What's viable on Battle Royal? - Page 5
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RifleCow
Canada637 Posts
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koreasilver
9109 Posts
On April 20 2009 07:36 s_86 wrote: What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks. If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas. | ||
scwizard
United States1195 Posts
On April 20 2009 07:41 RifleCow wrote: Lol, scwizard, being able to engage in discussion on online forums and particularly on TL requires a degree of credibility behind the person whom is in the debate. When you thought that 8rax meant eight barracks to stop 2 hatch mutalisks you lost all your credibility, at this point attempting to engage in discussion is fruitless because no one will discuss with someone who can make that stupid of a mistake. Which is why I think at this point you should gracefully refrain from posting in this thread. Are questions like On April 20 2009 07:28 scwizard wrote: Hmm, how would things turn out of the terran mined out that patch earlier in the game, before zerg got mutas? How badly would it screw up timings? Allowed? | ||
thunk
United States6233 Posts
On April 20 2009 07:36 s_86 wrote: What if in TvZ, terran were to FE and destroy his gas wall. Then straight to 2port valkyries for harrass and muta counter, while building up inf or mech and dropships. End game would be harassing expo's with dropships (with either inf or mech) guarded by valks. The valks wouldn't make it in time. You couldn't destroy the assims against a 9 pool, and I dunno if you could destroy punctually against a 12 hatch 11 pool either. | ||
s_86
United States191 Posts
On April 20 2009 07:43 koreasilver wrote: If you FE -> 2port, your valks won't come out in time for 2hatch mutas. You have to go 1base tech if you want to get valks out in time for 2hatch mutas. Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare. | ||
s_86
United States191 Posts
On April 20 2009 07:46 thunk wrote: The valks wouldn't make it in time. You couldn't destroy the assims against a 9 pool, and I dunno if you could destroy punctually against a 12 hatch 11 pool either. I figured a depot/rax wall while building a cc in base would prevent 9pool. Followed by moving out with the 6+ rines plus some scvs can break the gas-wall. Sorry, I should have clarified. | ||
thunk
United States6233 Posts
On April 20 2009 07:48 s_86 wrote: Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare. You still wouldn't be able to make it in time, pull out a stopwatch and try it yourself. | ||
koreasilver
9109 Posts
On April 20 2009 07:48 s_86 wrote: Well there would be a few turrets up beforehand. You can put more turrets than usual, cause you won't be building any more infantry (due to the walled entrance). If the zerg does infact go hydra/lurker to try to break through the two temples to your base, you would likely know before hand due to the lifted off barracks-scout, and prepare. The thing is, you can't completely block off a committed mutalisk attack with just turrets. You won't have a meaningful amount of marines with stim and range, and you're counting on your valks, but if you FE, your valks are going to be really slow compared to the mutalisks and you won't have enough marines. That means you have to build an extreme number of turrets because you're trying to protect both bases, and the nat's min line is difficult to protect against mutalisks. | ||
thunk
United States6233 Posts
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koreasilver
9109 Posts
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s_86
United States191 Posts
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koreasilver
9109 Posts
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thunk
United States6233 Posts
I haven't seen the TvZ games trending toward one type of game or another but Up thinks that a 9 pool/drone scout isn't probable a BBS inside of their opponents base could also happen. 14 CC might work but it's a 2 player map with a medium rush distance and it might not even win you the game because of the map. | ||
anTi_
United States499 Posts
If you let him kill your assimilators as terran the game is pretty much over, he can glitch lurkers over mineral patches and get behind your nat, continue pumping mutas, he can drop, go gaurdians, make a god damn overlord ring around your base with scourge sprinkled in, afk for 5 minutes, or do any of these in combination to win the game. If a terran wins a straight up game on this map on a progamer level I will be shocked. | ||
koreasilver
9109 Posts
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thunk
United States6233 Posts
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anTi_
United States499 Posts
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scwizard
United States1195 Posts
Although I'm not sure if that would do much. | ||
TheFoReveRwaR
United States10657 Posts
On April 19 2009 23:07 Mortician wrote: Middle/small size units can go between 2 assimilator Small units between geyser and assimilator None between 2 geysers Ghosts can. | ||
kakisama
Canada82 Posts
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