Use your reaper to pick the zealot so it is forced back to the zealot to give you time to build your bunker. Then when you have 4 marines kill the MSC or force it to retreat. You can out heal(repair) a MSC
The HotS Terran Help Me Thread - Page 281
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Dunmer
United Kingdom568 Posts
Use your reaper to pick the zealot so it is forced back to the zealot to give you time to build your bunker. Then when you have 4 marines kill the MSC or force it to retreat. You can out heal(repair) a MSC | ||
KaiserCommander
Mexico290 Posts
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Dunmer
United Kingdom568 Posts
However in a the real world its not often like this as bio harass' you and tries to force bad engagements | ||
Pursuit_
United States1330 Posts
On May 28 2014 08:08 KaiserCommander wrote: Playing TvT, in raw power, what's more powerfull, Bio or Mech play?. Really interesting question, in terms of Maurader Heavy MMM + Tank (or BioTank) vs Hellbat / Tank / Viking I feel like it's pretty even, in even numbers the defending player will typically win. I think that BioTank is better at winning 'that one battle' where they catch their opponent out of position / get that one doom drop / catch the mech player offguard with an air transition. This makes BioTank better at breaking a fortified position or getting a luck engagement and winning the game IMO. BioTank also has better mobility and is better at splitting up their army in 2-3 groups. Hellbat + Tank + Viking is better at winning those slow attrition battles where they move tanks up a few pixels at a time, maintaining air control and choking their opponent out. The army scales better in big numbers (especially where almost all the gas is going into Tanks), but is a lot weaker when spread over multiple fronts. Once a Mech army gets a decent number of Ravens added in for PDD and has secured air control however, I dont think a BioTank army can win a direct engagement. If you just mean pure MMM vs Mech however, I think Mech will almost always win straight up engagements in medium-large numbers and lose in small-medium numbers. | ||
KaiserCommander
Mexico290 Posts
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Bulugulu
Israel250 Posts
As someone noted recently in this thread, the new map pool features more wide open maps with distant 3rd bases as opposed to maps in the previous 2 map pools and even further back (akilon wastes for example). The wide open maps give an advantage to zerg which has been accounted for, but also help in bio vs mech. Personally I've started playing again recently, and in 40ish tvts I haven't encountered a mech player yet for whatever reason. However, I think no one doubts that a sieged up maxed mech army (20+tanks with support) will always beat a bio army unless certain conditions are met (massive flank and/or air control so that you drop units right on the tanks). The hellbats may not be effective at killing the marauders but they function primarily as meat shields while the tanks slaughter everything. | ||
Helikptrfisk
Sweden35 Posts
Any easy way for when to get the gasses depending on 1 or 2 extra raxes? Btw I also want to get another reactor on the factory for mines | ||
TheDwf
France19747 Posts
On May 29 2014 06:27 Bulugulu wrote: The wide open maps give an advantage to zerg which has been accounted for, but also help in bio vs mech. Personally I've started playing again recently, and in 40ish tvts I haven't encountered a mech player yet for whatever reason. Yep, same. On May 29 2014 20:39 Helikptrfisk wrote: In PvT I open 1reap FE, engiebay, +1-2 rax depending on map whereas one gets a techlab. From there I have troubles matching my gas-income for the factory-SP-medivacs. Any easy way for when to get the gasses depending on 1 or 2 extra raxes? Btw I also want to get another reactor on the factory for mines Just get your second and third gas when building your Factory (~6'45), ~9'30 fourth gas. | ||
Helikptrfisk
Sweden35 Posts
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TheDwf
France19747 Posts
On May 29 2014 20:56 Helikptrfisk wrote: No difference if I only go 2 raxes total? Because I need gas for stim and +1 armor soon also. No difference. If you get Concussive and one Marauder before stim, you may get your second and third gas slightly earlier though. | ||
Helikptrfisk
Sweden35 Posts
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Helikptrfisk
Sweden35 Posts
TvT: Bio / Marine-tank TvZ: BioMech / BioMine TvP: Bio going for Ghost Viking | ||
mau5mat
Northern Ireland461 Posts
On May 30 2014 08:53 Helikptrfisk wrote: How many scvs do I want to get in the diffent match-ups? TvT: Bio / Marine-tank TvZ: BioMech / BioMine TvP: Bio going for Ghost Viking Enough for 3 base saturation until you have enough orbitals for MULEs to begin saccing them for a greater army value | ||
Bulugulu
Israel250 Posts
On May 30 2014 08:53 Helikptrfisk wrote: How many scvs do I want to get in the diffent match-ups? TvT: Bio / Marine-tank TvZ: BioMech / BioMine TvP: Bio going for Ghost Viking Depends on the composition and how gas heavy you're going to be early on (adding early factories for tanks and getting all your upgrades asap, or prioritizing bio). If you grab all your gasses asap you're gonna want 66ish to cover 3 base saturation. In TvZ some terrans go 5 gas so that you add your +3 rax (8 total) earlier and have a larger bio force, while delaying 2nd and 3rd factory a little bit and possible delaying 3-3 slightly. Ideally stay between 65-70, until you can afford to throw some away - especially in TvP where you want to start adding orbitals after your 4th base and sacking scvs to increase your army size. | ||
PinheadXXXXXX
United States897 Posts
On May 30 2014 08:53 Helikptrfisk wrote: How many scvs do I want to get in the diffent match-ups? TvT: Bio / Marine-tank TvZ: BioMech / BioMine TvP: Bio going for Ghost Viking I'd say for TvT you should have around 65 or even as low as 60 for marine tank vs marine tank, but you can go up to around 70 for bio vs. mech as you will want to have a somewhat saturated early fourth a lot of the time. TvZ you can go as high as 75 if you constantly trade but if you play Fantasy-style biomech you should stay closer to 65. TvP if you stay more passive with ghost-viking you can have around 65 in the midgame but in the lategame you should have closer to 30 if you have enough orbitals. | ||
TheDwf
France19747 Posts
On May 30 2014 08:53 Helikptrfisk wrote: How many scvs do I want to get in the diffent match-ups? TvT: Bio / Marine-tank TvZ: BioMech / BioMine TvP: Bio going for Ghost Viking 55-60 to 65-70 depending on the openings and how early/late you take third. 60-65 to 70-75 depending on whether you play 3-bases all-in or not. 70-75. | ||
Nightshake
France412 Posts
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TheDwf
France19747 Posts
On May 30 2014 20:34 Nightshake wrote: Is Biomech a lot played on ladder in TvZ ? I hear a lot about this but I don't really know how to play it. What's the good composition ? What's the good build order to go Biomech ? It depends what you call biomech: 1. Bio/Hellbats/Thors; 2. Mech into bio/mech; 3. Marines/(Marauders)/Tanks. ? | ||
yido
United States350 Posts
On May 30 2014 20:34 Nightshake wrote: Is Biomech a lot played on ladder in TvZ ? I hear a lot about this but I don't really know how to play it. What's the good composition ? What's the good build order to go Biomech ? I assume you mean MMM with hellbats and thors. It is popular on ladder these days. Best way I've seen it done is a reaper into reaper hellion into 2 medvac marine hellion reaper push. transition into the mid game with the first mech upgrade with 2-2. the mid game usually looks exactly like a widow mine MMM. After you add the second factory (usually after 5 rax is up but some go as long as start their 3-3 before adding it), start bfh upgrade on the tech on 2nd factory as you add thors as well. This isn't really bio-mech as some like to think. More like bio with few mech units to soak up blings. I think the term bio-mech is really just players/casters missing the bio into mech in BW. | ||
NexT_SC2
United States117 Posts
There are also games where I scout thoroughly but still don't what's coming, ex; http://drop.sc/381761 Appreciate your help and any additional tips, thanks! | ||
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