[G] Cfestival's Ghost Nuke Push - Page 2
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Pocketsocks
United States192 Posts
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Kukaracha
France1954 Posts
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Antylamon
United States1981 Posts
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cfestival
United States32 Posts
On May 03 2011 04:27 P00RKID wrote: If anybody ends up getting a longer game with nukes vs tanks please post the replays, those are always entertaining. Does the OP have any good replays where you don't win outright from the rush, but still use nukes in mid or late game? http://www.sc2replayed.com/replays/171981-1v1-terran-shakuras-plateau edit: I just put it in the bonus section This is pre-optimized, and I believe this was either a grudge match, or me helping someone...i really forget. It's a good game with nukes vs tanks though ![]() | ||
Crytch
Germany135 Posts
i love your build because i ♥ nukeplay, will try it tomorow and upload the replays greetz Crytch | ||
Antylamon
United States1981 Posts
On May 03 2011 06:45 Kukaracha wrote: How will this be if Ghosts become 200/100? Imo it will be a huge change for after the initial push is done. You will have 100 more gas leftover to get medivacs/vikings/more ghosts. This could be HUGE, because cloaked Banshees can rape this build if your Ghosts don't have enough energy and you have no turrets, which is likely when you are doing the inital push. You need Vikings to counter early Banshee play. | ||
cfestival
United States32 Posts
On May 03 2011 06:14 noobinator wrote: I agree with cfestival here. I'll run the bo through the program myself and see what I can do with it. BETTER BO V4: + Show Spoiler + 10 Supply Depot 12 Barracks (Naked) 13 Refinery 15 Move SCV To Gas 15 Marine 16 Orbital Command 16 Move SCV To Gas 16 Move SCV To Gas 16 Supply Depot 16 Refinery 16 Barracks Tech Lab Waypoint 1 satisfied: 3:10.00: 73M 46G 50E 16/ 19S Income: 426M 114G Buildings: 1 Refinery 1 Barracks 1 Orbital Command Units: 15 SCV 1 Marine Research: 17 Calldown MULE 17 Marauder 19 Move SCV To Gas 20 Move SCV To Gas 21 Marauder 23 Ghost Academy 23 Move SCV To Gas 24 Supply Depot 24 Move SCV To Gas 25 Ghost 28 Calldown MULE 30 Ghost 32 Factory (Naked) 32 Move SCV To Minerals 33 Supply Depot Waypoint 2 satisfied: 5:54.73: 475M 107G 43E 34/ 35S Income: 852M 215G Buildings: 2 Refinery 1 Barracks 1 Orbital Command 1 Ghost Academy 1 Tech Lab Units: 24 SCV 1 Marine 2 Marauder 2 Ghost Research: 34 Reaper 36 Calldown MULE 37 Hellion 39 Supply Depot 39 Arm Nuke 40 Reaper 42 Hellion 44 Move SCV To Gas Waypoint 3 satisfied: 7:24.90: 994M 236G 43E 45/ 51S Income: 1000M 228G Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 1 Tech Lab Units: 29 SCV 1 Marine 2 Marauder 2 Reaper 2 Ghost 2 Hellion Research: In v4, your expo should start around 6 minutes. Once the Factory finishes, you have enough mins to build another Rax. At 7:30, about the time the nuke (still) finishes, I would suggest building a 3rd Rax or a Starport (I prefer the Starport, because it gets Vikings faster to counter Banshees). Build the other soon after. Also, the Ghosts finish at about 6 minutes, which gives them ~2 minutes to charge their energy (including nuke production time and time required to land the nuke). And now for some comparisons with the original, since the time the bo finishes is about the same: Pros: Expo comes much faster 2 Hellions are included in the initial push rather than one (the second would be more of a reinforcement though, since it finishes around 7:30) Cons: Only one Marine in the inital push (if there are too many Banshees, do as much eco damage as possible and make more Marines back at home out of all Rax) Will edit if the program comes up with something faster. EDIT: Doh, I forgot to check off constant SCV production >.> Oh well, the bo it came up with now manages to sneak a 2nd hellion into the initial attack and constant SCV production at the cost of the Ghosts coming out slightly later. EDIT 2: I realized the Marine was coming out last on V2. Took me a while to swap unit production and get a reaper out last. You'd think that it wouldn't take that long just to swap unit positions in the bo... Do you have a replay with these builds? It's a lot easier for me to evaluate them that way. What's the nuke timing (i see the supply, just wondering the time) on this? it seems a little late on the BO. The nuke timing is important, because if you wait too long, the enemy will have come to your base already, almost no matter his build. You should be all the way at the enemy's base, ready to nuke, when the nuke is completing, at 7:30, this looks really close....if you have a replay with this, it'd be helpful. | ||
Antylamon
United States1981 Posts
On May 03 2011 07:51 cfestival wrote: Do you have a replay with these builds? It's a lot easier for me to evaluate them that way. What's the nuke timing (i see the supply, just wondering the time) on this? it seems a little late on the BO. The nuke timing is important, because if you wait too long, the enemy will have come to your base already, almost no matter his build. You should be all the way at the enemy's base, ready to nuke, when the nuke is completing, at 7:30, this looks really close....if you have a replay with this, it'd be helpful. Thanks for the feedback. The nuke finishes at about 7:30, almost exactly the same timing as before, probably a little earlier. I'll play a couple of games against an easy AI, but they won't be perfect execution of the bo. First Replay: http://www.mediafire.com/?87d19qhvj8808ni Second Replay: http://www.mediafire.com/?fldh7o7avhrawnh | ||
cfestival
United States32 Posts
On May 03 2011 07:55 noobinator wrote: I agree with cfestival here. I'll run the bo through the program myself and see what I can do with it. BETTER BO V4: + Show Spoiler + 10 Supply Depot 12 Barracks (Naked) 13 Refinery 15 Move SCV To Gas 15 Marine 16 Orbital Command 16 Move SCV To Gas 16 Move SCV To Gas 16 Supply Depot 16 Refinery 16 Barracks Tech Lab Waypoint 1 satisfied: 3:10.00: 73M 46G 50E 16/ 19S Income: 426M 114G Buildings: 1 Refinery 1 Barracks 1 Orbital Command Units: 15 SCV 1 Marine Research: 17 Calldown MULE 17 Marauder 19 Move SCV To Gas 20 Move SCV To Gas 21 Marauder 23 Ghost Academy 23 Move SCV To Gas 24 Supply Depot 24 Move SCV To Gas 25 Ghost 28 Calldown MULE 30 Ghost 32 Factory (Naked) 32 Move SCV To Minerals 33 Supply Depot Waypoint 2 satisfied: 5:54.73: 475M 107G 43E 34/ 35S Income: 852M 215G Buildings: 2 Refinery 1 Barracks 1 Orbital Command 1 Ghost Academy 1 Tech Lab Units: 24 SCV 1 Marine 2 Marauder 2 Ghost Research: 34 Reaper 36 Calldown MULE 37 Hellion 39 Supply Depot 39 Arm Nuke 40 Reaper 42 Hellion 44 Move SCV To Gas Waypoint 3 satisfied: 7:24.90: 994M 236G 43E 45/ 51S Income: 1000M 228G Buildings: 2 Refinery 2 Barracks 1 Orbital Command 1 Ghost Academy 1 Factory 1 Tech Lab Units: 29 SCV 1 Marine 2 Marauder 2 Reaper 2 Ghost 2 Hellion Research: Thanks for the feedback. The nuke finishes at about 7:30, almost exactly the same timing as before, probably a little earlier. I'll play a couple of games against an easy AI, but they won't be perfect execution of the bo. I'll edit this post with the replays later ![]() I just noticed---when is the second barracks built? I didn't see it in the build order, but it has 2 barracks at the bottom. | ||
Antylamon
United States1981 Posts
On May 03 2011 08:07 cfestival wrote: I just noticed---when is the second barracks built? I didn't see it in the build order, but it has 2 barracks at the bottom. I took it out cause I noticed it interfered with the timing a little. My second replay has better timing, and I could've gotten the nuke dropped way earlier if I noticed how fast it finishes. I almost never play with nukes, so I haven't quite memorized how long it takes to make one. First Replay: http://www.mediafire.com/?87d19qhvj8808ni Second Replay: http://www.mediafire.com/?fldh7o7avhrawnh | ||
Homework
United States283 Posts
I usually main zerg, but offrace terran sometimes. I'll see what I can do about trying this out on people in the Gold league. XD We shall see.. | ||
cfestival
United States32 Posts
On May 03 2011 08:55 Homework wrote: This build looks strong! I usually main zerg, but offrace terran sometimes. I'll see what I can do about trying this out on people in the Gold league. XD We shall see.. Going up and down the ladders, it decimated anyone mid Platinum and below. On May 03 2011 08:32 noobinator wrote: I took it out cause I noticed it interfered with the timing a little. My second replay has better timing, and I could've gotten the nuke dropped way earlier if I noticed how fast it finishes. I almost never play with nukes, so I haven't quite memorized how long it takes to make one. First Replay: http://www.mediafire.com/?87d19qhvj8808ni Second Replay: http://www.mediafire.com/?fldh7o7avhrawnh I watched the replays, and I like using the barracks before the Ghosts are ready to come out. The 1 barracks part sorta worries me a little though, because if the nuke results in you being ahead only a little bit, and the enemy is able to "fend off" the initial push, then you might fall behind in production for the second wave. Additionally, the Ghosts are about 30 seconds behind, which results in a few less snipes....however, it hits sooner, so the enemy will have less men also. This definitely is a good start for opening up the build though. Have you tried using the build vs anyone yet? I recommend trying out both builds (cause I cant play anymore tonight, I'll try later on this week), and seeing how it fairs... paying attention especially to the transitional portion of it. | ||
Yoshi Kirishima
United States10327 Posts
This is gonna be really fun, this reminds me of Hyperdub's nuke rush in GSL against MMA (Code A, GSL May) | ||
Antylamon
United States1981 Posts
On May 03 2011 09:50 cfestival wrote: I watched the replays, and I like using the barracks before the Ghosts are ready to come out. The 1 barracks part sorta worries me a little though, because if the nuke results in you being ahead only a little bit, and the enemy is able to "fend off" the initial push, then you might fall behind in production for the second wave. Additionally, the Ghosts are about 30 seconds behind, which results in a few less snipes....however, it hits sooner, so the enemy will have less men also. This definitely is a good start for opening up the build though. Have you tried using the build vs anyone yet? I recommend trying out both builds (cause I cant play anymore tonight, I'll try later on this week), and seeing how it fairs... paying attention especially to the transitional portion of it. Going 1rax allows you to get an expand faster. Maybe I could add bunkers as I'm getting my expo so I can defend if the initial push fails. It should be fairly easy to find out whether or not you'll win the battle anyways, so you can retreat with at least your reapers and hellions. Also, I wouldn't normally favor using the factory much more in this bo, but in the case of failure making more hellions because of the lack of production would be great. So basically it's either 2nd Rax then expand or expand then 2nd Rax. It's a matter of preference (getting greedy with eco or playing it safe with more production). Also, the reason I'm trading snipes for time is because of less time for the opponent to react (if they scout what you're doing, ofc), less time for an FE to kick in, and possibly other things I can't think of atm. I haven't actually played against any real opponents yet, but I'll do it when I get the chance. Anything to make a good nuke rush bo, especially to make TvT less broken/full of unit spamming. ![]() | ||
cfestival
United States32 Posts
On May 03 2011 10:50 noobinator wrote: Going 1rax allows you to get an expand faster. Maybe I could add bunkers as I'm getting my expo so I can defend if the initial push fails. It should be fairly easy to find out whether or not you'll win the battle anyways, so you can retreat with at least your reapers and hellions. Also, I wouldn't normally favor using the factory much more in this bo, but in the case of failure making more hellions because of the lack of production would be great. So basically it's either 2nd Rax then expand or expand then 2nd Rax. It's a matter of preference (getting greedy with eco or playing it safe with more production). Also, the reason I'm trading snipes for time is because of less time for the opponent to react (if they scout what you're doing, ofc), less time for an FE to kick in, and possibly other things I can't think of atm. I haven't actually played against any real opponents yet, but I'll do it when I get the chance. Anything to make a good nuke rush bo, especially to make TvT less broken/full of unit spamming. ![]() Yeah, I guess it's up to your play style, for what happens after the nuke. I like to keep a constant pressure, as I'm expanding. I think a bunker would work, unless he has tanks already---which would then make it both Banshees AND tanks that the build is weak to. But I guess it'd be viable if you did the early expo into mech or air play. We need to develop it a little more, as far as extending the build into the next tier for your 1 rax expo. It's certainly interesting. I'd like to see how it plays out. This would certainly be sweet if it were like two builds for this early nuke play----I can see it going that way, like, 2 rax for bio, 1 rax for mech/air. The timing seems almost there for that. | ||
rebotfc
United Kingdom144 Posts
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cfestival
United States32 Posts
On May 03 2011 23:21 rebotfc wrote: Do you have any replays vs fast banshees? I'm having quite a bit of trouble as after I bust the wall the opponent has 2 banshees which focus fire the ghost and 2 marines. Banshees are the bane to this build. Here's a 1 port Banshee play, but his Banshees aren't really effective: http://www.sc2replayed.com/replays/172282-1v1-terran-gutterhulk But 2 port Banshees sorta suck. This is why I recommend going engineering bay. After/during the initial push, if you scout any sort of Banshee play. You could also get a starport and a barracks, and do a transition that way (giving you 3 barracks, 1 factory, 1 starport) into regular bio. That may help. If you want, we can practice it (if you're on the NA server). I sorta need someone to test out the other variants of the build too, as suggested earlier in the thread. edit: Remember, sometimes you'll bust down the wall, but have scanned it's NOT ok to just watlz in. It's ok to regress back a little, build up a little more forces, and go again.....by that time, you'll have another nuke too. ![]() edit again: ugh...just got pwned by a 2 port....I could have won, but I wasted the nuke on an UNGUARDED ramp wall. It was actually really close, but there was a more much tastier target inside, that would have stopped all banshee production, and taken out 4 supply depots =P I also messed up on the build, which gave me 3 ghosts, instead of 2. This was because he reapered inside first, and threw off the building timings. | ||
Crytch
Germany135 Posts
You scan his choke and see some marines / mb with bunker, and a siegetank. Then you have to place your nuke that the tank cant hit your ghost. He unsieges, go back in his base, the nuke doesnt even kill the bunker cause it doesnt take 100% of the damage, your enemy sieges back and repair his bunker, and you did 0 dmg (and the 2. tank should pop out right now). If you push in while his tank is still in his base he will just siege where his tank is currently, and his second tank is allrdy sieged anywhere inbase, he counterrepair his tank and you loose all your units. If you just go back you are technological behind, that your enemy just can go whatever he want. | ||
cfestival
United States32 Posts
On May 04 2011 01:36 Crytch wrote: I think non-walled early tanks are bane to this build to. You scan his choke and see some marines / mb with bunker, and a siegetank. Then you have to place your nuke that the tank cant hit your ghost. He unsieges, go back in his base, the nuke doesnt even kill the bunker cause it doesnt take 100% of the damage, your enemy sieges back and repair his bunker, and you did 0 dmg (and the 2. tank should pop out right now). If you push in while his tank is still in his base he will just siege where his tank is currently, and his second tank is allrdy sieged anywhere inbase, he counterrepair his tank and you loose all your units. If you just go back you are technological behind, that your enemy just can go whatever he want. For early tanks, I just stay outside his base and grab my natural, and continue on regular. He can't come out cause he doesn't have support from his infantry (they'll be sniped very hard). During the initial push, I'm making my factory tech lab, especially for tanks. You can use the two Reapers that you have to do a little bit of harass, to make sure he stays in his base....or as a distraction so you can move in with your initial push forces + 1st round of reinforcements (don't lose your Reapers if you can, just do a quick kill 1-2 SCVs and get out). Once your expo is up, and you have your tank coming (and are building more production buildings), you should be able to do a tank push on him with the nukes. Just don't get greedy and try to go all in. | ||
Antylamon
United States1981 Posts
Using my version of the bo, I had 1 rine 1 rauder and 1 ghost by the time the first attack of ~10 rines came. It worked like a charm, but I couldn't harass him at ALL until I got cloak. There were simply too many targets to snipe, as well as the bunkers which I obviously can't snipe. If I tried to nuke the bunkers, my opponent would've just ran up and killed the Ghost. I eventually lost from being overpowered by the sheer number of rax he had because I tried to go for bio instead of tanks. Imo if your opponent got tanks before you, go for bio or air. If your opponent doesn't have any tanks yet, get tanks (except against 2port banshees or iechoic's bo, you need vikings early to handle them if you don't end the game quickly enough). Also, I forgot to save the replay, so the autosave got deleted ![]() I think it was a TvT-ized version of this bo. | ||
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