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[G] *New* [TvP] Yen's 7-2-2 Build - Page 5

Forum Index > StarCraft 2 Strategy
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Willzzz
Profile Joined December 2010
United Kingdom774 Posts
Last Edited: 2012-01-02 13:13:38
January 02 2012 13:13 GMT
#81
@Blazinghand

Yep, it's all about the banshees, which is why I think he should stick to 1 factory and get 3 starports. Not only do I think banshees are more useful, but it is also a better match to his income, meaning less idle production.
Micket
Profile Joined April 2011
United Kingdom2163 Posts
January 02 2012 13:32 GMT
#82
Isn't this similar to MVP's 2 base marine tank banshee which he has been doing for his whole vP career. GSL august vs MC group stages is a fine example. He goes 1 rax cc into double gas into factory tech. He has 1 bunker the whole time. MC could have attacked with 4 gate pressure after expand and won.

Also, I don't think stim is very good for this timing. I think I remember hearing windy on stream saying its a c shield timing.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
January 02 2012 13:41 GMT
#83
On January 02 2012 20:28 hersenen wrote:
sksyen you didn't answer my question of why siege tanks over thors? I'm really interested..


thors will delay your push by 2 minutes, at which time your opponent will ample time to get an advantage in army supply and a better composition to defend with. Siege tanks are much better for pushing against protoss when you're not maxed, while thors are good for breaking FF contain at their ramp while they are still on 1 base or just putting their expo down, OR when you're maxed out on thor banshee (see asd's game from gsl nov on bel shir against some protoss) they don't trade well unless they're against small numbers or at a critical mass.
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
ntssauce
Profile Joined February 2011
Germany750 Posts
January 02 2012 14:00 GMT
#84
oh this build is owning me the last days -.-!
MMA and Alive you are the best! | Goodbye ST_Sound ~
Specialist
Profile Blog Joined April 2007
United States803 Posts
January 02 2012 14:03 GMT
#85
hmm i'll add this to my arsenal, thanks!
Jamial
Profile Joined October 2010
Denmark1289 Posts
January 02 2012 14:10 GMT
#86
On January 02 2012 06:56 Avril_Lavigne wrote:
hongunprime is fulltiltpokr?? Is this confirmed I've never heard of this? I beat this guy in ladder!


He streams while playing as fulltiltpokr. I would assume that it is then, infact, Hongun...
Flaf?
ShatterZer0
Profile Joined November 2010
United States1843 Posts
January 02 2012 14:32 GMT
#87
On January 02 2012 02:13 Willzzz wrote:
Show nested quote +
On January 02 2012 02:01 Paljas wrote:
is there a special reason for the 13 (insteaf of 12) rax?

nice build btw.


It's just very slightly more economical, I often do a 13 rax.


13 rax also allows for smoother timing if you want to depot scout.
A time to live.
FlubbaSet
Profile Joined August 2011
Germany7 Posts
January 02 2012 18:02 GMT
#88
I tried this strategy, but I always died to 1 base or 2 base timings before i can get cloaked banshee or a tank with siege out.
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
Last Edited: 2012-01-02 22:23:56
January 02 2012 22:23 GMT
#89
On January 02 2012 22:13 Willzzz wrote:
@Blazinghand

Yep, it's all about the banshees, which is why I think he should stick to 1 factory and get 3 starports. Not only do I think banshees are more useful, but it is also a better match to his income, meaning less idle production.


Well, I think the strength of the build's banshee play is the timing of the early banshee, not the follow-up banshees in the main army. Like, the classic protoss 1 gate FE into 2x Forge gets a delayed robo, and often has only 1 observer on hand and very few stalkers when this fast banshee hits. Protoss only rushes out a robo against a 1-basing terran, not an obviously 1-rax-FEing terran. The surprise is in the risky marine cutting and double gas.

The surprise factor of the banshee is good for about a minute, and in that window Yen lays down some serious pain. After that, the banshees are primarily to provide a mobile element, force stalkers, and spot for his tanks. Still a useful battle unit, but his marines and tanks lay down the real hurt.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
lac29
Profile Blog Joined December 2008
United States1485 Posts
January 03 2012 02:33 GMT
#90
I'm going to try this ... thanks!
Jono7272
Profile Joined November 2010
United Kingdom6330 Posts
January 03 2012 14:31 GMT
#91
This is a really fun build to use, I'm rather bored of MMMVG.. Had great success with it so far.
Innovation | Flash | Mvp | Byun | TY
Squigly
Profile Joined February 2011
United Kingdom629 Posts
January 04 2012 01:58 GMT
#92
Yes this build is very good. I cant vouch for high level, however at diamond/master level it works great.

Ive had a lot of people say that they odnt want to do a 2 base all in. However, ive had a lot of games where i didnt actually kill the P, or deal game ending damage, then re-pushed a few minutes later.

Ive won quite a lot of 30+ min games staying with push after push, killing the 3rd or 4th once sieged up outside their nat. Ive found its all about the banshees aswell. They decimate a base in seconds.

awakenx
Profile Joined May 2011
United States341 Posts
January 08 2012 15:21 GMT
#93
Yeah, I think I'll go for 7-1-3, ever since this can then easily transition into MMMGV with banshees with cloak :D and possible for a late-game BC transition... good build anyways! :D
WorstMicroNA
Theovide
Profile Joined September 2010
Sweden914 Posts
January 08 2012 18:28 GMT
#94
On January 02 2012 06:34 iAmJeffReY wrote:
Show nested quote +
On January 02 2012 05:54 HardMacro wrote:
On January 02 2012 03:40 iAmJeffReY wrote:
On January 02 2012 03:36 blinkblue wrote:
On January 02 2012 03:15 iAmJeffReY wrote:
On January 02 2012 02:01 Paljas wrote:
is there a special reason for the 13 (insteaf of 12) rax?

nice build btw.

I do this in TvT when I 1 rax FE. Delaying first rax builds up money to start your 2nd CC earlier.

How? You're still spending the 150 minerals on the rax either way, and 12rax doesn't stop worker production. The only advantage you get is the maybe 10-15 minerals from having a worker stay on the mineral line.

Try it. By cutting scvs at 15, and making rax at 13, you can make a CC at natural at 15 or 16. Try it then by not cutting scvs, and making rax at 12. It'll be at 17 or 18.

Just a bit faster.


Tried this. You're kind of trying to misrepresent the results here.

By cutting scvs at 15, and making rax at 12, you can make a CC at nautral at 15 or 16. Try it then by not cutting scvs, and making a rax at 13. It'll be at 17 or 18. <-- This is also true as making the rax on 12 or 13 has ultimately zero effect; it's the cutting scvs at 15 that gets you the natural CC faster.

Even by logic it should be clear; there is going to be a scv that's building a rax and not mining for 65 seconds, whether you choose to make that rax at 12 or 13 is irrelevant. The only difference here is that by making the scv on 13 instead of 12, you get a little more minerals before the rax finishes and the scv returns mining, but total income is evened out as soon as that scv returns mining and mines a few times.

But it's still advantageous to make the rax on 12; proxy gates anyone?

Uhh.. I said you make scvs to 15, cut at 15, OC at 15, marine and CC at natural at 16. You're spewing pure theorycraft. I've done it. I've run it. It lands out perfectly with the minerals when you scv to 15, cut at 15, OC at 15, and CC at natural at 16. I know for a fact. I don't have BS numbers that I made up. You're the kind of person that needs to get away from these forums. Nothing but stupid non game play facts.

Uh, theorycrafting in places such as this is perfectly fine. Also what is up with being all offensive because someone is discussing with you? If you ask me it's people like you that should go away from this forum, if you cannot discuss without getting all offended you are just hurting the discussions. Even more so when you are not even paying attention to what he's actually saying, but instead just getting mad because he's disagreeing with you. What he is saying is that there should be no difference between the 12 and 13 rax in economy, which is true if you perform it optimally and place your barracks at your mineral field there should literary be 0 difference.
LloydPGM
Profile Joined January 2012
85 Posts
January 09 2012 19:56 GMT
#95
Hi guys !
I created my TL account to answer to this topic !
I have bad tvp and I suck with bio, i'm a huge fan of old bw tvp style with mech, so I always try to use tanks / mech in tvp and I'm constantly looking for alternatives to classical MMM.
I tried your build and i really love it. I give my opinion :

1 - Early game :
For sure, you are very sensitive to protoss all-in, so you have to scout well if protoss takes fast expand. If not, bunker more and keep some scans to avoid DT. I would veto smallers maps when playing this stratagy cause I suppose players are more tended to cheese on smaller maps.

2 - Banshee :
If P fast-exps, banshee is really annoying for protoss. I mean, you're not supposed to KILL a good protoss with one or two banshees, but you can harrass enough to keep protoss at home while you mass marines/tanks. Your 1st banshee comes quiete early, and so as cloak. A good protoss will always send 1 obs in terran's base, so I try to hide my starport as much as possible. When the 1st banshee arrives, with some luck P will have no obs in his base, because banshee is not expected when you see a terran fast exp. Then you can harrass b1 and natural with 2 banshees, that really forces protoss to build obs. You can really take a small advantage like this.

3 - Upgrades :
In the game vs Axslav, you get army-trade because of the lack of upgrades.
If you harrass well with banshee, the 12-13 min push is deadly but if you can't kill him, then I try to take 3rd base at 17-18 min game and start upgrades marines at least, tanks and banshee at best.
Also I think you can go battlecruiser in the late game.


4 - Maps :
I really like the mix of tanks/marines and banshee to give vision for tanks. The tank placement is of course very important so this strategy works better on maps where you can hit your opponent's natural with tanks behind a cliff, like Tal Darim or Shakuras.

5 - Protoss' response to this build :
As long as i played this build, I think protoss has to go Air. Except stalker, protoss has no really good solution against banshee, and stalker gets killed by tank. Phoenix can lift tank and kill banshee so it's a real good response. But as Terran got 2 starport u can build some vikings to support your air.
http://video.gamecreds.com/1mggimrsyxc0n/channel/Lloyd
Chrobbus
Profile Joined February 2010
Iceland195 Posts
June 30 2013 15:43 GMT
#96
Just wanted to confirm that this build works just as well in HotS A weakness is definitely an early oracle harrass from protoss which can completely fuck you up. I almost managed to come back after losing 16 workers to said oracles and win the game, but the push was delayed till min 15~ ca. I should've went with a max 200/200 instead in that case since this composition is extremely strong. Dealing with blink stalkers can be a bit tricky as well but I feel that if you tweak the build so you start immediate siege tank production and a little later cloak banshee you will be fine vs it, with 2 well positioned siege tanks (your second one should be about half way through when the stalkers hit).
In addition I have been thinking that adding an early engineering bay and 1 turret in each mineral line (just automatically) should be fine, and will cover you vs that oracle harrass so that you take minor damage and you can upgrade +1 for your marines with the eng bay since you have an additional 150 gas & 150 minerals (from not having to research siege upgrade anymore!).

But yeah, this push is still as strong as ever
gobbledydook
Profile Joined October 2012
Australia2605 Posts
June 30 2013 16:21 GMT
#97
On July 01 2013 00:43 Chrobbus wrote:
Just wanted to confirm that this build works just as well in HotS A weakness is definitely an early oracle harrass from protoss which can completely fuck you up. I almost managed to come back after losing 16 workers to said oracles and win the game, but the push was delayed till min 15~ ca. I should've went with a max 200/200 instead in that case since this composition is extremely strong. Dealing with blink stalkers can be a bit tricky as well but I feel that if you tweak the build so you start immediate siege tank production and a little later cloak banshee you will be fine vs it, with 2 well positioned siege tanks (your second one should be about half way through when the stalkers hit).
In addition I have been thinking that adding an early engineering bay and 1 turret in each mineral line (just automatically) should be fine, and will cover you vs that oracle harrass so that you take minor damage and you can upgrade +1 for your marines with the eng bay since you have an additional 150 gas & 150 minerals (from not having to research siege upgrade anymore!).

But yeah, this push is still as strong as ever


I would disagree.

1) Mamaship core deters the early banshee harass really well.
2) Because of the threat of widow mine drops, more Protoss are putting cannons at their mineral lines by 7 minutes which means your cloak banshee does nothing.
3) Stargate openings are bad for you because you spend all your resources making things that do not shoot up.
4) 1 base plays by Protoss are more frequent nowadays with the cheaper dark shrine, mamaship core, oracles, etc that can all start from the standard 13 gate 15 double gas build.
5) There are better things to harass with than banshees. The things that defend against widow mine or hellbat drop also defend against banshees.
I am a dirty Protoss bullshit abuser
Chrobbus
Profile Joined February 2010
Iceland195 Posts
June 30 2013 16:38 GMT
#98
On July 01 2013 01:21 gobbledydook wrote:
Show nested quote +
On July 01 2013 00:43 Chrobbus wrote:
Just wanted to confirm that this build works just as well in HotS A weakness is definitely an early oracle harrass from protoss which can completely fuck you up. I almost managed to come back after losing 16 workers to said oracles and win the game, but the push was delayed till min 15~ ca. I should've went with a max 200/200 instead in that case since this composition is extremely strong. Dealing with blink stalkers can be a bit tricky as well but I feel that if you tweak the build so you start immediate siege tank production and a little later cloak banshee you will be fine vs it, with 2 well positioned siege tanks (your second one should be about half way through when the stalkers hit).
In addition I have been thinking that adding an early engineering bay and 1 turret in each mineral line (just automatically) should be fine, and will cover you vs that oracle harrass so that you take minor damage and you can upgrade +1 for your marines with the eng bay since you have an additional 150 gas & 150 minerals (from not having to research siege upgrade anymore!).

But yeah, this push is still as strong as ever


I would disagree.

1) Mamaship core deters the early banshee harass really well.
2) Because of the threat of widow mine drops, more Protoss are putting cannons at their mineral lines by 7 minutes which means your cloak banshee does nothing.
3) Stargate openings are bad for you because you spend all your resources making things that do not shoot up.
4) 1 base plays by Protoss are more frequent nowadays with the cheaper dark shrine, mamaship core, oracles, etc that can all start from the standard 13 gate 15 double gas build.
5) There are better things to harass with than banshees. The things that defend against widow mine or hellbat drop also defend against banshees.



You can disagree all you want but that does not change the fact that I have been having success with this build in HOTS mid-high masters. And even if protoss has cannons in his mineral lines when your cloakshees hit, you can still take out forges/pylons/cyber core and whatnot if he has no obs. Furthermore you can snipe off sentries (the most crucial unit to get) and further delay his tech since he will need to replace them, 100 gas each, or risk getting run over without any when your force of marines tanks cloakshees+raven hits. You do not _need_ to deal dmg with the banshees, it's just an added bonus. What matters is that you do not lose any banshee at all during your harrass though.
Clazziquai10
Profile Blog Joined August 2011
Singapore1949 Posts
June 30 2013 16:51 GMT
#99
When I first saw this thread in the sidebar, I thought a Terran HotS guide had finally been released. I am disappoint
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