The LotV Terran Help Me Thread - Page 88
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Damien
Brazil131 Posts
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Ryu3600
Canada468 Posts
On May 14 2018 07:08 Damien wrote: What is the better composition to face corruptors/ultralisks? Probably something with ghosts id imagine uhh though I guess you'd want like (Bio) marine marauder ghost medivac lib and a few ravens (Mech) Tank Thor Hellbat Viking Ghost and a few libs/ravens The ghosts are the big part though its like 2 snipes per corruptor than 3 per ultralisk you just trade effectively by trading energy for units | ||
Vari
United States532 Posts
On February 11 2018 15:33 Z-BosoN wrote: Where is the best place to find build orders and replays and all of that? Haven't played in 5 years but I'm having a lot of trouble getting up to speed due to lack of content. Spawning pool is the only place I could find honestly I think the best bet is watching GSL games on youtube but maybe I'm missing some great spot to get replays or build orders... that would be a great thing to find out about but all I've managed to do is rip apart VODs. a bit tedious but at least you can pick and choose your favorite players and styles and go from there. | ||
Damien
Brazil131 Posts
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Damien
Brazil131 Posts
On May 15 2018 00:48 Ryu3600 wrote: Probably something with ghosts id imagine uhh though I guess you'd want like (Bio) marine marauder ghost medivac lib and a few ravens (Mech) Tank Thor Hellbat Viking Ghost and a few libs/ravens The ghosts are the big part though its like 2 snipes per corruptor than 3 per ultralisk you just trade effectively by trading energy for units Ty man. I started to use ghosts and it becomes too easier. :D | ||
okright
47 Posts
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Philipp
Germany20 Posts
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Kojak1
1 Post
On May 27 2018 16:59 Damien wrote: What's the best composition on TvP lategame, when protoss transitioning to full carriers/storms and a few ground units? I play bio terran. Yesterday I (susprisingly) won 2 late game TvPs (I'm platinum 2). But none of those games had carriers. I just engaged super carefully with liberators, a few mines and 3-3 marine medivac marauder AND a few ghosts (maybe 4 at maximum). It seems to me that engaging late game without libs seems very hard on TvP. I would advise you to follow Pig's channel on youtube. He says that until a certain level, you dont even need ghosts vs ground toss. About carriers...sorry cant help ya. I just had a TvP loss yesterday where my 2-2 full supply bio army did not make a scratch on a turtle toss 7 carrier fleet = ( | ||
Ryu3600
Canada468 Posts
On May 28 2018 16:48 okright wrote: I think Ghosts are too expensive in gas because steady target requires quite a bit of work and there is also waiting time and the sniper cant take damage in that time which is quite an effort to make the hit. Concedirng that the army needs to stimmed, tanks sieged, anti-armor missile launched, widow mines borrowed, cloack must be turned on, units moved arround, medivacs looked after, ghosts also take priority over marines and marauders in tab so in order to stim I need to TAB through the table in to marines marauders... soo many clicks to get the perfect shots at corrupters, etc.. You only want marine marauder medivac mine with maybe a few libs and some vikings. By the late game you can swap tanks for widows and play semi-aggressive and push to gain ground coverage. you want to push buildings like P.F's and missile turrets up so you can run behind those in the engagement and while yes it is hard to use ghosts they are incredibly cost effective and worthwhile to learn how to use properly. Ravens atm are not a big thing either you can add them but you only want like 1 or 2 of them now. Personally I think bio mine with libghostviking is all you will need. From there just play defensive and send small attacks and use ghosts to pick off units. Since your bio army is most marauders they can buy time for your ghosts to snipe and tank some hits. On May 30 2018 22:28 Philipp wrote: How come, almost every build at spawningtool involves mech? Did the meta shift away from bio that hard? Is bio still viable in tvz? Spawningtool sucks honestly alot of people put builds and add very useless stuff like when to make marines or when to make each and every depot. A lot of the key concepts of a build are missed as well. (Bio is not dead dw) If you want to find a build the best thing to do is find a player you like, watch what they do and copy it. | ||
scartissue555
7 Posts
When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost? I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do. | ||
Ryu3600
Canada468 Posts
On May 31 2018 15:58 scartissue555 wrote: How are you guys dealing with turtle protoss carriers? Diamond / Master leagues. When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost? I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do. You contain them on 3 bases and go marine ghost medivac mine with a couple of marauders. What I do to beat people masters+ Who do this is I just sit outside their base and throw down nukes 1 at a time. You don't really want to engage by running in to their defense you want to make them throw their interceptors out or the nukes will keep pushing them back. On maps like 16 bit it is super easy as you can nuke the natural main and third all from outside of their base. Anyways you'll want also to be on like 13-14 rax and just keep expanding at most you'll need 5 or more ghosts being produced at a time the rest can be marines. Kiting the interceptors is pretty good too and if you can emp the whole army even if you don't take a crack at the carriers that engagement it forces them to back off and you just want to make them burn $ on interceptors. Eventually, your nukes push them back or they have to engage. Lastly, if you've still got a lot of $ just throw down missile turrets | ||
SCHWARZENEGGER
206 Posts
On May 31 2018 15:58 scartissue555 wrote: How are you guys dealing with turtle protoss carriers? Diamond / Master leagues. When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost? I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do. scout it as early as possible, be ahead on base count, don't loose units for free. | ||
Jakamakala1
1 Post
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Frudgey
Canada3367 Posts
Moreover, I've had success using Thors + Hellbats versus Broodlords, though keep in mind that terrain can sometimes make engagements difficult. This might sound counter intuitive, but against those two units you really don't want Siege Tanks. Also anyone feel free to correct me if I'm giving out bad information. This has always been my experience, though one of you may have better advice. | ||
Charoisaur
Germany15616 Posts
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geokilla
Canada8162 Posts
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Poopi
France12468 Posts
I guess I’ll have to try some kind of front push with tanks / liberators while double dropping their main but it’s hard with the phoenix around. Or I can camp as well and build a late game comp but is there even a Terran compo right now that beats carriers and stuff now that the Raven has been nerfed? Really annoying meta. | ||
Ryu3600
Canada468 Posts
3rax +1 Stim timing mass mine drop into stim +1 +1 1rax proxy into cyclone 3cc Gas first into siege tanks & Banshee Gas first cyclone hellion and 1-1-1 mine drop into 3rax +1 stim Other varied builds like 2-1-1, CC First or even just quick 3CC builds aren't currently that great right now... and you'll wanna go biomine most games since Chargelots are very good. | ||
brickrd
United States4894 Posts
On June 21 2018 12:17 geokilla wrote: Lol I just tried going reactored Cyclones against Protoss and got absolutely destroyed. I don't know how the pros do it... reactor cyclone was brutally destroying toss on ladder for months so toss are good at defending it now, it's just a meta shift thing. i think the build is still good as a greed punisher. if your cyclones arrive and they already have immo sentry shield battery you can back off and rely on toss being heavily committed to defense, which costs a lot of minerals at a time when toss wants to saturate the natural | ||
SHODAN
United Kingdom1049 Posts
On May 31 2018 15:58 scartissue555 wrote: How are you guys dealing with turtle protoss carriers? Diamond / Master leagues. When the carrier count gets high and the mothership goes up it just seems like the only answer is bc/raven/ghost? I saw Maru take them down with anti-armor missiles and vikings, but that was back when the AA missiles did a significant amount of HP damage, which they no longer do. don't make vikings. I know, it sounds counter-intuitive, but carriers just destroy vikings. you want a pure ground bio army. mass marine, some marauders, medivacs, fast 2-2 upgrades, and as many ghosts as you can. blanket EMP and stim | ||
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