Edit: pimpest play - abduct bc fleet, neural parasite bcs and yamato all the ravens. Omg. I must see this.
The HotS Terran Help Me Thread - Page 297
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions. | ||
Genome852
United States979 Posts
Edit: pimpest play - abduct bc fleet, neural parasite bcs and yamato all the ravens. Omg. I must see this. | ||
Exarl25
1887 Posts
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Genome852
United States979 Posts
On July 26 2014 02:35 Exarl25 wrote: How should you deal with Thor heavy armies in mech v mech TvT? I had air control and was going to go into BCs and Ravens but I wasn't sure if that was a good thing to do against so many Thors (10-15). Ended up with so many useless Vikings while making Thors of my own but couldn't take cost effective trades on the ground and ran out of money before him. Ravens drop pdd which blocks javelin missiles, then bcs go to town with autoattack and yamato. High impact can bypass pdd but it does very low dps and is single target. The only way I can see you losing that is if you overbuilt vikings. If you started bio tank instead of mech you can also go back into bio with marauder heavy composition which absolutely destroys thors. At that stage of the game with huge resource banks you should have tons of production buildings so you can make fast changes to your unit composition and fast remaxing. | ||
Barracuda8
Bosnia-Herzegovina27 Posts
On July 25 2014 09:09 Barracuda8 wrote: Hello, can someone help me to improve, please?. I couldn't get into drop sc, so i uploadwed the game to mediafire. http://www.mediafire.com/download/2diwopp46aa5jh3/I suck.SC2Replay I need to improve a lot. I'm the terran 1, obviously. Thanks in advance. Anyone . Please? | ||
t0ssboy
Bulgaria679 Posts
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TheDwf
France19747 Posts
On July 27 2014 16:06 t0ssboy wrote: What is the optimal timing for a third CC in all of the matches?(Diamond terran here,only god knows how i got ot diamond) Between 9 and 10 minutes if you 3 rax third (between 10 and 12 if 5 rax pressure). Between 5 and 6 minutes in TvZ for Hellions triple OC builds, a bit later if you Starport first. Completely variable for TvT. | ||
DroptimusPrime
United States2 Posts
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KonanTenshi
Sweden210 Posts
On July 27 2014 22:03 DroptimusPrime wrote: As a Diamond Terran what are some of the things I should be looking for when I scout ? What do certain things mean? Thx for help Maybe give more info? What kind of scouting are you looking for? these are all sent out with 13 scv or a reaper expand. Well some general. TvP double gas with 3 workers in each? Scout for SP, blink or DTs. 2 pylons when they normaly have 3? Scout map for proxy. double gas with 2 workers in each? MSC stalker expand. What do he chrono? Gateway? zealot stalker poke. Chrono WG - Be vary of random 3-4 gate pressure, chrono nexus, probes. these are my current things to see in TvP when I play. TvZ. Timing on pool/hatch/gas? Keep mining gas after 100 or take them away? when going for lair, 3 or 4 gases? if 3 expect roach pressure if 4 expect mutas. WHEN is lair? When is third coming up. Drone count at third? Fewer than a macro game zerg? It's an all in of some sort. My current notes for TvZ TvT. I don't really scout. I just check spawning location and keep my hellion active to see any 1/1/1 pressure coming. But in general I'm looking for, gas timing, barrack? CC first? when I got a general clue of what he got I just keep on doing my own thing not really caring about him. Sorry bout my lack of TvT. I've thought about going blind anti banshee build since in diamond for me it's 90% banshee openings into some funky tank push you can hold with scv pull. | ||
Incognoto
France10234 Posts
I feel that opening with reapers in TvT is almost mandatory, since it allows a good scout in the other T's main almost every time (though not losing the reaper is another story). You have to scv scout for marauder proxies though, I think. Banshees are fairly easy to stop if you see 'em coming, I feel. So what are the tools that Terrans have in the early game to get ahead? Drops? Hellions? Reapers? Banshees? Marine / Tank pushes? Greedy & defensive play? What is the the go-to "move" that allows one Terran to get ahead of another Terran? I have some ideas TvZ and TvP in this area, but in TvT I'm still unsure. | ||
Mnijykmirl
United States299 Posts
Reaper open -> Expand -> scout and counter, counter and harass->choose your unit comp out of the triangle->outplay through micro and macro and position-> gain an army advantage -> destroy production facilities to win. The HotS reaper and removal of siege mode research makes TvT much much better than it used to be in WoL days. A well executed reaper expand has the scouting necessary to provide the proper response to deflect any one-base gimmick while holding a natural. Thus there is no "go-to" move other than successfully deflecting aggression while stabbing their blind spot while expanding faster than the opponent. The whole network of what aggression you can hold most effectively with what units while simultaneously stabbing them back is quite a spiderweb and isn't easily described. For example, if they attempt a hellion runby and you've shacked up just in time with a siege tank and bunker position and have the response to pull and split SCVs, you might have the time to squeeze in a few units into a medivac and drop their mineral line. Alternatively, they saw you put a reactor on your factory and didn't see additional barracks, they might think you're attempting to do something with mines or hellions and go to block with a bunker and siege tank placement for the nat, then get hit with a double medivac bio drop in the main and eat it trying to back up their ramp with siege tanks out of position. All I can suggest is, by default, reaper open to scout, counter, and expand. Maximize your scouting. If you get them into a position where they end up blind to your tech and you aren't blind to theirs, stab them at their weak point. | ||
Tzuborg
Norway171 Posts
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Xinzoe
Korea (South)2373 Posts
On July 28 2014 22:29 Tzuborg wrote: I think the time has come for me to finally try some WM drops. What's the opening build for that? taeja used this build at dreamhack almost everygame sometimes using hellions instead of widow mines. http://imbabuilds.com/hots-terran/hots-tvp/tvp-15-gas-fe-into-widow-mine-drop/ make sure u know an oracle is coming or not to decide if u want to keep one mine at home. | ||
kamimaiku
22 Posts
I have about 4-6 marauders, couple medivacs and 4-6 mines (and saved reapers/hellions). I'm doing ton of bunkers, but roaches oneshot them and once again my army is too small. So, I'm thinking about making 1-2 tanks instead of mines in this case, but if there is any possibility to defend with marauders please explain how to do that. | ||
Gwavajuice
France1810 Posts
On July 29 2014 04:57 kamimaiku wrote: I'm 100% sure this question was already raised, but can't find detailed explanation. How to deal with roach push while doing standard 3CC -> 4M (CC is on 8:00-8:20)? Even if I scout it, my army is too small when roaches come. I have about 4-6 marauders, couple medivacs and 4-6 mines (and saved reapers/hellions). I'm doing ton of bunkers, but roaches oneshot them and once again my army is too small. So, I'm thinking about making 1-2 tanks instead of mines in this case, but if there is any possibility to defend with marauders please explain how to do that. 4-6 marauders and 4-6 mines is not bad, and if you have bunkers you should be ok if you repair them. How many roaches do your opponenents have and at what time do they hit? are there baneling with them? Problem with tanks is if you don't have a tech lab available, the tech lab building time + the tank build time is often too long to be efficient. So it's generally better to keep on producing mines out of a reactored facto than getting tanks. On the other hand, if you opened banshee tanks are cool, in this case you have enough time to switch and get at least one tank before the roaches hit you. but again 4-6 marauders and 4-6 mines + bunkers should be enough if you placement and repair is good. Also remember that it costs a lot for a zerg to make and early roach push, if you manage to stay alive, your 3 CC and superior tech should allow you to win the game afterward... If that doesn't help, post a replay so we can be more specific about timing and building placement... | ||
kamimaiku
22 Posts
Problem with tanks is if you don't have a tech lab available, the tech lab building time + the tank build time is often too long to be efficient. Yes, I think the same way, that's why i'm trying to stick with mines. Ok, if my army is not bad, than it's clearly repair timing and mines/building placement. I'll try to make relevant replay, but if anyone have some common tips, I would greatly appreciate them. Currently, I even lose to roach push from elite AI which hits aroung 11:00 (I assume its kinda late - correct me if I'm wrong) with something like 20 roaches without banes. And roach timing on ladder was around 10:00 with similar amount of roaches. If you don't mind replays with AI (it will take too long to find opponent with roach push on ladder ), I'll record it tonight. | ||
Socup
190 Posts
On July 24 2014 16:35 Thezzy wrote: Throw down one PDD so you can get to an area with ground safely and throw down a turret. Land your buildings next to it, producing anything out of them if possible. In such situations though, Mutalisks are amazing because they can regenerate. At full health they'll survive a Seeker Missile as well so a properly controlled Muta should be able to avoid/regen anything the Ravens can throw at it. Being able to micro that single flying unit out the army, HSMs are really most useful either for causing threat to an attacking forces onto ground units units to make them back up if they cant micro their unit out of their army, thus giving you time to set up defenses like tanks, or for sniping bane bunches when your opponent is looking somewhere else, or for pushes into a defensive army, for similar reasons as an attacking army. On July 29 2014 15:17 kamimaiku wrote: Yes, I think the same way, that's why i'm trying to stick with mines. Ok, if my army is not bad, than it's clearly repair timing and mines/building placement. I'll try to make relevant replay, but if anyone have some common tips, I would greatly appreciate them. Currently, I even lose to roach push from elite AI which hits aroung 11:00 (I assume its kinda late - correct me if I'm wrong) with something like 20 roaches without banes. And roach timing on ladder was around 10:00 with similar amount of roaches. If you don't mind replays with AI (it will take too long to find opponent with roach push on ladder ), I'll record it tonight. If you have the resources, try using 1 tank with 4-5 mines ratio. this group can leapfrog onto creep pretty much without fear, as a tank wipes out single bait units, forcing a larger scale engagement. Mutas can't snipe down 4-5 mines before they go off, and ling/bling will get torn up, and it only will cost a tank and 4-5 mines to wipe out a significant portion of a midgame zerg army based off ling bling muta, if he decides to go for it. If you want to be really devious, bury the mines in a tight clump, then set your tank over them all so that mutas can't target them down. For random mine fields in strategically significant areas outside of bases, as in attacking, I find 4-5 works best because its guaranteed to either kill off a good chunk of army if they arent watching their army, but it also represents such a significant threat that they'd have to check your mine strength in numbers with detect, grab that many units to sacrifice, and send them there, which is eating up their apm. You can also exploit these attempts to bait mines with the target fire timer reset click trick if you see him trying to kill your mines. grab 3 of them and spam click enemy units that try to bait, so only 1-2 fire, forcing him to use more. | ||
kamimaiku
22 Posts
It seems I miss something, but I don't understand how your tactics helps against timing roach push. I can't leave my base yet, because production is not running fully and I have to defend natural. | ||
Bulugulu
Israel250 Posts
On July 29 2014 18:18 kamimaiku wrote: @Socup It seems I miss something, but I don't understand how your tactics helps against timing roach push. I can't leave my base yet, because production is not running fully and I have to defend natural. A few things - 1) Yes, tank are better than mines in this situation. 2) Adding 2 rax before 2 engineering bays will help as well (although it is defensible with both). 3) Mixing in cloak banshee openings is good if you encounter this play often. 4) Check the positioning of your bunkers. Ideally - behind a depot wall, and in such a spot where they can be surrounded by scvs for repair. Remember that marauders have very high range in bunkers. Lastly, roaches need lots of space to be able to all attack a bunker at the same time. If you have a good sim-city where you're defending you can limit their firepower. 5) Depending on how many units you have, consider surrounding the roaches with the scvs to allow your bunkers/units to live or just attack with the scvs. If he's just trying to snipe all the bunkers this will slow him down at the cost of scvs (which is fine cause u have 3 CC). | ||
HFABamaFan
United States9 Posts
Now top 4 in silver... | ||
geokilla
Canada8162 Posts
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