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This belongs in Liquipedia, not the strat forum. Why repost something here?
coz i don't know how to post there, and i Really don't think that this is Really fits it standard o.o its just a earlier sparks >.>
Doesn't actual Sparks Terran use lots of Firebats and +aTtacK instead of +armor? Isn't that why it's called Sparks Terran in the first placed?
this is a variation, you would be Push EARLY, w/c means that you'd have less rines so there for +1 armor (3 hits from sunken and lurker if he goes that tech) is way better than +1 aTtacK in early game. You could incorporate bats if you want to o.o i just prefer rines, since they can hit mutas (if he goes that tech)
On June 27 2009 22:51 koreasilver wrote:Show nested quote +On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break? Yes. This build has the capability to rip through an absolutely ridiculous number of sunks with a rather small number of units. Completely baffling.
great example why +1 armor is better, left ChoJJa baffled EDIT: Oh shit i thought it was midas, >.< my bad actually
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Uh, it was Chojja.
Also, I'm pretty sure the spark build always used +1 armor.
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is armor and fbats to absorb sunk dmg
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On June 28 2009 02:10 icystorage wrote:coz i don't know how to post there, and i Really don't think that this is Really fits it standard o.o its just a earlier sparks >.> Show nested quote +Doesn't actual Sparks Terran use lots of Firebats and +aTtacK instead of +armor? Isn't that why it's called Sparks Terran in the first placed? this is a variation, you would be Push EARLY, w/c means that you'd have less rines so there for +1 armor (3 hits from sunken and lurker if he goes that tech) is way better than +1 aTtacK in early game. You could incorporate bats if you want to o.o i just prefer rines, since they can hit mutas (if he goes that tech) Show nested quote +On June 27 2009 22:51 koreasilver wrote:On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break? Yes. This build has the capability to rip through an absolutely ridiculous number of sunks with a rather small number of units. Completely baffling. great example why +1 armor is better, left Midas ( i think it was Midas) baffled
http://www.teamliquid.net/forum/viewmessage.php?topic_id=51709¤tpage=2
In the middle of the thread, joohyunee tested it and came to the conclusion that +1 weps was better for 5 or less sunks, and +1 armor was better for 6 or more sunks. However, he didn't add any firebats.
Whenever I sunk break I just make 6 firebats. I send 3 to take damage from the sunks and i keep 3 in the back for lings. The 3 bats i sent take up 9 sunk hits - thats 4 marines saved. With +1 weps, i then proceed to mow down the sunks because the hardest part about using +1 weps in sunk breaking is getting them there alive. The first and second volley of sunk attacks are the ones that kill the most marines. +1 armor obviously lets more marines survive those, but putting 6 firebats in the mix also gets the job done. Not to mention firebats are also extremely effective vs buildings, contrary to popular belief.
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On June 27 2009 22:51 koreasilver wrote:Show nested quote +On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break? Yes. This build has the capability to rip through an absolutely ridiculous number of sunks with a rather small number of units. Completely baffling. I made a thread for it and uploaded for VOD here btw. When July breaks it's 7 sunkens but he takes out 8 altogether, along with the initial zerglings.
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On June 28 2009 03:41 Grobyc wrote:Show nested quote +On June 27 2009 22:51 koreasilver wrote:On June 27 2009 20:53 Count9 wrote: Was this the build July used when he off-raced and did a ridiculous sunken break? Yes. This build has the capability to rip through an absolutely ridiculous number of sunks with a rather small number of units. Completely baffling. I made a thread for it and uploaded for VOD here btw. When July breaks it's 7 sunkens but he takes out 9 altogether, along with the initial zerglings.
unlike July tho, i believe my variation is earlier, and OFTEN when the push reaches the nat, mutas would pop out...
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On June 27 2009 19:53 maybenexttime wrote: It's called sparks because sunkens blowin up look like fireworks. ;p I don't think they do. Exploding Firebats look like fireworks.. sunken colonies don't.
Edit: It might well be that the name came from the sunkens but when I first heard about it it was said that the name came from heavy firebat usage and I think it makes more sense. The Definitions guide from the recommended threads also states it this way iirc.
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On June 28 2009 05:04 ven wrote:Show nested quote +On June 27 2009 19:53 maybenexttime wrote: It's called sparks because sunkens blowin up look like fireworks. ;p I don't think they do. Exploding Firebats look like fireworks.. sunken colonies don't.
The name comes from the sunkens.
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I have read and tried this... I practiced it first then tried it on another player... I lost... Here is the replay... my sparks terran lose TvZ Where did I go wrong?
...and he got muta in my base so I have to defend...What do I do?
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I suppose you guys stim and wait for the medics to heal some marines before moving in on the sunks. Otherwise there is no difference between armor or no armor. Same goes for lurks, guards, ultras. If you always fight stimmed and unhealed before you engage it makes no difference what level upgrade you have for marines.
Weapon upgrade works best vs the mutalisks and lurkers, while armor upgrade works best vs zerglings. As previously said, marines with +1 attack still need 6 shots to kill a zergling, unless hits are simultaneous, for the same reason vultures need 3 shots to kill a drone. As for sunkens, I would say attack is better but armor can be made effective with positioning, by having the bat/medic group in front when attacking. Also worth mentioning that a zergling deals as much damage as a sunken so this upgrade can have a lot of influence on the game overall not specifically on the sunken break itself
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firebats are also extremely effective vs buildings, contrary to popular belief.
umm, I politely disagree
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firebats are great at absorbing damage, and they hit buildings with both of all 3 of their splash hitboxes depending on positioning. They probably hit sunkens with all 3 of them...so they do the same damage as marines do to sunkens (albeit with a bit more cooldown), can tank a few extra hits from lings even without medic support, and they force the zerg player to not be careless with his lings, sending lings into a few firebats will just get them all toasted.
so they actually are still alright at taking down sunkens, and mixing them into a sunken break is a good idea for a bit of extra effectiveness vs lings and to absorb damage
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On June 27 2009 19:19 icystorage wrote:Show nested quote +On June 27 2009 18:06 arkaros wrote: Mix some firebats is myt tip. Realy deals with the lings perfectly I mix firebats but just to stop a ling backstab, i really dont add them to the push since it would probably distract medics, rines are more effective IMO Show nested quote +On June 27 2009 18:14 Lq_ fAn wrote: 2 hatch muta timing 6.00 min 3 hatch muta timing 6.55 min it depends on gas timing this happens probably if they create no or only 2 lings, but since you would push, you can throw them off timing by let them create more lings
Firebats are good... lings that are after you start lair don't affect tech timing, just # of drones.
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On November 05 2009 18:03 atoz01 wrote:I have read and tried this... I practiced it first then tried it on another player... I lost... Here is the replay... my sparks terran lose TvZWhere did I go wrong? ...and he got muta in my base so I have to defend...What do I do? You didnt execute the BO correctly. Not by a long shot.
top = the BO bottom = stuff you did
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I've tried this a few times, but it seems Sync knew something we're missing... Insane how he can rip through 7-10 sunks with just 1.5 ctrl group of rines + 5 medics + 2 fb
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Im personaly in favour for Stinger's old 3-rax +1 armor rather than this one, which has worse economy and slow range. And why would u need 6 medics when you dont even would heal with them all at once in battle? 4 medics should be enough for a full group of marines and they have enough mana to give heal to the marines through the battle. Ur whole build seems ineffecint with depot stops, inregulary marine production. sry to break it for you :/ But this has been tested for years already.
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On November 05 2009 23:20 Queequeg wrote:Show nested quote +On November 05 2009 18:03 atoz01 wrote:I have read and tried this... I practiced it first then tried it on another player... I lost... Here is the replay... my sparks terran lose TvZWhere did I go wrong? ...and he got muta in my base so I have to defend...What do I do? You didnt execute the BO correctly. Not by a long shot. top = the BO bottom = stuff you did
Oooooh, is that some kind of program? I'd love to compare my Flash build to... Flash.
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On November 06 2009 01:32 Catch]22 wrote:Show nested quote +On November 05 2009 23:20 Queequeg wrote:On November 05 2009 18:03 atoz01 wrote:I have read and tried this... I practiced it first then tried it on another player... I lost... Here is the replay... my sparks terran lose TvZWhere did I go wrong? ...and he got muta in my base so I have to defend...What do I do? You didnt execute the BO correctly. Not by a long shot. top = the BO bottom = stuff you did Oooooh, is that some kind of program? I'd love to compare my Flash build to... Flash. Off topic: I think it's bwchart. link here http://bwchart.teamliquid.net/
On topic: I'll try this out probably later this weekend, but some thoughts:
6 medics? That seems like alot. I'd rather have 16 or 17 marines and 3-4 medics.
I think +1 armor will be great because the three firebats on the ramp at home have a much greater chance to kill all of the zerglings, if there's something like 12 speedling backstab.
It's safe to assume that I would expand while pushing, but if the push fails, wouldn't that be a big problem with mutas or lurkers coming my way, while having few marines? This seems like a do or die build order.
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On June 27 2009 18:06 arkaros wrote: Mix some firebats is myt tip. Realy deals with the lings perfectly Just make sure your firebat doesn't get sniped by the sunkens, ggaemo style.
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On November 06 2009 01:51 Rainbow wrote:Show nested quote +On November 06 2009 01:32 Catch]22 wrote:On November 05 2009 23:20 Queequeg wrote:On November 05 2009 18:03 atoz01 wrote:I have read and tried this... I practiced it first then tried it on another player... I lost... Here is the replay... my sparks terran lose TvZWhere did I go wrong? ...and he got muta in my base so I have to defend...What do I do? You didnt execute the BO correctly. Not by a long shot. top = the BO bottom = stuff you did Oooooh, is that some kind of program? I'd love to compare my Flash build to... Flash. Off topic: I think it's bwchart. link here http://bwchart.teamliquid.net/On topic: I'll try this out probably later this weekend, but some thoughts: 6 medics? That seems like alot. I'd rather have 16 or 17 marines and 3-4 medics. I think +1 armor will be great because the three firebats on the ramp at home have a much greater chance to kill all of the zerglings, if there's something like 12 speedling backstab. It's safe to assume that I would expand while pushing, but if the push fails, wouldn't that be a big problem with mutas or lurkers coming my way, while having few marines? This seems like a do or die build order.
Thanks for the picture...My build order really is far off the point. Did you edit the pictures or you just used a function in the bwchart?
Now I'm beginning to see the cons of this build order: 1) mutas/lurks are out if your sunk break fails. 2) having a little force at your base after a failed attack makes it very hard to defend.
Could you please point me where is that "Stinger 3 rax +1 armor" build order?
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