This is the way Starcraft is supposed to play out:
Multiple small engagements around the map. Deliberate strategy composed of tactics that have significant. consequences. Chances for defenders to recover and come back. Back and forth action. etc
- Wraiths - Vulture drop - Early bio push with P-matrix - Early Vulture + tank push
Terran must turtle vs Protoss. I rarely see T go for early aggression vs Protoss. I often hear there is no way to do it. Maybe they are right. But I think this area needs to be explored more. It was a thing that was common to hear in BW too - Terran can´t attack early vs Protoss.
In BW there were aggressive pushes such as 2 fact expands etc. In starbow the problem is every push must have some sort of anti air (marines or gols) or anti immortal (mass tank + marines). Mass tanks take too long to get up, and fast goliaths open you up to a ton of immortal busts and also delay aggressive pushes.
So we are left with marines. Marines though, are terrible against toss in the mid game. Range stalkers can kite marines all the way across the map, after which 1-2 immortals crush small tank contains. Plus the requirement for larger numbers of marines (to deal with immortals) limits vultures (and therefore mines) making contains much weaker against the zealots that are built (due to immortal 1:2 min to gas ratio).
At the same time, if you push out against stargate and he just counter's you with a void ray, you just die unless you either invest in turrets or keep up marine production (further delaying mid game tech/3rd base). Maybe if you switch to some gols after you push, but due to marine production your probably on a low factory count making your army extremely weak back at your base.
So let's say he goes robo (not stargate). He can still kite you all the way across the map while chronoing immortals.Due to the fact you have to be producing marines before any sort of robo is scouted, you are stuck with a low mine count against immortals (which already absorb a ton of mines due to shields) and zealots.
So what about the things you suggested:
- Early Vulture + tank push - No anti air production means it's total gamble if he goes stargate.
- Early bio push with P-matrix - Ranged stalkers can kite you all the way across the map when you try to push. And it delays your factories so much that you have limited mines and are forced into a passive mid game. Plus he can just focus fire non shielded marines negating most of the shields effect. Stim is so short that, to catch stalkers, you have to sacrifice so much HP that your medics can't keep up. It's kinda a gamble that he's going stargate too since if he just goes robo or scouts it and goes tons of stalkers, it shuts down bio pushes so hard. If you delay the push, reavers come out.
-Vulture drop - Mines plant so slow that toss can just pull his probes. If he is making an immortal, it absorbs any mines laid, if he is going air it kills drop ships + the fast starport delays your tech so much that defending a immortal or stargate counter attack become extremely hard. If you try to use aggressive mines, the stalker zealot just kills them before they burrow. Even if it does moderate damage, to get it in time you would have to go 2 fact -> starport to get tanks, vultures, and a drop ship (with the factory upgrades). In order to get all this in any sort of timely manner leaves you open to all sorts of starport and immortal timings. If you try to get enough marines to hold these off, the drop would come after the toss has more than enough gates to stop it.
If you try a 1 base vulture drop, well... I'm pretty sure most people can figure out why that probably wouldn't be worth it. Especially since you can't aggressively mine to kill stalkers.
-Wraiths 1 base - Toss normally goes robo or stargate after his expand. If he goes robo, unlike BW you can get obs right away, making it so toss can easily defend the cloak with obs + stalkers while preparing for an immortal bust (since 1 base wraith would slow down your mech so much). If he goes stargate, wraiths can shut down void harass, but they do damamge to ground so slowly, the toss would have to build cannons or a robo. It would hurt the toss a bit, but 1 base would put terran so far behind in expo + midgame that a strong corsair + stalker push (maybe with blink) would almost certainly leave the terran with not enough tanks to defend.
-Wraiths 2 base - If he goes robo into blink with immortal stalker zealot, all the wraith gas would be very ineffective and would set the terran behind (since blink stalkers would own wraiths so hard mid game). It would set tank production behind so much that the toss could probably break you during wraith production. It just seems really shaky, the toss could even go for like 5 gate blink obs and probably break the terran or at least force him to cower in the corner for 10 minutes afterwards.
If someone has some other idea for how the heck to push a toss (even his 3rd base) without it being a total dice roll or pulling a ton of SCVs, please post some ideas.Marine tank push seems to be the most promising, but due to the lack of mines + immortal stalker, it's so fragile. Sure it could maybe work, but if it takes 5x as much work for the terran than for the toss, is that balanced? It's easy to say, vulture tank push with turrets and ghosts beats toss. However things like void shield which are use and a-move abilities, the fact that terran can't use mines reactivity makes it so much harder. In BW one of the weakest parts of terran was the fact that toss was so mobile flanks were deadly. In starbow, toss is almost twice as mobile when you combine blink, warpins (especially from prisms), and how mobile an anti tank unit such as the immortal is (which are conveniently does not die to mines due to hardened shield).
N*******x: I like the Broodlord in Starbow. Instead of shooting Broodlings, they shoot out some acid, and it spawns 2 broodlings from whateber target it kills
On November 03 2012 14:31 purakushi wrote: lol saw this on MLG twitch chat:
N*******x: I like the Broodlord in Starbow. Instead of shooting Broodlings, they shoot out some acid, and it spawns 2 broodlings from whateber target it kills
@Traceback can't you can the base? robo = no stargate? see assim gas count on protoss's main (or maybe nat) and look for robo. If you scout stargate, delay a bit get a few gols, and push out with gol range? You can kite void rays forever, and toss can't go reaver/storm/immortal with air immediately.
Brings scvs, build 2 bunkers and a turret, take a third with a pf at the same time, and expect for your contain to be broken sometime.
To kabel and the other guy(s) who mod the map, I would really really appreciate it if you could take the time to keep an updated spreadsheet of the units, stats, skills, and skill info
- Wraiths - Vulture drop - Early bio push with P-matrix - Early Vulture + tank push
Terran must turtle vs Protoss. I rarely see T go for early aggression vs Protoss. I often hear there is no way to do it. Maybe they are right. But I think this area needs to be explored more. It was a thing that was common to hear in BW too - Terran can´t attack early vs Protoss.
In BW there were aggressive pushes such as 2 fact expands etc. In starbow the problem is every push must have some sort of anti air (marines or gols) or anti immortal (mass tank + marines). Mass tanks take too long to get up, and fast goliaths open you up to a ton of immortal busts and also delay aggressive pushes.
So we are left with marines. Marines though, are terrible against toss in the mid game. Range stalkers can kite marines all the way across the map, after which 1-2 immortals crush small tank contains. Plus the requirement for larger numbers of marines (to deal with immortals) limits vultures (and therefore mines) making contains much weaker against the zealots that are built (due to immortal 1:2 min to gas ratio).
At the same time, if you push out against stargate and he just counter's you with a void ray, you just die unless you either invest in turrets or keep up marine production (further delaying mid game tech/3rd base). Maybe if you switch to some gols after you push, but due to marine production your probably on a low factory count making your army extremely weak back at your base.
So let's say he goes robo (not stargate). He can still kite you all the way across the map while chronoing immortals.Due to the fact you have to be producing marines before any sort of robo is scouted, you are stuck with a low mine count against immortals (which already absorb a ton of mines due to shields) and zealots.
So what about the things you suggested:
- Early Vulture + tank push - No anti air production means it's total gamble if he goes stargate.
- Early bio push with P-matrix - Ranged stalkers can kite you all the way across the map when you try to push. And it delays your factories so much that you have limited mines and are forced into a passive mid game. Plus he can just focus fire non shielded marines negating most of the shields effect. Stim is so short that, to catch stalkers, you have to sacrifice so much HP that your medics can't keep up. It's kinda a gamble that he's going stargate too since if he just goes robo or scouts it and goes tons of stalkers, it shuts down bio pushes so hard. If you delay the push, reavers come out.
-Vulture drop - Mines plant so slow that toss can just pull his probes. If he is making an immortal, it absorbs any mines laid, if he is going air it kills drop ships + the fast starport delays your tech so much that defending a immortal or stargate counter attack become extremely hard. If you try to use aggressive mines, the stalker zealot just kills them before they burrow. Even if it does moderate damage, to get it in time you would have to go 2 fact -> starport to get tanks, vultures, and a drop ship (with the factory upgrades). In order to get all this in any sort of timely manner leaves you open to all sorts of starport and immortal timings. If you try to get enough marines to hold these off, the drop would come after the toss has more than enough gates to stop it.
If you try a 1 base vulture drop, well... I'm pretty sure most people can figure out why that probably wouldn't be worth it. Especially since you can't aggressively mine to kill stalkers.
-Wraiths 1 base - Toss normally goes robo or stargate after his expand. If he goes robo, unlike BW you can get obs right away, making it so toss can easily defend the cloak with obs + stalkers while preparing for an immortal bust (since 1 base wraith would slow down your mech so much). If he goes stargate, wraiths can shut down void harass, but they do damamge to ground so slowly, the toss would have to build cannons or a robo. It would hurt the toss a bit, but 1 base would put terran so far behind in expo + midgame that a strong corsair + stalker push (maybe with blink) would almost certainly leave the terran with not enough tanks to defend.
-Wraiths 2 base - If he goes robo into blink with immortal stalker zealot, all the wraith gas would be very ineffective and would set the terran behind (since blink stalkers would own wraiths so hard mid game). It would set tank production behind so much that the toss could probably break you during wraith production. It just seems really shaky, the toss could even go for like 5 gate blink obs and probably break the terran or at least force him to cower in the corner for 10 minutes afterwards.
If someone has some other idea for how the heck to push a toss (even his 3rd base) without it being a total dice roll or pulling a ton of SCVs, please post some ideas.Marine tank push seems to be the most promising, but due to the lack of mines + immortal stalker, it's so fragile. Sure it could maybe work, but if it takes 5x as much work for the terran than for the toss, is that balanced? It's easy to say, vulture tank push with turrets and ghosts beats toss. However things like void shield which are use and a-move abilities, the fact that terran can't use mines reactivity makes it so much harder. In BW one of the weakest parts of terran was the fact that toss was so mobile flanks were deadly. In starbow, toss is almost twice as mobile when you combine blink, warpins (especially from prisms), and how mobile an anti tank unit such as the immortal is (which are conveniently does not die to mines due to hardened shield).
I'm experimenting with bio a little bit in PvT. Can't really say a lot, only 2games so far but here is what I'm trying: CC first 2rax Bunker get 1gas @25gas, get a techlab on one of your barracks research U-238 ammunition (once this finishes, your bunker can shoot back at the stalkers!) get a factory (for tanks)
then it gets pretty rough, but this is the idea: research P-Matrix and stim afterwards 3-4 barracks + siege tanks and then either do a tank+medic+marine push or just expand of it (this is what I think I have to figure out the most - can I push and/or do I need to push)
So, what are the advantages of this build over standard mech play: P-Matrix on Tanks is extremly good! And I mean like: "it feels borderline imbalanced!" (please don't nerf! Just want to say how good I think it can be ) Better defense against Air and Prismplay. Easy transition into ghostplay. Mineralfocused build, allows you to expand more aggressively. Marines! (yes they are not superduperawesome SC2 marines... still, probably the best mineral only unit in the game!)
On November 03 2012 15:17 Chronopolis wrote: @Traceback can't you can the base? robo = no stargate? see assim gas count on protoss's main (or maybe nat) and look for robo. If you scout stargate, delay a bit get a few gols, and push out with gol range? You can kite void rays forever, and toss can't go reaver/storm/immortal with air immediately.
Brings scvs, build 2 bunkers and a turret, take a third with a pf at the same time, and expect for your contain to be broken sometime.
To kabel and the other guy(s) who mod the map, I would really really appreciate it if you could take the time to keep an updated spreadsheet of the units, stats, skills, and skill info
I'll have to test some stuff but I feel trying to react to stargate is very risky play. For example what if you scan and don't see anything but 3 gates.
- Wraiths - Vulture drop - Early bio push with P-matrix - Early Vulture + tank push
Terran must turtle vs Protoss. I rarely see T go for early aggression vs Protoss. I often hear there is no way to do it. Maybe they are right. But I think this area needs to be explored more. It was a thing that was common to hear in BW too - Terran can´t attack early vs Protoss.
In BW there were aggressive pushes such as 2 fact expands etc. In starbow the problem is every push must have some sort of anti air (marines or gols) or anti immortal (mass tank + marines). Mass tanks take too long to get up, and fast goliaths open you up to a ton of immortal busts and also delay aggressive pushes.
So we are left with marines. Marines though, are terrible against toss in the mid game. Range stalkers can kite marines all the way across the map, after which 1-2 immortals crush small tank contains. Plus the requirement for larger numbers of marines (to deal with immortals) limits vultures (and therefore mines) making contains much weaker against the zealots that are built (due to immortal 1:2 min to gas ratio).
At the same time, if you push out against stargate and he just counter's you with a void ray, you just die unless you either invest in turrets or keep up marine production (further delaying mid game tech/3rd base). Maybe if you switch to some gols after you push, but due to marine production your probably on a low factory count making your army extremely weak back at your base.
So let's say he goes robo (not stargate). He can still kite you all the way across the map while chronoing immortals.Due to the fact you have to be producing marines before any sort of robo is scouted, you are stuck with a low mine count against immortals (which already absorb a ton of mines due to shields) and zealots.
So what about the things you suggested:
- Early Vulture + tank push - No anti air production means it's total gamble if he goes stargate.
- Early bio push with P-matrix - Ranged stalkers can kite you all the way across the map when you try to push. And it delays your factories so much that you have limited mines and are forced into a passive mid game. Plus he can just focus fire non shielded marines negating most of the shields effect. Stim is so short that, to catch stalkers, you have to sacrifice so much HP that your medics can't keep up. It's kinda a gamble that he's going stargate too since if he just goes robo or scouts it and goes tons of stalkers, it shuts down bio pushes so hard. If you delay the push, reavers come out.
-Vulture drop - Mines plant so slow that toss can just pull his probes. If he is making an immortal, it absorbs any mines laid, if he is going air it kills drop ships + the fast starport delays your tech so much that defending a immortal or stargate counter attack become extremely hard. If you try to use aggressive mines, the stalker zealot just kills them before they burrow. Even if it does moderate damage, to get it in time you would have to go 2 fact -> starport to get tanks, vultures, and a drop ship (with the factory upgrades). In order to get all this in any sort of timely manner leaves you open to all sorts of starport and immortal timings. If you try to get enough marines to hold these off, the drop would come after the toss has more than enough gates to stop it.
If you try a 1 base vulture drop, well... I'm pretty sure most people can figure out why that probably wouldn't be worth it. Especially since you can't aggressively mine to kill stalkers.
-Wraiths 1 base - Toss normally goes robo or stargate after his expand. If he goes robo, unlike BW you can get obs right away, making it so toss can easily defend the cloak with obs + stalkers while preparing for an immortal bust (since 1 base wraith would slow down your mech so much). If he goes stargate, wraiths can shut down void harass, but they do damamge to ground so slowly, the toss would have to build cannons or a robo. It would hurt the toss a bit, but 1 base would put terran so far behind in expo + midgame that a strong corsair + stalker push (maybe with blink) would almost certainly leave the terran with not enough tanks to defend.
-Wraiths 2 base - If he goes robo into blink with immortal stalker zealot, all the wraith gas would be very ineffective and would set the terran behind (since blink stalkers would own wraiths so hard mid game). It would set tank production behind so much that the toss could probably break you during wraith production. It just seems really shaky, the toss could even go for like 5 gate blink obs and probably break the terran or at least force him to cower in the corner for 10 minutes afterwards.
If someone has some other idea for how the heck to push a toss (even his 3rd base) without it being a total dice roll or pulling a ton of SCVs, please post some ideas.Marine tank push seems to be the most promising, but due to the lack of mines + immortal stalker, it's so fragile. Sure it could maybe work, but if it takes 5x as much work for the terran than for the toss, is that balanced? It's easy to say, vulture tank push with turrets and ghosts beats toss. However things like void shield which are use and a-move abilities, the fact that terran can't use mines reactivity makes it so much harder. In BW one of the weakest parts of terran was the fact that toss was so mobile flanks were deadly. In starbow, toss is almost twice as mobile when you combine blink, warpins (especially from prisms), and how mobile an anti tank unit such as the immortal is (which are conveniently does not die to mines due to hardened shield).
I'm experimenting with bio a little bit in PvT. Can't really say a lot, only 2games so far but here is what I'm trying: CC first 2rax Bunker get 1gas @25gas, get a techlab on one of your barracks research U-238 ammunition (once this finishes, your bunker can shoot back at the stalkers!) get a factory (for tanks)
then it gets pretty rough, but this is the idea: research P-Matrix and stim afterwards 3-4 barracks + siege tanks and then either do a tank+medic+marine push or just expand of it (this is what I think I have to figure out the most - can I push and/or do I need to push)
So, what are the advantages of this build over standard mech play: P-Matrix on Tanks is extremly good! And I mean like: "it feels borderline imbalanced!" (please don't nerf! Just want to say how good I think it can be ) Better defense against Air and Prismplay. Easy transition into ghostplay. Mineralfocused build, allows you to expand more aggressively. Marines! (yes they are not superduperawesome SC2 marines... still, probably the best mineral only unit in the game!)
This sounds like a reasonable plan. I will post more later but it feels like you give up all map control due to no mines midgame and only 2 orbitals so less scans. Can you PM me a replay of your attempt at this idea?
I don't understand why Broods got changed. Old Broods were still extremely powerful vs Toss.
@BigJ I like it. My only worry is any Protoss player with good micro who goes stalker pressure first (extremely common) is going to make your life hell while pushing. If I were fighting this push you'd be re-seiging up every 3 seconds across the map so you don't get your entire marine force decimated. Looks pretty solid vs early void ray, immortal/zealot, and relatively safe vs reaver.
On November 04 2012 03:09 decemberscalm wrote: I don't understand why Broods got changed. Old Broods were still extremely powerful vs Toss.
@BigJ I like it. My only worry is any Protoss player with good micro who goes stalker pressure first (extremely common) is going to make your life hell while pushing. If I were fighting this push you'd be re-seiging up every 3 seconds across the map so you don't get your entire marine force decimated. Looks pretty solid vs early void ray, immortal/zealot, and relatively safe vs reaver.
About broodlords. As a zerg player, the strongest part of broodlords is the broodling. Yes the damage is nice, but you can easily kill them without broodling. The broodlings dealt tons of damage, and most importantly blocked the way for other units. Suddenly I don't need to worry about non-blink stalkers, archons, etc. The only point of broodlords would be to break down cannons or a wall-off. So it's not a great unit and I wouldn't use it. But with broodlings I will actually use it, and it lets zerg get a decent lategame.
That's what I love about late game Z. You spend the entire match playing re-actively to whatever P and T are doing, until you survive to late game and all of a sudden T and P are forced to make their composition vs yours or die during that tech switch.
If stalkers didn't have blink it wouldn't be such a necessity to have broodlings. Lurkers burrowed under the broodlords keeps them stalkers at bay.
On November 04 2012 03:48 decemberscalm wrote: That's what I love about late game Z. You spend the entire match playing re-actively to whatever P and T are doing, until you survive to late game and all of a sudden T and P are forced to make their composition vs yours or die during that tech switch.
If stalkers didn't have blink it wouldn't be such a necessity to have broodlings. Lurkers burrowed under the broodlords keeps them stalkers at bay.
Even if they didn't have it, they wouldn't get used. Look at PvZ lategame. No one makes guardian. Non-broodling broodlords and literally just guardians. So yes, they wouldn't get used. Or the people who did use them would be not playing optimally.
I dont see reason for that at all. Larvae spawn rate pre queens is same as before nerfs. 6pool is much stronger. +1 zealot timings is dead. Backstabbing is weaker (due to atk speed nerf).