|
On July 18 2013 21:06 fold wrote:Show nested quote +On July 18 2013 18:45 evilfatsh1t wrote: ? wow this is new to me. so youre saying that if you a click up a ramp with zerglings and the enemy drones start attacking you, you will not attack the drones but instead go for the zerglings at the back which ARENT attacking you? i honestly dont think ive ever had that happen to me before although i dont recall a situation where something like this might occur anyway michael has done this build on stream before. If you can catch him next time he is streaming ask him to do it. It's hilarious when the opponent goes crazy at that. You've probably also seen this happen in TvP with terran floating barracks over SCVs on ramps with a marine behind and that completely stops zealots. tvp is different. zealots are getting hit by the marine and so the AI sets the marine as 1st priority, but scvs block the path. what the people here are trying to tell me is that it works for the opposite too, drones at the front attacking your unit will not get hit by your unit and your unit will instead go for the zergling at the back whos sitting there watching
|
is straight mech TvZ viable on Fighting Spirit? as opposed to the bio>late mech that the ex-pros use on Afreeca/Fish
|
depends on what answer u want to hear. everything is viable, even bio on destination. u only need to use the map to your advantage
|
Bisutopia19299 Posts
Can we see Firebats used in TvP? Medics+Stim are pretty baller early on. Has anyone tried bio-mech firebats+tanks mid game in TvP? I'd love to see a new approach to the matchup for terran.
edit:Maybe T is afraid of micro
|
On July 18 2013 21:10 evilfatsh1t wrote:Show nested quote +On July 18 2013 21:06 fold wrote:On July 18 2013 18:45 evilfatsh1t wrote: ? wow this is new to me. so youre saying that if you a click up a ramp with zerglings and the enemy drones start attacking you, you will not attack the drones but instead go for the zerglings at the back which ARENT attacking you? i honestly dont think ive ever had that happen to me before although i dont recall a situation where something like this might occur anyway michael has done this build on stream before. If you can catch him next time he is streaming ask him to do it. It's hilarious when the opponent goes crazy at that. You've probably also seen this happen in TvP with terran floating barracks over SCVs on ramps with a marine behind and that completely stops zealots. tvp is different. zealots are getting hit by the marine and so the AI sets the marine as 1st priority, but scvs block the path. what the people here are trying to tell me is that it works for the opposite too, drones at the front attacking your unit will not get hit by your unit and your unit will instead go for the zergling at the back whos sitting there watching
I just tried it against an A.I and maybe I did something wrong, but the enemy zealots just attacked the drones as soon as the drones started to attack, so it didn't work.
|
^thats what i thought would happen. Not sure what the others are talking about then
|
you have to make sure the zergling is in vision range
the problem with bio tvp is storm. firebats work ok with mnm + tanks but they're actually pretty gas-heavy so you can't make very many of them
|
it's not only that, one storm or one scarab hit pretty much wipes them out
|
reavers are much easier to deal with than storm, plus they delay hts
|
On July 19 2013 03:15 BrokenMirage wrote:Show nested quote +On July 18 2013 21:10 evilfatsh1t wrote:On July 18 2013 21:06 fold wrote:On July 18 2013 18:45 evilfatsh1t wrote: ? wow this is new to me. so youre saying that if you a click up a ramp with zerglings and the enemy drones start attacking you, you will not attack the drones but instead go for the zerglings at the back which ARENT attacking you? i honestly dont think ive ever had that happen to me before although i dont recall a situation where something like this might occur anyway michael has done this build on stream before. If you can catch him next time he is streaming ask him to do it. It's hilarious when the opponent goes crazy at that. You've probably also seen this happen in TvP with terran floating barracks over SCVs on ramps with a marine behind and that completely stops zealots. tvp is different. zealots are getting hit by the marine and so the AI sets the marine as 1st priority, but scvs block the path. what the people here are trying to tell me is that it works for the opposite too, drones at the front attacking your unit will not get hit by your unit and your unit will instead go for the zergling at the back whos sitting there watching I just tried it against an A.I and maybe I did something wrong, but the enemy zealots just attacked the drones as soon as the drones started to attack, so it didn't work.
you have to make sure the zergling is in vision range
I did make sure that it was in vision range, and I even checked the replay to make sure. The zealots do wander around for a bit, but as soon as one of the zealots wanders in range of the drones, and a drone attacks the zealot, all the zealots aggro it.
|
A Computer player will target your drones if they attack, as if a player was targetting manually.
Test it with a real player and the AI will not prioritise drones if another attacking unit is in range.
|
On July 19 2013 03:15 BisuDagger wrote: Can we see Firebats used in TvP? Medics+Stim are pretty baller early on. Has anyone tried bio-mech firebats+tanks mid game in TvP? I'd love to see a new approach to the matchup for terran.
edit:Maybe T is afraid of micro
A few factors work into firebats not being part of the terran unit composition, the first being that the firebat has a very limited role, which is to be a very low-tier AoE short-ranged unit, primarily for dealing with Zerg's low-tier units, which have much lower health than Protoss. That being said, firebats are effective against zealots to some degree, so why not use them in TvP?
Well, infantry is used in TvP during certain matches, but there is a timing window that rapidly closes when the Protoss gets to their reaver and/or templar tech. The psionic storm will always do the maximum amount of damage, regardless of upgrades, and a reaver's scarab shot can do 100(or 125 with damage upgrade) damage with one shot, with splash damage. This means that in a long-game situation, infantry, even with upgrades becomes impractical against Protoss, so any bio rush is usually used as a quick-kill strategy, or a transition into a mech play.
In the early game, Protoss players will build primarily dragoons, mainly because zealots have very limited effectiveness against ranged units until they get their speed upgrade. Firebats actually are one of the few units that use concussive damage, which does only 25% damage to large-type units. Since dragoons are considered "large", there is no practicality in fielding firebats against dragoons, especially when the dragoons have superior range.
But what about a firebat drop?
It's a fun idea, and it is workable, except that you have to go out of your way to be inefficient. As Terran, you will already have vultures, which are faster and do more damage than firebats. Additionally, probes are also faster than firebats, meaning that you will have to research the stim upgrade for them to chase the probes. If the probes run, the firebat's poor range means that they will probably escape, whereas a vulture has enough range to stop, fire and hit a probe that is escaping.
|
i think 8 firebats is actually the fastest way to kill a nexus not that it's very good but it's kinda funny
|
On July 20 2013 14:25 Dead9 wrote: i think 8 firebats is actually the fastest way to kill a nexus not that it's very good but it's kinda funny lol what do you mena by the fastest way lol?
|
|
|
|
|
Can somebody explain this to me:
" If all current Hatcheries idle until they all have three Larvae, will Zerg have 300 Minerals? - If so, build your next Hatchery now, and five more Drones to support it. - If not, build up to five more Drones."
I was playing a game just now, trying to adhere to this rule completely, and I'm just having a lot of confusion with it. I played without building any fighting units. Just focusing on workers and hatcheries. EVERY time I let the hatcheries sit until they had 3 larva (Are you even supposed to let them run idle until 3 larva?) I would easily have over 300 minerals. So i would plop another hatchery down. I ended up with just building nothing but hatcheries. I am confused by this because it doesnt explain how to consider this in coincidence with building an army. Are these rules about zerg economy on liquipedia accurate? Can somebody lay it out more clearly? Better yet, the reason I am doing this in the first place is to help my zerg friend who asked me when you stop using larva to build drones and use it to build an army. So, if you have any links that helps explain this please let me know. Thanks.
|
the best thing u can do right now is to completely ignore that part. for me, it is wrong in many aspects. actually i dont even know if anything of it is right.
|
Is there any vod with a zerg that parazites a critter? A critter on a ridge could provide nice vision and won't likely be killed by the enemy.
|
On July 22 2013 02:07 Bakuryu wrote: the best thing u can do right now is to completely ignore that part. for me, it is wrong in many aspects. actually i dont even know if anything of it is right.
That is a relief. How may I explain, in a sensible way, how a player decides between when he will build drones from his hatcheries or fighting units?
He will build like 3 max hatcheries and only have like 15 drones so that his income is just perfect to allow him to consistently build units and at the same time his money stays low so he feels like he is macroing properly. How does he increase his income while balancing that with building an army? All I can tell him is to "feel it out." I would like a more definite answer.
|
|
|
|
|
|