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On April 30 2010 23:28 Dr_Strange wrote:Show nested quote +On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms.
True but so far it worked best for me. Prolly not the best solution but worked..
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My first day in SC2 beta and I am having exactly the same problem. I can beat just about all zergs and toss in silver ladder no sweat but i loose against all terrans cos they all follow same BO. First harras followed by marauder.
Ive gone with void rays in this last game and they just got munched up cos he had a few marines any anyway, he has so many marauders vs my zealot void ray army. Is there no straight forward way of countering such a devastating TvP BO?
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Immortals are amazing vs marauders for cost effectiveness.. until they get hit by a ghost, then they are 100% worthless and will die instantly. Zealot Sentry Immo is extremely effective vs mass marauders and even a marine marauder mixture, but throw that first ghost into the mix and you might as well forget it, no amount of "trying" to micro your units will be succesful, that emp is going to cripple you completely. Ghosts are to Immortals what Immortals are to tanks. A hard counter. Very. Hard. Maybe the hardest counter in the game, because once that shield is down, immortal is basically dead.
So if you go Gate Core Robo Gate, and push with a few zealots + sentries and 3-4 immortals EARLY (before they have ghosts) you will decimate them. If they get 1 or 2 ghosts out you can forget it, the emp will win, and this is why so many toss are going for 2 warpgate + stargate to pump void rays. Sure, your gateway units will be cannon fodder and just die probably, but if you keep him from scouting your stargate its pretty gg.
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Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor.
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On May 01 2010 10:03 BlasiuS wrote: Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor. you realize that 11 marauders costs the same as 3 or 4 immortals, right? (3 in gas cost, 4 in mineral cost)
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On May 01 2010 13:34 Luddite wrote:Show nested quote +On May 01 2010 10:03 BlasiuS wrote: Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor. you realize that 11 marauders costs the same as 3 or 4 immortals, right? (3 in gas cost, 4 in mineral cost)
Without stim, the fight goes like this:
11 marauders vs 4 immortals 10 vs 3 9 vs 3 8 vs 2 7 vs 1 7 vs 0
With stim, the fight goes like this: 11 vs 4 10 vs 2 9 vs 1 9 vs 0
That's assuming no micro (which marauders have the advantage in, with +1 range, more speed, and concussive shot).
(edit: I'm not gonna redo the calculations but it should be obvious that even with guardian shield up the marauders are still way ahead)
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On May 01 2010 13:34 Luddite wrote:Show nested quote +On May 01 2010 10:03 BlasiuS wrote: Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor. you realize that 11 marauders costs the same as 3 or 4 immortals, right? (3 in gas cost, 4 in mineral cost)
not sure what your point is here, but yes, the costs are similar.
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On May 01 2010 11:09 threehundred wrote: out macro them
thanks for the answer to the "how to win in general" question but i'm pretty sure the OP was saying something about marauders...
basically what everyones been saying. Voidrays are great, immortals are great, chargelots are great. Try em all and see what you like.
On May 01 2010 14:20 fatduck wrote:Show nested quote +On May 01 2010 13:34 Luddite wrote:On May 01 2010 10:03 BlasiuS wrote: Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor. you realize that 11 marauders costs the same as 3 or 4 immortals, right? (3 in gas cost, 4 in mineral cost) Without stim, the fight goes like this: 11 marauders vs 4 immortals 10 vs 3 9 vs 3 8 vs 2 7 vs 1 7 vs 0 With stim, the fight goes like this: 11 vs 4 10 vs 2 9 vs 1 9 vs 0 That's assuming no micro (which marauders have the advantage in, with +1 range, more speed, and concussive shot). (edit: I'm not gonna redo the calculations but it should be obvious that even with guardian shield up the marauders are still way ahead)
GOD i hate posts like this. are you kidding me? I dont know why you people do these terrible comparisons and calculations.
You will NEVER find a toss going pure immortal. Immortals are so good because they work together with your army so well. NonY talked about this before. What makes a unit powerful is how it works with the rest of your army.
marauders can't effectively focus fire immortals because immortals go in the back. if you get too close, zealots will be all up in your grill, so he'll have no immortals, but you'll have no army.
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On April 30 2010 23:21 go4it wrote:Show nested quote +On April 30 2010 22:39 Rabiator wrote: Two Words: VOID RAYS.
This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.
(*1) Chills channel, roughly 9 am CET, friday April 30th ... I also watched this. I expect they will nerf void rays soon when Terran players start to vine about it. This build is very strong if not OP atm.
Only if they nerfed it in the way they nerfed marauders (aka, not at all). I don't mind them toning down void rays, but its also the only viable counter to lots of early marauder pressure. The new concussive shell upgrade might as well not exist. 60 seconds 50/50. Give me a break.
This build isn't overpowered at all, if the Terran player goes marine heavy instead then the one void ray isn't going to do jack. Its only "OP" (or what I like to call a "counter") when T goes 3 rax tech labs only making marauders. The void ray might be too strong, but it isn't because it counters marauders so well.
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On April 30 2010 23:28 Dr_Strange wrote:Show nested quote +On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms.
Storm is great against marauders, and the bio ball in general. I have no idea why anyone would say otherwise. The argument "Because they have too much hp" makes no sense. As for the lots dying, well that is up to the player to curb as best as he can.
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On April 30 2010 23:21 go4it wrote:Show nested quote +On April 30 2010 22:39 Rabiator wrote: Two Words: VOID RAYS.
This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.
(*1) Chills channel, roughly 9 am CET, friday April 30th ... I also watched this. I expect they will nerf void rays soon when Terran players start to vine about it. This build is very strong if not OP atm.
how is the build OP if it counters a player who is too stubborn to account for Air Units?
Terran players shouldn't be allowed to not make anti air and get away with it. Void Rays make sure of this.
On May 01 2010 16:51 keV. wrote:Show nested quote +On April 30 2010 23:28 Dr_Strange wrote:On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms. Storm is great against marauders, and the bio ball in general. I have no idea why anyone would say otherwise. The argument "Because they have too much hp" makes no sense. As for the lots dying, well that is up to the player to curb as best as he can.
storm is the same as banelings. tears through the marines leaving just the marauders. against pure marauder it is just terrible. marauders with medivacs can eat through soooo much storm its unreal.
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On May 01 2010 16:51 mOnion wrote:Show nested quote +On April 30 2010 23:21 go4it wrote:On April 30 2010 22:39 Rabiator wrote: Two Words: VOID RAYS.
This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.
(*1) Chills channel, roughly 9 am CET, friday April 30th ... I also watched this. I expect they will nerf void rays soon when Terran players start to vine about it. This build is very strong if not OP atm. how is the build OP if it counters a player who is too stubborn to account for Air Units? Terran players shouldn't be allowed to not make anti air and get away with it. Void Rays make sure of this. Show nested quote +On May 01 2010 16:51 keV. wrote:On April 30 2010 23:28 Dr_Strange wrote:On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms. Storm is great against marauders, and the bio ball in general. I have no idea why anyone would say otherwise. The argument "Because they have too much hp" makes no sense. As for the lots dying, well that is up to the player to curb as best as he can. storm is the same as banelings. tears through the marines leaving just the marauders. against pure marauder it is just terrible. marauders with medivacs can eat through soooo much storm its unreal.
I'm not sure what you mean, you have feedback to deal with medivacs and your chargelots are going to have a much easier time killing damaged marauders. No, storm doesn't one shot marauders. I don't see how that makes it bad. I don't feel that templar tech is any weaker then robo tech vs terran.
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On May 01 2010 16:56 keV. wrote:Show nested quote +On May 01 2010 16:51 mOnion wrote:On April 30 2010 23:21 go4it wrote:On April 30 2010 22:39 Rabiator wrote: Two Words: VOID RAYS.
This morning a bunch of really good SC2 players hung out together (*1) and tried to create an aggressive Marauder build which would NOT be killed easily by Void Rays. All they managed to do was kill lots of Probes, but once the first Void Ray is out the Terran is as good as dead. You only get one or two Warp Gates and a few Stalkers to keep the Marauders busy. If they die it doesnt matter, just getting the Void Ray out is important. Day[9] tried about 4 times to beat Azz, but didnt manage it and others kinda complained about this tactic being too easy as well.
(*1) Chills channel, roughly 9 am CET, friday April 30th ... I also watched this. I expect they will nerf void rays soon when Terran players start to vine about it. This build is very strong if not OP atm. how is the build OP if it counters a player who is too stubborn to account for Air Units? Terran players shouldn't be allowed to not make anti air and get away with it. Void Rays make sure of this. On May 01 2010 16:51 keV. wrote:On April 30 2010 23:28 Dr_Strange wrote:On April 30 2010 21:12 go4it wrote: Im testing speedlots + HT with few immortals against mass marauders.... Maybe that can work.. HT are not very good vs marauders. They have too much hp. Also, your lots will be in the storms. Storm is great against marauders, and the bio ball in general. I have no idea why anyone would say otherwise. The argument "Because they have too much hp" makes no sense. As for the lots dying, well that is up to the player to curb as best as he can. storm is the same as banelings. tears through the marines leaving just the marauders. against pure marauder it is just terrible. marauders with medivacs can eat through soooo much storm its unreal. I'm not sure what you mean, you have feedback to deal with medivacs and your chargelots are going to have a much easier time killing damaged marauders. No, storm doesn't one shot marauders. I don't see how that makes it bad. I don't feel that templar tech is any weaker then robo tech vs terran.
hm, differing styles I guess. I'm suppose they could both work, storm just seems more difficult to me
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Zealots with charge and sentrys with good FF RAPES marauder builds like no other then later on add in colos or HT.
But ya really good FF just rapes pure marauders like no other
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if you're making alot of zealots pre-speed you need a ton of sentries to back them up. based off my experiences which you should not listen to over someone really good, immortal openings aren't strong against marauders. Stim focusfire and the immortal dies in a second or two without being able to do it's damage.
I much prefer 4 gate (if my opponents 1 basing) with a healthy mix of zeal/sentry with a few stalkers.
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Try getting Stalkers with Blink
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On May 01 2010 17:15 Rebornx3 wrote: Try getting Stalkers with Blink
against pure marauders... gl with that (especially if they have stim pack and concussion shell upgrade)
I don't see the problem if they go pure marauder. Build some air to ground units (ie void ray like everyone said)
but seriously just Force Field the army off and void ray to kill them if the opponent was stupid enough to go purely marauders I mean mix in some marines there dude. Marauders are strong but seriously
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Well, I always had a risky build for it, but if you buy enough time it works ;]. Just produce x2 robo collosus instead of extra gateway, and constantly keep chronoboosting them, if u can buy time until you have at least 5, you should be fine. Produce mainly zealots, with couple of sentries. I dislike high templar tech because I noticed terrans who go pure maurauder/medivac like to add ghosts with emp, so basically, if he gets a good emp on your high templars, you're dead right there.
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On May 01 2010 16:45 mOnion wrote:thanks for the answer to the "how to win in general" question but i'm pretty sure the OP was saying something about marauders... basically what everyones been saying. Voidrays are great, immortals are great, chargelots are great. Try em all and see what you like. Show nested quote +On May 01 2010 14:20 fatduck wrote:On May 01 2010 13:34 Luddite wrote:On May 01 2010 10:03 BlasiuS wrote: Just as a clarification, 11 marauders is critical mass to kill immortals.
Immortals have 100 shields. With hardened shields they take 10 damage from marauders. So (100 / 10) = 10 marauder hits to reduce shields to 0.
Immortals have 200 health. 10 marauder shots deals 10 * (20 - 1) = 190 damage. So 11 marauder hits will kill an immortal with no shields.
So 11 marauders kill an immortal in 2 volleys.
edit: whoops forgot about armor. you realize that 11 marauders costs the same as 3 or 4 immortals, right? (3 in gas cost, 4 in mineral cost) Without stim, the fight goes like this: 11 marauders vs 4 immortals 10 vs 3 9 vs 3 8 vs 2 7 vs 1 7 vs 0 With stim, the fight goes like this: 11 vs 4 10 vs 2 9 vs 1 9 vs 0 That's assuming no micro (which marauders have the advantage in, with +1 range, more speed, and concussive shot). (edit: I'm not gonna redo the calculations but it should be obvious that even with guardian shield up the marauders are still way ahead) GOD i hate posts like this. are you kidding me? I dont know why you people do these terrible comparisons and calculations. You will NEVER find a toss going pure immortal. Immortals are so good because they work together with your army so well. NonY talked about this before. What makes a unit powerful is how it works with the rest of your army. marauders can't effectively focus fire immortals because immortals go in the back. if you get too close, zealots will be all up in your grill, so he'll have no immortals, but you'll have no army.
You're undoubtedly a much better player than me, so I respect your opinion, but I obviously wasn't trying to suggest that a typical engagement is straight marauders vs immortals. That's ridiculous. Except in tight terrain where you can force field trap, I think you're pretty much wrong - marauders have longer range than immortals, the same speed as zealots, and will have concussive shot by now. Charging his marauders in past zealots to focus fire your immortals would be pretty retarded.
I was just trying to point out that, despite what seems to be "common knowledge", having 3-4 immortals in your army doesn't auto-counter marauders, especially for cost.
edit: I should clarify that since we're talking about fast robo vs all-in marauders, chargelots are probably not an option
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