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[UMS] [D] Nexus War Strategy discussion - Page 8

Forum Index > SC2 Maps & Custom Games
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u cnat spel
Profile Joined November 2010
1 Post
November 13 2010 00:48 GMT
#141
GUYS... I need to know; I'm playing $400/game against this guy, he was stuck $3200 but now he's crushing me with mass Mutas. First I loss $1600, then we did double or nothing, and now we're EVEN.

I've been doing the 5marine/4marauder --> hellion-->medivac --> banshee strat.. but by the time I start hellions, he's got his first spire up. From there, he just masses spires. Getting vikings at this point is extremely slow. Should I transition into more marines? DOES MASS MARINES JUST RAPE MASS MUTAS? tytyty, really need this answer quick, going to play more.
Rhokdar
Profile Joined August 2010
Denmark240 Posts
November 13 2010 01:08 GMT
#142
Thors. Mutas will clumb together = they get destroyed.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 13 2010 01:08 GMT
#143
The trick of the game is to build a lot of HTs.
https://twitter.com/SufficientStats
zoOv
Profile Blog Joined April 2010
Australia269 Posts
November 13 2010 01:50 GMT
#144
High templars baby
Terror Australis :: [TA] :: Hard work beats talent when talent fails to work hard
Syben
Profile Joined October 2010
United States512 Posts
November 13 2010 03:44 GMT
#145
2 Spawning Pool, Roach, into infester and muta = win
Definitely gonna switch to G, the only race I havent played yet. - TLO
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 13 2010 04:14 GMT
#146
Since this is a team game, I've been focusing on team strategies. Even though everyone loves to hate Toss, Mass carriers are effective against pretty much everything. My partner is a Terran who play very complementary to my style. I've even got a BO:

Zealot
Stalker
*(See Below)
Phoenix
Carrier (repeated)
Banpei (when comfortable)

The carrier comes out incredibly fast and dominates everything early on. I take a big hit econ wise, but I build a Banpei as soon as we're pushing, and I usually catch back up pretty quickly.

* This point in the build is entirely dependent on the game. If they'r egoing heavy marine or ling/bling, I make a HT. If I see Marauder/Stalker/Roach, I get an immortal. If we're doing fine, I skip this step altogether and go straight into Phoenix.

What do you think?
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
-{Cake}-
Profile Joined October 2010
United States217 Posts
November 13 2010 04:15 GMT
#147
zeal + double marine is probably the strongest lane to begin with

if you are pushed back to a cannon or two, put a couple cheap raxes or something in font to shield your cannon so it doesn't get focus fired and to block melee units

pure mass baneling is lulz

late-late game, if maxed, make pylon walls everywhere to block enemy units, control the paths of your own units, and narrow chokes
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2010-11-13 20:50:23
November 13 2010 20:46 GMT
#148
On November 13 2010 13:14 iGrok wrote:
Since this is a team game, I've been focusing on team strategies. Even though everyone loves to hate Toss, Mass carriers are effective against pretty much everything. My partner is a Terran who play very complementary to my style. I've even got a BO:

Zealot
Stalker
*(See Below)
Phoenix
Carrier (repeated)
Banpei (when comfortable)

The carrier comes out incredibly fast and dominates everything early on. I take a big hit econ wise, but I build a Banpei as soon as we're pushing, and I usually catch back up pretty quickly.

* This point in the build is entirely dependent on the game. If they'r egoing heavy marine or ling/bling, I make a HT. If I see Marauder/Stalker/Roach, I get an immortal. If we're doing fine, I skip this step altogether and go straight into Phoenix.

What do you think?


BCs and Carriers are quite bad in this game, to be honest.

Your early game is also bad, because despite the fact that Zealot and Stalker have the same building time, they have different speed so you can't actually sync them. Any mix of units will beat a Zealot and a Stalker, which will definitely force you to get cannons or use nukes in early game.

I'd say ditch Carriers altogether. But if you have to, start with at least one Zealot and some Sentries/HTs until you are comfortable enough to tech. It is absolutely essential that you have a good economy before getting capital units because they build way too slow and having them sent to the opponent in piecemeal will get you owned.
https://twitter.com/SufficientStats
Wivyx
Profile Joined May 2009
Norway624 Posts
November 13 2010 21:10 GMT
#149
I like to either do a zergling into fast roach, or one marine into fast marauders, into 3 marauders + 3 firebats. This will anihilate any sort of infantry units. Zealot into Stalker or Immortal works well also.

It's all situational though. You've got to observe and counter.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 14 2010 02:03 GMT
#150
On November 14 2010 05:46 Sufficiency wrote:
Show nested quote +
On November 13 2010 13:14 iGrok wrote:
Since this is a team game, I've been focusing on team strategies. Even though everyone loves to hate Toss, Mass carriers are effective against pretty much everything. My partner is a Terran who play very complementary to my style. I've even got a BO:

Zealot
Stalker
*(See Below)
Phoenix
Carrier (repeated)
Banpei (when comfortable)

The carrier comes out incredibly fast and dominates everything early on. I take a big hit econ wise, but I build a Banpei as soon as we're pushing, and I usually catch back up pretty quickly.

* This point in the build is entirely dependent on the game. If they're going heavy marine or ling/bling, I make a HT. If I see Marauder/Stalker/Roach, I get an immortal. If we're doing fine, I skip this step altogether and go straight into Phoenix.

What do you think?


BCs and Carriers are quite bad in this game, to be honest.

Your early game is also bad, because despite the fact that Zealot and Stalker have the same building time, they have different speed so you can't actually sync them. Any mix of units will beat a Zealot and a Stalker, which will definitely force you to get cannons or use nukes in early game.

I'd say ditch Carriers altogether. But if you have to, start with at least one Zealot and some Sentries/HTs until you are comfortable enough to tech. It is absolutely essential that you have a good economy before getting capital units because they build way too slow and having them sent to the opponent in piecemeal will get you owned.


Well this is kind of the equivalent of an all-in. Carriers are very good against most early compositions. With an ally who can hold off, a quick carrier gives a strong, fast push. Usually my opponents throw up massive numbers of vikings or mutas, at which point i laugh as my terran buddy's thors wipe them from the sky. But it's certainly an all-in, if this doesn't work we tend to lose in short order. I'm managing a ~70% win ratio with it though
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 14 2010 04:24 GMT
#151
On November 14 2010 11:03 iGrok wrote:
Show nested quote +
On November 14 2010 05:46 Sufficiency wrote:
On November 13 2010 13:14 iGrok wrote:
Since this is a team game, I've been focusing on team strategies. Even though everyone loves to hate Toss, Mass carriers are effective against pretty much everything. My partner is a Terran who play very complementary to my style. I've even got a BO:

Zealot
Stalker
*(See Below)
Phoenix
Carrier (repeated)
Banpei (when comfortable)

The carrier comes out incredibly fast and dominates everything early on. I take a big hit econ wise, but I build a Banpei as soon as we're pushing, and I usually catch back up pretty quickly.

* This point in the build is entirely dependent on the game. If they're going heavy marine or ling/bling, I make a HT. If I see Marauder/Stalker/Roach, I get an immortal. If we're doing fine, I skip this step altogether and go straight into Phoenix.

What do you think?


BCs and Carriers are quite bad in this game, to be honest.

Your early game is also bad, because despite the fact that Zealot and Stalker have the same building time, they have different speed so you can't actually sync them. Any mix of units will beat a Zealot and a Stalker, which will definitely force you to get cannons or use nukes in early game.

I'd say ditch Carriers altogether. But if you have to, start with at least one Zealot and some Sentries/HTs until you are comfortable enough to tech. It is absolutely essential that you have a good economy before getting capital units because they build way too slow and having them sent to the opponent in piecemeal will get you owned.


Well this is kind of the equivalent of an all-in. Carriers are very good against most early compositions. With an ally who can hold off, a quick carrier gives a strong, fast push. Usually my opponents throw up massive numbers of vikings or mutas, at which point i laugh as my terran buddy's thors wipe them from the sky. But it's certainly an all-in, if this doesn't work we tend to lose in short order. I'm managing a ~70% win ratio with it though


I doubt all-in works. Nukes will break any kinds of strategic play.
https://twitter.com/SufficientStats
iGrok
Profile Blog Joined October 2010
United States5142 Posts
November 14 2010 05:10 GMT
#152
actually, if you build carriers and heavy units on the line you can effectively all-in even with nukes. You can force a double nuke by sending a pair of carriers to the other track so they hit right after their nuke lands. I mean, you have to guess when they'll nuke, but with practice, predicting it isn't all that hard.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
Last Edited: 2010-11-14 22:44:39
November 14 2010 22:44 GMT
#153
On November 14 2010 14:10 iGrok wrote:
actually, if you build carriers and heavy units on the line you can effectively all-in even with nukes. You can force a double nuke by sending a pair of carriers to the other track so they hit right after their nuke lands. I mean, you have to guess when they'll nuke, but with practice, predicting it isn't all that hard.


Actually, I just played someone who went fast carriers today. It was extremely easy to beat.

Because Carriers's build time is so long, I just ignored it while my ally on my lane made 3 Stalker Spawns. That was enough to stop the Carrier because Stalkers build almost twice as fast as Carriers and cost less than half of Carriers and 4-5 Stalkers pwn a Carrier with ease.

Near the end of the game we had ~15 Stalker Spawns and that was enough to beat his 6 Carrier Spawns with ease. We were on a winning battle the whole time.
https://twitter.com/SufficientStats
NoobieOne
Profile Joined August 2010
United States1183 Posts
November 14 2010 23:51 GMT
#154
As a team I have been liking zerg, zerg a lot because of mass hydras. Hydras will always spread out to get good conclaves and then when they push they will force a double nuke. So even if you end up nukeing first (which you shouldn't with well placed cannons and chalupas) you will still have the nuke advantage.
AndAgain
Profile Joined November 2010
United States2621 Posts
November 15 2010 03:38 GMT
#155
Anyone notice how strong a roach opening has been since the new patch? You can't push them back without roaches of your own.
All your teeth should fall out and hair should grow in their place!
Bac
Profile Joined January 2009
United States53 Posts
November 15 2010 04:04 GMT
#156
1 zergling into roach is extremely broken right now. No other opening touches it for power and quickness.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
November 15 2010 04:24 GMT
#157
On November 15 2010 12:38 AndAgain wrote:
Anyone notice how strong a roach opening has been since the new patch? You can't push them back without roaches of your own.


On November 15 2010 13:04 Bac wrote:
1 zergling into roach is extremely broken right now. No other opening touches it for power and quickness.


I agree completely. My most common BO is ling-roach-roach, and after syncing the roaches, and with an ally that makes pretty much anything really, it's enough to push into their base, and unless the other team handles it very well, it results in an easy win. Meanwhile, I'm safe to tech hydra-muta-broodlord, and go broodlord/corruptor in the middle lane. But the followup isn't important really. It's just that ling-roach-roach, especially done with an ally, is extremely powerful.

If I don't go ling-roach opening, I usually do an opening specifically catered to stop ling-roach. I open 1 marine, and check my opponents and their income. If I see an opponent in my lane with just a pair of lings coming out, and 12 or 15 income, I can expect roaches, and I've got almost enough saved up for a marauder already. But in practice, that hasn't even worked, because the marauders will usually target lings or marines or sentries instead of roaches, and get killed for nothing. So the best I've been able to do against ling-roach is to open marine-firebat actually. It's a bit counter-intuitive, but the firebat will roast lings, marines, sentries, etc. and tank quite a bit of damage, giving time for my marines and SCVs to kill the roaches.

That said, the roach in Nexus Wars is basically a cheaper zealot with range right now. While the zealot technically has higher dps than a roach, the roach has range while the zealot becomes wasteful as the game progresses. Also the roach is cheaper by a significant amount when it comes to early game.
Sufficiency
Profile Blog Joined October 2010
Canada23833 Posts
November 15 2010 06:49 GMT
#158
I have never had problems with ling to 2xRoach. It's comparable to Zealot + Sentry, actually. Besides, early advantages mean nothing.
https://twitter.com/SufficientStats
Sleight
Profile Blog Joined May 2009
2471 Posts
November 15 2010 07:52 GMT
#159
I am going to ruin a few lives and share some secrets.

The correct opening per side is 2 Rax and 1 gateway (there are 2 of you afterall). This unit combination do best vs the normal openings; Ling/Baneling, double Gateway, mass Marines, as well as all the oddball fast Reaper, mass Sentry, randomness. It opens up players to the best 2 tech trees and means that you can access the best units fastest with the most resiliency.

From there, the Terran player will either immediately get Hellions or get quick Firebat vs. heavy Lings and Zealots. Hellions should be for a few Lings, Zealots, but are strictly inferior to Firebats if they are pushing you.

The Protoss player is going to be our endgame champ. He is going to cover getting Sentries vs mass Marine or any other ranged base strat, but basically start saving for an Immortal vs Marauders/Roaches/Stalkers or going for a SUPER fast Pylon. Yes that is right. if you can hold them steady, going Immortal->Pylon or Sentry->Pylon, ends up paying huge as long as you dont have to nuke.

PRO TIP: It is best to get pushed early when the added firepower of your worker is worth more. Later, you will have to throw down a nuke, but I have played very slowly a ton and used my worker to fend off fast rushes.

Basically the game plan will be to use as few Marines as possible to safely get 5-6 Banshees for Terran while Protoss will be playing as greedy as possible to start massing on Pylons and relying on Zealots, Sentries, and Immortals. Colossi are rarely worth the investment. Templar are a complete waste ALWAYS.

Your endgame goal is going to be Mass Thors and Mass Carriers/Void Rays. Using Banshees to force a ton of bad anti-air stuff is GREAT because when you start massing on Thors, they will have a lot of stuff to be splashed. Carriers are stupid good when they are facing not-Mutas, basically, and the Thors solve that because Mutas clump in this game.
One Love
gilligan156
Profile Joined November 2010
United States60 Posts
November 15 2010 08:02 GMT
#160
are upgrades worth the money, do you think?
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