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[G] Avilo's TvZ Lategame Raven Transition

Forum Index > StarCraft 2 Strategy
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avilo
Profile Blog Joined November 2007
United States4100 Posts
Last Edited: 2012-02-25 04:04:48
February 25 2012 02:36 GMT
#1
Avilo’s TvZ Lategame Raven Transition


Hello! This guide will be for all Terran players that want to learn how to utilize the raven to play late game macro games in TvZ. As well as for Terrans that want to learn how to fight against the broodlord/corruptor/infestor deathball.

Let me give a little bit of background on why ravens are the next logical step in dealing with TvZ lategame...

One year ago or so I was massing many ravens/vikings with mech, but for one reason or another I stopped as I explored other strategies, as patches hit, etc. Well, in the past 2-4 weeks I have consciously focused on re-exploring and innovating raven usage in the late game against Zerg, not just out of luxury, but out of necessity.

Terrans were having a lot of difficulty dealing with broodlord/infestors for a while, until we developed ghost usage in lategame (our innovation just recently nerfed).

Zerg’s answer in the current metagame has been to simply mass more broodlords, more corruptors, and more infestors meaning even pre-patch, mass ghosts no longer were becoming cost efficient in killing lategame Zerg deathballs.

There is a common misconception that mass ghosts obliterated everything Zerg has...when it simply was not the case as Zergs “figured it out.” Money fungals on ghost clumps or simply morphing more broodlords among other things has made it so massing ghosts, even pre-patch 1.4.3...massing only ghost was becoming more and more of a bad investment.

Zerg have now established a foothold in lategame TvZ with broodlord/corruptor/infestor play, and with snipe being taken out of the equation as a possible counter, Zergs are currently very happy collecting their freewins when the game gets to this lategame stage...

But now it is again Terran’s turn to take over the lategame, to use our creativity, innovations, and intelligence to fight against the Zerg lategame past the 15 minute mark...and there is just one obvious unit to turn to - the raven.

The raven, in conjunction with ghost EMP on infestors, and a pure ground army will allow you to fight on even footing versus broodlord/corruptor/infestor deathballs very late into the game.

The Raven
[image loading]
The beauty and strength of the raven is that the raven is an energy and time reliant unit, meaning the longer the game goes on, and the more ravens you accumulate, the more powerful your lategame army strength becomes. The reason energy units like the raven and infestor are so powerful is because you can expend their energy and as long as you take care of these units and allow them time to regain more energy, they become useful in killing things once again without costing you extra resources other than the time necessary to rebuild energy.

The other reason that accumulating ravens in the lategame is good is because of the AOE hunter seeker missile and point defense drone. Zergs that power the brood/infestor/corruptor ball rely on fungals to lockdown vikings (and previously ghosts) so that you will 100% lose those vikings/ghosts, and then they simply overmake corruptors meaning you have lost air control, and then soon after you will die to uncontested broodlords + any other unit.

The hunter seeker missile, in conjunction with EMP on infestors...means suddenly you do not need to over make vikings or even 40 ghosts to be able to make a dent into the Zerg air deathball. EMPs make it so you cannot get chain fungaled, and the hunter seeker missile allows massive splash onto clumped broods/corruptors, meaning that you now no longer need to guestimate/overmake vikings in order to survive the initial Zerg max on this composition.

Finally, the reason the raven is so powerful in lategame TvZ is because it allows you to create a pure ground to ground army. What I mean by this is since you have the AOE from HSM and cost efficiency from point defense drone, you do not need as many vikings as you normally would need!

This solves the problem of lategame situations where you would be thinking, “well, ok, now i land all my vikings and they die cause they suck on the ground?”

The raven makes it so resources that would have previously and traditionally been spent into vikings now go towards more siege tanks/thors, more marauders/marines, or more ravens. Suddenly your ground army is much stronger against an ultra tech switch, and you always have air superiority with good PDD/HSM usage + vikings.

The last point is probably the most important point of why ravens are so powerful. Unlike simply “making more vikings” you now have a unit that can add to your army strength before and after Zerg tech switches, and allow you to create a more powerful ground army since you have less supply in vikings and more in units that are...good against ground units.

Dealing with Tech Switches
Ravens are ideal for dealing with tech switches. As long as you are keeping ravens alive, and regaining energy, it means that whenever you are playing late game and have killed 1 max army of the Zerg, you still have the potential to kill their tech switch. One of the main problems Terran players have to deal with is that our unit production does not work like Protoss/Zerg. If we lose our 1 big army in late game, we often times are in a position to lose the game from P/Z remaxes.

What ravens allow you to do that building only vikings doesn’t is have a cost efficient unit that can allow you to kill a Zerg’s first max, and still be useful during their second max, and then their eventual tech switch back into broodlords/corruptors.

Let’s say your opponent opens with brood/corruptor/infestor as their first max army. Killing their first max...if they stay on the same brood/infestor/corruptor composition, you will outnumber them in the air at that point with seeker+pdd+vikings, and you are in an advantageous position.

If they tech switch into mass ultra/ling/infestor, you still will have ravens re-accumulating energy, so that after you have pumped pure tank/hellion, or marine/marauder/tank, (depending on if u went bio or mech), the Zerg is either forced to stay on pure ground units which the ravens can still help contribute to your army by using autoturrets to tank damage or more HSMs, or the Zerg is forced to attempt going back into broodlord/corruptor, in which case once again, you have the ravens and hunter seeker+pdd meaning you do not suddenly have to have 20 vikings in order to stay in the game because each raven is worth almost 2-5 vikings.

Patch 1.4.3 - do I build ghosts now?
I mentioned this earlier, but even pre-patch Zergs had begun to figure out that simply adding more and more corruptors/broods/infestor to their deathball, along with queens for transfuse was beginning to deal with ghosts quite well.

It was extremely difficult to expend 100% of ghosts snipe energy 100% of the time, whereas from the Zerg’s point of view they really just need to spread infestors and hit key fungals because they knew if you were only using snipe your ghost would have to be in the same area to get off snipes quickly.

Patch 1.4.3 ghosts were nerfed regardless of how the game developed...but that does not mean they are useless now or that you should not build them.

They are very necessary to EMP infestors as much as possible, as well as nuke harrass. The only difference is that you will not need 30 ghosts in your army, nor should you even want that many ghosts. 5-10 ghosts is an ideal number to keep around to EMP infestors, and post patch you will mostly be using ghosts to EMP infestors, rather than use snipe on anything.

EMP is what will allow you to give your ravens/vikings more survivability aka not get chain fungalled.

Production set up for ravens/vikings
When you are in good shape economically and the game is going long or to defensive situations, you will want to end up with 2 tech-labbed starports, and 1 reactored starport for viking/medivac production.

Double tech-labbed starports allows you to build 2 ravens at a time, which is the most you can usually support off of 3-4 bases along with everything else.

Whether you went mech or marine/tank/med doesn’t matter. 2 tech lab ports, 1 reactor port is what I have found is ideal for beginning the transition to ravens.


At what point do I want to begin getting ravens?

This one is a tricky question because it requires you to read the specific game and situation. But there are general rules and ideas behind when you should begin raven production.

1. If your opponent is fast teching to a hive with a spire building, you will want to throw up the two extra starports with tech labs, or if you have a reactored starport switch it to a tech lab and begin raven production and build a new one on the reactor. Scanning hive tech and putting the starports up to begin raven production early can mean the difference between having the HSMs to deal with broods, or simply dying from not having enough ravens/energy for HSMS.

2. Get ravens off of 3-4 base economies. This is just a general rule, as ravens are 200 gas each, and you do not want to build ravens at the cost of fighting units. Ravens are supplemental to your main production of mech or marine/tank.

3. The earlier, the better. The difficulty with balancing raven production is learning when to not make them too soon, or not make them too late. In general, the earlier you have ravens, the more energy they will have accumulated for spells, and the more of them you will have. This goes in line with the idea of the longer the game goes, if you are making ravens then you are getting much more value added into your army strength.

What ravens allow you to build

Getting enough ravens/vikings means you will end up with air control and what this allows you as a Terran to do is make pure ground to ground units, such as the marauder and tank in late game.

This is one of the key concepts of raven usage in the late game. Even though your opponent has a scary broodlord army that would normally negate your 20 siege tanks, as long as you have accumulated enough ravens, you are rewarded with the ability to make a very strong ground to ground army that will be able to handle the Zerg player’s mass ground tech switch.

Normally you would be worried that “oh, i need to build 5 bajillion vikings and then those suck against the ultra switch...” but now you can end up defeating the broodlord/corruptor/infestor first max and have pure tank/hellion or marine/marauder/medivac to deal with their ultra tech switch.

The ravens function using auto turret to help tank damage, and of course staying alive to deal with a tech switch from the Zerg back into mass broodlord/corruptor.

Another nice thing if you are going mech, having ravens means you do not need thors because raven/viking can deal with muta quite easily on it’s own. Tank/hellion is much more supply efficient on the ground than thors are.

How to Micro/Target with ravens
Since most players will be new to using ravens, it’s important to learn and have the knowledge of what is best to target, and how to micro ravens/vikings.

Usually, against broodlord/corruptor/infestor you will control group ravens/vikings together to allow much easier control, but that one thing to avoid is simply 1Aing to the Zerg because your vikings will attack things, but your ravens will simply fly to their deaths.

How you hunter seeker missile your opponent’s army is always dependent upon the ratio of corruptor/infestor/broodlord that they have created, as well as how spread apart their units are at the time.

If your opponent has a higher broodlord count than they do corruptors, it is more beneficial to use the hunter seeker missile from each raven on different sections of broodlords to get the most possible splash damage, allowing vikings to clean up.

If your opponent has a higher corruptor count than broods, you will want to eliminate the corruptors first, which means using the hunter seeker missile on corruptor clumps OR using mass point defense drones and only a few seeker missiles. If they are flying into your ravens you will want to go with more PDDs and only a few hunter seekers to deal with the corruptors, if they are sitting still while engaging then you have more opportunity to use more HSMs and less PDD. It’s important to know the difference so that they don’t run straight to your flock of ravens and you die from your own HSMs.

If the opponent has a higher infestor count/queen count underneath their brood/corruptor, you will not want to even attempt HSMs/viking attacks until you have EMP’d as much energy away from the infestors as possible. This leads into...

Microing ground army + ravens + ghosts
The most dangerous thing to your ravens/vikings is being chain fungaled. Chain fungal is when one infestor fungals your units and then there are follow-up fungals that guarantee your units deaths. This is usually what ends up killing players that only make pure vikings in the first place, as they end up losing all of their anti-air and the game shortly after. It obviously applies to ravens as well, and you should never commit ravens to HSMing until you see that broods/corruptors are coming in close enough that you can run away after you launch the missiles.

To ensure safety of your ravens, you micro by by simultaenously advancing forward with ravens/vikings and cloaked ghosts (or even non cloaked ghosts). What will end up occuring is a dance much like the ghost / templar dance in TvP.

You will move your ravens forward to HSM broods/corruptors and your opponent will be forced to respond by moving their infestors in range to fungal your ravens. This is when you also are moving your ghosts forward to carpet EMP bomb all of the infestors, meaning even if a fungal does somehow get off on your ravens, there is no more energy to chain fungal, meaning you keep your units alive, while he loses most of his.

This is the main way to advance through the Zerg deathball and if you are going to learn this style, it’s important you learn how to control ghosts, and ravens, and vikings all at the same time. If he moves the broods back, you move the ravens back, while he moves the infestors forward you mvoe the ghosts forward, then he moves the infestors back and moves the broods forward and you move the ravens forward again while he brings back the infestors while you bring the ghosts to EMP...that is how the dance will end up happening until you destroy all of their stuff

EMP is the key to allowing your ravens survivability, just remember that. If you run out of EMPs, your ground army of marine/marauder/tank or pure mech also functions in the same manner, as you will actually move your army into broodlord range like I just described with the ghosts, and then move the ravens forward in the same way. It’s just that you risk much more when you move your army under broods, than you do when you move forward with a few cloaked ghosts instead.

How to prioritize HSM/Autoturrets/PDD and Order of Upgrades
Using a lot of ravens means you have to manage their energy. This means you don’t want to use up energy on autoturrets and then find out you have not enough energy for HSM and PDD, but you also do not want to just sit at your base with 200 energy ravens because you could be actively spending that energy.

HSM - Saving energy for HSM is usually your number 1 priority, especially against broodlords. You should really not be using other spells until you are sure you have seeker missiles saved up.

PDD - Energy for PDD’s is your second priority. You should try not to overdo it with PDDs, because a few clutch HSMs can kill corruptors/muta instead...but saving energy for PDD is oftentimes more useful than spamming auto turrets.

Auto turrets - These are your last priority. Auto turrets have a few different uses. You can use them after you have cleared armies to harrass actual bases without committing your ground army. You also can use them to throw in front of mech units or bio to help tank damage from ultras/banelings/roaches. You also can throw down defensive “auto turret rings,” much like missile turret rings if your ravens are beginning to sit idle with 200 energy so that way you are at least using the energy on something.

Also, in terms of upgrade research, you want to get the corvid reactor (raven energy upgrade) first, and HSM second, and durable materials you can delay as long as you need if you are tight on gas. It's not a necessary upgrade, but is very helpful.

You will have two tech lab starports when you transition to ravens, so researching corvid reactor and HSM at the same time is very common.

How to use your ravens during the ultra tech switch
If you do control ravens/ghosts/mech or bio very well, you should be able to deal with the broodlord/corruptor/infestor deathball and what follows will be Zerg remaxing, often times on ultras.

In the case that your opponent is remaxing on ultras/lings, ravens can help throw out auto turrets to tank damage while your bio or mech kills ultra/lings, or as long as you are careful with your unit movement, you can also HSM ultras to dish out 100 or so damage quickly.

How to use your ravens during a mass roach tech switch

This tech switch is more common from Zerg if you opened and stayed with mech. Whenever a Zerg does go from air to mass 200/200 roach, you will want to use ravens to HSM roache clumps as much as possible, and in situations where roaches are advancing on tanks/thors/hellions you can also throw out auto turrets to mess with the roach AI allowing your army 1-2 extra volleys which can mean the difference between losing 2 tanks or losing 10.

How to use your ravens during a mass muta tech switch

A mass muta tech switch is probably the rarest one you’ll see nowadays, but in case it does happen, you honestly will not have trouble at all if you have enough vikings with your ravens.

The ravens here you will mostly use for point defense drone making your vikings invincible, and if there is a fight where Zerg commits to standing still, you HSM once and that’s it - the rest of the energy is PDD and auto turrets while vikings clean up.

How many vikings do I make?
As mentioned earlier in this guide, the beautiful thing about accumulating ravens is you don’t need as many vikings, which means in late game your supply is actually becoming more cost efficient to deal with the ultralisk/pure ground tech switches from Zerg.

Normally, vikings would be utterly useless on the ground during a tech switch, but since you have the ravens, you are protected from the air tech switches, while taking supply that would have been in more vikings and putting that into units that can deal with ultralisks, like tanks, marauders, marines, basically anything on the ground.

You will need usually around 10-15 vikings or so, but that is usually it! When you first start to learn the raven transition you’ll be surprised at how much stronger and how much better you can survive through Zerg tech switches when they are at max.

So, the magic number is usually in the range of 10-15 vikings, with all of the rest of your resources either going into more ravens, or a pure ground to ground army.

Why have Terrans not been utilizing ravens like this before?
There are many reasons why Terran players have not been using ravens in lategame TvZ.

1. Ghosts were a better and “easier” option that overshadowed ravens. With pre-patch snipe, ghost accumulation was one of the first ways Terrans innovated and found to deal with broodlords/infestors. It’s more logical to simply make ghosts from mass barracks production then it is for a lot of players to say to themselves “throw down two tech lab starports.” It is actually quite taxing on multi-task/apm/unit production to dedicate a starport to a tech lab rather than a reactor that allows medivac or double viking production.

2. HSM cost 125 energy, and it takes a long time to make ravens pay off. The thing about ravens as I have mentioned in this guide are that the longer the game goes with ravens in them, the stronger your army can potentially get. But if you are in situations where there is constant pressure or no time available to get the infrastructure for tech-labbed starports + the raven upgrades + the raven energy...then it can be considered a huge risk to start raven production.

The main thing that will and has scared Terrans away from using ravens is how much gas the raven upgrades cost + getting the necessary starports and the time it takes to even get one seeker missile, which is not guaranteed to pay off against most Zerg compositions.

Because of the “gamble” aspect of HSM, it was “not worth it” to build ravens. Lings, ultra, etc can outrun the seeker. But now...

3. Zergs improved and innovated the Zerg deathball
This goes with the above reasoning. HSM used to be a gamble against lings/ultras/roaches/any ground Zerg unit. There was no use for it. But Zergs have figured out the mass broodlord/corruptor/infestor style of play now which was not used before. This Zerg deathball style is a new style of play that has only cropped up really in the past 6-7 months, and is now very, very common and almost the standard way to play Zerg.

Since it was not as common before, there was no need or point to HSM.

4. It is apm intensive. Managing ravens + an army + ghost emps on infestors + macro...to be honest, it’s very apm intensive, requires a lot of multi-task, and one mistake can mean losing all of your ravens which are almost impossible to replace. I’m writing this guide so Terrans start using and learning about ravens in late game TvZ...but the honest truth is it will be very difficult for Terrans below masters to handle using HSM + EMP + macro + everything else in the game at once without getting fungaled, or losing all their units to broods, etc. It takes a lot of fine micro and unit control to get down.

Those were just some reasons why people weren’t using them imo. This guide (and replays) will hopefully have convinced you otherwise, and show just how powerful ravens are.

Why you should be using ravens lategame TvZ
1. They are very pleasurable to use. Launching an HSM and watching things blow up cost effectively...mmm so good

2. Cost efficiency into late game. The more ravens you get, the more HSM/pdd/autoturrets you get, which means instead of throwing away bio or hellions or whatever to do damage, you are using energy which can be regained over time! When resources get low on the map, or it’s a very close game, not needing actual minerals/gas to be cost effective can make a huge difference.

3. They are a necessity nowadays. Yes, a necessity. Or they’ll eventually become one. Making vikings alone against brood/corruptor/infestor is not cost effective. Making vikings + ghosts only after 1.4.3 will also not be cost effective because of the snipe nerf.

That leaves you with - you die to Zerg late game, or you learn that ravens are good. I would rather live when TvZ goes past the 15 minute mark, and ravens are just the way to do that!

+ Show Spoiler +
Why should you not use ravens lategame TvZ?
Because David Kim will nerf them. Everytime we Terrans develop something it is nerfed...-_- so I say this half joking, and half serious.


End of Avilo’s TvZ Lategame Raven Transition Guide
So, that is it! Ravens are godly if used and micro’d very well! I was originally going to put together screenshots of ravens shooting HSMS, PDD’s, etc...but then I realized it was mostly screenshots of Zerg units blowing up. -/_-

As a lot of the guide above is theory/mindset/mechanics, so here is a replay pack of me doing my raven late game transitions. Most games I go mech, but there are bio games in there as well with the exact same transition! A few games are also pre-patch, but are still 100% relevant because any time i use ghosts with this strategy it is solely for EMP!

Replay Pack
https://rapidshare.com/files/1960031543/Avilo_sRavenTransition.rar

Enjoy! Just as a teaser...ravens are also one of the optimal units to transition to in lategame TvT...another guide on that to come in the future !


Sup
boSeok
Profile Joined February 2011
Canada177 Posts
February 25 2012 02:38 GMT
#2
i so agree. I think ravens are realy good. The more people use them the more peple are going to find out that ravens can be used. It might be a while before it becomes common but thanks for the guide :D
Christolight
Profile Joined December 2011
United States46 Posts
February 25 2012 02:56 GMT
#3
Good analysis Avilo.Well played.
Lets get Dangerous!
LgNAnatares
Profile Joined January 2012
Canada8 Posts
February 25 2012 02:58 GMT
#4
Excellent post avilo :D
LuckyFool
Profile Blog Joined June 2007
United States9015 Posts
February 25 2012 03:04 GMT
#5
was waiting for a massive raven to come flying out of nowhere at the end of the vid... :D nice.
Pur3Aw3
Profile Joined December 2011
Canada6 Posts
February 25 2012 03:05 GMT
#6
Fantastic post, very detailed! Going to be trying this quite a bit.
tjd2191
Profile Joined August 2010
United States27 Posts
February 25 2012 03:11 GMT
#7
So much respect for your hard work avilo. While we all know that you make very vocal criticisms of the game, stuff like this shows that you do truly care a lot.
BinxyBrown
Profile Joined December 2010
United States230 Posts
February 25 2012 03:18 GMT
#8
Its funny I was saying to use Ravens for like a year now.
Banelings are like Ice Climbers if they grab you... your dead.
dynwar7
Profile Joined May 2011
1983 Posts
February 25 2012 03:18 GMT
#9
Haha.....the only guide that I have read word by word

Hey Avilo, great guide, so I am sorry if this is obvious, but you....obviously research all the upgrades for Raven right? The durable material, the HSM (of course), and Corvid reactor, correct?

Very nice, if someone as popular and good as Avilo starts a new trend such as Raven, the crowd is sure to follow :D

And lastly....make a guide on TvP Mech!!! Haha I say this half joking and half serious.

Overall, great guide, glad to see you go mech, cause I love mech too. Now watching the replay pack.
Regarding the imbalance, hilarious to see Zergs defending themselves....
tjd2191
Profile Joined August 2010
United States27 Posts
February 25 2012 03:24 GMT
#10
On February 25 2012 12:18 DontLoseSightOfIt wrote:
Haha.....the only guide that I have read word by word

Hey Avilo, great guide, so I am sorry if this is obvious, but you....obviously research all the upgrades for Raven right? The durable material, the HSM (of course), and Corvid reactor, correct?

Very nice, if someone as popular and good as Avilo starts a new trend such as Raven, the crowd is sure to follow :D

And lastly....make a guide on TvP Mech!!! Haha I say this half joking and half serious.

Overall, great guide, glad to see you go mech, cause I love mech too. Now watching the replay pack.



Unfortunately even avilo doesn't think that mech is viable tvp :[
KalWarkov
Profile Blog Joined December 2011
Germany4126 Posts
February 25 2012 03:34 GMT
#11
demuslim sometimes uses quite a similar style, but i think he got away from it because its not that great (and it has to be great for those costs) against ultra/ling/infestor styles i believe.

not sure about this though^^
anyway, rly nice to see some raven builds out there, i think its heavily underused in some TvZ lategame situations, but it might get more popular now that ghosts got nerfed.


@ mech vs P

not only avilo doesnt think mech isnt viable, even goody doesnt play mech vs P anymore. Although i still think on a map like shakuras, it can be great - but it has to be played by someone with lots of mech experience.
DiaBoLuS ** Sc2 - Protoss: 16x GM | Dota2 - Offlane Immortal | Wc3 - Undead decent level | Diablo nerd | Chess / Magnus fanboy | BVB | Agnostic***
boSeok
Profile Joined February 2011
Canada177 Posts
February 25 2012 03:43 GMT
#12
On February 25 2012 12:04 LuckyFool wrote:
was waiting for a massive raven to come flying out of nowhere at the end of the vid... :D nice.


im pretty sure this guy can be awarded with the first mass raven build

www.youtube.com/ketroc21
FakeDouble
Profile Blog Joined September 2010
Australia676 Posts
February 25 2012 03:58 GMT
#13
Hey avilo!

first, thanks for the long detailed write up on ravens! I guess I'll find out from the replays, but what order do you get the raven upgrades? I'm guessing corvid reactor and HSM upgrade are the first two you get from the double tech lab starports, but do you at some point get durable materials, or the two e-bay building upgrades (hi sec auto tracking and building armour)? Also, do you get ship plating for ravens or ship weapons for the vikings?
Formerly known as carbonaceous
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 25 2012 04:20 GMT
#14
On February 25 2012 12:18 DontLoseSightOfIt wrote:
Haha.....the only guide that I have read word by word

Hey Avilo, great guide, so I am sorry if this is obvious, but you....obviously research all the upgrades for Raven right? The durable material, the HSM (of course), and Corvid reactor, correct?

Very nice, if someone as popular and good as Avilo starts a new trend such as Raven, the crowd is sure to follow :D

And lastly....make a guide on TvP Mech!!! Haha I say this half joking and half serious.

Overall, great guide, glad to see you go mech, cause I love mech too. Now watching the replay pack.



On February 25 2012 12:58 carbonaceous wrote:
Hey avilo!

first, thanks for the long detailed write up on ravens! I guess I'll find out from the replays, but what order do you get the raven upgrades? I'm guessing corvid reactor and HSM upgrade are the first two you get from the double tech lab starports, but do you at some point get durable materials, or the two e-bay building upgrades (hi sec auto tracking and building armour)? Also, do you get ship plating for ravens or ship weapons for the vikings?


Ah, yes, I didn't originally mention about the upgrades. Just updated the guide with a lil snippet about researching the upgrades. Corvid reactor (raven energy) and HSM are the important ones. Durable materials is a luxury one, you can get it if you have the resources for it and it'll help for auto turrets. The ebay upgrades Terrans will get late game regardless of their strategy and aren't of mega importance.

Usually you get raven energy before HSM, ideally both at the same time if possible, but you can get HSM after your first 2-3 ravens because by then you'll have the energy to use the HSM.

Sup
poorcloud
Profile Joined April 2011
Singapore2748 Posts
February 25 2012 04:23 GMT
#15
On February 25 2012 12:43 Kakoon wrote:
Show nested quote +
On February 25 2012 12:04 LuckyFool wrote:
was waiting for a massive raven to come flying out of nowhere at the end of the vid... :D nice.


im pretty sure this guy can be awarded with the first mass raven build

www.youtube.com/ketroc21


Dude watch this


To a pretty decent korean zerg nonetheless (at that time)
VashTS
Profile Joined September 2010
United States1675 Posts
February 25 2012 04:23 GMT
#16
Been saying this for quite some time... Perhaps your post will help convert the nay-sayers.
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2012-02-25 05:08:32
February 25 2012 05:06 GMT
#17
interesting guide got a bit of extras out of this, ravens should be a standard addition if you get vikings, because they make the vikings way more effective and save you supply (bcs do to but they are a larger investment). They add some micro though. And i don't doubt, that with seeker missile use versus infestors, we will also see fungal neural seeker combination. The zerg would have to bring a raven out of position first though.
So did you encounter any neural use against ravens so far ? I sadly did not and really afraid of that happening. Because seeker missile and a fungaled raven could...

Currently playing around with banshees after my first ravens, with 4-5 you can one shot infestors and with cloak you can manage to get over the infestor group, if they have no detection around, just need to divert their attention for a moment. Its risky but if you get enough infestors their air army is really exposed, if they rely to heavily on the infestor. And if you sneak up from behind you are sure to atleast trade cost effective. (5 banshees are 15 supply though)

I think tvz will get alot more interesting in the future, atleast if blizzard stops nerfing things to soon. As there is alot the zerg can do to buff up their deathball as well. (they won't though if blizzard is faster)
OtoshimonoU
Profile Joined December 2011
United States509 Posts
February 25 2012 05:09 GMT
#18
You wrote this for the whole day instead of streaming?

I need all the help in TvZ and I really like this style. Thanks!
God Young ho
architecture
Profile Blog Joined May 2008
United States643 Posts
Last Edited: 2012-02-25 05:47:33
February 25 2012 05:45 GMT
#19
There is no doubt that Ravens are supply efficient for HSM.

But while you admit that the transition is tricky, you don't address how you do this transition. If you start upgrading+accumulating in anticipation of Hive, he can just do Ultra/infestor and you will have spent 1k+ gas for nothing. So somehow you have to be able to securely sprawl 4+gas first.

So, do you just survive the first wave of X with thor + viking? How do you survive the first 200 conflict vs BL when you can't prepare in advance? Is this even possible on any map given the resource requirements?
tpfkan
architecture
Profile Blog Joined May 2008
United States643 Posts
Last Edited: 2012-02-25 05:54:09
February 25 2012 05:53 GMT
#20
Let me throw in some math to clarify the efficiency of Ravens.

PDD is best against high damage units. They are the best against vikings, when a single PDD blocks 560 damage. So Raven is better than a BC in TvT. Unfortunately, corruptors are low damage, high HP units, so a PDD only blocks 280 damage.

So for 200 gas and 1m45s (1m build time + 45s energy accum) you only block 280 damage, without dealing damage. I think it's clear that PDD is not particularly efficient use of resources. It takes a whopping THREE minutes to get another PDD. Now, if the Z does let you accumulate enough for 2 PDDs on a Raven, then the Raven will represent essentially 4 food. In either case, not anything to write home about.

Now let's talk about HSM. HSM is actually passably decent and the only redeeming spell in this matchup, despite ridiculous cost+time. So while it takes 2.5m to get a HSM, for the FOOD, it does a good amount of damage, more than you would expect a viking to do. Imagine a HSM doing about 200 damage through AOE, a viking would have to get off 10 shots or survive 20s to do so. HSM is all frontloaded damage, that allows you to clean up with thors. Some number of Ravens with HSM will make it so that manythor+fewviking can deal with any air threat.

And like you said, it frees up the rest of the ground army + simcity to deal with infestor/ultra.
tpfkan
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