[G] TvP 2 Thor Push - Page 23
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JonnyLaw
United States3482 Posts
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ale_jrb
United Kingdom72 Posts
On July 04 2011 07:13 PaleRider09 wrote: 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
United States382 Posts
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. | ||
Antisocialmunky
United States5912 Posts
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). | ||
BobMcJohnson
France2916 Posts
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 ![]() | ||
Original exxo
United States257 Posts
I used to(before all the "nerfs") against zerg's and tos | ||
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