• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 05:50
CET 10:50
KST 18:50
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros5[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting10[ASL20] Ro4 Preview: Descent11Team TLMC #5: Winners Announced!3
Community News
Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win52025 RSL Offline Finals Dates + Ticket Sales!9BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION1Crank Gathers Season 2: SC II Pro Teams10Merivale 8 Open - LAN - Stellar Fest4
StarCraft 2
General
Intel X Team Liquid Seoul event: Showmatches and Meet the Pros Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win Weekly Cups (Oct 13-19): Clem Goes for Four RotterdaM "Serral is the GOAT, and it's not close" DreamHack Open 2013 revealed
Tourneys
SC4ALL $6,000 Open LAN in Philadelphia Merivale 8 Open - LAN - Stellar Fest Crank Gathers Season 2: SC II Pro Teams 2025 RSL Offline Finals Dates + Ticket Sales! $5,000+ WardiTV 2025 Championship
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace Mutation # 494 Unstable Environment
Brood War
General
SnOw's ASL S20 Finals Review BW General Discussion [ASL20] Ask the mapmakers — Drop your questions BGH Auto Balance -> http://bghmmr.eu/ Ladder Map Matchup Stats
Tourneys
[ASL20] Grand Finals Small VOD Thread 2.0 The Casual Games of the Week Thread BSL21 Open Qualifiers Week & CONFIRM PARTICIPATION
Strategy
Current Meta How to stay on top of macro? PvZ map balance Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Path of Exile Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion LiquidDota to reintegrate into TL.net
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread The Big Programming Thread YouTube Thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! [Manga] One Piece Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread MLB/Baseball 2023 Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
KPDH "Golden" as Squid Game…
Peanutsc
Reality "theory" prov…
perfectspheres
The Benefits Of Limited Comm…
TrAiDoS
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1492 users

[G]TvZ Marine/Raven - Page 38

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 36 37 38 39 40 41 Next All
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2011-09-23 21:00:57
September 23 2011 20:53 GMT
#741
Ok I've got two replays against a low masters zerg.


They're not pro or anything of course, but I think should be helpful to people to see what it might look like. I looked through a few replays given in the OP already and most of them were very unhelpful, barely using any marines at all or the zerg dying before the ravens could be built up in significant enough numbers. Plus they're pretty old

In these 2 replays I skip the 2 medivacs I usually get before Corvid Reactor finishes, and go pure MR.

[image loading]
vs Ling/Bling/Muta into Infestor/Ultra

Here he gets the normal ling bling muta. I lose a good number of SCVs, but am able to bounce back into the game, barely losing Ravens (if at all). The speed of Seeker Missile is insane now. Look at how fast his mutas and blings die in close range, he has pretty much no time to react. He gets a few good fungals off but thanks to the fungal nerf and to me being more careful with them (sitting them behind turrets and split up), I keep a lot of them at red health and have about 20 at the end. 20 Ravens is about a new autoturret every 4 seconds. He gets a few ultras at the end, but my turret field and mass marines spread is too much for him.

[image loading]
vs Roach/Corruptor

I open up with a greedy 14 CC and he goes for roaches and corruptors. I poke around and keep control of the center tower, seeing that he has mainly just slow roaches. I rally units at the tower and move forward, creating my turret field close to the front of his natural's ramp. He nydus's and counterattacks my 3rd and new 4th, but my reinforcements are able to hold them off. Eventually he loses too much, and I, with most of my Ravens alive, slowly turret push into his base.

It looks like as long as you keep good spread vs Infestors, you can deal with both Roaches and Ultras easily. A well made turret field (spread out) will stop ultralisks from killing too fast, due to marines sitting in it safely. Seeker missile does well almost anything and Roaches aren't an exception. Turret + Marine is pretty good against Roach too even due to Roaches' slow DPS, high supply (lesser lategame strength), and smaller range. And they won't be on creep usually.

It seems like the composition to "counter" or deal with Marine/Raven would be Infestor Broodlord, perhaps starting at Infestor Roach or infestor ling bling earlier on.

PDD also lasts forever, it's so awesome.


Thoughts:

Ghosts would be epic with this. If MR isn't enough lategame to deal with Infestor Broodlord ( I think it can, but it will probably be too micro intensive ) then I could see Snipe/Nuke/EMP dealing with Infestor Broodlord quite well. Snipe/EMP Infestors so Ravens can be a little safer when moving in to seeker missile the broodlords. Air units stack super easy and 2 range radius for Seeker missile is quite big. Probably not more than just a couple ghosts though, just for a couple EMPs, but maybe if you have a large enough Raven force you can start cranking Ghosts to make an extremely strong lategame spellcaster force of Ghost Raven, while throwing Marines at your opponent.

Marine Ghost itself is really good, the problem is mass mass ling bling. But with Turret/Seeker Missile support, ling bling is not a big threat. And the turrets create safety for Snipe vs Ultra/Broodlord and safety against Infestors
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
scarper65
Profile Blog Joined January 2011
1560 Posts
September 28 2011 05:06 GMT
#742
Been trying this out recently due to seeker missile buff. Now it completely wrecks everything that zerg can make, aside from corruptors. I'm masters and have won at least 5 games using this strat. Pretty amazing. Ravens are extremely good at shutting down both infestors and mutas, which are pretty much the only units zerg can use against terran. I recommend this strategy to terrans of any level
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2011-09-28 05:12:48
September 28 2011 05:11 GMT
#743
On September 28 2011 14:06 scarper65 wrote:
Been trying this out recently due to seeker missile buff. Now it completely wrecks everything that zerg can make, aside from corruptors. I'm masters and have won at least 5 games using this strat. Pretty amazing. Ravens are extremely good at shutting down both infestors and mutas, which are pretty much the only units zerg can use against terran. I recommend this strategy to terrans of any level


Then again, corruptors are slow so you can just retreat your Ravens to your marines or retreat back to turret field :D or even just seeker missile them lol

Just wondering how high masters (skill wise, idc about points lol) are you? And what server? Could you share some replays if you have any good ones?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Tiamat
Profile Joined February 2003
United States498 Posts
September 28 2011 05:51 GMT
#744
I am thinking that infestors using ITs combined with roaches would break the turret field rather easy. As long as the zerg is trading energy spawns for energy spawns then I would feel the zerg should come out ahead since a fungal could wreck a batch of marines but a HSM would not be that big a blow to some roaches.

I think in those replays, the zerg was wasting money sending units to take and take out the turrets when perhaps using a shitton of ITs would have been a better trade. I believe 2 ITs would kill a single turret so it would about even out energy wise.

The problem still poses for zerg on how to kill the ravens, but the best you can do is corruptors or hydras, and/or mutas if you have really good micro.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
September 28 2011 06:02 GMT
#745
On September 28 2011 14:51 Tiamat wrote:
I am thinking that infestors using ITs combined with roaches would break the turret field rather easy. As long as the zerg is trading energy spawns for energy spawns then I would feel the zerg should come out ahead since a fungal could wreck a batch of marines but a HSM would not be that big a blow to some roaches.

I think in those replays, the zerg was wasting money sending units to take and take out the turrets when perhaps using a shitton of ITs would have been a better trade. I believe 2 ITs would kill a single turret so it would about even out energy wise.

The problem still poses for zerg on how to kill the ravens, but the best you can do is corruptors or hydras, and/or mutas if you have really good micro.


True, but then again the advantage of the ravens over the infestor/roach, which I think can make raven/marine work, is that ravens fly (duh) and can go around the map and harass, while neither infestors nor roaches are very fast (at least not as fast as lings as if you were playing marine tank and did some marine drops). Also infestor roach is gas heavy, and his relative immobility will make it hard for him to defend his bases, which inhibits his gas income.

And correct me if I'm wrong, but in big numbers even if you don't have medivacs, marines trade pretty well with roaches (if we say 2 marines = 1 roach), so if infestors use IT to kill turrets (probably the best choice for zerg) then they'll have less energy for fungal too. Perhaps if you're good enough, you can easily capitalize on that by saving up energy for Ravens instead of continuously making Turrets, so that you can push in and use some seeker missile possibly or just seeker missile any infestors that may have enough fungal energy then push in.

Also another I idea I got is to mix in even just 1 banshee. Just like in TvT, where you mix 1 banshee in with your vikings, so you can pick off tanks and force him to have enough aa (air superiority in TvT case). 1 Banshee would force multiple muta/corruptor; using fungals on 1 unit really isn't worth it. And you have marines/turret/pdd for the mutas, while you can outrun the corruptors. Either way the zerg uses more gas than you do.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
MockHamill
Profile Joined March 2010
Sweden1798 Posts
October 04 2011 09:51 GMT
#746
Anyone got this strategy to work consistently with the new patch? These are my conclusions so far from trying the strategy.

1. It is very powerful when the Zerg player does not know how to respond correctly.
2. Turrets are better than HSM in most cases since you need to pressure Zerg all the time, you cannot wait until you have 125 energy before attacking with your Ravens.
3. Corruptors really hard counter Ravens; you lose for cost even with Viking support and several point defense drones. Only if you have managed to save up 4+ HSM will Raven/Viking defeat Corruptors for cost.
4. Ultras just laugh at Ravens, Auto turrets only do 2 damage to max upgraded Ultras, HSM are almost as useless given the high energy cost just to do 100 damage.
5. It is really fun play-style, but I am not sure it works if the opponent really knows what he is doing.
6. Taking out expansions with auto turrets seems to be the strongest part of using mass Raven. The real problem is escaping back to your home base before mutas/corruptors wipe our your Ravens.

I will do more testing but please write down your experiences with using Marine/Raven against Zerg.
statikg
Profile Joined May 2010
Canada930 Posts
October 04 2011 12:42 GMT
#747
I have been playing a VERY heavy marine style lately quite successfully around 1000 masters. I don't put my gas into ravens though because I put all of it into getting basically the fastest possible 3/3, medivacs and ghosts.

I can't see replacing ghosts with ravens, the problem is the ravens largely fulfil the same roll as marines, they are good against mutas and for harassment but they arent really that good against infestors or brood/corruptor (except once you have a ton) and even then they are really vulnerable to some fungals.

Meanwhile a few ghosts can completely shut down infestors and a few more ghosts can totally shut down broods and you can just ignore the corruptors.

So really I think the strategy should be modified to Marine/ghost with a touch of tanks.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 04 2011 17:07 GMT
#748
That's a different build, man. :p Marines with ravens and ghosts would probably be quite sick though much tougher to pull off than tanks into ghosts. Jinro used to be a micro god of 1 base Marines + Ghosts only where you snipe banelings and mutarlisku so you can even go tankless marine/ghost if you are good enough.

@Yoshi - You really should consider a fast Hi-Sec auto tracking. +1 range doesn't seem like a lot but you get a rather good bonus to space control especially for air. Treat it like +1 building weapons. If a unit spends 5 seconds attacking a turret, then its taking damage from that one turret but if that turret is covered by another turret then it takes 2x as much damage, 3x for covered by 2 etc.

Given that you put turrets 3/4 tiles apart, the +1 range can easily make it so 2-3 more turrets are firing while the front turrets are being attacked. If you put this on a grid pattern then you can see this is roughly 50% increase in damage.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
statikg
Profile Joined May 2010
Canada930 Posts
October 04 2011 17:14 GMT
#749
I know that its not exactly the same build but I feel that the thread has changed into more of a discussion about mass marine play rather then the original build.

My ZvT is definitely mass marine centred as MM is basically all I get for the first 10-15minutes of the game. I do get a few tanks here and there but mostly I just depend on splitting and high upgrades to trade with banelings and easily deal with mutas. Mutas are basically garbage once your marines are 2/2 nevermind 3/3 so its really awesome since most zergs open mutas.

I find that ghosts are much better complement to marines for dealing with infestors then tanks and obviously they are also really helpful for destroying BL play.

Basically infesters are the only thing I fear.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 04 2011 17:16 GMT
#750
If that's the case, I'm curious, has anyone started to run into ultralisk re-maxes due to the build time decrease?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
OlDan
Profile Joined April 2011
Austria36 Posts
Last Edited: 2011-10-04 22:37:27
October 04 2011 22:35 GMT
#751
Hey,

I got inspired by this and tried it out vs a fellow mid-to-low EU diamond zerg. I've attached the replay.

[image loading]

For those of you with little time:

This was surprisingly effective, my inspiration was to drop 16 upgraded marines while massing ravens. Granted, neither my opponent, nor myself are top notch players, but I made it work for me. Its really fun to play and it probably improves your multitasking. The guy complained afterwards how he didnt know how to react, and its true; as I see it, anything but infestors gets eaten alive by this.

I researched all upgrades for the turrets and upgraded the marines heavily as well. The zerg seemed to be ahead all the time, even after a failed bling bust.

Oh, I dont play that well, so dont mind my timings, macro and such... We didnt get to the hive stage, he tried using corruptors, but failed miserably (some miscontrol on his part as well...considering that my apm is quite low and i cant spread marines i'd say we were even...)

All in all, a very fun way to play tvz (i usually mech, btw)

Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
October 05 2011 05:23 GMT
#752
On October 05 2011 02:16 Antisocialmunky wrote:
If that's the case, I'm curious, has anyone started to run into ultralisk re-maxes due to the build time decrease?


I think in that case, the idea would be that you should have enough Ravens to go just kill some of his bases, forcing him to be in a low econ state. If he counter attacks then you could base trade and/or force a weird stalemate (you with the advantage due to floating buildings + raven). Plus, I really do think that 10 marines is good enough for 1 ultralisk. 10 marines is 4 more supply than 1 ultralisk, but it's unlikely you'll be engaging in maxed food since you want to keep pressure while massing up more ravens and marines do worse in bigger numbers.

Also one big benefit of Ravens over ghosts is that unlike ghosts, obviously, Ravens can fly. Meaning they are safe from banelings. With ghosts you might get caught off guard or surrounded and suddenly all your ghosts die. Also, obviously, you can harass with Ravens without medivacs but you would need them for marine/ghost.

Also, in large numbers (late game), it is much easier to use Ravens to put down PDD or mass seeker missile or even turret than to try to mass snipe with ghosts.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Senorcuidado
Profile Joined May 2010
United States700 Posts
October 05 2011 07:53 GMT
#753
I can't believe it's almost been a year since you posted this thread ASM! That raven buff excited me but i haven't tried this build for quite a while. I'll watch those replays Yoshi posted and see if I can come up with any success. Adding ghosts sounds like a good plan, we've seen how insane they are in TvZ with good micro.

Mass marine is still my favorite thing in the world
courtpanda
Profile Blog Joined May 2011
866 Posts
October 05 2011 08:27 GMT
#754
you can transition to other builds. if you scout ultras, get a few tech labs on the rax and start pumping out marauders
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
Last Edited: 2011-10-05 10:03:45
October 05 2011 09:59 GMT
#755
On September 24 2011 05:53 Yoshi Kirishima wrote:
Ok I've got two replays against a low masters zerg.


They're not pro or anything of course, but I think should be helpful to people to see what it might look like. I looked through a few replays given in the OP already and most of them were very unhelpful, barely using any marines at all or the zerg dying before the ravens could be built up in significant enough numbers. Plus they're pretty old

In these 2 replays I skip the 2 medivacs I usually get before Corvid Reactor finishes, and go pure MR.

[image loading]
vs Ling/Bling/Muta into Infestor/Ultra

Here he gets the normal ling bling muta. I lose a good number of SCVs, but am able to bounce back into the game, barely losing Ravens (if at all). The speed of Seeker Missile is insane now. Look at how fast his mutas and blings die in close range, he has pretty much no time to react. He gets a few good fungals off but thanks to the fungal nerf and to me being more careful with them (sitting them behind turrets and split up), I keep a lot of them at red health and have about 20 at the end. 20 Ravens is about a new autoturret every 4 seconds. He gets a few ultras at the end, but my turret field and mass marines spread is too much for him.

[image loading]
vs Roach/Corruptor

I open up with a greedy 14 CC and he goes for roaches and corruptors. I poke around and keep control of the center tower, seeing that he has mainly just slow roaches. I rally units at the tower and move forward, creating my turret field close to the front of his natural's ramp. He nydus's and counterattacks my 3rd and new 4th, but my reinforcements are able to hold them off. Eventually he loses too much, and I, with most of my Ravens alive, slowly turret push into his base.

It looks like as long as you keep good spread vs Infestors, you can deal with both Roaches and Ultras easily. A well made turret field (spread out) will stop ultralisks from killing too fast, due to marines sitting in it safely. Seeker missile does well almost anything and Roaches aren't an exception. Turret + Marine is pretty good against Roach too even due to Roaches' slow DPS, high supply (lesser lategame strength), and smaller range. And they won't be on creep usually.

It seems like the composition to "counter" or deal with Marine/Raven would be Infestor Broodlord, perhaps starting at Infestor Roach or infestor ling bling earlier on.

PDD also lasts forever, it's so awesome.


Thoughts:

Ghosts would be epic with this. If MR isn't enough lategame to deal with Infestor Broodlord ( I think it can, but it will probably be too micro intensive ) then I could see Snipe/Nuke/EMP dealing with Infestor Broodlord quite well. Snipe/EMP Infestors so Ravens can be a little safer when moving in to seeker missile the broodlords. Air units stack super easy and 2 range radius for Seeker missile is quite big. Probably not more than just a couple ghosts though, just for a couple EMPs, but maybe if you have a large enough Raven force you can start cranking Ghosts to make an extremely strong lategame spellcaster force of Ghost Raven, while throwing Marines at your opponent.

Marine Ghost itself is really good, the problem is mass mass ling bling. But with Turret/Seeker Missile support, ling bling is not a big threat. And the turrets create safety for Snipe vs Ultra/Broodlord and safety against Infestors


2nd game I'm not convinced at all.

At one point you put 2 raven harassing his 3rd base, he has a group of 24 lings, 6 banelings outside your nat.
He tried to attack your nat with lings, it was walled off, and he retreated his army.
At that point he had 1.5k / 1.5k. He could have easily morphed all the zerglings into baneling and obliterate your natural's infrastructure, yet he did not.

At other point, he attack with roach, forcing a lift-off on your 3rd.. He has roach inside your natural, and you had ZERO army aside from raven and producing marines. Again, he is at 1.5k / 1.5k. Can you imagine 30 baneling shows up instead?

All in all I think raven is good, but the transition in that game is not smooth at all, there are so many points he could've crushed you. He made the mistake that a lot of macro zerg make, too passive. He knows you are going for a unit that has long lasting power late game, and one that is expensive, and once the number gets high enough it will become unbearable. Compare Raven to a collosus, if you see protoss massing collosus with little defense, the best action is to rush and kill him rather than staying passive.

I do think Raven has great potential though, please PM me and we'll do some games and try to figure out a good transition. I play zerg. I could use some ZvT practice as well and I do think raven is going to be popular soon. Let me know
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
October 05 2011 14:23 GMT
#756
Well, the main transition that KME banged out was fast siege tanks which will hold a baneling ling bust with a good wall off.

As for thirds on big non-blizzard maps with BW style expo patterns, you might want to consider building a PFort and then cutting SCVs for mass OC to keep up with a zerg with more bases. Also a potential idea is getting a reactor port for medivacs.

Also once you do establish your forward position to siege zerg using auto turrets from, you can do the 'cut in cut out' thing where you send detachments to polish off the zerg's Expo. You still want to keep the main body of your force camping outside his natural though and try to bulldoze zerg down with it.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
TolEranceNA
Profile Joined April 2011
Canada434 Posts
October 05 2011 14:37 GMT
#757
I thought this is was actually a truly viable strat, until i see you keep doing it to Low-master/high diamond players who never played against this style before.

-> You out play them anyways, and they don't know how to react.
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
OlDan
Profile Joined April 2011
Austria36 Posts
October 05 2011 15:33 GMT
#758
Hey,

Just played another game with this style, this time a custom against a low master zerg. I still suck quite badly and am mid diamond tho

Anyway, this time I used the 16 marine drop again, which did some good dmg, then continued producing upgraded marines, ravens and medivacs. What I like, that this way I'm extremely mobile, can easily limit creep spread, and I still think that nothing but infestors can stop this.

Dropped marines with raven and medivac support are amazing. I've attached the rep, because I'm unsure whether I won because of good marine drops...What do you guys think? Do the ravens provide good support for the money they cost?

[image loading]

I believe the autoturret's ability to create chokes for the marines provides excellent added value, and with upgrades the turrets stay forever. Mutas are not really an issue because of HSM. I believe at my level this is a viable way to play vs zerg, and many are surprised as they expect marine tank.
HardCorey
Profile Blog Joined May 2010
United States709 Posts
Last Edited: 2011-10-05 16:44:00
October 05 2011 16:42 GMT
#759
This build need a more solid way to transition into additional bases, siege tanks (pure baneling/ling will beat this if they split up banelings at all).

I think its really cool because of the tendency for zergs to get these super big muta balls up but lack of army diversity is concerning.

I also don't see you being safe after an army trade. The OP says that trading armies, while not losing ravens, is the key to winning with this build. Unfortunately zerg is gonna reinforce way faster than you can recharge energy. At that point it will be you defending 2 bases with mostly marines and maybe a handful of Auto Turrets.

This feels like a 2 base semi-allin timing attack that unless you deal some good economic damage with the ravens or completely stomp their army will fall flat on its face going into the mid/late game.

I would be interested to see if accumulating a nice ball of ravens to use as map control/anti muta would be effective, while expanding and taking over the map and transistioning into standard marine tank. HSM simply is not enough to deal with banelings even with the denying of creep.
Don't Worry, Be Happy.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2011-10-06 03:19:15
October 06 2011 03:17 GMT
#760
@OIDan will check out the replays when I have time >.<

One thing that I didn't incorporate into my play (replays) is making walls with Turrets to make chokes. I just sort of slapped them all over the field as if they were tanks. Then again, making walls would mean they take more splash... but that wouldn't matter because if he sends in his blings first, I can just seeker missile right?

I think the potential for this is really good, although it might map specific. Imagine blocking off counter attack routes with turrets. With so much armor they can kill a lot of lings and are even good against the slow DPS Mutas. Maybe you could even leave a PDD at each wall.

I've been using this occasionally still but have trouble transitioning into Raven + upgrades. Then again, I never play bio so may be that is why I'm sucking. I can't get my marines to do enough damage or keep pressure, maybe I just need to split better. I could get to like level 18 or something on the marine split baneling challenge map made by Griffith, but when I'm in game it's hard to remind myself to get my left hand over to the P button, so I just box and move the marines apart... which seems to be much less efficient xD

Another opening I was thinking of was the one Gumiho showed vs Nestea (and vs Curious). He opens reactor hellion expand and banshee ASAP. With 1-2 banshees and several hellions, he slows the zerg from getting his third while staying safe (the banshees will stop any roach attack from killing you). This allows you to get your own quick third up, and he gets thors out in time for Mutas. Now, this is for mech, but we can easily transition from the reactor factory + tech lab starport into mass marine / raven. Just add a bunch of barracks. By the time mutas come out, your third will already be up and running and you may have 6 gas. Perhaps the shit ton of gas will allow you to get all your Raven upgrades really quick and thus shorten the transition, or maybe it would be even better to just make 1 extra starport (total 4 instead of 3 even though you can only support 3 on 3 base), so that you can get a couple ravens out quicker (after stockpiling gas), then get the upgrades for ravens. This way from the extra 2 ravens you get shit ton of energy. Maybe it would be best to do some calculations vs Corvid Reactor.

You get your third set up before the zerg's third will finish, so there should be a strong timing where you can hit with Marines 1/1 + Combat Shield + Stim + Ravens before he can set up his fourth. I'm thinking it would be most efficient to get Ravens (no corvid) then Durable Materials + Building Armor + Hi-Sec Autotrack + Seeker Missile.

Ahh so much to think about xD

Maybe we could test this out evan? If we both work at it we can get/make some good replays efficiently, trying out different things from both the zerg and terran side.

Also, the fact that you said you weren't convinced only for one of the games is cool. I haven't seen the replays yet but I'm pretty sure he made some big mistakes, it felt like he should have had a lot more. But if you didn't mention anything the first game then do you think the replay is decent or did you just not comment xD

Edit: Holy fuck 10 more posts until I hit 4000. I wonder what I should do with it.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Prev 1 36 37 38 39 40 41 Next All
Please log in or register to reply.
Live Events Refresh
Replay Cast
09:00
Crank Gathers S2: Playoffs D2
CranKy Ducklings68
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
OGKoka 142
StarCraft: Brood War
Hyuk 3973
actioN 511
Mong 438
Stork 406
PianO 194
Sharp 135
JulyZerg 88
Aegong 75
NaDa 33
Sacsri 24
[ Show more ]
HiyA 6
Free 6
Dota 2
XaKoH 532
ODPixel396
XcaliburYe147
canceldota74
League of Legends
JimRising 684
Counter-Strike
shoxiejesuss582
Heroes of the Storm
Khaldor41
Other Games
summit1g13923
singsing1247
ceh9461
Happy220
Pyrionflax98
NeuroSwarm50
nookyyy 1
Organizations
Counter-Strike
PGL6467
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• LUISG 23
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 1
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2166
• Lourlo616
Upcoming Events
Epic.LAN
2h 10m
WardiTV Invitational
2h 25m
ByuN vs Spirit
herO vs Solar
MaNa vs Gerald
Rogue vs GuMiho
CrankTV Team League
3h 10m
BASILISK vs Team Liquid
Epic.LAN
1d 2h
BSL Team A[vengers]
1d 4h
Dewalt vs Shine
UltrA vs ZeLoT
BSL 21
1d 9h
BSL Team A[vengers]
2 days
Cross vs Motive
Sziky vs HiyA
BSL 21
2 days
Replay Cast
2 days
Wardi Open
3 days
[ Show More ]
Monday Night Weeklies
3 days
Sparkling Tuna Cup
4 days
Replay Cast
4 days
The PondCast
6 days
Liquipedia Results

Completed

CSL 2025 AUTUMN (S18)
WardiTV TLMC #15
Eternal Conflict S1

Ongoing

BSL 21 Points
BSL 21 Team A
C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
CranK Gathers Season 2: SC II Pro Teams
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025

Upcoming

SC4ALL: Brood War
YSL S2
BSL Season 21
SLON Tour Season 2
BSL 21 Non-Korean Championship
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
Stellar Fest
SC4ALL: StarCraft II
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
IEM Chengdu 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.