The HotS Terran Help Me Thread - Page 274
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SC2Toastie
Netherlands5725 Posts
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Jazzman88
Canada2228 Posts
On April 23 2014 03:22 SC2Toastie wrote: I've also seen Maru go for 4 Tech Lab 1 Reactor on the Barracks (and Mines ofc) vs Protoss Templar openings. Does that mean he's going for the kill, or is it preferance? It means he is preparing to never let the Protoss consolidate a third or die trying. With 4 Tech Lab Barracks, the amount of Marauders means Maru can take showers in Storms along with using Mines for area control. However, sinking that much gas into the Marauders plus the Mines means he doesn't get a Viking transition easily because he needs lots of Medivacs to enhance his mobility. Logically following out from that: he cannot allow the Protoss to secure his 5th and 6th gas and add Colossi to his mix, otherwise he gets shelled from range whenever he tries to pressure and the Protoss only has to use Observers and Thermal Lance Colossi to wipe out the Mines at Maru's engagement front line in order to make pitched fights unsustainable. True, he can go into heavy drop mode (in fact, if a Colossi transition is made successfully, this is likely to be the ONLY way he gets to a bio/Viking/Ghost composition safely), but accurate play from the Protoss makes that very difficult if both Storm and Colossi are on the field and he has decent Obs coverage. So, yes, it is preference, but it's a preference for a style that kills 90% of Protoss players before they get their juggernaut of dual AoE running and runs into serious problems if the third is not delayed immensely and/or killed OR the Protoss somehow manages to squeeze out a fully-functional Colossi/Storm deathball without incurring crippling damage. | ||
KingofGods
Canada1218 Posts
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Doc Brawler
United States260 Posts
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Faust852
Luxembourg4004 Posts
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B-rye88
Canada168 Posts
On April 24 2014 02:22 Faust852 wrote: Hey guys, do you have some replay of TvZ mech where the Z goes heavy mutas/SH compo ? A game where the terran can't take more than 4 bases and the Z throwing mutas everywhere because he has 4000 gaz et 1 gazillion mutas? I just can't deal with that it's pretty annoying. Keen v Byul | ||
KingofGods
Canada1218 Posts
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Faust852
Luxembourg4004 Posts
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Mojitor
2 Posts
Build Ravens if well managed they counter SH and mutas (make pdds, use seeker missile only on SH if you can have some juicy shots). They also prevent a BL transition which are a pain to face with thor/tanks | ||
Faust852
Luxembourg4004 Posts
Here's a replay I where I want to push, but it just doesn't works. He makes 200 roachs and reboot me because I can't have enough tank since I build thors to defect mutas. Then I slowly die because I don't have the eco to build anything. | ||
Aquila-
516 Posts
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B-rye88
Canada168 Posts
On April 24 2014 02:33 Faust852 wrote: Yeah but he lost too. Damn that's so hard to win against this style. Yeah, but he lasted a helluva lot longer than I initially thought he would and you might be able to glean some responses. To be honest, T(m)vZ is a fools errand on alterzim / frost IMO. | ||
emppp
Germany9 Posts
This is so frustrating... T.T | ||
Pursuit_
United States1330 Posts
On April 25 2014 01:55 emppp wrote: Hey guys, how do you deal with mech while going bio or bio tank? Nowadays everyone seems to play turtle mech and i just lose every game vs it, i think i tried everything to break the mech player but nothing seems to work, ultimately ending in an air vs air stalemate, wich for me is the worst thing in this game. Is there a way to avoid this? I tried to drop / doom drop, deny expensions but it dosnt seem to work at all. They never move out either, they just sit there slowly expanding while transitioning into air... This is so frustrating... T.T There are a few ways to play bio / biotank vs mech, the one I prefer to use is to just macro up a large bio/tank force + economy only putting on light pressure (basically just enough to ensure you're getting your expansions / economy faster, make sure you're not losing units), and once your opponent tries to go on 4 base start doing multipronged attacks. And I don't really mean drop 2 medivacs of units in one spot and then attack somewhere else with your main army, really split your army up into 2 groups and constantly be poking. If a mech army is spread out enough to defend 4 bases, you can also probably break one of the bases with a maxed out bio / tank force of your own. qxc explains the idea pretty well here. + Show Spoiler + | ||
Nightshake
France412 Posts
Really, really frustrated after this loss. Basically MMM + Tanks vs Hydra/Roach/Viper. The game ends with me having more bases and a higher score but losing the last few fights due to horrible Blinding Clouds. Thankfully I know why I've lost -> I should have spread my tanks more, have more tanks and a few Ravens too. And get more Orbitals and less SCV. But still, doesn't it look scandalous ? I won some fights easily and there was almost a 40 supply difference in the late game, and I couldn't manage to break the Hydra/Roach ball because my tanks couldn't fire for 10 seconds... | ||
t0n!ght
57 Posts
In the last two days I have been encountering this TvT all in a lot. -13 gas rax -second gas and factory -starport with techlab -factory with reactor, rax with reactor, starport with techlab -produce of 1/1/1 non stop -don't expand before 8:30 It hits at around 8:00 with marines 6 helions and a banshee. I can hold it off when I go banshee and wall off my main with depots. However when I do my raven first gas first build I have a hard time to hold. Raven first is my favourite build in tvt but since I pretty much get this build every second time I switched to banshee with a mine again. I'm curious why this build seems so popular. Did I miss some cool game at DH where a pro did it? When you hold it's pretty much autowin they are economically so behind and depend on you not to wall off. | ||
Doc Brawler
United States260 Posts
But yea not too many televised TvTs these days :p. Marine hellions builds are always tough, but with the defenders advantage, you can basically just make slightly less marines and hellions and a raven with a FE and hold off these pushes. Pull a few scvs if needed and of course wall offs help vs hellions. For Example, reaper FE into reactored rax, naked factory for hellions and a raven should be in time for gas first banshee and most marine hellions elevator play. | ||
t0n!ght
57 Posts
On April 30 2014 01:00 Doc Brawler wrote: Why are you going gas-first raven(serious question, not judging)? You can make a raven in time for a gas-first banshee if you go either 13 gas, 15 gas, or reaper expo into raven. But yea not too many televised TvTs these days :p. Marine hellions builds are always tough, but with the defenders advantage, you can basically just make slightly less marines and hellions and a raven with a FE and hold off these pushes. Pull a few scvs if needed and of course wall offs help vs hellions. For Example, reaper FE into reactored rax, naked factory for hellions and a raven should be in time for gas first banshee and most marine hellions elevator play. The raven build I'm doing is the following: -gas first -raven when starport swapped -non stop marine production from naked rax -build reactor after building TL with fac -when raven is done swap fac to TL from starport and rax to reactor It all lines up perfectly to a timing at 9:00 with 3 tanks, 3 vikings, 1 raven and a bunch of marines. And it is very good vs gas first banshee. But gas first banshee is a very good build too. You can do the same timing just about a minute later.. | ||
Dunmer
United Kingdom568 Posts
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uTears
Venezuela19 Posts
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