Pre-Infestors
Pre-Broodlordd/Ultra
Pre-Saturated3rd
Stay tuned!
Forum Index > StarCraft 2 Strategy |
Griffith`
714 Posts
Pre-Infestors Pre-Broodlordd/Ultra Pre-Saturated3rd Stay tuned! | ||
Conrose
437 Posts
On December 15 2010 15:50 johanngrunt wrote: The real strength of this strategy is in team games =) In 2v2s, it's actually a bit harder to pull off than in 1v1 since both teams could end up hitting you or your partner during the 7-9 minute window, and Ling Bling can be particularly disastrous for you since unlike a 1v1, they can continue the push right after you trade your marines for the zerg's blings through the partner's forces. Now if you can get away with murder with 3v3 and 4v4 builds, this could be called genocide. It's traditionally very difficult to get a 3rd expansion in these larger matches without cutting into a partner's natural since it only takes one opponent to randomly scout your attempt at an expansion to have it focused down by 2 player's worth of army count. This build can achieve 3 Bases worth of mineral income from only 2 bases and expands with fair ease with the extra OCs, and you can easily boost your gas income by sending out extra SCVs to build refineries at several points and lifting your OC's to the refineries after they are finished building with very put at risk. Your marines safeguard against a lot of the more gimmicky plays that players try in 3v3 and 4v4. And if you are started in one of the more secure locations on a map, you can even cut the 2nd Rax and the first 5 marines in favor of faster CCs if you're partners are particularly talented at the early defense. | ||
ZerG~LegenD
Sweden1179 Posts
| ||
Griffith`
714 Posts
(I think anti-social munky would go gaga over this) http://www.sc2replayed.com/replays/117042-1v1-terran-zerg-delta-quadrant http://www.sc2replayed.com/replays/117041-1v1-terran-zerg-metalopolis | ||
TheRealDJ
United States124 Posts
On December 16 2010 09:58 Conrose wrote: Show nested quote + On December 15 2010 15:50 johanngrunt wrote: The real strength of this strategy is in team games =) In 2v2s, it's actually a bit harder to pull off than in 1v1 since both teams could end up hitting you or your partner during the 7-9 minute window, and Ling Bling can be particularly disastrous for you since unlike a 1v1, they can continue the push right after you trade your marines for the zerg's blings through the partner's forces. Now if you can get away with murder with 3v3 and 4v4 builds, this could be called genocide. It's traditionally very difficult to get a 3rd expansion in these larger matches without cutting into a partner's natural since it only takes one opponent to randomly scout your attempt at an expansion to have it focused down by 2 player's worth of army count. This build can achieve 3 Bases worth of mineral income from only 2 bases and expands with fair ease with the extra OCs, and you can easily boost your gas income by sending out extra SCVs to build refineries at several points and lifting your OC's to the refineries after they are finished building with very put at risk. Your marines safeguard against a lot of the more gimmicky plays that players try in 3v3 and 4v4. And if you are started in one of the more secure locations on a map, you can even cut the 2nd Rax and the first 5 marines in favor of faster CCs if you're partners are particularly talented at the early defense. The only risk is if the opponents rush you during that window, you won't be able to hold off three armies at once. You'll need to coordinate with the other two people to have a unified defense. | ||
Bixs
Denmark66 Posts
On December 16 2010 10:06 ZerG~LegenD wrote: I'd love to try my wits against this. Are there any 2.5k+ Terrans on the European server who knows how to play this? Yea, sure me :D Edit: sorry for flood, using pm | ||
Conrose
437 Posts
On December 17 2010 07:19 TheRealDJ wrote: Show nested quote + On December 16 2010 09:58 Conrose wrote: On December 15 2010 15:50 johanngrunt wrote: The real strength of this strategy is in team games =) In 2v2s, it's actually a bit harder to pull off than in 1v1 since both teams could end up hitting you or your partner during the 7-9 minute window, and Ling Bling can be particularly disastrous for you since unlike a 1v1, they can continue the push right after you trade your marines for the zerg's blings through the partner's forces. Now if you can get away with murder with 3v3 and 4v4 builds, this could be called genocide. It's traditionally very difficult to get a 3rd expansion in these larger matches without cutting into a partner's natural since it only takes one opponent to randomly scout your attempt at an expansion to have it focused down by 2 player's worth of army count. This build can achieve 3 Bases worth of mineral income from only 2 bases and expands with fair ease with the extra OCs, and you can easily boost your gas income by sending out extra SCVs to build refineries at several points and lifting your OC's to the refineries after they are finished building with very put at risk. Your marines safeguard against a lot of the more gimmicky plays that players try in 3v3 and 4v4. And if you are started in one of the more secure locations on a map, you can even cut the 2nd Rax and the first 5 marines in favor of faster CCs if you're partners are particularly talented at the early defense. The only risk is if the opponents rush you during that window, you won't be able to hold off three armies at once. You'll need to coordinate with the other two people to have a unified defense. It's why I said "If you started in one of the more secure locations on a map". Some maps are more conducive towards trying out this build, while other 3v3/4v4 maps I wouldn't even try it since on some maps, distance between allied bases diminishes the team aspect of the defenders advantage too greatly to survive a push without using units for some sort of delaying action. | ||
odE
Finland177 Posts
![]() | ||
uSnAmplified
United States1029 Posts
| ||
ZerG~LegenD
Sweden1179 Posts
Replay Also, I don't think it's wise to play to extremely bio heavy unless you have amazing control. You say so in the OP and yet the bio build is the one I've seen in every replay I've watched with this opening. | ||
Griffith`
714 Posts
The bio one is the most frequent one seen because a lot of games end before tech can kick in. By no means is 4OC a "timing push", its more of an opening similar to 4OC that leads to numerous timings but with much greater ferocity due to the economic advantage. | ||
raf3776
United States1904 Posts
On December 15 2010 12:07 Griffith` wrote: Show nested quote + On December 15 2010 12:05 30to1 wrote: you're right griffin, sorry - your build is perfect. there is really no weakness. it will never be seen in high level play. but thats just because the pros are all wrong and nobody gave your super amazing mega build a try.... OK you're just pulling shit out of your ass and using strawman arguments. "Pros are all wrong?" Since when did pros even become part of this argument? You're putting words into my mouth. How can pros be "wrong" when the majority of them haven't even commented on it or tried it out? The ones who have, eg. vVvNGry have had amazing successes with it. How come you completely discredit that? Seriously man I think you're feeling way overprotective of your "OC Farming" idea. You're just borderline trolling at this point. They actually talked about the build on Sup Doodz and gretorp broke the build down to why it's a bad build | ||
Griffith`
714 Posts
| ||
TheRealDJ
United States124 Posts
On December 17 2010 20:16 ZerG~LegenD wrote: Had a random run-in with the build when my friend asked me to play his friend. He was only 2.4k but put up a better fight than most 3k+ Terrans I've played. I'm still a ticking timebomb though =) Replay Also, I don't think it's wise to play to extremely bio heavy unless you have amazing control. You say so in the OP and yet the bio build is the one I've seen in every replay I've watched with this opening. It depends on what they're going for. If they're only using zergling/baneling, then I would recommend just keep throwing units at them until you can take out one of their bases. The reason why this works so well is zerglings are larvae intensive per resource compared to other units, such as roach or hydra. One larvae for a roach vs one larvae for 2 zerglings is a sizable difference in resources if they aren't able to keep up in production facilities and creating an extra hatchery takes a good amount of time. Although I do this with a transition into 6 OCs, so it may not work with a purely 4OC build. But yes hopefully you do have atleast a factory, and armory for 2/2 upgrades, and potentially a starport coming. | ||
Conrose
437 Posts
Also note that both of Zerg's T1.5 gas units are countered pretty hard by Terran's T1.5 unit of choice to accompany marines. | ||
cactuschewer
United Kingdom152 Posts
| ||
Conrose
437 Posts
On December 18 2010 03:39 cactuschewer wrote: Someone tried to do this to me once, i sent some lings in after i held off the 2rax to see 4OCs being made, so I just rallied zerglings and banelings in and tried to kill him before he could get an advantage The "Tried" suggests you failed. | ||
TheRealDJ
United States124 Posts
On December 18 2010 03:37 Conrose wrote: Yeah, Ling/Bling out of 2 Bases/3 Hatch gets outmacroed by MM Spam out of 7+ Raxes out of 2 Bases/4OC when the Marines have some decent micro behind them. In the replays the Zerg player does well keeping the bioballs out, but is never able to establish map control. The solid wall the Zerg players eventually run into is that they have to expand. Because Map Control is at this point essentially split between the Terran and the Zerg Player, the Terran has an easy time sniping the expansion while the Terran is easily able to salvage an expansion under attack by lifting off the OC they sent and queuing up SCVs to replace those that were lost in the attack. The Zerg has to sacrifice larva that can be spent on units to try to keep their own economy up to snuff. this results in a shift of map control in the Terran's favor at which point you watch the momentum quickly snowball into a very solid push into the natural. Also note that both of Zerg's T1.5 gas units are countered pretty hard by Terran's T1.5 unit of choice to accompany marines. Very good points, which forces them to commit to what they usually assume is a stronger combination of zergling/baneling, but never leaves them with enough units to counter attack. And then like you mentioned, forces them to not expand their economy or tech. Without the ability to get to broodlords/ultras, they end up painting themselves into a corner. | ||
Conrose
437 Posts
On December 18 2010 03:48 TheRealDJ wrote: Show nested quote + On December 18 2010 03:37 Conrose wrote: Yeah, Ling/Bling out of 2 Bases/3 Hatch gets outmacroed by MM Spam out of 7+ Raxes out of 2 Bases/4OC when the Marines have some decent micro behind them. In the replays the Zerg player does well keeping the bioballs out, but is never able to establish map control. The solid wall the Zerg players eventually run into is that they have to expand. Because Map Control is at this point essentially split between the Terran and the Zerg Player, the Terran has an easy time sniping the expansion while the Terran is easily able to salvage an expansion under attack by lifting off the OC they sent and queuing up SCVs to replace those that were lost in the attack. The Zerg has to sacrifice larva that can be spent on units to try to keep their own economy up to snuff. this results in a shift of map control in the Terran's favor at which point you watch the momentum quickly snowball into a very solid push into the natural. Also note that both of Zerg's T1.5 gas units are countered pretty hard by Terran's T1.5 unit of choice to accompany marines. Very good points, which forces them to commit to what they usually assume is a stronger combination of zergling/baneling, but never leaves them with enough units to counter attack. And then like you mentioned, forces them to not expand their economy or tech. Without the ability to get to broodlords/ultras, they end up painting themselves into a corner. I prefer the expression of "Spending themselves into a gutter." But yeah, I've found that once the Terran expands to 8 Refineries, they can fast track any tech they want and even pump endless Thors out of 3 Factories which is a favorite transition of mine in 2v2s and 3v3s. | ||
TheRealDJ
United States124 Posts
On December 18 2010 03:39 cactuschewer wrote: Someone tried to do this to me once, i sent some lings in after i held off the 2rax to see 4OCs being made, so I just rallied zerglings and banelings in and tried to kill him before he could get an advantage Did he have any kind of wall-in? If it was two rax on top of ramp, it should be easy enough to make a bunker or depot to seal it, and if it was a depot/rax at bottom of ramp, then he could reinforce it with the second rax and an OC at the top of ramp in case of a baneling bust. | ||
| ||
![]() StarCraft 2 StarCraft: Brood War Dota 2 League of Legends Counter-Strike Heroes of the Storm Other Games summit1g9796 Grubby8147 FrodaN2405 fl0m1411 elazer608 Dendi606 shahzam445 Skadoodle195 Trikslyr49 rubinoeu5 Organizations Other Games StarCraft 2 Other Games StarCraft 2 StarCraft: Brood War
StarCraft 2 • davetesta67 StarCraft: Brood War• printf ![]() • RyuSc2 ![]() • Hupsaiya ![]() • LUISG ![]() • Kozan • LaughNgamezSOOP • IndyKCrew ![]() • Migwel ![]() • Laughngamez YouTube • intothetv ![]() • AfreecaTV YouTube • sooper7s Dota 2 League of Legends Other Games |
Replay Cast
Sparkling Tuna Cup
WardiTV Invitational
Spirit vs SHIN
Clem vs SKillous
herO vs TBD
TBD vs GuMiho
AI Arena 2025 Tournament
Replay Cast
Clem vs Zoun
Replay Cast
SOOP
SKillous vs Spirit
Tenacious Turtle Tussle
The PondCast
Replay Cast
[ Show More ] Korean StarCraft League
[BSL 2025] Weekly
|
|