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Active: 1725 users

I hate marauders.

Blogs > ghermination
Post a Reply
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ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 16 2010 14:00 GMT
#1
And this is why:
http://fileza.com/i/154awv/Blistering_Sands_(2).SC2Replay
Seriously, i've never played a more frustrating game in my life.
In hindsight, i realize getting a stargate might have helped, except for the fact that he had vikings.
I mean, for god sakes, i had units that should have hard countered him, but just by luck or whatever he beat my army that had both a supply and composition advantage over him just because my zealots continued to get stuck on his barracks.

I'm probably not going to be playing for several hours now.

*
U Gotta Skate.
seRapH
Profile Blog Joined April 2009
United States9776 Posts
July 16 2010 14:07 GMT
#2
You know, brood war doesn't have any marauders ;D
boomer hands
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
July 16 2010 14:14 GMT
#3
void ray is the key
The_Pacifist
Profile Blog Joined May 2010
United States540 Posts
July 16 2010 14:17 GMT
#4
Whenever I get a stupid loss, I just cheese the crap out of my next game. I feel a little guilty about it sometimes, but it sure does make me feel better by taking it out on the next guy I play.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 16 2010 14:18 GMT
#5
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
U Gotta Skate.
Kralic
Profile Blog Joined March 2010
Canada2628 Posts
July 16 2010 14:22 GMT
#6
On July 16 2010 23:14 FortuneSyn wrote:
void ray is the key


Void Rays, with the fleet beacon upgrade are very scary for terran to deal with. Vikings may out range them but they move so much faster that it makes the terran player have a lot of work keeping his vikings safe.
Brood War forever!
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
July 16 2010 14:26 GMT
#7
What patch is this replay from? Cause I can't open it.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
citi.zen
Profile Joined April 2009
2509 Posts
July 16 2010 14:26 GMT
#8
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

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.
Aut viam inveniam, aut faciam.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
Last Edited: 2010-07-16 14:37:04
July 16 2010 14:36 GMT
#9
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:
Show nested quote +
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?
U Gotta Skate.
danl9rm
Profile Blog Joined July 2009
United States3111 Posts
Last Edited: 2010-07-16 15:02:19
July 16 2010 15:01 GMT
#10
On July 16 2010 23:36 ghermination wrote:
Show nested quote +
On July 16 2010 23:26 gillon wrote:
What patch is this replay from? Cause I can't open it.

Like an hour ago.
Show nested quote +
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.
"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."
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 16 2010 15:12 GMT
#11
On July 17 2010 00:01 danl9rm wrote:
Show nested quote +
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?
U Gotta Skate.
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
July 16 2010 15:28 GMT
#12
And maurauders hate you
Stratos_speAr
Profile Joined May 2009
United States6959 Posts
Last Edited: 2010-07-16 15:32:00
July 16 2010 15:31 GMT
#13
Wasn't able to watch the replay (same issue as another poster), but from the sounds of it, 1) try to engage his army more on your terms (getting stuck on a Barracks just sounds bad), 2) Use Storm as well, it can rape Marauders.

Void Rays work as well, but if he gets a critical mass of Vikings (as in he scouts your VR's early), you better be prepared to tech switch.
A sound mind in a sound body, is a short, but full description of a happy state in this World: he that has these two, has little more to wish for; and he that wants either of them, will be little the better for anything else.
dimfish
Profile Blog Joined February 2010
United States663 Posts
July 16 2010 15:41 GMT
#14
I couldn't watch replay either, did you maybe grab the wrong file? The replays are stored in the different path for phase 2, maybe grabbed from the old directory?
ghermination
Profile Blog Joined April 2008
United States2851 Posts
Last Edited: 2010-07-16 16:06:00
July 16 2010 15:54 GMT
#15
On July 17 2010 00:41 dimfish wrote:
I couldn't watch replay either, did you maybe grab the wrong file? The replays are stored in the different path for phase 2, maybe grabbed from the old directory?

I'm so sure I grabbed the right file (accounts -> random number -> replays, etc...) but let me go check.
EDIT: Maybe this will fix it? I saved it into multiplayer instead of leaving it in recent.
http://fileza.com/i/4picvy/Marauders=(.SC2Replay

On July 17 2010 00:31 Stratos_speAr wrote:
Wasn't able to watch the replay (same issue as another poster), but from the sounds of it, 1) try to engage his army more on your terms (getting stuck on a Barracks just sounds bad), 2) Use Storm as well, it can rape Marauders.


The "getting stuck on barracks thing" was my zealots running several times from the front of my army, where they could attack the marauders, to his barracks which was behind my stalker/immo line and attacking them for some stupid reason. On multiple occasions too.

Also, i had already built a robo bay when i scouted the mass marauders and i didn't have the gas to spare to tech to HT's without getting owned, which is the same reason i didn't try VR's (as well as being speculative about their effectiveness)
U Gotta Skate.
Chairman Ray
Profile Blog Joined December 2009
United States11903 Posts
July 16 2010 16:12 GMT
#16
You go void day to counter marauders. No, you won't have to worry about vikings. The only way that Terran can have a Viking when you have a void ray is if the terran goes 1/1/1. In that case, expand and play 2 base vs 1.
Naib
Profile Blog Joined November 2004
Hungary4843 Posts
July 16 2010 16:14 GMT
#17
You must be one helluva awesome fugitive so that you have time to play SC2 while hiding from the authorities.

Major props dawg!
Complete the cycle!
minus_human
Profile Blog Joined November 2006
4784 Posts
July 16 2010 16:28 GMT
#18
I heard that only the hardest, biggest and toughest criminals are put into re-socialization programs (according to Terran lore) and then trained to be Marauders. It's really the most hazardous job, I mean these guys are LOADED with rockets and need to operate those huge power-suits... talk about physical form and mental toughness. These people are so fucked up the authorities give up all hope of any form of recovery for these psychopaths, and finally they decide to alter their BRAINS because there literally is no other way except maybe putting them down.

These aren't just your random highest-security facility commoners, these guys are those big 330 pounds bags-o-muscle that rape anybody they feel like for like 20 years+ in their prison lives. I can see why you would hate them gher
Boblion
Profile Blog Joined May 2007
France8043 Posts
July 16 2010 16:40 GMT
#19
Marauders take drugs too. Scary shit.
fuck all those elitists brb watching streams of elite players.
ghermination
Profile Blog Joined April 2008
United States2851 Posts
July 16 2010 16:50 GMT
#20
On July 17 2010 01:28 minus_human wrote:
I heard that only the hardest, biggest and toughest criminals are put into re-socialization programs (according to Terran lore) and then trained to be Marauders. It's really the most hazardous job, I mean these guys are LOADED with rockets and need to operate those huge power-suits... talk about physical form and mental toughness. These people are so fucked up the authorities give up all hope of any form of recovery for these psychopaths, and finally they decide to alter their BRAINS because there literally is no other way except maybe putting them down.

These aren't just your random highest-security facility commoners, these guys are those big 330 pounds bags-o-muscle that rape anybody they feel like for like 20 years+ in their prison lives. I can see why you would hate them gher

Pretty much my only reaction to that is "lol".
U Gotta Skate.
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 States17274 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
Ireland23335 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
Ireland23335 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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