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On February 24 2012 20:10 s3rp wrote: What makes EMP very well mediocre against against Infestors is the fact the are really fat . The maximum amount you can ever hit is 4 and only if the Zerg is an idiot . preventing 5 fungals or 20 infested terrans with one spell why even bother?
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On February 24 2012 20:10 architecture wrote:
1. Shakuras. This map is like metalopolis, where there's one center position for T to hold. This is extremely good for T, since one position covers all ground routes to expos. This is an unrealistic expectation for most maps. 2. Not to say that a different map couldn't have proper simcity to assist. Regardless, the performance of ravens looked extremely lackluster. 3. I suspect Machine had way too many drones, his army always looked really small. Like at one point T has easily 40 food into raven+viking. Zerg could literally have 10 ultras + 140! zerglings in one remax and plow the siege line. Instead he opted to make like 10 ultras and send them in by themselves with a handful of remaining corruptors.
There was nothing intelligent about Machine's play in that whole game. he def played badly, but your solution of making lings vs. tank/hellion is even worse
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On February 24 2012 20:23 iopq wrote:Show nested quote +On February 24 2012 20:10 s3rp wrote: What makes EMP very well mediocre against against Infestors is the fact the are really fat . The maximum amount you can ever hit is 4 and only if the Zerg is an idiot . preventing 5 fungals or 20 infested terrans with one spell why even bother?
I'm not saying don't use it i only say it's not as good as against other Spellcasters. If you have the choice to Snipe instead of EMP-ing allways do that since its just better. Especially if the Infestor numbers/energy gets higher, since its very hard to drain enough Energy to make EMP worth the 75 Energy , Snipe is just ALOT better.
Everytime i watch a casted TvZ with EMP the caster screams about nice EMP's then actually only like 3-4 Infestors get hit and even those still have ~50 Energy left. It's just not that great it looks like it hits alot of targets ( just like Seeker Missile ) but actually it doesn't ....
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On February 17 2012 04:48 ToastieNL wrote:Show nested quote +On February 17 2012 04:46 Hollis wrote: Drop his expos, drop as many of them as you can, as fast as you can. Don't stop for any reason! Drop everywhere. I play a mech style atm, I don't see how dropping everywhere works, especially not vs Broodlord Infestor. Infestors are faster than Tanks it seems, so I don't have that big of a mobility advantage. Dropping with mech just doesn't work I feel like.
Well but this is the best solution. Its kinda like you are getting to be the Zerg.
For most parts of the game a Zerg player need to circle around the main army of Protoss and Terrans and pick off and slow down the army as good as possible, because a head on engagement will be most likely lost. Thats why you have Mutas for example, not to fight, but to stall. Many Terrans still have the head on mentallity, which is a mistake in my eyes.
Okay but what do I want to say you have to do in a real game. If you scout the BL/Infestor/Corrupter switch:
Stall him with small groups of Vikings: - Attack from 2 sides, less dmg by fungal. Corrupters need to split up, just go in for a few shots and get out again - keep marines to fall back to, when the corrupters are hunting your Vikings too far.
Prepare massive drop play: - If you are playing biotank there shouldnt be any problems with that. Dont be afraid to send out 2-3 dropships with marines and maybe 1-2 Marauders. Start killing hatches and tech. There is nothing worse than loosing your greater spire right after u build 6-7 Corrupters and only have few BL. - If you are playing mech Hellion drops are obviously one way to go. But switching into some Marauders isnt wrong either. The drops will be counterd by heavyily upgraded Zerglings, thats all, because the rest has to be with the infestors. Marauders even with lowupgrades are still good killing buildings and are kind of tanky for the hellions, that will take care of the Zergling defence. - Keep in mind this kind of Zergarmy we are talking about is the slowest army in the whole game!
A thought about mech vs. BL armys: - As a Zerg player I found the BL not too effective against 3/3 Thors and Hellions: The initial attack doesnt do a whole lot of dmg, the Broodlings die very fast to hellions and the Thors have a small attackable surface if they are standing tight. Also they can attack BL with their air attack most of the time, which is with 3 attack upgrades not that bad. Also the Thors support Vikings very good with killing corrupters that do clump up very often. Conclusion: I think Mech can work very well against the BL army if u start dropping relentlessly!
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I love how Idra never bothers to spread creep even near Majors base and lost most of his mobility and map vision because of it. And then ROFL he runs away from Seeker Missile and because of it clumps up all of his air units and takes way too much damage. Doesn't look like he played against this before else he'd play differently against this. He doesn't even make an effort to even remotely pre-spilt his air units well yes Seeker Missile will be strong then.
Idra didn't play particularly well against that probably because he never encountered it but it has some significant weaknesses that Idras playstyle doesn't really exploit.
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I mech a lot, but the MOMENT I see hive tech out, I switch to pretty much Hellion Marine Marauder Ghost Viking. You might not need ghosts for sniping broodlords anymore, but they rape infestors, and once you clear the fungal issue out of the way, it really doesn't matter if they have hive tech. Ultras are kitable, broodlords are not so great without queen / infestor & corruptor support and the hellions crush any ling mineral dumping once adrenal glands are done. I'm not a big fan of PURE mech once zerg has a 3rd base SATURATED.
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On February 17 2012 04:52 aebriol wrote:Show nested quote +On February 17 2012 04:38 ToastieNL wrote: Hi there!
Lately I have been trying a mech style to avoind needing Ghost alltogether, but I CANT for the life of me beat Zergs going Broodlord infestor. It requires me to get a lot of Vikings, than Ultraling rolls me over bigtime.
Question: How do I kill Broodlord Infestor + Transitions when I'm going for a Mech build?
I just don't know it anymore, and I dont want to switch races... Does anybody know when David is dealing with this strategy that he said is slightly imbalanced?
Kind regards! Hi, I am a zerg. What you have to realize is that late game, the zerg army is incredibly immobile. We want one big engagement, after which pure ling ... or anything ... can kill your base. What you need to do late game when you spot the transition, is to use drop play heavily, and take out zerg expansion. A transition that includes some banshees with cloak, blue flame hellions, multiple marine / marauder drops (tech buildings), while constantly moving your mech army around threatening to attack, but not doing so, is incredibly hard to deal with. The worst thing you can do is spot the huge infestor broodlord corruptor army and think to yourself ... oh, I better retreat, and give the zerg the option to kill off your whole base right in front of your entrance. Look at it this way ... First the zerg wants to drag the game out till the late game and get his superior force. Then the terran wants to drag the game out and kill the zerg economy. Ghosts with snipe for infestors, and nukes is also nice. But your overall goal is to avoid fighting the whole zerg army right in front of your base. If zerg ignores your army, go for the base race which you should win most times. Just make sure that your army takes out his mining expansions, and your drops take out his tech buildings.
The problem is high rated zerg players will have a ton of spines on each expansion
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Raven marine tank medivac, ravens deal with clumped broodlords, i think it takes 2 seeker missiles to kill a broodlord or 3 clumped broodlords, adding a small number of vikings 4-6 can help as well.
Snipe takes 11 shots to kill a BL up from 6, so while it is a huge nerf its not impossible to use ghosts still especially with large numbers of ghosts.
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On February 25 2012 07:18 s3rp wrote:I love how Idra never bothers to spread creep even near Majors base and lost most of his mobility and map vision because of it. And then ROFL he runs away from Seeker Missile and because of it clumps up all of his air units and takes way too much damage. Doesn't look like he played against this before else he'd play differently against this. He doesn't even make an effort to even remotely pre-spilt his air units well yes Seeker Missile will be strong then. Idra didn't play particularly well against that probably because he never encountered it but it has some significant weaknesses that Idras playstyle doesn't really exploit.
You cant know if Terran is going for a 2 base all in or for a fast third, the safest way to play it is to do what idra did, I think he skimped on infestors too much late game and could have been a little bit better with forward spore collonies to help vs the air but overall he was playing really well.
Pre splitting air doesnt work because of the vikings they just pick off units on the fringe for free over and over, idra needed some more ling drops or something to weaken possitions. Terran played it well but its really hard to beat. Also idra could have probably slowed it down a little by making some mutas earlier and then going into infestors.
It is a good example of how to play late game though, you use vikings to hit broods, ultras and lings get owned by hellion tank thor, and ravens stop any burrow shenanigans and own mass air when controlled the best it can be, add in like 2 ghosts for emp on clumped infestors and you create a lot of opportunity to do lots of damage to Zerg gas units.
I would kill for archon toilet or seeker missiles, zerg late game AOE is so weak compared to P and T and it really shows. Maybe if neural was 9 range again we could pick off 1 unit at a time the way terrans can to even it out a bit.
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Simple Answer: Don't let Zerg get into the late game. Terran has quite a few decent timings they can abuse. You don't always need to go Reactor Hellion Opening. Experiment. Figure something out.
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I bet you 20$ that if you spent as much money on ravens as you do on ghosts youl almost never drop and uber-lategame TvZ.
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Drop everywhere. In the lategame, you should be doing double drops over the expansions and also the mains at all times. Also begin to make maruders and vikings once hive starts morphing. Make both maruders and vikings, more vikings if you think bl's, more maruders if you think ultras. However, always have a good number of tanks and marines. Never move out with your army, just keep on harrassing, keep on denying bases, sniping key structures.
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On February 25 2012 11:08 Ralethon wrote: I bet you 20$ that if you spent as much money on ravens as you do on ghosts youl almost never drop and uber-lategame TvZ.
I promise you that if you spend 20$ for an MLG pass, you would already know how to kill a Zerg lategame. But not going to spoiler results
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On February 25 2012 11:23 Sated wrote:Zerg late-game is too strong against mech, buff mech plox. Protoss late-game is too strong against bio, buff bio plox. Maybe... just maybe... you can try switching mech and bio around in these match-ups? + Show Spoiler +You know - like how T/Z told Protoss to "be more inventive, you all just suck" during the sad Zealot phase. Maybe Terrans just suck and you need to be inventive? Kekekekeke. Yeah Mech is sooooo good against toss when the T3 gets dropped to half HP from feedback...
Terran has been inventive forever. Anything that isn't a marine, marauder or medivac gets the tits nerfed off of it the instant any one finds a use for it.
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Because Bio is a low tech composition and Mech is a high tech composition? derp.
I have feeling its going to be marauder tank viking in the late game with a couple of marines and ghosts sprinkled in.
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On February 25 2012 11:39 Sated wrote:Show nested quote +On February 25 2012 11:38 Zombo Joe wrote: Because Bio is a low tech composition and Mech is a high tech composition? derp.
I have feeling its going to be marauder tank viking in the late game with a couple of marines and ghosts sprinkled in. But is it? Maybe you're not being inventive enough? + Show Spoiler +Kekekeke. It's fun being on this side... But seriously, what is wrong with Tank/Hellion/Viking against Zerg late-game? You don't need to go T3 when you have the effective counter-units to Brood-Lords and Infestors at T2. Mutalisks are not late-game, so Thors need not be considered at this stage. (Tiers are dumb anyway). not to mention that once you get up a viking fleet, switching into mutas as a composition unit is just silly, because vikings are fairly good against them when it comes down to a direct combat scenario...
But honestly, watch MLG guys, then you can stop theorycrafting and watch the full power of Terran lategame unfold.
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