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Did iEchoic break TvT? - Page 3

Forum Index > StarCraft 2 Strategy
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happyness
Profile Joined June 2010
United States2400 Posts
February 12 2011 08:25 GMT
#41
I've played against this build a few times(it's super trendy right now) and the players must not know it well because I win every time. I just turtle hardcore on two base and get tanks which pretty easily deal with blue flame hellion drops/abuse and turrets deal with banshees. The banshees are the real strength to the build so as long as I can gain air control with two reactored starports and a handful of tanks and rauders I win easily. But then again, it's probably because my opponents aren't doing it right.

The 2port2banshee is a lot like playing as zerg(as i Echoic points out) so I play against it the same way I play against zerg. Turtle on two bases and push out with tanks and a ton of vikings(against zerg you push out with tanks + marines + other stuff).
IronWolf
Profile Blog Joined October 2009
South Africa315 Posts
February 12 2011 08:40 GMT
#42
On February 12 2011 13:13 mTw|NarutO wrote:

If you are up for games, we can play. Should benefit both of us to refine our gameplay. I can't tell if the opponents were lesser skilled or just didn't use your build correctly, but since you are the creator (lets just state it like that) you should be able to execute it very well.

So PM me if you are interested :-)


And then please post the replays here
antilyon
Profile Blog Joined February 2011
Brazil2546 Posts
Last Edited: 2011-02-12 12:03:52
February 12 2011 08:49 GMT
#43
I faced only 2 T doing this on LA server, but if this is the broken TvT, i like it.

Much better than those tank line wars.
Teddimijia
Profile Joined February 2011
United States14 Posts
February 12 2011 08:53 GMT
#44
On February 12 2011 16:47 nodule wrote:
Sure, the banshee player is putting all their gas into air, but banshees don't give air control. Even if they make loads of vikings, you can go even more vikings than they if you aren't building banshees. Am I missing something?


no your not. the idea is that if ur going the 2factory2port u respond to what ur opponent does. the idea being that if ur opponent goes for mass vikings u go mass vikings as well and b/c u have 2ports can get out the vikings faster.
I've spared with demons from the Nine Hells themselves, I shall barely break a sweat here today.
thrawn2112
Profile Blog Joined June 2010
United States6918 Posts
February 12 2011 08:59 GMT
#45
welcome to the world of mirror matches, toss player here
"People think they know all these things about other people, and if you ask them why they think they know that, it'd be hard for them to be convincing." ES
Teddimijia
Profile Joined February 2011
United States14 Posts
February 12 2011 09:05 GMT
#46
I really don't think turtling is a good response to this build. That allows the other player to mass expand and then they can just throw their units at you and drown you in a sea of minerals and gas from around the map. The whole point of the build is to make ur opponent afraid to move out. If you sit back and turtle you give your opponent free control over the map they can expand anywhere they want to.
Also I think that this build is a great build and has a good transition which would be into BCs.
Stimed marines also is definitely not the answer, unless you can control them really well. Marines die sooooo quickly to blue flame its sometimes painful to watch.
There is no "hard counter" to it. Which is what makes it a great build.
This build really illustrates the importance of air in TvT. If you control the skies u control the corse of the war.
I've spared with demons from the Nine Hells themselves, I shall barely break a sweat here today.
danielsan
Profile Joined December 2010
Romania399 Posts
Last Edited: 2011-02-12 09:39:29
February 12 2011 09:14 GMT
#47
This doesn't break TvT but lowers the level of play which used to be decent up until now. People will flee from positional tank lines, which is very hard to control, to whatever build gives them access to easy wins. In this case some cheesy BO. I watched Day9 daily and i have to give props to Echoic for nice execution but other than that, on the ladder this is a total mess as the level of play is significantly lower both for attacker and defender.

Now about the concerns around this. I always wall off in TvT because of helions. Yes, it's general acceptance you shouldn't, because of tanks but then again when you have a sieged tank with vision outside your base, supply depots are the least of your worries.

Standard tank opening will be hellion proof. As long as you have some map awareness and opponent's actions and composition suggest heli opening, there's absolutely no reason to keep the first siege at entrance, but close to CC. Only one is enough to stop a full blue flame drop as long as you dont panic with SCVs. Best reaction is STOP+F1 spam click, next reaction is let them mine and pull some at a time as if you were splitting marines from banelings. Most common but worst reaction possible is to pull them all away.

Now after the heli drop failed, just build a CC inbase, overproduce some SCVS and execute your standard anti-banshee you're fond of (i'd advise against mass marines+ raven, instead go for vikings) dont forget to add a thor later.

Overall you don't wanna go bio against this one even if that seems the best response in the heat of the moment. Oh and you'll definitely need to one-base turtle with 2 cc, as he's offensively one-basing.
0c3LoT
Profile Joined May 2010
Canada162 Posts
February 12 2011 09:49 GMT
#48
The build basically relies on doing economic damage. Protect your econ and you can "hard counter" the build.

PFs and/or bunkers around the mineral line (with cargo space upgrade) can help mitigate the hellion harass by sending your workers into them when you see the harass.
Winning is a lifestyle choice.
Kornholi0
Profile Joined November 2010
Canada634 Posts
February 12 2011 09:59 GMT
#49
I'd have to say this and I am sorry it sounds kind of micro intensive.
The same reason Hellion/Air is so good against Marine Tank is the same reason Mutalisk Baneling is so good against Marine Tank.
I think its just a matter of splicing our marines into large rows instead of clumping them together and focus firing the hellions before they get in range and using turrets to defend tanks.
The only thing about this build that is "unbeatable" is the fact you can do a load of damage to their economy. I forsee the direct counter to that would be building bunkers on either side of the mineral patches. Or even building 2 supply on either side and leaving them up.

Here is an unorthodox build that I am not sure will beat this build. Doesn't hurt to throw stuff out there I guess =D

To get gas first before rax, get an engineering bay. Get the extended sight range on the turrets etc.
Save up 400 minerals to build command center and land it in his base, Because none of his units can actually kill it (no high DPS units) you'll be free to make a planetary fortress. Bring a few scvs a long to repair it while the PF is making. Once its finished if you have it in a good position you can snipe certain structures. I'd say land it near a SP or factory. Closer to the main CC the better.
After you get the planetary fortress up save up another 400 minerals and build another CC at your expo. Because your supply depots have blocked in your mineral line, it negates the hellion drop. Have constant marine scoutage around your base and with the early engineering bay you can make turrets where you please (not to snipe medivacs but to spot + do damage) Then run in with marines. Because the PF and the Orbital take so much money to do your ground army won't be large. But because the harass of the hellions is negated and the SP is delays and he has a base in his base you can make up the economy quickly.
Once your second base is up and running build 2 factories and get double gas. You can start to produce mass thors. If you see banshees shooting your PF (Your brought along scvs can build turrets against banshees) you can immidiatly throw down 2 starports. And pump only vikings. I would suggest to build a raven as well but that depends if he gets cloak or not. Because his build requires that he builds more vikings than you I would use your thors against the vikings, lots of thor shots can kill vikings.

Some of you professionals can test this I guess.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
soup.254
Profile Joined February 2011
Norway1 Post
February 12 2011 11:20 GMT
#50
I've faced this once and I went 1 rax FE that game. Problem is they want to fight over air control, but rely 100% on the helions and banshee harass to do enough damage otherwise I'm on 2 base and there is no way you'll take air control when your opponent has double the gas income.

Long story short I defended the harass with only losing a couple of SCV's which i can afford as I'm already ahead and in the end he lost air control and lost horribly to marauder viking.

I believe for this to work he'd have to kill so many workers I'd be dead anyways. So it really wouldn't come down to what the follow up is, but how much damage the drop would do.

And if you for some reason do manage to lose air control you can still do something like marauder thor. Basically same principle as a late game TvT transition where the player with air control gets BC's. Sure, he dominates the air, but they're so slow stimmed marauders can just do run by's and snipe expansions etc.

I believe the same would be true for this, although I haven't tested it yet. If you don't wait for his banshee numbers to grow too big (as he obviously has to fight you for air control so he's making vikings) you can freely add rauders and roll over him. Again, if you snipe his expo and you're mining double his gas again, you should be able to catch up in air control pretty easily, imho!

Still a cool build tho! Will test it out some time
joheinous
Profile Joined August 2010
Iceland522 Posts
February 12 2011 11:23 GMT
#51
It seems that tank+viking would exactly counter this build are you sure it's not just positioning/timing mistakes from the replays your talking about?
Everything is self-evident
dementrio
Profile Joined November 2010
678 Posts
February 12 2011 11:53 GMT
#52
I don't play T much but when I tried this, I couldn't beat someone who would simply mass thors from 2 bases and attack. I don't see how you can get enough bcs in time but what do I know.
Sapphire.lux
Profile Joined July 2010
Romania2620 Posts
February 12 2011 12:17 GMT
#53
I like this build. Not to do it though, to fight against it.

1)sim city - it is always a danger that hellions can come in your mineral line in any TvT. With this build it is a given.

2)Thor opening - very strong against Banshees

3)Build Hellions of your own to haras.

4)Thor Tank Hellion +sometimes Ghost if to many Ravens are out. A lot of turrets around the base.
Head Coach Park: "They should buff tanks!"
Sagelol
Profile Joined August 2010
Turkey19 Posts
February 12 2011 12:44 GMT
#54
Standard Tank+Viking+7min'ish expand should beat this. The trick behind blue flame drops or banshee play is that even when you scout with your first helion or scan you are not pretty sure about what to expect. But this build has to many tells and you can spot these and counter accordingly by positioning tank marauder or splitting marines in the mineral line. If you can defend the harass without losing too much, you can outproduce your opponent in viking count and win simply by defending your base for more helion harasses and clearing the skies.

It is a very good build well written and well thought out and it is deadly against people who do not scan or scout at ~6 min mark. It counters almost all of the agressive terran opponents out there as well(tank-viking early contain etc). But since it expands too late and is dependent on dealing eco damage early on, it is kinda risky imo. If you can incorporate an expand after the initial helion drop or maybe turn into a 1 rax expand with this follow-up(quite hard), it should be golden.
BEARDiaguz
Profile Blog Joined June 2009
Australia2362 Posts
February 12 2011 12:44 GMT
#55
I've played a good amount of this. I've won, mostly. Games I did not win were purely through my own failing or through the build's weakness to really early bullshit (like 3 rax marauder stim, close position metalopolis marine/tank/viking push or something else that would basically require a completely random bunker).

Or it was because I fucked up. For example, in one game I got trashed by thors and I hardly had any BC's out to deal with it.

But usually it's because they fuck up. They build way too many tanks or marauders and don't get thors. The trick to fighting this build is to identify it immeadiately and focus on getting tons and tons of vikings and thors out, with plenty of turrets for drops and marines to just roudn out the minerals. Try and secure 3 bases, max out with good upgrades and just trash him in fights. Viking/thor/marine is, i would believe, the strongest counter, but an awful lot of it just comes down to good manouvres from both players.
ProgamerAustralian alcohol user follow @iaguzSC2
Elp
Profile Joined September 2010
Netherlands86 Posts
Last Edited: 2011-02-12 12:53:58
February 12 2011 12:53 GMT
#56
On February 12 2011 20:23 joheinous wrote:
It seems that tank+viking would exactly counter this build are you sure it's not just positioning/timing mistakes from the replays your talking about?

Marauder+viking is more likely, it's cheaper and you dont need tanks to kill hellions.

The build hinges on two things: Air superiority and economic damage with blue flame hellions.
Its impossible for this build to gain air superiority if it is actively contested, this build sinks minerals/gas into banshee's, which means you will always have less vikings than the opponent if he's going vikings-only. If that is the case, the build can still work if the hellions do enough economic damage. If you can somehow stop that from happening (simcity) or do equal economic damage of your own, you should be ahead.

Also, i think due to the low marine count (and no marauders) at the start of this build, there's a decent window of opportunity for reapers to come in and do economic damage. You can see an example of this in the first pokebunny replay in the main thread, although there's only one reaper it does demonstrate that at that point in time there are only 2 marines to deal with it. If it was micro'd properly and backed up with a second/third reaper, there's really not much you can do about it. Hellions get owned by reapers, especially without blue flame.

So, i'd love to see a 2-3 reaper opening against this build.
morimacil
Profile Joined March 2010
France921 Posts
February 12 2011 13:07 GMT
#57
Good simcity will help a ton against this build. If you can force the hellions to have to be dropped right into your mineral line in order to damage your SCVs, instead of to be dropped at any random place in the map, then it makes it much much easier to defend.
Thors: I dont think rushing for a thor, and then rushing it to the opponent's base is a great idea, since then you will lose all your SCVs. But building up some thors, and then later attacking with them can be great. like 4-5 thors, banshee are ok, but not amazing against them, and have to be magic boxed. And hellions are straight up bad, each thor can take down 9 hellions

Another option is just marauders, quite a lot of them.
Sure enough, eventually the marauders will all die to banshees.
But if you look at for example the first push that happens on the d9 daily. 15 marines, 2 banshees and 4 tanks. Doesnt do much damage, and the banshee and the marines die almost instantly.
But if instead, that attack had been 15 stimmed marauders, that could have done a ton more damage, and it wouldnt really have been any easier to kill.

Positioning: the idea is really for the hellions to instakill the marines, and then for the banshees to clean upagainst the tanks, thors, marauders, and so on.
If you always keep your marines at the back, its going to be much harder for the hellions to do that.
Looking again at that first battle on the day9 showcast of the build, the marines were leading the way, clumped up, got fried, and the tanks were behind. I imagine that if that army had been 15 marines, 5 tanks, and siege, instead of the banshees, and for example 3 tanks sieging up below the ramp, 2 tanks moving up the ramp to grant vision, and then sieging up top, and then leapfrogging the back tanks, keping the marines safely betweeen/behind the tanks, and spread out, that would have been much much harder to deal with.
If the hellions cant easily fry the marines, then the banshees also cant easily engage the tanks to clean up, and thus good micro should work. By focusing on keeping the marines to the back, and focusing the hellions before any air units such as the banshee, good micro should help a ton.
evanthebouncy!
Profile Blog Joined June 2006
United States12796 Posts
February 12 2011 13:14 GMT
#58
I would just go balls crazy viking/marauder

for sure I'll have more vikings since no constraint on gas in banshees
And for marauders I'm sure they pwn helions

And it should be easy to get to I believe.

With that being said I do like the addition of banshees and helions to existing terran army.
Life is run, it is dance, it is fast, passionate and BAM!, you dance and sing and booze while you can for now is the time and time is mine. Smile and laugh when still can for now is the time and soon you die!
morimacil
Profile Joined March 2010
France921 Posts
February 12 2011 13:16 GMT
#59
And yeah, reaper openings could spell trouble with this build, but that doesnt really help all that much, since you cant see he is doing this build, and then go back in time to make reapers.
You can, however, see that he is doing this build, and then make 2 sensor towers. You can see that he is doing this build, and decide to position your army differently.


Yet another possibility could be to take an expo as soon as you scout the build, and throw down 8 turrets and 2 sensor towers.
Whats he going to do about it really? Not like he can decide to just friggin kill you with hellions. Best he can do is probably just expand himself too at this point. So then you have a headstart on your expo
Endorsed
Profile Joined May 2010
Netherlands1221 Posts
Last Edited: 2011-02-12 13:31:36
February 12 2011 13:30 GMT
#60
No. You can win with standard play. It's just a wierd unit combination nobody has played against before. There is a reason korean pro's aren't doing this. I think any standard unit composition in TvT can beat this. If you have air control this build is comepletely useless. Bio can also beat this.

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