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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
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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.
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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.
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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.
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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
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This build is way too old, metagame changed too much
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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.
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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
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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?
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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.
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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.
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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.
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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.
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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!
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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.
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Germany25649 Posts
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
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