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[D] Move/a-move method for beating marine splits - Page 2

Forum Index > StarCraft 2 Strategy
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iEchoic
Profile Blog Joined May 2010
United States1776 Posts
January 17 2011 20:16 GMT
#21
On January 18 2011 01:59 Lennon wrote:
Show nested quote +
On January 17 2011 15:44 iEchoic wrote:
40 speedlings 10 banelings

is better than:

20 banelings 20 speedlings


Is this really true? I always try to make as many Banelings as possible when the T starts to push. Damn.


Yep, give it a try.
vileEchoic -- clanvile.com
morimacil
Profile Joined March 2010
France921 Posts
January 17 2011 21:17 GMT
#22
On January 18 2011 02:57 Sm3agol wrote:
Show nested quote +
On January 18 2011 02:29 FeyFey wrote:
yeah you need more lings so he won't shoot and run through the lings. I like my blue flame hellions behind my marines so if the lings try a surround they get melted running straight into the flames. Its a nice trap. But i also like the pre marine and tank splitting, as it builds up a huge defend position and banelings and lings kind of become and never get enough marines for the mutas to do damage.

as it goes for utilizing banelings. Drops and burrow helps if you can get him easily moving. Possibly at a ramp at a backwater expo that has spines so he will need more then a few marines. Positions he won't scan hehe.
Other then that I am thankful for every zerg using not more then 3 control groups. I mean 4 banelings groups (even magic boxed or a roach inside and ahead to take tank shots for the lazy people) no chance in splitting marines against this. And the work is still far higher for the terran.

Farking this. So many zergs complain about how marines can abuse their counter, when by "counter", they mean they should be able to just a+ move their counter at their opponent and win instantly. Really good marine splitting micro will require really good baneling/zergling micro to defeat. How about splitting your oncoming banelings to attack the separate little groups he's splitting off?
People accused terrans of being a movers. Good Ts are getting into some really effective and hard micro, and now zergs whine because they'll have to micro equally well to keep up. Soon some amazing zerg player will dominate some marine/medivac ball really hard with great sling/bling micro on some big stream, and then it will be back to the drawing board for Ts.

That wont work.
How about splitting your oncoming banelings to attack the separate little groups he's splitting off?

Banelings are only good because of the splash damage. if the terran splits his marines perfectly, then if you have pure banelings, splitting them perfectly too will still put you in a terrible spot. Because then your banelings are not doing splash damage.
In fact, splitting your banelings does nothing beyond what a-moving would, since banelings dont overkill.

So you cant go with pure banelings against marines being split, and come out ahead.
Your options are to prevent the marines from splitting up (ling surround, infestors), or take advantage of the fact that they are so spread out (lings).
Splitting banelings against marines just doesnt work.


But seriously though, just stop using pure blings against marines, or marine marauders.
you already have the ling speed, they use the same upgrades, and so on, its just a matter of not morphing all of your lings into banelings. And using the saved up money to make more stuff.
GeorgeForeman
Profile Joined April 2005
United States1746 Posts
January 17 2011 21:19 GMT
#23
Yeah, I've always thought that speed lings were one of the most underused (or maybe just mis-used) units in the game. They're awful in a choke or up a ramp or something, but in terms of dps per cost, they're insane. The key is to get sufficient surface area for the speed lings to attack, and you can do that in the open field. If the terran does a good job of staying in a ball and kiting, however, you need banelings. And oh, what a good job banelings do against densely-packed marines! Toss has force fields to eliminate surface area and create choke points, but vs. terran, you can pull off some sweet surrounds.
like a school bus through a bunch of kids
Whitewing
Profile Joined October 2010
United States7483 Posts
January 17 2011 21:24 GMT
#24
Get 1 infestor. Now they can't micro away.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
valheru
Profile Joined January 2011
Australia966 Posts
Last Edited: 2011-01-17 22:25:12
January 17 2011 22:24 GMT
#25
[QUOTE]On January 18 2011 02:31 solidbebe wrote:
[QUOTE]Holy sh*t that's hilarious but hang on ''your oppnent sees the rape coming, so HE runs away''
see the irregularity here but if this is within the context of the american prison system I fully understand.
[/QUOTE]

You homophobes sure ruin alot of good jokes don't you?[/Q]

I didn't intend it that way but fair enough
Something I have noticed it that baneling damage ups outstrip marine armour ups in other words 0/1 rines are worse to 1/0 banelings than if they were 0/0 all round marine armour goes up by 1 where baneling damage goes up by 2(+2 light).


I reject your reality and substitute my own
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
January 17 2011 22:26 GMT
#26
On January 18 2011 06:17 morimacil wrote:
Show nested quote +
On January 18 2011 02:57 Sm3agol wrote:
On January 18 2011 02:29 FeyFey wrote:
yeah you need more lings so he won't shoot and run through the lings. I like my blue flame hellions behind my marines so if the lings try a surround they get melted running straight into the flames. Its a nice trap. But i also like the pre marine and tank splitting, as it builds up a huge defend position and banelings and lings kind of become and never get enough marines for the mutas to do damage.

as it goes for utilizing banelings. Drops and burrow helps if you can get him easily moving. Possibly at a ramp at a backwater expo that has spines so he will need more then a few marines. Positions he won't scan hehe.
Other then that I am thankful for every zerg using not more then 3 control groups. I mean 4 banelings groups (even magic boxed or a roach inside and ahead to take tank shots for the lazy people) no chance in splitting marines against this. And the work is still far higher for the terran.

Farking this. So many zergs complain about how marines can abuse their counter, when by "counter", they mean they should be able to just a+ move their counter at their opponent and win instantly. Really good marine splitting micro will require really good baneling/zergling micro to defeat. How about splitting your oncoming banelings to attack the separate little groups he's splitting off?
People accused terrans of being a movers. Good Ts are getting into some really effective and hard micro, and now zergs whine because they'll have to micro equally well to keep up. Soon some amazing zerg player will dominate some marine/medivac ball really hard with great sling/bling micro on some big stream, and then it will be back to the drawing board for Ts.

That wont work.
Show nested quote +
How about splitting your oncoming banelings to attack the separate little groups he's splitting off?

Banelings are only good because of the splash damage. if the terran splits his marines perfectly, then if you have pure banelings, splitting them perfectly too will still put you in a terrible spot. Because then your banelings are not doing splash damage.
In fact, splitting your banelings does nothing beyond what a-moving would, since banelings dont overkill.

So you cant go with pure banelings against marines being split, and come out ahead.
Your options are to prevent the marines from splitting up (ling surround, infestors), or take advantage of the fact that they are so spread out (lings).
Splitting banelings against marines just doesnt work.


But seriously though, just stop using pure blings against marines, or marine marauders.
you already have the ling speed, they use the same upgrades, and so on, its just a matter of not morphing all of your lings into banelings. And using the saved up money to make more stuff.

If you saw my previous posts, you'd see I've been heavily advocating more speedling use against marines for just that reason. And splitting blings vs splitting marines at least makes blings somewhat cost efficient again instead of just piling them forward into the occasional 3 marines he leaves in your path.
Whitewing
Profile Joined October 2010
United States7483 Posts
January 17 2011 22:28 GMT
#27
In all seriousness, the idea that everyone has that by making just one unit or one type of unit, you should be able to beat someone making one unit or one type of unit that is weak against the unit you are making is ridiculous. If you can win games by making only one unit, the game isn't designed well. Mass marines don't lose straight up to banelings if they are micro'd? Fine, mix in something to help the banelings get their job done.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
kawazu
Profile Joined May 2010
United States111 Posts
January 18 2011 00:06 GMT
#28
speedling baneling beats pure marine quite handily.

Spiltting marines is makes you lose to speedlings.
Not splitting means you instantly evaporate to even a couple banelings.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
January 18 2011 00:56 GMT
#29
Thanks for all the feedback.

To those making suggestions regarding unit compositions, you are of course right that straight banes is rarely (if ever) optimal. But this is not the point of my post. I am not suggesting that pure banelings should ever be used. What I am suggesting is a micro technique for improving the targeting of banelings. I presented it in the context of banelings vs. marines since this is its purest - and most easily understood - application. However, in practice it should be used in conjunction with other units and other micro techniques.

For example, when using sling/bling/muta vs. MMM, I usually have each of my 3 unit types on separate hot keys. At the beginning of battle, I tell the speedlings to run past the bio ball, and my banelings to run through it, while my mutas are kept on the periphery (picking off any stray marines or medivacs). I try to get the speedlings behind the marines so as to cup them for the banelings. As iEchoic pointed out, it's often better to actually have more speedlings than banelings, so long as the speedlings allow the banelings to make good hits. If the terran begins to split, I now issue an a-move command to all 3 groups: in the case of speedlings and mutas, this allows them to take advantage of the units being separated (and thus having higher surface area). In the case of banelings, this move/a-move technique causes them to also automatically target multiple groups rather than rolling in a single stream. Additional targeting and micro can then be used as the battle progresses.

While this concept may seem trivial, I raised it because I've noticed that even at a pro level, players often persist with move commanding their banelings during combat, even after the terran has made an effective split.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
X-Codes
Profile Joined November 2010
135 Posts
January 18 2011 01:49 GMT
#30
Tactics > Micro. Even with Banelings, which just plain explode, you still want a surround as Zerg. See the rape video for a very nice demonstration of how a guy that tries to stutter-step his stimmed MM ball back gets raped because the Zerg got a surround.
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