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[G] TvZ Griffith's 4OC Pressure Push - Page 19

Forum Index > StarCraft 2 Strategy
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Griffith`
Profile Joined September 2010
714 Posts
December 07 2010 06:54 GMT
#361
It takes 6 seconds total (source: liquipedia), if unscouted, it will take at least 2 seconds to react, and 4 seconds for the speedlings to move there, and 4 seconds to kill the 3 thors.
griffith.583 (NA)
Keilah
Profile Joined May 2010
731 Posts
December 07 2010 07:03 GMT
#362
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 07:06 GMT
#363
On December 07 2010 15:54 Griffith` wrote:
It takes 6 seconds total (source: liquipedia), if unscouted, it will take at least 2 seconds to react, and 4 seconds for the speedlings to move there, and 4 seconds to kill the 3 thors.


It's 8 seconds they have to do it in. It takes 2 seconds to enter it's barrage mode, then it starts dealing the damage for 6 seconds, at the end of which it takes 2 seconds to exit barrage mode.

So the hatchery would be dead in about 8 seconds of the thors being dropped. The Ling's ability to kill the thors are severely hampered if the Thors are dropped in a tripod configuration reducing available surface area for the ling surround to be able to dps any one of them, or worst case scenario, they are dropped in amongst the minerals in a tight group allowing for the minerals to further reduce surface area for ling DPS.

I imagine a 4th Dropship with 4 Hellions (Blue Flame or not) could be incorporated a little bit later into the match.

If you are feeling particularly sadistic, you can even drop a one or two mules around your Thors to screw with the AI a little bit since they won't spawn repairing and thus will be ignored by the ling AI if they simply A-Move.
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 07:14 GMT
#364
On December 07 2010 16:03 Keilah wrote:
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.


They stomp the compositions, but from what I've been seeing in the replays, the unending stream of units simply forces the Zerg to spend themselves into the ground. With a little micro, Marines actually trade fairly favorably against Zerg Gas units with exception to Brood Lords, and if you see a lot of the replays, once 9 minute marker passes, the Marine or MM Spam forces the zerg to keep spending gas on units rather than tech just to keep alive. The biggest spending of gas that was more or less wasted that I've seen in the games has been the 8 or so Mutalisks you almost universally see in these replays, so that's probably the room for teching you are looking for since they have never paid for themselves through harassment due to the Turret spam.
TheRealDJ
Profile Joined August 2010
United States124 Posts
December 07 2010 08:33 GMT
#365
On December 07 2010 16:14 Conrose wrote:
Show nested quote +
On December 07 2010 16:03 Keilah wrote:
somewhat off topic, but i faced some terrans doing similar things to me as protoss. I abused the fact that he couldn't possibly be teching fast enough to do anything about +range colossi, and killed him as soon as the upgrade finished. Just a note that this is _probably_ a bad idea vs protoss.

Possibly zerg could respond to the OCs by expanding + teching as well? As I understand it, pretty much all hive tech stomps the compositions you suggested.


They stomp the compositions, but from what I've been seeing in the replays, the unending stream of units simply forces the Zerg to spend themselves into the ground. With a little micro, Marines actually trade fairly favorably against Zerg Gas units with exception to Brood Lords, and if you see a lot of the replays, once 9 minute marker passes, the Marine or MM Spam forces the zerg to keep spending gas on units rather than tech just to keep alive. The biggest spending of gas that was more or less wasted that I've seen in the games has been the 8 or so Mutalisks you almost universally see in these replays, so that's probably the room for teching you are looking for since they have never paid for themselves through harassment due to the Turret spam.

Likewise, after zerg loses their inital zergling/baneling composition, reinforcing groups of mm can use marauder slow on speed bane to nullify any effect while the upgraded marines can take them out before they can get in melee range. Since zerg can't produce enough zerglings to distract the a move groups of mm, banelings become useless.
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2010-12-07 16:50:58
December 07 2010 16:50 GMT
#366
Modified OP to include some more replays.
griffith.583 (NA)
Conrose
Profile Joined October 2010
437 Posts
December 07 2010 18:16 GMT
#367
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
December 07 2010 18:35 GMT
#368
On December 08 2010 03:16 Conrose wrote:
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.


40 turrets stopping mutas isn't going to stop overseers?
As it turns out, marines don't actually cost any money -Jinro
SugarBear
Profile Blog Joined June 2010
United States842 Posts
Last Edited: 2010-12-07 21:54:38
December 07 2010 21:53 GMT
#369
On December 03 2010 05:53 AnodyneSea wrote:
the best way to counter this is ling/baneling into ling/baneling/infestor/muta


Actually I would counter this by getting fast lair and using a similar hydra timing push as used against Protoss 4 gate.
Staff vVv Gaming | "So what did you do today?" "Oh not much, mined some minerals, harvested some gas, spawned some zergs, the usual"
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 07 2010 21:59 GMT
#370
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Griffith`
Profile Joined September 2010
714 Posts
December 07 2010 22:28 GMT
#371
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?


The 2 base baneling bust requires at least 15 banelings for each rax. + any additional banelings for bunkers. Wall of with raxes and place marines behind them. The 2 base baneling strat would literally need to be an all-in to work.
griffith.583 (NA)
TheRealDJ
Profile Joined August 2010
United States124 Posts
December 07 2010 22:31 GMT
#372
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?

You should be fine if you bunker up properly along with barracks/engineering bays. Even if they break through and can take out a number of SCVs(which you should use to assist the defense), you'll be able to recover quicker than they're able to recover their numbers. Just rebuild your wall, and be sure to expand with a solid wall for that. I had someone 2 base baneling bust and take out my expo cc, and the nice thing is you already have a replacement ready so it doesn't affect you too much, and just build another one as you replace it. Basically if they go for your army, you can replenish those units faster then they can, if they go for your mineral line, well again 4 ccs can replace those easily enough and mules are by nature temporary anyways.You just need to defeat the units that get in, if you can do that the damage they inflict is negligible.
THEPPLsELBOW
Profile Joined November 2010
United States190 Posts
December 07 2010 23:11 GMT
#373
Heres some quality replays vs 2k+ good zerg, shows how to deal with pressure (whether it be mutas in the main or sling/bling contain)
http://screplays.com/replays/thepplselbow/14126#comment-4307
^mutas

http://www.filedropper.com/good4orbitalreplay
^vs zling/sling contain on lost temple
Conrose
Profile Joined October 2010
437 Posts
Last Edited: 2010-12-07 23:42:52
December 07 2010 23:40 GMT
#374
On December 08 2010 03:35 Jermstuddog wrote:
Show nested quote +
On December 08 2010 03:16 Conrose wrote:
Now, an interesting possibility for a counter has come to mind. If one were to use the gas usually wasted on Mutas to instead make 8 or so Overseers, contaminate could create a window of opportunity for the zerg to rebuild their macro and push against the Terran, especially if energy was pooled beforehand.

8x Contaminate could block in excess of 12 Marines under production, or delay the Orbitals transformation if it's an overseer you use to scout the base around 7-9 and spot the play.


40 turrets stopping mutas isn't going to stop overseers?


Look again at the replays, you'll see where all the Turrets are.

Here's a hint, they aren't near the Raxes.

Not to mention they aren't up until after the OC's start to finish. It could be possible for an early Overseer to scout the build and Contaminate the Second CC while it's upgrading to OC.
quillian
Profile Joined April 2010
United States318 Posts
December 08 2010 02:50 GMT
#375
So this is a total aside but...

You know those "total conversion" maps Husky and others have been highlighting where you can use both sc1 and sc2 units?

This build absolutely dominates. 10 reactor barracks pumping marine/medic with +1 range, shields and stim...it devours everything.

super fun and creative build, I hope to see macro play like this become more standard!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 04:26 GMT
#376
On December 08 2010 07:28 Griffith` wrote:
Show nested quote +
On December 08 2010 06:59 Antisocialmunky wrote:
I don't think anyone has answered this question straight up but what do you do against the 2 base baneling bust. You know the one that has the ability to kill your wall of raxes?


The 2 base baneling bust requires at least 15 banelings for each rax. + any additional banelings for bunkers. Wall of with raxes and place marines behind them. The 2 base baneling strat would literally need to be an all-in to work.


It is an all-in but it works frequently vs 2 Rax walls by either taking down the depot(red herring since most people put their orbital behind it) or both Barracks with splash(because you can if you aim the blings well). The main weakness is that with a build that delays Raxes for CCs, by taking out the 2 Rax, you have no production left and you don't have tanks to help defend against the ensuing torrent of speedlings.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
tournamentnow
Profile Joined August 2010
Australia111 Posts
December 08 2010 04:39 GMT
#377
Which is why you wall off at the bottom of the ramp. Don't get gas yet until you get at least 3 rax + bunker + 2 OC up.

Make a bunker in front of rax and one behind rax. When i do this strat i usually make multiple bunkers and bunker creep up to the zerg natural with mass rax and OC.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 04:43 GMT
#378
On December 08 2010 13:39 tournamentnow wrote:
Which is why you wall off at the bottom of the ramp. Don't get gas yet until you get at least 3 rax + bunker + 2 OC up.

Make a bunker in front of rax and one behind rax. When i do this strat i usually make multiple bunkers and bunker creep up to the zerg natural with mass rax and OC.


That's even worse because your builders are easier to pick off, lings have more surface area to screw with your buildings, Roaches get better concave on your dudes because you are stuck with a concave the size of the ramp, and its even easier to blow up both rax with baneling splash.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
shadymmj
Profile Joined June 2010
1906 Posts
December 08 2010 04:46 GMT
#379
yes after 1 embarassing loss to an all-in sling/bling bust i somehow failed to scan I suddenly realised that the way to win is to:

1) not blindly drop 3 CCs down - start with expo first, then 3rd, then wait, scout and see
2) you can never have too many bunkers, in fact you can fake them out by not fully loading them with marines

since then i have been laying down at least 4 bunkers if i scout a sizeable unit mass or banelings...sometimes 6. I stagger them at the nat and only fully fill the ones in the back. enjoy wasting 18 banelings on bunkers with 1-2 marines in them. that's enough disincentive to hold the bumrush, then the 4th OC goes down. once i take the island/rock expo my stream of marines are going to eventually take those bling numbers down. never lost since.
There is no such thing is "e-sports". There is Brood War, and then there is crap for nerds.
tournamentnow
Profile Joined August 2010
Australia111 Posts
Last Edited: 2010-12-08 04:59:27
December 08 2010 04:57 GMT
#380
i don;t think you know how to wall off properly. i can make it auto win if zerg wastes a ton of banes into my rax. see the 1st rax you make at bottom of ramp? you can make1-2 marines then float it and then add several more rax as appropriate. then make a bunkers in front of wall and some behind wall. the zerg will then waste more banelings. just don't clump up the bunkers.

if you want to have a strong economy, dont get gas trust me if you know opponent all in banelings/etc. all you really need is just enough bunkers .
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