[I] Flare TvZ
Forum Index > Brood War Strategy |
Gnarly
United States151 Posts
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Heyoka
Katowice25012 Posts
It might be worth messing around with at some point to see if you can really hit enough overlords to make it relevant | ||
SoMuchBetter
Australia10606 Posts
plus zerg has more than enough detection as it is, and spore colonies will literally end the game for your strategy | ||
Piy
Scotland3152 Posts
EDIT: oh and this wouldn't work at all. | ||
caldo149
United States469 Posts
If you can make Flare work in an actual game then good for you but it seems like you could be doing better things with your actions and attention. If you'll notice in that replay Boxer lost a ton of SCVs and didn't really build enough of them to begin with which really hurt his already poor economy from going 2 port. | ||
Ganfei
Taiwan1439 Posts
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koreasilver
9109 Posts
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Gnarly
United States151 Posts
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koreasilver
9109 Posts
What are you on about. | ||
Gnarly
United States151 Posts
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MuffinDude
United States3837 Posts
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hellokitty[hk]
United States1309 Posts
One old school game boxer flared a ton of observers (obviously using a dropship and loading meds!), then beat a massive carrier fleet with cloacked wraiths. But that was still an oldschool game. | ||
evanthebouncy!
United States12796 Posts
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FabledIntegral
United States9232 Posts
On November 23 2009 16:21 hellokitty[hk] wrote: If the zerg has competant micro, 2 port wraith is nearly impossible to pull off. One old school game boxer flared a ton of observers (obviously using a dropship and loading meds!), then beat a massive carrier fleet with cloacked wraiths. But that was still an oldschool game. He didn't beat it. He picked off a few. The other player still had mass amounts of carriers and still won. It was just a pimp move, that's all. Realize that Zerg will just bring a ton of overlords, and your medics wlil be low on energy, which the current MM transition already relies on the absolute minimum number of medics as it is to get a decent fighting force. Flare would just DRAIN the hell out of medic energy. | ||
randombum
United States2378 Posts
There are many things that would make this idea fail, but one thing others haven't mentioned is that it would actually be rather difficult to flare overlords before engaging with wraiths. If you suicide the medic in to get that one overlord near the mutas, he can A bring more overlords or B snipe the medic first. If you try to flare all the overlords in the middle of battle then you are not microing your wraiths well, not to mention making your wraiths completely exposed if you happen to miss an ovie with flare. Also, it's really hard to keep a ground unit that is slower than a flying unit together. | ||
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KwarK
United States42688 Posts
On November 23 2009 16:37 randombum wrote: Why do you start a new start thread every week involving some crazy idea that almost everybody disagrees with? | ||
Ilikestarcraft
Korea (South)17727 Posts
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ZERG_RUSSIAN
10417 Posts
On November 23 2009 16:06 Gnarly wrote: I am not talking strictly 2port > flore, actually, not even that at all. I'm talking about flare in TvZ. No build order at all, so please get off the 2port > flare discussion that shouldn't be here. I just watched a replay, described it, and then I get to my conclusion, in which is the whole point of this thread, the use of flare in tvz. Why else would you want to blind overlords in TvZ? Wraiths are your only cloaked unit as a terran. | ||
ZERG_RUSSIAN
10417 Posts
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endy
Switzerland8970 Posts
He knows how to use flare, and if he didn't it is because he felt it was not effective enough due to the mana amount required. If you wanna see Boxer using flare, watch the Pimpest Plays 2006 video iirc, he uses 6 medics to flare 6 obs, then raped the shit out of 12 carriers with 12 cloaked wraith. (I used flare vs Z when playing 2v2 on fast money maps, my friend going for DTs ![]() | ||
LeoTheLion
China958 Posts
On November 23 2009 16:06 Gnarly wrote: I am not talking strictly 2port > flore, actually, not even that at all. I'm talking about flare in TvZ. No build order at all, so please get off the 2port > flare discussion that shouldn't be here. I just watched a replay, described it, and then I get to my conclusion, in which is the whole point of this thread, the use of flare in tvz. why would you use flare if not goign 2 port? only cloaked terran units are ghost and wraith. you gonna mass ghosts instead? | ||
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alffla
Hong Kong20321 Posts
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koreasilver
9109 Posts
On November 23 2009 16:16 Gnarly wrote: I talked about the build that Boxer had used, specifically, and linked flare and the wraiths together which formed the question "why isn't flare used in TvZ". Boxer's build was 2port wraiths. What are you on about. | ||
niteReloaded
Croatia5281 Posts
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Pholon
Netherlands6142 Posts
http://wiki.teamliquid.net/starcraft/User:Pholon/Optical_Flare | ||
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alffla
Hong Kong20321 Posts
On November 23 2009 23:35 Pholon wrote: I've been working on the Flare page for a while, but it isnt up in the regular wiki yet: http://wiki.teamliquid.net/starcraft/User:Pholon/Optical_Flare "is nullyfying the detection ability" -> nullifying | ||
jello_biafra
United Kingdom6635 Posts
Anyway this will never work, overlords are far too cheap and plentiful, not to mention the limited energy of wraiths and the effectiveness of spore colonies. | ||
omninmo
2349 Posts
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2on2
United States142 Posts
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koreasilver
9109 Posts
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Purind
Canada3562 Posts
On November 23 2009 16:37 randombum wrote: There are many things that would make this idea fail, but one thing others haven't mentioned is that it would actually be rather difficult to flare overlords before engaging with wraiths. If you suicide the medic in to get that one overlord near the mutas, he can A bring more overlords or B snipe the medic first. If you try to flare all the overlords in the middle of battle then you are not microing your wraiths well, not to mention making your wraiths completely exposed if you happen to miss an ovie with flare. Also, it's really hard to keep a ground unit that is slower than a flying unit together. This is probably the biggest reason. If you're trying to harrass with the wraiths and use medics to help out, the medic would have to get all the way from the T base to the Z base without getting sniped. Also, most harrassing spots that the wraiths can hit are impossible for a medic to get to. I don't have any clue how on earth you're gonna get the medic into the zerg main, or behind the natural's mineral line. Then if by some miracle the medic DOES make it alive to wherever the wraiths are harrassing, you start having the problem outlined by this post that I quoted. So for 2 port builds, flare would only be used on the defense, and if you're defending, why bother with 2 port wraith? And if you're not using flare with wraiths, what else would you use it for? Nukes? Actually, that would be pretty cool. Skip comsat, get nuclear siloes on both your main and natural, and do a 2 ghost 6 medic drop. Would probably be more effective than flare+wraith | ||
Gnarly
United States151 Posts
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Mindcrime
United States6899 Posts
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Mortician
Bulgaria2332 Posts
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2on2
United States142 Posts
On November 24 2009 04:01 Gnarly wrote: How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable. There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told. I gave 1 situation where it could be beneficial (and once its exploited z will just add ovies), but the fact that zerg overlords are abundant and flare is apm/magic-consuming, this strategy will get you killed -flare lurks? not worth it -flare ovies? replaced with more ovies -flare ??? Oh there is nothing else of benefit to flare Maybe you'd be better off rushing nuke and dropping 1 ghost + 7 medics with flare, and flare every ovie in the base. I'd be cute but terrible difficult to pull off and what about the other 3 bases zerg has | ||
koreasilver
9109 Posts
On November 24 2009 04:01 Gnarly wrote: How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable. There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told. What are you on about. | ||
Pokebunny
United States10654 Posts
On November 24 2009 04:01 Gnarly wrote: How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable. There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told. Because it sucks. You've made one two three four and now FIVE!!! strategy threads full of bad ideas. Standards are standards for a reason. People deviate from standards for a reason. But people don't try to make totally retarded ideas work just because they want to use some bad spell or unit or something. You don't need to make a new thread for every spell or unit you think MIGHT be useful in some extremely retarded 1/100000 chance situation. Just please stop making threads. | ||
Gnarly
United States151 Posts
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sixghost
United States2096 Posts
On November 24 2009 04:47 Gnarly wrote: Ok step 1, flare 200 supply worth of overlords. Step 2, valks to kill stacked overlords. Step 3, lose because blind overlords don't mean shit in TvZ because you don't have and cloaked units, and your medics have no energy.Flare is very few actions being taken, so the APM discussion about that is completely absurd. Even then, most people on here are no where close to being good enough to worry about the distribution of actions. If you flare one ovie, they aren't going to make another ovie, because it still serves the main purpose: supply. They can just switch them out, but you can just keep flaring them. Eventually, their overlords are just going to be blind. You can stack them, but then they would be vulnerable to valks being stacked and all. If you think about it, the overlord is the main unit of the zerg army. It provides valuable scouting information, while being a detector unit. Gives the supply needed, and can transport. It can even be used a cannon fodder. Flaring them, they are only useful for the supply, transportation and cannon fodder. Zerg doesn't use overlords for scouting in ZvT after the first 6 minutes of the game, zergs use lings for that. Your threads are hilarious. | ||
Gnarly
United States151 Posts
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sixghost
United States2096 Posts
On November 24 2009 04:59 Gnarly wrote: Make them use overlords. But your post is hilarious. lol what? | ||
Gnarly
United States151 Posts
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duckett
United States589 Posts
On November 23 2009 16:37 randombum wrote: Why do you start a new start thread every week involving some crazy idea that almost everybody disagrees with? | ||
sixghost
United States2096 Posts
On November 24 2009 05:07 Gnarly wrote: nevermind your thread sucksLings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout. But still, your post is funny. good luck blinding every overlord Z has every game so your drops do more damage. | ||
Kyo Yuy
United States1286 Posts
On November 24 2009 05:07 Gnarly wrote: Lings can't scout certain areas. Only air units can scout certain vital areas of the map. That's why you usually see certain buildings/units in certain places. Overlords can scout the drop path of a dropship, but if it's blind, it can no longer do that. This means that the drop isn't going to be spotted, making it that much more effective. So make them use overlords to scout. But still, your post is funny. ...If a Terran player expects a drop, he usually has scourge on patrol along the perimeter of his base. You still haven't addressed the issue of how you're going to send medics into the same areas that you plan on harassing with your wraiths. Wraiths move much faster than medics, and a good portion of Overlords will stay within a zerg base or expo. Overlords aren't really used to scout Terran bases past the first scouting overlord. Terrans have marines and turrets to shoot down overlords or at least chase them out of useful scouting range. Mutalisks (which are a staple in ZvT) can scout much easier and simultaneously threaten the Terran into making more turrets. A lot of things sound good in theory if you don't account for cost and time. Time and money are two of the most important parts of life, and Starcraft is no exception. Before you can state the effectiveness of a certain tactic, you have to consider how much time it takes to develop this certain strategy (i.e. builds, timings, considering how zerg might react as well as zerg's own timing), as well as how much of an investment something is (how much gas and minerals does it take to reach that tech, how much energy is needed, and how can you ensure that such an investment is well worth its cost). Any strategy sounds like a great idea if you don't consider time and cost. Why not use EMP Shockwave on Defilers just before they cast dark swarm? Irradiate will still give Defilers a chance to cast Dark Swarm and Plague, but EMP means they can't cast it right away. So why not use EMP Shockwave and then focus fire the Defiler with tanks and MnM? | ||
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cgrinker
United States3824 Posts
Second that build was fucking awesome and was obviously to check out walling vs Zergling rush on outsider. Third, if there was another game against gogo I sound like a dbag right now. fourth, that build is going into LP just as soon as I figure out how to put them in there. | ||
YPang
United States4024 Posts
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Gnarly
United States151 Posts
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koreasilver
9109 Posts
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Kau
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Canada3500 Posts
On November 24 2009 06:39 Gnarly wrote: You still haven't understood what I've been saying. I'm not talking about 2port > flare, so I won't be talking about 2port > flare. It just happened to be in the OP as a thought, nothing more, and yet people like you seem to think, "Oh, let's dismiss the context of this sentence, just single out 2port > flare, say that's what he is saying, and then debate on an argument which doesn't even exist." Another thing, I know for a fact that zerg's use their overlords for scouting certain areas, and is actually recommended, instead of just keeping your ovies in your base. Yeah, sure, mutalisks can easily scout the same spot an ovie can, but they aren't gonna chill there, like an ovie would. It's like observers, you make some and put them in a certain area to check out what's going on. From liquipedia: 'If the map allows for it, Overlords should be kept above cliffs or ridges where the opponent cannot see them with a ground army. They can also just be spread around the map and retreated when a ground army is sighted so the Zerg player knows where the opponent's army is. Overlords can also be placed at potential expansion sites to monitor whether the opponent is taking an expansion. The exception to this advice is Zerg vs. Zerg." "versus Terran You must be careful when scouting Terrans with Overlords early game because just two Marines will kill it if given the opportunity. However, overlords can be placed on ridges or in areas where the Terran player cannot snipe them to watch for dropships. " If you blind them, they lose their scouting purpose. Scouting is very valuable, unless I'm just a complete noob. Get it? So are you going to blind them by flying a building there so you can see them? Or building an air unit so you can see them? Or maybe even use a scan so you can blind them? And if the overlord is over some inaccessible cliff, are you going to build a dropship for the purpose of dropping a medic on that cliff so you can blind the overlord? By then the overlord will see your dropship and it won't be a surprise anymore? Edit: Any why do all my sentences end in question marks? | ||
Monsen
Germany2548 Posts
On topic, I think it's mostly because you'd lose the mobility of the wraiths when teaming them up with medics. Or to put it better maybe: You want those wraiths mostly for harrass or at least the threat of said harrass- flare doesn't help you there really. And other than wraith support I see little value in flare. I find even restoration more useful- cleasing SVs of that pesky plaque... | ||
Gnarly
United States151 Posts
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Purind
Canada3562 Posts
On November 24 2009 04:01 Gnarly wrote: How about this: Let's not just stick to just what some other people keep saying in this thread, but the actual thread topic - Flare in TvZ. Let's try that, if you guys are capable. There are benefits from units not being able to see, and I want to discuss this, but you guys just want to stick to something that I didn't say. There isn't even a thread about flare in tvz, so I'm trying to help other people who like to try new things, instead of stick to numbers they are told. In your OP, you mentioned 2 port wraith and how flare could be useful there. You said nothing about how flare could be useful in any other situation, so naturally, people are gonna counter any 2port wraith arguments, instead of arguing against random invisible arguments that noone has mentioned As for blinding scouting overlords to cut off scouting. So what, you're gonna have a dropship filled with medics to go around blinding overlords just for this purpose? How are you going to blind their overlord before they spot your dropship? You basically have to know their overlord is there before your dropship arrives, then blind it (I'm pretty sure dropships don't outrange overlords). How do you plan on achieving this? Com satting the entire map? Com satting your entier dropship path? As for blinding overlords that spot expoes: How's that gonna work? Overlord is over expo, you blind it, you expo there. The overlord is RIGHT OVER your expo. Unless you chase it away with anti air, but that kinda defeats the purpose of blind | ||
koreasilver
9109 Posts
On November 24 2009 07:08 Gnarly wrote: You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it. What are you on about. | ||
ZERG_RUSSIAN
10417 Posts
On November 24 2009 07:08 Gnarly wrote: You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it. BECAUSE WITHOUT WRAITHS THERE IS NO POINT IN USING BLIND, GET THE POINT ALREADY | ||
ZERG_RUSSIAN
10417 Posts
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SuperArc
Austria7781 Posts
On November 24 2009 07:16 ZERG_RUSSIAN wrote: BECAUSE WITHOUT WRAITHS THERE IS NO POINT IN USING BLIND, GET THE POINT ALREADY ghosts >_> | ||
ZERG_RUSSIAN
10417 Posts
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ZERG_RUSSIAN
10417 Posts
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Misrah
United States1695 Posts
maybe you could try it if there was only 2/3 lurks up a cliff guarding the 3rd base. you could scan flare, and then walk right in. but if there was drones, overlord, or zerglings giving vision that would fail too. im not hopeful. | ||
Misrah
United States1695 Posts
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Severedevil
United States4838 Posts
If you have ghost + nuke, and M&M, I see the logic in using optic flare, but ghost+nuke is not currently competitive. There doesn't seem to be much incentive in dropping ghosts over dropping + stimming regular infantry. Admittedly, I am still curious as to whether or not nuke would be a reasonable way to bust a Zerg's front, when the Zerg is massing sunkens to hold off the push until swarm, and if you were try, including optic flare to prevent a snipe on the ghost might serve a purpose. Probably it just takes too long to get the nuke, particularly when you need the tanks anyway to shove lurkers around (in a 9-minute push). | ||
caldo149
United States469 Posts
use flare on Lurkers harassing expansions. Sometimes Zerg will use a Lurker or 2 and just try to mess with your shit but instead of trying to kill the Lurker(s) you could just blind 'em and maybe save some marines...? Medics might be faster than trying to get tanks to the expansion. This is more of an issue in late game. | ||
StalkerSC
Canada378 Posts
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GHOSTCLAW
United States17042 Posts
On November 24 2009 05:57 cgrinker wrote: First off that game was fucking awesome, and against By.hero. Second that build was fucking awesome and was obviously to check out walling vs Zergling rush on outsider. Third, if there was another game against gogo I sound like a dbag right now. fourth, that build is going into LP just as soon as I figure out how to put them in there. It's not exactly standard, and tough to pull off. | ||
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OneOther
United States10774 Posts
On November 24 2009 07:08 Gnarly wrote: You're off topic. Quit discussing wraiths and medics being together. I'm not, and I'm the OP, so quit derailing this thread. I don't know why you guys just don't get it. I have decided to not open your threads/blogs from now on. For my own good. | ||
Misrah
United States1695 Posts
On November 24 2009 08:59 OneOther wrote: I have decided to not open your threads/blogs from now on. For my own good. This made me lol profusely. Thank you from the bottom of my heart. | ||
Kyo Yuy
United States1286 Posts
On November 24 2009 06:39 Gnarly wrote: You still haven't understood what I've been saying. I'm not talking about 2port > flare, so I won't be talking about 2port > flare. It just happened to be in the OP as a thought, nothing more, and yet people like you seem to think, "Oh, let's dismiss the context of this sentence, just single out 2port > flare, say that's what he is saying, and then debate on an argument which doesn't even exist." Another thing, I know for a fact that zerg's use their overlords for scouting certain areas, and is actually recommended, instead of just keeping your ovies in your base. Yeah, sure, mutalisks can easily scout the same spot an ovie can, but they aren't gonna chill there, like an ovie would. It's like observers, you make some and put them in a certain area to check out what's going on. From liquipedia: 'If the map allows for it, Overlords should be kept above cliffs or ridges where the opponent cannot see them with a ground army. They can also just be spread around the map and retreated when a ground army is sighted so the Zerg player knows where the opponent's army is. Overlords can also be placed at potential expansion sites to monitor whether the opponent is taking an expansion. The exception to this advice is Zerg vs. Zerg." "versus Terran You must be careful when scouting Terrans with Overlords early game because just two Marines will kill it if given the opportunity. However, overlords can be placed on ridges or in areas where the Terran player cannot snipe them to watch for dropships. " If you blind them, they lose their scouting purpose. Scouting is very valuable, unless I'm just a complete noob. Get it? The only thing in my post that is specific to 2port wraiths is the second paragraph. Delete the second paragraph and everything I say pertains to the entire TvZ matchup. Overlords are NOT like observers. Observers are CLOAKED. Overlords can be shot down the moment your first marine comes out, but even if you know an observer is there, you have to invest in a turret to shoot it down/force it out of position, waste a valuable scan, or get a Science Vessel. Overlords are used to scout for expos, but they cannot be used to thoroughly scout an opponent's main past a certain point. Are you assuming that Terrans have no anti air and cannot shoot down an overlord? An Overlord that is out of attack range of turrets and marines cannot get much scouting information, meaning that Optical Flare has very little benefit. Overlords aren't the only way to scout, and rarely are they the only unit out on the map. Lurkers often hold important ramps and chokes, scourge are often patrolling around, and zerglings are everywhere. Since you are NOT just talking about cloaked wraiths, what use is there in blinding overlords when the zerg have a NUMBER of ground units and air units that can scout? Scourge are used to scout just as much as Overlords are. Same with mutalisks and zerglings. | ||
HeavOnEarth
United States7087 Posts
+ Show Spoiler + because not everyone is D- like you are | ||
Ronald_McD
Canada807 Posts
Most of the time... The energy is better used on healing your marines, and blinding your enemy's units is not worth the resources, energy, or apm it takes to make it useful. There might be some rare situations, but today's meta game favours the macro intensive play style, and focusing on gimmicky little tricks like using optical flare on a bunch of overlords is a waste. | ||
saltywet
Hong Kong1316 Posts
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29 fps
United States5724 Posts
On November 24 2009 14:29 saltywet wrote: play me, im d- and ill let u flare my overlords lol your username is awesome. totally translates into something hilarious | ||
LeoTheLion
China958 Posts
IF WE"RE GONNA USE COMSAT FOR SIGHT SO WE CAN BLIND THE OVERLORD WHY DON"T WE JUST KLIL IT INSTEAD | ||
Fontong
United States6454 Posts
On November 24 2009 15:11 LeoTheLion wrote: GYS I HAVE A BETTER IDEA IF WE"RE GONNA USE COMSAT FOR SIGHT SO WE CAN BLIND THE OVERLORD WHY DON"T WE JUST KLIL IT INSTEAD Lol yeah I mean, the cost of 1 starport + 1 wraith to kill those hard to reach overlords is hardly more than the cost of flare(whatever that may be) | ||
Gnarly
United States151 Posts
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zerglingsfolife
United States1694 Posts
I can see a few useful units for flare. imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position. However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!* 1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter. Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion. These are just a few instances where I thought it could be used. | ||
FortuneSyn
1826 Posts
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Turbovolver
Australia2394 Posts
*commits suicide* | ||
FortuneSyn
1826 Posts
On November 24 2009 18:07 zerglingsfolife wrote: First off let me say I'm a D player so you can disregard my post if you like. I can see a few useful units for flare. imagine I spawn at 5 o clock on destination. i fast expo and start adding rax/researching stim+range then flare. Zerg 2 or 3 hatch mutas and keeps me in my base for a time. Once I fight it off, I see zerg trying to burrow a lurker or 2 behind cliff, hitting my scvs mining at the natural. If Zerg has delayed my tanks with siege or science vessel tech with his muta harass, I am in a very uncomfortable position. However, with flare I can either blind his OL which is out of range of my rines (lurkers lose sight and can't hit my workers), or I can Scan once and then blind his lurk(s): *FLARE has 9 Range!* 1) end harassment at the cost of 75 or 150 mana. Potentially saving tons of minerals from lost mining time where I'd either have to A)wait for tank with siege,or B) wait for vessel with irradiate, or C)move mnm to behind my natural, delaying my ability to pressure and opening myself to a counter. Another time i can think where blind might be helpful is in late game. Imagine a ZvT on HBR. Late game I'm patrolling the map with a rogue control group of mnm trying to take out zerg expansions. I see 2/3 lurks burrowed on a ridge that would be difficult to engage with my group. I blind 2/3 lurks and can then outrange them*(if they really do get range halved when blind). I can think take out the lurks and take out the zergs expansion. These are just a few instances where I thought it could be used. I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice! | ||
ejac
United States1195 Posts
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UbRi
Italy603 Posts
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LeoTheLion
China958 Posts
On November 24 2009 18:16 FortuneSyn wrote: I have actually never thought of blinding lurks up a ramp to take out zerg's third, nice! ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit. | ||
MuffinDude
United States3837 Posts
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MuffinDude
United States3837 Posts
On November 24 2009 19:51 LeoTheLion wrote: ok that's hot as fuck. imma try that, instead of waiting for tank get flare and blind lurkers to take out third. holy shit. Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless | ||
UbRi
Italy603 Posts
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meeple
Canada10211 Posts
On November 24 2009 21:28 MuffinDude wrote: Actually, the zerg player can counter this just by putting one zergling on the lurker, the lurker's range is shorten because of the fog of war, if anything is there to increase the fog of war, then the lurker's range will be normal again. so its still pointless True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them | ||
Kyo Yuy
United States1286 Posts
On November 25 2009 02:53 meeple wrote: True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them Zerglings typically accompany lurkers in ZvT... unless lurkers are being used to hold a choke, they are almost always accompanied by zerglings and mutalisks. That and lurkers are rarely alone so you'd need to blind a lot of them. It seems more practical to me to just kill them with Irradiate or siege tanks or even a simple marine spread. | ||
Turbovolver
Australia2394 Posts
On November 25 2009 04:28 Kyo Yuy wrote:Zerglings typically accompany lurkers in ZvT... unless lurkers are being used to hold a choke, You... you mean a choke like the ramp going to their 3rd, which is what people are talking about?! | ||
MuffinDude
United States3837 Posts
On November 25 2009 02:53 meeple wrote: True, but I think it would work at least the first time... there's not many zergs that put a ling with their lurkers expecting you to blind them Might work once, but you're still going to get heavy casualty if they put 2 lurkers up a ramp like they normally do. | ||
LeoTheLion
China958 Posts
Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol! | ||
MuffinDude
United States3837 Posts
On November 25 2009 09:05 LeoTheLion wrote: No dude you just walk right past them. Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol! yea sure, just walk right past lurker shooting spines down the ramp, you'll probably end up with dead rines. | ||
Aurious
Canada1772 Posts
On November 25 2009 09:05 LeoTheLion wrote: No dude you just walk right past them. Another use is when you play some zerg who goes slow drop or something just blind the lurkers if your mm micro sucks. Lol! They still get a small vision left they aren't completely blind | ||
zerglingsfolife
United States1694 Posts
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MuffinDude
United States3837 Posts
On November 25 2009 10:03 zerglingsfolife wrote: If you guys get a chance to test any of these ideas, please posts reps and tell about their success. I'm gonna try my next tvz to incorporate some of these ideas, especially since d level zerg often open lurker. I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine. | ||
feuxfollets
United States61 Posts
On November 25 2009 09:22 Aurious wrote: They still get a small vision left they aren't completely blind That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash. | ||
Confuse
2238 Posts
One thing that always bugs me is that I never see nukes used against zerg, which I thought was the whole point of blind anyway... | ||
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ArvickHero
10387 Posts
On November 25 2009 13:05 feuxfollets wrote: That. If the lurkers are burrowed on top of the ramp, they will still see whatever unit walks right over them when you move your rines up the ramp. Then they shoot spines at the ramp and now all your shit on the ramp is dead. You don't need sight for lurker splash. So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility. I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough* | ||
rredtooth
5459 Posts
On November 25 2009 13:51 Confuse wrote: ... are you saying this is a viable strategy? what happens when they run away their drones and you don't kill anything but the extractor?How about for nuking zerg? Usually when a nuke is detected, the zerg, if they spot the dot, will only bring one or two overlords over. So a dropship with 5-6 medics and 1 ghost, if your blind micro is decent then you can definitely stall for long enough for the nuke to fall ; ) One thing that always bugs me is that I never see nukes used against zerg, which I thought was the whole point of blind anyway... people it's not a question of whether its "theoretically possible". it's a question of viability and this idea absolutely fails on so many fronts. upmagic's flare+mine strategy is a great example of how too much novelty doesn't do you any good. | ||
ZERG_RUSSIAN
10417 Posts
On November 25 2009 14:11 ArvickHero wrote: So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility. I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough* Even if you did get the first shot, it's not like the lurkers are going to miss because they're blind. They still shoot in a straight line. When you attack a blinded unit it gives you vision of the unit attacking it and the lurkers fire down the ramp, still killing marines. Just take a tank and scan or use a sci like everyone else. | ||
LeoTheLion
China958 Posts
On November 25 2009 11:05 MuffinDude wrote: I tested against comps where I was p, I mc a drone and a scv, (using cheats of course) and made lurkers and blinded them. I positioned them right on top and the comp's marine tried to walk up but once they got into my lurker's range of sight, they melted because they were all lined up single filed up the ramp and the spine shot all the way down the ramp. It won't work, and I also put a zergling on top of the lurker and the lurker was shooting spines just fine. people usually put the lurkers a little above the ramp so there's a little space you can squeeze through. if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines | ||
ZERG_RUSSIAN
10417 Posts
On November 25 2009 15:50 LeoTheLion wrote: people usually put the lurkers a little above the ramp so there's a little space you can squeeze through. if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines What happens if they target? | ||
cttwalla
Canada15 Posts
On November 24 2009 07:17 ZERG_RUSSIAN wrote: When was the last time you saw a ghost in ZvT? Today i saw Boxer vs Yellow and there were ghosts lol... | ||
MuffinDude
United States3837 Posts
On November 25 2009 15:50 LeoTheLion wrote: people usually put the lurkers a little above the ramp so there's a little space you can squeeze through. if not, you can run a fire bat to the back and draw fire, and then kill the lurkers with your marines Well, as long as the z players put it right on top of the ramp so when it shoots at marines coming up the ramp, it shoots down the ramp, it won't fucking matter. On November 25 2009 14:11 ArvickHero wrote: So after you flare the lurkers, you can spread your marines and shoot up the ramp. The marines get luxury of attacking first which makes breaking the third and getting a ginormous advantage much easier. Plus, some zergs don't burrow the lurkers right at the ramp, which makes running up the ramp after a flare a possibility. I expect to see this pimp move happen soon, more likely in a foreigner match *coughTSLcough* Shooting lurkers up a ramp is suicide and its not like the lurkers won't see you after u start shooting. | ||
LeoTheLion
China958 Posts
also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit. i would def try this with a friend to see if it works | ||
ZERG_RUSSIAN
10417 Posts
On November 26 2009 00:28 LeoTheLion wrote: point is some don't put it EXACTLY on top of ramp. it's a little behind. usually there are no zerling there either until later in the game. also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit. i would def try this with a friend to see if it works Good luck getting past D rank. | ||
MuffinDude
United States3837 Posts
On November 26 2009 00:28 LeoTheLion wrote: point is some don't put it EXACTLY on top of ramp. it's a little behind. usually there are no zerling there either until later in the game. also lurkers will only gain vision of marines attacking. when they are blind marines will get first hit. i would def try this with a friend to see if it works a. u r playing a d- noob b. u get first hit but u have a like 30% miss rate (30% rite?), gl killing the lurkers. | ||
Gnarly
United States151 Posts
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MuffinDude
United States3837 Posts
On November 26 2009 15:33 Gnarly wrote: Wait, would you actually put your lurkers really close to a ramp, knowing tanks can obliterate them with ease? It would be better to put them further back from tank range. This could be enough space to punish a zerg who just put lurkers there. I don't know shit about TvZ, though. Right next to a ramp and if tanks come, then you move it back. But by then you should be on hive with nydus cannal ready. | ||
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