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.
[UMS] [D] Nexus War Strategy discussion - Page 8
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u cnat spel
1 Post
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
Denmark240 Posts
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Sufficiency
Canada23833 Posts
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zoOv
Australia269 Posts
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Syben
United States512 Posts
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iGrok
United States5142 Posts
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? | ||
-{Cake}-
United States217 Posts
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
Canada23833 Posts
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. | ||
Wivyx
Norway624 Posts
It's all situational though. You've got to observe and counter. ![]() | ||
iGrok
United States5142 Posts
On November 14 2010 05:46 Sufficiency wrote: 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 | ||
Sufficiency
Canada23833 Posts
On November 14 2010 11:03 iGrok wrote: 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. | ||
iGrok
United States5142 Posts
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Sufficiency
Canada23833 Posts
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. | ||
NoobieOne
United States1183 Posts
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AndAgain
United States2621 Posts
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Bac
United States53 Posts
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Dromar
United States2145 Posts
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
Canada23833 Posts
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Sleight
2471 Posts
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. | ||
gilligan156
United States60 Posts
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