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I hate marauders. - Page 2

Blogs > ghermination
Post a Reply
Prev 1 2 All
baller
Profile Blog Joined March 2006
527 Posts
July 16 2010 17:02 GMT
#21
arent u the guy who is on the run from the law

glad ur doing better man
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
July 16 2010 17:07 GMT
#22
On July 17 2010 00:12 ghermination wrote:
Show nested quote +
On July 17 2010 00:01 danl9rm wrote:
On July 16 2010 23:36 ghermination wrote:
On July 16 2010 23:26 gillon wrote:
What patch is this replay from? Cause I can't open it.

Like an hour ago.
On July 16 2010 23:26 citi.zen wrote:
On July 16 2010 23:18 ghermination wrote:
On July 16 2010 23:14 FortuneSyn wrote:
void ray is the key

I just get the feeling that he would have added a few marines to the mix as well as a couple more vikings instead of medivacs.
+ Show Spoiler +
Also whenever i post a blog i have this sinking feeling that it should have gone somewhere else but i think if i put this in the sc2 section i would have been banned

If you make him add enough marines and more vikings to the mix, you've done your job.

PvT currently reminds me a lot of ZvT in BW - where the "standard" build would involve some muta harass to keep the terran in their base for as long as possible, force turrets and kill the occasional worker/building. The mutas rarely won the game, they just bought time to get the 3rd expo up and tech.

So i should've added VR's at the expense of immortals? Wouldn't he have just run me over with his marauders once he added another couple vikings?


void rays destroy vikings w/o marine support

edit: the 'trick' if you want to call it that, is to keep your void rays moving, always, toward the viking. void rays can still shoot on the move just like phoenixes.

Okay. Seems to make good enough sense. Do you have any replays or anything of void rays being used against this specific unit composition (marauders + vikings) so i can see how one should react to scouting information etc?



I was only expounding on what someone else said above. I don't do that. I prefer brute force zealots w/legs and sentries.

If the terran tries to get feisty just lure him back into your natural where you forcefield him in and let your zealots own him up. gg.

but, whatever you do, don't screw up your forcefields. if you do, back out. don't use you sentry energy to help his army.
"Science has so well established that the preborn baby in the womb is a living human being that most pro-choice activists have conceded the point. ..since the abortion proponents have lost the science argument, they are now advocating an existential one."
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
July 16 2010 17:21 GMT
#23
On July 16 2010 23:18 ghermination wrote:
Show nested quote +
On July 16 2010 23:14 FortuneSyn wrote:
void ray is the key

I just get the feeling that he would have added a few marines to the mix as well as a couple more vikings instead of medivacs.
+ Show Spoiler +
Also whenever i post a blog i have this sinking feeling that it should have gone somewhere else but i think if i put this in the sc2 section i would have been banned


A stargate forces T to be more marine heavy, meaning you can tech to 3 gate zealot speed. The whole objective with the void ray is to force T to go a heavier marine composition, which sets your zealot legspeeders very nicely.

I personally open 2gate stargate 2 phoenixes, scout his base and adapt. void ray if he is being marauder greedy. sentry deal with a push up the ramp till the void ray comes if necessary.
Craton
Profile Blog Joined December 2009
United States17303 Posts
July 16 2010 17:29 GMT
#24
I just hate how "unfun" it is to play against concussive shells.
twitch.tv/cratonz
Slayer91
Profile Joined February 2006
Ireland23442 Posts
Last Edited: 2010-07-16 17:36:03
July 16 2010 17:35 GMT
#25
Really guys, marauders? I just go zealot sentry immortal early game and you have enough forcefield to root him down and slap him hard. You can't really take that seriously unless he's got ghosts.

Once you can keep your sentry count high because your zealots/immortals most of the fire concussive shells isn't a problem.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
Last Edited: 2010-07-16 17:38:34
July 16 2010 17:37 GMT
#26
On July 17 2010 02:35 Slayer91 wrote:
Really guys, marauders? I just go zealot sentry immortal early game and you have enough forcefield to root him down and slap him hard. You can't really take that seriously unless he's got ghosts.

Once you can keep your sentry count high because your zealots/immortals most of the fire concussive shells isn't a problem.

Except one ghost can pretty much completely shut that down with rediculous emp range? Sentry heavy is easily killed once they get zapped. Because you don't have much gas for stalkers with that build, and sentries have a short attack range, you can never snipe the ghosts before they emp.
U Gotta Skate.
Slayer91
Profile Joined February 2006
Ireland23442 Posts
Last Edited: 2010-07-16 17:54:18
July 16 2010 17:51 GMT
#27
Why would you ever want stalkers vs marauders? They have 1 more range than a sentry or immortal and its not like you're going to snipe a ghost. Stalkers get owned so hard by both emp [50% hp, as bad as sentries and immortals] and marauders. If you ever beat a marauder army with stalkers you used more than 2x the gas and more minerals than him to win. thats not including emp.

And I don't clump everything together to get hit by one emp either. It's pretty much my basic pvt I haven't been owned by one emp yet

When storm comes out we have a different story..
floor exercise
Profile Blog Joined August 2008
Canada5847 Posts
July 16 2010 18:05 GMT
#28
On July 17 2010 01:14 Naib wrote:
You must be one helluva awesome fugitive so that you have time to play SC2 while hiding from the authorities.

Major props dawg!


Come to think of it, since that other guy got banned for his made up story about his korean girlfriend, shouldn't this guy be banned for the months (years?) of lying about being some drug baron who in his spare time engages in debates on the internet over computer hardware, you know when not on the run from the feds, or killing some snitch or in a shootout with colombians what ever it is this guy pretends to do
lFrost
Profile Blog Joined July 2009
United States295 Posts
July 16 2010 18:52 GMT
#29
i saw the rep, you can use a ground army to kill his maras, you just need to use offensive forcefields so less maras are hitting your army at one time. also your unit positioning, where you attack, and when you atk are awful. most of the big battles you lose are because half of your army is hitting his buildings inside his base while the other half gets wiped out. also when its late game like that, it'd probably be a better idea to go after his expo instead of getting into his main
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2010-07-16 19:07:33
July 16 2010 19:06 GMT
#30
I still think marauders and marines should always stim for 25% of their maxed out life instead of 10.

Stim basically has no downside for marauders, ever.
..and then I would, ya know, check em'. (Aka SpoR)
lFrost
Profile Blog Joined July 2009
United States295 Posts
July 16 2010 19:14 GMT
#31
On July 17 2010 04:06 CharlieMurphy wrote:
I still think marauders and marines should always stim for 25% of their maxed out life instead of 10.

Stim basically has no downside for marauders, ever.


yeah thats why stim costs money and is a called an upgrade
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