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[G] TvZ Hammer RRR - Mass Raven!!! - Page 5

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SomeONEx
Profile Joined April 2011
Sweden641 Posts
April 16 2012 21:27 GMT
#81
Gonna check it out tomorrow, going to sleep now.

User was warned for this post
BW hwaiting!
HammerSC2
Profile Joined November 2011
Canada103 Posts
Last Edited: 2012-04-16 21:43:42
April 16 2012 21:42 GMT
#82
On April 17 2012 06:23 crocodile wrote:
I'd just like to add to the thread that Hammer is PMing me personal attacks for criticizing him in his thread, while still ignoring every valid point that has been made here.

What a joke.

Actually was just wondering why you're so obsessed with trying to be so negative and troll threads. I've been responding to the reasonable, constructive and polite posters and I took the time to write a guide to a build that has worked well for me up to this point, I'm not sure what the problem is here.

If you don't like the build, say you're points and move along. You can give constructive feedback without being overly negative or having a rude demeanor. I will only be responding to comments by those who have legitimate questions or constructive feedback, and are not just trying to flame/troll threads because they're angry small people. Move along buds.
crocodile
Profile Joined February 2011
United States615 Posts
Last Edited: 2012-04-16 21:53:19
April 16 2012 21:53 GMT
#83
So the people who have legitimate criticisms of the build can say their points and you, as the OP choose to ignore them? That's not how a guide works.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
Reptilia
Profile Joined June 2010
Chile913 Posts
April 16 2012 21:56 GMT
#84
On April 17 2012 06:27 SomeONEx wrote:
Gonna check it out tomorrow, going to sleep now.

these posts are forbidden, don't post them as they add nothing, why not instead post after you sleep?
The secret to creativity is knowing how to hide your sources
snorlax
Profile Blog Joined December 2008
United States755 Posts
April 16 2012 22:04 GMT
#85
this doesn't look very viable at high levels but thanks for at least trying to contribute OP better then a lot of people in this forum can say
Avalain
Profile Joined July 2010
Canada308 Posts
April 16 2012 22:46 GMT
#86
I have to admit that I lost to this build maybe 3 weeks ago? Honestly, the best defense of the viability of this build is simply that it's so rare to see people aren't prepared for it. When I was playing against it I crushed the initial poke with reapers, denied a third (which he built again later), saw the starports and prepared for mass banshee play, and generally had a good feeling about everything. Then I lost my flock of mutas to a couple HSMs and I just couldn't get air superiority back. I transitioned to infestors but it was tricky trying to get into position to fungal while he was dropping turrets everywhere. Eventually I baneling busted him and wiped out his base, but he just flew off and kept killing my bases all over the map.

It wasn't really my proudest moment, losing that game. I know I could have won the game early if I'd tried, but I'm just not used to trying to win in the early game against Terran. I held him back and figured I could just macro and protect myself from banshee play, but it didn't work.

So, yeah, despite losing to this build I can see the holes in it after going back over the replay. I think you can still win more games than you lose with it assuming you're below masters simply because it's unexpected.
You know what unit really has balance problems? Colossi. Why, they look like they could be blown over in a stiff wind!
xUnSeEnx
Profile Blog Joined December 2010
United States183 Posts
Last Edited: 2012-04-16 23:41:47
April 16 2012 23:41 GMT
#87
it seems to gimmicky, "if the zerg does not expect it," is a gimmicky statement and not good solid play. Sorry.

I play zerg off-racing and roll sky terrans, just saying.
"All your base are belong to us."
Treva
Profile Blog Joined June 2010
United States533 Posts
April 16 2012 23:55 GMT
#88
I see problems with your build, all of which cover the spectrum of a game that would go into the later stages. Sorry for the wall of text, I tried to break it up to make it more bearable and these are just my personal thoughts about your build.

Early Game:

Early roach would shut down your push and set you far behind. The meta game for TvZ right now, at least in masters of NA, is favoring zergs to get early roaches to try to punish greedy hellion play or used preemptively for defense. A very ill prepared and greedy zerg would have problems with your push I admit but an early scout of a 2 rax opener usually leaves zergs more cautious about expanding/droning (being greedy) and defensive. Another note would be a quick muta build, like the one in your youtube video in the op. This type of opener makes you have absolutely no map awareness from the point your opponent has mutas to the point you move out and forces you to sink very large amounts of money in turrets as the few marines would be no match for a counter attack. No map presence, or even threat of map presence, leaves the zerg to do almost anything.

Mid Game:

Your follow up is basically turtle super, super hard until you get a mass amount of ravens. That is a kind of transition that relies on you doing MASSIVE amounts of early damage with your reaper push. I'm talking the amount of damage that should end a game but your opponent decides to stay in anyway. However my problem is the degree of turtling. You can not be aggressive at all in the mid game, period. You have almost no ground force, any extra cash is spend in defense and ravens in small numbers aren't very good, meaning you need to sit and wait until you get a massive amount of them before looking to threaten your opponent. Any zerg who saw you turtle THAT hard would just take every available base on the map and just keep trading until you are starved out or just sit and wait for you to push, eventually destroy your army with their superior economy and then starve you out. Again, no map presence and no way of being aggressive is not a good position to be in, regardless of the MU.

Late Game:

Finally the re-enforcement option is basically air as you are pretty much just left with starports, and pure air against Zerg is pretty bad unless, again, you have a huge advantage from earlier in the game. You also will have a very hard time getting more bases (on most maps past 3) as this build needs massive structural defense in order to protect a base and getting that defense can be made pretty much impossible by a zerg who doesn't have even a scouting overlord at every base he/she doesn't have. I mean you could try to sneak a base, like you did in your video, and hope they don't scout it but that's a very unreliable approach which only becomes more difficult the better the opponent you're playing.

Side Note:

If this build is meant for the lower leagues then disregard my criticisms as I can see it being fun and effective there. I'm just a masters terran so my view comes from if I were playing a masters zerg which if was the case I could not see this build being very successful. I do applaud you for coming here and posting a build you created yourself. I know it's not easy to have people dissect something you thought up so props for that.
Live it up.
crocodile
Profile Joined February 2011
United States615 Posts
April 17 2012 00:15 GMT
#89
The problem is that even in the lower leagues, it relies on you being significantly better than your opponent to pull this off. And it's completely not viable at Master league level.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
HammerSC2
Profile Joined November 2011
Canada103 Posts
Last Edited: 2012-04-17 00:34:14
April 17 2012 00:24 GMT
#90
On April 17 2012 08:55 Treva wrote:
I see problems with your build, all of which cover the spectrum of a game that would go into the later stages. Sorry for the wall of text, I tried to break it up to make it more bearable and these are just my personal thoughts about your build.

Early Game:

Early roach would shut down your push and set you far behind. The meta game for TvZ right now, at least in masters of NA, is favoring zergs to get early roaches to try to punish greedy hellion play or used preemptively for defense. A very ill prepared and greedy zerg would have problems with your push I admit but an early scout of a 2 rax opener usually leaves zergs more cautious about expanding/droning (being greedy) and defensive. Another note would be a quick muta build, like the one in your youtube video in the op. This type of opener makes you have absolutely no map awareness from the point your opponent has mutas to the point you move out and forces you to sink very large amounts of money in turrets as the few marines would be no match for a counter attack. No map presence, or even threat of map presence, leaves the zerg to do almost anything.

Mid Game:

Your follow up is basically turtle super, super hard until you get a mass amount of ravens. That is a kind of transition that relies on you doing MASSIVE amounts of early damage with your reaper push. I'm talking the amount of damage that should end a game but your opponent decides to stay in anyway. However my problem is the degree of turtling. You can not be aggressive at all in the mid game, period. You have almost no ground force, any extra cash is spend in defense and ravens in small numbers aren't very good, meaning you need to sit and wait until you get a massive amount of them before looking to threaten your opponent. Any zerg who saw you turtle THAT hard would just take every available base on the map and just keep trading until you are starved out or just sit and wait for you to push, eventually destroy your army with their superior economy and then starve you out. Again, no map presence and no way of being aggressive is not a good position to be in, regardless of the MU.

Late Game:

Finally the re-enforcement option is basically air as you are pretty much just left with starports, and pure air against Zerg is pretty bad unless, again, you have a huge advantage from earlier in the game. You also will have a very hard time getting more bases (on most maps past 3) as this build needs massive structural defense in order to protect a base and getting that defense can be made pretty much impossible by a zerg who doesn't have even a scouting overlord at every base he/she doesn't have. I mean you could try to sneak a base, like you did in your video, and hope they don't scout it but that's a very unreliable approach which only becomes more difficult the better the opponent you're playing.

Side Note:

If this build is meant for the lower leagues then disregard my criticisms as I can see it being fun and effective there. I'm just a masters terran so my view comes from if I were playing a masters zerg which if was the case I could not see this build being very successful. I do applaud you for coming here and posting a build you created yourself. I know it's not easy to have people dissect something you thought up so props for that.

I appreciate constructive feedback You make some great points! There are a few things I have been considering that maybe you could comment on:

1) Producing 2-4 Banshee's following the 8 minute push; to have some mid-game pressure and force zerg to spend $ on defense and perhaps channel them towards muta play

2) While building several defensive siege tanks, research blue flame then build reactor on factory and pump helli's for better map control/harass and for securing expansions easier.

I will say though, I don't have too many problems with early game pressure. The threat of two rax typically reduces some early econ for my opponent, and when they see reapers on the field even more so. I typically push in with the first 2 reapers, scout as much as possible, kill workers and force more defense spending. Also if the reaper/marauder timing attack isn't an effective one, it doesn't mean you lose all the units and can often still drop (or threaten to) in order to pin and deny 3rd.
Vanchen
Profile Blog Joined March 2011
55 Posts
April 17 2012 00:29 GMT
#91
Just a thought, if this is for lower league players, diamond and under perhaps, won't they have a very hard time using ravens. I mean I have a tough time using just 5 ravens with my lategame army and I'm masters. It just doesn't seem very noob friendly becuase one fungal will kill all your ravens and lower league players can't split air units well.
ST_Bomber|SKLGIM_MC|
JrClimbers
Profile Joined April 2011
57 Posts
April 17 2012 00:32 GMT
#92
What league are you?
HammerSC2
Profile Joined November 2011
Canada103 Posts
April 17 2012 00:40 GMT
#93
On April 17 2012 09:29 Vanchen wrote:
Just a thought, if this is for lower league players, diamond and under perhaps, won't they have a very hard time using ravens. I mean I have a tough time using just 5 ravens with my lategame army and I'm masters. It just doesn't seem very noob friendly becuase one fungal will kill all your ravens and lower league players can't split air units well.

Hmm you think platinum/diamond players can't handle some raven control? That being said that's a good point for some of the lowest leagues, but practice makes perfect, and any play/strategy/build improves with practice and better micro. Additionally, lower league opponents won't respond as well in terms of economy and composition so it could be that much easier.
kyllinghest
Profile Joined December 2011
Norway1607 Posts
April 17 2012 00:43 GMT
#94
You keep floating so many minerals, is there any way you can build some usefull stuff with the cash? Just building hellions and marines and attack moving them across the map is better than banking several thousand minerals while you're not even at 100 suply at the 19 minute mark.
I think your opening is cool and creative, but I also think it could be a good idea to stop building reapers earlier, so you can focus your gas towards tanks and setting up a good infastructure.
How zergs with infestors fail to win against this is beyond my grasp, but its cool that you innovate and try out new things even though they perhaps arn't viable at the top level. How many people are top level anyways? Interesting build, I'll be sure to try it out.
"NO" -Has
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
April 17 2012 00:52 GMT
#95
Forgive me if I'm wrong, but isn't it against the rules to post a very poorly thought out, unviable build with little evidence/sense to it? Shouldn't this have a [H] tag with the OP asking how to make this build work (in any sense) at a reasonably competitive level?

Isn't that what this forum is about?

Moreover, the OP isn't answering criticisms from the people trying to help him, doesn't that warrant a closure?

On topic- mass raven/viking/banshee (ie, sky terran) works only vs T in ultra-late-game or in weird games v mass toss air (say you were going mech, they went air, you could counter with this)

HammerSC2
Profile Joined November 2011
Canada103 Posts
April 17 2012 00:53 GMT
#96
On April 17 2012 09:43 kyllinghest wrote:
You keep floating so many minerals, is there any way you can build some usefull stuff with the cash? Just building hellions and marines and attack moving them across the map is better than banking several thousand minerals while you're not even at 100 suply at the 19 minute mark.
I think your opening is cool and creative, but I also think it could be a good idea to stop building reapers earlier, so you can focus your gas towards tanks and setting up a good infastructure.
How zergs with infestors fail to win against this is beyond my grasp, but its cool that you innovate and try out new things even though they perhaps arn't viable at the top level. How many people are top level anyways? Interesting build, I'll be sure to try it out.

In regards to the high mineral count I am now MUCH more pro-active in building more CC's and marines. I have DEFINITELY been thinking I need to start pumping helli's though as it would really help with map-control and reduce zergling numbers.

Hmm reapers are only 50 gas each, what are you thinkin.. like attack with 4reap/2maraud/med?

Thanks for your feeback, and I appreciate your positivity!
crocodile
Profile Joined February 2011
United States615 Posts
April 17 2012 00:58 GMT
#97
On April 17 2012 09:52 DYEAlabaster wrote:
Forgive me if I'm wrong, but isn't it against the rules to post a very poorly thought out, unviable build with little evidence/sense to it? Shouldn't this have a [H] tag with the OP asking how to make this build work (in any sense) at a reasonably competitive level?

Isn't that what this forum is about?

Moreover, the OP isn't answering criticisms from the people trying to help him, doesn't that warrant a closure?

On topic- mass raven/viking/banshee (ie, sky terran) works only vs T in ultra-late-game or in weird games v mass toss air (say you were going mech, they went air, you could counter with this)


This exactly. And the OP will probably ignore your post or call you an angry nerd just for stating this obvious fact. I cannot believe this thread has not been closed, where are the mods??
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
HammerSC2
Profile Joined November 2011
Canada103 Posts
Last Edited: 2012-04-17 01:16:30
April 17 2012 00:59 GMT
#98
On April 17 2012 09:52 DYEAlabaster wrote:
Forgive me if I'm wrong, but isn't it against the rules to post a very poorly thought out, unviable build with little evidence/sense to it? Shouldn't this have a [H] tag with the OP asking how to make this build work (in any sense) at a reasonably competitive level?

Isn't that what this forum is about?

Moreover, the OP isn't answering criticisms from the people trying to help him, doesn't that warrant a closure?

On topic- mass raven/viking/banshee (ie, sky terran) works only vs T in ultra-late-game or in weird games v mass toss air (say you were going mech, they went air, you could counter with this)


Forgiven and you're wrong I've used this build for a long time on ladder, and refined it quite a bit. It IS viable as I win more than I lose, and I've beat MANY Masters level players with it.

I AM responding to constructive criticism, take a look at this page.. and the others. Lol.

On topic: I win regularly with the composition, so you're wrong again. That's a silly statement to say it only works vs T when I have evidence to the contrary in replays at reasonably high levels of play...

...that and the feedback on this thread from Zerg players that lost to the build.


@ crocodile Aren't you tired of being an angry little troll on this thread? You're the one that should be warned, and subsequently banned if you continue being an angry little person and not contributing anything of value to the discussion.
crocodile
Profile Joined February 2011
United States615 Posts
April 17 2012 01:22 GMT
#99
I'll keep explaining why this is a stupid thread until you address the point I made 3 fucking pages ago.

1. Post replays of you defending a Roach/Baneling bust, which this build cannot defend unless the Zerg fucks up majorly.

2. Post replays of you dealing with Ling/Infestor into either Broodlord/Infestor/Corruptor or Ultra/Ling, both of which are completely standard unit compositions that should absolutely wreck any sort of Raven play. If the Zerg is playing even REMOTELY adequately and you still win, I will shut up.

3. Post BETTER replays of you against Muta play. The Zergs who went Muta in your VODs had such poor control I would honestly have guessed that they had a stroke while you were playing.
Master League Terran. Huge fan of Quantic Gaming and ROOTDestiny
FinalForm
Profile Joined August 2010
United States450 Posts
April 17 2012 01:24 GMT
#100
What league are you?
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