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[G]TvZ Marine/Raven - Page 2

Forum Index > StarCraft 2 Strategy
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Prev 1 2 3 4 5 39 40 41 Next All
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
October 25 2010 06:50 GMT
#21
is there a reason why you get combat shield first? just from briefly watching the first two reps, it seems as if you got stim first, and pushed as combat shields are finishing (possibly with a medivac, although i don't know) you could put a lot of hurt on a 14 hatching zerg who is light on defense like that, plus you could actually micro against the lings.

In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
positron.
Profile Joined May 2010
634 Posts
October 25 2010 06:51 GMT
#22
On October 25 2010 15:05 aNx wrote:
Show nested quote +
On October 25 2010 14:34 link0 wrote:
The problem of this build is roach/hydra.


Actually I have been using this build with pretty decent success against roach hydra.

The reason is with that many ravens you can just throw down 5-6 PDDs (roaches have TWO SECOND attack which means that the point defence drones stop everything they throw at you) and so your marines literally do not take hits, and since marine dps is so potent they can just rip through huge amounts of roach hydra without getting taking many hits at all.


PDD stops roach's attacks? I thought it only works on projectile which does not include the acid attack of the roach.
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
October 25 2010 06:54 GMT
#23
I appreciate people trying to find more interesting styles of play, this seems to be very susceptible to infestor play though :/

Might try it out in some customs today, see what happens.
I think esports is pretty nice.
n3mo
Profile Joined May 2010
United States298 Posts
October 25 2010 06:55 GMT
#24
nope, PDD doesn't stop roach attacks. it stops hydra attacks, although the hydras attack ridiculously fast. however, with enough PDD down, it'll buy you those critical seconds for a stimmed marine ball to rip through some stuff.
My hatred for [banelings] is way greater than my compassion
Baby_Seal
Profile Joined August 2010
United States360 Posts
October 25 2010 07:02 GMT
#25
This definitely looks pretty cool. I can imagine battles where the zerg tries to bait hunter seeker missiles, point defense drones, and autoturrets while taking minimal damage and keeping the creep alive to maximize the potency of these attacks. It would makes for some interesting micro wars.

I do worry about infestors though. Any infestor heavy build could give this a really hard time, since all it would take is four (or five less well-timed) fungal growths to turn your expensive raven fleet into dust, and it doesn't help that infestors are also extremely effectively against marines too. It might be worthwhile to sacrifice a portion of that raven fleet and invest in a few ghosts to deal with infestors if they start popping out in significant numbers.
trotskyist
Profile Blog Joined October 2010
Belgium87 Posts
October 25 2010 07:13 GMT
#26
thanks alot for this post. those first 4 reps were posted on my thread about TvZ but the mods said something about martyrs and closed it. I think this is a cool build and i need to try it
drdovetalk
Profile Joined September 2010
Singapore27 Posts
Last Edited: 2010-10-25 07:26:09
October 25 2010 07:13 GMT
#27
Mass ravens are truly difficult to deal with. But if I were to theory-craft a little, the trick (as Zerg) is to understand that Ravens do not have infinite energy. Yes they can build a wall of 150hp high dps auto-turrets that stop a push in its tracks. Yes they can put up 3 PDDs to nullify swarms of corrupters, mutas, queens and hydras. Yes they can use HSM to disperse flocks of mutablings.

But they can't do all that at once. HSM = 125 energy. PDD = 100 energy. Auto turret = 50 energy.
A raven has 200 energy max, and likely a squad of ravens are not all at full energy if a push is done once say... the 4th raven is completed.
Forcing a PDD means 2 less turrets. Forcing a HSM means no PDD and only 1 turret. Forcing tons of turrets means no PDD and no HSM.

What can you do to force raven energy use? Probably the same way Muta harass force marines to stim. (i.e. once you see the stim go off, fly away and let the medivac drain their energy). This means engaging the ravens in the open. Engaging in the open means you cannot be on your base, because there is no way to retreat. Threaten hits on the marine/raven ball with ling/bling then run away as turrets fall and HSMs are launched. FG the ravens and run in the hydras, forcing PDDs and autoturrets, then pull back.

Edit: Oh, and get the armor upgrades, because turrets and marines deal dmg via small and rapid attacks. Which makes armor upgrades worth it.
Cadgers
Profile Blog Joined August 2008
United States514 Posts
October 25 2010 07:21 GMT
#28
How does this work without medivacs? I haven't watched the replays yet but to me that seems like the biggest flaw. What's to stop the Zerg from just using fungal growth and just walking away from the marines.
kme
Profile Joined March 2010
Serbia176 Posts
October 25 2010 07:28 GMT
#29
On October 25 2010 15:50 KiLL_ORdeR wrote:
is there a reason why you get combat shield first? just from briefly watching the first two reps, it seems as if you got stim first, and pushed as combat shields are finishing (possibly with a medivac, although i don't know) you could put a lot of hurt on a 14 hatching zerg who is light on defense like that, plus you could actually micro against the lings.


The reason for combat shield first is that at a time you still won't have medivacs. Also it researches 30 seconds faster then stim which syncs nicely with +1 upgrade from ebay.
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
Last Edited: 2010-10-25 07:40:51
October 25 2010 07:29 GMT
#30
will definately give this a try. Im out of options right now so il try anything.

Ive tried bunker rushing, to which the zerg responds by just building his expo elsewhere with his scouting drone.

Ive tried proxy hidden barracks + bunkers, he ling rushes my main.

Ive tried hellion thor fast expand, roach muta rapes me.

I wont even talk about tanks and banshees. Overall i think this could work. Partly because this build is mineral intensive but mostly because you can rebuild at the same rate as zerg if not faster. Thanks for this buddy. Will definately give it try when i get home tonight.
6 poll is a good skill toi have
trotskyist
Profile Blog Joined October 2010
Belgium87 Posts
Last Edited: 2010-10-25 07:41:23
October 25 2010 07:32 GMT
#31
this build really is epic. a couple things people are missing about this build, is that is forces the zerg to go baneling to deal with the marines. but your macro is really sick. also whats impressive is how easily you can harrass the zerg third or fourth expo. i am going to have to start using this build. please, post more reps.

also you have got to get those durable material upgrade for this build!! HSM rocks mutas! lol.

also a good upgrade would be air armor. youre a better player than me, but i saw that you did have the money for these upgrades

LOL, game 7 is freaking hilarious. the zergs often think they outplay their opponent, and cry when they lose. that being said, i heard from a blizzard source I have that the zerg winrate on the ladder is over 60 percent since the patch.
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
October 25 2010 07:55 GMT
#32
On October 25 2010 16:32 trotskyist wrote:

LOL, game 7 is freaking hilarious. the zergs often think they outplay their opponent, and cry when they lose. that being said, i heard from a blizzard source I have that the zerg winrate on the ladder is over 60 percent since the patch.


that wouldnt surprise me man. Zerg matchups are tough lately. I just cant seem to get armies back up quick enough to fend off the 2nd sometimes third push while doing my best to deny expos. This early economy buff just leaves me in the dust lol
6 poll is a good skill toi have
Curu
Profile Joined March 2010
Canada2817 Posts
October 25 2010 07:57 GMT
#33
I'm really curious as to how to handle Infestors. Is there a specific replay that shows the zerg going heavy Infestors? Or could someone provide a text answer?
wat
eu.exodus
Profile Blog Joined September 2010
South Africa1186 Posts
October 25 2010 08:09 GMT
#34
i would imagine having maybe 1 or 2 ghosts would help in that case and it wouldnt be that hard to get since you should have enough gas and you will already have enough raxes to keep marines pumping.
6 poll is a good skill toi have
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
October 25 2010 08:17 GMT
#35
On October 25 2010 15:21 KiLL_ORdeR wrote:
Show nested quote +
On October 25 2010 14:34 link0 wrote:
The problem of this build is roach/hydra.


Wait, really? You should be warned for this post, maybe banned. Also, since pdd stop hydra shots, and you're going to constantly be removing zergs creep, I would imagine that Hydra's are the worst thing to counter this style of play, but that's just theorycrafting, since I haven't tried this yet.

As for roaches, you can easily get marauders quickly if need be, and then abuse his base with banshees, which i'm assuming you will need to get late-game anyway since that's the best counter to infestors Terran has.


My god please do not post if you're going to suggest someone be banned, when you have utterly no idea. Roach Hydra is fine vs this. I've lost to this build before but only as it took me by surprise, and it was a little modified.
Hider
Profile Blog Joined May 2010
Denmark9433 Posts
October 25 2010 08:32 GMT
#36
PDD are not worth it vs Hydras really as they shoot so fast. Back in beta roach/hydra was a really good build, until they fixed siege tank splash dmg. If you dont use siege tanks however, roach/hydra combined with a few infestors will be pretty good vs most of other terran strategies.
nalgene
Profile Joined October 2010
Canada2153 Posts
Last Edited: 2010-10-25 12:42:38
October 25 2010 08:32 GMT
#37
what will you do vs infestors?
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
endder07
Profile Joined April 2007
United States42 Posts
October 25 2010 08:46 GMT
#38
just watched some of the replays, and I'm in love, with this build you can actually keep up with teh mobility of the zerg =D and man auto turrets = base rape!!!
nalgene
Profile Joined October 2010
Canada2153 Posts
October 25 2010 08:59 GMT
#39
You could add a bit more scvs to the gas buildings on the gold mineral expand in game 7?
repair the ravens a bit more often might be good too
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
tournamentnow
Profile Joined August 2010
Australia111 Posts
October 25 2010 09:16 GMT
#40
sounds like this build auto loses to roach bling. roaches will clean up mess after blings rape marines. that's why ppl get siege tanks.
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