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Redifining the match up.
The Marine-Tank build against a Spire-ing Zerg could involve Hellions out of the Factories when corrupters show up along the greater spire.
Building '3d base' Starports seems less efficient than swaping the addons from barracks to factories and vice versa, techlabs <-> reactors.
Ghosts/Marauders and BlueHellions can be added to the Tank/Bunker/ Leapfrog or the Turtle/Drop.
Adding some Vikings or Medivacs from your '2nd base' ReactorStarport is usefull nontheless but this way, you can fully commit to the ground upgrades only.
Why build non-upgraded vinkings when upgraded corrupters are in the air anyway? what purpuse they have afterwards if they have managed to clear the air?
Consequences
Zerg isn't able to push you back or brake your front door as quickly.
Zerg can be having mobility and map control with mutas, he is able to spread his expansions. Hellions give you harrassing possibilities. You gain mobility
Your ghosts are less suceptible to be surrounded and stopped while attempting to snipe Broodlords if hellions clear the range 9, and allow Emp on infestors
Less tanks means less friendly fire caused by melee broodlings. The tanks can be pulled back to protect new ressource patches. Or lock key map control point. Or defend production lines and rally points... Marine-bunkers and turrets builded while leap frogging can delay the Zerg swarm of broodlings.
Maurauders. Robust tanky units in front of unsieging tanks. Sniping new hatcheries and pesky infestors and for drop mobility. Dealing with the likely roach or ultra transition?
Gas? This is a mineral sink, marines arn't the only mineral sink available. But isn't hard muling/ needing less SCV supply at 200/200, what makes the terran very strong late game? As long as zerg is denied from taking more gases as he drones like a beast all game long...
+3+3 +2+2 needs a timing push. The Engineer Bay has very usefull and underused late game upgrades.
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the Dagon Knight4000 Posts
I don't mean to nitpick, but surely this will be eaten alive as mutalisks come out? Or is the idea to simply have sufficient numbers of marines that mutas aren't an issue?
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do you play this? or are you thinking you should?
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also.... what actually kills the broodlords? your marines?
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"redefining the matchup?" please.
why do you just assume hellions and marines completely nullify broodlords? sure, the hellions can help clean up broodlings more quickly, but siege tank shots will still do friendly fire the instant the broodlings hatch from the projectile. Not to mention hellion/marine is much worse at dealing with broodlord infestor than vikings.
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Less tanks = roaches are more effective Less marines = mutas are more effective And besides, hellions actually aren't that good vs broodlings.
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On May 13 2011 09:09 synapse wrote: Less tanks = roaches are more effective Less marines = mutas are more effective And besides, hellions actually aren't that good vs broodlings. plus... kill all the broodlings you like, hellions are TERRIBLE at killing broodlords.. am i misreading it or does he suggest not going vikings? is there a raven switch in here somewhere?
EDIT! oh! you're gonna use ghosts to snipe? let me know how that goes for you...
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You people are stuck in broodwar, Terran underuses the production flexibility he has in starcraft 2. (and the games you watch and/or plas seem not to last past the 3d base) There are more units in this game and terran is possibily going to combine two upgrade paths, so two types of production facilities to be efficient. . . There is going to be a day where epic matches in witch players are going to be transitionning back and fourth reacting to what the opponent does at late game. A good reaction against the greater spire obvious transition out of mutas to broodlords is going to be producting hellions out of the factories you have build for your tanks. And less marines, as turrets should be in place, and more Ghosts and marauders.
I am a spectator and love to watch the prolevel strategies evolving. This is a blog for me to put down the ideas i have been having by watching starcraft 2 since the first day. Sometimes they are figured out by the pros. Hopefully they get inspired by this blog.
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Wow I can't believe no progamer has thought of this. You are truly a genius god of Starcraft. Maybe you should go to Korea and be the chief advisor of all starcraft progaming teams!
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On May 13 2011 09:33 EnderSC wrote: I am a spectator and love to watch the prolevel strategies evolving. This is a blog for me to put down the ideas i have been having by watching starcraft 2 since the first day. Sometimes they are figured out by the pros. Hopefully they get inspired by this blog.
Translation: "I want to make a blog and put this idea down and have everyone tell me how smart I am for coming up with this all by myself, but I don't want to actually have to put any work into fleshing out the idea as an actual strategy and would prefer just to have someone else do that for me."
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Either actually create some new definitions of the match-up or related terms, or propose doing something other than redefinition from the outset. I'm sure people would be in far less of a tizzy if you claim only to show some "random thoughts on the match-up" or some other more humble declaration.
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On May 13 2011 11:37 EchOne wrote: Either actually create some new definitions of the match-up or related terms, or propose doing something other than redefinition from the outset. I'm sure people would be in far less of a tizzy if you claim only to show some "random thoughts on the match-up" or some other more humble declaration. Sir, do you know who you are talking to? You are talking to EnderSC man.
i have had a lot of ideas that eventually have been figured out by pros. He has had A LOT (which means, not a little) of ideas that have been eventually figured out by the pros. This guy is the future man, being humble is clearly beneath him. I'll go a step further and say that in 3 years, we will be seeing pros use Sensor Towers to detect Nydus Worms that they can already see on their Minimap because pros have good building placement.
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