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On October 27 2010 08:35 Ferrose wrote:Show nested quote +On October 27 2010 02:33 MrCon wrote: The idra vs qxc and bratok vs ret are absolutly not exemple of this strategy, unless they played games that I didn't saw. They just use one raven for creep tumor snipe and to avoid bane traps. Qxc used 2 ravens but with 4 thors and 4 helions + marines and marauders, not the same strat, but a nice timing push. But the bratok games are a good exemple of the other viable new TvZ strat (mass rine/tank) And those games were amazing played by him. I just figured that it'd be helpful since it shows an example of Raven play against Zerg. yep, sorry, didn't mean to be harsh.
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Just played three games with this build - 2k diamond level on iccup maps with a friend. We both played fairly badly though , I could upload reps if you care to see.
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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 does not stop Roach attack. but it stops hydras though.
Don't count on it being super effective, it's not pokemon ;p
PDD is used (IMO) more for positional advantage, either get out of my territory or die.
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On October 27 2010 09:57 Pokebunny wrote: Just played three games with this build - 2k diamond level on iccup maps with a friend. We both played fairly badly though , I could upload reps if you care to see.
Go for it.
On October 27 2010 06:35 Smackzilla wrote: How important is it to force trades? Specifically, in the replays, it almost looks as if the player is intentionally continuing a losing battle instead of retreating just to force more larvae/gas to be spent on zerglings/banelings.
Is burning Z's gas/larvae so important that you rarely/never retreat? It seems the answer is yes.
It is quite important. I mean, you shouldn't try to suicide your units or not micro at all. You want to get the best use out of your marines against Z's gas units. This means that you will have to be aggressive and you will end up losing units. But it doesn't mean you can't micro your units for best effect or split off a few marines to exploit 1 Army Syndrome.
Also, it is generally a bad idea to begin being super aggressive really early with you first mob of 20 marines or so after the zerg gets his nat up. I've found that it is much better with the 4 rax build that KME used to just run up to the Zerg base, take a few shots and run away if there are no sunkens or units, instead of soaking up the initial wave of banelings or lings. Or if there are sunkens, waiting outside for a little bit so Z has to make defense. You really don't need to go into hyper aggressive pressure pressure trade mode until Zerg gets a third up. Z's Third finishes right when your first ravens start to come out. This is basically the signal for you to being being aggressive because if Z keeps his third up for a while, Z will get a decent amount of infestors out and make your life hard. Don't forget to take your own third if you manage to heavily damage Zerg's third.
*Random thoughts... -You don't get ravens for the HSM. I use HSM maybe once every two games. You get ravens for turret spam. Each turret is like an instant 3 marines. -Spine Crawlers are formidable with some number of zerglings around early on and Banelings are like lurkers but faster to come out and more expensive in the long term. I don't think any good zerg will fall to the first push. -Be careful with over spamming turrets early on. Until Z starts to burn out you shouldn't try to go for the mass turret win, you just won't have the spare mana for mass auto turrets... everywhere.
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a scout + spine crawlers will deny the initial push which puts you behind
they will spine crawler up and mass banelings and continue to expand. ravens are effective but they run out of energy too easily. baneling speed and zergling speed will make this opening weak if they prepare for it. i dont know who you have been playing against?
keeping a scout in there base, you could pull this off but that is tough to do
<---- 1900 diamond terran.
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Do autoturrets count as buildings? AKA do they take 80 dmg from a baneling? If not I could see auto turret walls be very helpful.
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As a zerg the best way to kill this seems to be a combination of roaches, speedlings, corrupters and infestors, a neural parasite going down on a raven could be GG for a LOT of rines if you cant kill it in time though fungal growthing the rines while rupters worked away at the ravens with roaches and speedlings being the main force, banelings would also be pretty good if behind a small wall of roach too.
overall this seems like this would be a great build to play against though have you thought about throwing in a few other units, some banshees or hellions could be great for harassment and keeping zerg tied down or go down other tech paths, marine drops protected by ravens could also be pretty damn frightening, especially because of PDD against hydras, mutas and spore crawlers as well as throwing down some turrets as support.
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While this idea is pretty good and creative, Starcraft 2 is not Starcraft 1. Any high level Diamond player will immediately respond to your 4 rax with fast baneling speed every time. While your ravens might be able to do excellent in dealing with other stuff in mid game banelings will come at a time when you have hardly any ravens. This will cost you the game.
Starcraft 2 is all about unit composition and response.
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My final thoughts - the problem with threads like these are that people try out a strat, win a few games at a decent rating, and immediately start thinking that they're onto something. But a strategy isn't good just because you've won games with it. A strategy isn't good because a progamer demolishes his opponents with it. A strategy is good because it is structurally sound - it doesn't rely on the opponent making mistakes, or at most it relies on them making an assumption based on the limited information you show them. This strategy relies on the opponent either not making infestors or making them and having bad micro, and for that reason I would not consider it a good strategy.
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On October 27 2010 14:03 JoeCrow wrote: Do autoturrets count as buildings? AKA do they take 80 dmg from a baneling? If not I could see auto turret walls be very helpful.
well would you rather have your rines get hit or an auto turret
banelings should be hunter seekered anyway
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On October 27 2010 14:38 PanzerKing wrote: My final thoughts - the problem with threads like these are that people try out a strat, win a few games at a decent rating, and immediately start thinking that they're onto something. But a strategy isn't good just because you've won games with it. A strategy isn't good because a progamer demolishes his opponents with it. A strategy is good because it is structurally sound - it doesn't rely on the opponent making mistakes, or at most it relies on them making an assumption based on the limited information you show them. This strategy relies on the opponent either not making infestors or making them and having bad micro, and for that reason I would not consider it a good strategy.
To be fair infoestors are not a auto win.
Just have to cut a few ravens for medivacs and your back at square one.
Infestors are only good to help deal with the raven cloud really and thats ony if they catch them with no support around so then can get a money fungal + infested combo.
Every replay ive watched Even when marine are completely wiped out terran macro keeps up with zerg production but every few minute more ravens are in the mix
after 8 ravens auto turrets become the real problem and infestors cant deal with the turrets any better than other Z units.
Lets not forget that even idra had a rough time dealing with this strat in his final round to qualify for GSL 2
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I just tried this strat on metalopolis and failed pretty badly. Here is a replay topreplays.com/Replays/Details/2950/cartonbox_vs_FattySlug Please give advice.
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On October 27 2010 15:44 positron. wrote: I just tried this strat on metalopolis and failed pretty badly. Here is a replay topreplays.com/Replays/Details/2950/cartonbox_vs_FattySlug Please give advice.
1. you did pressure the zerg AT ALL which defeats one of the main points of this build
2. you never scouted the zergs 3rd expo and let him take a gold completely uncontested for the entire game...
3. you never took your 3rd expo.
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On October 27 2010 15:44 positron. wrote: I just tried this strat on metalopolis and failed pretty badly. Here is a replay topreplays.com/Replays/Details/2950/cartonbox_vs_FattySlug Please give advice.
Yeah i just watched the first 15 mins, you did alot wrong. your worst mistake was not scouting the zerg third and therefore missing your chance to attack it early. Scouting is important, and i like to always send out a scouting scv to check all the empty expos @ about 8 minute mark.
you made marauders, which isnt that bad but isnt part of the build. and in this build you push out with 16-20 marines to pressure zergs front, if you would have hit the gold with this early push... you would have been in the lead. You didnt move out early at all and basically waited for the raven. this build is a pressure build, thats actually whats so epic about it is you can pressure zergs third. i have killed a few 2 base zergs with the initial 16-20 marine push. so a 3 base zerg would really struggle.
also when his mutas flew into harras your mineral line, you didnt move your scv's away, and you reacted waaay to slow with your marines. after that muta harrass was over, it was basically GG because you were too far behind. mutas are really strong and do sick damage, and you have to keep an eye for them. put 2- 4 depots or other buildings on the outskirts of your base just to get more warning when they are coming on the mini map.
overall you do need to be more aggressive. watch the OP's replays again and see how often he is moving out, i was really suprised by it to and you think oh shit these marines are gonna get slaughtered, then the marines do alot of damage.
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Here is my most recent replay on delta quadrant. TvZ, and i thought ok i might be in trouble with this build because it was such a macro map. turns out it worked in my favor and i pressured his expos pretty well. zerg goes mass ultras/mutas, and @ the 22 minute area we have a 200/200 engagement and i put out a sick amount of HSM On his ultras and mutas LOL.
im shredding zergs with this build and loving it.
There are alot of naysayers, i know for myself im fine with people not believing this is a good build but, its the best one ive been able to execute yet
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Nice strat. Heavy marine with more micro seems to be more and more popular in the GSL now. Look at Maka vs oGsTheWinD.
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Tried the build versus my zerg practice partner. It did very well, but I didnt get enough starports, lost my ground army, and my ravens ran out of energy! Considering mixing in some banshees and vikings. Loved the flexibility they gave, in terms of leaving one in base to defend against mutas: pdd stops their harass.
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Other Notes: You can support a max of 1200 min/second and about 250 gas/second off 1 base. That is 5 rax and 1 SP so you should end up with 8-10 rax and 2 SP off 2 bases.
Do you mean minutes? This is good info to have btw.
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On October 27 2010 17:47 jdelator wrote:Show nested quote +Other Notes: You can support a max of 1200 min/second and about 250 gas/second off 1 base. That is 5 rax and 1 SP so you should end up with 8-10 rax and 2 SP off 2 bases.
Do you mean minutes? This is good info to have btw.
Those steroid mules work hard. Expo needed 8 seconds into game ^_^
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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.
Dude, roaches cannot be stopped by PDDs. Are you sure you are truthful when you say you have been using this strat against ROACH hydra?
But then again, with a great deal of hydra attacks stopped, the marines might just rip through the roaches especially with medivac and marauder support.
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