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[G] TvZ Griffith's 4OC Pressure Push - Page 20

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 18 19 20 21 22 37 Next All
Neshapotamus
Profile Blog Joined May 2006
United States163 Posts
December 08 2010 05:02 GMT
#381
Just tried this, this is genius. Thx. xD
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 05:16 GMT
#382
On December 08 2010 13:57 tournamentnow wrote:
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 .


Reps to support this would be nice. It doesn't sound like we are playing the same game. There's no way the timings work out like that after delaying extra production facilities for 2 CCs.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
December 08 2010 05:28 GMT
#383
On December 07 2010 15:48 Conrose wrote:

Will the speedlings get them before the hatch gets sniped? It takes what, 8 seconds to deal the damage and an additional 2 seconds before they can attempt to withdraw?


You can queue the thors to enter their medivacs as soon as they finish casting.
I used to do it all the time to practice on AI. Found it didn't work so good on ladder.

Kudos for Griffith for the idea. Threat from mass anything on the front door will keep a player from peeking at his back. Esp. if the thorship is pushed out with a bio-ball that takes at least 10 seconds to kill off.

Infestors can't be in two places at the same time. :D
Unless they get a nydus.
Cauterize the area
dbkim92
Profile Joined December 2010
Australia30 Posts
December 08 2010 11:32 GMT
#384
PsyStarcrafts's youtube channel has a latest video of him destroying iEchoic who used this 4OC build by using infestors
Tyrannon
Profile Joined February 2010
Germany113 Posts
December 08 2010 12:16 GMT
#385
should have a hard time vs. Mutas since Stim comes soooo late, does it?

How early can you squeeze that stim in your build?
visselli
Profile Joined September 2010
Canada76 Posts
December 08 2010 12:52 GMT
#386
yea this build is only good on paper, not in practice. Building command centers instead of supply depots is a good choice in that they pay forthemselves very quickly but 400 x2 + 150 x2 = 1100 minerals on the two extra CCs + lost mining time making them, you will always be behind in army and in tech with this build, until you hit mid-late game.

Please lets dispel the idea that having 4 CCs on 2 base is like being on 4 base because its NOT. Being on 4 base means ~having 80-100 workers constantly mining, The only thing exta CCs give u is more Mules which are equivalent to 4-6 workers. So yes you will be mining more from 2 bases and have a larger income than any other 2 base race but once again it is NOT like being on 4 bases.

I would say this is not a viable build past ~1500 diamond mark as you can't just invest 1100 minerals early on and not get punished for it.
eth3n
Profile Joined August 2010
718 Posts
December 08 2010 12:57 GMT
#387
On December 07 2010 15:10 Griffith` wrote:
The biggest advantage however, when compared to standard MMM drops, is that the 3 thor drop is safe from being chased by mutas, as 3 dropped thors will quickly obliterate muta clumps, even without magic box. EDIT: didn't realize infestor nerf has been revered - sigh.


So is this just assuming that your marine harassment will make the hardest race to doom drop somehow neglect awareness of his base? Is he spending so much on banes that he can't get overlord speed upgrade?
Idra Potter: I don't use avada kedavra because i have self-respect.
Rflcrx
Profile Joined October 2010
503 Posts
December 08 2010 13:17 GMT
#388
On December 08 2010 20:32 dbkim92 wrote:
PsyStarcrafts's youtube channel has a latest video of him destroying iEchoic who used this 4OC build by using infestors


that game was just hilarious, psy played pretty bad (he even lols at his own macro/eco) yet totally owns Echoic despite a very heavy walloff. Great entertainment and info!
pAzand
Profile Joined May 2010
Sweden539 Posts
December 08 2010 13:48 GMT
#389
I don't get why terrans don't get a inbase OC after taking a natural, no need to be too greedy with 4 OC, 3 OC should be enough too keep up econ and, float the 3rd to an expansion in a good timing and make 1-2 OC's in base? 6 gas, 5 OC, should get you on par with Zerg?

If you can chill.. Chill!
nalgene
Profile Joined October 2010
Canada2153 Posts
December 08 2010 13:58 GMT
#390
Btw, the mules only last for 67.5 ±0.10 seconds on "Faster" and mines at equal to 5 Scvs ±0.5
you only get like 20 temporary scvs for the 4 mules ( ignores saturation )

12mins faster/irl time = 16minutes normal

You'd only get 3 bases worth with 2 bases at 48 scvs on blue minerals+4mules
Year 2500 Greater Israel ( Bahrain, Cyprus, Egypt, Iran, Iraq, Jordan, Kuwait, Lebanon, Oman, Gaza Strip, West Bank, Qatar, Saudi Arabia, Syria, Turkey, United Arab Emirates, Yemen )
out4blood
Profile Joined July 2010
United States313 Posts
December 08 2010 14:42 GMT
#391
I've been using this the past few days and it has worked surprisingly well against most zergs I've played in the 1500 - 1900 range. I've only failed to one-base all-in zerg play (roaches or baneling busts), which I would say is a correct response to this.

I have also started walling in the bottom of the ramp on my most maps with close naturals. I feel denying the drone scout is important enough to take the early risk. I also think that Zergs get too much information when they send a ling up the ramp when you wall off up top. I can then use that initial barracks as the start of a wall around the natural.Once you get the natural up with tons of rax, the zerg will have a hard time of it.
http://sc2sig.com/s/us/1228872-1.png?1290726543
Phiir
Profile Joined December 2010
Canada7 Posts
December 08 2010 15:23 GMT
#392
trying this build in the bronze league has fairly been a solid win for me, I don't even have to wall off, the productivity keeps them in a complete panic, and after I got good @ this build, they generally give up before the 10 min mark, hopefully this helps me get out of bronze and into @ least silver
" Yeah well, whatever, you can't teach God anything." - Chuck Palahniuk
Bixs
Profile Joined September 2010
Denmark66 Posts
Last Edited: 2010-12-08 16:29:42
December 08 2010 16:27 GMT
#393
On December 08 2010 21:52 visselli wrote:
yea this build is only good on paper, not in practice. Building command centers instead of supply depots is a good choice in that they pay forthemselves very quickly but 400 x2 + 150 x2 = 1100 minerals on the two extra CCs + lost mining time making them, you will always be behind in army and in tech with this build, until you hit mid-late game.

Please lets dispel the idea that having 4 CCs on 2 base is like being on 4 base because its NOT. Being on 4 base means ~having 80-100 workers constantly mining, The only thing exta CCs give u is more Mules which are equivalent to 4-6 workers. So yes you will be mining more from 2 bases and have a larger income than any other 2 base race but once again it is NOT like being on 4 bases.

I would say this is not a viable build past ~1500 diamond mark as you can't just invest 1100 minerals early on and not get punished for it.


You cannot be serious? There have been lots of submitted replays, this is viable at high diamond (2500ish), at least atm. due to the insane pressure marines/bio can put on zerg and that the composition mainly is mineral bound.

The real question is whether it would work aganist good zergs that early expand. (Even though this seems kinda irrelevent when alot of zergs lose to 2 rax pressure anyway)

Edit: And where is the intuition to go 4 OC when zerg is 1 baseing? "Oh, zerg is not expanding! That must mean I shouldn't expect any kind of aggression! I'l go make 4 command centers! ... seriously?".
Griffith`
Profile Joined September 2010
714 Posts
Last Edited: 2010-12-08 17:11:04
December 08 2010 16:49 GMT
#394
On December 08 2010 22:48 pAzand wrote:
I don't get why terrans don't get a inbase OC after taking a natural, no need to be too greedy with 4 OC, 3 OC should be enough too keep up econ and, float the 3rd to an expansion in a good timing and make 1-2 OC's in base? 6 gas, 5 OC, should get you on par with Zerg?



It is too difficult to defend the 3rd early on for most maps mainly due to threat of sling/bling runbys. The investment sunk into defending a third, bunker + 4 marines +4 turrets + SCVs to mine is usually greater than what can be handled. You should only ease into a 3rd during your pressure push.

As for 4 or 3 OC, oddly enough I've found that 3OC is a bit easier than 4OC on close spawn positions on maps like LT/Meta
griffith.583 (NA)
0c3LoT
Profile Joined May 2010
Canada162 Posts
December 08 2010 17:17 GMT
#395
I've tried this build about 3 times, lost all 3 games. I must not be executing right. Once they see me massing bio they just mass ling/bling.

It is a fun build to play tho.
Winning is a lifestyle choice.
chickensnack
Profile Joined August 2010
United States21 Posts
December 08 2010 17:32 GMT
#396
Tried using this build for the first time in a couple of 4v4s I played with my friends. Needless to say the minerals I was receiving (and not spending) was quite ridiculous. This was made especially true since holding bases is a lot easier when you've got allies to help you defend. I pretty much fed my whole team, running off 4-5 bases at a time with around 15-20 rax (not full sat on every base).
Bixs
Profile Joined September 2010
Denmark66 Posts
Last Edited: 2010-12-08 17:33:30
December 08 2010 17:32 GMT
#397
He is another of my games with the 4 OC and marine pressure aganist ling/bling/muta

TvZ 2.2k zerg
http://www.sc2replayed.com/replays/113826-1v1-terran-zerg-lost-temple

Imo. 4 oc is one too much. It delays the pressure too much and allows zerg to drone up a bit too much. Either way you'll notice I have way too many ressources at the end 5k mineral? I just didn't have enough raxes to keep up and zerg, properbly didn't have enough larva.

P.S. Jungling this much micro macro is hard :S
TheRealDJ
Profile Joined August 2010
United States124 Posts
December 08 2010 17:34 GMT
#398
On December 09 2010 01:27 Bixs wrote:
Show nested quote +
On December 08 2010 21:52 visselli wrote:
yea this build is only good on paper, not in practice. Building command centers instead of supply depots is a good choice in that they pay forthemselves very quickly but 400 x2 + 150 x2 = 1100 minerals on the two extra CCs + lost mining time making them, you will always be behind in army and in tech with this build, until you hit mid-late game.

Please lets dispel the idea that having 4 CCs on 2 base is like being on 4 base because its NOT. Being on 4 base means ~having 80-100 workers constantly mining, The only thing exta CCs give u is more Mules which are equivalent to 4-6 workers. So yes you will be mining more from 2 bases and have a larger income than any other 2 base race but once again it is NOT like being on 4 bases.

I would say this is not a viable build past ~1500 diamond mark as you can't just invest 1100 minerals early on and not get punished for it.


You cannot be serious? There have been lots of submitted replays, this is viable at high diamond (2500ish), at least atm. due to the insane pressure marines/bio can put on zerg and that the composition mainly is mineral bound.

The real question is whether it would work aganist good zergs that early expand. (Even though this seems kinda irrelevent when alot of zergs lose to 2 rax pressure anyway)

Edit: And where is the intuition to go 4 OC when zerg is 1 baseing? "Oh, zerg is not expanding! That must mean I shouldn't expect any kind of aggression! I'l go make 4 command centers! ... seriously?".

I've won every match against zerg I've used this with since I practiced the execution of the build. I would point to Griffith's replays of zerg doing 5rr or 7rr as key examples on a close spawn map(steppes) of how successful this is to early pressure. If you see zerg one basing, double bunker, and reinforce the wall, if they fast hatch, ignore bunkers and get the cc's earlier and secure the expansion. In this case having the defender's advantage is more important than zerg's first mover advantage since they don't have a strong long ranged unit(such as hydra) or an air unit capable of getting by your wall.
Phiir
Profile Joined December 2010
Canada7 Posts
December 08 2010 17:55 GMT
#399
here's my Bronze League 4OC against a toss
" Yeah well, whatever, you can't teach God anything." - Chuck Palahniuk
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
December 08 2010 18:06 GMT
#400
This thread is now making me lol. I've defended this build vs tons of people, who all said it would never work and that any diamond zerg would absolutely crush it. So funny to see replays of people crushing 2.5k zergs with it now. I knew it would work. MULE math isn't bs. They spit out a CRAP-TON of minerals with zero negatives.
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