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The LotV Terran Help Me Thread - Page 84

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MockHamill
Profile Joined March 2010
Sweden1798 Posts
December 25 2017 19:29 GMT
#1661
Against a 1-base ravager rush I always go 1-1-1 with bunker, tank and banshee. This typically works.

Are there any other Terran openers that can hold this rush? Would reactor cyclone be able to hold it?
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
December 25 2017 19:44 GMT
#1662
On December 26 2017 04:29 MockHamill wrote:
Against a 1-base ravager rush I always go 1-1-1 with bunker, tank and banshee. This typically works.

Are there any other Terran openers that can hold this rush? Would reactor cyclone be able to hold it?


I 19 scout so I see it early then open 1-1-1 (all without add-ons) into bunker (with marines and repair), cyclone, medivac. With good control you can kill off the roach / ravager with the medivac / cyclone and your opponent has no potential to transition out since you can immediately put on pressure. I find tank / banshee to be not as effective personally because you can't put on the same level of pressure after holding the attack, so your opponent has the option of transitioning out, but it also requires much better control to hold in this way.
In Somnis Veritas
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2017-12-27 18:53:03
December 27 2017 16:15 GMT
#1663
On December 24 2017 00:02 Poopi wrote:
Is there a solution to TvP?
I can't beat any protoss atm


I've been experimenting (with some success) with biomech compositions, namely my objective is to get on 3-4 bases with 2 starports (1 TL, 1 reactor), 2 factories (2 TL) and as much racks I can afford. And I crank out 2 tanks, 3 libs and bio at all times (I produce libs really quickly, after only 3-4 medivacs). Only very light harrass (1 drop, 1 lib, etc).

Basically my gameplan is to open greedy and play greedy and defensive with tanks until having established 3-4 bases. Then I go attack and try to kill the toss's 4th base. Generally at this point P's are still on ground based army, slowly transitioning into air and ~8 tanks seriously wreck shit up on the ground. Also, without the 4th, their eventual air transition is way less potent. Adding a couple of thors, few vikings with the marines can be enough to close it out.

So basically, I've gone from pure bio (or 4M) with lots of drops and harrass into greedy, defensive biomech with a push aimed at denying a 4th, then leapfrogging forward with tanks and libs to their 3rd/nat/main.

Again, I'm still experimenting, this is not final and I haven't faced many different reactions from the P yet. But basically, if the P plays blind and goes stalker/collo he's dead, if he goes immortal/chargelot/storms it's more dicey. Obviously, with a tank army, if you're caught unsieged you're dead.

Edit: FYI I play in diamond 2, ~4200 MMR, have tried this style out for ~5-10 games (it's a work in progress), won most of them (but not all), mostly on the back of the protoss not scouting/reacting properly.
Poopi
Profile Blog Joined November 2010
France12967 Posts
December 27 2017 21:30 GMT
#1664
I think it's too slow for master+ MMR, if you play that defensive the protoss has the time to go air or something else.
But I'll try it on NA to test it (around 5k mmr) and tell you how it goes.

Right now I do relatively ok with the same composition as you mention (bio medivac tank liberator) but I do it on 2 bases, I attack (while taking a third at that time) with 2 medics / 2 libe and probably 3 tanks, stim/cs/1-0 on the protoss third, around 7mn15 from my base (around 7mn45 / 8mn on the protoss side depending on the map)

I gotta try these builds instead of bashing my head against the new shield battery thing, my good old 4rax marine won't cut it on this patch :D.
WriterMaru
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
Last Edited: 2017-12-29 14:42:01
December 29 2017 14:27 GMT
#1665
On December 28 2017 06:30 Poopi wrote:
I think it's too slow for master+ MMR, if you play that defensive the protoss has the time to go air or something else.
But I'll try it on NA to test it (around 5k mmr) and tell you how it goes.

Right now I do relatively ok with the same composition as you mention (bio medivac tank liberator) but I do it on 2 bases, I attack (while taking a third at that time) with 2 medics / 2 libe and probably 3 tanks, stim/cs/1-0 on the protoss third, around 7mn15 from my base (around 7mn45 / 8mn on the protoss side depending on the map)

I gotta try these builds instead of bashing my head against the new shield battery thing, my good old 4rax marine won't cut it on this patch :D.


I'd be very interested in your results if you try it out. You're probably right about it being too slow, I was thinking about maybe getting more factories and less barracks and cranking out a few helions for harrass. The only thing that keeps me back is that when the protoss scouts a lot of factories, he assumes mech and goes straight to air and there's not much you can do without a healthy marine count (that you don't have if you go for helions). Maybe mines ? I don't know... With my current biomech composition, protoss generally stay on the ground for longer since it's still bio based and I can punish him if he goes into air too early...

Finding an ideal solution isn't easy, but then again that's what I like about starcraft :-)

Also, I'm interested in your 2 base version, would you care to send me a replay or even just build notes (if you have them) please ?
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2017-12-31 10:08:20
December 30 2017 13:37 GMT
#1666
What is the earliest a 1-base proxy DT can hit?
Athelas
Profile Joined March 2013
Poland15 Posts
January 08 2018 10:15 GMT
#1667
I think 4 minutes. But oracle can hit earlier, so vs double gas 1 base protoss i would get ebay earlier.

Guys, for TvP just watch Innovation vs Creator from GSL group A. Innovation was outclassing his opponent, but builds seems really solid (although game 2 2:40 3rd CC scares me a bit).

Biggest thing to take out of his games is constant reactor mine production after factory is free. They build really fast.
You don't play to win. You play to improve.
ArtyK
Profile Joined June 2011
France3144 Posts
January 08 2018 10:33 GMT
#1668
vs one base double gas i wouldn't even try to defend your natural, just lift up when the orbital is done.

If dts he has to come up the main ramp and gg out because theres a wall you can repair :p
If oracle you don't even need an ebay to disrupt your build early because you only need to defend one mineral line and he can't shade in with adepts.
And vs other allins that means you don't outright die because you're greedily trying to protect 2 base in an open area vs the cheesiest of the cheeses. You have the power of lifting your main base, might as well abuse it and retake the natural once the opponent expands himself.

Just make sure to keep tabs on possible ninjas bases.
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
Ryu3600
Profile Joined January 2016
Canada470 Posts
January 08 2018 13:01 GMT
#1669
On January 08 2018 19:15 Athelas wrote:
I think 4 minutes. But oracle can hit earlier, so vs double gas 1 base protoss i would get ebay earlier.

Guys, for TvP just watch Innovation vs Creator from GSL group A. Innovation was outclassing his opponent, but builds seems really solid (although game 2 2:40 3rd CC scares me a bit).

Biggest thing to take out of his games is constant reactor mine production after factory is free. They build really fast.



There is more to it than that INnoVation cut workers at a certain point to afford off of his 5-1-1 production as well as taking scv's off of his gas so his CC could drop down earlier (Its correct time should be 2:20) Its a build Maru did as well but it was vs Zest in the IEM Qualifiers
Maru is the best Terran ever.
Athelas
Profile Joined March 2013
Poland15 Posts
Last Edited: 2018-01-08 13:49:59
January 08 2018 13:44 GMT
#1670
Yes, I figured it out too, game 1 was pretty much 2 base allin, and game 2 he pulled 1 scv off gas after reaper (2 workers make you have 50 gas when reaper is done) and then another one after reactor (leaving 1 in untill cc was down). Polt and many terrans were doing that in HotS, but spending minerals for barracks 2 and 3 instead of cc.

Point is, any opening with reasonable (before or right after rax 4 and 5 I mean) 3rd CC can start pumping mines anyway. Or go for all-in version.
You don't play to win. You play to improve.
AleXusher
Profile Joined September 2014
280 Posts
January 08 2018 14:25 GMT
#1671
How does someone win TvZ mech vs Hive? BL Viper Corruptor is so strong, i see no way beating it. Any help would be really nice.
Master League Terran Gameplay - https://www.youtube.com/user/AleXusher92 // Cheap Highlevel coaching - https://www.gamersensei.com/senseis/alexusher
Ryu3600
Profile Joined January 2016
Canada470 Posts
January 08 2018 15:19 GMT
#1672
On January 08 2018 23:25 AleXusher wrote:
How does someone win TvZ mech vs Hive? BL Viper Corruptor is so strong, i see no way beating it. Any help would be really nice.



Good micro, hellbats thors tanks Vikings. Make sure that when you engage the army your Vikings are pre-split and your hellbats are in the front tanking for the thors. If they have roach hydra and you siege up your tanks make sure you focus fire the roach hydra (Shift attack click through them) so that your tanks do not fire at the hellbats and ultimately the Thors. The thors are going to focus on the broodlords first if they can and the Vikings just need to be split or in a concave. Before going into the fight try to snipe some of the vipers. Fewer Parabombs will make it easier to engage.
Maru is the best Terran ever.
bretfart
Profile Joined July 2012
114 Posts
January 10 2018 20:33 GMT
#1673
Hey Guys,

I've been seeing a lot of cyclones lately in TvT on stream, so I figured thats the way to go. My build is bad, too many minerals floating.

Does anybody have a solid TvT mech build order? Ive used beastyqts mech build, but it kinda sucks against cyclone pushes
Athelas
Profile Joined March 2013
Poland15 Posts
January 10 2018 23:00 GMT
#1674
I open gas first expand (standard build with reaper), then get reactor on factory, get 4 cyclones and then switch into factory w/ tlab making tanks and reactored vikings. That's the baseline, ofc scouting should change things (reacting to banshees and such).

You don't play to win. You play to improve.
Poopi
Profile Blog Joined November 2010
France12967 Posts
January 10 2018 23:51 GMT
#1675
On December 29 2017 23:27 LoneYoShi wrote:
Show nested quote +
On December 28 2017 06:30 Poopi wrote:
I think it's too slow for master+ MMR, if you play that defensive the protoss has the time to go air or something else.
But I'll try it on NA to test it (around 5k mmr) and tell you how it goes.

Right now I do relatively ok with the same composition as you mention (bio medivac tank liberator) but I do it on 2 bases, I attack (while taking a third at that time) with 2 medics / 2 libe and probably 3 tanks, stim/cs/1-0 on the protoss third, around 7mn15 from my base (around 7mn45 / 8mn on the protoss side depending on the map)

I gotta try these builds instead of bashing my head against the new shield battery thing, my good old 4rax marine won't cut it on this patch :D.


I'd be very interested in your results if you try it out. You're probably right about it being too slow, I was thinking about maybe getting more factories and less barracks and cranking out a few helions for harrass. The only thing that keeps me back is that when the protoss scouts a lot of factories, he assumes mech and goes straight to air and there's not much you can do without a healthy marine count (that you don't have if you go for helions). Maybe mines ? I don't know... With my current biomech composition, protoss generally stay on the ground for longer since it's still bio based and I can punish him if he goes into air too early...

Finding an ideal solution isn't easy, but then again that's what I like about starcraft :-)

Also, I'm interested in your 2 base version, would you care to send me a replay or even just build notes (if you have them) please ?

http://drop.sc/replay/6252496 here for the replay
Didn't have time to test your build yet tho
WriterMaru
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2018-01-11 21:00:25
January 11 2018 20:54 GMT
#1676
TvP I just go yolo defensive mech into mass bc and hope for the best. Master Terran @4700-4800 mmr
Psychobabas
Profile Blog Joined March 2006
2531 Posts
Last Edited: 2018-01-12 01:36:40
January 11 2018 21:00 GMT
#1677
On January 09 2018 00:19 Ryu3600 wrote:
Show nested quote +
On January 08 2018 23:25 AleXusher wrote:
How does someone win TvZ mech vs Hive? BL Viper Corruptor is so strong, i see no way beating it. Any help would be really nice.



Good micro, hellbats thors tanks Vikings. Make sure that when you engage the army your Vikings are pre-split and your hellbats are in the front tanking for the thors. If they have roach hydra and you siege up your tanks make sure you focus fire the roach hydra (Shift attack click through them) so that your tanks do not fire at the hellbats and ultimately the Thors. The thors are going to focus on the broodlords first if they can and the Vikings just need to be split or in a concave. Before going into the fight try to snipe some of the vipers. Fewer Parabombs will make it easier to engage.


I disagree with this. The key is to make 4-5 vikings for reasons I will explain. You do NOT make lots of vikings or you WILL get wrecked by vipers.

Go pure thors, make sure you get the +3 armor asap. Make about 10 hellbats and stop there. You dont want any tanks, so sack them. Then go 3 medivacs with widow mine and burrow-speed. So vs corruptor viper broodlord you have:

10-12 hellbats
3 medivacs with 12 mines inside
3-4 vikings
all the rest of the supply is thors
you want ideally 3/3 on mech but the big priority is +3 armor.
2-3 ravens for the heal is nice but you must cast them behid the thors or they instadie to the corruptors

You must engage in as wide open as possible for your thors to fight well. Keep them on the anti-armored antiair attack.

Engage and boost medivacs right on the broodlord. Drop mines, burrow, profit. All thors, shift-targeting the broodlords, hellbats clean the broodlings. The 4-5 vikings are the sacrifice for the medivacs to reach the broodlords. Corruptors fire slowly, so the medivacs get through.

Profit.

I have killed a ridiculous amount of a-move zergs that clump their broodlords like that , because simply they havent seen this before. Thank you TY.
slit
Profile Joined March 2013
Spain212 Posts
Last Edited: 2018-01-12 03:48:45
January 12 2018 03:48 GMT
#1678
On January 12 2018 05:54 Psychobabas wrote:
TvP I just go yolo defensive mech into mass bc and hope for the best. Master Terran @4700-4800 mmr



That's how I was playing back in 2013, and I was a silver player
Desperate times require desperate measures I guess.
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
January 12 2018 14:51 GMT
#1679
On January 11 2018 08:51 Poopi wrote:
Show nested quote +
On December 29 2017 23:27 LoneYoShi wrote:
On December 28 2017 06:30 Poopi wrote:
I think it's too slow for master+ MMR, if you play that defensive the protoss has the time to go air or something else.
But I'll try it on NA to test it (around 5k mmr) and tell you how it goes.

Right now I do relatively ok with the same composition as you mention (bio medivac tank liberator) but I do it on 2 bases, I attack (while taking a third at that time) with 2 medics / 2 libe and probably 3 tanks, stim/cs/1-0 on the protoss third, around 7mn15 from my base (around 7mn45 / 8mn on the protoss side depending on the map)

I gotta try these builds instead of bashing my head against the new shield battery thing, my good old 4rax marine won't cut it on this patch :D.


I'd be very interested in your results if you try it out. You're probably right about it being too slow, I was thinking about maybe getting more factories and less barracks and cranking out a few helions for harrass. The only thing that keeps me back is that when the protoss scouts a lot of factories, he assumes mech and goes straight to air and there's not much you can do without a healthy marine count (that you don't have if you go for helions). Maybe mines ? I don't know... With my current biomech composition, protoss generally stay on the ground for longer since it's still bio based and I can punish him if he goes into air too early...

Finding an ideal solution isn't easy, but then again that's what I like about starcraft :-)

Also, I'm interested in your 2 base version, would you care to send me a replay or even just build notes (if you have them) please ?

http://drop.sc/replay/6252496 here for the replay
Didn't have time to test your build yet tho


Thanks for the replay, but I fear you got the wrong game... It is a TvP, but not a single tank has been built during that game (which you lost).
Poopi
Profile Blog Joined November 2010
France12967 Posts
January 13 2018 11:57 GMT
#1680
On January 12 2018 23:51 LoneYoShi wrote:
Show nested quote +
On January 11 2018 08:51 Poopi wrote:
On December 29 2017 23:27 LoneYoShi wrote:
On December 28 2017 06:30 Poopi wrote:
I think it's too slow for master+ MMR, if you play that defensive the protoss has the time to go air or something else.
But I'll try it on NA to test it (around 5k mmr) and tell you how it goes.

Right now I do relatively ok with the same composition as you mention (bio medivac tank liberator) but I do it on 2 bases, I attack (while taking a third at that time) with 2 medics / 2 libe and probably 3 tanks, stim/cs/1-0 on the protoss third, around 7mn15 from my base (around 7mn45 / 8mn on the protoss side depending on the map)

I gotta try these builds instead of bashing my head against the new shield battery thing, my good old 4rax marine won't cut it on this patch :D.


I'd be very interested in your results if you try it out. You're probably right about it being too slow, I was thinking about maybe getting more factories and less barracks and cranking out a few helions for harrass. The only thing that keeps me back is that when the protoss scouts a lot of factories, he assumes mech and goes straight to air and there's not much you can do without a healthy marine count (that you don't have if you go for helions). Maybe mines ? I don't know... With my current biomech composition, protoss generally stay on the ground for longer since it's still bio based and I can punish him if he goes into air too early...

Finding an ideal solution isn't easy, but then again that's what I like about starcraft :-)

Also, I'm interested in your 2 base version, would you care to send me a replay or even just build notes (if you have them) please ?

http://drop.sc/replay/6252496 here for the replay
Didn't have time to test your build yet tho


Thanks for the replay, but I fear you got the wrong game... It is a TvP, but not a single tank has been built during that game (which you lost).

Yeah sorry got the wrong one, but it's actually perfect http://drop.sc/replay/6274264 this is the right one.
The previous replay is against the same guy on the same map, I tried a mine drop but his early pressure just killed me, so I decided to go for defensive tank into 2base timing push the next time and it worked.

I tried your build on NA and I got beaten badly (tried it only two times yet tho, maybe I'm doing it wrong) against 5k MMR NA protosses. The second one effectively got to air before I could kill him, the first one played a weird style with chargelots and DTs, I might have been able to beat him if I didn't play bad (was the first time trying out your build).

However, it's so costly in gas that it's hard to upgrade the bio so it doesn't help either. I will try it more.
WriterMaru
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