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The LotV Terran Help Me Thread - Page 88

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 86 87 88 89 90 110 Next
Damien
Profile Joined January 2009
Brazil131 Posts
May 13 2018 22:08 GMT
#1741
What is the better composition to face corruptors/ultralisks?
Ryu3600
Profile Joined January 2016
Canada469 Posts
May 14 2018 15:48 GMT
#1742
On May 14 2018 07:08 Damien wrote:
What is the better composition to face corruptors/ultralisks?



Probably something with ghosts id imagine uhh though I guess you'd want like

(Bio)
marine marauder ghost medivac lib and a few ravens

(Mech)
Tank Thor Hellbat Viking Ghost and a few libs/ravens

The ghosts are the big part though its like 2 snipes per corruptor than 3 per ultralisk you just trade effectively by trading energy for units
Maru is the best Terran ever.
Vari
Profile Joined September 2010
United States532 Posts
May 27 2018 02:45 GMT
#1743
On February 11 2018 15:33 Z-BosoN wrote:
Where is the best place to find build orders and replays and all of that? Haven't played in 5 years but I'm having a lot of trouble getting up to speed due to lack of content.

Spawning pool is the only place I could find

honestly I think the best bet is watching GSL games on youtube

but maybe I'm missing some great spot to get replays or build orders... that would be a great thing to find out about but all I've managed to do is rip apart VODs. a bit tedious but at least you can pick and choose your favorite players and styles and go from there.
Stroke Me Lady Fame
Damien
Profile Joined January 2009
Brazil131 Posts
May 27 2018 07:59 GMT
#1744
What's the best composition on TvP lategame, when protoss transitioning to full carriers/storms and a few ground units? I play bio terran.
Damien
Profile Joined January 2009
Brazil131 Posts
May 27 2018 07:59 GMT
#1745
On May 15 2018 00:48 Ryu3600 wrote:
Show nested quote +
On May 14 2018 07:08 Damien wrote:
What is the better composition to face corruptors/ultralisks?



Probably something with ghosts id imagine uhh though I guess you'd want like

(Bio)
marine marauder ghost medivac lib and a few ravens

(Mech)
Tank Thor Hellbat Viking Ghost and a few libs/ravens

The ghosts are the big part though its like 2 snipes per corruptor than 3 per ultralisk you just trade effectively by trading energy for units



Ty man. I started to use ghosts and it becomes too easier. :D
okright
Profile Joined February 2018
47 Posts
May 28 2018 07:48 GMT
#1746
I think Ghosts are too expensive in gas because steady target requires quite a bit of work and there is also waiting time and the sniper cant take damage in that time which is quite an effort to make the hit. Concedirng that the army needs to stimmed, tanks sieged, anti-armor missile launched, widow mines borrowed, cloack must be turned on, units moved arround, medivacs looked after, ghosts also take priority over marines and marauders in tab so in order to stim I need to TAB through the table in to marines marauders... soo many clicks to get the perfect shots at corrupters, etc..
Philipp
Profile Blog Joined February 2014
Germany20 Posts
May 30 2018 13:28 GMT
#1747
How come, almost every build at spawningtool involves mech? Did the meta shift away from bio that hard? Is bio still viable in tvz?
Are you human? -No i'm Zerg o.O
Kojak1
Profile Joined May 2018
1 Post
May 30 2018 14:38 GMT
#1748
On May 27 2018 16:59 Damien wrote:
What's the best composition on TvP lategame, when protoss transitioning to full carriers/storms and a few ground units? I play bio terran.


Yesterday I (susprisingly) won 2 late game TvPs (I'm platinum 2). But none of those games had carriers.

I just engaged super carefully with liberators, a few mines and 3-3 marine medivac marauder AND a few ghosts (maybe 4 at maximum).

It seems to me that engaging late game without libs seems very hard on TvP. I would advise you to follow Pig's channel on youtube. He says that until a certain level, you dont even need ghosts vs ground toss.

About carriers...sorry cant help ya. I just had a TvP loss yesterday where my 2-2 full supply bio army did not make a scratch on a turtle toss 7 carrier fleet = (
Ryu3600
Profile Joined January 2016
Canada469 Posts
May 30 2018 17:15 GMT
#1749
On May 28 2018 16:48 okright wrote:
I think Ghosts are too expensive in gas because steady target requires quite a bit of work and there is also waiting time and the sniper cant take damage in that time which is quite an effort to make the hit. Concedirng that the army needs to stimmed, tanks sieged, anti-armor missile launched, widow mines borrowed, cloack must be turned on, units moved arround, medivacs looked after, ghosts also take priority over marines and marauders in tab so in order to stim I need to TAB through the table in to marines marauders... soo many clicks to get the perfect shots at corrupters, etc..


You only want marine marauder medivac mine with maybe a few libs and some vikings. By the late game you can swap tanks for widows and play semi-aggressive and push to gain ground coverage. you want to push buildings like P.F's and missile turrets up so you can run behind those in the engagement and while yes it is hard to use ghosts they are incredibly cost effective and worthwhile to learn how to use properly. Ravens atm are not a big thing either you can add them but you only want like 1 or 2 of them now. Personally I think bio mine with libghostviking is all you will need. From there just play defensive and send small attacks and use ghosts to pick off units. Since your bio army is most marauders they can buy time for your ghosts to snipe and tank some hits.


On May 30 2018 22:28 Philipp wrote:
How come, almost every build at spawningtool involves mech? Did the meta shift away from bio that hard? Is bio still viable in tvz?


Spawningtool sucks honestly alot of people put builds and add very useless stuff like when to make marines or when to make each and every depot. A lot of the key concepts of a build are missed as well. (Bio is not dead dw) If you want to find a build the best thing to do is find a player you like, watch what they do and copy it.
Maru is the best Terran ever.
scartissue555
Profile Joined December 2017
7 Posts
May 31 2018 06:58 GMT
#1750
How are you guys dealing with turtle protoss carriers? Diamond / Master leagues.

When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost?

I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do.
Ryu3600
Profile Joined January 2016
Canada469 Posts
May 31 2018 12:46 GMT
#1751
On May 31 2018 15:58 scartissue555 wrote:
How are you guys dealing with turtle protoss carriers? Diamond / Master leagues.

When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost?

I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do.


You contain them on 3 bases and go marine ghost medivac mine with a couple of marauders. What I do to beat people masters+ Who do this is I just sit outside their base and throw down nukes 1 at a time. You don't really want to engage by running in to their defense you want to make them throw their interceptors out or the nukes will keep pushing them back. On maps like 16 bit it is super easy as you can nuke the natural main and third all from outside of their base. Anyways you'll want also to be on like 13-14 rax and just keep expanding at most you'll need 5 or more ghosts being produced at a time the rest can be marines. Kiting the interceptors is pretty good too and if you can emp the whole army even if you don't take a crack at the carriers that engagement it forces them to back off and you just want to make them burn $ on interceptors. Eventually, your nukes push them back or they have to engage. Lastly, if you've still got a lot of $ just throw down missile turrets
Maru is the best Terran ever.
SCHWARZENEGGER
Profile Joined July 2016
206 Posts
May 31 2018 18:41 GMT
#1752
On May 31 2018 15:58 scartissue555 wrote:
How are you guys dealing with turtle protoss carriers? Diamond / Master leagues.

When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost?

I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do.


scout it as early as possible, be ahead on base count, don't loose units for free.
Jakamakala1
Profile Joined May 2016
1 Post
June 10 2018 21:55 GMT
#1753
Can someone tell me how to beat SH/BL with mech if they perfectly defend your harass? I'll probably switch to 100% bio because of this. I noticed Ryu3600 was extremely helpful in this thread can you give me advice?
Frudgey
Profile Joined September 2012
Canada3367 Posts
June 11 2018 01:45 GMT
#1754
So when you say Swarm Host/Brood Lord, I'm not sure if you mean those two units exclusively, but I'll note that Blue Flame Hellbats + Thors work very well against Swarm Hosts.

Moreover, I've had success using Thors + Hellbats versus Broodlords, though keep in mind that terrain can sometimes make engagements difficult.

This might sound counter intuitive, but against those two units you really don't want Siege Tanks.

Also anyone feel free to correct me if I'm giving out bad information. This has always been my experience, though one of you may have better advice.
It is better to die for The Emperor than live for yourself.
Charoisaur
Profile Joined August 2014
Germany15981 Posts
June 11 2018 19:52 GMT
#1755
Against SH you need tanks as they're usually accompanied by Hydra Bane and tanks also blast away locusts unless they land very spread out.. Just 2 thors with medivacs and then tanks.
Many of the coolest moments in sc2 happen due to worker harassment
geokilla
Profile Joined May 2011
Canada8244 Posts
Last Edited: 2018-06-21 03:23:56
June 21 2018 03:17 GMT
#1756
Lol I just tried going reactored Cyclones against Protoss and got absolutely destroyed. I don't know how the pros do it...
Poopi
Profile Blog Joined November 2010
France12901 Posts
June 21 2018 09:10 GMT
#1757
I recently played again and wow the TvP meta seems horrible, Protoss camping with disrupters + ground or Phoenix until carriers all game long, you can’t really kill them frontly even when ahead in eco/upgrades/army...

I guess I’ll have to try some kind of front push with tanks / liberators while double dropping their main but it’s hard with the phoenix around.

Or I can camp as well and build a late game comp but is there even a Terran compo right now that beats carriers and stuff now that the Raven has been nerfed?

Really annoying meta.
WriterMaru
Ryu3600
Profile Joined January 2016
Canada469 Posts
June 21 2018 12:21 GMT
#1758
its a bad meta for Tvp but you really have just a few options

3rax +1 Stim timing
mass mine drop into stim +1 +1
1rax proxy into cyclone 3cc
Gas first into siege tanks & Banshee
Gas first cyclone hellion

and 1-1-1 mine drop into 3rax +1 stim

Other varied builds like 2-1-1, CC First or even just quick 3CC builds aren't currently that great right now... and you'll wanna go biomine most games since Chargelots are very good.
Maru is the best Terran ever.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
June 22 2018 17:48 GMT
#1759
On June 21 2018 12:17 geokilla wrote:
Lol I just tried going reactored Cyclones against Protoss and got absolutely destroyed. I don't know how the pros do it...

reactor cyclone was brutally destroying toss on ladder for months so toss are good at defending it now, it's just a meta shift thing. i think the build is still good as a greed punisher. if your cyclones arrive and they already have immo sentry shield battery you can back off and rely on toss being heavily committed to defense, which costs a lot of minerals at a time when toss wants to saturate the natural
TL+ Member
SHODAN
Profile Joined November 2011
United Kingdom1137 Posts
July 02 2018 10:21 GMT
#1760
On May 31 2018 15:58 scartissue555 wrote:
How are you guys dealing with turtle protoss carriers? Diamond / Master leagues.

When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost?

I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do.


don't make vikings. I know, it sounds counter-intuitive, but carriers just destroy vikings. you want a pure ground bio army. mass marine, some marauders, medivacs, fast 2-2 upgrades, and as many ghosts as you can. blanket EMP and stim
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