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The LotV Terran Help Me Thread - Page 90

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SSMMA
Profile Joined February 2016
15 Posts
August 14 2018 09:42 GMT
#1781
3rd base is never a planétary because you needm the 150 gas for units/upgrades.
MisterL
Profile Joined February 2015
Germany24 Posts
August 14 2018 22:27 GMT
#1782
The Nydus one needs improvement... Get tanks out in good position, sim city, bunker in main base when scouted, basic wall up in natural in case there's a runby alongside it, pull ALOT of SCVs, (entire mineral line, maybe even some from natural as well). It depends on the situation whether you want to target the nydus or the army, but the SCVs should almost always be amoved and the army can be targetfired on the nydus to drain transfuses and stop reinforcements. If you attack nydus with everything, your tanks will splash your scvs to death when you focus nydus.
kugel
Profile Joined June 2011
Germany116 Posts
August 16 2018 19:03 GMT
#1783
Hey fellow terrans
I am Dia 2/1 EU with hoverwing on about 4,1k mmr +/- but my vP is a complette mess.
I dont know what to do.
It feels like toss can play everything they want, have like 2 units and couple batterys with 3 nexus and youll have to be so freaking defensive unless you cheese.
I dont die to DTs but 3Base toss seams unbeatable right now.
Havnt seen stargate opening in a while but just some robo builds kill me with decent chrono timings on charge & + x and some immortals mixed in, not to mention double robo proxy or stuff like that.
if you tech up with quick fac your stim is late, if you have bunch of stim marines with +1 and no medics you are dead too.
i would like to know what is the saves opening right now to transition into bio medics mines without dying to cheeses. and maybe some tips to improve my midgame , i prefer drops but prots easily shuts them down so often
LoneYoShi
Profile Blog Joined June 2014
France1348 Posts
August 17 2018 20:34 GMT
#1784
Hey man,

I play at the same level. Without replays, there's not much we can do unfortunately. I'm not struggling too much against P right ([50% winrate, contrary to my vZ which is abysmal). The way I play is basically play super greedy in the early game in order to hit a strong timing in the midgame, around 2-2 with 4-6 medivacs (on 3 bases though, not an all-in). In order to do that, I open reaper into reactor into 2 or 3 racks, but I stay on 1 gas until I put my 3rd down, so it's quite early (often times earlier than the P's). So basically, early on I focus on 2 things: scouting to not die, and producing SCVs/bio so my following push is strong. If the P manages to hold it, I'm generally not in the best spot. I then try to survive by going full multi-task and drops, my only objective being trying to hold him on his side of the map while I expand and switch to liberators. From then on, I keep on multitasking until I die or I am ahead enough to close it easily with one big attack.

Again, my games are mostly decided either by how I hold off their cheeses, or how they hold off my timing push.

Having a precisely defined gameplan like that helps to find out what to focus on, and in the replay analysis you can also see more easily how/what you should have done differently, could have improved, etc.

My 2cts.

PS: if anyone could give me a good gameplan when playing bio against Z, I'd appreciate it ^^

On August 17 2018 04:03 kugel wrote:
Hey fellow terrans
I am Dia 2/1 EU with hoverwing on about 4,1k mmr +/- but my vP is a complette mess.
I dont know what to do.
It feels like toss can play everything they want, have like 2 units and couple batterys with 3 nexus and youll have to be so freaking defensive unless you cheese.
I dont die to DTs but 3Base toss seams unbeatable right now.
Havnt seen stargate opening in a while but just some robo builds kill me with decent chrono timings on charge & + x and some immortals mixed in, not to mention double robo proxy or stuff like that.
if you tech up with quick fac your stim is late, if you have bunch of stim marines with +1 and no medics you are dead too.
i would like to know what is the saves opening right now to transition into bio medics mines without dying to cheeses. and maybe some tips to improve my midgame , i prefer drops but prots easily shuts them down so often

kugel
Profile Joined June 2011
Germany116 Posts
August 18 2018 12:33 GMT
#1785
[QUOTE]On August 18 2018 05:34 LoneYoShi wrote:
Hey man,

I play at the same level. Without replays, there's not much we can do unfortunately. I'm not struggling too much against P right ([50% winrate, contrary to my vZ which is abysmal). The way I play is basically play super greedy in the early game in order to hit a strong timing in the midgame, around 2-2 with 4-6 medivacs (on 3 bases though, not an all-in). In order to do that, I open reaper into reactor into 2 or 3 racks, but I stay on 1 gas until I put my 3rd down, so it's quite early (often times earlier than the P's). So basically, early on I focus on 2 things: scouting to not die, and producing SCVs/bio so my following push is strong. If the P manages to hold it, I'm generally not in the best spot. I then try to survive by going full multi-task and drops, my only objective being trying to hold him on his side of the map while I expand and switch to liberators. From then on, I keep on multitasking until I die or I am ahead enough to close it easily with one big attack.

I´ll try to practice this greedy opening, thank you.
as DT / Oracle defense i asume u use turets, does 1 gas fit in +1 ? or do you rely on scans ?
is it a 3 rax with a lot of marines or do you add in early marauder ? this worked often very handy after the buff i feel.

Have you experimentet with early libs like 2 medivacs into 4 libs timing push on 3 base ?
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2018-08-18 19:21:50
August 18 2018 19:18 GMT
#1786
On August 18 2018 21:33 kugel wrote:
Show nested quote +
On August 18 2018 05:34 LoneYoShi wrote:
Hey man,

I play at the same level. Without replays, there's not much we can do unfortunately. I'm not struggling too much against P right ([50% winrate, contrary to my vZ which is abysmal). The way I play is basically play super greedy in the early game in order to hit a strong timing in the midgame, around 2-2 with 4-6 medivacs (on 3 bases though, not an all-in). In order to do that, I open reaper into reactor into 2 or 3 racks, but I stay on 1 gas until I put my 3rd down, so it's quite early (often times earlier than the P's). So basically, early on I focus on 2 things: scouting to not die, and producing SCVs/bio so my following push is strong. If the P manages to hold it, I'm generally not in the best spot. I then try to survive by going full multi-task and drops, my only objective being trying to hold him on his side of the map while I expand and switch to liberators. From then on, I keep on multitasking until I die or I am ahead enough to close it easily with one big attack.


I´ll try to practice this greedy opening, thank you.
as DT / Oracle defense i asume u use turets, does 1 gas fit in +1 ? or do you rely on scans ?
is it a 3 rax with a lot of marines or do you add in early marauder ? this worked often very handy after the buff i feel.

Have you experimentet with early libs like 2 medivacs into 4 libs timing push on 3 base ?

On one gas you can go for stim, +1, and combat shields in that order if you don’t build any marauders with a reactor and two tech labs on your barracks, and have them all finish at the same time. With this opening and 3 rax you’re able to build a lot of marines, and you can push the Protoss’s third base and either trade out a lot of your bio units, or just force a cancel or kill the Protoss outright if they’re not prepared for a big bio push.

From there you can add a factory and gasses and start marauder production, or like loneyoshi is suggesting you can add a third. Personally I prefer going for faster medivacs, but you can do either as long as you macro well and don’t die to DTs or something else silly.

To scout for DTs or oracles I use a reaper and maybe a scan to try and scout what their tech is, and if I don’t have any clue then I’ll put a turret at my natural by 4:00 while holding maybe 7 or so marines in my main in case it turns out to be oracles.

I’m only diamond 1, so I’m not 100% sure on the correct timing of the turret. I copied this build from PiG, who got it from Clem.
This is my signature. There are many like it, but this one is mine.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
August 31 2018 19:14 GMT
#1787
I was defeated a couple times in a row by a one base ravaged all in. I scouted the Zerg on one base and two gassed both times, but couldn’t hold the subsequent push. First I made a reactor on my barracks, but that died quickly to ravages, while building cyclones out of my factory. The second game I tried concussive marauders with cyclones, which didn’t go well either (I forgot ravages aren’t armored...).

What’s the preparation to defend against this kind of play? I’m mostly curious about bunker placement and what I should be using my production for.
This is my signature. There are many like it, but this one is mine.
Poopi
Profile Blog Joined November 2010
France12911 Posts
August 31 2018 19:37 GMT
#1788
Cyclones are your best bet if you micro them along with such repairing.
It’s mostly about micro to be honest, maybe with a replay I could be more specific?

One « advice » would be to build additional supply depots in a safe spot in order not to be supply blocked, because you might have to sacrifice depots at your ramp.
Bunkers are good as well but you have to micro your scv for repair / not get hit by biles
WriterMaru
ArtyK
Profile Joined June 2011
France3143 Posts
August 31 2018 21:05 GMT
#1789
I personally don't use the common way of defending it with cyclones but it works pretty well unless I'm in throw mode.

Scv scouts it :
- DO NOT cancel your 2nd CC, you have time to finish it and lift it in your main to build an orbital
- lift your rax to put it further back and build marines without reactor
- replace the rax at the top of main ramp with a bunker which you rally marines into
- don't build your extra depots in the wall

This means they won't get anything of value for free with biles from the low ground and you can easily surround your bunker with 5 scvs. Then it's all about dodging biles and repairing. This isn't a full wall, but if they try to get past it early they will lose eveyrthing to an scv surround.

- factory asap with tech lab for tanks
- extra rax/starport when money

Place your tanks faaaaaaar, so that they can shoot anything going up the ramp, but without being in range of biles from the low ground. If they try to get past your bunker at this point, the scvs used to repair the bunker can block the ramp so they get stuck in bunker+tank fire.
You'll be saturated on one base pretty quickly so use the 2nd orbital for scans to know when they transition.

It might be a bit less safe than cyclones but I didn't have any issue that way, even with a single bunker, and it gives me marine tank medivac right away. It's a bit harder to finish the game when they retreat if you built a bunch of cyclones imo.
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
Fencar
Profile Blog Joined August 2011
United States2694 Posts
September 01 2018 18:25 GMT
#1790
Here’s one replay of me badly attempting to defend: https://sc2replaystats.com/replay/8294901

Thanks ArtyK for the advice! I’ll try that method of defense next time I face this strategy.
This is my signature. There are many like it, but this one is mine.
Damien
Profile Joined January 2009
Brazil131 Posts
Last Edited: 2018-09-12 17:08:25
September 12 2018 15:46 GMT
#1791
What do you do when zerg open pool first?
Ryu3600
Profile Joined January 2016
Canada469 Posts
September 12 2018 20:06 GMT
#1792
On September 13 2018 00:46 Damien wrote:
What do you do when zerg open pool first?


Keep your reaper at home until you've got some hellions
Maru is the best Terran ever.
bretfart
Profile Joined July 2012
114 Posts
September 14 2018 08:51 GMT
#1793
What is the perfect response to stop roach/ravager allin (1 base) in TvZ? (I always SCV scout after Rax finishes so I see it comming early)
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-09-14 10:36:47
September 14 2018 10:35 GMT
#1794
On September 14 2018 17:51 bretfart wrote:
What is the perfect response to stop roach/ravager allin (1 base) in TvZ? (I always SCV scout after Rax finishes so I see it comming early)


1-1-1 with a bunker on low ground, a bunker on high ground, fast tank and fast cloak banshee. It is possible that you can skip the low ground bunker but I always use it to buy me a few extra seconds.

Using this I think my winrate against this opening is 90+%.
Ej_
Profile Blog Joined January 2013
47656 Posts
September 14 2018 10:44 GMT
#1795
On September 14 2018 17:51 bretfart wrote:
What is the perfect response to stop roach/ravager allin (1 base) in TvZ? (I always SCV scout after Rax finishes so I see it comming early)

The answer is literally 4 posts above yours:
On September 01 2018 06:05 ArtyK wrote:
I personally don't use the common way of defending it with cyclones but it works pretty well unless I'm in throw mode.

Scv scouts it :
- DO NOT cancel your 2nd CC, you have time to finish it and lift it in your main to build an orbital
- lift your rax to put it further back and build marines without reactor
- replace the rax at the top of main ramp with a bunker which you rally marines into
- don't build your extra depots in the wall

This means they won't get anything of value for free with biles from the low ground and you can easily surround your bunker with 5 scvs. Then it's all about dodging biles and repairing. This isn't a full wall, but if they try to get past it early they will lose eveyrthing to an scv surround.

- factory asap with tech lab for tanks
- extra rax/starport when money

Place your tanks faaaaaaar, so that they can shoot anything going up the ramp, but without being in range of biles from the low ground. If they try to get past your bunker at this point, the scvs used to repair the bunker can block the ramp so they get stuck in bunker+tank fire.
You'll be saturated on one base pretty quickly so use the 2nd orbital for scans to know when they transition.

It might be a bit less safe than cyclones but I didn't have any issue that way, even with a single bunker, and it gives me marine tank medivac right away. It's a bit harder to finish the game when they retreat if you built a bunch of cyclones imo.

"Technically the dictionary has zero authority on the meaning or words" - Rodya
bretfart
Profile Joined July 2012
114 Posts
September 14 2018 12:49 GMT
#1796
On September 14 2018 19:44 Ej_ wrote:
Show nested quote +
On September 14 2018 17:51 bretfart wrote:
What is the perfect response to stop roach/ravager allin (1 base) in TvZ? (I always SCV scout after Rax finishes so I see it comming early)

The answer is literally 4 posts above yours:
Show nested quote +
On September 01 2018 06:05 ArtyK wrote:
I personally don't use the common way of defending it with cyclones but it works pretty well unless I'm in throw mode.

Scv scouts it :
- DO NOT cancel your 2nd CC, you have time to finish it and lift it in your main to build an orbital
- lift your rax to put it further back and build marines without reactor
- replace the rax at the top of main ramp with a bunker which you rally marines into
- don't build your extra depots in the wall

This means they won't get anything of value for free with biles from the low ground and you can easily surround your bunker with 5 scvs. Then it's all about dodging biles and repairing. This isn't a full wall, but if they try to get past it early they will lose eveyrthing to an scv surround.

- factory asap with tech lab for tanks
- extra rax/starport when money

Place your tanks faaaaaaar, so that they can shoot anything going up the ramp, but without being in range of biles from the low ground. If they try to get past your bunker at this point, the scvs used to repair the bunker can block the ramp so they get stuck in bunker+tank fire.
You'll be saturated on one base pretty quickly so use the 2nd orbital for scans to know when they transition.

It might be a bit less safe than cyclones but I didn't have any issue that way, even with a single bunker, and it gives me marine tank medivac right away. It's a bit harder to finish the game when they retreat if you built a bunch of cyclones imo.



yeah sorry, that was kinda dumb Thx
Fencar
Profile Blog Joined August 2011
United States2694 Posts
September 16 2018 08:13 GMT
#1797
I'm having problems against proxy sg tempest w/ shield battery cheese. Anyone have any idea how to scout and counter it? I open 1-1-1 or 3rax into combat shield/stim/+1 timing.
This is my signature. There are many like it, but this one is mine.
MockHamill
Profile Joined March 2010
Sweden1798 Posts
Last Edited: 2018-09-16 13:23:50
September 16 2018 13:18 GMT
#1798
On September 16 2018 17:13 Fencar wrote:
I'm having problems against proxy sg tempest w/ shield battery cheese. Anyone have any idea how to scout and counter it? I open 1-1-1 or 3rax into combat shield/stim/+1 timing.


Sometimes you scout the proxy with your reaper or a scouting SCV. The it is the a judgement call if you can kill the proxy in time or not.

If not you need reactor vikings. Make sure you keep your vikings alive until you have enough viking to kill of the tempest 1 by 1. When you have killed the proxy counter attack. Or you can go for a drop when you have enough units to defend but still not enough to defeat his army.
Charoisaur
Profile Joined August 2014
Germany16062 Posts
Last Edited: 2018-09-16 19:37:45
September 16 2018 19:33 GMT
#1799
On September 16 2018 17:13 Fencar wrote:
I'm having problems against proxy sg tempest w/ shield battery cheese. Anyone have any idea how to scout and counter it? I open 1-1-1 or 3rax into combat shield/stim/+1 timing.

Bunker at the ramp and keep it alive as long as possible.
I like to make 1-2 cyclones first for safety and then switch into reactored vikings - keep them alive as long as possible until you can out-dps the shieldbattery-heal.
Once you're safe make a medivac for the counterattack or ferry your scvs out to continue mining from another expansion once your main mines out.
Haven't lost to this build yet with this response.

and yeah, 3 rax is pretty much auto-loss vs that build.
Many of the coolest moments in sc2 happen due to worker harassment
Pinkshinyultrablast
Profile Joined September 2018
3 Posts
September 18 2018 10:39 GMT
#1800
How do you win TvZ? I can't for the life of me win a standard marine tank medivac TvZ match current patch. I have much more succes with mech, but mech is not a style I want to play just yet. In this game I tried to play relatively defensive, get my macro up and do a 2-2 push, I've tried playing more agressive but to no avail either. I know my macro wasn't flawless and I wasn't maxed when I pushed, I still felt like I had macro'd fairly decently. When I pushed though I just got utterly crushed. This guy was fairly decent, but the same happens against pretty much every zerg. Sorry for the rage at the end, It's literally the matchup that is preventing me from reaching masters, and it used to be my best matchup by far a couple of years ago. I've tried watching Maru and Innovation, Maru seems to literally have 3 drops/forms of harassment going at once while building up his army. Innovation is similar but a bit less aggro. Maru seems to struggle less in the matchup but micro'ing 3 drops at a time while getting my macro up is nigh on impossible for me.

https://sc2replaystats.com/replay/8440724
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