[G] TvZ Mass Marine - Page 4
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VEReHrT
Canada121 Posts
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Techno
1900 Posts
On April 22 2011 19:34 OutlaW- wrote: Wouldn't that be an awesome way to practice multitasking and increasing your apm then? Definitely something people should toy around with Yes it is. For a while I went mass marine with medivacs and ghosts/nukes in the team games. It really increased my multitasking, micro and game sense. Dropping like 6 nukes at once is so much fun. Eventually you hit there whole army and lol your way to +12 points. | ||
chopchop1
27 Posts
On April 25 2011 03:25 VEReHrT wrote: Is there a guide for standard marine splitting? >.< I'm having some trouble getting it down. My record is level 8(I think) in the marine splitting ums(with stim+shields). I would rather learn standard than the patrol method. Can someone link a guide/give me some tips? I'm having fun using this strat in platinum, and I'm doing well except when I commit some egregious micro fail v. blings. this is a pretty general guide on marine splitting that i found altho it highlights using the patrol method, the start of the video goes thru the general idea behind marine splitting using standard methods. in the end i believe it just comes down to high apm and lots of practice | ||
oOOoOphidian
United States1402 Posts
With mass barracks constantly producing large waves of marines, only infestors are really good enough to hold it off. Spines don't help once the marine count gets high enough. Upgraded speedlings are definitely problematic if the zerg waits to get a critical number before engaging. It's interesting to see that this approach takes a slight delay in pressure to start the expansion earlier than the old builds. This actually gives a huge advantage in comparison by allowing for better transitions should problems arise. | ||
MrCon
France29748 Posts
And if the zerg doesn't keep up with upgrades, you'll experience intense joy as you'll se 10 marines killing hordes and hordes of stuff. And when you backup to a more standard play, everything seems slow and easy, so that's a very good build to improve. Anyway, this strat is nearly the same as the one I linked above for the marine part, and most of the counters/theory and discussion that I read in this thread have often been already addressed there, you should check it out. | ||
ahw
Canada1099 Posts
I've been matching against top dia/low-mid masters Zerg for a while and been losing quite consistently to strong macrozerg on big maps. This strategy has totally turned around the matchup for me and I'd highly suggest any struggling t players to open with it if you can micro reasonably well. I find it's biggest strength is it is difficult for the Z to judge when he is ahead. After trading armies, overselling and getting dropped or a heavy tech switch can actually lose them the game instead of win it for them. Anyway, highly suggest to try the style for struggling high d / low m players | ||
nipZ
United States5 Posts
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Koshi
Belgium38797 Posts
After the game you always have that feeling that you could have done better. But eventually you always make mistakes against this. And probably the same feeling rests with the Terran But, I have won against it as well. The Terran needs to be at least be at the zerg his skill level to pull this off. At least that is the feeling I get from it. There are better (read easier) ways to win as Terran against Zerg. But if you like to really play an action packed game, I suggest you try this build. Tanks are a must in the mid game in my opinion. It really stops any form of banelingsbust/banelings-expansion-denie from the zerg. | ||
naventus
United States1337 Posts
Any T army that can't mobilely engage with Z is going to lose against a better Z player. - What do you think of hellions? Is blueflame too important to pass up early? | ||
Falcon-sw
United States322 Posts
That said, I have played against this once or twice. The game I won, the Terran spent the last five minutes saying I sucked because my upgrades were like 1/1. Very, very stressful. | ||
Exley
United States239 Posts
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Geovu
Estonia1344 Posts
On April 29 2011 23:41 Falcon-sw wrote: I wish I could just mass zerglings and win. That said, I have played against this once or twice. The game I won, the Terran spent the last five minutes saying I sucked because my upgrades were like 1/1. Very, very stressful. ...You can win with mass zerglings. You just need to add on support units as necessary if you don't want to play as a cheesy shit (EG some banelings (Not the mass "SO MANY BANELINGS LULZ" numbers that you usually see, that's quite unnecessary), get a few infesters, etc, some mutas, etc, but focus on zerglings and zergling upgrades). "But that isn't mass zerglings! QQ" Well I guess you can't call this strat mass marine considering you get marauders, medivacs, ghosts, tanks, etc. now can you? ;P | ||
Pokebunny
United States10654 Posts
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ahw
Canada1099 Posts
On April 30 2011 00:40 Exley wrote: It's a very frustrating style to play against if the Terran takes his third. To keep up with 14-reactor rax you need to be really good about injects while dealing with the endless onslaught of marines. And behind the pressure it's pretty easy to get a planetary up while supporting constant pressure and 2 ebays pumping upgrades. Vs mass ling you just need to play positionally like a Protoss, hugging corners and edges of ramps to reduce surface area. It's honestly been such a complex turn around in controlling the matchup for me. I'm sure it's because it forces aggression and I must've been too passive or something. | ||
4Servy
Netherlands1542 Posts
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dave333
United States915 Posts
It really abuses how strong rines are. The problem with fungal is that it means that i can't kill the medivacs, and so I still need banelings anyway. It just makes it soo stressful, I'm not sure how to win against it. Pros probably won't have any issues with it, but at lower levels this is really strong. | ||
roam
United States54 Posts
The problem with any sort of mech oriented play (marine tank or pure mech) is that you become too reliant on gas mech units. You end up sitting in base for 3+ minute each wave waiting to get crit when Z can produce an equivalent army before you and just bank the rest. Plus you have a terrible time defending extra expansions because in many scenarios when Z is left alone for 3-4m, he can make 20mutas. How do you prevent Z from making 20 mutas? By trading armies with him every fucking minute. If you can shove 9rax (27marines / m) down his throat, he will have to dedicate ALL his gas expenditure onto roach/bane. He can get 16 banes / minute off 2 base, so it all comes down to micro. As long as you can do this, then you won't have to worry about a significant, undefendable muta threat. From the Z perspective, he really ought to make infestor instead of muta first. Because his gas expenditure is so locked up, he can only sneak a few big gas units. What would you rather have sitting around during 10-14minute window: 6 muta or 3 infestor? In my mind, there's no other matchup in the game that punishes a player so hard for not being aggressive. Sure you can camp 2-3 base as T, roll out a 200 push and hope for the best. But given a competent Z, good luck finding _any_ way to deal with the 20-30 mutas flying around. There just isn't any response except for aggression. I noticed that after 2-3 bases, there's a lot of gas sitting around. That's the perfect time to grab ravens I think, since that fully saturates your resource usage. A significant raven mass can take the place of marine drops (throw down 15-20 turrets in his main), help control mid [turret], fight mass muta [PDD], and fight broodlord [HSM]. Only minor point is that ghost will most likely be necessary against infestor late (15m+). | ||
roam
United States54 Posts
Hellion: shoots super slowly, shoots too early (the 6 range means first shot will hit few units) Tank: too immobile for mediocre mid/late game damage. Except for good position/timing, doesn't deal enough to pay for itself. Thor: Doesn't deal enough damage (shooting lings/boxed mutas). These specialized units ought to be able to trade themselves against the other races, but the composition and flow of the game almost always means they can't, and die before dealing relevant damage. | ||
Dragom
194 Posts
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Afterstar
67 Posts
You can also go for a few banshees/helions to force the zerg to make mutalisks and roaches. Check it out on his channel at Upper ups Halby TvZ strategy | ||
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