Newbs giving wrong advice. - Page 3
Blogs > Trowabarton756 |
Tabbris
Bangladesh2839 Posts
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Diuqil
United States307 Posts
On July 25 2010 06:21 Tabbris wrote: Blog went downhill fast T.T It already started off downhill. | ||
Alou
United States3748 Posts
On July 25 2010 02:19 Plexa wrote: I think we're going to be a bit more liberal with the sc2strat forum ban upon release Oh I hope so. And for the OP, the best you can do is just politely correct them and explain your argument fluently. Or ignore them. | ||
eXigent.
Canada2419 Posts
On July 25 2010 03:26 Trowabarton756 wrote: ... lol wtf? The only way a marauder will win vs a zealot early game is if you can kite it. No kite = marauder gets fucked with stim, with shells. Marauders do less damage even WITH stim against zealots then marines do. Please learn the game before you comment and yes his advice was fucking terrible. You are just proving more and more that you dont really know what you are talking about. You are saying a maurader will only win vs a zealot if he kites it, which if the player has any form of common sense at all WILL KITE THE ZEALOT every time. Why wouldn't he kite it? Seriously, you are assuming someone will just run their maurader into a zealot and not micro it at all? The point of getting shells early is specifically TO KITE UNITS. Lastly, once again you are proving that you're kinda clueless. Mauraders do worse with stim? Are you being serious right now? The point in stimming a maurader vs a zealot is to capitalize on THE KITING. You stim and kite, allowing more than just 1 shot, you can kite 1 shot, and stand still for 1 shot, then kite 1 shot, then stand still due to the shooting/moving speed of a stimmed maurader. If you are actually sitting here attempting to argue that a zealot beats a maurader, then you honostly are the newbie giving bad advice. BTW watch a few MorroW replays (his games against socke) He opens with really fast 1 rax maurader rush with really fast shells. He moves out with 2 mauraders, and it absolutely rapes any units attempting to attack him. If mauraders were really that bad against zealots, this build would be totally useless, yet it's actually really strong. Go do some research. | ||
vnlegend
United States1389 Posts
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Slayer91
Ireland23335 Posts
On July 25 2010 05:43 AmstAff wrote: dunno how you want to stop 2 rax marauder with sentry/zeal and i dont understand your "zealots block stalker" thing. since the THREAD-starter was writing about the early game, i thought it makes sense to talk about the early game. so if he is going to pressure you a little bit late and you have enough time, its best to get all 3 gate units to split his marauders on the ramp running in with zeals as meatshield and killing with stalkers/sentrys and maybe microing the zeals back. when the mauders on top of the ramp die the terran will lose sight and you stopped the push. if the terran is just sending his first marauder directly in your base its better to get a zeal first to buy time. as you mentioned marauders are a little bit more costeffective than stalkers and they nearly kill each other so get a zeal as meatshield and kill the marauder with the stalker. note that the zealot is just and only meatshield, while the stalker is the damage dealer. the stalker is fater than both, zeal and marauder so i really dont understand the "block thing". maybe you can enlighten me or tell me how you deal with 2 rax marauder rushes (maybe 1 of them proxy rax). some people even send 2-3 scv with the first 2 marauders. If we're talking early game you just get stalkers or zealots only with maybe 1 sentry to forcefield the ramp, i guess we're agreeing then. I figured since you were talking about unit composition you meant later on. Stalkers are still worse than marauders but chrono boost gives you enough of a boost that any really fast proxy barracks or something you can defend because once you get warpgates out or a stargate he's in trouble. | ||
Tabbris
Bangladesh2839 Posts
On July 25 2010 08:07 vnlegend wrote: I don't know about you... but my Marauders are amazing vs Zealots. They get slowed and they basically have no chance. Sure force field, that just prevents your zealots from being able to attack me. /facepalm If we're talking early game you just get stalkers or zealots only with maybe 1 sentry to forcefield the ramp, i guess we're agreeing then. I figured since you were talking about unit composition you meant later on. Stalkers are still worse than marauders but chrono boost gives you enough of a boost that any really fast proxy barracks or something you can defend because once you get warpgates out or a stargate he's in trouble. It rly depends wut build your going. I rly like pumping out early sentrys if Im gonna take my double gas early and have maybe 2/3 zealots. You pump sentrys very fast in the early game so you have the energy to do a timing push or if you just want to have a good army in the mid game b/c building sentrys later than the midgame isnt rly viable now. If your only taking 1 gas tho for a 4gate or really fast 3 gate expand then stalkers are defiently the better choice. Or if u have to deal with a proxy barracks | ||
Jerubaal
United States7684 Posts
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ckw
United States1018 Posts
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Geo.Rion
7377 Posts
On July 25 2010 02:19 Plexa wrote: I think we're going to be a bit more liberal with the sc2strat forum ban upon release Why would you do that? | ||
Kenpachi
United States9908 Posts
thats why people troll strats strategies. if they are clueless, leave em alone? doesnt matter if everyone else does worse than you does it? | ||
gdroxor
United States639 Posts
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