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! [G] 3 barracks build (TvZ) - Page 5

Forum Index > Brood War Strategy
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Deleted User 30223
Profile Blog Joined August 2007
3104 Posts
October 19 2007 01:33 GMT
#81
boooo. D:

well, i guess that's expected if Z knows how to position his ovies correctly.

still considering TvZ instead of ZvZ. of course, i'm gonna need to learn standard BO, but i'll probably do this build most of the time anyways.
marquis
Profile Joined March 2007
United States109 Posts
October 19 2007 16:37 GMT
#82
I noticed in the pro games they don't wait for armor upgrade.

What are people's thoughts? It does seem early ebay + upgrade might take too long - when basically 4 more marines might be more useful.
training iccup
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
Last Edited: 2007-10-25 00:09:47
October 19 2007 21:36 GMT
#83
There is value in both arguments, and there isn't much to argue about. Take it to pm's.
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
Chill
Profile Blog Joined January 2005
Calgary25986 Posts
October 20 2007 01:23 GMT
#84
Rage, calm down. Offensive posts deleted.
Moderator
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
Last Edited: 2007-12-23 01:29:41
November 06 2007 04:05 GMT
#85
good article on the star blog - http://senseofstar.blogspot.com/2006/06/spark-terran.html
- about the Firebat's importance in this build.

All players have their own styles.

BoxeR uses the dropship exquisitely, and YellOw assaults his opponents like a storm.

Sync, aka Qoo)BlazE, viciously forces through the Zerg defensive line with units made from the barracks.

Seoul, January 7th, 2005. The fourth week in the 16-round of the IOPS Starleague. The crowd was stunned as Sync tore through the sunken colony line with only a small number of bionic forces. Though he lost the game in the end, Sync's style would once again be engraved into the minds of the people.

How is it that Sync's bionic units, in comparison with other progamers, break through the sunken colony line so easily? After the match, the interviewers asked him, "How is it that you break through the sunken colonies so well? Is there a secret to it?" He answered plainly, "I just do it."

Where does that strength come from, to be able to tear through the sunken colonies so ruthlessly? I investigated this mystery by analyzing the replay of the game.

Six minutes after the game started, Sync approached the opponent's entrance with 12 marines, 4 medics, and 4 firebats, as he sent an SCV to verify the number of sunken colonies and defensive units. There were 4 sunken colonies, 2 additional sunken colonies being made, and 4 zerglings.

At this point, most Terrans would retreat. The two sunken colonies would soon be completed, and the Zerg could supply zerglings from the three hatcheries at any time. Sync, however, checked the condition of the opponent by using the scan, and plunged into the sunken colonies, ripping through the six. It was horrific.

That was all I could gather from watching the replay. What, then, is the thing that makes others call him the "Spark Terran," and what is the driving force behind it? I decided to set up an experiment.

After selecting Protoss for myself and the computer as my opponent, I used the cheats to upgrade the dark archon and mind-control a drone and an SCV. I then made a sunken colony, a marine and a medic. I also researched the stim pack and upgraded the range for the marine.

After using the stim pack, I sent one marine with a medic to attack the sunken colony. With an attack of 6, the marine damaged the sunken colony each time it fired by 4 HP, because the colony has a basic defense of 2. That would mean that the marine would need to fire roughly 75 times to destroy a sunken colony. After testing it, it was about 78 to 80 times, because of the Zerg's healing ability. On average, the marine cut about 140 to 150 HP of the sunken colony.

What about the firebat? It's commonly known that a firebat is fairly useless in attacking a building structure. The firebat's attack is 16, but against any structure it only does 25% damage. After using the stim pack, the firebat with the medic was able to fire about 25 to 26 times. The HP of the sunken colony was reduced by about 112 to 120. The results were completely opposite to the common belief that firebats are ineffective against buildings. The conclusion is that when a firebat supports a marine, sunken colonies will break quickly.

The answer finally surfaced after watching the replay again. Sync's two firebats persistently attacked the sunken colonies as the marines stood behind the firebats, attacking the sunken colonies separately. After the marines used the stim pack one more time, four sunken colonies began to break up in sequence, starting from the center.

Sync, the "Spark Terran" - the driving force is his firebats.
sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
rei
Profile Blog Joined October 2002
United States3594 Posts
November 06 2007 04:32 GMT
#86
There is a trick I picked up from Elky a while ago to ensure a Fast tank push on sunken line or 3rax break sunken line work better. Elky use this on his TV matches too, it's very simple really, all he does is have scv make a gas on zerg base, and that actually buy him about 10 - 20 or so seconds before lurker or mutas come out. Merely 10 seconds would help alot in a timed 3 rax build.
GET OUT OF MY BASE CHILL
FakeSteve[TPR]
Profile Blog Joined July 2003
Valhalla18444 Posts
November 12 2007 09:08 GMT
#87
hey give me some advice:

My variation of this build has an engineering bay before acad, and semi-aggressive scouting with my first six or so marines to feint a FE.

For lower-skilled zergs (like D level or so?), the natural inclination is to expand a few times while attempting mutalisk harass. Zergs at this level seem to think they're safe when doing so.

What I do is move out slightly faster than most 3rax builds would. Sometimes I break the sunkens and win outright, other times I attack and then fall back if it looks like I'm doomed. As soon as I move out I start a CC, and while I'm walking to the Zerg's base I put up the turret matrix. If my sunken break fails, I can seemingly rely on a relatively poor player to expand immediately and attempt the inevitable Mutalisk harass.

After I send my sunken break attempt group out, I rally my barracks inside my own base. I have +1 attack before I get to the zerg's nat. If I fail to break the sunkens, the Zerg always seems to futily fly around my base running from turrets and the 10-12 +1 marines that are hanging around.

I've always had a strong enough group of marines to at least make an attempt on an expansion, and if I catch the zerg overestimating his safety and powering drones too much, I take it down and pull ahead. From there I've already set the precedent that I'm in charge of the game flow, and unless my macro and scouting are mad shitty I can lock the Zerg down with aggressive Marine attacks until I can finish it with tanks and so forth.

That's the logic behind what I do, here's a replay of how I try to execute it: http://www.battlereports.com/viewreplays.php?replaynum=32670

I don't expect this to work against really strong Zergs because they'll instinctively be much smarter with their mutalisks.

Is this working out for me, or am I just getting lucky?
Moderatormy tatsu loops r fuckin nice
Liquid`Drone
Profile Joined September 2002
Norway28701 Posts
November 12 2007 12:33 GMT
#88
taking zergs gas is really not that good.. zerg can just take gas in his natural instead..
Moderator
Wizard
Profile Blog Joined May 2007
Poland5055 Posts
December 27 2007 08:32 GMT
#89
Here is some more highlights, in three parts (similar to the one in op):





sAviOr[gm] ~ want to watch good replays? read my blog: http://www.teamliquid.net/blog/wizard
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