
I won eventually with bane/ling/infestor, taking bases where I could... took forever to kill him when I'd "won" though; I was amazed at how many marines you can make

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SgtCoDFish
United Kingdom1520 Posts
![]() I won eventually with bane/ling/infestor, taking bases where I could... took forever to kill him when I'd "won" though; I was amazed at how many marines you can make ![]() | ||
Pokebunny
United States10654 Posts
Making marauders makes it a bit more durable vs Infestor play though. Your claim that Infestor play loses straight up to drops is simply untrue - it does not take many infestors to turtle, he will only have problems if he tries to move out too much. | ||
Pogo0o
Poland14 Posts
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Zarahtra
Iceland4053 Posts
On September 23 2011 23:21 Pogo0o wrote: I have a pretty nice solution to ur build - roaches ![]() Roaches are kind of in the same boat as blings(up until infestor support anyway), they don't really do *that* well against rines, they slow the zerg's tech down and aren't mobile until speed is done. I normally transition into tanks mind(using heavy rine aggression to slow the zerg down and get fast upgrades/medivacs), but if I see roaches, I just relax a bit, play greedier(as in faster inbase 3rd) and drop/wait for medivacs and/or tanks and then just start again. Roaches far from counter heavy rine, if anything I welcome the zerg wasting gas on them. | ||
Dremic
66 Posts
On September 23 2011 12:30 vVvPastry wrote: Show nested quote + On September 23 2011 12:27 Seeker wrote: I'm confused. You mention that, "tank's only role is killing banelings so that your marines live longer, I thought it was logical to just make more marines and get more bases than making expensive tanks." Okay, so then how are we supposed to fight against MASS blings? Do u just want us to micro the crap out of our marines? Or do we have so many that it doesn't matter how many blings the zerg has? If you see the replays the zerg throws away all his banelings on my marines and I have a whole new batch of marines by then. So yes micro as best as you can but you can you will be trading cost effectively im at work and cant watch the replay. does he have baneling speed and burrow? really speed and burrow for banelings will burn this build to the ground imo | ||
LionsFist
Australia164 Posts
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vVvPastry
United States244 Posts
On September 23 2011 23:21 Pogo0o wrote: I have a pretty nice solution to ur build - roaches ![]() Roaches are not cost effective at all vs 3-3 marines | ||
Antisocialmunky
United States5912 Posts
On September 23 2011 23:13 Pokebunny wrote: It's a fun style, but you are definitely overestimating it. A good zerg w/ turtle infestor play (or, honestly, mutas work too to stop drops...) will rarely lose to this. It really doesn't work well unless you can get an advantage with a timing push before he gets any mutas or infestors/bane speed finished. You can tell me it does all you want, but the fact is that you are wrong if you are playing someone good. I used to use this style allllll the time. Making marauders makes it a bit more durable vs Infestor play though. Your claim that Infestor play loses straight up to drops is simply untrue - it does not take many infestors to turtle, he will only have problems if he tries to move out too much. One thing I've never quite figured out is what map type the all marines all the time style favor. Obviously maps with short rush distance an expo patterns that are kinda strung out. But I've never found a map that highly discourages it much, especially with dropping so I was wondering if anyone had any insights on it. Also, why aren't you blue yet? | ||
elemental523
United States51 Posts
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the p00n
Netherlands615 Posts
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LionsFist
Australia164 Posts
XNC for example, shorter push distance, a few smaller chokes to work with, relatively easy to take map control during a push. These all give you a stronger first hit. Late game, with the smaller map size and harassable cliff areas give the zerg a stronger chance at holding with muta based plays, and less chance with infestor based play. Tal'darim though has a lot longer attack distance, including massive flankable areas in the middle if cross-positions. This makes your initial push have to either move out and risk flanking when un-upgraded, or waste a lot of your timing push moving across the map. Late game though, the wider distances and excess expansions allow the marine play to have multi-pronged effectiveness, and give muta responses a more defensive feel. Infestors play a bigger role though now because of the distance available to kite the army around. In the end, there isn't directly a map type that is going to be terrible for this style, but you yourself have to work out what the advantages/disadvantages are of each before adapting your aggression levels to it. EDIT: Ohh, and Pokebunny for blue! ![]() | ||
Tuplex
80 Posts
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Crowned
United States368 Posts
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xenoid
Canada41 Posts
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Umpteen
United Kingdom1570 Posts
On September 23 2011 22:35 Evangelist wrote: I've done this a few times are low level but I usually mix in a really small number of marauders (8:1 ratio or so) just for the slow combined with relentless attacking. It's like playing a zerg. Very fun. I can assure you it is nothing whatsoever like playing zerg. | ||
Yoshi Kirishima
United States10350 Posts
On September 24 2011 23:27 elemental523 wrote: It's stupid how terran wins with three units. Good thing GOOD zerg players can just get queens and early upgraded ling/bling to counter this entire build. Burrow and hooks will also destroy you. Then they can tech to mutas or festors. Festors you can go Destiny style hit squad drops and and maybe a fungal here and there and marines will just turn to goo. It's stupid how people think that 3 unit compositions aren't diverse. Let's see, it's stupid how zerg can just go muta ling bling. Hey that's 3 units right there. ??? Or according to what you said, zerg can mass 2 units (ling bling) and kill terran, who uses three units. ??? Not to mention that the races are different, so you can't compare them like that. Unlike Protoss, Terran's tech tree is designed to be more split up, so that you can (though not to as much extent as you could in BW) go pure bio, go pure mech, etc. Now with Protoss obviously you cannot go pure Robotics units or pure Stargate units, nor even mainly. But with Terran you can. it's how the races are made, stop qq'ing Even if you meant to type 2 units, since this guide is marine/medivac, it's still illogical. | ||
Skiro
Netherlands87 Posts
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Masq
Canada1792 Posts
Good muta play will kill you more often than not. | ||
Clairval
France37 Posts
P.S. After some baneling craziness in late-game I saw two 3/3 marudeurs + two medivacs able to destroy a whole army of glings. Those are a great transition choice to mix in your marines, espacially if there are no mutas. | ||
Xenocryst
United States521 Posts
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