The LotV Terran Help Me Thread - Page 39
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MoosyDoosy
United States4519 Posts
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Bojas
Netherlands2397 Posts
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terran4lyfe
United States72 Posts
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Frudgey
Canada3367 Posts
My observations: - As a mech player, ling/muta/baneling doesn't intimidate me at all. - Others have said this, but if you can do things to distract a Terran you're giving yourself and advantage. So this means roach run bys, baneling drops, ling run bys, some mutalisks for harassment, etc. Whatever compliments your style. - I have been absolutely destroyed by fast ultralisk play, and the same has happened to some of my friends. As a mech player, ultras aren't as scary compared to bio players, so that's something to consider. - Vipers are great against mech. Binding cloud and abduct are fantastic tools to dismantle a mech army. - Using evolution chambers to wall ramps or placing spine crawlers in the mineral line make me a sad player as it becomes much harder to do hellion run bys. Hope this helps! | ||
MoosyDoosy
United States4519 Posts
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ihatevideogames
570 Posts
inb4 Don't let them get there :^) | ||
Damien
Brazil131 Posts
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Damien
Brazil131 Posts
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EatingBomber
1017 Posts
On May 25 2016 13:39 Damien wrote: Everytime I try to move to BC/vikings, I lost. Back in WoL/HotS, the ideal endgame composition would be Battlecruisers/Ravens/Vikings. Now, with the advent of Liberators and how effective they are against clumped aerial targets, it should be mass Ravens/Battlecruisers/Liberators/Vikings( to deal with the enemy Battlecruisers). With the new patch and the lessened effectiveness of Liberators against Armored though, we don't know for sure how good they still are against Vikings. One thing is for sure though; they were and are awful against Battlecruisers, dealing 8 damage prepatch and... 4 damage postpatch, assuming equal upgrades. The thing is, Marines/Tanks/Medivacs mirrors (the only way to play TvT effectively) are so incredibly volatile due to the threat of both the doom drop and of having half your army blown apart in an instant that transitioning to the 'ideal' lategame fleet requires turtling with the most supreme effectivenes, retaining your Tankivacs with a high survival rate so that you can actually have gas to transition. This means though that your enemy likely has 1. map control 2. likely superior economy through 1, then he can spam many, many Marines and Tanks at you that your transition will likely be weakened, if not outright crushed. So, I recommend just playing the mirror better than your opponent. | ||
KonanTenshi
Sweden210 Posts
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Charoisaur
Germany15615 Posts
On May 25 2016 14:51 EatingBomber wrote: Back in WoL/HotS, the ideal endgame composition would be Battlecruisers/Ravens/Vikings. Now, with the advent of Liberators and how effective they are against clumped aerial targets, it should be mass Ravens/Battlecruisers/Liberators/Vikings( to deal with the enemy Battlecruisers). With the new patch and the lessened effectiveness of Liberators against Armored though, we don't know for sure how good they still are against Vikings. One thing is for sure though; they were and are awful against Battlecruisers, dealing 8 damage prepatch and... 4 damage postpatch, assuming equal upgrades. bcs are awful just raven viking is better. ever heard of bc math? Also liberators are basically useless against high raven numbers, even pre-patch | ||
Adreaver
26 Posts
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AleXusher
280 Posts
i wasnt able to scout it tho. http://ggtracker.com/matches/6660783 | ||
2d_Sparrow
New Zealand34 Posts
On May 27 2016 16:58 AleXusher wrote: how do i defend blink allin in lotv now? i wasnt able to scout it tho. http://ggtracker.com/matches/6660783 When scouting 1 base I think it's best to have a bunker on the high ground always. You did a good job scouting around the map and realizing it was a blink all-in once you saw the stalkers. However if you scout only 1 base it's generally better to go for 1-1-1 instead of 2-1-1 getting factory units out as soon as possible is key in defending any 1 base protoss aggression. It's generally a good idea to get out 1 - 2 widow mines to begin with to deal with potential oracles and, if it's blink, force Protoss to either make observers or waste time blinking away from the mine. From there just get a good tank count with a medivac and then just liberators. Once you start to feel safe, get an engineering bay and start sending out the liberators and mine drops to harass mineral lines. Make sure to scan to see if your opponent has a natural base as if he does you need to take yours asap or risk falling behind. This should be relatively easy if you've kept your tanks and marines safe. The ramp and any cliff leading into your base are the points you should be trying to get damage onto the stalkers before they blink into your main. If you have supply depots at the front make sure to defend them while you can cost efficiently, the bunker on the high ground usually helps with this. Getting supply blocked limits your factory unit production, which is what you need most to survive. Blink is much easier to hold in LOTV due to liberators and tankivacs which is why the all-in is less common, position and re-position these units effectively and you'll defend it easily. | ||
Charoisaur
Germany15615 Posts
On May 27 2016 19:46 2d_Sparrow wrote: When scouting 1 base I think it's best to have a bunker on the high ground always. You did a good job scouting around the map and realizing it was a blink all-in once you saw the stalkers. However if you scout only 1 base it's generally better to go for 1-1-1 instead of 2-1-1 getting factory units out as soon as possible is key in defending any 1 base protoss aggression. It's generally a good idea to get out 1 - 2 widow mines to begin with to deal with potential oracles and, if it's blink, force Protoss to either make observers or waste time blinking away from the mine. From there just get a good tank count with a medivac and then just liberators. Once you start to feel safe, get an engineering bay and start sending out the liberators and mine drops to harass mineral lines. Make sure to scan to see if your opponent has a natural base as if he does you need to take yours asap or risk falling behind. This should be relatively easy if you've kept your tanks and marines safe. The ramp and any cliff leading into your base are the points you should be trying to get damage onto the stalkers before they blink into your main. If you have supply depots at the front make sure to defend them while you can cost efficiently, the bunker on the high ground usually helps with this. Getting supply blocked limits your factory unit production, which is what you need most to survive. Blink is much easier to hold in LOTV due to liberators and tankivacs which is why the all-in is less common, position and re-position these units effectively and you'll defend it easily. Agree with this except you need an early ebay and turret for potential DTs. With early turrets you can also directly go to tanks instead of early WMs. | ||
Damien
Brazil131 Posts
Thank you all for your time and attention. | ||
SHODAN
United Kingdom1049 Posts
On May 25 2016 10:27 ihatevideogames wrote: How to lategame TvZ on new patch? inb4 Don't let them get there :^) I play mech. my core composition is hellion/cyclone/widow mine with tank defense. in the late-game, on big maps like Dusk Towers, medivacs are an option. tank/thor drops are good at sniping tech buildings and expansions. this works really well when zerg is maxed and is unable to quickly spam lings. zerg late-game armies are slow and don't do well against multi-pronged attacks from a mech player. cyclone/hellion/widow mine works best when you split your army in 2 and attack from 2 angles. think of it like a scorpion. 2 squads of hellion/cyclone/mine are your claws, while tanks are the tail defending. cyclone/hellion can out-run everything except for lings and mutalisks, which get shredded by this composition anyway. you can kite anything on the ground except for lurkers. if zerg goes broods, you can switch into thor/hellbat/viking. if zerg goes lurker/viper, switch into viking/tank. with cheap units like hellion/cyclone/widow mine you can easily afford 8 factories (3 reactor/5 techlab) on 3/4 bases. that amount of production, along with the ability to deny zerg bases, while expanding aggressively with a mobile mech army, means that you can compete with zerg insta-remax in the lategame. | ||
geokilla
Canada8162 Posts
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EJK
United States1302 Posts
On May 28 2016 07:09 Damien wrote: Thank you guys for the feedback. In time, do you know some replays I could watch about TvZ lategame, with zergs using corruptors/ultralisks? I need to learn how is the best way to counter it. Thank you all for your time and attention. ghosts On May 23 2016 01:04 BLAQMAN wrote: hey all, i notice if i 1. select my ghosts 2. right click location to move to 3. shift+snipe on multiple ultras 4. my ghosts would first finish #2 command before sniping this is the same for medivacs pick ups on tanks.. i would like the ghost to snipe immediately without finishing #2, is there a way to que that cancels my previous commands? thank you!! don't shift que, just press snipe on a bunch of different units and the ghosts will each lock onto a nearest unit. Sc2 engine makes ghost snipe very easy to get off because it gets rid of having to use shift + snipe. Just need to snipe regularly | ||
Elentos
55454 Posts
But Snipe is so easy to cancel ._. Does anyone else find themselves not making enough marauders? How many techlabs do you people usually have on your barracks in TvP & TvZ? | ||
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