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Forum Index > StarCraft 2 Strategy
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Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
June 04 2011 17:11 GMT
#3601
Hey, I'm sure someone can answer this for me, but why are Marauders considered the "counter" to Roaches and Roaches to Marines while Lings are to Marauders?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2011-06-04 17:36:37
June 04 2011 17:20 GMT
#3602
Marauders do bonus damage to Roaches (armored)
Roaches can take quite a lot of hits from marines due to their base armor of 1 which is quite good against units with a fast fire rate and relatively low damage per shot.
Marauders don't do as much damage to non-armored units and that's why lings are a decent counter to marauders.
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-06-04 17:34:22
June 04 2011 17:31 GMT
#3603
On June 05 2011 02:11 Torte de Lini wrote:
Hey, I'm sure someone can answer this for me, but why are Marauders considered the "counter" to Roaches and Roaches to Marines while Lings are to Marauders?


A combination of stats and the consequences of those stats in the match-up:

Marauders dominate roaches in stand-up fights since they deal their bonus damage to armored and roaches have high enough health that the marauder's dealt damage isn't wasted.

In small groups, roaches do well versus (relatively) small number of marines because of their armor and high health. In larger groups, marine balls maintain their overall dps better than roaches because of range (more marines will be able to hit roaches than roaches hitting marines).

The weakness of a ling ball is that its effective dps is distributed across many units, so if you are able to deal damage quickly to the lings (and thus prune their numbers), then you can reduce their damage output dramatically. Marauders have a hard time doing this because they shoot slowly. Also compare their statistics to the roach which traditionally fares well versus lings: marauders have less dps than a roach versus lings (6.67 dps versus 8 dps) and are less tanky (125 health versus 145 health).

On June 05 2011 02:20 cleecks wrote:
Roaches do bonus damage to marines (light)


This is inaccurate. Roaches do not deal bonus damage to any type.
cleecks
Profile Joined March 2011
Netherlands109 Posts
Last Edited: 2011-06-04 17:37:09
June 04 2011 17:34 GMT
#3604
My bad, should've double checked it as I wasn't 100% sure, but I fixed it.
sleigh bells
Profile Joined April 2011
United States358 Posts
June 04 2011 17:54 GMT
#3605
when is standard timing for P to get a second gas? i know "fast" second gas could mean DTs, stargate, lots of sentries, or fast collosus, but i'm not sure what is "fast"
Sup son? ¯\__(ツ)__/¯
sleigh bells
Profile Joined April 2011
United States358 Posts
June 04 2011 18:10 GMT
#3606
On June 05 2011 00:03 DontLoseSightOfIt wrote:
Thanks People.

Alright back to a good question

What is one way to beat MASS, as in MASS amount of tank thors? As P and Z AND T as well?

P maybe Immortal but they have ghosts....then Brood lord but they have snipe....as for T....? How does T beat another T with HEAVY Mech?

do you play bio as T? if you do, the key to beating a meching terran is to think like a zerg. expand everywhere because you can. make like 20 rax eventually. catch unsieged tanks. look for the chance to do a runby...as bio you have a big advantage in any base race scenario because you should have more bases and hey, you can float buildings too.

so yeah MMM works against mech, you just can't really engage head on
Sup son? ¯\__(ツ)__/¯
Venomsflame
Profile Joined February 2011
United States613 Posts
June 04 2011 18:12 GMT
#3607
On June 05 2011 02:54 sleigh bells wrote:
when is standard timing for P to get a second gas? i know "fast" second gas could mean DTs, stargate, lots of sentries, or fast collosus, but i'm not sure what is "fast"


With protoss it depends a lot on the build. a 1 or 2 gate Fast expand usually won't get a second gas until after the expo is down. 3 gate expand or quick stargate/dt or any other tech can get it as early as 18-21. Sorry I don't have the best answer and maybe someone else can give more info than I can, but anything 19 or earlier I would say is relatively "fast."
Atila
Profile Blog Joined February 2011
Cuba122 Posts
Last Edited: 2011-06-04 22:44:51
June 04 2011 19:57 GMT
#3608
Hello, i'm a zerg looking for 3 builds to use (1 per mu). Lately I'm seeing many posts on Zerg builds and after reading CecilSunkure's great guide on improving I'd like to focus practicing only three. Could anyone suggest some?

What I'm looking for:
- More reactive/adaptive builds. Nothing all-inish or cheesy, but I'd like to have the option to put pressure on my opponent or drone hard if I scout the opportunity
- All purpose builds. Since I'm narrowing my builds to just 3 that means its one for all maps. I realize some builds work best on certain maps, but I'd like mine to generally work well
- Replays/Vods/Liquipedia/Threads. Anything that could explain this in depth and help me learn.
Chinesewonder
Profile Joined November 2010
Canada354 Posts
June 04 2011 19:59 GMT
#3609
Just wondering if I'm neural parasiting correctly. For example as a zerg if going against thor hellion, and you want to NP ~ 5 thors, I go hold position on my infestors, then shift click neural parasite. I found that if they are still moving and I shift click, they will continue moving to wherever I clicked them first then NP, in which case they walk into the enemy and get roasted. Is this the proper way? stopping them first, then shift clicking? Or do you just spam e click.
cleecks
Profile Joined March 2011
Netherlands109 Posts
June 04 2011 20:09 GMT
#3610
On June 05 2011 04:59 Chinesewonder wrote:
Just wondering if I'm neural parasiting correctly. For example as a zerg if going against thor hellion, and you want to NP ~ 5 thors, I go hold position on my infestors, then shift click neural parasite. I found that if they are still moving and I shift click, they will continue moving to wherever I clicked them first then NP, in which case they walk into the enemy and get roasted. Is this the proper way? stopping them first, then shift clicking? Or do you just spam e click.

I'd say your current way is the proper way to do it.

I think the danger of doing spam e click, is that if your infestors are out of range, your clicks will do nothing until you're in range, as you won't end up queuing the neural parasite commands that way.
tooleman
Profile Joined April 2011
United States20 Posts
Last Edited: 2011-06-04 22:26:28
June 04 2011 22:26 GMT
#3611
Is it currently viable to forge fast expand on metal and xel naga caverns against zerg?
Heraklitus
Profile Joined September 2010
United States553 Posts
June 04 2011 23:15 GMT
#3612
Question:

Roaches have a different animation when they attack at close range. When attacking at close range, are roaches still affected by +1 missile upgrades or does it count as a "melee" attack?
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
June 04 2011 23:23 GMT
#3613
On June 05 2011 08:15 OldManZerg wrote:
Question:

Roaches have a different animation when they attack at close range. When attacking at close range, are roaches still affected by +1 missile upgrades or does it count as a "melee" attack?



It counts as a melee attack for things like guardian shield, but it still uses the missile upgrades and damage.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Heraklitus
Profile Joined September 2010
United States553 Posts
June 04 2011 23:36 GMT
#3614
On June 05 2011 08:23 Blazinghand wrote:
Show nested quote +
On June 05 2011 08:15 OldManZerg wrote:
Question:

Roaches have a different animation when they attack at close range. When attacking at close range, are roaches still affected by +1 missile upgrades or does it count as a "melee" attack?



It counts as a melee attack for things like guardian shield, but it still uses the missile upgrades and damage.


Cool, thanks.
iStarKraft
Profile Joined March 2011
United Kingdom79 Posts
June 05 2011 00:06 GMT
#3615
On June 05 2011 07:26 tooleman wrote:
Is it currently viable to forge fast expand on metal and xel naga caverns against zerg?


It's not really viable on either map, as the strength of the forge expand is the wall off with cannons that can be formed on maps like The Shattered Temple. The naturals on both of those maps are too exposed for this too happen. In combination with the short rush distance on XNC and the potential for it on Metalopolis, this means roach timing attacks are far too strong against P on these maps when a forge FE is employed.
"So yeah... you've got to scout, or you'll get raped." - XaoZ
tooleman
Profile Joined April 2011
United States20 Posts
June 05 2011 00:11 GMT
#3616
On June 05 2011 09:06 iStarKraft wrote:
Show nested quote +
On June 05 2011 07:26 tooleman wrote:
Is it currently viable to forge fast expand on metal and xel naga caverns against zerg?


It's not really viable on either map, as the strength of the forge expand is the wall off with cannons that can be formed on maps like The Shattered Temple. The naturals on both of those maps are too exposed for this too happen. In combination with the short rush distance on XNC and the potential for it on Metalopolis, this means roach timing attacks are far too strong against P on these maps when a forge FE is employed.


Thanks I appreciate the quick response!
Intricate1
Profile Joined May 2011
169 Posts
June 05 2011 00:21 GMT
#3617
TvZ on Xel'Naga Caverns, When should I send my SCV to scout?
dynwar7
Profile Joined May 2011
1983 Posts
June 05 2011 00:40 GMT
#3618
On June 05 2011 00:21 Johnzee wrote:
Show nested quote +
On June 05 2011 00:03 DontLoseSightOfIt wrote:
Thanks People.

Alright back to a good question

What is one way to beat MASS, as in MASS amount of tank thors? As P and Z AND T as well?

P maybe Immortal but they have ghosts....then Brood lord but they have snipe....as for T....? How does T beat another T with HEAVY Mech?


The simple give-me-a-unit-to-counter-X-answer is this:

As T:
Battlecruisers are a good option. :D

As P:
Yeah, Immortals are still good. Also, High Templar got a lot better vs. Thors with the re-instantiation of the Thor energy bar (for feedback). Carriers or just Void Rays are good too.

As Z:
Yeah, Blords are still good. Most Terrans still haven't figured out you can snipe them. Just keep them safe and pick the army apart with counterattacks, Infestors and Blords.

The less simple answer is this:

Or if you're playing normal, you can try dropping/harassing/expanding everywhere with a more bio-centric army. Don't wait until he has 200/200 - keep your opponent on the back foot so you don't have to deal with a MASS doom army in the first place (this applies to Z as well). Macro like a madman and you'll have lots of money/reinforcements to deal with the doom push, and once you beat that first push, you win



Thanks mate

But I am sad because people always say that T has the slowest method of reinforcing T_T

So, other than BC, what are some other options for a fellow T?
Regarding the imbalance, hilarious to see Zergs defending themselves....
SlapMySalami
Profile Joined August 2010
United States1060 Posts
June 05 2011 00:52 GMT
#3619
On June 05 2011 02:11 Torte de Lini wrote:
Hey, I'm sure someone can answer this for me, but why are Marauders considered the "counter" to Roaches and Roaches to Marines while Lings are to Marauders?



the units that come out on top are hugely cost efficient against the ones that come out on bottom in this case
marineking will u huk my bigtt1 ilu
Blazinghand *
Profile Blog Joined December 2010
United States25558 Posts
June 05 2011 03:15 GMT
#3620
On June 05 2011 09:21 Intricate1 wrote:
TvZ on Xel'Naga Caverns, When should I send my SCV to scout?


After it finishes your rax, you know where he is so you just need to scout for information. Alternatively, you could send it after you finish your depot, but it won't provide you as much information as the extra mining time is worth.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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