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?
On February 17 2012 04:39 Psilo wrote: I got owned by corruptor/BL's yesterday and i could use some pointers too. (i am terran)
Seems like everybody is, the only answer I have seen up to today is Snipe, but that's getting nerfed.
I honestly don't see why fixing Broodlord Infestor takes so long, the only answer Terran has (both in practice and in theory) gets nerfed within a month while Broodlord Infestor is dominating the lategame in all matchups.
But well. Please, I need some help. I hate losing once Zerg decides to get a hive, in my opinion that is flawed game design...
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.
its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
Why do you have to go mech to not need ghosts? Marine tank with Viking support has always been the way to go. If your having trouble with the ultraling switch then 1 answer could be applying pressure during that time to rebuild via drops like one guy said. Another would be to stay in a good choky area and preferably get some PF missle turret walls going. Also you need bio (even if it's just marines but marauders do wonders in the mix) that's heavily upgraded to kill ultras and need to kite out of fungal range. It's not that difficult same type of thing you'd do trying to stay out of FF range while kiting zealots. God does that piss me off when the bio is just out of range lol.
EDIT: Oh yeah this is gonna get closed without a replay. (seeing as if it doesn't involve ghosts then it doesn't matter what patch it is)
Win rate of games past 15 minutes are going to heavily favor zerg and then the'll will realize that the patch changes that they make while high aren't worth keeping. Also that it is possible to release a patch without a huge nerf to Terran or buff to protoss.
I'm thinking of going into air terran with hellion support. Basically an iechoic style but with ghosts to emp and snipe infestors. Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
THe only limitation to this is the insane amount of income it would require. I personally have trouble with econ management past 3 bases so I'm sure this will help that aspect.
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.
Do what MVP does; as soon as Broods start to come out, start dropping like crazy since his mobility will go down immensly. Also, Terrans tend to get an enourmous gas bank after a while, so starting to mass Ravens is a decent idea, partially because you've got nothing to better to spend your gas on, and partially because Broods tend to stack up a lot, and are too slow to outrun Seekers => massive splash damage. Just my thoughts on it.
But how do I do this pressurethingy when I'm going Mech. I don;t have bioupgrades and my drops can't threaten killing structures. Could anybody explain how to beat this composition when u have not been going Marine/Tank all game long?
Offcourse I can add mass-ghost, but I want to learn how to beat the composition without Ghost. For after the patch.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and unfair it is
I don't know, more and more am I thinking it's because about 40-45% of their playerbase plays Zerg and they want to keep them happy and give them a autowin buttong very strong, simple to use and very, very hard to counter unit composition.
On February 17 2012 04:51 benthekid wrote: Win rate of games past 15 minutes are going to heavily favor zerg and then the'll will realize that the patch changes that they make while high aren't worth keeping. Also that it is possible to release a patch without a huge nerf to Terran or buff to protoss.
I'm thinking of going into air terran with hellion support. Basically an iechoic style but with ghosts to emp and snipe infestors. Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
THe only limitation to this is the insane amount of income it would require. I personally have trouble with econ management past 3 bases so I'm sure this will help that aspect.
I think Lings beat mass- air, by running by and just killing your base while they get build faster than you can kill them.
On February 17 2012 04:51 benthekid wrote: Win rate of games past 15 minutes are going to heavily favor zerg and then the'll will realize that the patch changes that they make while high aren't worth keeping. Also that it is possible to release a patch without a huge nerf to Terran or buff to protoss.
I'm thinking of going into air terran with hellion support. Basically an iechoic style but with ghosts to emp and snipe infestors. Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
THe only limitation to this is the insane amount of income it would require. I personally have trouble with econ management past 3 bases so I'm sure this will help that aspect.
I think Lings beat mass- air, by running by and just killing your base while they get build faster than you can kill them.
Hellions are pretty good against lings. Also depot walls and sensor towers will be nessessary.
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
But I'd be very far behind on upgrades, as well as not having the infrastructure. Is the only way for mech to survive lategame to not be mech anymore? That's stupid....
I've actually never really used ghosts that much in TvZ; I play a modified form of the now-archaic Hellion/Thor/Banshee style. Ignoring for now the various restrictions/abilities this style has in the early/midgame, I usually go for an endgame terran 'deathball' that seems to be capable of taking on BL/Corruptor/Infestor, as well as just about every other zerg composition I've gone up against.
It's not very complicated. It's a bunch of BF hellions (usually 12 seems to be a good number), ~5 banshees, a raven, and everything else Thors.
The strength of broodlords is their broodlings. They mess with the targeting AI, absorbing hits and dealing alot of damage as their numbers add up, as well as making it hard for most ground units to even get close enough to shoot broodlords. Thors are considered poor against broodlords because, despite their range, they deal unimpressive damage to armored air and get overwhelmed by broodlings easily. Keeping your hellions behind the Thors lets the hellions burn off broodlings as they spawn. With the style I play, I add a 2nd Armory to get 2/2 and 3/3 faster, so you should typically have an upgrade advantage on the Broodlords, as well. With only the damage from the initial broodlord attack, the slight stacking of BLs, and the durability of the Thors, this is actually cost-efficient, even if corruptors corrupt the Thors. I add in the Raven and 5 banshees as a way to deal with the infestors. Infestors can wreck your thor ball by NP'ing your front line of thors. The other Thors have trouble moving forward to kill the infestors, losing a significant portion of the ball. To counter this, I have the raven and banshees. The raven, which I use midgame with banshee/hellions for map control and creep denial, immediately throws down PDD(s) against the corruptors, shutting down small corruptor numbers for a good period of time. 5 Banshees 1shots an infestor, regardless of upgrades. Quickly focus down the infestors while PDD keeps you safe; if they use fungal to take out the banshees, its much less energy available to NP, and it doesn't kill them immediately. If they have enough corruptors to burn through the PDD fast enough to eliminate the banshees before they do their damage, they have a large, and largely useless, portion of their army as corruptors.
drop hellions everywhere if your playing mech instead of bio its even better in some ways. and drop ur tanks in their base to kill tech cuz they hinder u in the late late game
Spread your vikings to avoid bad fungals, kill corruptors, pull army back, kill Brood Lords with remaining vikings. If they throw 30 eggs at you, back away. Unless the zerg went hydra, they have no mobile anti-air. Just fungals and slow, expensive corruptors.
I don't understand why you are so unflexible with your build.
"I go pure mech and lose to what counters mech zerg imba" You need to be flexible.
I think mech is really good, but if you're losing to broodlords then make more reactored starports. If you watch more gsl games the terran will either get ghosts (emp infestors) and have reactored vikings for the broods. ...
Or you can drop everywhere. You have reactored port, make medivacs, drop hellions, hellions are also mech. ..
That's a short term solution, apparently :/ once I saw Kas transition to 4 port banshee in the late game. Idk how it worked, because his snowball style of expand and attack over and over had already won the game for him.
On February 17 2012 04:53 TheV wrote: Snipe is getting nerfed, not removed from the game.
You can still use ghosts..
Snipe is becoming useless to everything but infestors. That's why it becomes useless vs Broodlord/Infestor, because of the broodlord aspect.
Because they don't counter absolutely everything they're useless? Actually, don't answer that. You're not even trying to hide the fact this is just a balance whine thread. It's in your signature for Christ's sake.
It's been mentioned, but alot of people are ignoring it.
Brood lord infestor is really immobile.
You don't have to kill the brood/infestor ball straight away. If you're going mech, you should be hitting before hive, but if for some reason a zerg gets to this composition against you, you can still drop hellions, or simply do hellion runbys.
Honestly thats it. Take care of your vikings like you would take care of your marines in marine vs baneling - spread and scoot'n'shoot. If he brings corruptors to shoot your vikings, just shoot them with your thors and vikings. You can play this cat and mouse, back and forth kiting game that the zerg will have a really tough time controlling, let alone winning... take pot shots, and lure his stuff into your super long range attacks, as well as lure his corruptors into clumping and taking a thor volley or two. Harass him to death, don't a+move.
Because at the end of the day all of your units still outrange his units so you can just constantly abuse that -- He can't use infestors where your tanks cover, he can't use his broodlords where your vikings cover and he can't use his corruptors where your thors and vikings cover together. get mech upgrades, get air upgrades, get a raven or two because one of the only things that can actually hurt you with this army is burrowed attacks. If you are careful you can kill a lot while losing very little, and eventually settle your army into a position where he can't expand anymore and you get the rest of the map for free.
In terms of strategy though, you probably just need to pressure more. If the zerg can only take say, 3 bases, he can't really make a broodlord/infestor/corruptor with air upgrades army. Its the air upgrades that really do you in later, the only way corruptors beat vikings if with an upgrade advantage - take careful note that often times you will see zerg air at +2 or +3, sometimes even +3/+3, with +3/+3 on the broodlings as well.
Thors are really good late game, they are somewhat good against BLords because they clump too much and are too slow to spread.
BattleCruisers, contrary to popular belief, are pretty damn good. Specially with a couple of Thors and Hellion support. Corruptors are pretty strong against then, though.
Nukes. Nukes are pretty effective at gaining advantages and, if the opponent slips up, killing units/drones.
And last, Ravens. They are really good. PDD against corruptors. Seeker Missile against Blords and turret sim city agasint Ultras, infestors and for harass.
Mass nuking seems like a pretty good idea vs Broodlords since they are very slow. If you watched that one showmatch with morrow, you know what i'm talking about haha.
Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
The more you harass, the more they *have* to make mutas and infestors. The more defensive they get the less Broods they can afford to have (tactically)
Essentially--get as good as MMA at multitasking and applying non-stop pressure. It's easy--just be as good as MMA.
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.
then the problem is that you go mech style
if you were going marine tank your mobility with dropships >>>> slow ass fucking broodlords, if they pull back you can even stim in and kill unprotected bl's so your drops will be forced to do damage
On February 17 2012 05:59 zVooky wrote: Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
I dunno, in my experience lategame zerg often have 3+ overseers floating around their army.
also post-patch you will need 9 snipes to kill a single overseer.
Am I crazy or will snipe still be decent vs broodlords? In late game, supply is more of a concern than cost, and you can have 3 ghosts (up to 24 snipes) for the supply of one broodlord. Ghosts aren't going to completely shut down Z T3 like they do right now, but with a good gameplan, it seems like they'll still be really good.
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
But I'd be very far behind on upgrades, as well as not having the infrastructure. Is the only way for mech to survive lategame to not be mech anymore? That's stupid....
you should really get over your imbalance > all mentality.
Have you checked to see how MVP MMA and other Terrans deal with Brood Lord transitions?
Have you tried hitting a timing before Brood Lords?
Why would you not choose Ghost Mech over just plain Mech. EMP still works.
Someone earlier in the thread mentioned cloak banshees to snipe infestors and it's a really good point, dealing with 1 cloak banshee sent in at a time is just so obnoxious.
Well... with Terran, I tried getting less ghosts than usually (to try and emulate this patch) and I lose. With Protoss I just get a Mothership with Arcons and ez pz. But yeah, if anyone has a good strat against BL/Infestor thanks.
On February 17 2012 05:59 lorkac wrote: Don't stop harassing with hellions.
Even when mutas are out.
Even when roaches are out.
Don't stop.
The more you harass, the more they *have* to make mutas and infestors. The more defensive they get the less Broods they can afford to have (tactically)
Essentially--get as good as MMA at multitasking and applying non-stop pressure. It's easy--just be as good as MMA.
Dont' get me wrong, constant harass is good.... but you dont force more mutas and infestors (gas units) with drops. You force a few, not more and more the more you drop because they dont lose any units while you keep losing hellions.
But ya generally if you mech keep drpping blue flames. as long as you are trading 1 hellion for 1.5 drones imo it's worth it. However dont lose the medivacs.
On February 17 2012 05:59 zVooky wrote: Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
I dunno, in my experience lategame zerg often have 3+ overseers floating around their army.
also post-patch you will need 9 snipes to kill a single overseer.
Overseers are psionic actually iirc. If that were the case it would be just 5 snipes (zerg regen).
On February 17 2012 05:59 zVooky wrote: Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
I dunno, in my experience lategame zerg often have 3+ overseers floating around their army.
also post-patch you will need 9 snipes to kill a single overseer.
Overseers are psionic actually iirc. If that were the case it would be just 5 snipes (zerg regen).
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
But I'd be very far behind on upgrades, as well as not having the infrastructure. Is the only way for mech to survive lategame to not be mech anymore? That's stupid....
you should really get over your imbalance > all mentality.
Have you checked to see how MVP MMA and other Terrans deal with Brood Lord transitions?
Have you tried hitting a timing before Brood Lords?
Why would you not choose Ghost Mech over just plain Mech. EMP still works.
Someone earlier in the thread mentioned cloak banshees to snipe infestors and it's a really good point, dealing with 1 cloak banshee sent in at a time is just so obnoxious.
MVP deals with it via ghosts. MMA deals with it via one of a kind multitasking that not a single person has reproduced at the GSL/MLG level.
He raises a very strong point that should be considered rather than blanketed with a mehqq. Switching from mech to bio costs more for the Terran than swapping b/t BLord/Ultra with Infestorling support. To make it harder, upgrades are a very significant problem since BLords, Ultras, and Lings share ups whereas mech/bio do not.
It is not a coincidence that the Playhem numbers show Terran to have a 60% winrate in games shorter than 20 minutes and 30% winrate post. As a player that prefers macro style 3-5 base vs 3-5 base games, it's very disheartening to know that you are going against the clock. I, and I'm sure many other Ts would agree with me, would willingly sacrifice some earlygame/early midgame strength for a better chance as the game draws out. the queueing macro mechanic is simply inferior to warpins/larvae pooling + easy tech switching and while we don't want to be overpowered, we would like to see some sort of adjustment.
On February 17 2012 05:59 zVooky wrote: Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
I dunno, in my experience lategame zerg often have 3+ overseers floating around their army.
also post-patch you will need 9 snipes to kill a single overseer.
Overseers are psionic actually iirc. If that were the case it would be just 5 snipes (zerg regen).
Overseers are not psionic.
Yeah I just checked, they aren't. Maybe I was thinking of queens.
On February 17 2012 05:59 zVooky wrote: Why not get a few ghosts and EMP all the infestors or most of them? Chances are a zerg won't have detection and you can just cloak your ghosts, drop EMPs, send in vikings then the rest. A infestor with no energy is pretty useless. If he does have detection then just snipe the observer.
I dunno, in my experience lategame zerg often have 3+ overseers floating around their army.
also post-patch you will need 9 snipes to kill a single overseer.
Overseers are psionic actually iirc. If that were the case it would be just 5 snipes (zerg regen).
Overseers are not psionic.
Yeah I just checked, they aren't. Maybe I was thinking of queens.
Yeah. Honestly this was the first thing I thought about post prepatch announcement. Maybe go mass cloaked ghosts with nukes and save snipes for seers. That will not be efficient. Here's a shoutout to qxc's idea.
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
But I'd be very far behind on upgrades, as well as not having the infrastructure. Is the only way for mech to survive lategame to not be mech anymore? That's stupid....
you should really get over your imbalance > all mentality.
Have you checked to see how MVP MMA and other Terrans deal with Brood Lord transitions?
Have you tried hitting a timing before Brood Lords?
Why would you not choose Ghost Mech over just plain Mech. EMP still works.
Someone earlier in the thread mentioned cloak banshees to snipe infestors and it's a really good point, dealing with 1 cloak banshee sent in at a time is just so obnoxious.
MVP deals with it via ghosts. MMA deals with it via one of a kind multitasking that not a single person has reproduced at the GSL/MLG level.
He raises a very strong point that should be considered rather than blanketed with a mehqq. Switching from mech to bio costs more for the Terran than swapping b/t BLord/Ultra with Infestorling support. To make it harder, upgrades are a very significant problem since BLords, Ultras, and Lings share ups whereas mech/bio do not.
It is not a coincidence that the Playhem numbers show Terran to have a 60% winrate in games shorter than 20 minutes and 30% winrate post. As a player that prefers macro style 3-5 base vs 3-5 base games, it's very disheartening to know that you are going against the clock. I, and I'm sure many other Ts would agree with me, would willingly sacrifice some earlygame/early midgame strength for a better chance as the game draws out. the queueing macro mechanic is simply inferior to warpins/larvae pooling + easy tech switching and while we don't want to be overpowered, we would like to see some sort of adjustment.
maybe this means that terrans haven't figured out how to play the lategame as optimally as zerg, since ever since beta the mentality has always been 'do damage early and secure a lead/kill him'
or it means taht you need to do damage early and secure a lead/kill him. this doesnt mean you are against the clock, it means you need to have an advantage GOING INTO teh mid/late game as terran. makes sense when you consider their macro mechanic.
On February 17 2012 05:59 lorkac wrote: Don't stop harassing with hellions.
Even when mutas are out.
Even when roaches are out.
Don't stop.
The more you harass, the more they *have* to make mutas and infestors. The more defensive they get the less Broods they can afford to have (tactically)
Essentially--get as good as MMA at multitasking and applying non-stop pressure. It's easy--just be as good as MMA.
Dont' get me wrong, constant harass is good.... but you dont force more mutas and infestors (gas units) with drops. You force a few, not more and more the more you drop because they dont lose any units while you keep losing hellions.
But ya generally if you mech keep drpping blue flames. as long as you are trading 1 hellion for 1.5 drones imo it's worth it. However dont lose the medivacs.
I was specifically thinking about hellion runbys (no need for medivac) but more specifically I was suggesting that just because he was playing mech, that should not mean playing passive. You can set the tempo. If mutas and infestors are held back for defense--you can snipe expansions easier, you can expand safer. You can have map control, and apply pressure, and expand a lot.
Protip: Broodlord infestor is very similar to mid game mech from Terran. It's so fucking good it's almost impossible to fight straight up. If you've ever watched GSL, you might've noticed instead of trying to fight, many Zergs will try to base trade or counter, attack many locations at once and basically attempt to abuse the mobility without directly engaging. With that being said, you guys haven't even really experimented yet with Ravens late game. I feel like Ghost/Raven Bio or Mass Air Banshee/Viking/Raven will get nerfed in the long run anyway. PDD literally blocks every singe Zerg Ground to Air and Air vs Air in the game, just like the Ghost countered all T2/T3 units Zerg could make. I haven't even touched on Seeker Missile or Autoturret abuse which can be devastating late game to expos, wall off entire sections of the map quickly with an attacking energy only ability and also last for years with the durable materials upgrade. Also of note is the fact that behind minerals, they are basically impossible to kill with lings. Despite the fact that the ghost will no longer be the 100% answer to all your late game TvZ, dealing thousands of damage in seconds and killing entire T3 armies with almost zero losses, I still think there may be a way available to play lategame TvZ.
On February 17 2012 06:04 kcdc wrote: Am I crazy or will snipe still be decent vs broodlords? In late game, supply is more of a concern than cost, and you can have 3 ghosts (up to 24 snipes) for the supply of one broodlord. Ghosts aren't going to completely shut down Z T3 like they do right now, but with a good gameplan, it seems like they'll still be really good.
I think the problem is not killing them, but the time it takes and your composition. In a perfect world, ghosts would still be pretty good in the same situation vs JUST broods/infestors, but when you have 2354625362535623623 lings also pouring into your army PLUS banelings, sniping the power units consumes a lot of time needed to perform other micro (making sure that your tanks aren't nuking the rest of your ground army, marine splits/stutter step).
Ghost nerf WAS needed, but this is fairly over kill, sort of like the way reapers got nerfed into the ground on release.
Raven/Viking/Ghost/Hellion maybe? It might require a small nerf of Fungal (or a nice buff of hellion and viking health) so your vikings and hellions wouldn't die instantly and you would also need to use mech, but it might work.
Ghosts are still stupidly good, try getting like 20+ ghosts with 3-3 and about 5-7 medivacs which you should have from earlier its absolutely obnoxious to deal with and that is not even using snipe.
Raven/Viking/Ghost/Hellion maybe? It might require a small nerf of Fungal (or a nice buff of hellion and viking health) so your vikings and hellions wouldn't die instantly and you would also need to use mech, but it might work.
I cannot possibly understand why people think Terran now needs a buff. Terran has been above 50% win rate in every single metagame, on every single map pool, in every single match up and at every single level since release. They have won the most GSLs, the most tournaments, have the highest representation in tournaments, have the most top 4's and do not have a single player of any race to have an 75%+ win rate against them at the pro level. Terran gets nerfed every patch yet still, the winrates NEVER drop below 50%. Perhaps it's time to examine the actual design rather than just the numbers. Getting nerfed every single patch must suck, but the numbers are clear and infallible. If you truly feel Terran is just awful, it's time to play as Zerg or Protoss for awhile. As a former Terran player myself, the grass isn't always greener on the other side.
Raven/Viking/Ghost/Hellion maybe? It might require a small nerf of Fungal (or a nice buff of hellion and viking health) so your vikings and hellions wouldn't die instantly and you would also need to use mech, but it might work.
I cannot possibly understand why people think Terran now needs a buff. Terran has been above 50% win rate in every single metagame, on every single map pool, in every single match up and at every single level since release. They have won the most GSLs, the most tournaments, have the highest representation in tournaments, have the most top 4's and do not have a single player of any race to have an 75%+ win rate against them at the pro level. Terran gets nerfed every patch yet still, the winrates NEVER drop below 50%. Perhaps it's time to examine the actual design rather than just the numbers. Getting nerfed every single patch must suck, but the numbers are clear and infallible. If you truly feel Terran is just awful, it's time to play as Zerg or Protoss for awhile. As a former Terran player myself, the grass isn't always greener on the other side.
As you can clearly see in the international scene as well as Korea, Terran has never fallen below 50% against either of the other two races since release despite countless changes to balance, maps, metagame and player styles. Also a quick check of the best of the best Zerg players will reveal Vs T winrates only slightly above 50%, while the best Terrans look invincible with 70-80% winrates vs Z and P. All numbers taken straight from TLPD.
As seen clearly above, the only player to break 60% winrate vs T is DRG. With that being said, it's also statistically his worst matchup by nearly 10%.
Actually when you are going mech, in my eyes, at all comes down on timings. Around 15:00 is when i normally started my double starport producing (both with reactor) and make atleast 8 vikings. When you dont see broods just use your vikings to snipe overlords. When you see more just make vikings but dont go over the 16 mark.
Also Thors are the mech units you want lategame instead of tanks. Since Thors are good (in medium to large amount) versus brood since the broods clump up. And 3/3 Thors are godlike versus ultra's. So yeah when you have the timings in your head meching versus Zerg should be quite "easy" since mech is so diverse.
Also helion run by's are crucial. You can drop but simply shift move are working for me. And kill the larvae instead of the drones. Larvae tend to clump up and 3 blue flame helions with 3/3 1 shot an larva.
I think the best thing here is to listen to what the zerg players have had to say about this... the mobility aspect is the advantage that terran has lategame.
Raven/Viking/Ghost/Hellion maybe? It might require a small nerf of Fungal (or a nice buff of hellion and viking health) so your vikings and hellions wouldn't die instantly and you would also need to use mech, but it might work.
I cannot possibly understand why people think Terran now needs a buff. Terran has been above 50% win rate in every single metagame, on every single map pool, in every single match up and at every single level since release. They have won the most GSLs, the most tournaments, have the highest representation in tournaments, have the most top 4's and do not have a single player of any race to have an 75%+ win rate against them at the pro level. Terran gets nerfed every patch yet still, the winrates NEVER drop below 50%. Perhaps it's time to examine the actual design rather than just the numbers. Getting nerfed every single patch must suck, but the numbers are clear and infallible. If you truly feel Terran is just awful, it's time to play as Zerg or Protoss for awhile. As a former Terran player myself, the grass isn't always greener on the other side.
the winrate is not something we have this high because of lategame TvZ, even with actual ghost believe me.
On February 17 2012 06:04 kcdc wrote: Am I crazy or will snipe still be decent vs broodlords? In late game, supply is more of a concern than cost, and you can have 3 ghosts (up to 24 snipes) for the supply of one broodlord. Ghosts aren't going to completely shut down Z T3 like they do right now, but with a good gameplan, it seems like they'll still be really good.
even if this nerf goes through, which pretty much noone wants in this form, then the ghost will still be better vs broodlords than it is vs ultras right now.
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.
blue flame hellions bro, those can be dropped, and as for getting lots of vikings, dont get a lot just get some and keep them alive by not clumping them
As terran players, we accept that we are not very powerful in the lategame. It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's?? there's just no answer from Terran. There's no answer for Broodlord infestor really apart from ghosts (bs that it's getting nerfed btw). I try and finish TvP and TvZ on 3base before deathballs are acheivable. I know this isn't that great a tip, but try fixing your build to win when they are on bane/ling/muta or roach/infestor or b4 hive.
the principle behind the snipe nerf is the same as the principle behind the fungal and neural parasite nerf. They don't want T2 caster units dominating T3 units. For a LONG LONG time zerg complained about their T3. Turns out now, they're fairly decent. T players have dismissed BCs and ravens in TvZ. But I'm almost certain that--like in every other similar situation--they will eventually explore them and magically find them to be useful.
Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
On February 17 2012 07:59 Noocta wrote: the winrate is not something we have this high because of lategame TvZ, even with actual ghost believe me.
While that's an interesting statement; you've neglected to provide any sources, data, evidence or numbers to backup this theory. Random anecdotal evidence should be treated as such, worthless.
Have you tried.. iono dropping? You dont have to attack directly into the ball you know. Plus i highly doubt you were using ghosts to their full effect to counter broodlord infestors pre patch anyways.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
Well, according to terrans you lose against HT/archon/blink stalker/colossus already. I mean, you do realize that your mentality of "well it doesnt work" before even trying it AT ALL is what stagnates the races right?
I think once protoss gets up to 3 bases with all their gas and full income, terran needs to begin switching tech out of full bio into something different.
Maybe a couple ravens, working up to a sizeable BC army and marines/cc's as a mineral dump.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
Well, according to terrans you lose against HT/archon/blink stalker/colossus already. I mean, you do realize that your mentality of "well it doesnt work" before even trying it AT ALL is what stagnates the races right?
I think once protoss gets up to 3 bases with all their gas and full income, terran needs to begin switching tech out of full bio into something different.
Maybe a couple ravens, working up to a sizeable BC army and marines/cc's as a mineral dump.
BCs are only kind of bad against HTs, while ravens are actually completely horrible against them. It might be possible to mix BCs into the lategame TvP army, but I doubt it is possible for ravens(even though I like to get one for detection, I don't actually think this is a good idea for good players). That said, building them instead of ghosts or marauders seems like a bad idea, because it leaves your entire army to be countered by templar. I have not found BCs to be particularly helpful in the couple times I've tried them, though.
I actually like thors better, because armor upgraded thors actually tank zealots and colossi okay, but I've never seen pros build them in those situations; maybe it's because then you have yet another set of upgrades you need to do in addition to infantry weapons, infantry armor, air weapons, and potentially air armor. Or maybe it's because they're too slow, I dunno.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
Well, according to terrans you lose against HT/archon/blink stalker/colossus already. I mean, you do realize that your mentality of "well it doesnt work" before even trying it AT ALL is what stagnates the races right?
I think once protoss gets up to 3 bases with all their gas and full income, terran needs to begin switching tech out of full bio into something different.
Maybe a couple ravens, working up to a sizeable BC army and marines/cc's as a mineral dump.
BCs are only kind of bad against HTs, while ravens are actually completely horrible against them. It might be possible to mix BCs into the lategame TvP army, but I doubt it is possible for ravens(even though I like to get one for detection, I don't actually think this is a good idea for good players). That said, building them instead of ghosts or marauders seems like a bad idea, because it leaves your entire army to be countered by templar. I have not found BCs to be particularly helpful in the couple times I've tried them, though.
I actually like thors better, because armor upgraded thors actually tank zealots and colossi okay, but I've never seen pros build them in those situations; maybe it's because then you have yet another set of upgrades you need to do in addition to infantry weapons, infantry armor, air weapons, and potentially air armor. Or maybe it's because they're too slow, I dunno.
Why are ravens horrible against them? You are getting them for PDD so that your BC's are immune to the main source of damage. You should be able to drop PDD's without getting hit by feedback. I mean, 3 ravens is 6 potential PDD's, which is a ton of stalker fire to absorb.
Maybe thor/hellion late game. Seems like itd be a harder tech switch than BC's though because you dont usually have more than the one factory TvP and you could very well have 2 starports, and you will have a lot of barracks already.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
Well, according to terrans you lose against HT/archon/blink stalker/colossus already. I mean, you do realize that your mentality of "well it doesnt work" before even trying it AT ALL is what stagnates the races right?
I think once protoss gets up to 3 bases with all their gas and full income, terran needs to begin switching tech out of full bio into something different.
Maybe a couple ravens, working up to a sizeable BC army and marines/cc's as a mineral dump.
BCs are only kind of bad against HTs, while ravens are actually completely horrible against them. It might be possible to mix BCs into the lategame TvP army, but I doubt it is possible for ravens(even though I like to get one for detection, I don't actually think this is a good idea for good players). That said, building them instead of ghosts or marauders seems like a bad idea, because it leaves your entire army to be countered by templar. I have not found BCs to be particularly helpful in the couple times I've tried them, though.
I actually like thors better, because armor upgraded thors actually tank zealots and colossi okay, but I've never seen pros build them in those situations; maybe it's because then you have yet another set of upgrades you need to do in addition to infantry weapons, infantry armor, air weapons, and potentially air armor. Or maybe it's because they're too slow, I dunno.
Why are ravens horrible against them? You are getting them for PDD so that your BC's are immune to the main source of damage. You should be able to drop PDD's without getting hit by feedback. I mean, 3 ravens is 6 potential PDD's, which is a ton of stalker fire to absorb.
At full energy, ravens get one-shotted by HTs. Also, PDDs get one-shotted by feedback.
T3 zerg very immobile and T Mech is very immobile. Only way to force reposition battles is to nuke and slowly inch up, spread vikings and add a few banshees to go for tech buildings
Mass drop play with hellions+tanks or get thor drops that snipe buildings, queens, etc. What you want to do is make zerg keep running after you in hopes of not losing their base. With the ghost nerf, if you go mech, it is essential that you get mass ravens and HSM. You want to catch him off guard when you have a lot of ravens and go for his mining bases before he tech switches to ultralisks.
On February 17 2012 07:08 architecture wrote: Stop playing mech.
Mech is a gimmick for maps where you can hit a timing before BL. It cannot stand up to a Zerg that is taking a ton of expos on a bigger map.
Why not? BFH are one of the most mobile units in the game. There's virtually no way for him to defend every expo (including against drops in the back) and cover every foot of a bigger map. I'd like to see a zerg on 5-6 base on a big map vs a good meching Terran with constant hellion harass not take considerable damage that doesn't have a huge lead already.
At full energy, ravens get one-shotted by HTs. Also, PDDs get one-shotted by feedback.
I'll agree, probably not as strong against Protoss. However, Zerg has no answer to energy units [EMP/Feedback] and PDD blocks every single Zerg anti-air in the game. Think about this for a minute.
On February 17 2012 06:04 kcdc wrote: Am I crazy or will snipe still be decent vs broodlords? In late game, supply is more of a concern than cost, and you can have 3 ghosts (up to 24 snipes) for the supply of one broodlord. Ghosts aren't going to completely shut down Z T3 like they do right now, but with a good gameplan, it seems like they'll still be really good.
even if this nerf goes through, which pretty much noone wants in this form, then the ghost will still be better vs broodlords than it is vs ultras right now.
That's not really saying a lot though, since they pretty much suck against ultras. Ultras just also suck, so it made the silly number of snipes needed to kill them bearable. This is not the case with BLs.
I say go heavy thor with a few tanks. Siege tanks only when he commits ground army(infestors/roaches) and focus fire ranged units. Since your thors have upgrade advantage, they will do pretty well, until BLs catch up on armor ups. At that time I've been trying to have ravens churning out and pfs(though admittedly it's rare that the game goes so far, since so many zergs get attack ups for bls, thank god).
What I've not been able to do enough is add in ghosts for nuking. Nukes are so insanely cost efficient/supply efficient lategame, so I think adding them in to slow the zerg when you are transitioning into ravens would be pretty pimp. They could also be used to clear spines, to allow BFH access to some roasting action.
On February 17 2012 08:08 TheRabidDeer wrote: Ghosts for infestors (can also defensive nuke near the BLs). Snipe or EMP, choose your poison. Vikings for BL's. Careful positioning will have the corruptors getting close enough that marines can hit them. Feel free to do small drops around the map, he wont be able to clean them up too well. You can also get a raven and either HSM the broods or suicide a unit in to do it for you.
I am sorry terran cant just get one unit to catch all of zerg T3 anymore, you will have to adapt and use a versatile unit comp.
EDIT:
It's the exact same in TvP, what happens when they get 3/3 with tons of charge zealots, collo, archons, and HT's
Honestly? I think terran are stuck on not transitioning. They are constantly being aggressive, but always with the same units and never getting to a late game scenario. Battlecruisers would work exceptionally well against protoss. Something like BC/marine would wreck face.
If I wanted to lose to HT/Archon/Blink Stalker, I suppose that would be true.
Well, according to terrans you lose against HT/archon/blink stalker/colossus already. I mean, you do realize that your mentality of "well it doesnt work" before even trying it AT ALL is what stagnates the races right?
I think once protoss gets up to 3 bases with all their gas and full income, terran needs to begin switching tech out of full bio into something different.
Maybe a couple ravens, working up to a sizeable BC army and marines/cc's as a mineral dump.
You do realize we play full bio, because there is nothing to transition into, right? If there was some transition, we'd be using those units earlier, since most of them are only really hard countered late in the protoss tech tree, so there'd be a window to hit before those units come out(and due to this window, blizzard took the very major and positive decision, to just let all the t3 of terran suck vP).
As you can clearly see in the international scene as well as Korea, Terran has never fallen below 50% against either of the other two races since release despite countless changes to balance, maps, metagame and player styles. Also a quick check of the best of the best Zerg players will reveal Vs T winrates only slightly above 50%, while the best Terrans look invincible with 70-80% winrates vs Z and P. All numbers taken straight from TLPD.
As seen clearly above, the only player to break 60% winrate vs T is DRG. With that being said, it's also statistically his worst matchup by nearly 10%.
I have to agree. Very sound argument Mr.Nefarious. Terrans are only complaining because now they lack a beat all answer. Snipe was 100% overpowered. But the Ghost itself is still usable and extremely viable. Small numbers of ghost with EMP against Infestors, Viking/Raven vs Brood/Ultra, Tank/Bio vs Ling/Bane, etc. etc. so on an so forth. The fact remains they have the MOST viable answers to both Toss and Zerg at the highest level of play.
If your not playing at the highest level (NA Grandmasters do NOT count) than you should not be ranting about balance/imbalance at all. And I can say with a 100% surety that none of the Terrans in this thread have tried near anything at this point. You have not experimented enough or tested out the many different possibilities besides Ghost. Get creative and figure out the numbers game. Thats what this sport is all about. Nothing is TRULY imbalanced in this title. Nothing is completely broken because at the highest level, everything can be stopped or countered softly within reason. Do some research like Mr.Nefarious here and myself included. Watch Day9.tv, GSL, Streams (Koreans stream as well). Make an effort to try before you say something needs to be Nerfed or Buffed.
Who needs snipe??? Nukes are hte new snipe :D Nukes are friggin awesome. Ever seen broodlords disappear?
I'm a zerg, and I love when my opponent goes mech without ghosts lategame. If I can retain air control and there isn't a dominating force of vikings (that I don't fungal), then Broodlords will reign supreme. You MUST get ghosts to push with, otherwise you're pushing into a flesh/fungal wall.
Get ghosts, cloak and nuke expos. It's retartedly effective, and your mech will outlast. This is how to endgame a zerg with ghosts (MVP went tank marine, but the ghosts were what won him the game.) http://www.youtube.com/hdstarcraft#p/u/5/FjJpux-7b58
I've already started to develop the answer which is raven accumulation + hsms + ghosts as well.
This will be news to 99% of people on the forums and elsewhere but - ghosts did not need a nerf in the first place because Zerg players already figured out how to deal with it in the CURRENT patch - they just make MORE broodlords, MORE infestors, and MORE corruptors.
So basically, there's his misconception right now that mass ghost is good because no one actually plays into lategame much or just sees a few players do it a couple times with ghosts in a tournament...but mass ghost no longer works even right now in the current lategame TvZ.
It's actually become very terrible to mass ghosts lategame because as I just said, if Zerg sees you do this they morph more corruptors into broods making you even more susceptible to fungal because all your ghosts have to be in a small radii to snipe broods fast enough to matter. Morphing even more broods vs a mass ghost user also makes it take even more snipes to do any damage at all to the brood count. Lategame TvZ is indeed looking just as difficult as lategame TvP now that Zergs have figured out they have a protoss-like deathball where they just only mass corrptor+broodlord with 10-20 infestors under it.
The answer I've developed is ghost mech + ravens, with emphasis on raven accumulation. Brood + corruptor + infestor can take on infinity vikings because of fungal growth. Pure vikings just is terrible. The only thing that can compete with the brood/corruptor/infestor deathball is a raven cloud of your own with 6-12 HSM rdy to use. You still have to get ghosts but not for snipe - now their sole purpose is to EMP and take away as much infestor energy as possible so that after your ravens launch HSMs they do not get chain fungalled, and you can preserve them while maintaining max supply.
It's incredibly difficult to execute this style, to learn it, and to control it, which is why i forsee next patch there will be even less Terran players playing because the race is already very difficult to play in lategame right now vs infestor/brood/corruptor and protoss bankroll + deathball situations lategame...
So yes, accumulating ravens just like science vessels is very good, the only problem is even this dies if zerg hits even 1 fungal growth which is a bit ridiculous. Ghosts were the go-to option because they were sturdier than ravens against ultras.
If they are going to nerf snipe, they should look into making buffs/indirect buffs to the raven by changing a few simple things:
a) Reduce the cost of the raven energy upgrade, the HSM upgrade, and the other raven upgrade. b) Reduce the cost of HSM to 75 nrg, and remove the raven energy upgrade from the game. This way a raven with full energy will have two hunter seeker missiles available but will not immediately start with a HSM. It would turn the raven much more into a science vessel which is a good thing for the game, and it would make it much more usable, and less susceptible to even feedback in TvP. c) Reduce the gas cost of the raven to 175 vespene gas. Making them more accessible.
Those are some ideas because even ravens are very flimsy in lategame right now because of how easy is to fungal growth. But ravens are the answer to corruptor/brood/infestor with 5-10 ghosts available to hit EMPs on infestors.
It's just that no one below grandmasters/high masters or someone that practices this a lot will ever be able to make use of this. But yes, start using ravens they are good.
And yes, defensive nukes are also good but you already have to have defensive planetaries/positions set up to make use of those.
I don't think fungal is a problem if you make ravens as long as you don't clump them all together like an idiot. I like the idea of ravens though, whether it's in addition to marine/tank or mech (as well as ghosts if you actually have the infrastructure+economy). It's not something new though, I've seen a number of players doing this kind of thing late game already. I see it pretty frequently when I watch DemusliM stream TvZ and it goes to late game to name someone off the top of my head.
On February 17 2012 10:03 avilo wrote: I've already started to develop the answer which is raven accumulation + hsms + ghosts as well.
This will be news to 99% of people on the forums and elsewhere but - ghosts did not need a nerf in the first place because Zerg players already figured out how to deal with it in the CURRENT patch - they just make MORE broodlords, MORE infestors, and MORE corruptors.
So basically, there's his misconception right now that mass ghost is good because no one actually plays into lategame much or just sees a few players do it a couple times with ghosts in a tournament...but mass ghost no longer works even right now in the current lategame TvZ.
Did you try getting cloak? BL's are really slow, you can snipe any overseer's then send small groups of ghosts in to snipe infestors/BL's no problem.
You can't beat late game zerg, simple as that.... I am a high masters zerg and I can tell you that brood/festor cannot be beat. Maybe a few corruptors thrown in there to deal with vikings, but its impossible. Same goes for protoss. Zerg late game = unstoppable for all races, even zvz.
You guys do understand that Broodlord/Infestor requires 20 minutes and 5 expos to get up and running, right? How is ghost viking not a hard counter to this btw?
As a zerg, by the time I get to broodlords it means I already crushed 1-2 pushes that allowed me to expo up and get extra gases + survive enough to get Hive and Greater Spire. Economically you're so far ahead that the terran can't really get a decent amount of vikings and ghosts up, hence why it seems imbalanced.
Whining about broodlord infestor is like whining about you A-moving into a protoss deathball. If your opponent gets that sort of army composition up you need great positioning and extra micro, no way around it.
Whilst it's true that Ghost Snipe has been nerfed, it is by no means no longer viable. Ghosts are still a viable option, but you're gonna have to work them into your build earlier, conserve their mana, and maybe build more. The mana conservation is a the important part, I think. They are certainly still viable, but they won't be as game ending as they were before.
I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
On February 17 2012 10:03 avilo wrote: I've already started to develop the answer which is raven accumulation + hsms + ghosts as well.
This will be news to 99% of people on the forums and elsewhere but - ghosts did not need a nerf in the first place because Zerg players already figured out how to deal with it in the CURRENT patch - they just make MORE broodlords, MORE infestors, and MORE corruptors.
So basically, there's his misconception right now that mass ghost is good because no one actually plays into lategame much or just sees a few players do it a couple times with ghosts in a tournament...but mass ghost no longer works even right now in the current lategame TvZ.
Did you try getting cloak? BL's are really slow, you can snipe any overseer's then send small groups of ghosts in to snipe infestors/BL's no problem.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It's a pretty significant change. Brood deathball can kill infinite marine+tanks. That's why Terran learned to use ghosts, because without them you can't even scratch into the deathball. Maybe Terrans will have to do more suicidal drops...not sure.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
I reckon it's going to have to be:
marine/tank in the early/mid game transition into ravens on 3-4 bases getting double upgrades for air, and then bc production
because P.D.D stops corrupter shots and upgraded BC's do stupid damage, and will nullify an ultra switch
ravens and banshees help immensely hunter seeker missile absolutely destroys broodlords, auto turret walls help alot vs lings and PDDs demolish muta/corruptor for ultras unsieged tanks and more seeker missiles. Ravens are anti slow powerful units, and zerg late game is all about those slow powerful units.
spread out alot more, pay alot of attention, use banshees and ravens effectively. it helps ALOT ravens are pretty much ghosts with AOE snipes vs brood lords, and a zerg late game without brood lords vs terran mech is super difficult. you should only need a group of 8 at most ravens to dump HSM on the zerg army.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
I reckon it's going to have to be:
marine/tank in the early/mid game transition into ravens on 3-4 bases getting double upgrades for air, and then bc production
because P.D.D stops corrupter shots and upgraded BC's do stupid damage, and will nullify an ultra switch
BC is really good if you're already significantly ahead, but otherwise it's pretty awful. BC damage is pathetic against upgraded corruptor, ultralisk or broodlord and yamato takes longer to recharge than it takes a zerg with a decent economy to remax.
battlecruiser is like what tier3 should be. not like silly zerg t3 where they can rush it at 15-20 minutes and be rediculously powerful.
All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
This right here is what I have been fearing. Why would you inform the terrans of this? NOW THEY WILL BE UNSTOPPABLE
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
Multiple stims have the same effect as a single stim, except the units will have multiples of 10 or 20 HP less. Wait nevermind, you definitely don't know what you're talking about.
Anyway TvZ lategame is possible without ghost snipes at all. But if Zerg has so much income there's no point arguing about the composition being imbalanced. Getting 10+ broodlords 20+ corrupters isn't actually easy for a Zerg.
don't blindly open mech. consider the fact that terran all of a sudden are not afforded the luxury of winning with whatever build they decided to use before the game starts. learn to react to what you see. being shocked zergs are able to counter mech is kind of naive. i guess just be grateful counters weren't something you had to worry about before now. learn how they work and i promise you won't have a problem.
also a point needs to be made about the fact that EMP is by far the more effective tool of the ghost. in all this over-reaction it's effectiveness is being entirely ignored. the ghost also has nukes... when paired with mech this is very effective vs the composition you speak of. if that doesn't work for you, there are other aspects of your game to work on first.
i feel ravens should be used more HSM is the next snipe IMO. Even though snipe isnt completely useless but pretty bad. Maybe we will see some interesting builds from terran players that will use otehr units than ghosts.
You have to drop like crazy, to take advantage of the immobility of brood lords and ultralisks and well as using defensive nukes to buy time for the necessary tech, upgrades, or units.
The only style I have trouble playing against in ZvT is where all they do is turtle on 3/4 bases behind tanks, mass ghosts, and whatever other units they have (marines/marauders/medivacs). In fact, I just played a 40 minute ZvT on Cloud Kingdom where that exact thing happened. He sat around doing nothing for 40 minutes, except for one point where he dropped a bunch of places at once (which I held pretty comfortably, so it's not relevant). I spent the last 25 minutes of that game trying to break him with anything I could think of. I tried ultra/ling, pure ling, ling/bane, and BL/infestor. Every single time, I killed his 4th base, but was unable to advance any further because it cost me my entire army to kill that one base. Every one of your games will probably take 40 minutes, but you'll be winning a lot of them.
Yeah, snipe is getting nerfed, but it's still a powerful spell. I guarantee that a month from now (or from whenever the patch hits), once people get over the "OMG NERF, THIS UNIT IS NOW WORTHLESS" mentality, we'll be pretty much back to where we are right now, though not quite because snipe won't be completely broken. The exact same thing happened with both the HT and infestor nerfs.
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
how about try that every game. terran winrates vs zerg past the 20 minute mark are around 30-40% (exact numbers are on TL somewhere). in the last game i played, i was producing vikings off of 5 starports only for the zerg to completely stop making corruptor/broodlord and walk into my base with ling/bling.
i hate how players who can't macro for shit only get better at zerg as their macro gets worse.
On February 17 2012 04:39 Psilo wrote: I got owned by corruptor/BL's yesterday and i could use some pointers too. (i am terran)
Seems like everybody is, the only answer I have seen up to today is Snipe, but that's getting nerfed.
You realize because something is getting nerfed doesn't mean you can't use it anymore....right?
Colossus got nerfed like 3 times in beta. Does that mean Protoss isn't going to use Colossus anymore?
Infestors Fungal Growth got nerfed. Does that mean Zerg isn't going to use Infestors anymore?
Honestly, this thread is pointless. Your post history is filled with similar posts. You're a Diamond Terran. Go play ladder games and get good at the game. When you're at the top level, you're qualified to whine about game balance.
On February 17 2012 13:45 brotosterone wrote: I'm going to quote theognis: "focus on expansion denial rather than finding the "money mix" in unit composition."
This quote speaks so much truth it hurts that this thread even exists. The Ghost is still the same guy for the job. It just won't be as easy. Play the game.
why do u think ghosts are going to be completely unused after the patch? that's what you're trying to practice for, which is unnecessary. ghosts will still dominate vs infestors and you can still use them to kill broodlords (ultras not so much, 18+ snipes per is alot) also if you can use your ghosts to take out infestors or even just emp a couple times you can use vikings to kill all the bls and corrupters. this does also mean that as was said before, you can't try to engage right in front of your base, you have to allow enough time to build units to defend in case you lose the engagement. (by this time you should have been investing a large chunk of your gas into more factories and maybe an extra starport or two instead of just floating the gas and not knowing what to do with it. if you can get enough factories to remax in one cycle it'll be plenty of time)
Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
I reckon it's going to have to be:
marine/tank in the early/mid game transition into ravens on 3-4 bases getting double upgrades for air, and then bc production
because P.D.D stops corrupter shots and upgraded BC's do stupid damage, and will nullify an ultra switch
You lack to remember that BCs are slow as shit, and zerg has this unit called the Hyrdalisk, if you combine it with infested terrans, neural parasite, and fungal growth, suddenly sky terran looks pretty stupid.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
I reckon it's going to have to be:
marine/tank in the early/mid game transition into ravens on 3-4 bases getting double upgrades for air, and then bc production
because P.D.D stops corrupter shots and upgraded BC's do stupid damage, and will nullify an ultra switch
You lack to remember that BCs are slow as shit, and zerg has this unit called the Hyrdalisk, if you combine it with infested terrans, neural parasite, and fungal growth, suddenly sky terran looks pretty stupid.
Yeah, because getting Hydras vs Terran is a great idea. They melt to both Terran mineral dumps and Tanks. (note that I like the idea of Hydras in ZvT)
On February 17 2012 04:52 ToastieNL wrote: I don't know, more and more am I thinking it's because about 40-45% of their playerbase plays Zerg and they want to keep them happy and give them a autowin buttong very strong, simple to use and very, very hard to counter unit composition.
Yeah, this is definitely the case. They have no desire to create a balanced game that will become the centerpiece of the esports crusade. They just want to take the 40ish percent of the playerbase and keep them happy....
Currently, pre 1.4.3, late game TvZ is frankly boring. The goal of the Terran is to constantly keep the Zerg in check until the Terran has every single marine replaced with a Ghost, while still producing a largely bio + tank + medivac force, with a smattering of Thors/Vikings.
Post 1.4.3, things will become more dynamic. The end game composition will change to a prodominantly Viking, Tank, Bio force, which constantly adapts. Sorry, the hero Ghost unit is gone. As Terran, the game will be less about the # of snipes availlable, and more about controlling space, using the large range of Thors, Vikings and Tanks. Add in Plantary Fortress and Sensor towers, and the ultimate Terran diffence is possible. Add in a Bio force to drop/poke and serve as the mobile aspect of the army.
However, the one caveat is the map dependancy. As maps evolve to be larger, and contain a large number of bases, Terran will be fine.
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
Multiple stims have the same effect as a single stim, except the units will have multiples of 10 or 20 HP less. Wait nevermind, you definitely don't know what you're talking about.
Anyway TvZ lategame is possible without ghost snipes at all. But if Zerg has so much income there's no point arguing about the composition being imbalanced. Getting 10+ broodlords 20+ corrupters isn't actually easy for a Zerg.
It is amazing how bad people are at detecting satire. Getting one or two things is possible, but when every single point in the post is the exact opposite of what makes sense, you should be careful when replying.
On February 17 2012 14:13 Apaquin wrote: Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.
On February 17 2012 06:04 kcdc wrote: Am I crazy or will snipe still be decent vs broodlords? In late game, supply is more of a concern than cost, and you can have 3 ghosts (up to 24 snipes) for the supply of one broodlord. Ghosts aren't going to completely shut down Z T3 like they do right now, but with a good gameplan, it seems like they'll still be really good.
On February 17 2012 13:45 brotosterone wrote: I'm going to quote theognis: "focus on expansion denial rather than finding the "money mix" in unit composition."
Realistically, that only works vs Zergs that have less multi-task than you. When you start playing the uber Zergs/Protosses that also have good multi-tasking and map awareness...they WILL get those expansions.
The only reasons dropships were very effective before was because Terran players in general often times had better multi-task than Z/Ps but now Z/Ps have gotten better in general and better players have started to pick up Z/P so those 4 drops you did in 4 different locations...the Zerg is able to stop in all 4 locations at once (protosses too)-_- that's when the lategame issues begin to crop up and you do indeed have to find that "money mix" unit composition.
Constantly scout his hive timing and keep tabs on his unit composition via hellion harass/scan/scv scout...If you know he's going for the infestor/BL/corrupter composition throw down 3-4 starports and a second armory if you dont already have one as you take your 4th base.
I will do this to ensure I can keep up with the zerg air force, and the second armory is for +1 air armor in conjunction with raven PDD it helps tank damage from corrupters a ton.
If he switches into ultra set up PF's to help defend and hold a position on the map that can defend your additional expansions...Vikings don't become completely useless once he stops making broods/corrupters...fly them around and snipe overlords or land and kill drones if/when you can.
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
Multiple stims have the same effect as a single stim, except the units will have multiples of 10 or 20 HP less. Wait nevermind, you definitely don't know what you're talking about.
Anyway TvZ lategame is possible without ghost snipes at all. But if Zerg has so much income there's no point arguing about the composition being imbalanced. Getting 10+ broodlords 20+ corrupters isn't actually easy for a Zerg.
It is amazing how bad people are at detecting satire. Getting one or two things is possible, but when every single point in the post is the exact opposite of what makes sense, you should be careful when replying.
As far as I can tell from watching proplayers, the only way to kill the Zerg in this situation is to choke his economy by drops. Even ghosts lose to BL/infestor/queen/corruptor once there are 12+ Broodlords. Seeker missiles could be the answer if Terrans had the time and resources to accumulate enough Ravens with sufficient energy. Which they mostly don't have.
On February 17 2012 14:13 Apaquin wrote: Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.
To name a few?
1. Do something different before mass ghosts come out. 2. Do something else different before mass ghosts come out 3. Do yet another thing different before mass ghosts come out . . .
People don't like to remember the fact that a whole game has to take place before the late game unit combos come out. If you've set yourself up in a dominate position then there are 1000's of ways to beat mass ghost. Just as there are surely at least a 100 different ways to beat mass ghost if a zerg has reached that stage of the game with one of the infinite combinations of zerg unit compositions, base defenses, upgrades, etc, etc and is up against one of the infinite combinations of unit compositions, base defenses, upgrades the terran has when transitioning into mass ghost on map such and such. Maybe there are only 32 decent ways to beat mass ghost when a zerg is somewhat behind with whatever crap vs whatever crap a terran has. Its just that the question doesn't have any meaning without a huge backstory behind it, because there are literally an infinite number of ways a game could play out with a zerg beating mass ghosts.
On February 17 2012 04:53 TheV wrote: Snipe is getting nerfed, not removed from the game.
You can still use ghosts..
Snipe is becoming useless to everything but infestors. That's why it becomes useless vs Broodlord/Infestor, because of the broodlord aspect.
You could just snipe/emp broodlords by running in with cloak, then using vikings to clear the sky. The main problem with using vikings is that they get chain fungaled, and terrans usually don't upgrade their air units while zerg does upgrade theirs.
Build vikings, upgrade them with your copious gas bank, and emp/snipe infestors so they can't fungal your vikings, and you'll do fine. Don't forget to nuke the broodlord army when he tries to engage too, to either kill it off or force them to back off while you drop.
Broodlord infestor isn't so nasty when you take the infestors out of the equation. Do what protoss does vs. this combo when the zerg spreads their broods and infestors so that mothership doesn't work: Feedback (or in your case snipe/emp) the infestors so your ground army can fight the broods head on.
i heard ravens have point defense drones and a missle with high dmg and splash :D also i think BL are slow ^_^ terrans use you creativity :D find the way
On February 17 2012 14:25 jupiter6 wrote: haha while i read this topic i get "zergs just need to use nydus" flashbacks
Well nydus is actually pretty good, and still relatively underused imo. With the creep though it isn't really needed that much(in a way that it was used in BW anyway, wish they would make it creep only and remove the OL creep spread, and ofc make it only cost minerals). All these suggestions how to counter BLs from non-terrans are still hurting my brain, a lot of them/most are just so stupid.
Suggestions such as: "Just snipe the infestors"... Because that wasn't being done before without avail. Like I said before mech -> many bases + nukage -> ravens is i think the best bet.
man, you read this advice and flat out say you aren't going to try it... thats like me saying, hey marines kill me a lot, what kills marines? And they say speedbanes. but i say no, i play roach i dont want to use banes, omg! thinly veiled balance whine detected >_> and not even a replay
Don't play mech unless you are going for some kind of 200/200 2 base attack. Start playing bio and practice your multitasking by playing drop heavy. We don't have the multasking and control of MMA but the same goes for the Zerg's we are playing daily on ladder so it kinda sorts itself out.
On February 17 2012 17:28 BreakfastBurrito wrote: man, you read this advice and flat out say you aren't going to try it... thats like me saying, hey marines kill me a lot, what kills marines? And they say speedbanes. but i say no, i play roach i dont want to use banes, omg! thinly veiled balance whine detected >_> and not even a replay
I'm guessing you're replying to me? If so, it is more like saying "well du'h, that was what I was doing already, how will 67% nerfed ghost do a better job than before when before it most of the times just barely got the job done, if it did at all?".
Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
On February 17 2012 13:45 brotosterone wrote: I'm going to quote theognis: "focus on expansion denial rather than finding the "money mix" in unit composition."
Realistically, that only works vs Zergs that have less multi-task than you. When you start playing the uber Zergs/Protosses that also have good multi-tasking and map awareness...they WILL get those expansions.
The only reasons dropships were very effective before was because Terran players in general often times had better multi-task than Z/Ps but now Z/Ps have gotten better in general and better players have started to pick up Z/P so those 4 drops you did in 4 different locations...the Zerg is able to stop in all 4 locations at once (protosses too)-_- that's when the lategame issues begin to crop up and you do indeed have to find that "money mix" unit composition.
This just in, when an opponent is as good as you are you have to work harder to do damage. More at 11.
Drops almost always require at least as much army supply to fend off at each location. Terran should have more army supply available than Zerg. If the other player is good enough to fend off all the drops with little tech/economy loss, maybe do something with the giant-ass army you still have leftover even with 40 supply of drops out on the map. If you're playing at a merely equal level to your opponent as opposed to better, you don't deserve a winrate above 50% anyways.
I think you have to get a base advantage in the midgame, or, never engage the army on maps like Taldarim. On Antiga, you have to get the middle very quickly and just constantly contain the Zerg on 3 base. In this situation, Ultras won't be very good, and you won't have to worry about them too much. Now, you MUST overmake vikings and spread them. He won't have infinite fungals, and hopefully, you can zone out the mutas somewhat.
On February 17 2012 14:13 Apaquin wrote: Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.
To name a few?
1. Do something different before mass ghosts come out. 2. Do something else different before mass ghosts come out 3. Do yet another thing different before mass ghosts come out . . .
People don't like to remember the fact that a whole game has to take place before the late game unit combos come out. If you've set yourself up in a dominate position then there are 1000's of ways to beat mass ghost. Just as there are surely at least a 100 different ways to beat mass ghost if a zerg has reached that stage of the game with one of the infinite combinations of zerg unit compositions, base defenses, upgrades, etc, etc and is up against one of the infinite combinations of unit compositions, base defenses, upgrades the terran has when transitioning into mass ghost on map such and such. Maybe there are only 32 decent ways to beat mass ghost when a zerg is somewhat behind with whatever crap vs whatever crap a terran has. Its just that the question doesn't have any meaning without a huge backstory behind it, because there are literally an infinite number of ways a game could play out with a zerg beating mass ghosts.
Wait, so you're telling me if the terran ever does get mass ghosts, it's okay that they should straight out win? Because you never answered the question, and just kept saying that there are ways to do it. Yes, ideally zerg won't let them get there, but it isn't always possible.
It takes 5 base gas to operate broodlird / infestor properly, by this point in the game the Zerg has undoubtably survived multiple pushes and a boatload of drops. Why do you think there should be an easy solution to broodlord infestor, when it is the only cost efficient comp zerg gets all game?
Your obsession with mech is telling. First, don't be spoiled, not every composition is suited for 100% of occasions. Yeah, you're going to have to swap away somewhat from the easiest composition on record, deal with it.
On February 18 2012 00:28 ThomasHobbes wrote: It takes 5 base gas to operate broodlird / infestor properly, by this point in the game the Zerg has undoubtably survived multiple pushes and a boatload of drops. Why do you think there should be an easy solution to broodlord infestor, when it is the only cost efficient comp zerg gets all game?
Your obsession with mech is telling. First, don't be spoiled, not every composition is suited for 100% of occasions. Yeah, you're going to have to swap away somewhat from the easiest composition on record, deal with it.
you can get it going from 4base as well and not every game is a laddergame in which people try to win asap, so they can queue again. (not that i disagree that terran can deal with it with a solid composition or abusing it's mobility)
On February 17 2012 14:13 Apaquin wrote: Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.
To name a few?
1. Do something different before mass ghosts come out. 2. Do something else different before mass ghosts come out 3. Do yet another thing different before mass ghosts come out . . .
People don't like to remember the fact that a whole game has to take place before the late game unit combos come out. If you've set yourself up in a dominate position then there are 1000's of ways to beat mass ghost. Just as there are surely at least a 100 different ways to beat mass ghost if a zerg has reached that stage of the game with one of the infinite combinations of zerg unit compositions, base defenses, upgrades, etc, etc and is up against one of the infinite combinations of unit compositions, base defenses, upgrades the terran has when transitioning into mass ghost on map such and such. Maybe there are only 32 decent ways to beat mass ghost when a zerg is somewhat behind with whatever crap vs whatever crap a terran has. Its just that the question doesn't have any meaning without a huge backstory behind it, because there are literally an infinite number of ways a game could play out with a zerg beating mass ghosts.
So there's two options here: either there are a ton of options to beat it, in which case it doesn't need to be nerfed, or you're referring to the "don't let them get there" answer, which zergs have informed me is not a legitimate answer to mass ghosts(although some of those same players seem to think it is a legitimate answer to lategame zerg, oddly).
On February 17 2012 04:39 Psilo wrote: I got owned by corruptor/BL's yesterday and i could use some pointers too. (i am terran)
Seems like everybody is, the only answer I have seen up to today is Snipe, but that's getting nerfed.
You realize because something is getting nerfed doesn't mean you can't use it anymore....right?
Colossus got nerfed like 3 times in beta. Does that mean Protoss isn't going to use Colossus anymore?
Infestors Fungal Growth got nerfed. Does that mean Zerg isn't going to use Infestors anymore?
Honestly, this thread is pointless. Your post history is filled with similar posts. You're a Diamond Terran. Go play ladder games and get good at the game. When you're at the top level, you're qualified to whine about game balance.
On February 17 2012 13:45 brotosterone wrote: I'm going to quote theognis: "focus on expansion denial rather than finding the "money mix" in unit composition."
This quote speaks so much truth it hurts that this thread even exists. The Ghost is still the same guy for the job. It just won't be as easy. Play the game.
I suggest playing terran and then realizing how dumb your criticism is.
I don't understand why Blizzard wants to nerf the ghost when every stats and experience show that terrans' winrates decrease the longer the game goes... Is it because Mvp won against far inferior zergs a long time ago with ghost or because they never watch actual good zergs (DRG, Leenock?) ? Or maybe it's because ThorZain who plays a turtle ghost n stuff style terran won some games against darkforce with duch a style before getting 4-0ed by Stephano? Oh and don't try to play lategame if you find it too hard you'll just tilt and play worse, kill them beforethat stage
On February 18 2012 01:10 Kryptonite wrote: Raven/Viking/Ghost, PDD for any Corruptors, Vikings for the Broodlords, Ghosts for the Infestors. Boom roasted.
Versus the BL/Infestor combo,your supposed to drop everywhere, limiting the gas intake of the Z so he cant remax the big T3 units, Everything else gets eaten by rines at this point, even a remax of lings is no match for PF's and sim citys with marines.
But.
What do you do when the Z gets 8 spines at each base???
On February 18 2012 01:31 XXXSmOke wrote: Versus the BL/Infestor combo,your supposed to drop everywhere, limiting the gas intake of the Z so he cant remax the big T3 units, Everything else gets eaten by rines at this point, even a remax of lings is no match for PF's and sim citys with marines.
But.
What do you do when the Z gets 8 spines at each base???
I struggled with that as well but, honestly, by the time Infestor/Brood is out you should at least be +2 on your bio and instead of doing just marine drops I like to drop with 2 medivacs. One with 8 marines and the other with 4 Marauders.
This actually works in a few ways. Firstly the +2 Marauders will shred the spine crawlers and next is the Zerg will generally use his ultra-mobile lings as drop defense. So if you drop your marines behind the minerals and the marauders in front to draw the ling attacks the marines can take pot shots and you can get a very cost efficient trade.
4-6 ravens and vikings and a thor or two. add two or three starports at around 15 minutes if you scan a greater spire morphing or have reasons to expect broodlords.
Most zergs will make corrupters to counteract your vikings and to counteract this you have ravens for pdds and kite them with vikings so they clump up and thor gets splash damage and also you can HSM the corrupters if you like and then you have vikings to clean up the broodlords also adding in a banshee or two helps in the transition part.
Dont blame blizzard for imbalance when you might not just understand the matchup completely and MMA is bad TvP
If you're going mech, generally you do a maxed doom push that kills the Zerg before BL/Infestors. Don't expect to win a mech game vs. Zerg very late in the game, (unless you're like MvP), because only Thors (and potentially Vikings) will be able to shoot up, and neither are very good at taking out Brood Lords.
Worse still, you're equally as immobile as the Zerg late-game army, (so drops are very difficult to accomplish cost-effectively), AND in a straight-up fight you'll lose. I'd consider just going marine tank medivac, and then transition ghosts/ a few marauders.
If you're stuck on going mech though, get ghosts as soon as possible. Sounds counterintuitive, but you have a barracks early anyway, and mech generally tends to float a lot of minerals, so expand as much as you can as well. Divide the map with siege tank positioning, try not to die, and stall out until you get your unbeatable army of ghost, viking, siege tank, thor.
And I agree with the above poster about imbalances: don't complain about imbalances unless you're tip-top GM level. Of -course- Zerg late-game is going to kill you if you don't transition from Terran midgame; that's how it should be. Every race has some situation in which it's imbalanced, and it's up to the player to get into that position as often as possible.
On February 18 2012 03:02 Citherna wrote: If you're going mech, generally you do a maxed doom push that kills the Zerg before BL/Infestors. Don't expect to win a mech game vs. Zerg very late in the game, (unless you're like MvP), because only Thors (and potentially Vikings) will be able to shoot up, and neither are very good at taking out Brood Lords.
Worse still, you're equally as immobile as the Zerg late-game army, (so drops are very difficult to accomplish cost-effectively), AND in a straight-up fight you'll lose. I'd consider just going marine tank medivac, and then transition ghosts/ a few marauders.
If you're stuck on going mech though, get ghosts as soon as possible. Sounds counterintuitive, but you have a barracks early anyway, and mech generally tends to float a lot of minerals, so expand as much as you can as well. Divide the map with siege tank positioning, try not to die, and stall out until you get your unbeatable army of ghost, viking, siege tank, thor.
And I agree with the above poster about imbalances: don't complain about imbalances unless you're tip-top GM level. Of -course- Zerg late-game is going to kill you if you don't transition from Terran midgame; that's how it should be. Every race has some situation in which it's imbalanced, and it's up to the player to get into that position as often as possible.
Ghosts are useless in TvZ against anything but infestors to kill a broodlord (225 hp) it would take 9 snipes, prepatch it would take 5 but now it takes 225 energy to kill a single broodlord and ghosts dont come out of the barracks with full energy
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?
i... just.. . . dont even. . . . . .. . . .
u____u;
No. You need to fly into EVERY base of your opponent, and HSM ALL the larvae at the same time you are killing his army.
I am Zerg, and even i think that sounds stupid. Regarding ghosts, it does not really apply to me since my opponents are not good enough to use ghosts to a good effect at the moment, so i will let people who actually encounter them debate that.
This thread is turning into a cry thread cause we are not analyzing a specific game. It's so easy to say things but in sc2 the game is a snowball effect of advantages and leads. A un-harassed Zerg can destroy a Terran with a multitude of combinations, bl infestor curuptor is just 1.
As a Zerg the things that kill me when I try go for this "op" unit mix is actully the transition. Catch a Zerg mid transition and you can do amazing amounts of damage.
Check it out. To make like 12 bl takes supply invested into corrupters ahead of time and then the amount of money needed to be saved. Sheesh that's a huge opportunity to do significant damage, it's about a 1minute time frame, try focus your attacks and pressure during that time to force the zerg to blow his saved money on defending your Push rather than making bl's.
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?
i... just.. . . dont even. . . . . .. . . .
u____u;
no i'm not, but if you invested in a large group of ravens to fight BL infestor (which they kill extremely well) that a couple HSMs on the larva right before a big engagement cripples zergs reproduction rate.
if you kill the larva at the macro hatch the natural and the main, which is only 3 HSM,s then zergs will often only be able to reinforce from the third and forth base, which are usually spread out from eachother. suddenly zerg at most can reproduce with 28 larva (if they stockpiled 14 larva a hatch) which they can use to make either only ultras or ultras with a pittance of zerglings. typical ultra ling would be 8 ultras and 40 lings from than which would be only 68 supply. surely a terran army can eliminate 68 supply of zerg.
In late game scenerios marauder drops or HSMs to the larva can completely eliminate a zergs ability to reproduce after a fight. which is zergs ONLY advantage in the late game against terran realistically.
you could also use ghosts with snipe and cloak, thors, marauders, unsieged tanks, upgraded banshees to do the same job but slower than ravens. protoss can use storm, collosus, archon, to do it quickly and immortals to do it slowly, zerg has fungal and banelings.
if you look at larva like factories and barracks it makes alot of sense, eliminating production facilities right before a big engagement gives the player without crippled reproduction a huge advantage.
Saying "how do I beat TvZ late game brood lord infestor when he's maxed and I have thors and tanks and hellions" is like saying "How do I beat double starport banshee when there are 5 banshees in my base, I didn't scout it, and only have 2 queens?" The answer is you don't, you screwed up way before the current situation occurred.
On February 17 2012 14:13 Apaquin wrote: Anyone else think its pretty neat that terran players are starting to actually have to think about and discuss strategy? Its almost like a single type of unit won't cut it for TvZ late game anymore, crazy stuff isn't it? Perhaps terrans will have to use different types of units at the same time and perhaps even switch units throughout the game! It seems like leaving terran so strong for so long has left the lower level terrans in the dark ages when it comes to strategy and adapting. This is the same flavor of whining that zergs and protoss were really into 6 months ago.
"X is really strong in the lategame, how do I beat X?" Someday people will realize that there are an infinite number of legitimate answers to that question.
Infinite? Cool. List 5 things zerg can do that beat mass ghost. After all, if there's infinite, it shouldn't be hard.
To name a few?
1. Do something different before mass ghosts come out. 2. Do something else different before mass ghosts come out 3. Do yet another thing different before mass ghosts come out . . .
People don't like to remember the fact that a whole game has to take place before the late game unit combos come out. If you've set yourself up in a dominate position then there are 1000's of ways to beat mass ghost. Just as there are surely at least a 100 different ways to beat mass ghost if a zerg has reached that stage of the game with one of the infinite combinations of zerg unit compositions, base defenses, upgrades, etc, etc and is up against one of the infinite combinations of unit compositions, base defenses, upgrades the terran has when transitioning into mass ghost on map such and such. Maybe there are only 32 decent ways to beat mass ghost when a zerg is somewhat behind with whatever crap vs whatever crap a terran has. Its just that the question doesn't have any meaning without a huge backstory behind it, because there are literally an infinite number of ways a game could play out with a zerg beating mass ghosts.
So there's two options here: either there are a ton of options to beat it, in which case it doesn't need to be nerfed, or you're referring to the "don't let them get there" answer, which zergs have informed me is not a legitimate answer to mass ghosts(although some of those same players seem to think it is a legitimate answer to lategame zerg, oddly).
I didn't say that at all. I'm just telling you there are countless things you can do to beat mass ghosts before they come out. Just as there are surely many things that you can do as they come out. But if they've come out and you're down on bases and down on upgrades and down on expansions and down on supply? Then there aren't too many good ways to deal with mass ghost.
Its the whole reason why there are no replays in this thread, because then we would find a reason why whoever lost a game lost it and the people complaining would actually have to substantiate their complaints in the realm of reality.
Overall, the point is that low level players keep wanting a single solution to a problem that has infinite solutions that are each extremely dependent on a given situation. Its like asking how to put out a forest fire that has partially engulfed your house. Sure there are plenty of solutions to the forest fire at that moment, but most solutions would have to begin their implementation before half your house is gone. Same goes for mass ghosts, same goes for broodlord infestor, same goes for any late game unit combo precisely because its a LATEGAME unit combo. How you set yourself up in the lategame matters just as much as the unit combo in question.
Forest fires are really good when blazing around my house, how do I beat them? Broodlord infestor is really good when massed around the map, how do I beat them?
Just like you aren't going to get too many good answers to the first question, you aren't going to get any complete or accurate answers to the second. Its like asking how to achieve world peace without ever once talking about the current situation in the world. You can't just ignore the present and past and then somehow still magically get the future you want.
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?
i... just.. . . dont even. . . . . .. . . .
u____u;
no i'm not, but if you invested in a large group of ravens to fight BL infestor (which they kill extremely well) that a couple HSMs on the larva right before a big engagement cripples zergs reproduction rate.
if you kill the larva at the macro hatch the natural and the main, which is only 3 HSM,s then zergs will often only be able to reinforce from the third and forth base, which are usually spread out from eachother. suddenly zerg at most can reproduce with 28 larva (if they stockpiled 14 larva a hatch) which they can use to make either only ultras or ultras with a pittance of zerglings. typical ultra ling would be 8 ultras and 40 lings from than which would be only 68 supply. surely a terran army can eliminate 68 supply of zerg.
In late game scenerios marauder drops or HSMs to the larva can completely eliminate a zergs ability to reproduce after a fight. which is zergs ONLY advantage in the late game against terran realistically.
you could also use ghosts with snipe and cloak, thors, marauders, unsieged tanks, upgraded banshees to do the same job but slower than ravens. protoss can use storm, collosus, archon, to do it quickly and immortals to do it slowly, zerg has fungal and banelings.
if you look at larva like factories and barracks it makes alot of sense, eliminating production facilities right before a big engagement gives the player without crippled reproduction a huge advantage.
its not a question of it 'only being 3 HSMs' (as if that could ever be the case given the energy requirement[and thus time requirement] of HSM)... The real question is, especially if this is right before a big engagement, how in the fuck am I supposed to just fly in 3 ravens with full energy by themselves (and as if any backup would be helpful) and easily get off 3 HSMs right in the absolute heart of the zergs base, no biggie? Like, are you kidding me? You seem to ignore the fact that the zerg will obviously chase them all down and murder them before they can get anywhere CLOSE to the base... and then you just gave away 3 full energy ravens for absolutely nothing, you didn't even manage to see anything in his base cuz you never got near it because you made the fully retarded decision to just amove them into their base.
After that, T is completely fucked and essentially threw away the game.
EDIT: And just to add... for this to work, you're trying to limit larva so he can't build enough ultras, right? Ok, well if this is lategame (since he has that kind of unit comp), he more than likely has 6+ hatcheries (including macro hatcheries here). 3 HSMs are going to kill every larva? Yeah ok. And on that many hatcheries, there will be about 18 more larva in just a few seconds, not even including inject larva. I'm sorry but I'm really fucking confused as to how what you say is supposed to work at all
EDIT2: also apologies for derailing the shit out of this thread.
its not a question of it 'only being 3 HSMs' (as if that could ever be the case given the energy requirement[and thus time requirement] of HSM)... The real question is, especially if this is right before a big engagement, how in the fuck am I supposed to just fly in 3 ravens with full energy by themselves (and as if any backup would be helpful) and easily get off 3 HSMs right in the absolute heart of the zergs base, no biggie? Like, are you kidding me? You seem to ignore the fact that the zerg will obviously chase them all down and murder them before they can get anywhere CLOSE to the base... and then you just gave away 3 full energy ravens for absolutely nothing, you didn't even manage to see anything in his base cuz you never got near it because you made the fully retarded decision to just amove them into their base with nothing backing them up.
After that, T is completely fucked and essentially threw away the game.
EDIT: And just to add... for this to work, you're trying to limit larva so he can't build enough ultras, right? Ok, well if this is lategame (since he has that kind of unit comp), he more than likely has 6+ hatcheries (including macro hatcheries here). 3 HSMs are going to kill every larva? Yeah ok. And on that many hatcheries, there will be about 18 more larva in just a few seconds, not even including inject larva. I'm sorry but I'm really fucking confused as to how what you say is supposed to work at all
Soo drops never work for you either? since they just get shot down before they even get there? maybe you should learn how to get flying units to an opponents base if you think all you do is "amove them". if a Z is playing vs mech and has BL infestor they often have few if any mutalisks left, leaving them open to drops and flying harrassment which means you can sneak ravens into an opponents base, ravens are tougher than they look, either the zerg moves his corruptors away from the front lines to intercept you, which gives you an opportunity to snipe broodlords with your vikings, or he doesn't and you get the HSMs off. it becomes impossible to do anything if you say "no that doesn't work because he will have X". you have to realize the limitations of your opponent in addition to yourself when answering strategy questions.
you are trying to limit larva so that when he reproduces he can no longer remax and you win by outnumbering the second attack as well.
if they have 6+ hatches, you can attack his 5th base and kill it easily, i don't see the problem. a zerg cannot be on 5 bases and be completely immune to attack. period. especially on ladder maps. if the zerg is on 5 bases and you are on a ladder map and you don't have an army to attack a base with, the game is already lost and you need to be eliminating zerg expansions more frequently. TvZ is a game of whack-a-mole zerg pops up in a few players terran eliminates some of them, this continues all game. the better the terran is at whacking zerg bases the worse zerg gets in the late game. if you don't even try to kill zerg bases you don't have a right to complain about not being able to beat zerg late game.
realistically in a game where terrans late game decision making MATTERS, zerg should have 5 hatches at most. and be mining off of two of them. the natural and main are likely mined out so 3 hatches are often sitting with little to defend them. the HSM's each eliminate a group of larva on the most larva dense hatches that zerg has, cutting his reproduction in half. so what if 20 seconds later a bunch of larva pop, that doesn't mean anything when you have just gotten 20 free seconds to push the 3rd and 4th base ( or 4th and 5th) and eliminate them. either zerg tries to defend the bases and loses his weak army to them and then is in an even WORSE spot, or he has to watch them go down and try to remass to attack your army as it moves back into a defensive position, but this time without brood lords.
This raven stuff sounds nice but it takes god-like multitasking micro as well as a big money investment. Drops better, killing ultra den > killing larva.
On February 18 2012 05:32 PeanutsNJam wrote: This raven stuff sounds nice but it takes god-like multitasking micro as well as a big money investment. Drops better, killing ultra den > killing larva.
yeah i'd agree that just straight up eliminating all the tech structures would help vs ultras, but ravens also help in the main fight too since brood lords and infestors just straight up get destroyed by HSM. drops work alot better with bio and ravens with mech.
On February 18 2012 04:02 Kakoon wrote: @KAmaKAsa hunter seeker missile wont work vs corrupters cause it doesnt do enough damage
But pdd is good vs all zerg AA except fungal :D
umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
On February 18 2012 05:52 PeanutsNJam wrote: BC are a good unit. Terran doesn't have bad units.
No race has bad units buddy. Every race however does have situational units. Now when a Zerg is on hive tech with corrupter broodlord is it viable to get viking + BC to compliment a marine tank army as a counter to broodlord/infestor/corrupter or is that a waste of money. I mean if I have BCs out a tech switch to Ultras wont be that great obviously.
EDIT: Of course assuming you haven't fallen behind incredibly in economy, which seems to be the main reason Terrans lose in the lategame realistically.
On February 18 2012 04:02 Kakoon wrote: @KAmaKAsa hunter seeker missile wont work vs corrupters cause it doesnt do enough damage
But pdd is good vs all zerg AA except fungal :D
umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.
On February 18 2012 04:02 Kakoon wrote: @KAmaKAsa hunter seeker missile wont work vs corrupters cause it doesnt do enough damage
But pdd is good vs all zerg AA except fungal :D
umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.
thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
This is 1000% the TRUTH.
Just got done watching FXO and leenock (GSTL) getting owned by some random scrub with a mothership, 4 colosi, 2 archons and 35 stalkers... the ONLY reason he won was because of Archon toilet on Broods. Last time I check they 'nerfed' that... what a joke blizzard.
Seriously this is not Terran bm whinning, I am merely referencing the facts.
On February 18 2012 04:02 Kakoon wrote: @KAmaKAsa hunter seeker missile wont work vs corrupters cause it doesnt do enough damage
But pdd is good vs all zerg AA except fungal :D
umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.
thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.
i swear on everything that is holy... if ONE MORE PERSON says that 'Ravens are the answer' imma seriously FLIP OUT on ya'll.
Try WATCHING people play before theorizing impractical scenarios which will NEVER WORK. The investment into ravens is just too substantal - including the opportunity cost for not making medivacs tanks and vikings - not to mention the insane amount of time and gas required to get just one raven with a HSM... its sucha joke.
I beg you, please don't fill peoples' heads with such nonsense.
On February 18 2012 05:51 HardCorey wrote: I honestly want to try using Yamato cannon as a counter to broodlords. Has anyone tried this? Is this viable even in a theorycrafting sense?
While possible, it is extremely impractical. So no.
Essentially, a zerg will make 9 corrupters at once, then 9 broods at once... you will never be able to produce the number of BC's necessary in that time (2-3 mins). You would need to at the very least be making 4 BC's/time to make the investment worthwhile, which means you are already dumping 400 gas into building production (not units). And, did I mention that if he catches wind of what are trying to do its pretty much gg, as he can just a-move and laugh while 20 of your supply is being produced and not actually out on map for like 4 minutes.
Then when you take into account that at that phase in the lategame the brood/corrupter will most likely be upgraded, while your bc's will not, it just seems silly to me that terran litterally has nothing to spend their gas lategame against zerg.
I fully emplore you to try bc rushing (2 bcs total) in close air positions with a marine tank all-in to follow. That is much better use of unit, esp when you force units such as queens and hydras which are terrible vs marine tank in the early-game.
I also feel like this ghost nerf will force some terrans to start readopting a sky-terran strat such that it MIGHT be possible to create enough BC's early enough to be able to handle lategame zerg shannanigans. You should ask TLO about that though, as he is the only terran I've ever seen do it successfully. The problem with sky terran is holding your third and fourth bases which leads me to believe it might only be possible on a map like entombed vally or antiga.
On February 18 2012 04:02 Kakoon wrote: @KAmaKAsa hunter seeker missile wont work vs corrupters cause it doesnt do enough damage
But pdd is good vs all zerg AA except fungal :D
umm HSM does splash and it does like 100 dmg? and corrupters have like 200 so i think its pretty high damage and the idea is to kite with vikings and the corrupters follow and clump up and then you hsm
but if the zerg player isn't awful he'll be wary of getting into 6 range of raven, and if HSM comes along he does a split which is like 234 times easier than marine split vs banelings and the HSM does 100 damage plus about ~30 splash damage to 3 other corruptors.
thats why you aim at the brood lord clump, they can't split in time. and they can't exactly reposition too quickly to avoid in the first place.
i swear on everything that is holy... if ONE MORE PERSON says that 'Ravens are the answer' imma seriously FLIP OUT on ya'll.
Try WATCHING people play before theorizing impractical scenarios which will NEVER WORK. The investment into ravens is just too substantal - including the opportunity cost for not making medivacs tanks and vikings - not to mention the insane amount of time and gas required to get just one raven with a HSM... its sucha joke.
I beg you, please don't fill peoples' heads with such nonsense.
i've lost to terrans on the korean server using ravens late game in mech vs my Z. thats where i am getting ravens from, it's been done to me and it's very strong and forced me to try to play super safe once a small flock of ravens started coming. only a few players i've dealt with have gone raven, but a couple of them were associated with the prime clan (not team). i dunno ask prime i guess.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.
yes in pvz emp is definately a huge problem .........
Well I play mech in tvz and it's just rl gimmicky match... roaches often times just kill you, if he chooses muta it's rly hard to deal, cause thors are slow ... Anyway asuming we've reached late game, you'd probably have 4-6 thors mass siege tank and hellions and vikings to counter broodlords.. While achieving this is hard, cause you need to micro ur vikings out of fungal range ( if infestor comes close tanks are supposed to kill it ) , so basically even if you manage to finally kill all broodlords, the problem is the ultralisk transition which you cannot deal with, since vikings become useless, and mech is actually really bad against ultra, unless you have huge amount of thors in a small choke ( and lets remember we don't have huge amount of thors, cause they are extremely bad against mass roach hug+focus fire)
I've tried heavy drop play, but the problem is zerg just winds up maxed with a spinecrawler farm at every base.
My thoughts are this:
Pro terrans will just figure out the "kill timing" of the hive transitions, where zerg is very vulnerable. And Terrans will be fine, win ratio wise. But none of the lower ranked players will be able to do this. Ergo, win ratios stay similar, blizzard changes little/nothing, and us low tier players get screwed yet again by nerfs to units that are mandatory in matchups, yet require great micro to use at all.
I'm tired of microing. I want to a-move every once in a while.
Personally, I've found mass brood to lose to pure thor/hellion with 3/3. Thors up front, hellions behind roasting the broodlings so the thors can get into range and pound the broodlords. But while that works in diamond/low masters for me, high masters zergs will just neural me to death.
The only thing that works WELL for me is pure starvation strategy. MASS planetaries, thors, tanks, turrets, vikings, a few ravens, and hellions. Take half the map and wall off chokes with upgraded planetaries, with tanks, vikings, etc. supporting them. I start out by basically bunker/tank/turret creeping from 2 to 3 bases, and then outwards to my fourth and start walling off with planetaries. I let him break army upon army on me, while hitting a couple places at a time with hellions or thor drops just to snipe tech and/or drones. I become an impenetrable rock, and he eventually ragequits. It's insanely effective, but games are NEVER shorter than 45 minutes to over an hour.
On February 18 2012 06:51 Zheryn wrote: Except that it's pretty damn useless unless you micro it very well. One miss-step and imba EMP disables the whole idea of your army.
Try splitting your units. It's what we have to do in every matchup with every unit against anything.
On February 18 2012 16:04 Honeybadger wrote: Personally, I've found mass brood to lose to pure thor/hellion with 3/3. Thors up front, hellions behind roasting the broodlings so the thors can get into range and pound the broodlords. But while that works in diamond/low masters for me, high masters zergs will just neural me to death.
Have like 4-6 tanks and siege them if you see roach or infestor coming. While it will take the siege time to disable the NP infestors, it should be relatively fast. Biggest concern is imo when the BLs start catching up on armor ups to the attack ups of the thors. Like I've said a few times already here, at that time I feel terran should be transitioning into ravens + pfs along with a bit of mech for standing ground army.
Also theoretically ghosts nuking would be a great tool to clear up spine walls, be it for bio drop play or hellion roasting.
(Still a really redicilous change, terran needs the ghost to stand on even footing to the way over the top BL+infestor, just like protoss needs the vortex to do the same. The synergy between those 2 units along with the remax potential of the zerg race is just way to great).
On February 18 2012 16:04 Honeybadger wrote: Personally, I've found mass brood to lose to pure thor/hellion with 3/3. Thors up front, hellions behind roasting the broodlings so the thors can get into range and pound the broodlords. But while that works in diamond/low masters for me, high masters zergs will just neural me to death.
Have like 4-6 tanks and siege them if you see roach or infestor coming. While it will take the siege time to disable the NP infestors, it should be relatively fast. Biggest concern is imo when the BLs start catching up on armor ups to the attack ups of the thors. Like I've said a few times already here, at that time I feel terran should be transitioning into ravens + pfs along with a bit of mech for standing ground army.
Also theoretically ghosts nuking would be a great tool to clear up spine walls, be it for bio drop play or hellion roasting.
(Still a really redicilous change, terran needs the ghost to stand on even footing to the way over the top BL+infestor, just like protoss needs the vortex to do the same. The synergy between those 2 units along with the remax potential of the zerg race is just way to great).
Zerg needs the infestor and the broodlord to be able to beat the maxed tank/marine/medivac army. I don't see what the problem is in Terran and Protoss needing to rely on such things like mothership, templar, ghost and viking in these scenarios. Not to mention that I have yet to see a zerg that remaxes on half the quality of his main army. Zerg needs to trade very supplyefficient (=win the first engagement), that the second wave of "half the cost/strength" units has a chance against the compositions that zerg needed BL+infestor in the first place.
if seeker missles wernt so shit useless, and actualy forced zergs to split up some stuff a bit more, there wouldnt be a problem dealing with lategame zerg without ghosts. As is, its 100% chanceless without ghosts you will just get molested once there are overe 6-7 broods and a good economy. Even with equal bases to zerg there is not to much you can do. Dropping can help you to some point but really its limited especialy there is a point when there is no comparrision anymore to what terran has to do to win a game and for zerg to lose it.
On February 17 2012 04:52 ToastieNL wrote: I don't know, more and more am I thinking it's because about 40-45% of their playerbase plays Zerg and they want to keep them happy and give them a autowin buttong very strong, simple to use and very, very hard to counter unit composition.
I don't know, more and more I am thinking you should stop posting... BL Infestor is by far not an autowin button, but players start whining instead of figuring out something gainst it. Zerg have spent months figuring out how to deal with protoss deathballs, terran mech and many many early pressure builds/all ins against them.
because the terran army doesnt need to win the fight, it needs to win 2 fights. whatever army you make to beat x composition also needs to beat their obvious transition. viking marauder would just rolled by the reload. thats always been the problem. ghosts deal with everything well, which is why they are so good late game but not really early/mid-game. cost for cost, unless you can bank 200 energy they arent that super, but its their versatility that makes them so good late.
On February 18 2012 23:16 DreamChaser wrote: I am not a terran but why cant you go Viking + Ghosts(EMP)? Or Viking + Marauders?
Because thats not the way they used to play Seriously, the Ghost nerf is too much but still. I play alot with a T friend and i would say we are even or something about 110-100 game for him. A lot of games get to lategame. The way he perfectly "counters" my BL switch is droping. 3-3 marines with 2 medvs deal with every static defense, only problem are infestors. But with that build you force the zerg to either have a lot of lings for defense (which can still be dealt with good positioning with marines) or to get aggressive. So how to deal with an agressive BL army? Micro your vikings and raven work wonders! 1-2 PDDs(=ONE raven) will make your vikings to overpower the air (well split so not that many fungals affect you) with a proper ground support of bio you can actually take this army out.
And sure; once the zerg hits a critical mass it is frickin hard to deal with it. But honestly thats like with everything Just don't let them get there, drop!! Ts really have the best harassing units. Use them. Thats why i hate playing Taldarim vs Terran. In the lategame it's just really really hard to hold your bases vs good droping terrans.
And what should be an interesting thing to see are defensive nukes vs BL-balls. With some ghosts (like allready mentionend: EMP and snipe can still kill) who can defensivly nuke up to 4-5 times can delay a BL-ball like ages.
Edit:
On February 18 2012 23:25 turdburgler wrote: because the terran army doesnt need to win the fight, it needs to win 2 fights. whatever army you make to beat x composition also needs to beat their obvious transition. viking marauder would just rolled by the reload. thats always been the problem. ghosts deal with everything well, which is why they are so good late game but not really early/mid-game. cost for cost, unless you can bank 200 energy they arent that super, but its their versatility that makes them so good late.
That is somewhat true but please never forget that if you trade well the zerg needs a really good eco to rebuild on pure ling-ultra-infestor. If you allowed the zerg to build up such an eco than its just like they tell those zergies vs P: never let them get there.
hello! i have nearly ALWAYS played mech in tvz, and most of the time used vikings instead of ghosts to counter broodlord infestor corrupter, cause i think its a more natural transistion out of mech than making 0/0 ghosts with no medivacs...
The things i do to counter the transistion is:
- start airupgrades early (when 2/2 mech or 3/3 mech is done start it right away) since if he goes ultras i will make use of the upgrades anyway on banshees. - unsiege your tanks when he attacks with the broodlords alone, keep them sieged and focus fire the ground army if he - attacks with anything but lings. - have 10-15 scvs in your army to mass repair thors and stuff - have alot of hellions to kill the broodlings - fall back to a posistion the zerg can't kill (that pf at the gold with mass repair ?) if his corrupter count is too high, you don't want to fight battles where your vikings just die cause they are outnumbered heavily, fall back and build up viking count, then retake mapcontrol. - whenever he goes broodlord infestor corrupter he is gonna lack ground army, counter attacks are very good.
the real problem is the infestors, since they turn the tides of the airbattles costineffeciently, HOWEVER terran has other advantages that he can use against zerg air.
- use thors to focus fire corrupters, or to kill broodlords if he lack air armorupgrades or/and you have alot of thors. - ravens - siege up 1 or 2 tanks and focus fire the infestors then unsiege
Also very important: SPREAD THOSE VIKINGS!
Another problem for the terran is the fact that the zerg can make corrupters out of every production structure he has, its like turning all your barrackses into starports whenever you want. Which means: you need ALOT of air production to simply have enough (i mostly get 3-5 compared to how many bases we both are on and how long into the game it is and have reactors on half of them)
- If the zerg commits to ALOT of air units do massive hellion runbys to kill bases and add more thors and vikings and hellions. - if the zerg stops making air make banshees and use the vikings for harrass, but try not to lose them.
Obviously this is mostly from a mech point of view, but some of it relates aswell to marine tank since the unit composistions of those 2 become more similar in the lategame if the bio player dosen't go for ghosts.
With marine-tank/bio you mostly wanna: - throw up bunkers with mass repair to create a defensive posistion that the zerg cannot destroy. - drop ALOT - don't stim alot of marines in to try and snipe the broodlords, infestors will kill it so easily, do it with less marines at a time to minimize the effectivity of infestors. I can also recommend getting ghosts post 1.4.3 since they just kill infestors so well, and gonna 2 shot instead of 3 after patch (i think ?).
TL:DR: (Just alot of hints on how to fight infestor broodlord corrupter without ghosts)
Another thing that you can do is not let the game get to the late game.....I've been punishing hatch first builds with 2 rax all ins and prolonging the mid game by going banshees and delaying their third plus forcing spores/queeens and just harassing like crazy with drop ships and banshees. You need to abuse terrans strengths which are the early game and mid game.
On February 17 2012 18:31 Eligh wrote: Raven, pdd and seeker missle is strong against broodlord/ infestor but then it sucks against the ultra tech switch after trading the broodlord army... unless massively changes happened, raven will never be a likely composition for TvZ lategame... also the investment of infrastructure, time and ressources is too high... i will try to decide the game before the lategame, its getting harder an harder the longer the game takes against Z... and believe me guys, that will be not the last nerf to terran...
you are going to complain that i'm suggesting this but i mean it seriously.
seeker missile works vs ultras, you have have to seeker the larva at hatches before the ultra switch, limiting the number of ultras that can come out to 3 to 6 and all of a sudden ultas stop being a threat to your army period.
Just to clarify, are you suggesting all I need to do to win against ultras is fly a raven directly into my opponents base and HSM the larva?
i... just.. . . dont even. . . . . .. . . .
u____u;
No. You need to fly into EVERY base of your opponent, and HSM ALL the larvae at the same time you are killing his army.
I am Zerg, and even i think that sounds stupid. Regarding ghosts, it does not really apply to me since my opponents are not good enough to use ghosts to a good effect at the moment, so i will let people who actually encounter them debate that.
Basically we all need to just l2p and be like Flash, but all the zerg should do is macro up like anyone above diamond and 1a.
On February 18 2012 05:51 HardCorey wrote: I honestly want to try using Yamato cannon as a counter to broodlords. Has anyone tried this? Is this viable even in a theorycrafting sense?
well bcs support your vikings (they tank alot and do alot of air to air damage), but getting to many bcs isn't really effective, so the yamato is more a punishment for attacking rather then a direct conter. In any case the first bcs reduce the amount of vikings you need by more then their supply cost, leaving you with some extra supply you can invest elsewhere. I usual throw out 2 bcs before getting my ravens in hope my opponent has no idea what will come and build more corrupters. Broodlord infestor is slower then mech, so it gives you all the time you want to expand with pfs everywhere on the map and gather the gas, so a raven cloud is pretty easy to get. Like the zerg players have stated broodlord infestor is really gas heavy, and rebuilding takes alot of time. They also have to invest alot in static to defend their bases as their units are to slow for that. So if you can get extractors or hatches that still have gas go for it, generally the zerg takes bases away from the terran, which means they are unable to defend them if they go deathball. And they are also unable to attack pf bases that are far off the track.
About the imba vortex discussion ... its funny how people said that an 8 supply unit that disables roughly 40 supply of the opponent army and allows their army to be at 2 places at once is bad. (never understood their reasoning) But vortex isn't really needed to fight broodlord infestor composition. The recall is way more important allowing your army to split and destroy every zerg base, with the zerg being unable to do anything as they will have to stay with their spines and defend one mining base. And if a zerg just mines from one base their remax will be as fast as the toss one. Of course the vortex is nice to give some time for the recall. But it really isn't a killer. (spores (more hp) on hold posi to block archons from entering allowing the rest of your broodlords to snipe down the ai bugging archons)
The weakness of broodlord infestor are long range air units unless they stay on 3 broodlords, they won't be able to get air control. And toss has an 8-13 range air unit and terran a 9 range one. So they are able to pick of broodlords while infestors will die if they try to kill the units. For a terran destroying attacking broodlord infestors is really no issue, the problem is the switch to ultras as vikings take alot of damage from them (being armored, if they wouldn't be armored on ground they would be way to strong though in tvt) Ultras even build super fast now, leaving you less time to switch up, since you suddenly need marauders and medivacs again. And while ultras have no chance against sim city, broodlords benefit from it. And ultras also have no problem to take down far of pf bases etc. So this switch really reverts what the terran needs not just one thing, but everything. Well there are things that work, banshees will have free reign over the ultra switch and they are a huge investment for the zerg (gaswise). And they are also effective at sniping infestors (they need 5 fungals) So useful to have, but also supply inefficient. Also vikings can go overlord hunting or harass undefended bases (good to know where those are). They also deal good damage, so unless ultras attack them they do well on the ground especially behind barricades. If i lost to much of my ground army and scouted the cavern i usual place 2-3 bunkers before my pfs leaving a 1 field gap. (also placing a scan at the ultra spawn timing). If the ultras come i would make a bunker wall leaving them empty with 1 grid pathways guarded by hellions(build super fast and damn good ultra tanks if spread) (zergling death funnel !). Also use my extra orbitals as part of the wall. In any case your vikings shouldn't just float around and do nothing either use them to defend or attack with them as the zerg don't want to deal with defense (would make the fast switch lose its advantage). Only risk are infestors and one viking can spot for the others if you don't want to scan.
In general i learned that you shouldn't waste your units that are useless in the current situation or let them just idle around. They prevent another switch which is really good for you. (and marauders vs ultras can be dropped and vikigns vs ultras can drop themself). The time where i get issues is if the zerg goes 230 supply, the first engagement does alot more damage (the longer the broodlords survive the more damage your ground army gets.) But if you play aggressively if you notice it you can punish the zerg.
Against broodlords infestors just work on your multitasking, since the ai is against you (ai having priority on the broodlings, ai stacking for easier fungal, fungal canceling qued commands if targeted units are out of range letting them attack broodlings again) Toss has it fairly easy with colossus able to deal with broodlings (the splash clearing the front line perfectly). Terran either has hellions or tanks. One able to get fungaled down, the other doing damage to allyed units. Marines work well though behind tanks to be protected against fungal. But the more different unit types you can control, the better you can deal with zerg lategame. One raven if you don't lose it will be super worth it against corrupters and even against the ultra switch, putting down turrets at an expansion to deny gas or at a ramp to block it, so vikings can do what they want.
Also ghosts are still pretty useful but more in the defense then the offense. And since you save energy now when sniping infestors, you don't need that many anymore. and if the infestors are down you can retreat with the ground army. Ghost range 10 viking range 9 vs range 9.5 from the broods (not couting that you can attack move broodlings from the distance) and infestor range 10 as well. As most zergs won't keep their broodlords stacked only a few will be able to attack the ghosts. So if you stay behind the split vikings you can easily move in after the first fungal and snipe infestors trying to refungal (or stop the refungal and replace the vikigns with full health ones and repair the damaged ones). And if the zergs attacks he will have to work himself past the vikings, which means no detection (sniping the overseers with front vikings if they get to close and spores having 6 seconds to burrow) so you can protect your second line of vikings from being fungaled. Well with the new snipe i will probably use ghosts more often against zerg. But it works without massing them.
Dont let it get to the lategame. Ever. Problem solved. You might see players like MVP still dominating in the lategame but you sure as hell cant so just avoid it at all costs. You dont have to cheese but if you cant cripple his economy try to allin and if it fails leave the game. If you ever see significant numbers of infestor/BL again its because you stuck around even though you already lost.
But to answer your question remember that ghosts can still neutralize infestors and marines own BLs without any support so if he has no other units you can beat it provided you dont allow him to get any fungals on your marines.
cloak->scan->emp->stim and run close to him->snipe infestors->counter
defensive nukes to buy time and drops are also good against infestor/BL
On February 19 2012 02:17 secretary bird wrote: Dont let it get to the lategame. Ever. Problem solved. You might see players like MVP still dominating in the lategame but you sure as hell cant so just avoid it at all costs. You dont have to cheese but if you cant cripple his economy try to allin and if it fails leave the game. If you ever see significant numbers of infestor/BL again its because you stuck around even though you already lost.
But to answer your question remember that ghosts can still neutralize infestors and marines own BLs without any support so if he has no other units you can beat it provided you dont allow him to get any fungals on your marines.
cloak->scan->emp->stim and run close to him->snipe infestors->counter
defensive nukes to buy time and drops are also good against infestor/BL
You also don't see MVP invest into a huge attack or drop timing in those games he dominates in the lategame. Comparing his "3base no matter what" - openings against various highlevel zergstyles to the "5min trying to do dmg and expand, 10min trying to do damage and start a third CC, 15min trying to win before hive" vs "getting to Hive no matter what" - ladderplay doesn't make a lot of sense.
Neither Zerg, nor Terran players are dumb: Terrans on the ladder play hyperaggressive because it is "easy" to win against zergs that try to produce as little units as possible. Zergs on the ladder play nonaggressive because it is "hard" to do damage to a Terran that produces a lot of units no matter what.
On February 17 2012 10:43 kBeatz wrote: I'm loling at all the terrans raging about an insignificant change. Go Marine Tank (and when I say Marine i mean like 90+ marines) and get ghosts for the late game. drop everywhere with your trillion marines, set up good early pushes with your tanks, deny bases, and cloak EMP infestors. if you really feel at the late game that you cant beat the broods then make some vikings or BCs.
It sounded like you semi knew what you were talking about until you mentioned BCs. wat? They're going to have corrupters if you go BCs dude :o
I reckon it's going to have to be:
marine/tank in the early/mid game transition into ravens on 3-4 bases getting double upgrades for air, and then bc production
because P.D.D stops corrupter shots and upgraded BC's do stupid damage, and will nullify an ultra switch
BC is really good if you're already significantly ahead, but otherwise it's pretty awful. BC damage is pathetic against upgraded corruptor, ultralisk or broodlord and yamato takes longer to recharge than it takes a zerg with a decent economy to remax.
battlecruiser is like what tier3 should be. not like silly zerg t3 where they can rush it at 15-20 minutes and be rediculously powerful.
You need 5 bases for that or you die to the simplest of pushes or drop play from the terran. Terran vs zerg deathball is simply a matter of you microing your vikings and ghosts better tbh. Although if you do let the zerg get to T3 unscratched you shouldn't win the game imho, it shouldn't be fair for you to 3-base against a 5-base zerg and still win.
On February 18 2012 16:04 Honeybadger wrote: Personally, I've found mass brood to lose to pure thor/hellion with 3/3. Thors up front, hellions behind roasting the broodlings so the thors can get into range and pound the broodlords. But while that works in diamond/low masters for me, high masters zergs will just neural me to death.
Have like 4-6 tanks and siege them if you see roach or infestor coming. While it will take the siege time to disable the NP infestors, it should be relatively fast. Biggest concern is imo when the BLs start catching up on armor ups to the attack ups of the thors. Like I've said a few times already here, at that time I feel terran should be transitioning into ravens + pfs along with a bit of mech for standing ground army.
Also theoretically ghosts nuking would be a great tool to clear up spine walls, be it for bio drop play or hellion roasting.
(Still a really redicilous change, terran needs the ghost to stand on even footing to the way over the top BL+infestor, just like protoss needs the vortex to do the same. The synergy between those 2 units along with the remax potential of the zerg race is just way to great).
Zerg needs the infestor and the broodlord to be able to beat the maxed tank/marine/medivac army. I don't see what the problem is in Terran and Protoss needing to rely on such things like mothership, templar, ghost and viking in these scenarios. Not to mention that I have yet to see a zerg that remaxes on half the quality of his main army. Zerg needs to trade very supplyefficient (=win the first engagement), that the second wave of "half the cost/strength" units has a chance against the compositions that zerg needed BL+infestor in the first place.
Like BigJ said, zerg needs to rely on the Broodlord/Infestor mix. If you take out one of them, the army is already half as strong also. Ghosts were nerfed because they were the solution to practically every tier 2 and up zerg unit. Nicely spread out vikings can deal with broodlords. Ghosts can still deal with infestors. If you don't want to get ghosts anymore since they aren't a panacea for the late game, you can just use siege tanks to deal with infestors. If the zerg decides to go ultralisks, just get marauders.
On February 18 2012 22:50 4Servy wrote: if seeker missles wernt so shit useless, and actualy forced zergs to split up some stuff a bit more, there wouldnt be a problem dealing with lategame zerg without ghosts. As is, its 100% chanceless without ghosts you will just get molested once there are overe 6-7 broods and a good economy. Even with equal bases to zerg there is not to much you can do. Dropping can help you to some point but really its limited especialy there is a point when there is no comparrision anymore to what terran has to do to win a game and for zerg to lose it.
On February 18 2012 01:10 Kryptonite wrote: Raven/Viking/Ghost, PDD for any Corruptors, Vikings for the Broodlords, Ghosts for the Infestors. Boom roasted.
On February 18 2012 01:10 Kryptonite wrote: Raven/Viking/Ghost, PDD for any Corruptors, Vikings for the Broodlords, Ghosts for the Infestors. Boom roasted.
Is this theoretical Terran on like 8 base gas?
I will be making a strategy guide/post this weekend for how to handle broodlord/corruptor/infestor lategame TvZ. I know the guy that just theorycrafted out the random "raven/viking/ghost" probably does not actually have experience utilizing this or knows how it works exactly...but guess what...I do
Biomech + ghost + raven/viking is how you beat broodlord/corruptor/infestor. Or you can do Mech + ghost + raven/viking.
I will be posting a strategy guide with pictures + a multitude of replays later this week, i've already made this unit composition work against players like darkforce and lzgamer...so it is legit and not just a theory. More Terrans will catch on soon.
Interestingly enough, I was doing this pre-patch in the last 2-3 weeks to deal with broodlord/corruptor/infestor, the ghost nerf does not change it's effectiveness at all because the ghosts are only used for the EMP with this strategy, NOT to snipe anything usually.
I also utilized mass raven/viking lategame TvZ over a year ago but I sorta forgot about it because of different shifts in how Zergs started to play, but it's now not a luxury but about to become a necessity to deal with lategame TvZ.
The interesting thing is that everyone here on TL/reddit and in the SC community in general does not actually keep up with the top tier metagame. A shining example of this is everyone that for the past weeks keep perpetuating this misconception that mass ghosts could defeat a broodlord/corruptor/deathball pre-patch. It couldn't. Zergs learned how to deal with it by simply morphing even more broodlords whenever they saw mass ghost as the only AA, and they also tech swiched to mass ling / bane / ultra quite often against it with infestors.
People for some reason thought ghosts have unlimited energy, but when there's 20 broodlords/corruptors/infestors vs 20-40 ghosts...there was no way to expend all of the snipe energy before being fungalled, as well as if you were able to, you were out of energy and the zerg remax would kill most of your ghosts.
Anyways, raven usage is necessary in lategame TvZ now to deal with brood/corruptor/infestor.
The raven could use some changes/get some help from blizzard of course to make it more viable balance-wise, such as a speed/acceleration increase (like the science vessel has) as well as changing HSM to make it more like irradiate in terms of getting 2 per raven at 200 energy, and removing the raven energy upgrade while toning down the HSM accordingly, as well as cost decreases on the upgrades, but that is more balance design talk then actual unit usage discussion.
This patch will really weed out the crappy terrans from the good ones. Previously even the crappy terrans could easily transition into ghosts and use the get out of jail free card(Snipe) to destroy every tier2+ unit zerg has easily.
Now terrans will have to rely on drops, and other unit compisitions to deal with it or even scan a little more to figure out when transitions are happening. Much like many others have posted proper viking transitions with upgrades or the odd ravens can still do wonders vs this but I would say the hardest thing to deal with in the late game is 2 medivac drops.
Hell the other day I played vs a decend masters terran and he went mass ghosts for kicks in the late game, 3-3 ghosts with 7+ medivacs, cloak, was still beast to deal with even with snipe nurfed once he got the numbers up.
Terran will find many ways to deal with this it will just take time, not to mention i'm sure pitty wagon will not stop of any terrans considering they have been on the top win% consitently since release even with the constant nurfs.
Hm, if you go mech, I think you start with some hellion harass, right? Im Zerg and if I see my opponent going for mech, Im trying hardcore to macro as hard as I can to get the BL/Infestor.
So, you have to kill me, before I get there or you have to delay my tech/amount of units I can have by pressuring me with drops and runbys (helions+medivacs or even valkyre calldown and maybe raven with turrets). Can u tell a map, where you have the biggest problems? Maybe I can show you an "asshole" spot to drop and harass
Nukes should be looked into, as you don't even really need medivacs to move cloaked ghosts around the map. Nukes also will do equal to more damage depending on how poorly the zerg reacts. Sure all they need to do is build overseers but a zerg still needs to be constantly checking +4 bases when nukes are dropping, something that certainly breaks flow and buys you even more time to build up a solid defense.
Tech switches are extremely strong against late game T because the viking is such a terrible unit on the ground its wasted supply and there are not enough marauders produced in time when ultra/ling gets to your base. With 3+ ghost academies you will have enough to keep nuking the same spot over and over again forcing the zerg to delay their push and buying you time to rebuild your army. Plus if your nuking around the map you are only committing a 2 supply ghost to the nuke harass versus medivac drops with 8 marines which adds up to 10 supply(which could be used to be in the main army).
On February 17 2012 04:53 TheV wrote: Snipe is getting nerfed, not removed from the game.
You can still use ghosts..
Snipe is becoming useless to everything but infestors. That's why it becomes useless vs Broodlord/Infestor, because of the broodlord aspect.
1 broodlord dies from 11 snipes nowadays.
yes, this is a lot more than before.
1 ghost with max energy can have 8 snipes
2 ghosts can kill 1 broodlord as long as 1 ghost has 125 energy and the second has 150 energy or more.
4 supply/400 minerals/200 gas kills 4 supply/300 minerals/250gas basicly instantly.
every infestor is 2 supply.
so as long as you have an army of ghosts that match his supply, you should actually be able to kill his entire army with basicly no casualties.
I would say ghosts are still quite viable. just not as OP as before, and blizz probably overdid it, but ghosts are still viable.
p.s. dont even try to say "400mins/200gas is way more expensive than 300mins/250 gas because terran is limited by minerals, not gas" I answer: yea, well zerg is limited by gas and not minerals so the difference is actually just 50 resources since both sides use a lot of the stuff they dont have much of.
Don't go pure mech from the start. It is way more intricate than going bio and hardly anyone will really be able to help you enough with legit, specific pointers for most maps.
Also big maps will be a nightmare for mass roach counters.
You don't really kill a lategame Zerg or it's very difficult to kill a lategame zerg. So you don't. You kill them mid game. it's not like TvZ is now dead. We'll just kill them before their late game even gets to kick in.
On February 17 2012 04:53 TheV wrote: Snipe is getting nerfed, not removed from the game.
You can still use ghosts..
Snipe is becoming useless to everything but infestors. That's why it becomes useless vs Broodlord/Infestor, because of the broodlord aspect.
1 broodlord dies from 11 snipes nowadays.
yes, this is a lot more than before.
1 ghost with max energy can have 8 snipes
2 ghosts can kill 1 broodlord as long as 1 ghost has 125 energy and the second has 150 energy or more.
4 supply/400 minerals/200 gas kills 4 supply/300 minerals/250gas basicly instantly.
every infestor is 2 supply.
so as long as you have an army of ghosts that match his supply, you should actually be able to kill his entire army with basicly no casualties.
I would say ghosts are still quite viable. just not as OP as before, and blizz probably overdid it, but ghosts are still viable.
p.s. dont even try to say "400mins/200gas is way more expensive than 300mins/250 gas because terran is limited by minerals, not gas" I answer: yea, well zerg is limited by gas and not minerals so the difference is actually just 50 resources since both sides use a lot of the stuff they dont have much of.
Do you have a good reality of how long it takes to get 150 energy on a ghost, even with Moebius Reactor? I don't think you do. Ghosts start with 75 energy with upgrade, and units regenerate at .5625 energy/second. Therefore, to get 150 energy, it takes 133+ game seconds, and you would have to have a ghost popping that early for every broodlord they have. That's basically impossible. You're probably dead by the time that happens.
Terran also just loses eventually if he can't create a cost-efficient trade. Terrans spend so much more on tech/infrastructure than the zerg that they need to trade cost efficiently or they will lose. Open up the spending tab in any game and look at how much more terran spends on tech (it's a lot). This is why zerg feels that their units ostensibly "suck" against terran units -- they have to be worse in a vacuum or Terran would never recoup its infrastructure cost.
Also, it takes a pretty damn long time to fire off 11 snipes. What happens when you have to kill off 10 broodlords? It basically means you can't do much other micro, and it gets surprisingly difficult to work in even the usual macro juggling when sniping that much (I'm by no means a high level player, but I was rank1 diamond at the end of last season so I think I at least have some appreciation for the skill required to do all of this at once. When you combine with this that snipe is probably the buggiest spell in the entire game, it's just an overall disaster. Compare this to the micro that needs to be done to control broodlords (none, only babysitting to make sure that the broods don't move past the rest of your army or too close to marines) and the counter just requires so much more than the unit, and that's not even counting the splitting/emp's necessary to account for the infestors.
I've tried snipe vs. broodlords now. It's not viable. In fact, it's so slow that the broods can often just A-move over the mass of ghosts before you can fire enough sniper rounds to kill them (10 vs. 9.5 is not a large enough range buffer to actually kite and snipe, especially once broodlings start to get in the way -- ghosts need to stop for a second to snipe while broods can basically stay in constant motion).
I'm all about trying to find another combination to counter broodlords now, whether it's something with vikings, thors, BC's (although I'm not too impressed by those yet if the zerg controls their corruptors and infestors well), or even just pure marine/raven/medivac with lots of drop play and sufficient stuff at home to slow zerg down long enough to just win with pure economy. But ghosts are just not the answer anymore, not after all of this.
I've had slight success with Thor/Viking/marine late game vs bl investor
Nothing too incredible, fungal can't really kill thors that fast and Vikings and thors can kill bl decently quick, I felt so vulnerable to him just making literally 100 lungs at a time and rallying them to the fight.
I used to own zergs with mech because they didn't know how to respond. Now, what they'll do is take really quick expansions after getting out roaches to stop your harassments and then tech up to broods. I think you have to hit them earlier than normal. Instead of moving out at 200, maybe something like 150-170. It's an uphill battle without ghosts, vikings just don't cut it.
How do you guys play vs. ling infestor? I go marine tank, but I never know where, when or how to engage a ling/infestor using zergs. I know to use drops, but infestors still wreck my marines and tanks and then they get out t3 while I'm still on marine/tank and can't get enough ghosts out so I lose.
On February 24 2012 04:48 IMoperator wrote: How do you guys play vs. ling infestor? I go marine tank, but I never know where, when or how to engage a ling/infestor using zergs. I know to use drops, but infestors still wreck my marines and tanks and then they get out t3 while I'm still on marine/tank and can't get enough ghosts out so I lose.
You kinda have to make ghosts against infestor if you are going marine tank. if it's mech then you just go kill him with a 0/3 Thorlion army
On February 24 2012 04:48 IMoperator wrote: How do you guys play vs. ling infestor? I go marine tank, but I never know where, when or how to engage a ling/infestor using zergs. I know to use drops, but infestors still wreck my marines and tanks and then they get out t3 while I'm still on marine/tank and can't get enough ghosts out so I lose.
You kinda have to make ghosts against infestor if you are going marine tank. if it's mech then you just go kill him with a 0/3 Thorlion army
Well I'm talking about like infestors instead of mutas so they get them out at like 10 minutes along with a ton of upgraded lings. I don't think sitting back and letting them expand freely while trying to get ghosts will work, you'll just be too far behind.
I'm a terran, I'm not top Masters / GM terran (mid-masters), but I was formerly very high masters zerg and since switched to terrann and am low'mid masters and I seriously don't understand terrans who complain about TvZ. Obviously it helps having perspective from the other side, but I best most of the terrans QQing don't even know how to scout based on army composition and other timings.
Terran is very strong, the ghost nerf was definitely a big deal, but there are lots of ways to fight for an advantage earlier in the game. This truly forces terran to try to get an advantage because before the lategame TvZ if you could do mild damage early (like just deny 3rd / creep spread or force roaches with hellions). Was just too strong and there were just too many ways to get there. I think the way they structured the nerf was silly (a la QXC post), but there are still lots of ways to try to do great damage and abuse zerg lategame immobility (which really exists). Terran also still has way under-used lategame options to destroy lots of SCVs something that only happens at high levels of play, but should happen at many levels.
Basically tired of entering to TvT mirrors and hearing bitching. Fucking 90% of masters terrans can't keep their economy balanced with their production structures, don't know how to scout in a specific way (do you know what the timing difference is between a stalker that was zealot-stalker and a stalker that was stalker first?) and complain because there aren't "units" to deal with specific issues. The units terran has serve strategic purposes and so if you fail to use them that way, you'll lose, this isn't an interesting observation. Terran has such great versatility and I still think a lot of units are way under-used by terran to serve their strategic purposes. Ghost sniping / emping good units is hard and THAT'S A GOOD THING. Ghosts are not supposed to be able to wipe out the opposing army without taking any damage. I've still never seen a ZvT game where I saw what the zerg did and was thinking "well, it's literally impossible to deal with that in any way", but I've felt awfully close at times throughout the patch history in other matchups in other directions.
P.S. I know terran is still fine in TvZ because I beat much higher ranked zergs regularly and still feel like I'm playing terribly.
On February 17 2012 05:06 Tal0n wrote: im no T but sounds to me like you should switch into barracks for lategame. ever tried that?
But I'd be very far behind on upgrades, as well as not having the infrastructure. Is the only way for mech to survive lategame to not be mech anymore? That's stupid....
People aren't entitled to be able to do a certain strategy in a certain match up. You feel like you have to use bio in ZvT every game? Well I feel like I have to go ling/bane/muta every game in ZvT. I also feel like there's almost never a situation where I can make ultras. That's just how the game is, only certain things are viable in some matchups, and some things are almost never viable even though it seems like they should be.
A lot of people are saying that Terran just needs a lead early game, but by what means. And If it's simple then the game isn't balanced early game. But if it's easy for Zerg to hold off Terran early then they can get infestor bl, which can't be easily responded to.
We don't want a game where if Zerg doesn't take significant eco damage by 13 min then they win. It's not balanced and doesn't promote sc2 as an esport (people would know who will win at 13 min)
I think that maybe strike cannon or Yamato to deal with infestors with Vikings might work, it takes a ton of fungals to kill Terran T3 aswell. You lose a lot if they just go pure ling after you kill their infestor bl army though due to lack of mobility and your tech just can't kill lings that fast
For me personally as a zerg player, I always feel the most vulnerable in the late game, for 2 main reasons: 1. The immobility of my army. Seriously, just drop all the time. 2. The use of nukes and HSM. Especially the nukes, they don't have to kill all my broods, but slowly pushing forward with nukes, along with nuking my bases makes me want to cry. HSM on a pack of broods is generally just a good thing. Gl.
If you start you Starport/Viking production in time, then you will be fine against BL/Infestor as a meching player from my experience (Z). Just scan from time to time to see when Hive starts and react appropriately by either pushing before T3 kicks in for the Zerg or by producing Vikings. I frequently get raped by Thor/Viking/1Raven with BL/Inf. You just have to control it correctly, Vikings can kite Corrupters pretty well.
to fight lategame zerg i figure you mean infestor + broodlord + turtle spines so i would say viking + ghosts so ghosts to deal with infestors n viking to kill the broodlords.
if ultras then just build a bunch of marauders with medivacs n ghosts to emp the infestors again.
as mech..maybe vikings + raven for HSM? broodlords are super slow n if they are atking you they clump up really easily, and i highly doubt the broodlords can run from HSM.
On February 24 2012 04:42 DarKFoRcE wrote: If you are able to make the transition, mass raven with some ghosts/vikings is really strong. its effectiveness might depend on the map tho.
Tried it multible times, but you will die so insanely hard to 5/6 ultras + lings/bling and you gota preprepare that shit bc you wont have ghosts to deal with broods now. Especialy vs zergs like stephano (who mixes it up) and zergs I dont really know that well its really hard to read what they will be going for. You have to prepare for either ultra or brood without knowing what they are doing. And you have to make the counter to either ultras or bl before zerg even made the choice themselfs. Vs players like yourself/slivko/nerchio who basicly always go for brood/infestor its doable but vs zergs who mix it up its just a freaking nightmare.
Best option is just to add 50000000000000000k raxes and mass bio + tank/thor support and then add vikings wich you can make reactionary and try to outmanouver him aka mma style.
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
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!
This.. Im a top diamond zerg player. Like Hollis write , make drops , all the game , and never stop . If you let zerg chill and macro you lose already. Use scans , scout when he switch to BL , if you play greedy ( never scan etc ) you can miss Bl switch and then you lose because you dont have x2 starport makings vikings , try to split them in some groups .. you cant be catch by one fungal because you lose then. Even if ghoust got nerf now , build then and make nukes. Build PF in every map shoke , its really help vs zerg counter attack or lings runby.
And one more thing , make drops :D , even if zerg player catch one or two , its really hard to deal in late game , you cant be everywere
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
This implies that Zerg went greater spire lost a bl/ infestor army, then made ultras and corruptors, I'm sorry but that just doesn't make any sense. After I kill a bl infestor army I'm counter attacking for the win
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
This implies that Zerg went greater spire lost a bl/ infestor army, then made ultras and corruptors, I'm sorry but that just doesn't make any sense. After I kill a bl infestor army I'm counter attacking for the win
After you kill a BL Infestor army, your main army will be in tatters and waiting to remax and unable to move out against linginfestor.
The only thing you can and should be doing aggressively is multidropping. There's rarely an opportunity for a direct counterattack.
i for one lost so far every game when i faced many ravens late-game accompanied by whatever fighting units, even from 2-3 bases advantage and double evo + double spire upgds
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
its REALLY not all that bad.... if you want to look at it from the zergs point of view, a early marine tank medivac push is just as stupid to deal with early/mid game for zerg just like infestor/BL is stupid to deal with for terran late game.
the problem is that both terran AND protoss are so very use to engaging zerg armies directly. early-mid game they have no problem just engaging (1Aing most of the time if ur toss) a zerg army. so when late game hits and they try to engage a infestor/BL army directly they act all surprised.... well guess what? that is not how you deal with the "zerg deathball". the zerg deathball hits late game and how you deal with it is no diffrent from how u deal with other deathballs.
YOU DONT ENGAGE DIRECTLY. what you have to do is abuse how immobile BLs and infestors are. drop and just pick apart the zerg. you have no reason to atk the army directly.... especially when terran is a very turtle heavy race and zerg wont be able to break them easily even with a BL infestor comp.
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
This implies that Zerg went greater spire lost a bl/ infestor army, then made ultras and corruptors, I'm sorry but that just doesn't make any sense. After I kill a bl infestor army I'm counter attacking for the win
After you kill a BL Infestor army, your main army will be in tatters and waiting to remax and unable to move out against linginfestor.
The only thing you can and should be doing aggressively is multidropping. There's rarely an opportunity for a direct counterattack.
Yeah, this. Directly attacking with Mech usually fails for me, I find it's better to just build up a sick sim-city, maybe include extra defensive PFs if it's a long game too and hunker down for the long haul, try to split the map if possible and keep dropping when you can. Ultra/Ling can be a strong transition army but it fails when the Zerg has to actually attack into your defenses if you have them set up well.
Most of my TvZ games with mech turn out to be absurdly long though and tend to end quite anticlimactically when the Zerg has simply starved out his half of the map trying to break my defenses.
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
This implies that Zerg went greater spire lost a bl/ infestor army, then made ultras and corruptors, I'm sorry but that just doesn't make any sense. After I kill a bl infestor army I'm counter attacking for the win
After you kill a BL Infestor army, your main army will be in tatters and waiting to remax and unable to move out against linginfestor.
The only thing you can and should be doing aggressively is multidropping. There's rarely an opportunity for a direct counterattack.
It's never failed before, I'd rather have a small army and push with all of it than drop bases that probably have spines at them already
On February 17 2012 04:51 benthekid wrote: Vikings and bc's with ravens for pdd and seeker and battlecruisers for yamato. That way it will force them to continue with Corruptor broodlord or lose. If they switch to ultras just make Banshees.
Ultra actually counters this because zerg can counter attack while making corruptors. Zerg will deal more damage and stabilize faster.
This implies that Zerg went greater spire lost a bl/ infestor army, then made ultras and corruptors, I'm sorry but that just doesn't make any sense. After I kill a bl infestor army I'm counter attacking for the win
The phrase "if they switch to ultras, just make banshees" most certainly does not imply an impending counter-attack already has zerg checkmated (in which case transitions would irrelevant). Also, zerg doesn't have to wait for the whole army to die for a tech switch. Some zerg start an ultra cavern with the greater spire, and never get more broodlords than needed to set up a deadly tech switch to ultras.
Decided to goof around a big with Seeker in TvZ. It's not very good against Broodlords/Corrupters . If you even slightly spread your Bl's only 3 maybe 4 will take damage and only the first one takes enough damage to justify the 125 Energy spend. The other few that actually get hit only take max 50 damage. So you need an insane amount of Raven and not just 3-5 to make it work consistently since it takes alot of time for a Raven to get enough Energy back to fire another Seeker Missile.
I think if you want to go mech for straight up fighting broodlord infestor you need more thors than tanks, vikings with a good spread, as few as 2-3 ghosts for emp, with lots of upgrades on mech and air attack. Infestors clump up pretty bad when used with broodlords and a few emps makes the vikings with thor support really strong against the bls.
But the best way to deal with this composition was already said which is drop everywhere or use banshees. Drop hellions if you dont have marines, or drop ghosts with nukes. You dont have to do ALL of these things just 1 or 2 really prevents the zerg from slow pushing you. The zerg lategame army is slower than you.
I actually have quite a lot of fun with my ghost at the moment. I don't play terran a lot, but sniping is super efficient against Infestor and queen.
Actually, I have great result with early ghost against most zerg.
Ghost drop are hilarious.
Fill two medivac with 3-4 ghost and some marine. Drop, snipe the queen... if he defend with infestor, snipe them. And 3-4 ghost with some marine with medivac are doing absolutly fantastic against zergling compared to only marine. They have the same DPS than stimed marine against light armor (and more with upgrades), but have 100 hp... they are WAY harder to kill than marine since they have more HP, don't need to stim and kill lings as fast or faster than stimed marine. They have more range too, so it's easier to get drones kill while dropping with them.
Maybe it's because my opponents are super bad... but I have nice result with this.
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
I would just like to chime in here as well and tell everyone how legit this guy is. I am a Gold Protoss player (but Diamond 86 for 3v3 random). I've been playing as terran for the past couple of hours following this guy's advice against my friend who is a Master Zerg. He usually beats me one-handed and with 50% handicap, but we went about 50-50 today while he was actually trying his best (or so he claimed). It was a pretty amazing feeling. Triple stim is a move that shames even MVP_Genius. My friend was absolutely shocked and asked how the hell I got so much better in a day, and I told him:
"I don't usually bother with strategy advices...but when I do, I listen to Ashakyre from Teamliquid."
1. It's super hard to get them in time. Yes, if you have 10 ravens you will win the air war. How do you get 10 ravens? When do you start building them? What if the Z sees that you have 4 ravens and then just makes ultras instead?
2. PDD sucks. People throw around stories, but the math doesn't lie. Vs Vikings (high dps low hp) a PDD blocks a whopping 560 damage. This is good. Vs Corruptors (low dps high hp) a PDD only blocks 280 damage. Real talk: would you pay 2 food + 200 gas for a unit that blocks 280 damage 45s AFTER it's been created? It takes 3 MINUTES, after 1 PDD to make another PDD. Everything about this screams unviable. NOTE: 1 corruptor is 200 HP 150 gas 2 food 2 armor, and does damage.
Have any top players, other than meching players, experimented with mass Thor? Like 10+ thor to turtle with?
Thor do an even job with BL and ultras, and come from production buildings you already have, with upgrades you have been doing, can react to ultras, have range, and ignore the air war vs corruptors.
Seems like, with proper simcity, 10 Thors should be viable.
On February 24 2012 10:23 architecture wrote: Ravens suck. This is fact.
1. It's super hard to get them in time. Yes, if you have 10 ravens you will win the air war. How do you get 10 ravens? When do you start building them? What if the Z sees that you have 4 ravens and then just makes ultras instead?
2. PDD sucks. People throw around stories, but the math doesn't lie. Vs Vikings (high dps low hp) a PDD blocks a whopping 560 damage. This is good. Vs Corruptors (low dps high hp) a PDD only blocks 280 damage. Real talk: would you pay 2 food + 200 gas for a unit that blocks 280 damage 45s AFTER it's been created? It takes 3 MINUTES, after 1 PDD to make another PDD. Everything about this screams unviable. NOTE: 1 corruptor is 200 HP 150 gas 2 food 2 armor, and does damage.
3. HSM is worse.
Autoturrets are actually pretty good(as long as your opponent's units are unupgraded). Sadly, in reality that means they don't work out well.
I believe it will be coming down to positioning battles, terran has to use vikings to snipe overseers to let ghosts go in and snipe or EMP infestors, therefore letting ravens HSM without getting instagibbed by fungals.
On February 24 2012 10:29 Let it Raine wrote: HSM is good vs broods
every topic i click is kids in bronze league that dont even make the units they're qqing about
Its good vs broods if you dont get fungaled first, or instantly sniped by mutas, sure if the zerg has no idea how to deal with ravens and makes blords without infestors HSM works, but in that case you dont need HSM in the first place, you can just use vikings...
On February 17 2012 04:52 HaXXspetten wrote: Do what MVP does; as soon as Broods start to come out, start dropping like crazy since his mobility will go down immensly. Also, Terrans tend to get an enourmous gas bank after a while, so starting to mass Ravens is a decent idea, partially because you've got nothing to better to spend your gas on, and partially because Broods tend to stack up a lot, and are too slow to outrun Seekers => massive splash damage. Just my thoughts on it.
zergs will always have lings so drops can't be that useful and if the ravens get out of position then t will be hard to get back since ravens are hard to remake
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!
It requires you to get lots of viking... Then get lots of viking. Spread out so they don't get fungaled. and add ghost. EMP infestor and use snipes
I see a lot of people say drop play over and over and here is the thing:
Versus any "good" player (one who reacts correctly), drop play simply doesn't win games. The whole reason you drop is to delay or slow down your opponent.
That said, it is still very important that you perform drops, or other forms of harass, especially vs zerg. If you don't, and zerg feels safe enough to drone up, a 3 base zerg can easily hit optimal numbers of drones in 2-3 producion cycles. This leaves all larva produced going forward to be spent on their army and they will just overrun you.
Personally I favor marine tank medvac vs zerg as marine drops can not only kill off drones, but snipe tech structures much easier than hellions. Plus, if you are not going marines, you have virtually no way to deal with mass muta.
But back to the OP:
If you really want to go mech vs zerg you are going to need to go turtle mech terran and get a lot of hellions for map control.
For mineral dump: get hellions and missle turrets (in case of mutas). Since you are going turtle mech be liberal with turrets when you dont need more hellions.
You are going to want to use your hellions to poke around, deny creep and to just "slow" zerg down. If zerg gets roaches/infestors, you can continue to poke around, just lead with a hellion so you have better vision of what is in front of you. Add dropships for hellion drops once zerg gets too many roaches/infestors/spinecrawlers and you cant get past certain chokes. If zerg goes mutas it'll be a little tricky since you'll have to watch out for terrain that will pin your hellions down, but you can effectively "dance" with mutas and keep zerg in a defensive position with minimal hellion losses.
Meanwhile back at base all your gas needs to go to tanks and thors. Its generally a good idea to have a starport and reactor ready to make vikings once the time comes or if you scout early hive, and usually you would have needed one for medvacs and hellion drops. You should be taking bases, putting down planetary fortresses, in base orbitals and turtling the chokes leading to your expos. Upgrades are good too.
As late game comes, inbase orbitals are essential since you are going to want to lower your scv count to make room for meaty mech units like thors, and you'll be using scv's for autorepair with your army. (bc's can be used, but i've never found them practical).
But yeah, not really a guide or anything but that is your general plan. Mech is really good vs zerg, just I've never been a fan of it. You have to be a very methodical and have good multitask otherwise turtle mech just turns to turtle.
On February 17 2012 11:25 Ashakyre wrote: All this advice is good, but I wanted to add my own two cents as well. I'm a newly promoted Platinum Zerg, so I feel my perspective 100% unbiased. You would be well served to heed my words of wisdom.
I would certainly agree that there are challenges in a late-game Zerg situation, and it's critical to use every tool at one's disposal to make things easier. What you need to remember is that Marines were never intended to have a long life-span in combat, hence Stim. When facing mass Brood Lords and infestors, you should focus on Marine production and attempt to overrun the Brood Lords in small, tactical attacks. Never send all your Marines at once, and try to focus on all the Brood Lords equally. This way you're not risking too many marines and, by attacking multiple Brood Lords at once, your chances that at least one of them will go down increase dramatically. Using small numbers of Marines to attack Brood Lords in the way should guarantee there are never more than 2 or 3 marines per Brood Lord.
At this point in the game you should have a healthy bank of minerals so I recommend shifting the use of your M.U.L.E.S from an economic to a tactical role. Remember, you'll be using small numbers of Marines to take out Brood Lords, so speed is of the essence. Double or triple stim your Marines for maximum speed and engage the Brood Lords, dropping Mules to absorb broodling damage, and, to increase their longevity, repair one another as well.
You'll need all of your Medevacs for the final stand at your base, so I highly advise against drops during this phase of the game, or during any phase for that matter. Clump up your Marines in front of your wall to maximize firepower, and focus down broodlings. Brood Lords have a preset kill limit, after which they morph into overlords, so all you really need to do is wait it out. Don't worry, it won't last very long.
These tactics are difficult to execute and it will take you at least 50-60 games to master them. Play through the pain. When you reach the end of this process I promise you will have changed the results of this match-up favorably.
If you are having difficulty, there is one final piece of advice I have for you. To be honest, I'm surprised no one mentioned it earlier. I'm not sure I should even discuss it openly, so I'm putting it into spoilers. + Show Spoiler +
When the going gets very difficult, and you have no other options, there is one more unit in the Terran arsenal which has undeniable potential to alter the matchup: the Super Ghost. You need to be extremely careful how you use this unit. It costs no resources, takes up no supply, and guarantees victory. The Super Ghost will make the Zerg army disappear from your screen instantly. To access the Super Ghost, take a deep breath, and press F10 and then press N. The secret is to press it really fast, otherwise it won't work. The Zerg army will disappear from your screen, and a favorable result will have been achieved. It might take 20 or 30 tries to master this technique, and again, you have to play through the pain, but I guarantee a favorable result.
This advice is guaranteed to be effective. I hope you follow it the next time we meet on ladder.
I would just like to chime in here as well and tell everyone how legit this guy is. I am a Gold Protoss player (but Diamond 86 for 3v3 random). I've been playing as terran for the past couple of hours following this guy's advice against my friend who is a Master Zerg. He usually beats me one-handed and with 50% handicap, but we went about 50-50 today while he was actually trying his best (or so he claimed). It was a pretty amazing feeling. Triple stim is a move that shames even MVP_Genius. My friend was absolutely shocked and asked how the hell I got so much better in a day, and I told him:
"I don't usually bother with strategy advices...but when I do, I listen to Ashakyre from Teamliquid."
Hi Sein!
I am pleased you have decided to begin taking this game as seriously as it warrants at our level. If you've mastered the triple stim technique, may I recommend you experiment with the Super Ghost? If every Terran I played against on ladder used the Super Ghost, there would no reason for me to know any builds, as the ZvT metagame would be in those cases essentially neutralized.
I highly recommend that all Terrans make the Super Ghost a regular part of their TvZ strategies.
On February 24 2012 10:29 Let it Raine wrote: HSM is good vs broods
every topic i click is kids in bronze league that dont even make the units they're qqing about
It's not unless the Zerg is incredebly stupid with his Broodlords you hit at best 3 at the same time . 1 for 100 Damage 2 for 50 Damage. So you need like 10? to deal with decent Broodlord count. And if he sees you mass Ravens would he still build a bigger Broodlord count ? I don't think so. Not to mention after the Ravens fire the Seekers they instantly become completely useless for several minutes .... We're talking about regenerating to 125 Energy here not just 75 for every normal spell .
If you don't think i know what i'm talking about i could post screenshots of actual games and/or the unit tester to prove my point.
It is no longer a specific unit that allows you to do something. It's going to become a simple problem with a complex answer. All of it will come down to the map and where the expansions are. I don't know how we're going to win against well defended expansions on shakuras in the late game as terran vs zerg.
But I think its safe to conclude that if zerg gets 15+ brood lords the game will be over, unless you want to try and base trade.
On February 24 2012 11:35 Mr Showtime wrote: Ravens with HSM...... absolutely wrecks BLs and corruptors.
Another one of those that apparently have never actually used it himself else he wouldn't post non-sense like this.... Unless the Zerg huddles everything in 1 big clump because for example he for some reason trys to run away from Seeker Missile insteand of trying to spread a bit its not going to do alot of damage . And thats if you manage to fire it with its small range against Infestors ....
The reaction most people have to Seeker Missile is "Oh Fuck HSM incoming gotta run" thats exactly the wrong reaction to it. Just grab a few units at a time and move them a little bit ( doesn't even have to be much ) . Never run away from it with everything . All units you grab at the same time and try to run away are going to clump and will get hit if they aren't fast enough. Hell even not moving at all would be smarter then trying to run with everything
If you don't believe me try Seeker Missile out in a game or the Unit tester and prepare to be well underwhelmed.
Seeker Missile is worse then Storm/Fungal to anything but the first target doesn't matter that it stacks since you need a stupidly high Raven count to really make that matter and those Raven instantly become useless without Energy and/or any kind of techswitch .
On February 24 2012 10:26 architecture wrote: Have any top players, other than meching players, experimented with mass Thor? Like 10+ thor to turtle with?
Thor do an even job with BL and ultras, and come from production buildings you already have, with upgrades you have been doing, can react to ultras, have range, and ignore the air war vs corruptors.
Seems like, with proper simcity, 10 Thors should be viable.
Thors are kinda weak vs ling/roach. If you want to add more units to that equation it does change.
Your composition is flawed, you need these 4 units: Viking, banshee, hellion, thor. This will deal with nearly all zerg unit compositions. Viking+thor > Muta. Banshee > Roach/other ground, Hellion > Zergling. Pretty much try to go for this composition. Try doing 2 port banshee too, its amazing vs zerg.
Drop hellions; 4 BFH are 400 minerals that you can afford to waste because your style is gas-intensive. Similarly, the BL/Infestor army is INCREDIBLY immobile. As a Zerg, it pains me to have left over zerglings running around, going like 9000 times faster than the rest of my army. Vikings are a decent response, but you NEED them spread out, no viking flower action- that'll kill you faster than chili (yuck that stuff is gross D. Similarly, Ghosts aren't useless. Nuke drops/ cloaked ghosts for nukes/ EMP all have remained very powerful options. 3BFH + a ghost to nuke the exit is a pretty good way to kill a lot of units, either killing the hellions, or the hellions with the drones.
Finally, while mech is relatively immobile depending on your siege tank count, against Infestor/BL, I do not understand the need for many tanks. In my personal opinion, Thors and Vikings and Banshees are more useful. Sure, fungals do LOADS of damage to banshees and etc etc but they kill shit really fast, Thors outrange BL, Vikings are at the edge of the range of FG. All you got to do is not have SO many tanks, like 4-5 and fill the rest of the supply with vikings and hellions to buffer and to harass with. <3
On February 24 2012 13:09 Hossinaut wrote: Drop hellions; 4 BFH are 400 minerals that you can afford to waste because your style is gas-intensive. Similarly, the BL/Infestor army is INCREDIBLY immobile. As a Zerg, it pains me to have left over zerglings running around, going like 9000 times faster than the rest of my army. Vikings are a decent response, but you NEED them spread out, no viking flower action- that'll kill you faster than chili (yuck that stuff is gross D. Similarly, Ghosts aren't useless. Nuke drops/ cloaked ghosts for nukes/ EMP all have remained very powerful options. 3BFH + a ghost to nuke the exit is a pretty good way to kill a lot of units, either killing the hellions, or the hellions with the drones.
Finally, while mech is relatively immobile depending on your siege tank count, against Infestor/BL, I do not understand the need for many tanks. In my personal opinion, Thors and Vikings and Banshees are more useful. Sure, fungals do LOADS of damage to banshees and etc etc but they kill shit really fast, Thors outrange BL, Vikings are at the edge of the range of FG. All you got to do is not have SO many tanks, like 4-5 and fill the rest of the supply with vikings and hellions to buffer and to harass with. <3
GLGL <#
The heavy Mech armies from my personal experience can be good on the smaller more narrow Maps . Once the Map gets bigger you can really struggle to expand with Mech . Hell if the Zerg sees you are meching he should put up a good numbers of Spines on his expos and he's save since Helions are the only thing he has to fear/expect for a long period of time. If he keeps you from expanding long enough he doesn't have to fear an attack since Mech is only strong once you reach a certain supply count. If the Zerg manages to delay you getting there you're dead with Mech.
Vikings and 5+ Ravens. The more ravens you have the better.
This replay shows how to deal w/ Bloodlord,Corrupter with Mass ravens and frankly it's a fun one to watch and you can tell Nestea doesn't have an idea of what to do vs. it.
On February 24 2012 10:29 Let it Raine wrote: HSM is good vs broods
every topic i click is kids in bronze league that dont even make the units they're qqing about
Its good vs broods if you dont get fungaled first, or instantly sniped by mutas, sure if the zerg has no idea how to deal with ravens and makes blords without infestors HSM works, but in that case you dont need HSM in the first place, you can just use vikings...
I was watching kawaiirice try to use mass ravens against a zerg. He destroyed the zergs ling bling ultra push, but then they tech switched to brood lords, and he used 6 or 7 HSM and only killed 1 broodlord because the zerg split them up so there was no splash damage. Zergs can split their broods to negate splash in the same way terrans split their tanks, so HSM doesn't work against broods unless you get really lucky.
Drops drops drops is the best answer for infestor BL, and even then, if the zerg is good, you'll probably still lose. If they have 3 spines and an infestor in each of their bases, you need 2 medivacs of marines to kill it, and they can run lings back to defend it anyway while you can't touch their main army.
Ideally. you need cloaked ghosts to snipe/emp a majority of the infestors. Since ghosts are an anti protoss/infestor unit now, you have to treat it like one and get 5-6 ghosts for sniping broods, and marine tank viking for everything else.
well for the mech way... (general rule after a fight repair everything even if you have to drop mules to do so) air attack upgrades really early (when hive starts at best), helps alot to not need a crapton of vikings. Also double starports with reactors should be there to get enough vikings. You don't really need alot of vikigns to beat most zergs, their corrupter count will mostly never go over 10 and if you have air control there is plenty you can do. Just make sure your vikings are split and keep the front row of vikings 1-2 range in front of tanks and its good to have tanks in groups of 2 there to snipe infestors every infestor that dies with energy is a win (so targetfire yay). a small Hellion group behind those tanks to roast broodlings/lings that just a move. If you gained air control and the infestors are mostly out of energy (reproduce vikings first but not to many just enough so you retain air control) The zerg has to pull back and you can chase down the broodlords but keep the vikings spread and pull back before any rebuilding corruptors could get you. I personally flavor my air army with a few banshees and a raven if there are almost corruptors, they need almost 5 perfectly chained fungals. So a good way to snipe the infestors when the zerg is attacking you. (few vikings attacking with them and there you have a panic mode zerg on full retreat)
If the zerg makes the mistake of going broodlords infestors only with no backup, you are free to put pfs at every base to mine the gas. In preparation for the lategame you really want +2 armor on your buildings, so mutas and ling switches do no real damage. (building range is also nice)
While broodlord infestor shouldn't be an issue to defend with mech. The techswitch might get problematic. Its important to replace your army right or you will hit the supply cap. First of all if the broodlords are down you have all the time you want to get back your viking army, so you don't need more then a few. So you have to check your ground army what is lost. If your hellions are mostly gone, replace them, they roast lings and can avoid ultras or can conter if the opponent goes air again. (fungal is a problem but you have viking spotters) Also while fighting the broodlord army once you know a few vikings will live pull back your siege tanks the more survive the better, no need to let the zerg get a few free kills. The biggest enemy of melee units are buildings. If you got extra orbitals, they do really good at the frontline while you rebuild, bunkers are okay too since you can salvage them, other then that i sometimes get raks to walloff (landed vikings to well if the zerg can't hit them)(1 grid free space to mess up the ai and well hellions in that space do nice things with lings.) And the zerg will have one aim with their tech switch, your production if they go for the bases they just leave you tons of time to prepare again and lose alot of units against the pfs. (bunkers to prevent ultras from attacking) The tech switches are cost inefficient for the zerg. so they have to do something. That makes defending pretty easy unless the map is super open and you have no space for all the factories, because of tiny mains. But if you encounter ultras, just pull back to a position where you can wallof, if they go for your bases you can cut of their army. And if you still have banshees, go for it.
I am currently testing around which unit i like most against infestors. The cloaked banshee surely has potential but is pretty supply inefficient. But its fun if there is no detection for the zerg and you fly in 4 on top of the infestors (distraction with hellions) and one shot infestor after infestor. But after the ghost "nerf" ghosts got pretty good against the zerg deathball.
My real issue is zerg though, so far i have not encountered a zerg that went up to 220 supply or one that tried to keep enough air control to stop banshees or low viking numbers. Or one using transfuse to support their t3 units. (they provide anti air as well). There is still alot potential for the zerg deathball to become even stronger. And terran is pretty close to the maximum they can do (still some things but not as much as zerg). (nuke drops still own against the zerg deathball)
On antiga and taldarim, i would highly encourage mass marines though if they try something like broodlord infestor on these maps. The map is just to big and open for that and the zerg will never go above 3 bases. As soon as the broodlords are unguarded marines will run under them before there are enough broodlings to do damage. (needs alot of scanning to get the right moment) Mech on these maps doesn't work to well. As you can stop ultralisks at your natural first (so you will get contained on 3 bases with mech)
But good luck with experimenting with mech, there are alot of combinations really. But the seeker missile might not be part something to experiment to much with. (someone calling the sm hsm missed the nerf i guess) Seeker Missile range 6 sounds good even with fungal you can cast seeker against corruptors. Neural range 7, now that sounds not to good, can't move and outranged by a mind controlling spell. So solo fly ins are a bit risky and in battle they should get fungaled along vikings. If you have gas and no minerals ravens are nice to get though. But they are not a stable answer to broodlords (transfuse and splitting cough). But they are better then having 2k gas on the bank and no idea what to do with it.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
its REALLY not all that bad.... if you want to look at it from the zergs point of view, a early marine tank medivac push is just as stupid to deal with early/mid game for zerg just like infestor/BL is stupid to deal with for terran late game.
the problem is that both terran AND protoss are so very use to engaging zerg armies directly. early-mid game they have no problem just engaging (1Aing most of the time if ur toss) a zerg army. so when late game hits and they try to engage a infestor/BL army directly they act all surprised.... well guess what? that is not how you deal with the "zerg deathball". the zerg deathball hits late game and how you deal with it is no diffrent from how u deal with other deathballs.
YOU DONT ENGAGE DIRECTLY. what you have to do is abuse how immobile BLs and infestors are. drop and just pick apart the zerg. you have no reason to atk the army directly.... especially when terran is a very turtle heavy race and zerg wont be able to break them easily even with a BL infestor comp.
I can't believe what you just wrote...
Tank + rine vs ling bling muta is one of the most balanced fights in this game. On the other hand broodlord + infestors vs anything from terran, is really not that balanced. I want to refer to the time BEFORE terrans started using ghosts: David Kim himself said that they were looking into broodlord + infestor. Then terrans started using ghosts and David Kim's problem was solved. Guess what happened after the ghost nerf? The problem came back.
You can drop as much as you want, his deathball WILL hit your production facilities, and then what???
You say that terran is a very turtle heavy race. Guess what DESTROYS turtling? Yes, broodlord + infestor. You can make as many planetaries, tanks or some other defences as you want, the broodlords will destroy it.
If you can watch DRG vs Gumiho from the GSL last night. Gumiho never relied on ghosts, and he rolled DRG in the first 2 games from insane multitasking and excellent drop play. I think it is weird how few drops I see once I get BL. It is so slow and drops can abuse this. Snipe tech first while dropping late game, not drones.
On February 17 2012 04:49 jupiter6 wrote: its funny because if it wasnt for broken vortex mechanic protoss also wouldnt have an answer to bl/infestor yet blizzard doesnt seem to care how stupid strong and easy to use it is
its REALLY not all that bad.... if you want to look at it from the zergs point of view, a early marine tank medivac push is just as stupid to deal with early/mid game for zerg just like infestor/BL is stupid to deal with for terran late game.
the problem is that both terran AND protoss are so very use to engaging zerg armies directly. early-mid game they have no problem just engaging (1Aing most of the time if ur toss) a zerg army. so when late game hits and they try to engage a infestor/BL army directly they act all surprised.... well guess what? that is not how you deal with the "zerg deathball". the zerg deathball hits late game and how you deal with it is no diffrent from how u deal with other deathballs.
YOU DONT ENGAGE DIRECTLY. what you have to do is abuse how immobile BLs and infestors are. drop and just pick apart the zerg. you have no reason to atk the army directly.... especially when terran is a very turtle heavy race and zerg wont be able to break them easily even with a BL infestor comp.
I can't believe what you just wrote...
Tank + rine vs ling bling muta is one of the most balanced fights in this game. On the other hand broodlord + infestors vs anything from terran, is really not that balanced. I want to refer to the time BEFORE terrans started using ghosts: David Kim himself said that they were looking into broodlord + infestor. Then terrans started using ghosts and David Kim's problem was solved. Guess what happened after the ghost nerf? The problem came back.
You can drop as much as you want, his deathball WILL hit your production facilities, and then what???
You say that terran is a very turtle heavy race. Guess what DESTROYS turtling? Yes, broodlord + infestor. You can make as many planetaries, tanks or some other defences as you want, the broodlords will destroy it.
The problem is that Snipe obliterated both Brood Lords and Ultras. Ghosts are still viable. Use nukes to slow down the Infestor Broodlord army while you drop all his bases (at once). A Ling/Bling/Muta army doesn't directly engage Marine/Tank unless they can completely overwhelm their opponent. They usually wait until the tanks (Brood Lords) are out of position and then attack. Or they chip away at the army while doing a Ling-Run-By. You can also set up flanks. Snipe will still work vs Brood Lords (you just have to click more), they just won't be able to also snipe away the Ultras used to remax after the Brood Lords are all gone. Gumiho (in my opinion) has the best TvZ at the moment. Watch how effective his drops are, and tell me that a Brood Lord army is going to defend that. Nope.
The BL/Infestor will hit you? Do you know how much you can delay a push with defensive nukes? A long/LONG time as long as you have enough nukes. Also have you guys tried magic boxing the broodlords with vikings? I have never seen a Terran do this vs me, they clump their Vikings up so that 1-2 fungals catch them all and then they just melt to chain fungals.
If you find the Zergs Spire, scan it, when it is becoming a greater spire, attack the zerg with multiple drops and a full frontal attack. (ESPECIALLY if they have Corruptors sitting around. Protoss used to complain that the Infestor was a Counter-All unit. And they were right, it makes no sense to be able to make 1 unit late game and win. Ghosts can cloak, Nuke, EMP Infestors, and you want them to be able to Snipe a Brood Lord army, and then have enough energy to Snipe an Ultra army?
To be honest, I don't like the new patch (as a Zerg at all). I think the Phoenix buff is too much (+1 range was enough) and I don't like how Snipe is useless against non Psionic now. But there needed to be a Snipe change. I think doing 10-20 less to massive would have been good, or even just making Snipe cost more energy. That way I can't lose 2 maxxed out T3 armies to a handful of ghosts.
But at the same time, I think its still too early to debate how bad this nerf is. I think there are still plently of options yet to be explored. Raven (seeker missle) BC (yamato cannon). You never see these things late game vs Zerg, even though they are extremely powerfull. Its weird that Terran have the most units available to them, yet they never seem to make them. :-/
I've practiced snipe scroll trick with ghosts in practice, and I still find them very viable against Broodlords, so I wouldn't deviate from Ghosts, even with the prescence of Broodlords. Plus, you'll still need Ghosts for the Infestors, since a Zerg isn't going to stop Infestors just because they have BL's on the field, so you're killing two birds with one stone with Ghosts. Plus, they share bio upgrades, so you don't have to worry about the same transition you'd have with mech/air play.
This replay shows how to deal w/ Bloodlord,Corrupter with Mass ravens and frankly it's a fun one to watch and you can tell Nestea doesn't have an idea of what to do vs. it.
That was some of the worst playing I've seen nestea do ever...
For those interested:
1) Nestea goes in with broods...and nothing else. Clumped all together. They attack and do pretty good damage regardless. Bratok seeker missles 4(?) times and kills 2-3 brood lords. 2) Then comes in corrupts to help. still just brood lords a-moving and corruptors a-moving after. 3) like 12-16 roaches come in after everything else is dead.
Mass mech (thor, some tank) transition makes the most sense.
Even Idra in his most recent interview brought it up.
It's not mech in isolation in the open - it's mech in the same way ghost was used - to turtle behind simcity. The rest of your army is still marine+meds to drop. You don't need ghost. Ghost is not an efficient use of resources against Z now. Sniping infestors is not a reasonable use of resources, theres so much wrong with it, that could be in its own post. The fact is that ghost was primarily used to trade against T3, and sniping/EMPing infestors was a bonus, not the other way around.
Anyways, mass thor should be able to trade evenly against Ultra/BL. Obviously the more thor you get, the more immobile you are. And thor will still be shit in the open, so you will be mass dropping while camping simcity. So basically just trade the money you used to spend on ghost, with Thor.
Machine played against Avilo today and lost to raven/mech Avilo even made ghosts to emp infestors
Machine dropped like crazy, made nyduses non-stop, switched from broodlords to ultras and back, made more infestors, and did everything he could but he couldn't break avilo no matter what he tried, it was crazy
Won't the Thors just be owned by BLs? The range is quite much the same. If the BLs are spread, the Thor's splash is worthless. Not even talking about the low damage the Thors will do against the armored BLs. If you happen to have sieged tanks, they will fire at the Broodlings even damaging your Thors further. The only counter is Vikings, that get fungaled or are worthless after the Techswitch to Ultras.
I know something that helped on smaller maps like Scrap Station, but not as well on open/large maps: Offensive Planetary Fortresses. You move your 200 supply army to the edge of the creep, siege up, make PFs, and turrets. On smaller maps, you can force Ultras to engage you near 1-2 PFs, which is rough going vs Zerg. If you can have a 200 supply Terran army + Planetary Fortressess, you can at least hold a position. Siege tanks next to PF make it so infestors can't just snipe your vikings as long as you keep your vikings behind the PFs. Turrets are helpful too if Zerg is going the terrifying all air end game with dozens of corrupters.
Now if you are on bigger maps, you can't create your own choke points with PFs, and static defense means less on biggermaps because they can just engage you someplace else.
For those thinking Offensive Planetary Fortress is crazy: Remember Protoss always makes tons of cannons when going over 200 supply. It is a way to bring more attack power to the battlefield even if it is stationary.
But on Large/Open maps, I have no idea what to do. There is no way to punish a greedy zerg as Terran who is out to play a macro/defensive game. Lately it frustrates me so much, I just 4 rax all in with marine+SCV.
Vikings are bettar than corruptors because of the 3 range difference, and you can spread vikings to not get fungaled in an engagement. also, infestors can pretty easily get emp'ed by spread ghosts (again to avoid getting fungaledd). This is very similar to ZvP lategame where zerg HAS to spread blord infestor to avoid getting stormed/vortexed. Not imba at all, just a game mechanic.
On February 17 2012 05:20 salehonasi wrote: I add in the Raven and 5 banshees as a way to deal with the infestors. Infestors can wreck your thor ball by NP'ing your front line of thors. The other Thors have trouble moving forward to kill the infestors, losing a significant portion of the ball. To counter this, I have the raven and banshees. The raven, which I use midgame with banshee/hellions for map control and creep denial, immediately throws down PDD(s) against the corruptors, shutting down small corruptor numbers for a good period of time. 5 Banshees 1shots an infestor, regardless of upgrades. Quickly focus down the infestors while PDD keeps you safe; if they use fungal to take out the banshees, its much less energy available to NP, and it doesn't kill them immediately. If they have enough corruptors to burn through the PDD fast enough to eliminate the banshees before they do their damage, they have a large, and largely useless, portion of their army as corruptors.
Are there a reason you dont use ghost instead of banshees? I mean, you could EMP and snipe his infestors if they are close enough to NP, then nuke to push his army back. And since his BL are slow as hell, the infestors will be gone sooner. and thors are actually faster than BL. So you will catch up. If he turns around, repeat. I even think you should remove the raven and scan your way forward to nullify corrupters. You should be able to push the zerg all the way back to his base, and make the PF/Turret wall, op to his expansion, and set up a safe spot, so you can attack the opposite place of where his army is, with a part of your force. Especially because the PF helps your army so much, that you can split a part of your army to take out poor defended places. or use the nukes.
Even though they are nerfed in a way that ghost's snipe is only really useful against spellcasters, their other ablites are really good for harrass and control. But i feel that it is always a good idea to have a few vikings just have them behind the army, so when the zerg pulls back, you can have some free shots on the BL's.
I will say that I am only gold league player since I do not play much (but I watch a lot), and therefore just talking theory. So if I am missing something, please tell. It would be nice to know.
if your opponent is going for infestor broodlord you simply need ghosts for emp. most zergs don't have overseers with their army and cloaked ghosts are rly hard to deal with.
as for the mass drops, ofc you can't drop marines when you go mech, but when going mech you are gas starved anyway so you just make helions out of 1-2 reactor facts. take a group of 5-6 blueflame helions and run them into your opponents mineral line ( ignore spines). you can afford to loose those helions to spines, because you will kill his whole mineral line anyway. with helion harass you should be able to weaken zergs economy enough to hit a timing before broods.
before broods hit zerg simply doesn't have an army to compete with terran mech, so its only fair that terrans now cannot snipe your whole t3 army in a few seconds.
Since Terran now can't counter it and Protoss relies on the zerg messing up and letting at least half his broodlords fall into a lucky vortex of a unit which is gonna be removed in HoTS, infestors/bL/corruptors will have to be fixed at some point.
As Zerg can techswitch that fast, Terran just needs a unit or atleast a techpath that performs well against everything. And no, I don't mean a unit that beats everything, just can fight everything decently. Terran is just too slow at changing tech. (Imo that is also a part of the problem in TvP, but for that we have other threads.)
On February 24 2012 18:43 xs101 wrote: Vikings are bettar than corruptors because of the 3 range difference, and you can spread vikings to not get fungaled in an engagement. also, infestors can pretty easily get emp'ed by spread ghosts (again to avoid getting fungaledd). This is very similar to ZvP lategame where zerg HAS to spread blord infestor to avoid getting stormed/vortexed. Not imba at all, just a game mechanic.
Viking is a losing battle. A few here and there to catch low corruptor count is OK. But when Z commits to corruptor, then its extremely foolish to try to outviking him.
On February 24 2012 18:26 iopq wrote: Machine played against Avilo today and lost to raven/mech Avilo even made ghosts to emp infestors
Machine dropped like crazy, made nyduses non-stop, switched from broodlords to ultras and back, made more infestors, and did everything he could but he couldn't break avilo no matter what he tried, it was crazy
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.
On February 24 2012 19:27 ThisIsSparta_ wrote: if your opponent is going for infestor broodlord you simply need ghosts for emp. most zergs don't have overseers with their army and cloaked ghosts are rly hard to deal with.
as for the mass drops, ofc you can't drop marines when you go mech, but when going mech you are gas starved anyway so you just make helions out of 1-2 reactor facts. take a group of 5-6 blueflame helions and run them into your opponents mineral line ( ignore spines). you can afford to loose those helions to spines, because you will kill his whole mineral line anyway. with helion harass you should be able to weaken zergs economy enough to hit a timing before broods.
before broods hit zerg simply doesn't have an army to compete with terran mech, so its only fair that terrans now cannot snipe your whole t3 army in a few seconds.
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 . The amount of HT's or even Ghosts that could be hit is like hmm 10-15? EMP is not that great against Infestors.
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?
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
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 ....
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!
game starts @ 2 hours, major vs idra. (nonge vs cale)
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.
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.
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
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.
game starts @ 2 hours, major vs idra. (nonge vs cale)
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.
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.
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.
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
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.
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.
game starts @ 2 hours, major vs idra. (nonge vs cale)
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.
I don't think you realize how small the radius of Seeker actually is. You don't need intensive splitting just minor is more then enough. Just put your air in kinda of a formation and make sure they don't really overlap and the you hit at best 3 maybe 4 targets and only the first actually takes decent damage. I played against Seeker several times in TvT with Vikings its not that hard to mitigate damage if you know what you're dealing with.
Ravens are not the answer. Ravens are good against bad or lazy players who accidentally clump their units and don't micro against HSM. HSM is just a gimmick that seldom works. People might be caught unaware since it is used so rarely and not realize how to counter HSM, but veterans shouldn't fall for it. Sometimes the only way you can come from behind is to get a lucky HSM or Nuke land on their entire army, so I mean it has its place like the Hail Mary pass in football, but it isn't something to do a build order around.
On February 25 2012 13:55 GoodNewsJim wrote: Ravens are not the answer. Ravens are good against bad or lazy players who accidentally clump their units and don't micro against HSM. HSM is just a gimmick that seldom works. People might be caught unaware since it is used so rarely and not realize how to counter HSM, but veterans shouldn't fall for it. Sometimes the only way you can come from behind is to get a lucky HSM or Nuke land on their entire army, so I mean it has its place like the Hail Mary pass in football, but it isn't something to do a build order around.
that's like saying banelings are not the answer to marine balls
sure, you can micro against it, but that doesn't mean you don't lose dps on your units trying to split them and that doesn't mean it still doesn't do damage
also, there is no counter to pdds as zerg, vikings + pdds > corruptors easily
^ Infestors don't work too well against BC/Raven. Both of them own infestors....
It's a numbers game, of course, and there are different scenarios, but infestors on their own don't do much to that. You're going to have to have lots of corruptors or tons of energy... it would be hard.
It's hard for Terran to assume map control against zerg, or at least enough to secure another expansion. I don't see heavier tech really being the way to go unless it's a split map.
On February 25 2012 10:58 MrMcIntosh wrote: 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.
I don't think this is really a good answer to it. The game is stupid if you only have the viable option of winning before the 17~ minute mark. Not that I think that is the case right now, but still.
Battle Cruisers are a small option, since they can work great even against corruptors if they have raven/turret/viking support. Overall I'd say it's probably too much of a stretch though.
What is not a stretch is ravens and vikings to deal with much of the brood lords (4 vikings and 2 ravens per 3 broodlords for equal cost and supply, but could probably get away with less) and spaced out siege tanks to deal with ultralisks — thor/banshee/PF support helps too (don't need many). PFs are great damage sponges and great to killlings too, and hellions should be able to roast most of the lings as well. Even the auto-turrets can help soak up damage from lings or ultras, and help kill lings) The biggest challenge is to just ensure you target-fire ultralisks and not zerglings with the siege tanks — too many people think that because they're mixed with zerglings they become unstoppable; while it does make them harder to deal with (mixed up armies is always harder to deal with, what do you expect?), there are still ways to deal with them (i.e. target firing with tanks)
If you want to go mech like demuslim did today there has to be an emphasis on early thor count that keeps you safe from a mass muta transition which I believe Nestea could've won with even with thors when demuslim started going TANKSTANKSTANKSmode.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
That would be pretty map specific build. Terran turtle requires that you can put the map in half to stay on equal bases (shakuras plateau) so that your opponent cannot steamroll you with his superior economy. In a map like Tal'darim altar that composition would most likely fail since you cannot push out until you have that 3/3 upgrades and enough thors, hellions and vikings while meantime zerg has probably taken the whole map already and has +8 gasses.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
Do realise how big thors are. If you stand in the middle of Tal'Darim Altar with your mass thors you truly do deserve to lose the game, mate. One does not simply "mass crackling" against a trillion thors with BFH support.
On February 25 2012 11:54 Panzerfaust7 wrote: if zerg can have mass t3 why should terran. id think viking bc could work pretty good
On February 25 2012 17:51 Facultyadjutant wrote: Discover seeker missile
Discover bc rave which won't die to anything, literally anything
Terran lategame is still retardedly strong :>
There are a few problems with this idea :
Production : Terran production needs to be scheduled in advance. You prepare your three Starports and Techlabs before you start going BCs, and when the Starports are built, there's no going back. Many answers here are advices like "drop a lot" or "get this, get that", but Terran cannot play mech, and get bio, and get air, and get the three upgrade paths. Furthermore, while the Zerg can switch back instantly to Roach production if he sees a push coming, the Terran is simply caught with his pants down, since the production composition is somewhat stable : if the Z can remax on pure Roach, the Terran will always be stuck with his 3 Barracks, 6 Factories and 3 Starports. Terran "tech switches" are only available in the very, very late game and are most likely the result of a weird long game (TvT for example).
How do you drop when there are so many Corruptors on the field and Roaches with speed?
Terran typically has less ressources in the late-game (especially now that MULEs have been nerfed), simply because their army is much more cost-efficient. The downside being that Terran typically gets less bases, thus limiting the gas income... BC/Raven out of 3 bases doesn't rely on the Terran, but on the Zerg simply waiting that the Terran gets 5 Starports and 3/3 air upgrades. In my experience, Zergs are much more smarter and will attack once maxed. And voilà, your Starports are busy making Vikings to desperately hold of two 100-food pushes!.
However, there might be something with the Raven. People will have to try it out.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
Do realise how big thors are. If you stand in the middle of Tal'Darim Altar with your mass thors you truly do deserve to lose the game, mate. One does not simply "mass crackling" against a trillion thors with BFH support.
No, one sends decoy Overlords with 3/3 Roaches. : p Mass Thor is, as someone already said, situational. In a map like Tal'Darim, the Zerg has plenty of time to see what the Terran is doing, reacting accordingly.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
try mass roach vs mass Thor. It loses. Roaches are costefficient against Thors, Thors are supplyefficient vs Roaches. Not to mention that Terran can scout the roaches (for example by forcing them to defend against hellions) and then add this exotic unit... what was it called again... you know, the one with the 13range and the insane antiarmored dps...
And cracklings... yeah sure. Against mass blueflame hellion (and this exotic unit) this is the dumbest thing ever. Funny thing, I just went to a unit tester to see how good 3/3 cracklings are vs Thors in a high supply scenario. 17 Thors (102supply) vs 216 zerglings (108 supply) with clumped Thors on open field: real hardounter those cracklings man... two Thors died AND 2more were far down in the red! No, you're gonna need Broods and/or Ultras against those Thors if you want to actually win an engagement.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
try mass roach vs mass Thor. It loses. Roaches are costefficient against Thors, Thors are supplyefficient vs Roaches. Not to mention that Terran can scout the roaches (for example by forcing them to defend against hellions) and then add this exotic unit... what was it called again... you know, the one with the 13range and the insane antiarmored dps...
And cracklings... yeah sure. Against mass blueflame hellion (and this exotic unit) this is the dumbest thing ever. Funny thing, I just went to a unit tester to see how good 3/3 cracklings are vs Thors in a high supply scenario. 17 Thors (102supply) vs 216 zerglings (108 supply) with clumped Thors on open field: real hardounter those cracklings man... two Thors died AND 2more were far down in the red! No, you're gonna need Broods and/or Ultras against those Thors if you want to actually win an engagement.
Would you please stop claiming on one hand that Zerg has to be ahead in terms of bases and macro mechanics, and on the other making comparison based on same cost-army ?
Who cares if roaches are cost-unefficient against thors if the Zerg can outmacro a camping mech Terran so hard and send hundreds of waves of them...
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
try mass roach vs mass Thor. It loses. Roaches are costefficient against Thors, Thors are supplyefficient vs Roaches. Not to mention that Terran can scout the roaches (for example by forcing them to defend against hellions) and then add this exotic unit... what was it called again... you know, the one with the 13range and the insane antiarmored dps...
And cracklings... yeah sure. Against mass blueflame hellion (and this exotic unit) this is the dumbest thing ever. Funny thing, I just went to a unit tester to see how good 3/3 cracklings are vs Thors in a high supply scenario. 17 Thors (102supply) vs 216 zerglings (108 supply) with clumped Thors on open field: real hardounter those cracklings man... two Thors died AND 2more were far down in the red! No, you're gonna need Broods and/or Ultras against those Thors if you want to actually win an engagement.
Why don't you just send 50 Roaches twice? You said it yourself, it's cost-efficient. A 6-base Zerg can do this without a problem, as long as you don't engage at your own nat. Thors are big, too, which makes them vulnerable when massed and catched in an awkward spot, with a concave. And if you add Siege Tanks, then it's not mass Thor anymore, which gives more vulnerability to Broodlords.
Mass Thor is, as already said, situational, and not an answer to Zerg T3. And it is normal that a pure Roach army doesn't destroy them, just as normal as a Bioball not being able to deal with BLs or Ultras. Just remax with the 5000 minerals you have in the bank.
I really don't see it working on the ladder, I've tried it and dropped it. It can, however, work in tournaments where you want to hit a certain spot at a certain timing, with a well-built game plan.
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
try mass roach vs mass Thor. It loses. Roaches are costefficient against Thors, Thors are supplyefficient vs Roaches. Not to mention that Terran can scout the roaches (for example by forcing them to defend against hellions) and then add this exotic unit... what was it called again... you know, the one with the 13range and the insane antiarmored dps...
And cracklings... yeah sure. Against mass blueflame hellion (and this exotic unit) this is the dumbest thing ever. Funny thing, I just went to a unit tester to see how good 3/3 cracklings are vs Thors in a high supply scenario. 17 Thors (102supply) vs 216 zerglings (108 supply) with clumped Thors on open field: real hardounter those cracklings man... two Thors died AND 2more were far down in the red! No, you're gonna need Broods and/or Ultras against those Thors if you want to actually win an engagement.
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.
Last night, Thorzain played an incredible mass-thor (+vikings and some siege tanks) style and it absolutely obliterated Leenock's first max push of broodlords and infestors, and then the second max push of broodlord/ corruptor/ infestor. Not a single ghost in the composition, and it was completely mech based. He had mass upgrades, and made sure his thors has great concaves on the Zerg units. Completely shutdown Leenock, and Thorzain hadn't done a single harrassment ahead of time. Played super passively (as he's known for his slow, methodical play). Thorzain raped him.
On February 25 2012 21:34 DarkPlasmaBall wrote: Last night, Thorzain played an incredible mass-thor (+vikings and some siege tanks) style and it absolutely obliterated Leenock's first max push of broodlords and infestors, and then the second max push of broodlord/ corruptor/ infestor. Not a single ghost in the composition, and it was completely mech based. He had mass upgrades, and made sure his thors has great concaves on the Zerg units. Completely shutdown Leenock, and Thorzain hadn't done a single harrassment ahead of time. Played super passively (as he's known for his slow, methodical play). Thorzain raped him.
yeah and in 3rd game leenock actually started playing decent and completely raped his mech
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.
then dont play mech?
But then it would mean there is only one viable style... : )
On February 25 2012 21:34 DarkPlasmaBall wrote: Last night, Thorzain played an incredible mass-thor (+vikings and some siege tanks) style and it absolutely obliterated Leenock's first max push of broodlords and infestors, and then the second max push of broodlord/ corruptor/ infestor. Not a single ghost in the composition, and it was completely mech based. He had mass upgrades, and made sure his thors has great concaves on the Zerg units. Completely shutdown Leenock, and Thorzain hadn't done a single harrassment ahead of time. Played super passively (as he's known for his slow, methodical play). Thorzain raped him.
yeah and in 3rd game leenock actually started playing decent and completely raped his mech
lol he played plenty "decent" in the game where Thorzain stomped him.
On February 25 2012 21:34 DarkPlasmaBall wrote: Last night, Thorzain played an incredible mass-thor (+vikings and some siege tanks) style and it absolutely obliterated Leenock's first max push of broodlords and infestors, and then the second max push of broodlord/ corruptor/ infestor. Not a single ghost in the composition, and it was completely mech based. He had mass upgrades, and made sure his thors has great concaves on the Zerg units. Completely shutdown Leenock, and Thorzain hadn't done a single harrassment ahead of time. Played super passively (as he's known for his slow, methodical play). Thorzain raped him.
yeah and in 3rd game leenock actually started playing decent and completely raped his mech
lol he played plenty "decent" in the game where Thorzain stomped him.
no upgrades, pure clumped bl/infestor no ground army vs mass 3-3 thors and vikings was not played well -.-
ravens - seeker missile nearly 2 shots grouped broodlords and the auto turrets can be used very easily like FF given how big and dumb ultras are
But i echo the sentiments that good dropping will tear a zerg to peices at that point. Just survive while sniping bases and drones and eventually the zerg will not be able to keep up. Also don't forget that as the game progresses more OC's means less scv's needed - can use them to buffer/repair as well
On February 25 2012 14:31 Nagano wrote: Anyone watch today's MLG? Yea, THAT'S how you counter zerg t3
QFT
turtle on 3 bases and get the following:
3/3 thors and vikings and BF hellions
get 20 SCV set them on auto repair
seemed to work for DeMuslim against Nestea in game 3 and Thorzain vs. Leenock in game 1, damn dat terran deathball was unstoppable
This is great until zergs figure out that mass brood lord isn't great vs mass thor and if you have enough thors to fight off BL's you can just pump out mass cracklings and massacre the thor army cost efficiently. Either that or just remax on pure roach and get upgrades (which Nestea didn't)
try mass roach vs mass Thor. It loses. Roaches are costefficient against Thors, Thors are supplyefficient vs Roaches. Not to mention that Terran can scout the roaches (for example by forcing them to defend against hellions) and then add this exotic unit... what was it called again... you know, the one with the 13range and the insane antiarmored dps...
And cracklings... yeah sure. Against mass blueflame hellion (and this exotic unit) this is the dumbest thing ever. Funny thing, I just went to a unit tester to see how good 3/3 cracklings are vs Thors in a high supply scenario. 17 Thors (102supply) vs 216 zerglings (108 supply) with clumped Thors on open field: real hardounter those cracklings man... two Thors died AND 2more were far down in the red! No, you're gonna need Broods and/or Ultras against those Thors if you want to actually win an engagement.
Why don't you just send 50 Roaches twice? You said it yourself, it's cost-efficient. A 6-base Zerg can do this without a problem, as long as you don't engage at your own nat. Thors are big, too, which makes them vulnerable when massed and catched in an awkward spot, with a concave. And if you add Siege Tanks, then it's not mass Thor anymore, which gives more vulnerability to Broodlords.
Mass Thor is, as already said, situational, and not an answer to Zerg T3. And it is normal that a pure Roach army doesn't destroy them, just as normal as a Bioball not being able to deal with BLs or Ultras. Just remax with the 5000 minerals you have in the bank.
I really don't see it working on the ladder, I've tried it and dropped it. It can, however, work in tournaments where you want to hit a certain spot at a certain timing, with a well-built game plan.
Costefficient means that in even cost scenarios you are well off. In a maxed scenario you will get destroyed by pure Thor with roaches, 100times in a row, because the maxed composition will just cost like 50% more. Roaches and Zerglings are nice against Thors, until Terran has turtled up a good amount of them. If you haven't switched into Broodlords or Ultras until then you go basetrade or you are dead, because you can't fight the composition anymore.
And no, mass Thor is not "the answer" to Zerg T3 and the game would be pretty bullshit if massing one single unit was the answer to multiple very strong, very different compositions. However Mass Mech + support is pretty good against those.
And if I have 5k in the bank and you are broke and can't produce properly, then you better get your macro straight before thinking about what composition to use. Hell, Mech is even way better than bio when it comes to reproducing units so you will have even less of a problem with a "remax" if you are in an even position.
Polt just put on a clinic in how to deal with it in his 3rd game vs lucky at winter assembly, but I have to say... it was IN NO WAY balanced. He supremely outplayed lucky in order to win, any mere mortal would never be able to do it. I really want to hear some comments from the devs on this issue as well as that game, it was insane!
On February 26 2012 00:30 CaptainCrush wrote: Polt just put on a clinic in how to deal with it in his 3rd game vs lucky at winter assembly, but I have to say... it was IN NO WAY balanced. He supremely outplayed lucky in order to win, any mere mortal would never be able to do it. I really want to hear some comments from the devs on this issue as well as that game, it was insane!
It works vs a very low econ 3 base broodlord. But if Zerg is able to establish an economy through muta harass and gets good upgrades on 4+ base, then I don't know what you can do.
On February 26 2012 00:30 CaptainCrush wrote: Polt just put on a clinic in how to deal with it in his 3rd game vs lucky at winter assembly, but I have to say... it was IN NO WAY balanced. He supremely outplayed lucky in order to win, any mere mortal would never be able to do it. I really want to hear some comments from the devs on this issue as well as that game, it was insane!
Because lucky built nearly 40 banelings and maybe more zerglings before the 10 minute mark, while Polt had 3 Orbitals up. It wasn't exactly the greatest example.
On February 26 2012 00:30 CaptainCrush wrote: Polt just put on a clinic in how to deal with it in his 3rd game vs lucky at winter assembly, but I have to say... it was IN NO WAY balanced. He supremely outplayed lucky in order to win, any mere mortal would never be able to do it. I really want to hear some comments from the devs on this issue as well as that game, it was insane!
It was an insane game indeed, but, Polt did not Play perfectly and lucky was far behind the entire game, He did what he needed. Terrans should learn from that game, Drop, abuse mobility and FFS, even polt saw that comp and didnt go 2 stargates with reactors.
Polt went marine tank vs BL/infestor, It has nothing to do with an imbalance there. I think it shows the opposite, you dont need a dream comp to kill BL/inf, you can go marine tank vs it too. gg
Polt went marine tank vs BL/infestor, It has nothing to do with an imbalance there. I think it shows the opposite, you dont need a dream comp to kill BL/inf, you can go marine tank vs it too. gg
It showed that with marine tank vs broodlord infestor, you need to play like a GOD, and be AHEAD.
Polt went marine tank vs BL/infestor, It has nothing to do with an imbalance there. I think it shows the opposite, you dont need a dream comp to kill BL/inf, you can go marine tank vs it too. gg
It showed that with marine tank vs broodlord infestor, you need to play like a GOD, and be AHEAD.
It also helps if the zerg maxes out on infestor/BL leaving it sit in the middle of the map, thereby leaving neither mobile nor static defense in the three bases he went BL:s off.
But the principle is correct. Starting to drop heavily has been standard for ages. Ghosts were to actually kill off the army.
if you want to play rock when your opponent plays paper don't complain when you lose.
If he chooses to go Broodlord, go Bio drop
Don't complain when you have only one viable counter. Terrans swap to Viking when they see Colossi, and Protoss goes HT afterwards, and Terran goes Ghost afterwards, etc. There is a most effective counter for most strategy. If you choose to forego, be ready to have a very hard battle.
we might find that ravens hunterseeker missile is the answer to broods and zerg in clumps, its hard to watch broods get devestated by seeker missile, ghosts still good vs infestors, 2 or 3 in ur late gamearmy cant be bad
On February 26 2012 00:30 CaptainCrush wrote: Polt just put on a clinic in how to deal with it in his 3rd game vs lucky at winter assembly, but I have to say... it was IN NO WAY balanced. He supremely outplayed lucky in order to win, any mere mortal would never be able to do it. I really want to hear some comments from the devs on this issue as well as that game, it was insane!
it just showed terran with advantage for whole game along, better eco and upgrades almost lost to defwhoring zerg on 3 bases who rushed to bl/infestor 1a gayball
Unfortunately we haven't had a proper late-game zerg vs a late game terran game to see how things pan out. Polt overtook Lucky in G3 and bought himself enough times with drops to have a response. In G4 Polt was miles ahead, he kept denying Lucky's 4th for what seems like ages, he established his own 4th and 5th, and he systematically kept destroying Lucky's mid game army, not allowing him to gather support with his Brood Lords.
What we really need to see is a late game repeat of Mvp vs NesTea, Lucky or Leenock, on a map like maybe Daybreak.
So far, we don't really know how to handle a proper late-game zerg once he gets rolling, what has worked so far was delaying it and destroying it before it happens, which isn't optimal, you need a backup plan for when early and mid-game stuff doesn't work.
I might be stupid, but I think the answer will be Planetaries. Planetaries are strong against everything that doesn't fly as zerg, Cannot be Fungal'ed or Neuraled. Give good Zone Control. Can put us in a good defensive position.
Here's the things. They should make Planetaries dismantlable/salvagable so we can lift it after salvaging the turret (can take a long time idc.) so I can relocate the planetaries to good defensive positions late game. Anyways it'll be hell trying to set it up but I think once the planetaries go up at the chokes it'll put us in a good position against any infestor movement and use vikings to pick away at the brood lords. I don't know this is the best I can think of. Planetaries on the ground then go into a more air oriented army.
On February 25 2012 22:31 Big J wrote: Costefficient means that in even cost scenarios you are well off. In a maxed scenario you will get destroyed by pure Thor with roaches, 100times in a row, because the maxed composition will just cost like 50% more. Roaches and Zerglings are nice against Thors, until Terran has turtled up a good amount of them. If you haven't switched into Broodlords or Ultras until then you go basetrade or you are dead, because you can't fight the composition anymore.
I'm assuming those numbers are just there for show. Anyway, Thors and Neural Parasite have the same range, and one army of maxed Thors is the equivalent of 3 or 4 remaxes on Roach, so here's a solution for example. You can add BLs too, they're very nice at stopping Thors from moving anywhere.
On February 25 2012 22:31 Big J wrote: And if I have 5k in the bank and you are broke and can't produce properly, then you better get your macro straight before thinking about what composition to use. Hell, Mech is even way better than bio when it comes to reproducing units so you will have even less of a problem with a "remax" if you are in an even position.
Huh? Wait, can you back this up? Last time I checked, Thors had a 60 second build time, and a maxed Thor army requires something like 4000 gas. How in hell can you afford that off 3 bases? And just... I mean how Mech is more replaceable than Bio? It seems simple common sense to say that Bio can be reproduced easier and faster...
Ghosts are still good against broodlord/infestor, the only change is 4 more snipe shots, which isn't a big deal when you have 15+ ghosts in the lategame. So the answer to you beating it is to do the same exact thing you have been doing.
The ghost nerf makes it worse vs the ultra switch, which is good. 1 unit shouldn't beat 2 comps all on its own. Ultras are not that great and proper bio control when they make the switch will still kill the ultras.
Biomech with Ghosts is still pretty good. Just weak vs ultras, and will require you to possibly add some rauders in with the biomech. The change is good imo. It could have been done better, and it makes snipe suck vs alot of things it shouldn't (zealots/banes/etc) but the ghost change doesn't break the game.
On February 25 2012 22:31 Big J wrote: Costefficient means that in even cost scenarios you are well off. In a maxed scenario you will get destroyed by pure Thor with roaches, 100times in a row, because the maxed composition will just cost like 50% more. Roaches and Zerglings are nice against Thors, until Terran has turtled up a good amount of them. If you haven't switched into Broodlords or Ultras until then you go basetrade or you are dead, because you can't fight the composition anymore.
I'm assuming those numbers are just there for show. Anyway, Thors and Neural Parasite have the same range, and one army of maxed Thors is the equivalent of 3 or 4 remaxes on Roach, so here's a solution for example. You can add BLs too, they're very nice at stopping Thors from moving anywhere.
Well, that was my original point, wasn't it? That you need BLs and Infestors (or Ultras) to combat mass Thor. I was originally responding to a guy that said Zerg T3 vs Thors is bullshit and a Zerg just has to go Roaches or Zerglings to win against mass Thor. So I guess we agree: you need the T3, at least to a certain extend.
And yeah, the numbers are just for the show. Sorry about that, but another response to my post was that a Zerg could just send a hundred waves of roaches. I guess I somewhat confused that with your reasonable response. Still 2-3 waves of roaches won't break a good Mech composition with its reinforcements and repair, unless you can rely on your opponent moving into a very bad position. (which is possible on some - old - maps like Tal'darim and Terminus, but the superior - newer - tournament maps like Daybreak Cloud Kingdom, Metropolis, Ohana, Korhal Compound all don't have those huge open walk distances anymore)
On February 25 2012 22:31 Big J wrote: And if I have 5k in the bank and you are broke and can't produce properly, then you better get your macro straight before thinking about what composition to use. Hell, Mech is even way better than bio when it comes to reproducing units so you will have even less of a problem with a "remax" if you are in an even position.
Huh? Wait, can you back this up? Last time I checked, Thors had a 60 second build time, and a maxed Thor army requires something like 4000 gas. How in hell can you afford that off 3 bases? And just... I mean how Mech is more replaceable than Bio? It seems simple common sense to say that Bio can be reproduced easier and faster...
Why would you only have 3bases? Mech can be played of more bases as well, watch Thorzain or MVP. They expand with it just as fast as they do with biocentered builds. (at least if they don't go for a prehive timing, but for a macrogame that tries to combat Zerg lategame)
The remax comparison to bio: A factory with reactor produces 8supply of hellions in a minute, a Barracks with reactor only 4,8supply of marines. A factory with tech lab produces 4 supply of tanks or 6 supply of thors in a minute, a Barracks with tech lab 4supply of marauders or 2,5supply of ghosts in a minute. A Starport produces 2,85supply of medivacs in a minute. As bio will be centered mostly around marine/medivac/tank, a build that is centered around Thors and Hellions as mineral dump will just outproduce that composition of an even amount of production facilities, on the other hand the 100extra gas for the factories will lead to less production facilities to begin with. So I guess it is an overstatement to say that Mech surely outproduces bio, yet I think those two are at least compareable, especially as bio needs factories as well and maybe an extra starport for medivac production. (also note that a barracks with addon costs 200/50 or 200/25 compared to 200/150 or 200/125 for a factory, which is less of a difference in percentage of money in infrastructure, than it would be if you forget about the addons and only think about the 100gas difference)
Also note that you can't compare Mech vs Zerg production with Mech vs Bio production, as bio is being played by outexpanding the Mech player and then whittling the mech player down costinefficiently, while Zerg vs Mech usually focuses on getting a hightech army itself of a rather similiar economy. (just a footnote on why I think bio TvZ does not necessarily have to have more production than Mech, just because bio has more production than Mech in TvT)