If you get in a strong position you can beat him to t4 tech and swap out scvs for extra ocs (mules) and use the supply lead to make battlecruisers. EMP + Yamato will allow you trade effectively with a Carrier army if you can get there. This requires multiple position-controlling PFs + turrets.

Aren't liberators a more cost effective way of dealing with carriers than BC's? If the guy adds tempests you can't even reach the guy to yamato. It's also way easier to get up to a decent lib count with reactors than transitioning to BCs
Just tested 72 supply of carriers vs 72 supply of libs and the interceptors barely have time to deploy and all die to splash

Obviously you'd still want vikings but if the guy only makes carriers, rushing mass libs first is probably better imo

And going bio is still preferred as it will probably kill them before they get enough carriers anyway.

Not gonna lie I've literally never fought carriers with liberators before. I dunno if that only works as the carriers are launching interceptors or all the time.

The only reasoned I mentioned bcs is because he was talking about meching. In WoL a style of tvp mech I was familiar with used mech as a means to harass protoss while converting scvs into ocs and making a no man's land of pfs, turrets, and some minimum mech army supply for the purpose of defending until you get a ghost/bc/raven army that beats any protoss army in a straight-up engagement. BCs were good in that scenario because as long as you got EMPs off protoss had no way to overcome your burst damage, and the ghost/bc remained strong vs whatever they remaxed on as well.

So I would never go bcs (at least this patch, fingers crossed for next patch~) with a normal bio composition, but I figured that adding them into an endgame composition still made sense. But obviously liberators are amazing vs protoss' ground army, so if they shut down carriers by erasing interceptors then yeah why not ghost/mech/liberator instead of bothering with bcs (if meching at all)-- much easier and cheaper to accomplish.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
ArtyK
Profile Joined June 2011
France3144 Posts
Last Edited: 2016-09-23 20:07:59
September 23 2016 20:03 GMT
#1091
On September 24 2016 04:50 Nightmarjoo wrote:
Show nested quote +
On September 23 2016 22:36 ArtyK wrote:
On September 23 2016 12:06 Nightmarjoo wrote:
Mech is naturally weak against air power currently, so it's important that even if you aren't using a port with your build you make at least 3 ports (at least 1 reactor) and an extra armory getting ship attack upgrades. If you're completely unprepared when he gets carriers out you'll die. If you have the infrastructure and upgrades in place you can make a sufficient anti-carrier force in time to not die.

If you can't maintain map control as a meching terran, protoss will have the opportunity to make carriers when he otherwise would not since you may not be able to punish the expensive and time-consuming tech switch. If you get in a strong position you can beat him to t4 tech and swap out scvs for extra ocs (mules) and use the supply lead to make battlecruisers. EMP + Yamato will allow you trade effectively with a Carrier army if you can get there. This requires multiple position-controlling PFs + turrets.

Aren't liberators a more cost effective way of dealing with carriers than BC's? If the guy adds tempests you can't even reach the guy to yamato. It's also way easier to get up to a decent lib count with reactors than transitioning to BCs
Just tested 72 supply of carriers vs 72 supply of libs and the interceptors barely have time to deploy and all die to splash

Obviously you'd still want vikings but if the guy only makes carriers, rushing mass libs first is probably better imo

And going bio is still preferred as it will probably kill them before they get enough carriers anyway.

Not gonna lie I've literally never fought carriers with liberators before. I dunno if that only works as the carriers are launching interceptors or all the time.

The only reasoned I mentioned bcs is because he was talking about meching. In WoL a style of tvp mech I was familiar with used mech as a means to harass protoss while converting scvs into ocs and making a no man's land of pfs, turrets, and some minimum mech army supply for the purpose of defending until you get a ghost/bc/raven army that beats any protoss army in a straight-up engagement. BCs were good in that scenario because as long as you got EMPs off protoss had no way to overcome your burst damage, and the ghost/bc remained strong vs whatever they remaxed on as well.

So I would never go bcs (at least this patch, fingers crossed for next patch~) with a normal bio composition, but I figured that adding them into an endgame composition still made sense. But obviously liberators are amazing vs protoss' ground army, so if they shut down carriers by erasing interceptors then yeah why not ghost/mech/liberator instead of bothering with bcs (if meching at all)-- much easier and cheaper to accomplish.


I mean i mentionned liberators specifically because he plays mech, i added that bio was still the go to strat to counter carriers but i think libs are still better than BCs. (not that BCs are better than any other unit in the game anyway)

I play bio too but while reading your post i was like, would libs work? Loaded test map and was super surprised at how much the interceptors got owned
Sup dood ¯\_(ツ)_/¯ KiWiKaKi | SLush | uThermal | PtitDrogo | SortOf | Clem ~ "I told my mom she should vote for me in Nation Wars, she said 'I dunno, I kinda want Finland to win'" – Luolis ~ https://www.youtube.com/watch?v=m_NScWV9h8k#t=1h01m
TL+ Member
DrDevice
Profile Joined December 2010
Canada132 Posts
Last Edited: 2016-09-23 20:22:27
September 23 2016 20:18 GMT
#1092
On September 23 2016 23:36 ArtyK wrote:
you have your army selected, right click on one medivac, then a second one, then hit S

Yup this is the correct advice, what I do and what I think basically everyone does. After that u can control group the medivacs u loaded and/or reassign the control group for your main army depending how you like to use control groups.

One thing that makes it even easier when you are expecting to have to do this during a fight, like when doing the common 2 medivacs stim build in tvz, is to have your marines and medivacs on seperate control groups before the fight starts. This way you don't have to box or click to select units, which can make it a bit faster. For example when I move out with my first 2 medivacs in tvz I put my 16 marines on group 2 and the 2 medivacs on group 3. This makes picking up your marines trivial, no boxing. Just hit 3, move command your medivacs over top of your marines, hit 2 and rightclick the medivacs. This has other micro advantages too, like pulling back medivacs out of queen fire without your marines having to stop shooting or you having to click the medivac(s).
geokilla
Profile Joined May 2011
Canada8252 Posts
September 24 2016 04:36 GMT
#1093
How do I defend against 1 base Adept all in when I'm doing Reaper fast expand? I threw down 2 more Barracks when I didn't see a Natural so I had 3 in total, with one Reactor on one of them. Of course there was also the Mothership Core doing its Pylon Rush at my ramp. I also had a Factory, I tried to get Widow Mines but they got sniped as soon as they were out in the open trying to burrow.
AleXusher
Profile Joined September 2014
280 Posts
September 24 2016 06:05 GMT
#1094
On September 23 2016 20:48 Nightmarjoo wrote:
1. don't let them get all of that
2. ghosts literally beat all of those if used well in conjunction with any or all of the following: proper control, turret count/placement, pf support, mine support, liberator support, marines/hellions/thors/vikings/ravens/whatever else you want to make.

If you're looking for an easy 1a solution you're playing the wrong game. It's tough to control vs all of that just as it's tough for them to control all of that against you. Really the hardest part is figuring out what to prioritize your snipes on, which will be dependent on what you have to support your ghost and in what numbers. Infestors are worthless once you EMP them. Once you remove them you can use Cloak. If you're fighting away from turrets 1. you're wrong 2. snipe overseers first.

If you have liberators let the ultras run through your turret/mine/pf gauntlet chasing your ground army into liberation zones. If you have vikings don't let them die to corruptors (they can't sit over turrets and mines forever). If you have ravens try and seeker their corruptors or broodlords (I'm guessing the former is more effective, depending on your numbers, but they can't fly the latter into your units for friendly fire). If you don't have turrets and/or mines you're wrong. I don't recommend thors right now, but I'm guessing they'll be useful next patch. I don't recommend hellions, but if you have thors you can sit the hellions behind them to kill lings and broodlings (marines are better).

Remember to spread your ghosts and split them up. You want an advanced element to EMP infestors and get free snipes off (especially on overseers). You want a flanking element so that whichever direction they chase you're landing free snipes. Never group all of your ghosts because then any fungals, bane splash, ultra aoe, and mine/tank friendly fire aoe will all cancel your snipes.

Broodlords really aren't that scary, and will be even less scary next patch. Marines (with upgrades) eat them alive. Only ultras and infestors stop the marines from feasting on them. So once you EMP the infestors you just have to find a way to kill the ultras. Honestly with the right static defense, composition, and control, you don't even necessarily need a lot of ghosts (I would have some no matter what for infestors though).

Odds are of all the things I listed what you were most lacking was static defense. Without turrets and/or mines your air power is food for their corruptor clump, which puts the onus entirely on your remaining ground army and snipes to clean up a massive endgame army. Furthermore the turrets physically block the movement and mobility of ultras, which even if air control doesn't matter anymore allows your ground army to more effectively kite and outmaneuver to set up easy snipes.

The tricky part there is knowing when and where to set up static defense. You can use your own replays to find answers for that. Look at your every endgame engagement. First, reevaluate whether or not you engaged zerg or if they engaged you. If it's the former you can probably safely determine you fucked up and made a bad decision to engage the enemy when you weren't prepared. If it's the latter you should question either why you were in that position or why you weren't ready for them. Use the scenarios in your replays to reverse engineer when and where you needed to have built static defense to support your army against the lategame and endgame zerg army. Then use that information to predict when and where you need to make static d in future games.



Ultimately though 100% your real problem happened way earlier in the game, and you can avoid this scenario by cleaning up other shortcomings.


alright then thank you So... on Frost for example, i need to bunker up and basically play it like HotS mech with the turtle style if i don't manage to kill Zerg before Ultralisk and it is an even game? If so, ok, but it would be sad, i tried to micro my heart out, but if i need PF, Turrets etc etc then that automatically means, turtle, in like 95% of all cases, no?
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Damien
Profile Joined January 2009
Brazil131 Posts
September 24 2016 07:26 GMT
#1095
If you're looking for an easy 1a solution you're playing the wrong RACE. XD


User was warned for this post
Nightmarjoo
Profile Blog Joined October 2006
United States3360 Posts
September 24 2016 10:02 GMT
#1096
You can still micro your heart out, but it's going to be tough to engage without that kind of support. So if you can distract zerg with multi-pronged attacks or drops you can get some scvs near his creep near the expo you want to attack to start making turrets. A FP is nice too but you don't have time to finish one of those in such an aggressive location. The turrets are super important because they prevent the corruptors from instagibbing your medics and liberators. Having medics alive allow your bio force to pick up as the zerg army crashes into yours, leaving their ground army over mines and under liberators. That's how you should take most engagements until you have a sufficient ghost count and a good position to use them in.

You aren't necessarily turtling, you're just still taking as efficient engagements as possible. That becomes really hard once they get corruptor/ultra, so you have to play more conservatively until you can negate at least one of the two. You only really need to turtle long enough to get some turrets out (and maybe a centrally located PF). The idea is you kite the zerg army and fall back into your strong position, then attack them again. The easiest time to get snipes off is when they're falling back. So your goal is fighting to obtain a more advanced position to fortify from which to strike at the zerg.

All the while you're still looking to drop them and/or get free creep tumor kills elsewhere. If their corruptors are occupied preventing your liberator force from advancing past your turrets they can't patrol for drops. If the corruptors leave to chase drops you move your liberators up and build turrets under or behind them (if on the edge of creep). Your ground army then advances past your liberators to do whatever damage it can, then it retreats under the liberators and through your turrets. If zerg chases they run into mines and liberation zones, if they run they get sniped, if they do nothing you do damage to units/creep/expos as is possible.
aka Lyra; My favourites: July, Stork, Draco, MistrZZZ, TheStc, LastShadow - www.broodwarmaps.net - for all your mapping needs; check my stream: high masters mech terran: twitch.tv/lyrathegreat
Damien
Profile Joined January 2009
Brazil131 Posts
Last Edited: 2016-09-25 06:07:27
September 25 2016 06:07 GMT
#1097
How do you guys knows exactly when to attack, when to up tech, when to expand etc. I have a natural feeling for that, but do exist a correct theory that teaches how to do this properly?
Lyyna
Profile Joined June 2011
France776 Posts
September 25 2016 09:28 GMT
#1098
On September 24 2016 04:50 Nightmarjoo wrote:

The only reasoned I mentioned bcs is because he was talking about meching. In WoL a style of tvp mech I was familiar with used mech as a means to harass protoss while converting scvs into ocs and making a no man's land of pfs, turrets, and some minimum mech army supply for the purpose of defending until you get a ghost/bc/raven army that beats any protoss army in a straight-up engagement. BCs were good in that scenario because as long as you got EMPs off protoss had no way to overcome your burst damage, and the ghost/bc remained strong vs whatever they remaxed on as well.

That style sounds very familiar to me !



To deal with carriers today, a nice option to remember is mines. They can deal with a huge number of interceptors very fast, are fast to produce, very cheap compared to the alternatives. Some vikings behind them with a couple of thors and you can clean up the carriers fast. They are also decent against every other protoss units.

Other options:
Libs : very random. Sometimes interceptors will clump, sometimes they won't. And they suck against tempests
Thors (mass) : kinda decent before there are too many (10+) carriers, especially if you have an uppgrade advantage. Becomes shit if he has a zeal wall, immortals, or tempests
Pure vikings : lol.
BCs : The 'ideal' option, but today, it is simply too hard to get a decent BC transition that can match his carrier force.

Overall, carriers are easier to deal with that tempests, since you can mass uppgraded turrets and get into a nice position, and wait for him, rather than being sieged from 3 screens away and baited into storms
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
SpecKROELLchen
Profile Joined August 2011
Germany151 Posts
Last Edited: 2016-09-26 18:18:11
September 26 2016 18:14 GMT
#1099
Okay, i play low master and i lose like 100% to ling/banelingallin when i go into early stim double medivac (byun style). The thing is that i do not see when the z does that allin.
I feel like there are over 4 openings leading to this allin. Even a late gas one.
I am short from just starting with 4 helions again.
But do you have any tips for holding it using this particular strat?
Edit:
Okay i watched some of my replays, i guess at like min 3 i have to sacrifice reaper to get the information.
can this be confirmed?
Tee1990
Profile Joined December 2015
20 Posts
September 26 2016 20:05 GMT
#1100
U have to identify if there is a 3rd base at like 330 345, if no something agressive is most likely coming.

I am tier 1 master on eu and i have stop using the 211 build because i feel like it needs flawless execution to be worth it. I am now doing 2 hellion into 2 widow mine drop into 2 more hellions followed by a lib which has been working pretty good
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