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Here is an example of ghostmech and of course immortal early game faggotry all in one lofl. http://www.sc2rc.com/index.php/replay/show/1998
edit: just a thought, but keep in mind even though I play ghost mech a lot and it makes immortals look like utterly bad units once you get past mid-game, the amount of stuff you need to survive the first push is so bad
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On April 20 2010 14:28 avilo wrote: immortal early game faggotry
Was that really necessary?
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I see a lot of players going for mechs and complaining about geting owned by immortals. But do you have any good replays where the terran goes 3rax mass marauders and loose ? I am protoss and I don't know how to beat that. I'd be really thankful I you could help me !
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On April 20 2010 13:18 cursor wrote: I'm Terran. I like Immortal's though. I've lost to them a number of times. But, I don't feel its imbalanced at all. The Immortal is a strong unit, its high enough up the tech tree, and I think it gives a lot of character to Toss. I'd hate to see it nerfed. My favorite build against the Gate>cy>robo opening is 3 rax (1 tech 2 reactors) and I get the +1 attack and Shield upgrade to finish at the same time. When I push out to claim my natural, with so many marines with the shield and +1, and a good few marauders, you can slaughter those Immo's. This build has overall been quite successful, thanks
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On April 20 2010 15:36 Thr33p3r wrote: I see a lot of players going for mechs and complaining about geting owned by immortals. But do you have any good replays where the terran goes 3rax mass marauders and loose ? I am protoss and I don't know how to beat that. I'd be really thankful I you could help me !
Watch the finals of the last Craftcup. I think those games were strong indicators. 3 rax marauder is a pretty garbage allin build. =/
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On April 20 2010 03:53 Couvre wrote: you can easily target fire sentries... Why don't you just try the build out and see what happens before blindly dismissing it. Play it a few games and if it doesn't work i will happily admit i am wrong. I went 13/0 with it though having never played terran before.. Once the Protoss notice others targeting their Sentries they will start putting a Sentry on follow on an Immortal or two just to provide a safe Guardian Shield. How you want to shoot them without using Tanks is beyond me. Rushing up to them with your bio army is pretty much plunging yourself onto the blades of Zealots. This follow-mode would almost negate any Marine army, because the Sentry is pretty safe and can continue providing its Shield.
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Thanks Flopphead, I appreciate. I looked and just saw no PvT in the last 7 matches. Would you have any link please ? :/ (i looked at craftcup n°5)
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i didn't get to read through all 24 pages, but i usually go 2 rax, tech labs no marines at all pump marauders and get ghosts asap.
usually 2 ghosts, then the rest is all marauders and research conc shells asap. usually i get the conc shells between the 2 ghosts. i'm walled in, so i build a 3rd rax and pump more marauders. get stim.
reason i go mass marauders is because if ur production is really consistent, he cannot make enough immortals for every marauder you make -- with that deadly EMP against the toss, u can easily take out immortals as long as u focus fire first and worry about the stalkers later -- and once again conc shells really help.
don't make the mistake of making a 4th rax because that seriously just messes up the macro for terran. build an expo around 80 supply and time the push around that time. with 2 EMPs charged up i usually make the toss retreat. i know that you did say going rax most of the game is a losing game -- but this is beta right now and u really gotta do what works because things haven't been worked out completely yet. playing the mass marauders+ghosts and nothing else hasn't really lost me a toss game. i don't want to claim myself as a toss expert because i have a lot of problems with a zerg that masses drones early with good micro and i can't seem to harass for the life of me sometimes. but this is what works for me --doing this in gold.
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Going to play a few more for replays, but going 1 rax tech, 2 rax reactor. +1 attack and combat shields then pushing (turtling otherwise) seems to do the trick for me.
This build on requires one refinery too, which I drop at 13.
My BO goes: 12 rax 13 ref 16 OC 16 rax 16 rax Reactors on both of these 18 EBay
The first immortal push can be very devastating, but I find that even losing my front door rax w/ tech lab I can rebuild the rax after I defeat the first push (barely). The bulk of your force relies on marines pumping from your reactors anyways. A lot of protoss rush for an early stalker once they see a rax w/ tech attached hurting their economy and delaying their immo push. +1/cshield marines absolutely dominate immortals. When you push out they should only have a few sentries, so your army getting walled isn't too big of a deal. What is a big deal is that you HAVE to get to his base before his colloxin (this should be any good players' reaction) get their range upgrade or he'll kite you all day. I'll work on getting up some replays.
Edit: This BO can probably be refined, I picked it up from a different thread and I'd really like to give credit to the author but I have no idea where I found it. Thanks whoever you are, this has been a big help vP
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On April 22 2010 18:59 ahcho00 wrote: i didn't get to read through all 24 pages, but i usually go 2 rax, tech labs no marines at all pump marauders and get ghosts asap.
This gets dominated by a 1 immo timing push, which he should be able to do once he sees you go double refinery.
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how is he gonna see me go double refinery when i kill his scout? if he chooses to go OBs first which most will always do -- i will have my ghost up.
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hi patch 9 immortals, sorry you were nerfed for being too powerful they are still good, just bit longer to get now.
pretty much in the same boat as marauders, just as powerful, just pushed back some in the game so they aren't wtf powerful.
wonder how much tvp will change with the 40 -> 55 sec immortal build time.
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its 10 sec more on faster game speed isnt it?(not counting chronoboost)
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Yes. I now declare victory over my nemesis. It was a necessary adjustment and I think should help a little bit.
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On April 23 2010 05:49 Floophead_III wrote: Yes. I now declare victory over my nemesis. It was a necessary adjustment and I think should help a little bit.
Good, now we can lock this thread and allow it to die a peaceful death.
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