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[G] TvP 2 Thor Push - Page 23

Forum Index > StarCraft 2 Strategy
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JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
July 03 2011 22:21 GMT
#441
Thor rushes mainly became less viable after rapairing SCVs gained the same threat priority as what they're repairing. Prior to this change, zealots, probes and any other melee unit ran in circles trying to find surface area on the the thor rather than fighting.
ale_jrb
Profile Joined August 2010
United Kingdom72 Posts
Last Edited: 2011-07-03 22:29:28
July 03 2011 22:27 GMT
#442
On July 04 2011 07:13 PaleRider09 wrote:
Show nested quote +
On July 04 2011 04:58 goFLiP wrote:
On July 04 2011 02:08 PaleRider09 wrote:
Is this build viable anymore with Patch 1.3.3?

Patch 1.3.3:
+ Show Spoiler +
+ Thor now has 200 max energy, and starts with 50 energy.

+ 250mm Strike Cannons now cost 150 energy to use (cooldown removed)


No. Why bump such an old and irrelevant post when the answer is obvious? /facepalm.


Why? Because it was not obvious to me. Thank you tho. /facepalm.


Hey. This build isn't really practical because the ability to strike cannon immortals so they don't just kill the thors is quite integral to its success.

Because of the energy changes, the initial push can be significantly delayed unless you go in without the cannon on one of your thors and any subsequent waves are delayed as well, and you generally lose the ability to take down any immortals that are created while the battle is going on as the thor will die before the cannon recharges.

Also, thors are generally somewhat worse against protoss than before because they are vulnerable to high templar feedbacks.

Edit: While the SCV change did make thors a bit less effective, thor rushes were still quite good - the streamer Trump was winning in masters with a thor rush against toss until the energy patch.
Thunderflesh
Profile Blog Joined June 2010
United States382 Posts
July 06 2011 13:47 GMT
#443
Post-patch, I started working on variation of this build. Obviously, strike cannons are no longer worth it, so I instead invest the gas I would've spent researching it (150g) on ghosts, pushing out with 2 thors, 2 ghosts, 8 scvs, and a gaggle of marines. It hits maybe 30 seconds later, but you have two EMPs ready to go, and the ghosts definitely contribute to overall DPS against zealots and sentries.

It still isn't as strong as the original version in the old patch, but if you catch your opponent's army out in the open (i.e. in the middle of the map or by their natural), it's pretty strong. If you engage at your opponent's ramp and they have decent micro then it can still get stopped pretty hard; your marines need to be able to burn down the immortals right after the EMP hits in order for this to work.

I've since switched to a macro build vs. toss, so I haven't really developed or practiced the 2 ghost variation much, but I think it might have some potential, especially in BoX series, when you want to catch your opponent off guard.
You'll worry less about what people think about you when you realize how seldom they do.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
Last Edited: 2011-07-06 14:10:28
July 06 2011 14:06 GMT
#444
On July 06 2011 22:47 Thunderflesh wrote:
Post-patch, I started working on variation of this build. Obviously, strike cannons are no longer worth it, so I instead invest the gas I would've spent researching it (150g) on ghosts, pushing out with 2 thors, 2 ghosts, 8 scvs, and a gaggle of marines. It hits maybe 30 seconds later, but you have two EMPs ready to go, and the ghosts definitely contribute to overall DPS against zealots and sentries.

It still isn't as strong as the original version in the old patch, but if you catch your opponent's army out in the open (i.e. in the middle of the map or by their natural), it's pretty strong. If you engage at your opponent's ramp and they have decent micro then it can still get stopped pretty hard; your marines need to be able to burn down the immortals right after the EMP hits in order for this to work.

I've since switched to a macro build vs. toss, so I haven't really developed or practiced the 2 ghost variation much, but I think it might have some potential, especially in BoX series, when you want to catch your opponent off guard.


I would imagine that would be quiet strong on the smaller maps due to increased flexibility of everything in the comp. Though depending on your build specifics, you'll prolly have issues vs 1 base since it sounds like you're delaying your beefy Thor tech for faster Ghosts.

Maybe it would be worth going heavy ghost/bio with 1 Thor (to tank and kill forcefields).
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
BobMcJohnson
Profile Blog Joined October 2010
France2916 Posts
Last Edited: 2011-07-06 15:03:45
July 06 2011 15:03 GMT
#445
On July 06 2011 23:06 Antisocialmunky wrote:
Maybe it would be worth going heavy ghost/bio with 1 Thor (to tank and kill forcefields).


Thats a pretty interesting idea actually, since you need the armory for upgrades anyway, and you dont use your factory, adding one or two Thors lategame vs Protoss to beark forcefield could be nice. I guess the downside is the loss of mobility
Romanes eunt domus
Original exxo
Profile Joined April 2011
United States257 Posts
July 15 2011 22:52 GMT
#446
Still sort of works if you catch a zerg off guard haha
I used to(before all the "nerfs") against zerg's and tos
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