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[D]Battlecruiser Viability in TvP - Page 2

Forum Index > StarCraft 2 Strategy
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Antisocialmunky
Profile Blog Joined March 2010
United States5913 Posts
April 05 2011 13:42 GMT
#21
The original problem with BC is that you can't actually mass enough of them faster than protoss can mass enough to kill them in the field. You need like 3 ports of pure BC to make an unbeatable blob and be able to actually attack Toss.

However, if you make BC and then fill out with Banshees for DPS, it feels like they work better together. (BCs tank and kill air while Banshees pssh psssh over every toss unit)
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
tdt
Profile Joined October 2010
United States3179 Posts
Last Edited: 2011-04-05 13:51:28
April 05 2011 13:50 GMT
#22
I don't ever see it being used too much in the meta game because HT's rape em and blink stalkers or VR will finish em. Not to mention if you're building 4-8 BCs toss already has 200 and can walk through your base with your pathetic defense you have while trying to mass BCs.
MC for president
acejem
Profile Joined November 2010
Australia91 Posts
Last Edited: 2011-04-05 14:47:07
April 05 2011 14:41 GMT
#23
The supernova style marine/tank/raven/vikings transitions very well into BC tech if you're even or ahead in the mid-late game. The commentators actually missed this, but in game 2 of San vs MvP on Shakuras, MvP had +1 armor on his air units, and 2 techlab starports (1 reactor for vikings), which was a obvious indicator that he was going BCs (why else would u get air armor as BC's are the "ultras" of the sky"). San in his "deathball" attack hit a good timing as MvP was in the middle of the transition, which is why he killed him.

Siege tanks make great units to be able to hold protoss aggression whilst you tech to BCs. Only problem with MvP on that game was that he was a bit too aggressive with his biomech army which resulted him losing more than he should. Notice how in that game San attacked and retreated when all his zealots died keeping his stalkers and collosi alive, whilst MvP lost some marines + a few siege tanks multiple times during the game. Favourable trades for the protoss for the majority of the game and a very BW-esque approach - protoss players in BW pull back their dragoons against a terran mechball of vultures and tanks when all their speedlots die.

In terms of upgrades San was 3/3 by the end of the game and Mvp was +3 infantry weapons from 1 eng bay with +3 vehicle weapons being researched from his 1st armory, and air armor from his 2nd armory. He forewent armor upgrades, which imo is a good idea since terran when going this tech needs 3 sets of upgrades.
visselli
Profile Joined September 2010
Canada76 Posts
April 05 2011 15:08 GMT
#24
I've found that opening banshees is actually really nice if you want to transition into BCs. Off 2 base you can support 2-3 starports + a couple barracks so do whatever you can with your banshees to delay as long as possible so u can get some BCs out, and use your excess minerals wisely (bunkers marines, hellions for harass to buy even more time, extra CCs!)

In the past, If the protoss has let me get to 3 base where I can consistently build BCs my chances of winning late game have dramatically improved. One important thing to note here is that once you're on like 3-4 base, despite your best efforts u will have excess mins so u should have 3-4 (preferably more) orbitals to just spam mules/scans with as your army is not particularly mobile and u may lose expos due to it. One thing I noticed and I guess this pretty much applies to any TvP composition is that once u do have a good BC count, get ghosts regardless of what the protoss response is, they make a world of difference.

The best thing about going mass air vs P is that you don't have to fear that collosus deathball that Ts try to avoid at all costs.
-Mav-
Profile Blog Joined November 2010
United States50 Posts
April 05 2011 17:12 GMT
#25
The turtling mech opening sounds like it would have a higher survivability than going for banshee cloak out of the gate. My only issue is that it would be even more expensive to transition out of it. Also, how would you harass and prevent him from out macroing you? Blue flamer runbys?
acejem
Profile Joined November 2010
Australia91 Posts
April 06 2011 00:20 GMT
#26
On April 06 2011 02:12 -Mav- wrote:
The turtling mech opening sounds like it would have a higher survivability than going for banshee cloak out of the gate. My only issue is that it would be even more expensive to transition out of it. Also, how would you harass and prevent him from out macroing you? Blue flamer runbys?


That, or marine drops.
Raid
Profile Joined September 2010
United States398 Posts
April 06 2011 00:34 GMT
#27
I just 1 rax fe into factory tech and make a few tanks then pump out 2 bc and push.. I am not going into detail of the build because it is not refined and most likely not viable on smaller maps. But BC + yamato on collosi are very delicious... I usually have two starports and maybe a 3rd one when i secure a third expo.
-Mav-
Profile Blog Joined November 2010
United States50 Posts
Last Edited: 2011-04-06 20:26:23
April 06 2011 20:25 GMT
#28
Been doing good with this, and I learned today delta quadrant is AWESOME for this build.

-main and 2 nats can be defended easily, so you can crank bcs AND turtle hard.

-If your going for the banshees into bcs route, Delta quad is a great banshee harass map.


I held today with mm + banshee vs colossi balls until my bcs were up, but I had a bunch of bunkers at my nat(Had up to 5) and pulled most of the scvs from the nat to repair bunkers/banshees each time he attacked. Your main, natural, and 3rd should be OCs, so mules can help off set the economic damage. You should be balancing out the econ damage by banshee harass. If you can take a 4th, take the gold as its fairly easy to defend as well(Make a planetary there).

If you go for mech into bc, the natural is an easy place to turtle/spread siege tanks with bunkers.
ishkabibble
Profile Joined December 2010
Canada161 Posts
April 06 2011 20:58 GMT
#29
As mentioned, getting bc's is very hard, but once you mass them into a maxed army, they are almost impossible for P to stop. Population for population, the only thing that can take out bc's is voidrays, and they can be 1 shot by yamatos. So All that can stop you is voidray HT, which is also very hard to transition into, so if you are ahead, mass bc could be viable.
Sagolikt
Profile Joined March 2011
Sweden6 Posts
Last Edited: 2011-04-06 22:38:51
April 06 2011 22:38 GMT
#30
As Protoss you will need HT to force BC to be low on energy, or feedback them for huge damage. And you will need a lot of stalkers and/or voidrays.

But as Terran you will most likely have at least 2/2 on your flight upgrades and building some vikings will help take out those voidrays very quickly. Even if Protoss transition into the best counter as possible they will have a hard time stopping an army of 10 or more BC. Especially if they are sitting on 6-7 colossos and doesn't see it coming.
-Mav-
Profile Blog Joined November 2010
United States50 Posts
April 08 2011 06:29 GMT
#31
I think I found a winner guys(In diamond at least). I've won every single game I've been able to get a bc out, which is every game minus 1. (He proxy stargated me on delta quad, and I didnt even have my starports up yet for the midgame mm+banshee.)

I generally do 1 or 2 rax FE pending map.

MM+cloaked Banshee midgame.

Once my 3rd's up I transition into 3 port Bc,

Otherwise, im 5-0. Of course I would love to see master league players try this to see if its indeed viable at the highest levels of play, but its been functioning perfectly in diamond.

I can try and get replays up with people desire.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
April 08 2011 07:04 GMT
#32
I do super-heavy macro style TvP. My midgame is usually rine/rauder + banshee and a few tanks.
Once on 4 bases (I expand quick) I transition into rauder/ghost/bc + leftovers. Works wonders.

Bio + starport is really good imo, pump air upgrades instead of vehicle upgrades to help your banshees and later on your BC's.
HT's got severely nerfed so you are not as likely to see them as early.
England will fight to the last American
-Mav-
Profile Blog Joined November 2010
United States50 Posts
April 08 2011 07:16 GMT
#33
One person went straight to ht tech on me, you just have to respond with ghosts and make a couple less bcs that's all. If your already at the point of near critical mass bcs, you can just yamato as fast as possible and use scvs to repair. the hts wont be able to do enough damage to all the bcs. Plus they will have to choose between feecbacking bcs and storming your bio with the bcs.
lizzuma
Profile Blog Joined August 2010
United States301 Posts
April 08 2011 07:29 GMT
#34
On April 05 2011 21:39 Escapist wrote:
Battle Cruisers are now a viable option for late game Terran playing and a new tool for any terran player. The new speed allows for an easier follow up of the rest of the units while at the same time allows it to be microed more consistently.

Adding to this thread an example of a Battlecruiser build with Yamato Cannon at a high profiled matchup for anyone interested:

DignitasnAni -Naniwa- (P) VS ESCGoOdy (T) G2 [BDL]



Replay file: http://www.mediafire.com/?c1sb5z4rcujxbeg

Peace.


Are you stupid? This game isn't a battlecruiser build. The game was decided 4 minutes in when Naniwa went 16 Nexus against a proxy reaper/bunker build. This isn't a "battlecruiser build," and does nothing to prove one way or another the viability of battlecruisers in TvP. Goody could have done whatever he wanted to win the game after taking out the nat.
snowroller1
Profile Joined February 2011
99 Posts
April 08 2011 07:33 GMT
#35
Good post, but I thought it was known that thor/battlecruiser combo against protoss is the hardest thing to beat in this game
Lurk
Profile Joined December 2010
Germany359 Posts
April 08 2011 07:41 GMT
#36
In my experience, the viability of BCs is highly dependant on the upgrade situation. If toss is doing any kind of double forge build - or for any other reason already has +2/+3 upgrades when you start getting BCs, they will be quite weak.

If you notice your opponent not getting quick upgrades, BCs will be a very potent option - especially if you can get some air upgrades to help your case.

Remember that BCs do a high-frequency but low damage attack (similar to marines) that is highly depending on the targets armor.

A 0/0 BC does 35.56 DPS vs a 0 armor.
A 0/0 BC does 31.11 DPS vs a 1 armor (practically all protoss ground after losing shields).
A 0/0 BC does 26.67 DPS vs a 2 armor (0/1 stalker at armor).
A 0/0 BC does 22.22 DPS vs a 3 armor (0/2 stalker at armor).
A 0/0 BC does 17.78 DPS vs a 4 armor (0/3 stalker at armor).
A 0/0 BC does 8.89 DPS vs a 6 armor target (0/3 stalker at armor with guardian shield).

TL;DR: Don't get BCs if the protoss already has a lot of (armor/shield) upgrades and you don't have air upgrades.
Rashid
Profile Joined March 2011
191 Posts
April 08 2011 07:45 GMT
#37
For such an expensive unit , BCs have very shit DPS. I find it completely useless to even get BCs against protoss, since all it takes for protoss to counter them is just mass blink stalkers. Not to mention HTs and void rays destroy BCs completely.
BrTarolg
Profile Blog Joined June 2009
United Kingdom3579 Posts
April 08 2011 09:30 GMT
#38
The thing about BC's is whilst they are good in a lot of ways (mainly that, they have yamato, huge armor and protoss lacks any 100% reliable air counter), they are very counter intuitive to the way terran is traditionally played, and deliberately avoid the strengths of terran

That is, small engagements, high cost efficiency units which have specific roles and are abused to do specific things. You want to create niche engagements where you are really pushing the particular strength of whatever army you are using. Marines and marauders, ghosts, medivacs etc. all have very distinct, clear defined roles and by creating engagements where the focus is the strength of these units you get a clear advantage (i.e, MM kiting, medis vs gateway, tanks holding positions etc.)

BC is more like a protoss unit in that it does "alot" of things and doesn't necessarily do any one thing "really well". In a way, you are playing directly into the protoss strength in its ability to create a strong, supply efficient army that does "a bit of everything" and often, other races have a hard time countering

I would say, if you ever get the chance, nothing wrong with BC's, but depending on what you are trying to achieve, there is usually a more specific composition which is easier gotten to perform the role that you want.
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