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[G] TvP Pure Air - Page 19

Forum Index > StarCraft 2 Strategy
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Corvette
Profile Blog Joined October 2010
United States433 Posts
December 09 2011 05:57 GMT
#361
This build and its popularity on ladder has made pvt absolutely miserable
tdt.Baki
Profile Joined December 2011
18 Posts
December 09 2011 11:44 GMT
#362
I've tried SM mineral lines a few times (in custom games mainly) and it's not really effective, it's better to throw down 4 auto-turrets instead; SM could be effective if he had a really poor saturation or 1-2 minerals left so that he has like 10 probes in one place;
I have also tested SM vs PDD; 4 ravens (full energy) & 8 banshees (no cloak) vs 25 stalkers; if one uses 4 SM (+4 turrets for the remaining energy) all T units will die leaving 2-4 stalkers; when you throw down 8 PDD you lose only a few banshees
*again I can't recollect the exact numbers since i wasn't doing it to post it here; but when i saw SM posts i thought I'll share what i know*
One more note: when i see fast phoenixes in masses; i prefer to get a fast SM then more vikings since SM rapes stacked phoenixes so baaaad :d
firehand101
Profile Blog Joined March 2011
Australia3152 Posts
December 09 2011 11:58 GMT
#363
Wow.......
12,000 words?
I though i found the record holder yesterday, but this....this is the biggest thread i have ever seen! congratulations man, this is amazing work
The opinions expressed by our users do not reflect the official position of TeamLiquid.net or its staff.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
December 09 2011 20:43 GMT
#364
On December 09 2011 20:44 tdt.Baki wrote:
I've tried SM mineral lines a few times (in custom games mainly) and it's not really effective, it's better to throw down 4 auto-turrets instead; SM could be effective if he had a really poor saturation or 1-2 minerals left so that he has like 10 probes in one place;
I have also tested SM vs PDD; 4 ravens (full energy) & 8 banshees (no cloak) vs 25 stalkers; if one uses 4 SM (+4 turrets for the remaining energy) all T units will die leaving 2-4 stalkers; when you throw down 8 PDD you lose only a few banshees
*again I can't recollect the exact numbers since i wasn't doing it to post it here; but when i saw SM posts i thought I'll share what i know*
One more note: when i see fast phoenixes in masses; i prefer to get a fast SM then more vikings since SM rapes stacked phoenixes so baaaad :d


Thanks for the data

On December 09 2011 14:32 jrdn wrote:
Just an fyi, workers can outrun SM if they have a head start Unit Speed vs Seeker Missile


Oh yeah, of course ^^

On December 09 2011 14:57 Corvette wrote:
This build and its popularity on ladder has made pvt absolutely miserable


Yay! I mean, i'm glad people are trying this out. But sort of not xD

On December 09 2011 20:58 firehand101 wrote:
Wow.......
12,000 words?
I though i found the record holder yesterday, but this....this is the biggest thread i have ever seen! congratulations man, this is amazing work


Thank you <3


On December 09 2011 14:54 GorE_ wrote:
Show nested quote +
On December 09 2011 14:23 Yoshi Kirishima wrote:
On December 09 2011 12:56 GorE_ wrote:
On December 09 2011 06:34 Yoshi Kirishima wrote:
On December 09 2011 05:59 GorE_ wrote:
Has anyone tried to HSM mineral lines?

Seems to me like 2 missiles would just almost instakill a mineral line or am i wrong?

Cheers

Nate


It will deal a lot of splash but not kill everything. It depends where the SM hits the probe though, but it's pretty hard to time it to hit a probe that's in the middle.

But if the mineral patches are grouped into 3 2 and 3 like they usually are, it is very easy to SM the two patches of 3 where there are a good number of probes stacked up.

Sometimes just putting down turrets to stop mining might be better though.


ok then... what about when they are running away? so lets say you drop an auto turret, as soon as they start to run throw out a HSM in the middle somewhere...

sure if they are super awesome and can split like marineking they are going to be able to lessen the damage... if they can't however... goodbye probes..

viable? maybe not.. but worth trying for the possibility of heaps of probe kills




Well lol I just realized workers cannot outrun SM o.o so that is interesting. I guess you could go for that, but I guess ideally you would want to fire it as soon as they pull, so that you are already in or close to 2 range meaning it will hit them no matter what (and so he wouldn't have enough time to split). If he doesn't pull then the turrets will keep killing probes then i guess.


so there's a challenge for the thread...

give it a go.. i will be...

see if we can get some replays of it.

even if you use the banshee to make them run, position the raven off to the side where they will run to the natural... and bombs away...

i'm optimistic


It sounds pretty realistic/doable
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
GorE_
Profile Joined October 2010
Australia26 Posts
December 09 2011 21:53 GMT
#365
Has anyone tried to do this after a reaper expand? seems like a pretty logical path to me...

once again i could be wrong
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2011-12-09 22:00:33
December 09 2011 21:58 GMT
#366
On December 10 2011 06:53 GorE_ wrote:
Has anyone tried to do this after a reaper expand? seems like a pretty logical path to me...

once again i could be wrong


Almost any opening can transition into a big air play. I personally do it off of a 1 rax reactor expo siege rush. You'll see people do it off of a 1 rax FE, or banshee rush -> FE. You could even do something interesting like a 2 rax pressure expo, then stop making bio as you transition to air. Although Yoshi Kirishima's build order is the best-optimized for "I'm not making anything that doesn't come out of a starport", it's possible to transition to a similar midgame from other builds.

I guess the big difference here is whether you're going "pure air", "all gas going air" or something mixed. I've seen players who still dump some minerals into marines and hellions, and do drops and stuff as well, which isn't pure air, but produces the same number of air units, since all the gas is going there. It expands more slowly, of course, since you're making mineral units.

I make 5 tanks, and get siege mode and stimpack and lots of marines when I go for banshee and battlecruiser centric play. I don't play "pure air", but rather, "big air"-- a more hybridized version, which benefits less from things like armory upgrades, and has a smaller and less powerful air fleet, but has ground forces.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
GorE_
Profile Joined October 2010
Australia26 Posts
December 09 2011 22:09 GMT
#367
i would like to see some early expand variants of this style...

the Yoshi Kirishima is cool... but i would like to see how much economy i can squeeze out before doing it..

i like the MASS air thing.. i think that adding some mech in would probably do quite well.. seeing as if you have big air they are unlikely to want to build immortals/chargelots/colossus... this could be the answer to mech we have all been looking for..

OlDan
Profile Joined April 2011
Austria36 Posts
December 09 2011 22:18 GMT
#368
I make 5 tanks, and get siege mode and stimpack and lots of marines when I go for banshee and battlecruiser centric play. I don't play "pure air", but rather, "big air"-- a more hybridized version, which benefits less from things like armory upgrades, and has a smaller and less powerful air fleet, but has ground forces.


Care to post a replay, sounds quite good...?
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
Last Edited: 2011-12-09 22:22:21
December 09 2011 22:19 GMT
#369
On December 10 2011 07:09 GorE_ wrote:
i would like to see some early expand variants of this style...

the Yoshi Kirishima is cool... but i would like to see how much economy i can squeeze out before doing it..

i like the MASS air thing.. i think that adding some mech in would probably do quite well.. seeing as if you have big air they are unlikely to want to build immortals/chargelots/colossus... this could be the answer to mech we have all been looking for..



Well, believe it or not, they still make plenty of chargelots against big air just because of spare minerals. Here is my experience with it, using a 1 rax FE and transitioning to 2-3 base marine/tank/banshee...

On December 10 2011 07:18 OlDan wrote:
Show nested quote +
I make 5 tanks, and get siege mode and stimpack and lots of marines when I go for banshee and battlecruiser centric play. I don't play "pure air", but rather, "big air"-- a more hybridized version, which benefits less from things like armory upgrades, and has a smaller and less powerful air fleet, but has ground forces.


Care to post a replay, sounds quite good...?


Already have, previously in the thread. 2 replays, 2 VoDs to go with them. Low Master NA

http://www.teamliquid.net/forum/viewmessage.php?topic_id=283935&currentpage=17#325

http://www.teamliquid.net/forum/viewmessage.php?topic_id=283935&currentpage=17#336



If you're not planning on rushing out marines and tanks though, it's probably better to do Yoshi Kirishima's PF expo, just because it can actually hold of pressure pretty handily, and gets banshees quicker.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
GorE_
Profile Joined October 2010
Australia26 Posts
December 09 2011 23:01 GMT
#370
thanks for that... seems to me like a reactor hellion expand could be a possibility

bit of map control that i noticed you lacked a little at the beginning of that game... if they leave their base... bam 6 hellions into their mineral line...goodbye probes...
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
December 09 2011 23:05 GMT
#371
On December 10 2011 08:01 GorE_ wrote:
thanks for that... seems to me like a reactor hellion expand could be a possibility

bit of map control that i noticed you lacked a little at the beginning of that game... if they leave their base... bam 6 hellions into their mineral line...goodbye probes...


reactor hellion expand, i forgot about opening with something other than marine/bio expand xD

Since hellions can deal with ground well, you can save your gas for air units.

I'm excited to try this out ^^
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
GorE_
Profile Joined October 2010
Australia26 Posts
December 09 2011 23:19 GMT
#372
make sure you post replays of it..
lastshadow
Profile Blog Joined May 2007
United States1372 Posts
Last Edited: 2011-12-09 23:54:11
December 09 2011 23:53 GMT
#373
Me/sixjaxMajOr(and we're not even that good compared to some Korean T's, and of course the P's were tried it versus were obviously not Code A/S either, just another thing to note) used to try this a lot back in the day but it doesn't work. Any good protoss with protoss blink micro destroys the banshees and/or makes PDD's useless. Not to mention they'll just get lots and lots of HT's and feedback (or force all your banshees to cloak/uncloak rapidly to drain their energy) and constantly put you on the backfoot.

Versus very very good Protoss' they can see the line of the PDD and thus blink out of it, not to mention vikings are basically useless since they won't make phoenix or VR.

Lots and lots of things you're not taking into consideration is the skillset, it's like saying of course MVP can probably beat 99.99% of the P's in the world with Mech, but vs the best it clearly just won't work for a myriad of reasons. The style by nature is a gamble and also -eV the longer the game goes. Even if you argue 'ghosts' vs the HT's or whatever, you're still praying for a control battle. It's like going pure baneling with drops vs Protoss and hoping you win the FF vs baneling micro.

Oh and it autodies to any 5gate robo pressure followup.

It's a neat thing to do vs weaker player, but the style itself is really weak for a plethora of reasons that I mentioned above. And for people arguing that it just needs to be "worked on", no, mech might have some breathing room to be worked on, but that's because the unit composition of mech is not always relying on surprise/special timings/some luck the way this does.

Hope this helps ~

Patience is a small price to pay for perfection.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
December 10 2011 00:26 GMT
#374
On December 10 2011 08:53 lastshadow wrote:
Me/sixjaxMajOr(and we're not even that good compared to some Korean T's, and of course the P's were tried it versus were obviously not Code A/S either, just another thing to note) used to try this a lot back in the day but it doesn't work. Any good protoss with protoss blink micro destroys the banshees and/or makes PDD's useless. Not to mention they'll just get lots and lots of HT's and feedback (or force all your banshees to cloak/uncloak rapidly to drain their energy) and constantly put you on the backfoot.

Versus very very good Protoss' they can see the line of the PDD and thus blink out of it, not to mention vikings are basically useless since they won't make phoenix or VR.

Lots and lots of things you're not taking into consideration is the skillset, it's like saying of course MVP can probably beat 99.99% of the P's in the world with Mech, but vs the best it clearly just won't work for a myriad of reasons. The style by nature is a gamble and also -eV the longer the game goes. Even if you argue 'ghosts' vs the HT's or whatever, you're still praying for a control battle. It's like going pure baneling with drops vs Protoss and hoping you win the FF vs baneling micro.

Oh and it autodies to any 5gate robo pressure followup.

It's a neat thing to do vs weaker player, but the style itself is really weak for a plethora of reasons that I mentioned above. And for people arguing that it just needs to be "worked on", no, mech might have some breathing room to be worked on, but that's because the unit composition of mech is not always relying on surprise/special timings/some luck the way this does.

Hope this helps ~



Aw, that's sad to hear

Thanks a lot for your input

How about if it's on a weird map like calm before the storm though, where the map is huge and u can take 3 base quickly? Or are bigger maps even worse since he can just warp in anywhere? you can deny pylons too though? Or if we get to see some "air" maps, like semi-island maps or ones with a lot of twisty, tight ground paths and obstructions that make air units very mobile?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
GorE_
Profile Joined October 2010
Australia26 Posts
December 10 2011 07:26 GMT
#375
Well i have only tried it twice... so far so good

still learning.. i think it's the surprise factor that gets people...

i'm cool with that... i still want to see the HSM thing in effect

Quotidian
Profile Joined August 2010
Norway1937 Posts
December 10 2011 17:30 GMT
#376
started taking my heavy air harass into fortress/factory idea to the ladder - it's obvious how much I owe my success with it so far to playing a lot of mass air tvp.

take a look, long games

http://drop.sc/71729
http://drop.sc/71730

I've sort of mentally decided to just be kind of a pitbull with energy units around HTs.. it won't work against anyone good, but just ignoring the feedbacks on the banshees and going after the defensive HTs seems to work fine so far. You don't need to get out of there until the rest of the protoss army shows up.

Ravens are really fun!
kusu
Profile Joined April 2010
Sweden440 Posts
December 10 2011 22:00 GMT
#377
Played a pretty sweet game on metalopolis close-air. here: http://drop.sc/71849

He did a 5gate robo (which lastshadow said would be really good vs this iirc) early push and did good damage. Though i held it i was a little lucky.
Then it transitioned into a 30 min game

watch the game and say what you think
Expa bör man annars dör man! A game withouth me, is a game not worth winning!
GorE_
Profile Joined October 2010
Australia26 Posts
December 10 2011 22:18 GMT
#378
nice games. man... i saw the HSM on the probes at the gold.... i watched it like 10 times... BOOM!! what was it like 15 probes with 1 or 2 HSM?

i like the offensive PFs and your reactor expo build... very cool... i will almost definately be stealing it

cheers

Nate
Quotidian
Profile Joined August 2010
Norway1937 Posts
December 11 2011 00:34 GMT
#379
On December 11 2011 07:18 GorE_ wrote:
i like the offensive PFs and your reactor expo build... very cool... i will almost definately be stealing it



Thanks! I think the Shattered Temple game was the better executed version of that opening. It feels pretty safe.. I think you could even build your CC at your natural on some maps (like Shattered or Shakuras) I have trouble vs. 3 gate VR all-ins though, but that is true for pretty much every opening I do. I have no idea how to hold it -_-

I'm starting to reconsider the hellion harass though. It's nice when the protoss player has no idea how to react, or is just really surprised, and you kill almost every worker he has. But most people I encounter now are pretty good at handling it. I'm thinking I squeeze out one hellion inside his base, scout with it - maybe kill one worker, run it to his nat to see if he's expoed and then occupy a watchtower with it. The CC will come 200 minerals sooner if I do that as well.
caduceus
Profile Joined November 2010
United States11 Posts
December 11 2011 11:15 GMT
#380
Found a recent replay of Thorzain doing a TvP air build. It's a 1-1-1 into 3-port off of one base, with cloaked banshees followed by raven/viking support, and mineral dump to reactored hellions. He finished off the P nearly before his own expansion was up and running.

http://drop.sc/65584
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