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[G]Terran vs Zerg 1-1 16 marine drop - Page 11

Forum Index > StarCraft 2 Strategy
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Prev 1 9 10 11 All
Skarbek
Profile Joined May 2011
United Kingdom7 Posts
November 30 2011 07:41 GMT
#201
Hey, thanks for the build. I've been trying it out in gold league and it's definitely helping with my TvZ. I like how it sets you up well for the mid to late game but still has the potential to inflict a lot of pain on the zerg.

I've posted a replay on youtube of me using it against a friend who is in Plat. It's far from a perfect execution of the build especially when combined with gold league macro, but the drop does a huge amount of damage:

http://www.youtube.com/user/SkarbekStarcraft#p/a/u/2/PW-GiVR0Rxw
lolpaca
Profile Joined July 2011
14 Posts
Last Edited: 2011-12-26 20:25:18
December 26 2011 20:15 GMT
#202
Love this build, I'm a goldie who's been struggling to get a handle on standard TvZ (I usually go heavy mech which tends to either win hard or lose hard). After trying this out I've realised it's just what I needed - a strong, safe initial attack that either wins outright (at my level at least) or sets you up nicely for the midgame. 'Grats.
bandita
Profile Joined February 2012
Romania3 Posts
February 01 2012 07:18 GMT
#203
I have done this build 4 times so far in gold league, seems to be ok I need to learn to execute it more precisely.
I have a question about: "upgrade stim and combat shields same time"
Why is this important to be started the same time?
For me it seems better to start stimpack as soon as you have 100 gas and combat shield at next 100 gas since stimpack takes longer to research.

Thanks.

BONE
Profile Joined August 2010
United States176 Posts
February 01 2012 15:30 GMT
#204
I still use this build, I think it’s important to note though, you should 100% of the time try to add two things to this build to make it stronger. 1st is try to apply some early pressure, not so much pressure you let your macro slip, but take your 1st 4 marines and a SCV and try a bunker rush, you goal is to just make him lose mining time and make lings not drones, you are not trying to win the game just mess with him. 2nd take a marine and put it at his 3rd base so you know when he puts it down. Normally when I do this build, a Zerg player will send a ling up to your wall off, if he is smart he will try to take a 3rd as soon as he see’s you are committed to some kind of two base play. However if he spends his next round of larva on drones you can push right then with every marine you have (around 12 to 16) and do some serious damage, there is no need to rally marines, keep them at home to stay safe. I can normally take down his 3rd or at the very least make him spend whatever lava he has on some kind of Army to defend and put him at a big disadvantage. This will delay your drop but it’s OK because you have set him back as well, and when your drop does come it will be nearly fatal.
Chou Wai
Profile Joined July 2013
2 Posts
July 17 2013 13:18 GMT
#205
http://drop.sc/349327

I have read through this post and at first this really help me but I wonder if this build still can useful in HotS.
This build seem nice to vs zerg in term of safe play and I like this at first and you said this can defend ling/bling atk before 10min.

Maybe my micro is not good enough, I was eliminated by ling/bling (in the replay).
I know my mediavc pop up time is slow (should be out on around 9.30), but it seems like I was totally defeated by ling/bling.

Any advises?

Btw this is my first post. Normally I prefer to read because reading can let me learn more. But this time since no one post any replay that ling/bling counter this build and I meet this case so I hope this replay can help alot.

Thank you

User was warned for this post
Zilong67
Profile Joined July 2011
France12 Posts
July 17 2013 13:50 GMT
#206
This build is way too old, metagame changed too much
Fencar
Profile Blog Joined August 2011
United States2694 Posts
July 17 2013 15:18 GMT
#207
It's not that great of a build anymore. It used to be good, sort of, but if the Zerg just takes a 6:00 third like is standard these days and builds something like 5 Banelings and 30 Zerglings he can hold pretty darn well.

Another reason this build worked so well is because maps had close air positions. (think Metalopolis or Shattered Temple) Close air positions are non-existent on HotS maps.
This is my signature. There are many like it, but this one is mine.
Sated
Profile Blog Joined March 2011
England4983 Posts
July 17 2013 15:21 GMT
#208
--- Nuked ---
Jade
Profile Joined January 2011
Poland289 Posts
July 17 2013 15:34 GMT
#209
On July 18 2013 00:21 Sated wrote:
Show nested quote +
On July 18 2013 00:18 Dark.EX wrote:
It's not that great of a build anymore. It used to be good, sort of, but if the Zerg just takes a 6:00 third like is standard these days and builds something like 5 Banelings and 30 Zerglings he can hold pretty darn well.

Another reason this build worked so well is because maps had close air positions. (think Metalopolis or Shattered Temple) Close air positions are non-existent on HotS maps.

I don't even want to imagine close-by-air positions on Metalopolis or Shattered Temple with Speedvacs...

Imagine tempest rushes. :v
@KRN_Jade "Patience is a small price to pay for perfection."
hearters
Profile Joined May 2013
Singapore224 Posts
July 17 2013 15:49 GMT
#210
this would kill me
Research: 1. Creep Spread Trick 2. Patrol Splitting Zerglings 3. Multiple Queen Production 4. Organised Creep Spread 5. Select Larvae/Morph Unit Rapidfire
Chou Wai
Profile Joined July 2013
2 Posts
July 17 2013 15:57 GMT
#211
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?
MstrJinbo
Profile Joined March 2011
United States1251 Posts
July 17 2013 16:15 GMT
#212
On July 18 2013 00:57 Chou Wai wrote:
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?


In todays metagame, You 1 Rax CC, the Zerg will take a super fast 3rd base and will survive with some combination of ling/bane/roach until the later lair tech kicks in. The 10 min pre muta timing basically doesnt exist anymore. There's really nothing you can do about it. You scout the third at 7 min, well you pretty much can't do anything to stop them not with range 5 queens anyways.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
July 18 2013 20:03 GMT
#213
On July 18 2013 01:15 MstrJinbo wrote:
Show nested quote +
On July 18 2013 00:57 Chou Wai wrote:
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?


In todays metagame, You 1 Rax CC, the Zerg will take a super fast 3rd base and will survive with some combination of ling/bane/roach until the later lair tech kicks in. The 10 min pre muta timing basically doesnt exist anymore. There's really nothing you can do about it. You scout the third at 7 min, well you pretty much can't do anything to stop them not with range 5 queens anyways.

Actually I talked with a 1100+ point Terran, he said that what you do is reaper expand, then if you don't scout anything too fishy with your Reaper, you go really fast 3CC and then make a huge swell of units in the mid game and then try to kill/cripple the Zerg.
This is my signature. There are many like it, but this one is mine.
MstrJinbo
Profile Joined March 2011
United States1251 Posts
July 18 2013 21:34 GMT
#214
On July 19 2013 05:03 Dark.EX wrote:
Show nested quote +
On July 18 2013 01:15 MstrJinbo wrote:
On July 18 2013 00:57 Chou Wai wrote:
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?


In todays metagame, You 1 Rax CC, the Zerg will take a super fast 3rd base and will survive with some combination of ling/bane/roach until the later lair tech kicks in. The 10 min pre muta timing basically doesnt exist anymore. There's really nothing you can do about it. You scout the third at 7 min, well you pretty much can't do anything to stop them not with range 5 queens anyways.

Actually I talked with a 1100+ point Terran, he said that what you do is reaper expand, then if you don't scout anything too fishy with your Reaper, you go really fast 3CC and then make a huge swell of units in the mid game and then try to kill/cripple the Zerg.


Yeah that's pretty much what happens these days. Don't really see how this contradicts what I said though.
Fencar
Profile Blog Joined August 2011
United States2694 Posts
Last Edited: 2013-07-19 02:44:08
July 19 2013 02:43 GMT
#215
On July 19 2013 06:34 MstrJinbo wrote:
Show nested quote +
On July 19 2013 05:03 Dark.EX wrote:
On July 18 2013 01:15 MstrJinbo wrote:
On July 18 2013 00:57 Chou Wai wrote:
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?


In todays metagame, You 1 Rax CC, the Zerg will take a super fast 3rd base and will survive with some combination of ling/bane/roach until the later lair tech kicks in. The 10 min pre muta timing basically doesnt exist anymore. There's really nothing you can do about it. You scout the third at 7 min, well you pretty much can't do anything to stop them not with range 5 queens anyways.

Actually I talked with a 1100+ point Terran, he said that what you do is reaper expand, then if you don't scout anything too fishy with your Reaper, you go really fast 3CC and then make a huge swell of units in the mid game and then try to kill/cripple the Zerg.


Yeah that's pretty much what happens these days. Don't really see how this contradicts what I said though.
Oh right, you didn't say gasless- you just said 1 rax CC.

It's just that 1 rax CC could mean virtually anything.
This is my signature. There are many like it, but this one is mine.
PaulGao
Profile Joined July 2013
1 Post
July 22 2013 05:23 GMT
#216
Hi it's great! I'm a diamond Z in korea server. I think TVZ is more easier than ZVT. In current vertion, how can I play ZVT more agrresive or more sucessful ? Do you have some replays for me to improve my ZVT.

Thanks!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
July 22 2013 05:41 GMT
#217
On July 18 2013 01:15 MstrJinbo wrote:
Show nested quote +
On July 18 2013 00:57 Chou Wai wrote:
I see. Thanks for the advices. Since there are many patches updated and changing in HotS, some of the guides seem not as efficiency as before.

Is there any method to enhance this build to suit current HotS such as having scout/scan on 7 min or?


In todays metagame, You 1 Rax CC, the Zerg will take a super fast 3rd base and will survive with some combination of ling/bane/roach until the later lair tech kicks in. The 10 min pre muta timing basically doesnt exist anymore. There's really nothing you can do about it. You scout the third at 7 min, well you pretty much can't do anything to stop them not with range 5 queens anyways.


Um you don't 1 rax CC. Todays metagame is CC first or 1 rax reaper expand. There is no reason to do a 1 rax expand anymore, if you are going to do that you might as well go reaper it's better in every way possible.
When I think of something else, something will go here
KadaverBB
Profile Blog Joined June 2009
Germany25658 Posts
July 27 2013 15:28 GMT
#218
On July 22 2013 14:23 PaulGao wrote:
Hi it's great! I'm a diamond Z in korea server. I think TVZ is more easier than ZVT. In current vertion, how can I play ZVT more agrresive or more sucessful ? Do you have some replays for me to improve my ZVT.

Thanks!


You should check out the Zerg Help Me thread.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=402752
AdministratorLaws change depending on who's making them, but justice is justice
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