Just came across the comment in this and LOLed pretty hard:
http://www.sc2replayed.com/replays/130825-1v1-terran-zerg-delta-quadrant#c1
You can start with 4OC to get used to the macro mechanics, then tone it down to perfection with 3OC.
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Griffith`
714 Posts
Just came across the comment in this and LOLed pretty hard: http://www.sc2replayed.com/replays/130825-1v1-terran-zerg-delta-quadrant#c1 You can start with 4OC to get used to the macro mechanics, then tone it down to perfection with 3OC. | ||
farseerdk
Canada504 Posts
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Griffith`
714 Posts
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Conrose
437 Posts
But yeah, I wonder if there are some timings where you can slip in a 3rd OC in a TvP. | ||
HeroFighter
United States51 Posts
On February 01 2011 09:20 Griffith` wrote: More 3OC into mech (marine tank medivac raven) ~ masters level http://www.sc2replayed.com/replays/133049-1v1-terran-zerg-xelnaga-caverns http://www.sc2replayed.com/replays/133047-2v2-terran-zerg-metalopolis http://www.sc2replayed.com/replays/133046-1v1-terran-zerg-xelnaga-caverns I am starting to think that 3OC may in fact be the sweetest spot. this is my favorite build against zerg!! but the zerg in the first replay is definitely not masters lol... | ||
Griffith`
714 Posts
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Conrose
437 Posts
On February 01 2011 15:49 Griffith` wrote: oops the first zerg isn't, he's #1 in his diamond division, the second x'naga caverns one is in masters, sry got replays confused I'm telling you though, you should try to get up a 3v3 or 4v4 team and try out some variants for this build. | ||
Zombo Joe
Canada850 Posts
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Selkie
United States530 Posts
I've lost twice: Once was to nydus cheese (I sensed cheese, made a lot of bunkers at my nat/ramp... and got nydus'd.- even then, it was only bad control that made me lose), and to sheer stupidity (I got complacent, having killed zerg's 3rd, nat, main, and tech.. zerg went into hero muta micro, and I was unable to secure my 3rd due to sheer stupidity.) Otherwise, I've been rolling people. I'm adapting this to protoss, so far it's been so-so, died to a 4 gate (bad control... noticing a theme?), and a blink stalker timing push (Which just rolled me, so eh.) | ||
FinestHour
United States18466 Posts
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FinestHour
United States18466 Posts
On February 01 2011 15:52 Zombo Joe wrote: I love this build, the only times I've lost are the times I forgot to take a new expansion. You mine out so fast. You really need to mass expand to reap the benefits of this build. It's very nice because you are able to fend off muta harass with the mass marine, and have the surplus command centers to immediately begin mining at a new base. | ||
Senorcuidado
United States700 Posts
On February 01 2011 11:32 Griffith` wrote: Yep its fairly up to date, but only diff between 3 and 4 OC is that you don't make your 4th OC. Just came across the comment in this and LOLed pretty hard: http://www.sc2replayed.com/replays/130825-1v1-terran-zerg-delta-quadrant#c1 You can start with 4OC to get used to the macro mechanics, then tone it down to perfection with 3OC. hahahaha that is very funny. i hope he was actually raging, i'm gonna watch the replay now. I've been doing this build quite a bit and I still love it, very very fun style of play! | ||
roymarthyup
1442 Posts
use the 1 gas to build factory, tech lab, siege tank, siege mode upgrade ASAP 5 orbitals are equal to 30 mineral SCV's allowing for tons of marines, and you can have these orbitals running and mining your original base before you even expand and the zerg cannot break your wall when you have mass marines and possibly a 6-7 minutes siege tank with siege mode after you have 5 orbitals and 26 SCV's (full 1base saturation with 2gas) you fly out your 9 barracks and create a giant wall protecting your natural and land an orbital at your natural and have siege tanks holding the choke and use the 5 orbitals to build tons of fast SCV's and mule out the natural quickly 5 orbitals will mine out all your bases quickly, but not THAAT quickly. giving you time to turret up and fortify your bases before moving on and taking the next base to fortify that base with walls and turrets the benefit of orbitals is it allows you to turret up your bases and get some thors to stop muta harass while still having large income letting you get to that 200/200 doom army of marines, some blue flame hellions, siege tanks, and thors, vikings to counter broods | ||
shinosai
United States1577 Posts
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Griffith`
714 Posts
On February 05 2011 12:12 shinosai wrote: My main problem with doing the 4 orbital is that the delay in gas makes tech kind of hard. One time my opponent rushed to fungal growth and lol'd my marines. 3 orbital on the other hand isn't that out of the way, and does give you a lot of extra minerals to play with, but doesn't force you into a mineral heavy strategy. Yep, I've switched to 3OC as well. The cookie cutter build I use nowadays is: 10 sd 12 rax (scout after this rax is done) 14 rax 15 OC 16 sd 25 CC 25 SD 31 CC | ||
Elp
Netherlands86 Posts
On February 03 2011 05:52 Selkie wrote: I got bored one game, decided to try it. Holy... I can A-move in Diamond now XD! I've lost twice: Once was to nydus cheese (I sensed cheese, made a lot of bunkers at my nat/ramp... and got nydus'd.- even then, it was only bad control that made me lose), and to sheer stupidity (I got complacent, having killed zerg's 3rd, nat, main, and tech.. zerg went into hero muta micro, and I was unable to secure my 3rd due to sheer stupidity.) Otherwise, I've been rolling people. I'm adapting this to protoss, so far it's been so-so, died to a 4 gate (bad control... noticing a theme?), and a blink stalker timing push (Which just rolled me, so eh.) I'd love to see this build in the TvP matchup. I tried a 3OC build vs protoss this morning, i did win but it was against a proxy zealot rush opening, not exactly a regular game. I think its possible to get 3OC and enough marines+bunkers to hold off a 4-gate. However, i think a problem vs protoss is going to be sentries at the bottom of your ramp. You dont have enough forces to win against a 4-gate army without bunkers, so you have to turtle in the main for a while. Protoss will contain you in your base, splitting your army with sentries if you try to move out. I hate it when that happens. I guess you could bunker up at the choke of your natural, but that's very map dependent. (oh btw, i've been using a 3OC build vs zerg for the last month and i love it. TvZ is now my best matchup, thanks griffith ![]() | ||
Griffith`
714 Posts
10 supply 12 rax 17 CC 19 OC (OC only after your first cc) 19 supply 21 CC then add 1 raxes, then double geyser, then 2 rax or 2 rax, then double geyser, then 1 rax ultimately you want: 2 rax tech lab and 2 rax reactor expand yourself and constantly deny zerg's 3rd you will have stim at around 9:00 minutes (about 1:30 earlier than the 2rax FE 3OC variant) http://www.sc2replayed.com/replays/136706-1v1-terran-zerg-xelnaga-caverns | ||
Tynan
Canada111 Posts
This means that they can match or near match the Zerg's ability to drone hard, which in turn means that you don't have to freak out and always try to kill the Zerg early (or even necessarily harass him). I'm sure there are a hundred good variations of 1,2, or 3 extra OCs to work into various build orders. Griffith's deeper discovery is that Terran can be a macro race too. (and you get the extra benefit of higher army food limit w/ same economy, hard-to-kill economy, and scans). | ||
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Griffith`
714 Posts
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