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[G]TvZ Marine/Raven - Page 37

Forum Index > StarCraft 2 Strategy
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BKSandland
Profile Joined October 2010
Denmark79 Posts
May 03 2011 20:26 GMT
#721
On May 04 2011 05:22 VEReHrT wrote:
I want the marine splitting guide ;(


there you go
http://www.teamliquid.net/forum/viewmessage.php?topic_id=206208
;););)
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
May 03 2011 22:40 GMT
#722
Do people really still want that thing? There's actually atleast one video one up if you search for it.

@DreamRaider. Its not one or the other. You can get tanks and then switch. When I still played a lot, zergs were bad enough that you could just shove marines at them until they died. Then they got better at dealing with 2 rax by not over building blings and using good speedling position or just blowing up your wall. So you basically have to go marine/tank, or go get a few tanks and then go marine/medivac pickup micro/drop abuse and then you get the Ravens late game unless you get a really good advantage (like killing multiple drones or the queen, his first 6 lings, and that ovie that a lot of players forget outside their their nat).
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2011-05-04 00:58:37
May 04 2011 00:57 GMT
#723
ASM, one thing that's always bothered me about MMM+Raven is the lack of late-game. Your strategy is very good early game. However, in BW, SK terran worked in late-game because vessel irradiates enabled Terran to deal with ultras / defilers. However, in SC2 there's a problem:

1. No Irradiate. HSM just ends up raping your own army.
2. Auto-turrets do not scale with ebay upgrades except building armor. So late game trying to kill ultras is like throwing pebbles at a wall. Even infested terrans benefitted from both evo chamber ups.
3. Not to mention ultras have +100 HP compared to their BW counter parts.

What is your typical late-game transition?
griffith.583 (NA)
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
May 04 2011 01:34 GMT
#724
There are only a handful of times I got to late game in TvZ with Mass Ravens against competent zergs. These were also on the old maps like Metal, Sands, and Temple on cross positions. In fact, I have almost never gone to a full hive tech stage where Zerg was able to bank enough minerals to mass a large army of ultras except one time(where I accidentally misclicked 5 ravens over hydralisks -_-'). And even then, I was able to hold the first 200/200 push with just ravens and marines on even upgrades - not the second one though.

Usually, you don't have to worry about a mass ultra (and mass ultra with infestors, blings, and sling is the thing you have to worry most about) transition because zerg won't be able to bank money effectively. Most of the time, atleast on the old maps, the game will end at lair tech when one player successfully keeps their third base. But if you have to deal with ultras, you can mass build a ton of tech labs and spam marauders. This is why I favor extra rax over reactors.

More generally, late game with mass raven is about the number of ravens you can get in your cloud. The power of turrets doesn't scale with upgrades, it scales with the parallel build up of energy across ravens and the amount of turrets you can maintain on the map because they last so long (unlike infested terrans). Don't forget that turrets are also free HP that doesn't take bonus damage from anything except banelings.

Late game is all about taking and holding mining expansions and a large Raven cloud with a properly supported bio army can do a lot to help you achieve those ends:
-Your bio is highly mobile and your ravens are not restricted by terrain.
-You are able to restrict zerg's mobility with turret fields and the removal of creep.
-Turrets do a huge amount of damage over time and 2-4 can take out a base, deny mining, and are quite good at killing drones.
-You begin securing more and more favorable army trades due to turrets.
-Ravens are 2 food but can generate an army several times that size in food so you have supply to do other things with.

Usually your killing blow in the late game is you pushing near zerg's natural and then your ravens flying into the main and throwing down a huge amount of turrets to kill all their tech.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
-HypeR-
Profile Joined November 2010
United States39 Posts
June 15 2011 21:31 GMT
#725
The build is good against lesser players i found that a lot of harassment is needed in this build. so load up a lot of marines and drop them everywhere. also being able to marine split is key to this build. i found when u enter the late game u need to start making clocked banshees with ur starports and getting building armor for your ravens turrets. and my last comment make a lot of barracks and make sure all ur cc's are orbitals so u can call down more mules and get more minerals for marines.
If you give everything you got into something your going to be good at it.
Minaegi
Profile Joined March 2011
155 Posts
June 26 2011 23:10 GMT
#726
Ive been playing this style this week and REALLY enjoying it and the earlier concerns about the lack of lategame; I feel just going into heavy ghost production is the most obvious choice. Ghosts are amazing vs all the high tech zerg units and it also ties into ASMs strat of getting many barracks instead of reactors due to the ability to go mass tech lab when the game gets to that stage. This also means all your infantry upgrades are benefitting the ghosts ofc so its not a wild tech switch. Playing MM raven ghost is just immense fun and the lower gas cost of ghosts makes it viable to play if you are being harassed alot and cant sustain >3 bases
Like
Profile Joined January 2011
Germany94 Posts
June 27 2011 00:47 GMT
#727

+ Show Spoiler +

Wouldn't it be nice if Terran could do the same thing in SCII?


Impossible.
Noone will ever be at the level of FlaSh, it's not just about the race, it's about the weapon, the ultimate weapon.
The level of sheer awesomeness and skill that the 'ho' possesses can't be achieved in ScII, and i say that as someone who never actively played sc:bw and only ladders on scII.
I'm just rational.
Pulimuli
Profile Blog Joined February 2007
Sweden2766 Posts
Last Edited: 2011-06-27 00:55:19
June 27 2011 00:54 GMT
#728
I'd like to see someone using this strat at grandmaster level, to prove that its still viable

i would've done it if i already didnt have huge trouble in tvz ><
getpicture
Profile Joined January 2011
141 Posts
June 27 2011 03:58 GMT
#729
This stuff doesn't work of course. you are paying 100/200(total 300) for a raven. upon making one, you are granted a turret which in strength is comparable to a slightly stronger roach.

roaches cost 75/25(total 100), and you are paying 3x times the price (opportunity cost with respect to time required to gather said resources) for the power of a single roach. of course over time ravens can accumulate energy and hope that zerg doesn't attack and then that's when ravens become supply efficient. 2 supply unit with 200 energy is like equivalent in 4-5roaches.

if you are raven spamming, zerg can do the same thing with queued up mass infested terran spam.

the whole idea is to substitute or pretend that the turret is a stalker and that the zerg wastes a tons of banes into the turret. when you make ravens you don't have enough tanks to kill banes/roaches.

i think this strategy should be dumped becomes it relies on the zerg not making roaches and instantly killing you.


pTrItzepouk
Profile Joined June 2011
Germany44 Posts
June 27 2011 17:56 GMT
#730
Hmm seems like a quite interesting strat might practice it and try it on ladder would love to have more options than just Tank/Marine and MM against zerg :D.
EU Terran Code:123 GumBa add me for games or chatting :D
kNightLite
Profile Blog Joined December 2010
United States408 Posts
June 27 2011 17:59 GMT
#731
On June 27 2011 12:58 getpicture wrote:
This stuff doesn't work of course. you are paying 100/200(total 300) for a raven. upon making one, you are granted a turret which in strength is comparable to a slightly stronger roach.

roaches cost 75/25(total 100), and you are paying 3x times the price (opportunity cost with respect to time required to gather said resources) for the power of a single roach. of course over time ravens can accumulate energy and hope that zerg doesn't attack and then that's when ravens become supply efficient. 2 supply unit with 200 energy is like equivalent in 4-5roaches.

if you are raven spamming, zerg can do the same thing with queued up mass infested terran spam.

the whole idea is to substitute or pretend that the turret is a stalker and that the zerg wastes a tons of banes into the turret. when you make ravens you don't have enough tanks to kill banes/roaches.

i think this strategy should be dumped becomes it relies on the zerg not making roaches and instantly killing you.



Ravens have enough energy for four turrets. The equivilent firepower from a Zerg would be 4 Roaches. Thats 300/100 and 8 supply vs 100/200 and 2 supply. I guess you could lose vs Roaches if you let Zerg get a 40+ food advantage so they can trade even with Ravens. And if they attack before your Ravens get >100 energy. But thats why the strat focuses on trading armies early, and valuing Raven retention over Marine retention. And its why the OP included variations where Ravens are used in the lategame, instead of the midgame where a mass Roach push might kill you. I don't think this strat should be dumped. It might not be as good as the Marine/Tank standard, but it is a viable way to play.
DrivenBatty
Profile Joined July 2010
Canada34 Posts
June 27 2011 20:05 GMT
#732
I've been experimenting with this recently as a followup to a reactor hellion FE on large maps like tal'darim where my mech style isn't as effective (high diamond). I open reactor hellion FE into 2port cloaked banshees and then add on a bunch of rax and go for a lot of drops while building up my raven cloud.

Mass roach is a problem, but this is a really fun style to use and has helped my multitasking quite a bit as well.
Exstasy
Profile Joined August 2010
United Kingdom393 Posts
June 27 2011 20:21 GMT
#733
It's quite annoying tbh,
I was experimenting with 14 CC and everyoen was sayign it's not viable,
then people start doing it on the GSL and then now it's viable.

Point is, don't just take everyones word for it , if it's fun to play experiment with it.
because someday it'll be viable.
getpicture
Profile Joined January 2011
141 Posts
June 28 2011 08:10 GMT
#734
U can do 14 CC but you'll need to use the CC as part of a walloff otherwise you'll die to all in baneling bust. Also you'll be locked in your base oversaturated for quite a while- think xel naga caverns. Weakness of 14 CC is that you need 2 rax followup after as a minimum before getting factory to stay alive and to secure natural at a reasonable time.

Otherwise zerg will skip ling speed altogether and get a fast 3rd and then when you secure your natural the worker differential is like 15.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
Last Edited: 2011-08-13 04:15:39
August 12 2011 06:57 GMT
#735
does this still work despite the infestor buff (and HSM nerf?)

back then you could HSM infestors but now it's range 6, and fungal is more dangerous now

i'm thinking when it gets later in the game you will have to rely on turrets a lot (slow mass turret push), since they do well against pretty much anything

Also, something i thought of that Maka used today vs Leenock. Maka was going mech, but had 5 OCs on 3 base. Now usually my third is a PF, but something came to me. The more OCs you make, obviously the more gas you save, but the more minerals you get for more CCs, which in turn can give you more bases and gas. And there's the other advantages such as being able to lift off and scanning or supply dropping.

Anyone know if getting OCs instead is worth it for this style? If you really need some defense, you can just plant a few turrets at each of your bases later in the game, since turrets last like 4 minutes or something insane like that; so I guess the question is, is making OCs to get extra minerals for extra bases enough to pay for 1 Raven? (1 raven = 4 turrets)

Edit:

I was brave enough to try this out in masters before custom games, and at rank 40 ish Masters this build worked still. I would have won the game but forgot that i needed to be careful of fungals by splitting my units, hah. But auto turrets I think are the key here late game. They are just so ridiculously strong and can kill hatcheries quickly.

Another thing i liked to do was upgrade my ship armor... it's a couple less Ravens but I think it's worth it, it helps your medivacs too which you can use to drop. I'm not sure if it's worth it thoguh, maybe just ship armor +1 so that mutalisk bounce does a lot less damage, if my ravens get caught off guard.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Nightsz
Profile Blog Joined February 2011
Canada398 Posts
August 28 2011 05:50 GMT
#736
I recently tried this build on PTR again. The seeker missile is amazing. But when dealing with those infestors, even though they do 6 dmg less with fungal. I think the best way to utilize raven vs infestor is to select 1 at a time and cast seeker missile. Last thing you want to do is ball up your ravens to die to 2 fungals and a lot of infested
Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
August 30 2011 17:44 GMT
#737
Yeah, the infestor buff kinda screwed the viability of mass marine late game so it is tough if you don't or can't play a game where you constantly apply pressure with an infinite stream of marines or similar fashion.

I'm not really sure if you can go fast mass OC, the main issue is you need to apply enough pressure so zerg can't grow uncontrolled and be able to make large numbers of their tech units you can't do that if you drop 1100 minerals on extra orbitals.

I was personally thinking about Rax->Factory->Hellion expand into elevator and then turtle into a 8 Rax, 1 Factory, Double Starport configuration. Go Medivacs, Ravens, and Upgrades. You can put down a CC while throwing down your giant amount of barracks.

As for infestors, well HSM always ate them up but its not ideal because you're trading 1 raven for 1 infestor in the short term. Turrets are pretty good against infestors. Marauder kill teams are also pretty good. I think getting cloaked banshees is a decent way of removing infestors as well as every overseer is most of an infestor that isn't being made. As always, denying creep will severely limit zerg's ability to flank so you won't be as caught off guard by surprise fungals.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Yoshi Kirishima
Profile Blog Joined July 2009
United States10382 Posts
September 23 2011 19:33 GMT
#738
With the fungal nerf, ravens (and vikings/banshee) now take 1 more fungal to kill, which is not huge but still really awesome.

The HSM buff is amazing. Now you can kill infestors and and roach/hydra without them being able to run away.

The 5 second nerf on barracks sort of sucks though, encouraging getting ad ons (in this case reactor) instead of more barracks, but barracks over reactors is still better in most cases, 5 seconds in the long run is not much.

With the seeker missile buff hopefully I can start doing this successfully against mid master level, i've only gotten it to work against high diamond to low master.

Will try to get replays ^-^
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Shootemup.
Profile Blog Joined July 2010
United States1044 Posts
September 23 2011 19:48 GMT
#739
When i used to do this build, i found that I had big problems with turtling Zergs who just mass infestors, and go for a infestor ultra baneling composition late game. This strategy is actually buffed now since the Ultra build time is decreased. I suppose you can get quite a few tech labs since you skip reactors, but I still don't think it will be enough. I look forward to any reps of you getting to lategame!
"Dirty Timber Picker" Mity Teem Larquad. "I am a baddie and tango is a smartiepants." -KwarK "When you said you didn't play Invoker I thought you were just being modest"
Jacopana
Profile Joined September 2009
El Salvador210 Posts
September 23 2011 20:23 GMT
#740
yeap looking forward for your replays too yoshi! or anyone else that tries this build and succed
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