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On March 25 2011 21:53 AcrossFiveJulys wrote:Show nested quote +On March 25 2011 21:39 infinity21 wrote: I think you need to get combat shield first vs 4 gate instead of stim if you are FEing now. Stim kills the durability of your army anyways so it's not as effective until medivacs come in play. I suppose the biggest downside of that is dealing with VR which is a lot easier with stim. If you have 3-4 bunkers (which are absolutely needed to hold off 4 gate) don't you think stim is by far the better choice?
If it's a stalker heavy 4gate, mass bunkering is not gonna help you much. Stalkers have the same range as marines in bunkers so he can focus fire your bunkers one by one while avoiding the rest.
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On March 24 2011 03:18 iloveroo wrote: Q: You won the GSL January 2011. But you were eliminated from Code S by losing two fast games to Julyzerg. What do you think about the current state of Code S? Are you confident you will be able to do well in future GSLs?
With longer starting distances on the new GSL maps, it has become very bad for Terran, I think it’s pretty obvious when all the Terrans were eliminated from GSL. If Terran gets nerfed again, I think it will be hard to produce good results. I’ve even considered changing races for the next tournament, but I’m not sure about what I’ll do yet
replace the terrans in bold with zerg and its all been hear'd before
On March 24 2011 03:24 NATO wrote: the less opportunity they have to be aggressive, so they have to expand. However, the other races can do either
How do are the zerg shoes treatin ya? A zerg won GSL 1 when this exact thing was said about zerg. Terrans will have to adapt
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Veto the long maps, then. They only added one (two if you include SP, which terrans did perfectly fine on).
Or figure out a new way to play, terran is very robust and alot of units/abilities haven't seen much use as of yet. You guys have only used half of your tools, start experimenting with the other half!
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I think that hellions need to be used more extensively by every Terran player to keep constantly aggression and scouting versus all races. They might not always be facing light units, but that splash damage can be pretty potent regardless of the units it's being used on (with, I'd say, the exception of immortals and roaches). So long as you are careful with your positioning, don't get into sticky situations or over-commit, then I think people will find it to be a strong way to get tech/expand advantages.
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On March 25 2011 22:09 Lurk wrote:Show nested quote +On March 25 2011 21:53 AcrossFiveJulys wrote:On March 25 2011 21:39 infinity21 wrote: I think you need to get combat shield first vs 4 gate instead of stim if you are FEing now. Stim kills the durability of your army anyways so it's not as effective until medivacs come in play. I suppose the biggest downside of that is dealing with VR which is a lot easier with stim. If you have 3-4 bunkers (which are absolutely needed to hold off 4 gate) don't you think stim is by far the better choice? If it's a stalker heavy 4gate, mass bunkering is not gonna help you much. Stalkers have the same range as marines in bunkers so he can focus fire your bunkers one by one while avoiding the rest.
Well if you don't make bunkers you have no chance of surviving off 1 rax FE, so I don't get your point.
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people have only been playing on long maps for a relatively short period of time, heres hoping some more drastic or awesome strategies come from it ;p
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On March 25 2011 22:39 AcrossFiveJulys wrote:Show nested quote +On March 25 2011 22:09 Lurk wrote:On March 25 2011 21:53 AcrossFiveJulys wrote:On March 25 2011 21:39 infinity21 wrote: I think you need to get combat shield first vs 4 gate instead of stim if you are FEing now. Stim kills the durability of your army anyways so it's not as effective until medivacs come in play. I suppose the biggest downside of that is dealing with VR which is a lot easier with stim. If you have 3-4 bunkers (which are absolutely needed to hold off 4 gate) don't you think stim is by far the better choice? If it's a stalker heavy 4gate, mass bunkering is not gonna help you much. Stalkers have the same range as marines in bunkers so he can focus fire your bunkers one by one while avoiding the rest. Well if you don't make bunkers you have no chance of surviving off 1 rax FE, so I don't get your point.
My point was the while you need 1-2 bunkers, you can't rely entirely on them - you'll need "free" marines too - which benefit greatly from combat shields.
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On March 25 2011 06:43 infinity21 wrote:Show nested quote +On March 25 2011 06:40 Xirroh wrote: Toss defiantly seem very strong right now on all maps. However I do think Terran has the ability to adapt. They have so many units / abilities --> options that are underused right now.
Muta Harass is tough, but what about a Raven and PDD over the turrets? With the time upgrade a PDD lasts equal to the time it takes for a raven to gather 100 energy so it can be maintained indefinitely. At only 2 supply even one raven per base would only be a 6-8 supply cost and would shut down muta harass pretty hard.
Big maps extend the game. Terran has so many upgrades, they need to start exploiting this in the longer games. PDD only stops 20 muta shots or something. It really doesn't make a difference vs 15-30 mutas since they can ignore turrets after a certain point. If anything, seeker missile is scarier for zerg.
imagine it the other way around 20 mutas vs 18 mutes and a raven with a pdd
who wins
just because ravens arent free wins doesnt mean pdd isnt absurdly strong.
i think the adjust to bigger distances to push for terran will just have to leave a few thors at home, and either wait for the zerg to fuck up, or take scvs on the push and build turrets as you siege crawl. either that or agressively expand forwards in the early game after taking map control with helions, and build your production half way up the map
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On March 25 2011 22:50 turdburgler wrote:Show nested quote +On March 25 2011 06:43 infinity21 wrote:On March 25 2011 06:40 Xirroh wrote: Toss defiantly seem very strong right now on all maps. However I do think Terran has the ability to adapt. They have so many units / abilities --> options that are underused right now.
Muta Harass is tough, but what about a Raven and PDD over the turrets? With the time upgrade a PDD lasts equal to the time it takes for a raven to gather 100 energy so it can be maintained indefinitely. At only 2 supply even one raven per base would only be a 6-8 supply cost and would shut down muta harass pretty hard.
Big maps extend the game. Terran has so many upgrades, they need to start exploiting this in the longer games. PDD only stops 20 muta shots or something. It really doesn't make a difference vs 15-30 mutas since they can ignore turrets after a certain point. If anything, seeker missile is scarier for zerg. imagine it the other way around 20 mutas vs 18 mutes and a raven with a pdd who wins just because ravens arent free wins doesnt mean pdd isnt absurdly strong. i think the adjust to bigger distances to push for terran will just have to leave a few thors at home, and either wait for the zerg to fuck up, or take scvs on the push and build turrets as you siege crawl. either that or agressively expand forwards in the early game after taking map control with helions, and build your production half way up the map
Open with ebay into planetary in your opponents natural!
Now that's agressively expanding.
But yeah, forcing the zerg to expand away from you while you seige/turret push towards him, taking expansions along the way, has alot of potential, I think, especially given the strength of the PF.
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Terran has slow units but the speed the other races have is not a given fact and maybe terran can combat it to make it even on long maps Zerg units are not incredibly fast by themselves, they need creep wich is alot of work to spread and wich can be killed by the terran player Toss units depend on pylons for their mobility and pylons can be scouted and killed, taking away alot of the mobility toss has Another thing terran units have to make up for their slower speed is their bigger range this mostly goes for anti air like viking and thor, maybe tanks So uh ya, larger maps are not in terrans favour it seems though i dont think its that bad
Stimming your way across the map as someone said jokingly in a post earlier is not such a terrible bad idea btw lol stimming while out of combat just to get to the action faster (or get away from it) is actually viable i think though its annoying that the medics fall behind
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On March 25 2011 22:50 turdburgler wrote:Show nested quote +On March 25 2011 06:43 infinity21 wrote:On March 25 2011 06:40 Xirroh wrote: Toss defiantly seem very strong right now on all maps. However I do think Terran has the ability to adapt. They have so many units / abilities --> options that are underused right now.
Muta Harass is tough, but what about a Raven and PDD over the turrets? With the time upgrade a PDD lasts equal to the time it takes for a raven to gather 100 energy so it can be maintained indefinitely. At only 2 supply even one raven per base would only be a 6-8 supply cost and would shut down muta harass pretty hard.
Big maps extend the game. Terran has so many upgrades, they need to start exploiting this in the longer games. PDD only stops 20 muta shots or something. It really doesn't make a difference vs 15-30 mutas since they can ignore turrets after a certain point. If anything, seeker missile is scarier for zerg. imagine it the other way around 20 mutas vs 18 mutes and a raven with a pdd who wins just because ravens arent free wins doesnt mean pdd isnt absurdly strong. i think the adjust to bigger distances to push for terran will just have to leave a few thors at home, and either wait for the zerg to fuck up, or take scvs on the push and build turrets as you siege crawl. either that or agressively expand forwards in the early game after taking map control with helions, and build your production half way up the map
so the mutas fly away and harrass somewhere without a pdd. i don't really get the point.
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infinity21
Canada6683 Posts
On March 25 2011 22:39 AcrossFiveJulys wrote:Show nested quote +On March 25 2011 22:09 Lurk wrote:On March 25 2011 21:53 AcrossFiveJulys wrote:On March 25 2011 21:39 infinity21 wrote: I think you need to get combat shield first vs 4 gate instead of stim if you are FEing now. Stim kills the durability of your army anyways so it's not as effective until medivacs come in play. I suppose the biggest downside of that is dealing with VR which is a lot easier with stim. If you have 3-4 bunkers (which are absolutely needed to hold off 4 gate) don't you think stim is by far the better choice? If it's a stalker heavy 4gate, mass bunkering is not gonna help you much. Stalkers have the same range as marines in bunkers so he can focus fire your bunkers one by one while avoiding the rest. Well if you don't make bunkers you have no chance of surviving off 1 rax FE, so I don't get your point. I prefer stim too but combat shield comes 30 seconds faster so... I think it depends on P's unit composition too. If it's a 1 gas 4 gate (zeal/stalker) then I think stim is def. better but if it's 2 gas 4 gate (more sentries) then P will be picking off a few bunkers so I think combat shield is a little more useful (relatively speaking compared to 1 gas; idk if it's better than stim but at least i'll have shield when they attack for sure lol)
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On March 25 2011 22:50 turdburgler wrote:imagine it the other way around 20 mutas vs 18 mutes and a raven with a pdd who wins just because ravens arent free wins doesnt mean pdd isnt absurdly strong. i think the adjust to bigger distances to push for terran will just have to leave a few thors at home, and either wait for the zerg to fuck up, or take scvs on the push and build turrets as you siege crawl. either that or agressively expand forwards in the early game after taking map control with helions, and build your production half way up the map
Even if a terran could build mutas, i'd bet my money on the 20 mutas winning vs a pdd and 18 mutas. The pdd absorbs less damage than the 2 additional mutas have hitpoints.
And to the second part: You can't just leave 2-3 thors at every expansion and still expect to have any army left to push the zerg.
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Maybe he just needs to... oh, I don't know, maybe figure out how to play Terran on larger maps? Just a thought.
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infinity21
Canada6683 Posts
On March 25 2011 22:50 turdburgler wrote:Show nested quote +On March 25 2011 06:43 infinity21 wrote:On March 25 2011 06:40 Xirroh wrote: Toss defiantly seem very strong right now on all maps. However I do think Terran has the ability to adapt. They have so many units / abilities --> options that are underused right now.
Muta Harass is tough, but what about a Raven and PDD over the turrets? With the time upgrade a PDD lasts equal to the time it takes for a raven to gather 100 energy so it can be maintained indefinitely. At only 2 supply even one raven per base would only be a 6-8 supply cost and would shut down muta harass pretty hard.
Big maps extend the game. Terran has so many upgrades, they need to start exploiting this in the longer games. PDD only stops 20 muta shots or something. It really doesn't make a difference vs 15-30 mutas since they can ignore turrets after a certain point. If anything, seeker missile is scarier for zerg. imagine it the other way around 20 mutas vs 18 mutes and a raven with a pdd who wins just because ravens arent free wins doesnt mean pdd isnt absurdly strong. i think the adjust to bigger distances to push for terran will just have to leave a few thors at home, and either wait for the zerg to fuck up, or take scvs on the push and build turrets as you siege crawl. either that or agressively expand forwards in the early game after taking map control with helions, and build your production half way up the map Except Terran won't have 18 mutas ready to fight back. The whole point of PDD is to turn the tide of a close battle into your favour. If there's 20 mutas somewhere in my base and my turrets are spread out, then having to spread out hundreds of gas to stop 1 volley from the mutas isn't going to make that big of a difference.
Your suggestions are also absurd. Leaving a "few" thors at home means leaving behind 18-24 supply worth of units at your expansions which is ridiculous. I'd rather build mass turrets and if you want to be super safe then have 1 raven with seeker missile patrolling your bases. Building your production in the middle of the map means you auto-lose once you lose a single battle. I'd rather not put myself in a situation where 1 small mistake can lose me the game instantly. Expanding aggressively is extremely risky because of mutas and you're leaving yourself to chance.
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On March 25 2011 18:25 AcrossFiveJulys wrote: Terran wants to do a 1 rax expand, which imo is really the only viable non-cheese build againt' Any proof?
There is no reason to believe that 2rax expand isnt as viable, i would say 1rax expand is more dangerous actually.
In this game fast expanding is not really useful anyway, like it was in Brood war.
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On March 25 2011 23:10 Axeinst wrote: In this game fast expanding is not really useful anyway, like it was in Brood war. I don't even know what to say to this... ._. I vehemently disagree with this opinion. In my experience, if I do early aggression and the fast expanding player defends my push, I will lose within the next 10 minutes.
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I think it would be real exciting if Blizz made an upgrade for the medivac/to the starport/or just anyway to get this bad boy into the lategame:
I Don't know if it would really directly solve Terran immobility issues, but more robust dropships might keep Z and P from freely leaving their base to counterattack. The constant threat of hard to stop drops might help T with some map control or map presence. Also, and this is my brightest idea for the day: safely transporting units to the frontlines in influencial numbers a bit faster and a bit safer.
I am allowed to dream am I not?
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Yes you are.
Sadly, that thing will never appear in multiplayer. Which is too, too bad.
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I wish they had those dropships! Lol everytime I play Risk
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