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[D] *SPOILERS* GSL Discussion of Tank Play - Page 3

Forum Index > StarCraft 2 Strategy
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Zzoram
Profile Joined February 2008
Canada7115 Posts
Last Edited: 2010-12-07 21:49:17
December 07 2010 21:48 GMT
#41
Would a few blue flames behind marines be worth it to kill zealots faster? What about 1-2 thors to break forcefiends? Thors can break forcefields but I've actually never seen it be used.
noD
Profile Blog Joined August 2010
2230 Posts
December 07 2010 22:07 GMT
#42
I think the only bo that still has some chance is the raven + 2 banshees when P fe, the problem is when he doesnt =X
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
December 07 2010 22:12 GMT
#43
New patch - Siege tanks deal +15 vs massive!
Snowbear
Profile Blog Joined July 2010
Korea (South)1925 Posts
December 07 2010 22:17 GMT
#44
On December 08 2010 04:07 captainwaffles wrote:
Mech is alright, contrary to popular belief, once you get a critical mass of tanks (supported with Blue hellions and marines) nothing on the ground from- not even immortals- can attack it. The real problem is lack of anti-air. So a gateway army with Immortal/Phenoix support into Voids/Carriers (Carriers, WAY better) late game is pretty deadly against a meching T.

I've been practicing with some 2800~ toss players (allej, Time, etc.) and Its not impossible for Mech against Toss, but it goddamn hard if they respond properly by taking a fast third and using stargate units.

So it really comes down to when to get starports/marines with upgrades to fight the stargate tech. I'm thinking (very general, haven't practiced this yet) getting 3 facts (1 reactor, 2 techlab) and 2 rax (1 techlab (just for upgrades, the amount of anti-ground you're getting makes marauders irrelevant, 1 reactor) and a reactored starport off two base may be the way to push out, take your third behind the push and then throw down more rax and get ghosts as well as another starport.



Weird. I've been slaughtered in 200vs200 battles. Me: 2 thors, mass tanks and some hellions + a raven. He: collossus, immortal, HT, stalker, zealot. He lost 50 supply.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
December 07 2010 22:34 GMT
#45
All Jinro really needs is some 4 Port Banshee action :D

http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

I'm sure it's something Koreans haven't quite seen yet, and since Jinro is an avid TL browser and advocater...maybe he can use that to his advantage? Wink wink xD
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 07 2010 22:40 GMT
#46
On December 08 2010 07:17 Dente wrote:
Show nested quote +
On December 08 2010 04:07 captainwaffles wrote:
Mech is alright, contrary to popular belief, once you get a critical mass of tanks (supported with Blue hellions and marines) nothing on the ground from- not even immortals- can attack it. The real problem is lack of anti-air. So a gateway army with Immortal/Phenoix support into Voids/Carriers (Carriers, WAY better) late game is pretty deadly against a meching T.

I've been practicing with some 2800~ toss players (allej, Time, etc.) and Its not impossible for Mech against Toss, but it goddamn hard if they respond properly by taking a fast third and using stargate units.

So it really comes down to when to get starports/marines with upgrades to fight the stargate tech. I'm thinking (very general, haven't practiced this yet) getting 3 facts (1 reactor, 2 techlab) and 2 rax (1 techlab (just for upgrades, the amount of anti-ground you're getting makes marauders irrelevant, 1 reactor) and a reactored starport off two base may be the way to push out, take your third behind the push and then throw down more rax and get ghosts as well as another starport.



Weird. I've been slaughtered in 200vs200 battles. Me: 2 thors, mass tanks and some hellions + a raven. He: collossus, immortal, HT, stalker, zealot. He lost 50 supply.


Its all about positioning, Tanks are wastes of space if they can't get at least 3/4 shots off before dying :-\

On December 08 2010 07:12 FabledIntegral wrote:
New patch - Siege tanks deal +15 vs massive!


I'm going to quote this when it comes true.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
bkrow
Profile Blog Joined October 2010
Australia8532 Posts
Last Edited: 2010-12-07 22:41:16
December 07 2010 22:40 GMT
#47
On December 08 2010 07:34 Synystyr wrote:
All Jinro really needs is some 4 Port Banshee action :D

http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

I'm sure it's something Koreans haven't quite seen yet, and since Jinro is an avid TL browser and advocater...maybe he can use that to his advantage? Wink wink xD


Shameless plug of BO haha. But i agree - something different would help him a long way; MC probably knows him inside and out..

I think tanks are to much of a risky investment vP due to immobility and the resilience of zealots/immortals; this isn't to say mech in general is a no-no and even some tanks in the back to provide some extra DPS isn't a bad idea - but they cost a shitload of gas. I would be worried if he went tank heavy

EDIT: if he could pull some crazy Thor/banshee/viking build that pain.user beat Nony with at MLG it would be pretty damn sweet
In The Rear With The Gear .. *giggle* /////////// cobra-LA-LA-LA-LA-LA!!!!
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
December 07 2010 23:51 GMT
#48
On December 08 2010 07:40 bkrow wrote:
Show nested quote +
On December 08 2010 07:34 Synystyr wrote:
All Jinro really needs is some 4 Port Banshee action :D

http://www.teamliquid.net/forum/viewmessage.php?topic_id=172190

I'm sure it's something Koreans haven't quite seen yet, and since Jinro is an avid TL browser and advocater...maybe he can use that to his advantage? Wink wink xD


Shameless plug of BO haha. But i agree - something different would help him a long way; MC probably knows him inside and out..

I think tanks are to much of a risky investment vP due to immobility and the resilience of zealots/immortals; this isn't to say mech in general is a no-no and even some tanks in the back to provide some extra DPS isn't a bad idea - but they cost a shitload of gas. I would be worried if he went tank heavy

EDIT: if he could pull some crazy Thor/banshee/viking build that pain.user beat Nony with at MLG it would be pretty damn sweet


Extremely shameless Nothing would give me a bigger hard-on than seeing Jinro use my build successfully He'd execute it better anyways with superior harass and macro Pleeeeease? :D
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
positron.
Profile Joined May 2010
634 Posts
December 08 2010 00:21 GMT
#49
Using tanks in TvP is really hard. They are so immoblie compare to colossus and if you are caught sieging then it's pretty much game. MarineKing did not research cloak for his ghosts and they keep getting picked off. Plus he had no raven to snipe observer. Jinro did a good job keeping raven with him so I hope he research cloak for ghost then go in and EMP HT after observer are taken out by vikings+raven. This is all going to be about micro and the ratio of each army.
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
Last Edited: 2010-12-08 01:51:22
December 08 2010 01:50 GMT
#50
After reading some feedback, my new idea is that a tank play will force an aggressive protoss to get out of his comfort zone.

It may cause an overcommitment towards stargate play, which will cut down on collosus and/or HT teching. If the T can hold until mid/late game before the collo/HT tech comes, there may be a timing.
This may be hard, however, due to phoenix and void rays play locking Terran from expanding to get the necessary income.

What is the viability of:

Opening tank to force stargate play, then preemptively transitioning to 3x reactor rax? If the protoss went immortal -> collosus instead, mass marines will hold off immortals while a swapon 2x reactor viking will deal with the collosus?

The idea is that it may favor P, but it forces an aggressive gateway toss to play out of his comfort zone.
Nadagast
Profile Joined January 2009
United States245 Posts
December 08 2010 02:06 GMT
#51
Mech is bad against Protoss. You have no answer to air and P mobility.
Srule
Profile Joined October 2010
Canada181 Posts
Last Edited: 2010-12-08 02:29:55
December 08 2010 02:28 GMT
#52
If going mech what about thors instead of tanks? Add like 3 or 4 thors into your MMM ball and CC some colossus , brake forcefields, and tank dmg.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 08 2010 04:52 GMT
#53
On December 08 2010 11:28 Srule wrote:
If going mech what about thors instead of tanks? Add like 3 or 4 thors into your MMM ball and CC some colossus , brake forcefields, and tank dmg.


You forget the part where everything dies to Carriers and Storm.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
pirates
Profile Joined October 2010
United States701 Posts
December 08 2010 05:16 GMT
#54
If Jinro wants to beat MC, he needs to utilize drops and cloak banshees + Ravens more than he has been. If you are dancing armies with a protoss (for example, you are each on either side of the center of the map on Xel'Naga Caverns) and you throw a cloaked banshee in his mineral line or drop his main. Protoss warps in units LIKELY near his army. This will cause the Protoss to make a choice: 1. Push now and try to own him to negate my base getting fucked. 2. Pull back and defend my base and allow the Terran to set up in any position he wants to fight in later or possibly expand.

Jinro needs to utilize the mobility and harass potential of the Terran force a BIT more to be able to consistently take games off MC. In a lot of these PvT games, the Protoss is the one who controls the pace of the game and when the battles are fought. I don't feel like this SHOULD be the case. I feel like the Siege-Tank positioning near expos and constant banshee/drop harass would be more effective vs MC in longer games.

Who knows what we will see, though. Maybe MC will opt for fairly early rushes, Warpgate timing attacks or fast Stargate + high ground warp ins and not let Jinro establish control. I love watching Jinro win but MC is very solid and Jinro said himself he CURRENTLY is not confidant beating him. Maybe he will practice something new or cheese him, hehe. I am looking forward to this series, no doubt.
freetgy
Profile Joined November 2010
1720 Posts
December 08 2010 08:50 GMT
#55
definitly Terran need to use their harass potencial

Blue Flame Hellions are really nasty...
tournamentnow
Profile Joined August 2010
Australia111 Posts
December 08 2010 09:56 GMT
#56
harassing with hellions is difficult, any strategy relying on your opponent to have slow reaction times is just... not solid as artosis says.

really terran needs to be able to fight and crush protoss in build order win, but that's not possible atm due to imba. there's a massive 10 % win advantage protoss have right now over terran.
Jombozeus
Profile Blog Joined August 2010
China1014 Posts
December 08 2010 10:45 GMT
#57
On December 08 2010 18:56 tournamentnow wrote:
harassing with hellions is difficult, any strategy relying on your opponent to have slow reaction times is just... not solid as artosis says.

really terran needs to be able to fight and crush protoss in build order win, but that's not possible atm due to imba. there's a massive 10 % win advantage protoss have right now over terran.


Really, you're gonna go there?

However it is possible to induce slow reaction times by multipronged dropping. Dropping requires much less micro than the defender, the tradeoff is the possibility you lose the medivac. We have seen STC pretty much destroy every, well, everything, with mass drops. Probably unrealistic in 2 days for Jinro, but I think it may be where TvP may be heading. Mech is for a better turtling so you can drop without just being counterattacked and ran over regardless of drops. Or, you can just be like STC and go pure MMM and beat every race with superior-everythingness.
Rammstorm
Profile Joined November 2010
Germany1434 Posts
December 08 2010 11:29 GMT
#58
[QUOTE]On December 08 2010 19:45 Jombozeus wrote:
[QUOTE]On December 08 2010 18:56 tournamentnow wrote:
Mech is for a better turtling so you can drop without just being counterattacked and ran over regardless of drops. Or, you can just be like STC and go pure MMM and beat every race with superior-everythingness.[/QUOTE]

True but reaaaally hard to achieve in say few days. Terran can't win vs Maxed out Toss army with proper combo-> need to harras pretty much like zergs have to do vs terran. Multi-pronged attack requires A LOT of APM and awareness, something Jinro have shown to be lacking in his games. All his drops denied or just badly timed/executed).


"MC" -> Master of Ceremonies xD
Sadistx
Profile Blog Joined February 2009
Zimbabwe5568 Posts
December 08 2010 12:01 GMT
#59
On December 08 2010 07:12 FabledIntegral wrote:
New patch - Siege tanks deal +15 vs massive!


Still won't be good enough for how immobile they are.

If anything that's just going to make ultras worse TvZ and nothing else.

Viking/Banshee still the premier choice vs Colo.
MrCon
Profile Blog Joined August 2010
France29748 Posts
December 08 2010 16:26 GMT
#60
The real problem of the Jinro TvP build (wich is standard TvP build) is that when too many zealots are on the field, they force kiting, then stalker can kill vikings, then game over.
I wonder if adding bfhelions could be good for that, and use ghost to emp the zealots, they are the biggest threat imo.
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