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TvZ matches in the GSL - Page 6

Forum Index > StarCraft 2 Strategy
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BigMEAT
Profile Joined October 2010
23 Posts
October 27 2010 22:04 GMT
#101
On October 28 2010 05:48 TERRANLOL wrote:
Show nested quote +
On October 28 2010 05:41 xSuperflyTnT wrote:


the zerg can just make stupid mistakes like lose a muta ball to a couple thor shots or attack my thors with banelings and still just push through for victory and it feels retarded losing to people who make mistakes like that or just don't care.



*applaud* I salute you sir


Lol. Thanks.
I try really hard.




the micro'ing goes in favor of the zerg. zergs can just hold off their muta ball and magix box while sending lings and banelings in.

pulling back and splitting marines is much harder to do, all while micro'ing banshees to attack banelings
prototypue
Profile Joined September 2010
United States20 Posts
October 27 2010 22:20 GMT
#102
I thought that early bio was dumb against Zerg, but Boxer the second just freakin ran over fruit dealer with it. I'm blown away and so trying this.
k4ne
Profile Joined August 2010
Austria34 Posts
October 27 2010 22:59 GMT
#103
On October 27 2010 13:43 iEchoic wrote:
Show nested quote +
On October 27 2010 13:37 mGMUSE wrote:
someone enlighten me as to why the pros insist on going rines/tanks?


Thor-based mech is terrible against mass roach since the change, and tank-heavy mech gets obliterated by +carapace lings and heavy muta compositions (slings sponging two tank shots = your tanks are worthless and are going to splash on your own tanks all the time). You basically need marines for anti-air if you spend a lot of gas on tanks, and you basically need CS and stim for them to be good. If you're investing that much in upgrades on a few marines, you might as well make more.
expanding TvZ relies 100% on your opponent scouting late or reacting wrong.



that's why in a mech build you go for mass Thors/Tanks AND HELLIONS with flame to own as fast as possible those lings then your tanks will be free to 2 shot roaches.
You should take your third at around 11-12min. Now you have 5 factories and can add a mass marines to deal with mutas magic box. 17-18min you have 3-3 upgrade on your mech units so you still one shot lings/blings...
The only weakness of this build is zerg drop, but most of zerg don't use drop lol whereas in BW they were abusing of it oO
HalfAmazing
Profile Joined May 2008
Netherlands402 Posts
October 27 2010 23:01 GMT
#104
Not only is zerg extremely dominant and should win 100% of the time if the game lasts longer than 12 minutes but they've actually made the game less fun to play for terrans. You have no way of stopping zerg's expansion or to apply any pressure whatsoever! All you can do is do a 2 base marine/tank push and hope for the best. Terran went from being a malleable race with many different options to an extremely rigid, boring and ineffective race.
You can figure out the other half.
Keldaur
Profile Joined August 2010
Spain55 Posts
Last Edited: 2010-10-27 23:22:14
October 27 2010 23:21 GMT
#105
On October 28 2010 05:15 Alphasquad wrote:
Show nested quote +
On October 28 2010 03:53 positron. wrote:
On October 27 2010 21:13 Alphasquad wrote:
T dominated Z for a long time, now T got nerfs for reapers and Z got +1 range for roaches - did those changes really matter a lot?i seriously think no

Bio was already outdated a long time ago because of creep+banelings but now i see it more and more on pro level - doesnt make sense to me; i remember T mech play ot be the hardest challenge to Z since...ever; also in game T players go for marines and tanks for the entire game no matter how many times it gets killed; i really dont understand the point of going for FE and then make such an army too - i always thought you go marine/tank with one base for an early push before the Z has muta or you expand to support mech and use superior tech



Those changes don't matter a lot? I can't even tell if you are serious or trolling. Looking at the change itself it is not a lot. But put it in game context where +1 range roach can fend off hellions easier and help Z take that 2nd base safely is a very HUGE change.


roaches killed hellions with 3 range and now with 4 range - the hellion harass seems to be outdated simply because everyone would go for roaches more range or not (ofc roaches are now better against everything on the ground but that doesnt mean they were bad before),

this way im saying the reason why zerg players beat terrans is because the terrans just used their strats over and over and zergs adapted to and now the terrans have do adapt but they didnt do yet even though terrans have the most variability





Hellions are really fast, i always have a reactored factory on mid/lategame just for blue hellions. You can move some of them around and kill queens/drones (4 to kill a queen). That way you are spreading his forces and hurting his eco all the time.

I know, some maps won't let you do that, but in most maps, after third expansion, it's relative easy to do it while you are pushing somewhere else.

With range 3, you could kite the roaches, with range 4 and the time the hellion takes to shoot, you can't kite them efficiently. But hey, i am still in love with them :p

Also, don't forget they are a great sink for minerals if you are going mech.
cskalias.pbe
Profile Joined April 2010
United States293 Posts
October 27 2010 23:39 GMT
#106
Tank Marine composition feels really strong to me and has been the only way for me to transition into late game. To me, Thors are really the best as an initial muta defense because 2 or 3 will cover your entire base from a good number of mutas (repair and then bring others to help), ending zerg harass. I don't think their value is necessary from their dps but from their flexbility (can tank, be repaired, splash air, hit hard ground) I'll usually open with a 2 or 3 thor push with mm hellion, and switch over to tank/marine/medivac

Tank marine really does suck though below 4 or 5 tanks, but above that they seem like the most cost efficient counter to hydra/roach/infestor play as soo many units die as they are getting into range. microing the tanks is important too, i always shift attack the units near the center of the clumps.

also, +carapace doesn't own terran tanks. The terran will be upgrading their attack as well
lofi01
Profile Joined September 2010
Australia52 Posts
October 27 2010 23:45 GMT
#107
I honestly think fruit dealer lost because of jet lag, flying from korea to America is a big trip & i know i would never play 100 after something as big as blizzcon then a flight straight back.
Rockem Sockem Robots
sYstim
Profile Joined August 2010
Canada161 Posts
October 27 2010 23:58 GMT
#108
On October 28 2010 05:27 deeshoo wrote:
2FresH, I think your build looks solid, but the replays you uploaded seem to only show the effectiveness of blue flame hellion drops (and banshees in the second game), since the zerg seemed to get super turtly after those harasses. I can see with marauder/tank support it would decimate the early zerg ground army, which is good, but I'm still unwary about the speedling/baneling/muta combo, which you say this build shines against. Can you show a replay of that?

Also, you seem to get marine upgrades, especially stim, pretty late, despite having enough money to do so at any point. Is there a reason for this?


first, thanks for watching the replays. I do have a few replays of raven dominance against muta/ling/bling I will look once i get home. I was actually hoping to play a few decent zergs on ladder tonite/tmrw and upload those replays. (sadly, I didn't save all my replays)

i dont usually get stim because this kind of unit composition isnt meant to be a quick battle ender. as u know autoturrets last decades and therefore the whole purpose of marine/hellion (as mineral sinks) are to last as well. stim is great, dont get me wrong, but only a temporary dps boost at the expensve of health. with no medvacs, i dont see stim being that important. I do get it if the game goes later because the only hard counter to my build is hive ultras (I have replays of me raping broodlord/corruptors). If the zerg manages to pump ultras, I transition all my rax into techlab rax's and pump marauders and of course get stim (ideally before).

once you get used to this build, like I am now, it becomes natural to slow push with positino against zerg (as Blizz would have us seem thats how they want TvZ to roll out) where gaining ground, slowly, is still better than gaining no ground. to elaborate, auto turrets dont move. theyre virtually worse than a "slow-siege tank push" because siege tanks can still move once out of siege mode. I've done this strat countless times, if I rape the zergs expo with hellion/marine/raven (posible banshee) push, I do not simply send my units into his main because:

1. I probly dont have energy to produce more ATs in the main which would greatly expose my mineral investments
2. I'd rather expand and further take more map control (the left over ATs will sit in the zergs expo [or whereever you fought him, ideally his expo or main] for a long time and he will have to deal with them eventually.. since they last a LONG time)

i guess i didnt post any replays showing the powerful dominance my build has versus muta/bling/ling because I assumed most have seen, or can visualize in their mind, the power of auto turret,hsm,PDD vs muta/ling/bling. but either way ill definately upload a few more replays since people are finally taking my strat seriously :D (i posted it a few times in the past month, its been tweaked but never got attention).
Curu
Profile Joined March 2010
Canada2817 Posts
October 28 2010 00:48 GMT
#109
I think the problem is how godamn ridiculous zerg's late game is. Ultralisks just kill everything the terran can throw at them (don't say hurr durr banshees, oh look here comes a few mutalisks to kill my whole expensive ass fragile army). Whenever I play TvZ it's always with the mindset that I MUST end the game or do significant damage in the early game. Otherwise once infestors come out bio play is pointless and if you go immobile mech, zerg's late game kills it anyways. They can reproduce faster AND their unit is cost effective against everything. I just find the utralisk's splash to be retardedly hard to deal with and it's not like you can kite them with fungal growth/speedlings easily at their disposal. I think the matchup would be fine it zerg lategame didn't dominate terran's so hard. The balance changes were good for stopping terran from killing zerg in 10 minutes, now that early game is balanced let's balance out the ridiculousness of fungal growth/ultralisks in the mid/late game.
wat
deeshoo
Profile Blog Joined October 2010
United States319 Posts
October 28 2010 01:18 GMT
#110

i dont usually get stim because this kind of unit composition isnt meant to be a quick battle ender. as u know autoturrets last decades and therefore the whole purpose of marine/hellion (as mineral sinks) are to last as well. stim is great, dont get me wrong, but only a temporary dps boost at the expensve of health. with no medvacs, i dont see stim being that important. I do get it if the game goes later because the only hard counter to my build is hive ultras (I have replays of me raping broodlord/corruptors). If the zerg manages to pump ultras, I transition all my rax into techlab rax's and pump marauders and of course get stim (ideally before).



That's understandable. If you're worried about marine longevity then what about combat shields or armor upgrades?
gl hf :D
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
October 28 2010 04:04 GMT
#111
Tonite's matches will feature 3 TvZ matchups with all the Terrans being top class (Ensnare, ITR, Nada). It will be interesting to see what their builds are going to be. I'm predicting marine/tank because it's probably a little too late to change their builds mid-tournament. However, I'm hoping that they will show something different! These games will do much to forging the TvZ theory.
sYstim
Profile Joined August 2010
Canada161 Posts
October 28 2010 04:22 GMT
#112
On October 28 2010 10:18 deeshoo wrote:
Show nested quote +

i dont usually get stim because this kind of unit composition isnt meant to be a quick battle ender. as u know autoturrets last decades and therefore the whole purpose of marine/hellion (as mineral sinks) are to last as well. stim is great, dont get me wrong, but only a temporary dps boost at the expensve of health. with no medvacs, i dont see stim being that important. I do get it if the game goes later because the only hard counter to my build is hive ultras (I have replays of me raping broodlord/corruptors). If the zerg manages to pump ultras, I transition all my rax into techlab rax's and pump marauders and of course get stim (ideally before).



That's understandable. If you're worried about marine longevity then what about combat shields or armor upgrades?


i get one tech lab for the sole purpose of combat shields and potentially getting stim just for future references. armor not so much so. id prefer +1 dmg on bio but usually dont bother unless i forecast the game going into late, which will require upgraded marauders.
BigFatRoAcH
Profile Joined July 2010
Japan90 Posts
October 28 2010 07:30 GMT
#113
I really wish the Valkyrie would be back, then I don't have to spend anything in those slow fat ass Thors(they move so slow that even you win a battle Z can regen his army before my Thors arrive at his main). Since Z basically has free air dominance over T in late game, it's basically 2 bases vs X bases. If I take a 3rd and spread out my army Mutas will just divide and conquer.
Tobberoth
Profile Joined August 2010
Sweden6375 Posts
October 28 2010 07:36 GMT
#114
On October 28 2010 13:04 Azzur wrote:
Tonite's matches will feature 3 TvZ matchups with all the Terrans being top class (Ensnare, ITR, Nada). It will be interesting to see what their builds are going to be. I'm predicting marine/tank because it's probably a little too late to change their builds mid-tournament. However, I'm hoping that they will show something different! These games will do much to forging the TvZ theory.

Agreed, it's going to be a great GSL day. Since I'm playing Zerg, I do want the Zs to win... but I feel that these terrans can prove once and for all that Z isn't overpowered, so I also hope that they play well and show everyone how terrans need to play, hopefully in macro-games instead of doing all-in marine pushes.
positron.
Profile Joined May 2010
634 Posts
October 28 2010 11:07 GMT
#115
TvZ nowadays is a joke really. Whoever thought of that game breaking units of banellings should be ashamed of themselves. Give Terran the goliaths back so at least they can mass goliaths and go mech.
mati
Profile Joined October 2010
Argentina114 Posts
Last Edited: 2010-10-28 13:31:48
October 28 2010 13:28 GMT
#116
Well i think Zerg is not OP, and the games today support that:

+ Show Spoiler +

Hopetorture shows us a really nice timing push on the weak point where zerg are about to get mutas, with a drop of blue hellions/marauderer + landed vikings. Great win

NaDa show us that T can out macro Z on large maps, with a insanely large mech build, into a good doom push for the kill when he felt the time was right. And then made a 2 base push to a about to get 4th base zerg, with sieges and a amazing micro on marine spreading (no medivacs), dealing with Infestor/Speedlings/Bannelings on fight that before it start look like zerg was going to win, and end up pretty much one sided for terran... And maybe not the biggest Zerg names on GSL, but i bet they are way much better than any zerg we could ever face on ladder.

Zerg is not OP! the game now is different... Terran need to adapt. Im not saying game is balanced, still need lot of work, but for real, is getting closer and closer on each step.

By the other hand Kyrix shows some awesome ultra agresive play, and shows it can work pretty well (he is now a Class S Player! )... And check could win thouse matches, he didnt because he didnt play very well... but wasnt so much of a "game balance" issue, as a better played issue.
mati
Profile Joined October 2010
Argentina114 Posts
Last Edited: 2010-10-28 13:31:24
October 28 2010 13:30 GMT
#117
hummm doble post by mistake sry
Alphasquad
Profile Joined August 2010
Austria505 Posts
October 28 2010 13:32 GMT
#118
On October 28 2010 20:07 positron. wrote:
TvZ nowadays is a joke really. Whoever thought of that game breaking units of banellings should be ashamed of themselves. Give Terran the goliaths back so at least they can mass goliaths and go mech.


and what would zerg do without banelings - nothing would beat bio with medivac
osten
Profile Joined March 2008
Sweden316 Posts
October 28 2010 14:40 GMT
#119
Almost all zergs have started to use burrowed banelings. They basically become as strong as lurkers. Not many terrans get a raven and I think that has changed the metagame a lot. What if in sc1 people wasn't ready for spider mines. It makes a big difference in map control and the speed at which t can attack. I think ravens will be used more and more, they are a really good caster that is underused today imo.
Azzur
Profile Blog Joined July 2010
Australia6259 Posts
October 28 2010 18:32 GMT
#120
Today's TvZ GSL games were quite action packed.

+ Show Spoiler [Ensnare vs Kyrix] +

Game 1: Convincing early bunker/marine pressure, and forces drones to be pulled. Even though it was fended off, I think it did reasonable damage and the Terran was ahead. This type of build seems to be quite successful (also see FakeBoxer vs FruitDealer, game 1).

Game 2: Zerg ninja expand sees them outmacro the Terran in the critical midgame/endgame battles. Lesson: Scout for those expands!

Game 3: I didn't understand Ensnare's play for his early poke. He knew the Zerg was one-basing and he did do reasonable damage (killed lings/overlords) with his early poke. He should've retreated and I believed he would've won as he would've fended the mutas off very easily. Since the zerg was 1-basing, Ensnare should have expected reasonable number of units? Even then, after taking his 2nd, his timing attack was almost successful and it was the drones that swung the battle.


+ Show Spoiler [ITR vs Check] +

Game 1: ITR > 6 pool.

Game 2: ITR gets around 6 vikings (probably suspected mutas) and kills overlords. Does this brilliant timing drop (and landed his vikings) to kill the Zerg natural. After that, he went for the kill (a drop) and came through. Although I believed he should've probably just played safe off 2-bases. Great drop to try against a 2-base muta build (esp in Scrap Station, we'll expect the Zerg's to pretty much play that way).


+ Show Spoiler [Nada vs Leenok] +

Game 1: Don't piss off the Genius Terran with a 6-pool and force him to take off his jacket. It'll cost you in games 2 and 3.

Game 2: Cross positions on Shakuras Temple (a large map). Goes thor/helion/marine vs muta/bling/ling. So happy to witness this as I believe this build is strongest against the muta/bling/ling. Watch for awesome macro and a Terran taking a third base.

Game 3: Marine/tank build for a 2-base timing attack. Once again, we see that single banshee. That single banshee seems to be very popular in TvZ play. It seems the pros favour marine/tank in smaller maps.
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