Like most builds without a starport, you're too vulnerable to 1 banshee, and god forbid it has cloak too.
[G][L] TvT 3 Tank Timing - Page 2
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avilo
United States4100 Posts
Like most builds without a starport, you're too vulnerable to 1 banshee, and god forbid it has cloak too. | ||
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Tsuycc
Canada269 Posts
On July 02 2011 13:55 avilo wrote: I tried this today...just as I thought, it was basically an automatic loss to the banshee flying across the map to my base. Like most builds without a starport, you're too vulnerable to 1 banshee, and god forbid it has cloak too. you'll have enough money to get a e-bay up, with some turrets not to mention that you can also throw down a quick barracks On a side note Looking at the replays i noticed that you move out around 7:30 in your replays. But I made a variation where you skip the reactor, make and make 2 tanks the conclusion is that I left my base at a much quicker time, with 7 marines and 2 tanks, with a third on the way (you can rally to the base) This is probably my new staple TvT build, thank you for showing it to me!!! | ||
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Tsuycc
Canada269 Posts
On July 02 2011 13:43 Penatronic wrote: Wouldn't it be better to just throw down a 2nd rax instead of a reactor? I thought that was generally accepted thing to do for first few rax because it doesn't stop marine production and saves gas, since you should be using all your gas on the tanks and seige, and any extra should be going towards stim and shields. However, I guess the mineral savings from not making a rax and just a reactor and pausing marines would influence your timing on the 2nd cc. I tested the same thing, at it I left generally around the same time | ||
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aaycumi
England265 Posts
This is just in short rush distance in TvT though, usually able to end the game cause the opponent when for Hellion/Banshee and has no army of which to speak of. | ||
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n.DieJokes
United States3443 Posts
On July 02 2011 13:55 avilo wrote: I tried this today...just as I thought, it was basically an automatic loss to the banshee flying across the map to my base. Like most builds without a starport, you're too vulnerable to 1 banshee, and god forbid it has cloak too. Hmm thats interesting, I haven't had any trouble. In fact I think the strength of the build is against any sort of starport opening. Could you link the replays? I'd appreciate it~ As for reactor over second rax, the gas works out so that you have enough I don't want to delay my second cc that long. On July 02 2011 15:29 Tsuycc wrote: Looking at the replays i noticed that you move out around 7:30 in your replays. But I made a variation where you skip the reactor, make and make 2 tanks the conclusion is that I left my base at a much quicker time, with 7 marines and 2 tanks, with a third on the way (you can rally to the base) This is probably my new staple TvT build, thank you for showing it to me!!! I was thinking about this on the train, can you link the replay? Many thanks | ||
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CrisisNOOB
United States39 Posts
On July 02 2011 08:34 random322 wrote: if you wall swaping rax with tech lab with factory reveals youre build, this will negate the effect of youre push Do you place buildings to wall off in a TvT? I don't personally do it, but if I scout Fact+reactor or a hellion of any sort I use 3 supply depots. | ||
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FaiL_SaFe
United States104 Posts
1) I've had similar bo's done to me several times in TvT (high plat, low diamond) and against the right opener it can be absolutely devastating. 2) This is especially annoying on Shakuras. I've opened starport tech or some other bo and just had the other guy camp my nat around the gasses and if they do it right It either takes a huge investment to break out or massively delays your expand. 3) I do think this is somewhat weak to that 3-reaper play thats been going around, I can certainly see just not having enough stuff to prevent the reapers from doing massive damage. | ||
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Numy
South Africa35471 Posts
On July 02 2011 23:42 FaiL_SaFe wrote: 2) This is especially annoying on Shakuras. I've opened starport tech or some other bo and just had the other guy camp my nat around the gasses and if they do it right It either takes a huge investment to break out or massively delays your expand. On Shakuras a gasless expand(2 Rax afterwards) will have more marines and have a least a tank out when the push comes. This means you can attack him on the way to your base and be able to stop the push. This is more for close spawns or short rush distances. | ||
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BigBossX
United Kingdom357 Posts
On July 02 2011 19:07 aaycumi wrote: Personally have a lot more success with a refinery first then barracks with 1 tank and go attack. Siege tanks outrange bunkers (unless it has a marauder in it) and usually a guarantee that the opponent has cut marine production a few times so normally have more marines. This is just in short rush distance in TvT though, usually able to end the game cause the opponent when for Hellion/Banshee and has no army of which to speak of. So a bunker w/ rauder has a range of 13? lol, tanks > bunkers period. On July 02 2011 13:55 avilo wrote: I tried this today...just as I thought, it was basically an automatic loss to the banshee flying across the map to my base. Like most builds without a starport, you're too vulnerable to 1 banshee, and god forbid it has cloak too. If he goes banshees w/ cloak hes going to have no more than 5-6 marines, and 1 banshee, just go fucking kill him.. As for the build, seems pretty cool, but how does it fair against a 1 rax fe straight into tanks with a bunker/repair to hold the nat until siege finishes. Would this leave you at a slight eco disadvantage? | ||
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reyk
United States21 Posts
game 3Thorzain did this exact build, pushing slowly with the first tank and sealing the deal with the second and third tanks, I think thorzain walled as well. Drewbie did a 1 rax FE into a 4rax build so his FE died and it was a gg since attacking into tanks sucks | ||
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Sotamursu
Finland612 Posts
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Nizzy
United States839 Posts
I also think its better to hit with your 8-10 marines, 1.5-2 seige tanks as they're coming out +1 viking for the vision advantage. EDIT: yeah I see the Thorzain comment. I think this build is strong if you see them going FE into many racks. Other wise I would be very careful. | ||
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Numy
South Africa35471 Posts
On July 03 2011 03:45 reyk wrote: In EG Master's Cup, Drewbie vs Thorzain + Show Spoiler + game 3Thorzain did this exact build, pushing slowly with the first tank and sealing the deal with the second and third tanks, I think thorzain walled as well. Drewbie did a 1 rax FE into a 4rax build so his FE died and it was a gg since attacking into tanks sucks + Show Spoiler + It was poor control from drewbie and awesome control from Thorzain to come out ahead. He could have held with some better control. On July 03 2011 04:22 Sotamursu wrote: This would probably work best against 1rax fe builds. Bunkers and marines are rarely enough to save the natural without sacrificing a lot of SCV's. If they go 1rax fe into hard tech(18CC double REF build) then it's not as clear cut as that. Depends a lot on the map and what tech they choose. Against 1 rax fe into hard bio then it's a lot about control. I don't think there's a clear cut "x wins vs y" a lot depends on factors. Still a nice default build. | ||
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dryice135
Australia35 Posts
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LordLuo
United States37 Posts
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n.DieJokes
United States3443 Posts
On July 04 2011 05:02 LordLuo wrote: How do you beat a 3 reaper rush with this build? I couldn't get enough marines out in time and I had to stall for the tank to come out, but by then the damage was dealt. Uhh as far as I can tell you can't :/ Its sort of a hard counter, you just have to minimize the damage while you wait for the tank and try a counter. | ||
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LordLuo
United States37 Posts
On July 04 2011 05:38 n.DieJokes wrote: Uhh as far as I can tell you can't :/ Its sort of a hard counter, you just have to minimize the damage while you wait for the tank and try a counter. Ouch, that hurt that build has become so popular since it was posted on TL.If the reactor isn't made and instead you make a few more marines, would you be able to stall for the tank better and take smaller losses? | ||
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Quadans
Germany24 Posts
diamond serious? User was warned for this post | ||
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n.DieJokes
United States3443 Posts
On July 04 2011 06:15 LordLuo wrote: Ouch, that hurt that build has become so popular since it was posted on TL.If the reactor isn't made and instead you make a few more marines, would you be able to stall for the tank better and take smaller losses? Haha yea :[ I'm gonna work on the two tank no reactor timing mentioned in the thread and see how that works out On July 04 2011 07:31 Quadans wrote: ur enemy doesnt even used hotkeys WTF diamond serious? Thank you for your input | ||
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djcyphers
United States3 Posts
TvT - I'll either swap rax / fact, research siege, and drop another rax w /tech + shields then time the push when that upgrade is almost done, or just go 2 x fact and port and drop blue flames. TvZ - I always go with early tank / rine pressure. Sometims 2 x port banshes. TvP - If they early expand I've found this strat to work for me. Been following this up with ghost + nuke to finish them off. | ||
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that build has become so popular since it was posted on TL.