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http://www.mediafire.com/?791ifpvkneimz27 2k+
I've read alot of people saying high econ roach/Bling will beat this build but it never works vs me.
Heres a replay of a zerg trying to high econ bbust me and I just counter it with bunkers
You'll notice that he kills ALOT of my scvs but it doesn't matter as I can build scvs out of 4 Orbitals.
Recently wiped my replays so I cant upload a roach one but I will as soon as I face a zerg that does it. Its pretty much the same thing except I pull scvs to mass repair and have 2-3 marauders up by then
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This BUild is incredibly OP and will be nerfed in the next couple weeks for sure
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I'm trying to get a replay that goes longer but I keep winning with the initial marines, lol =/
If I get anything better I'll post it.
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On December 06 2010 13:49 Fenarth wrote:http://www.mediafire.com/?791ifpvkneimz27 2k+ I've read alot of people saying high econ roach/Bling will beat this build but it never works vs me. Heres a replay of a zerg trying to high econ bbust me and I just counter it with bunkers You'll notice that he kills ALOT of my scvs but it doesn't matter as I can build scvs out of 4 Orbitals. Recently wiped my replays so I cant upload a roach one but I will as soon as I face a zerg that does it. Its pretty much the same thing except I pull scvs to mass repair and have 2-3 marauders up by then Yeah it never worked against me either, and I had a friend go infestor/baneling to test. At a certain point speed bane gets killed before it can reach the bio ball. Plus even if the first army gets killed, at that point you're reinforcing it with too many units, and creating zerglings, then morphing into banelings takes too long. I would recommend from that replay that you put more buildings to make the wall more secure, such as barracks or engineering bays to guard the bunkers. Plus I've been noticing in alot of replays people not continuing to get more orbital commands when they can afford it. I find it boosts my economy much more as a result with every extra oc I can get. Plus I can also risk sending one out to a third base and just use mules to mine from it.
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On December 06 2010 14:14 Phill3593 wrote: This BUild is incredibly OP and will be nerfed in the next couple weeks for sure I was kinda wondering about this, but how can they nerf it without ruining the core terran gameplay? Would they halve the income from mules(which would put terran at a severe disadvantage), limit the number of OCs? Even then 4 is not an unreasonable number to have late game. This is a core gameplay mechanic, so I don't now how they can nerf it.
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what about cutting scv production on this build once the two bases are saturated? with that many ccs you can always build more scvs if you need them, and on two bases less scvs = more mineral for army.
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TheRealDJ, if they were going to nerf it, they would probably put mules on a 30 second global timer or something like that (or whatever they deem to be the 'fair maximum mules per minute')
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On December 06 2010 14:18 iEchoic wrote: I'm trying to get a replay that goes longer but I keep winning with the initial marines, lol =/
If I get anything better I'll post it.
Welcome to October where I was busting every zerg down with 2 Rax FE. :D
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You all realize of course someone's going to have to make a piece of artwork linking this new 4 OC build's ridiculous mineral potential with the "Infinite Potential" of Marines, lol.
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has jinro posted in this thread?
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On December 06 2010 13:49 Fenarth wrote:http://www.mediafire.com/?791ifpvkneimz27 2k+ I've read alot of people saying high econ roach/Bling will beat this build but it never works vs me. Heres a replay of a zerg trying to high econ bbust me and I just counter it with bunkers You'll notice that he kills ALOT of my scvs but it doesn't matter as I can build scvs out of 4 Orbitals. Recently wiped my replays so I cant upload a roach one but I will as soon as I face a zerg that does it. Its pretty much the same thing except I pull scvs to mass repair and have 2-3 marauders up by then
holy crap thats a lot of bunkers O_o, but very nicely done, zerg pretty much had to all-in
On December 06 2010 14:46 Vaporized wrote: has jinro posted in this thread?
I don't think so, would be cool to get his feedback. But I don't think he has any TvZs coming up.
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On December 06 2010 14:37 TheRealDJ wrote:Show nested quote +On December 06 2010 14:14 Phill3593 wrote: This BUild is incredibly OP and will be nerfed in the next couple weeks for sure I was kinda wondering about this, but how can they nerf it without ruining the core terran gameplay? Would they halve the income from mules(which would put terran at a severe disadvantage), limit the number of OCs? Even then 4 is not an unreasonable number to have late game. This is a core gameplay mechanic, so I don't now how they can nerf it.
It's not OP at all, I've lost with it. There's some ways to deal with it effectively.
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On December 06 2010 14:50 iEchoic wrote:Show nested quote +On December 06 2010 14:37 TheRealDJ wrote:On December 06 2010 14:14 Phill3593 wrote: This BUild is incredibly OP and will be nerfed in the next couple weeks for sure I was kinda wondering about this, but how can they nerf it without ruining the core terran gameplay? Would they halve the income from mules(which would put terran at a severe disadvantage), limit the number of OCs? Even then 4 is not an unreasonable number to have late game. This is a core gameplay mechanic, so I don't now how they can nerf it. It's not OP at all, I've lost with it. There's some ways to deal with it effectively. do you have time for infestors as a zerg? assuming you can fend off early marines.
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Can someone talk a partner into trying Ling Bling to hold off the initial Marine waves while teching to Brood Lords on 2 base or 3 base?
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On December 06 2010 14:55 Conrose wrote: Can someone talk a partner into trying Ling Bling to hold off the initial Marine waves while teching to Brood Lords on 2 base or 3 base?
Actually saw this today of a 2base broodlord against MM(+M). Broodlords just aren't worth it against MMM and easy access to reactored vikings neutralizes it too quickly.
And yes, there is time for infestors, but not many.
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On December 06 2010 15:00 Griffith` wrote:Show nested quote +On December 06 2010 14:55 Conrose wrote: Can someone talk a partner into trying Ling Bling to hold off the initial Marine waves while teching to Brood Lords on 2 base or 3 base? Actually saw this today of a 2base broodlord against MM(+M). Broodlords just aren't worth it against MMM and easy access to reactored vikings neutralizes it too quickly. And yes, there is time for infestors, but not many.
So at present, 4OC with proper micro with the first 5 Marines + on the Defense against certain more aggressive builds fairs very well against all current Zerg builds?
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Going to try this out this week and post some results.
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So by 13 mins you have a 200 supply army of marines, if thats the case, this build is pretty beastly....
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Here's some observations so far:
1) There's a problem I've noticed when you're reconciling these facts: - You need to secure a third base when you move out - You're creating an essentially disposable army (bio) - You can not build a planetary fortress
As a result, these things leave your expo undefended in the occurance that you end up trading armies with the zerg (usually banelings). Securing 3rd/4th expos is hard if your opponent goes very heavy blings/lings and ends up army trading with you on many maps.
2) I actually think this build is better suited for a jinro/immvp-style tank + bio than pure bio. The reason for this is that securing additional expansions is more valuable for you than your opponent because of your ability to maynard huge amounts of workers over because you get oversaturated very quickly. Siege tanks give you positional control.
I tried this build and failed pretty hilariously against an unorthodox build from PsY, I believe he's casting it, so check his channel.
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I haven't read the entire thread (sorry), but is there a particular reason this is TvZ not TvX?
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