• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 22:11
CET 04:11
KST 12:11
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners11Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation0Weekly Cups (Nov 3-9): Clem Conquers in Canada3SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
Terran 1:35 12 Gas Optimization Mech is the composition that needs teleportation t Craziest Micro Moments Of All Time? Weekly Cups (Nov 3-9): Clem Conquers in Canada SC: Evo Complete - Ranked Ladder OPEN ALPHA
Tourneys
Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Sparkling Tuna Cup - Weekly Open Tournament $5,000+ WardiTV 2025 Championship Merivale 8 Open - LAN - Stellar Fest
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
Terran 1:35 12 Gas Optimization FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Should offensive tower rushing be viable in RTS games? Path of Exile Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
Russo-Ukrainian War Thread US Politics Mega-thread Things Aren’t Peaceful in Palestine Canadian Politics Mega-thread The Games Industry And ATVI
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
Formula 1 Discussion 2024 - 2026 Football Thread NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1366 users

[G] iEchoic's 2fact2port TvT - Page 11

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 9 10 11 12 13 56 Next
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 04 2011 14:34 GMT
#201
On February 04 2011 20:52 Alaric wrote:
Show nested quote +
On February 04 2011 13:48 Antisocialmunky wrote:

It really seems like Hellions get worse at larger food against marines + tanks which is kinda odd...


It's not at all : combat shield is extremely good for marines against blue flame hellions and banshees, since the number of hits needed to kill one goes up from 2 to 3, which is kinda huge considering relatives rates of fire (and the fact that banshees overkill—it seems hellions do not?).
It can be reverted but only with a huge upgrade lead which is, let's be honest, a ridiculous thought when meching against bio.

Also, attack upgrades scale well on tanks and, as I said earlier, the more marines, the more hellions will die before they can fire, because of the rates of fire and positioning (if marines are in a parallel line rather than in a ball for exemple), so if there is double the marines, you'll need more than double the hellions to kill them.

I too feel like this build is a very powerful opener with great harass potential and good ways to slow an incoming attack or weaken it (by forcing lots of turrets in base or leaving units), but that it's not game ending. The transition to BCs is potent but it's also slow and the mobility goes from excellent to mediocre at best. Although it makes sense composition-wise, out-expanding and setting up a contain seems safer to me (I wouldn't try busting a terran I forced to turtle).


Good point on the shields

Its very true that this doesn't end the game but puts you in a good position to win the game. You don't have the brute force to engage and kill him. Just look at all the waves of hellions/air that were spent

@valheru - I'm not, Ghost and Banshee actually synergize surprisingly well after 2 base. I did this in TvP with EMP + cloaked banshee harass while massing M&M. Basically constantly force Obs from his robo (this is off a FE so you have 2 CCs to scan around your ghosts with) so he has to go Templar/uber Cannon to deal with it. Problem is that it took way too much control.

I think nukes have good potential once you get to two base. The opponent cannot challenge your air so 3 ports will be enough and he will have to turtle up. Scans are used on banshees and since nuke AOE out ranges tanks, you'd be hard pressed to take them out without moving out other parts of your army. If you force this, you can defeat that part of his army because it will be advancing out of siege range. Turrets have a hard time dodging nukes so you lose more and more passive detection so the banshees can go to town. You aren't building continuous ghosts so the 225 gas/min is deceiving.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Arkless
Profile Joined April 2010
Canada1547 Posts
February 04 2011 16:17 GMT
#202
I am still curious how u deal with having almost no units for 7-13 minutes. In the game vs Thisisjimmy for example, he culda a moved anywhere from the 7-9 minute mark and completely destroyed you. Also is posting a replay where your opponent only has 1 tank and 2 vikings at the 14 minute mark worthy of calling this a working build order?
http://www.mixcloud.com/Arkless/ http://www.soundcloud.com/Arkless
Alaric
Profile Joined November 2009
France45622 Posts
February 04 2011 16:30 GMT
#203
On February 04 2011 21:51 Badfatpanda wrote:
Someone posted a question regarding to the viability of this build in faring with a natural PF and turrets...You have forced him to create a PF at his natural AND turrets. Congrats if you don't fuck this lead up its gg for him, simply get a 3rd and laugh as he turtles.


Well I was talking about getting a third base with PF and turrets, obviously, which would make it impregnable (only with a fuckload of banshees, or sacrifice a lot of hellions to evaporate the minline, while it's very important to this build to keep your units alive). It's a bit different from a PF at the natural, which would be absurd (MULEs are way too important to combat the economical damage of the harass).


About the ThisIsJimmy game, I'd say it depends. Had the hellions from the drop survived, they would have made Echoic's ramp very hard to break because of the funneling effect, provided you don't have scans available (I think it's particularly important to force them using cloak if you researched it). Also, if he left his base and another drop came, he would have ran the risk to lose all of his scvs. In such a position, sacrificing most of his to survive wouldn't have hurt Echoic as much.
But those aspects are quite on the edge really, as they depend on the amount of threat you send to your opponent. If he can't scout, how will he know if he can kill you or will end up trading blows? How can he be sure he can afford the risk of a backstab while moving out?
Cant take LMS hipsters serious.
QQmonster
Profile Joined September 2010
Canada240 Posts
February 04 2011 16:40 GMT
#204
im kind of curious how you survive with only 2 marines vs any kind of marine all in builds?
EX-top 10 guildwars player yeye XD
Lurk
Profile Joined December 2010
Germany359 Posts
February 04 2011 16:54 GMT
#205
Considering that hellions are devastating against large number of workers, i'd say that you should be fine if you also pull all your scvs against him.

On a smaller map (hello, steppes) you'll probably not have the hellion yet and might be forced to stall until it gets out. But then again, the OP specifically adviced against this build on steppes.
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2011-02-04 17:22:41
February 04 2011 17:16 GMT
#206
Yup. I got 4 rax'd on metal close positions (mainly marines stim, reinforced with marauders) and I would have held it had I put my hellions on hold at the ramp, with a drop coming to his base during the attack. Not that it's not possible to attack earlier, of course, and pulling all scvs for an all-inier all-in could make it tricky to defend at the ramp.
Cant take LMS hipsters serious.
Johnranger-123
Profile Blog Joined August 2009
United Kingdom341 Posts
February 04 2011 17:23 GMT
#207
Im interested in your response to reapers early game(more then one). will prb do some testing but does that just outright kill this build?
Lurk
Profile Joined December 2010
Germany359 Posts
February 04 2011 17:28 GMT
#208
Well microd hellions kill reapers one on one and hellions also build faster. I'm not so sure about the timings but assuming you have hellions by the time the reapers come you should be fine (as long as you micro). Also, going mass reaper will seriously delay his tech so you'll probably clean house with the first banshee.
drooL
Profile Blog Joined May 2010
United Kingdom2108 Posts
February 04 2011 17:39 GMT
#209
Thanks for the good writeup. I had fun reading it and I can't wait to get home and watch the reps Keep being creative, Mr. Echoic.
@nowSimon
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2011-02-04 18:40:22
February 04 2011 18:34 GMT
#210
Note: if you've having problems, post replays. I'll try to watch them (or other people in the thread can as well) and point out how to fix them. Most people that have posted so far in high masters have said the build is working very well, and most of the complaints so far are coming from lower levels, which makes me think there's some mechanical errors. As I said in the OP, the build will take some time to execute correctly - it's a very tricky mechanical build.

On February 05 2011 01:40 QQmonster wrote:
im kind of curious how you survive with only 2 marines vs any kind of marine all in builds?


This build really hard-counters any marine allins. You just spread your hellions at the top and hold them and the ramp funnels all incoming marines, making splash incredibly strong. Any allins before you have hellions are would be worthless because they wouldn't have any more marines by time they get to your base.

On February 05 2011 02:23 Johnranger-123 wrote:
Im interested in your response to reapers early game(more then one). will prb do some testing but does that just outright kill this build?


Hellions do pretty well vs reapers if you hit them, and run to repair. You can also always put 3-4 scvs on autorepair following it and burn reapers down. Of course, once you get preigniter, reapers just die stupid-fast. Like most of the responses, there's a very clean response, but it takes some micro.

On February 04 2011 22:22 Lipski wrote:
ok, i've been thinking, and has this build been tested against mass marine/hellion?
i mean, marines with stim melt all terran air until BCs. you are relying on hellion to stop marines. what happens when your hellion count is matched? mind that marine/hellion requires no gas, so either your opponent will have more units, or better upgrades, or more expansions, or turrets. your map control is limited since he is also mobile as hell, and your expensive vikings are useless.
harras too can be dealt with the mobility of marine/hellion.
and i dont see a safe way to get a sufficient number of BCs fast enough, and marines can deal with BCs when there is upgrade advantage.

shouldn't be to hard to spot this build, since it is kinda unique, and then switch to marine/hellion.


I've never ran into marine/hellion, but you make it sound easier than it really would be. Before you could even try to compete with my hellion count you'd need to get preigniter, throw down more factories (assuming you scouted it and not blind countered), and then try to come close to my hellion count. And then during that entire time you'd be incredibly vulnerable to blue flame drops and head-on attacks, while I have more hellions and preigniter. Also you have no air control so I could get cloak and constantly harass and kill your army as soon as it left.


On February 04 2011 20:52 Alaric wrote:
Show nested quote +
On February 04 2011 13:48 Antisocialmunky wrote:

It really seems like Hellions get worse at larger food against marines + tanks which is kinda odd...


It's not at all : combat shield is extremely good for marines against blue flame hellions and banshees, since the number of hits needed to kill one goes up from 2 to 3,


Keep in mind that stim reduces HP from 55 to 45, returning them into two-shot territory from hellions - and unstimmed marines just aren't that scary.
vileEchoic -- clanvile.com
statikg
Profile Joined May 2010
Canada930 Posts
February 04 2011 19:47 GMT
#211
I still don't see how this build holds up against a ref first cloak banshee rush, 2 marines will barely even distract me from killing all your scvs. If you build a viking before medivac it might only do minor damage but it will really delay your drop and I would definitely be prepared when the drop does eventually come.
Praxis1452
Profile Joined August 2010
41 Posts
February 04 2011 19:59 GMT
#212
Cloaked banshees are a non issue. Counter drop, build viking and ravens. Collect win.
statikg
Profile Joined May 2010
Canada930 Posts
February 04 2011 20:10 GMT
#213
Thanks for the ignorant response, I'm sure thats what the other 100 terrans who I beat with cloaked banshee openings thought too.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
Last Edited: 2011-02-04 20:23:00
February 04 2011 20:20 GMT
#214
I've gone against ref first banshees and it's an easy win but only if you handle it right. You can't do ref first banshee and defend vs 4 blue flame hellions dropped in your base. Similarly I can't kill the banshees immediately but I can run my workers until Viking and raven come out. I will lose mining time but I will kill at very least 10 scvs (usually more). You can't run from the blue flame.

If you pull workers in time you will lose only mining time while your opponent loses scvs, a banshee, and the usefulness of cloak. If you sit and let all your workers die you will lose.
vileEchoic -- clanvile.com
Aoi_10
Profile Joined October 2010
United States155 Posts
Last Edited: 2011-02-04 20:23:37
February 04 2011 20:22 GMT
#215
On February 05 2011 04:47 statikg wrote:
I still don't see how this build holds up against a ref first cloak banshee rush, 2 marines will barely even distract me from killing all your scvs. If you build a viking before medivac it might only do minor damage but it will really delay your drop and I would definitely be prepared when the drop does eventually come.


Based on the OP, it sounds as if it's assumed that an early cloak banshee will get some number of SCV kills (or cost you mining time), but that blue flame hellions are likely to do more damage in less time, and that the viking and raven will be able to clean up when they pop, which should be some time before too many of your SCV's are toast:

"Banshee opening
- Hide Spoiler -

Tells: bunker at front, no tanks or marauders on subsequent pokes up ramp

Your starports should open 1raven1viking after your intitial medivac (swap with factory once preigniter is done). Your hellion drop will likely do huge damage, and dropping fast is a high priority. If the banshee arrives before your viking/raven pop, run your scvs away. You will do much more damage with your hellions than he will with his banshees."

Praxis1452
Profile Joined August 2010
41 Posts
February 04 2011 20:52 GMT
#216
On February 05 2011 05:10 statikg wrote:
Thanks for the ignorant response, I'm sure thats what the other 100 terrans who I beat with cloaked banshee openings thought too.

You think you can kill more scv's with cloaked banshees than with 4x blue flame hellions? Not to mention that when all is said and done this build has enough gas for a raven and atleast 1 viking.

And I doubt you beat 100 other terrans using this TvT build. You're just a stupid troll. Post a rep of you failing against a friend who opens ref first cloaked banshees, or of you executing ref first cloaked banshees against this and winning first.
statikg
Profile Joined May 2010
Canada930 Posts
Last Edited: 2011-02-04 20:56:34
February 04 2011 20:54 GMT
#217
Yeah i'm the troll 18 post guy, I just see a problem with the build that your bandwagoning and I want to stress test it, its not a personal attack...obviously in a vacuum blue flame hellions kill more scvs *roll eyes*. I guess we will just have to see on the ladder.
FrostyTreats
Profile Joined January 2011
United States355 Posts
February 04 2011 21:16 GMT
#218
please dont look over MMM.. im tellling u marines marauders + medivacs are retarded strong vs that.
Ultimea
Profile Joined October 2010
United States25 Posts
February 04 2011 22:25 GMT
#219
Thanks IEchoic, loved your TvP build and I thouroughly enjoy a build like this Tvt. I've also hated using tanks in TvT also, this will do just nicely. Added!
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
February 05 2011 00:08 GMT
#220
On February 05 2011 03:34 iEchoic wrote:
Show nested quote +
On February 04 2011 20:52 Alaric wrote:
On February 04 2011 13:48 Antisocialmunky wrote:

It really seems like Hellions get worse at larger food against marines + tanks which is kinda odd...


It's not at all : combat shield is extremely good for marines against blue flame hellions and banshees, since the number of hits needed to kill one goes up from 2 to 3,


Keep in mind that stim reduces HP from 55 to 45, returning them into two-shot territory from hellions - and unstimmed marines just aren't that scary.


That is true I suppose.

I'm more curious what you think about ghosts with this?
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Prev 1 9 10 11 12 13 56 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
23:00
PiGosaur Cup #55
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech125
RuFF_SC2 120
Nathanias 119
Nina 69
CosmosSc2 38
trigger 23
StarCraft: Brood War
Britney 36713
Artosis 777
Sharp 45
Shine 28
Icarus 1
Dota 2
monkeys_forever286
LuMiX1
Counter-Strike
fl0m1673
taco 379
Super Smash Bros
hungrybox2025
Other Games
summit1g13555
shahzam824
ViBE150
Maynarde132
fpsfer 1
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 73
• Light_VIP 39
• davetesta18
• Kozan
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Azhi_Dahaki14
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21752
League of Legends
• Scarra1663
• Rush1143
Upcoming Events
Replay Cast
5h 49m
OSC
8h 19m
Kung Fu Cup
8h 49m
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
Tenacious Turtle Tussle
19h 49m
The PondCast
1d 6h
RSL Revival
1d 6h
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
1d 8h
WardiTV Korean Royale
1d 8h
PiGosaur Monday
1d 21h
RSL Revival
2 days
Classic vs Creator
Cure vs TriGGeR
[ Show More ]
Kung Fu Cup
2 days
CranKy Ducklings
3 days
RSL Revival
3 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
3 days
IPSL
3 days
ZZZero vs rasowy
Napoleon vs KameZerg
BSL 21
3 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
4 days
RSL Revival
4 days
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
BSL 21
4 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
4 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Wardi Open
5 days
Monday Night Weeklies
5 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.