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[D] TvZ 1.3 - Page 4

Forum Index > StarCraft 2 Strategy
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I strongly suggest most, if not all participants in this thread reread the Starcraft 2 Strategy Forum Posting Guidelines at the top of the forum. Any further violations of said thread here and by these users elsewhere will result in moderation.
CrayonKing
Profile Joined August 2010
Cambodia124 Posts
March 23 2011 16:03 GMT
#61
3700 Terran here and I haven't had too much palytime on this new patch but It looks like I will continue doing my 1-2 base allins after this patch. If Z's opt to go faster infestors it would work in my favor even more.

As for P, going anywhere past 15min is becoming more viable...will defiantly have to test this out.
Coriolis
Profile Blog Joined September 2010
United States1152 Posts
March 23 2011 16:06 GMT
#62
On March 24 2011 00:43 Griffith` wrote:
it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes.


It takes two snipes. Snipe does 45 damage, infestors have 90 hp.
Descolada in everything not TL/Starcraft
Griffith`
Profile Joined September 2010
714 Posts
March 23 2011 16:07 GMT
#63
On March 24 2011 01:06 Coriolis wrote:
Show nested quote +
On March 24 2011 00:43 Griffith` wrote:
it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes.


It takes two snipes. Snipe does 45 damage, infestors have 90 hp.


1 HP instant regeneration unless you land two snipes INSTANTLY
griffith.583 (NA)
Lurk
Profile Joined December 2010
Germany359 Posts
March 23 2011 16:09 GMT
#64
On March 24 2011 01:06 Coriolis wrote:
Show nested quote +
On March 24 2011 00:43 Griffith` wrote:
it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes.


It takes two snipes. Snipe does 45 damage, infestors have 90 hp.


Zerg units regenerate 1 hp the instant they take the first damage. So they have 45+1 = 46 hp after the first snipe and 1 hp after the second.
leo23
Profile Blog Joined November 2010
United States3075 Posts
March 23 2011 16:18 GMT
#65
On March 24 2011 00:00 Griffith` wrote:
Show nested quote +
On March 23 2011 23:56 PLxDratewka wrote:
OMG, I love 1.3 in ZvT.... It’s about time Blizz fix this imba bull. Now all of u T players need to actually learn how to play good micro game.
The only advise that I can give T is to go hellion (herast)> splash of banshee(herast) > Tank Ghost Marauder (ghost not so much to EMP but to snip). The good timing will be a key from now on...


Can we ban this idiot? I've tried ghosts some more this morning - no luck, far too situational. The problem is that you need TWO emps to nullify an infestor that's been saving up energy.


And your ghosts aren't saving energy? Please...
banelings
dere
Profile Blog Joined September 2010
United States153 Posts
March 23 2011 16:25 GMT
#66
On March 24 2011 01:18 leo23 wrote:
Show nested quote +
On March 24 2011 00:00 Griffith` wrote:
On March 23 2011 23:56 PLxDratewka wrote:
OMG, I love 1.3 in ZvT.... It’s about time Blizz fix this imba bull. Now all of u T players need to actually learn how to play good micro game.
The only advise that I can give T is to go hellion (herast)> splash of banshee(herast) > Tank Ghost Marauder (ghost not so much to EMP but to snip). The good timing will be a key from now on...


Can we ban this idiot? I've tried ghosts some more this morning - no luck, far too situational. The problem is that you need TWO emps to nullify an infestor that's been saving up energy.


And your ghosts aren't saving energy? Please...



I think what he was implying is that the nerf to EMP now only removing 100 energy makes it situational.
Tennessee Regional Rankings: http://sc2ranks.com/c/8473/tennessee-region-division/
Bellygareth
Profile Joined October 2010
France512 Posts
March 23 2011 16:25 GMT
#67
Get more than 1 ghost maybe, to be able to emp twice ?
Why would 1 ghost be able to counter infinite casters with one click?

Also a trick to instantly double snipe is to get two ghosts and shift click the snipe on the infestor while being a bit out of range. the two snipes should go down at the same time as the infestor gets into range (or as your ghosts get into range).
Juice303
Profile Joined December 2010
United States42 Posts
March 23 2011 16:27 GMT
#68
3300 masters zerg here

I like the new changes to infestor, allowing us a much safer way to engage marines/bio armies without needing to be on creep with speed banes. Gives zerg a little more option to try and break a terrans forward contain or natural base D. Nothing is worse then rolling 30 banes toward marines and getting them all kited.

Now for the terrans, I think responding correctly to infestors will be entirely based off how many the zerg has. If there is only a couple infestors, positioning, unit spread and unit control should be enough to keep fungal from doing its optimal dmg. If there are however many many infestors, I think that 1-2 ghosts is going to be key. Then it all comes down to unit control from both races and adds a exciting dynamic to TvZ that we haven't really seen a lot of in sc2.

EMP was used to counter defilers in BW, seems like blizz wants to see it in sc2 TvZ as well.
Juicey Juice!
Reqq
Profile Joined January 2011
43 Posts
March 23 2011 16:28 GMT
#69
He's terran, of course he doesn't use anything but tier one units. Soon the game'll develop where terran isn't allowed mobility because you know, our tier one are dying to everything. Just a question: why do magic boxed mutas counter thors so hard? I mean tier three vs tier two. Magic box isn't hard to do either.


Interestingly, T's can get out thors quicker than Z's can get mutas. But really that just further shows that discussing "tiers" of units when comparing different races is difficult, if not impossible.
longtang
Profile Joined February 2011
United States73 Posts
March 23 2011 16:39 GMT
#70
On March 23 2011 18:07 NikonTC wrote:
actually i just tried out 1.3 battlecruisers, and holy hell they're fast. fuck messing around with ghosts just get a few bcs and yamato the infestors



I like BC. Mas BC
Kill all Protoss. Make them Die. Long Live Terran. Tos is a despicable race b/c they R sneaky & underhanded; Their scouts dont' scout; they Just hide & make pylons
zakk
Profile Joined June 2006
Poland21 Posts
March 23 2011 16:54 GMT
#71
On March 24 2011 01:27 Juice303 wrote:
EMP was used to counter defilers in BW, seems like blizz wants to see it in sc2 TvZ as well.


Irradiate was used to counter defilers, depleting their energy was kind of useless because of consume.

Wish ravens had irradiate instead of the sucky-missle.
sOm
Profile Joined January 2011
United States43 Posts
March 23 2011 17:01 GMT
#72
On March 24 2011 01:07 Griffith` wrote:
Show nested quote +
On March 24 2011 01:06 Coriolis wrote:
On March 24 2011 00:43 Griffith` wrote:
it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes.


It takes two snipes. Snipe does 45 damage, infestors have 90 hp.


1 HP instant regeneration unless you land two snipes INSTANTLY



what if you land 2 snipes and then reg. attack with cloaked ghost?

also above, a TL'er mentions you can shift click two ghosts to snipe simultaneously.
Lurk
Profile Joined December 2010
Germany359 Posts
March 23 2011 17:07 GMT
#73
On March 24 2011 02:01 sOm wrote:
Show nested quote +
On March 24 2011 01:07 Griffith` wrote:
On March 24 2011 01:06 Coriolis wrote:
On March 24 2011 00:43 Griffith` wrote:
it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes.


It takes two snipes. Snipe does 45 damage, infestors have 90 hp.


1 HP instant regeneration unless you land two snipes INSTANTLY



what if you land 2 snipes and then reg. attack with cloaked ghost?

also above, a TL'er mentions you can shift click two ghosts to snipe simultaneously.


2 snipes don't work, even when done simultaneously. You still need a third snipe or regular attack (which has less range and requires an additional click).
PredY
Profile Joined September 2009
Czech Republic1731 Posts
March 23 2011 17:30 GMT
#74
what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out
http://www.twitch.tv/czelpredy
Bellygareth
Profile Joined October 2010
France512 Posts
Last Edited: 2011-03-23 17:57:33
March 23 2011 17:54 GMT
#75
On March 24 2011 02:30 PredY wrote:
what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out

Yeah that's what I would worry about too .

Btw as a terran do you have an idea of what the bunker timings changes in tvz? (If any)

Edit: as for the 3rd snipe to kill the infestor: it's not that important (even if I need to test if that's the case). If you shift click snipe 3 times the infestor should die instantly and it would never live the 3sec the op claims it should take.
kodas
Profile Blog Joined January 2011
United States418 Posts
March 23 2011 18:04 GMT
#76
On March 24 2011 02:30 PredY wrote:
what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out


I think an inbase expo used as a wall will become standard unlike you scout the zerg going lair. Just a thought
Get paper, fuck bitches, smoke trees, mass thors.
Klystron
Profile Joined March 2010
United States99 Posts
March 23 2011 18:35 GMT
#77
On March 24 2011 00:46 PirateGus wrote:
Raven seeker missle mech play could work but I worry that you could not support the gas required.

/brain storming.



Raven's are a bit risky. Here is a replay of me failing terribly at a thor/scv/hellion/marine push, then dropping a fusion core to convince my opponent I was going BC's and stop making mutas. I then just turtled, expanded, and massed ravens.

The big problem with ravens: NP+seeker = dead ravens. You can start running away right when you see the NP animation, but it is still likely you will lose a few. This did happen in the following replay:

[image loading]

I started playing terran about a month ago, before that I played zerg and my ZvT was a few mutas to poke, then large numbers of infestors. It takes a lot of tanks to deter a large number of infestors. The zerg player can always split them up, run lings/blings in first, then use the infestors to NP the tanks. Or, very late in the game you can make a few BL's to force the tanks to unsiege, and then engage with infestors to your hearts content.

I think ghosts and EMP is the best response to infestors, but then you are going to have to avoid clumping the ghosts and be able to emp the infestors before he NP + emp's your own ghosts.

blade55555
Profile Blog Joined March 2009
United States17423 Posts
March 23 2011 18:40 GMT
#78
On March 24 2011 02:30 PredY wrote:
what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out


Probably means you should get a couple bunkers .

Although I am curious Will this stim taking an extra 30 seconds (which is 15 seconds game time?) make 4gate stronger or will terrans still get stim in time?
When I think of something else, something will go here
Psychlone
Profile Joined August 2010
Canada90 Posts
March 23 2011 18:48 GMT
#79
On March 23 2011 20:55 Eleaven wrote:
Show nested quote +
On March 23 2011 17:41 NikonTC wrote:
looking at it, you gotta say that snipe is better now. 75 ghost energy to kill the infestor as opposed to to 75 energy to remove 100 of it's energy. (It takes three sniper shots to kill an infestor because they regen 1 HP between the first and second shots, fucking things).

but the micro required to line up 3 sniper shots in a row, when you consider the poor vision that terrans have means that you'd have to have insane reactions and accuracy to take one out before it fungals your army



scan is really bad, i feel for you.



My thoughts exactly. QQ me a river, Terrans who think you can just waltz across the map and siege at our door. If we can scout it, you can scout our army too.
SecretA5DC
Profile Joined December 2010
Korea (South)225 Posts
March 23 2011 18:55 GMT
#80
On March 24 2011 03:48 Psychlone wrote:
Show nested quote +
On March 23 2011 20:55 Eleaven wrote:
On March 23 2011 17:41 NikonTC wrote:
looking at it, you gotta say that snipe is better now. 75 ghost energy to kill the infestor as opposed to to 75 energy to remove 100 of it's energy. (It takes three sniper shots to kill an infestor because they regen 1 HP between the first and second shots, fucking things).

but the micro required to line up 3 sniper shots in a row, when you consider the poor vision that terrans have means that you'd have to have insane reactions and accuracy to take one out before it fungals your army



scan is really bad, i feel for you.



My thoughts exactly. QQ me a river, Terrans who think you can just waltz across the map and siege at our door. If we can scout it, you can scout our army too.


Yes let's give Terrans flying supply depots that can transform into advanced supply depots that can create shapeshifting mini supply depots.

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