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[H] TvP - The Immortal Problem. - Page 24

Forum Index > StarCraft 2 Strategy
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avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2010-04-20 05:30:06
April 20 2010 05:28 GMT
#461
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
Sup
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 20 2010 06:15 GMT
#462
On April 20 2010 14:28 avilo wrote:
immortal early game faggotry


Was that really necessary?
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Thr33p3r
Profile Joined April 2010
Great Britain4 Posts
April 20 2010 06:36 GMT
#463
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 !
Gr33ned
Profile Joined April 2010
Canada22 Posts
April 21 2010 01:04 GMT
#464
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
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 21 2010 02:23 GMT
#465
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. =/
Half man, half bear, half pig.
Rabiator
Profile Joined March 2010
Germany3948 Posts
Last Edited: 2010-04-21 03:25:17
April 21 2010 03:21 GMT
#466
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.
If you cant say what you're meaning, you can never mean what you're saying.
Thr33p3r
Profile Joined April 2010
Great Britain4 Posts
April 21 2010 06:45 GMT
#467
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)
ahcho00
Profile Joined March 2010
United States220 Posts
Last Edited: 2010-04-22 10:01:11
April 22 2010 09:59 GMT
#468
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.
Risen
Profile Blog Joined March 2010
United States7927 Posts
Last Edited: 2010-04-22 13:48:19
April 22 2010 13:46 GMT
#469
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
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Risen
Profile Blog Joined March 2010
United States7927 Posts
April 22 2010 13:47 GMT
#470
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.
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
Tiamat
Profile Joined February 2003
United States498 Posts
April 22 2010 15:01 GMT
#471
screw marines. use hellions

http://www.teamliquid.net/forum/viewmessage.php?topic_id=120636
ahcho00
Profile Joined March 2010
United States220 Posts
April 22 2010 20:14 GMT
#472
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.
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 22 2010 20:40 GMT
#473
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.
Sup
lolreaper
Profile Joined April 2010
301 Posts
April 22 2010 20:48 GMT
#474
its 10 sec more on faster game speed isnt it?(not counting chronoboost)
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 22 2010 20:49 GMT
#475
Yes. I now declare victory over my nemesis. It was a necessary adjustment and I think should help a little bit.
Half man, half bear, half pig.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 23 2010 00:26 GMT
#476
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.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
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