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[D] TvP - Mvp's Hellion/Marine Drop Expo - Page 2

Forum Index > StarCraft 2 Strategy
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Dontkillme
Profile Joined November 2011
Korea (South)806 Posts
May 29 2012 01:25 GMT
#21
I don't like any builds regarding Hellions in T v P, Hellions suck at everything that a toss has :/

User was warned for this post
Bomber & Jaedong & FlaSh & SNSD <3
Picklebread
Profile Joined June 2011
808 Posts
May 29 2012 01:32 GMT
#22
On May 29 2012 10:25 Dontkillme wrote:
I don't like any builds regarding Hellions in T v P, Hellions suck at everything that a toss has :/

Except probes?
Also if you didnt know you can shoot and then run back against zealots. Its called kiting o-o
WhalesFromSpace
Profile Joined March 2012
390 Posts
May 29 2012 01:32 GMT
#23
On May 29 2012 10:25 Dontkillme wrote:
I don't like any builds regarding Hellions in T v P, Hellions suck at everything that a toss has :/

Except probes
Nihility
ZenithM
Profile Joined February 2011
France15952 Posts
Last Edited: 2012-05-29 01:57:42
May 29 2012 01:55 GMT
#24
The build is very easy and natural, the only choices you have are :

1) gas first or not
2) reactor on the rax (after 2 marines) or not

Other than that it's just a 1-1-1 on 1 gas with continuous SCV and army production. You naturally end up having 7-8 marines, 3 hellions at the time your first medivac pops out.

Should be noted that MKP likes this build very much in TvP and TvT, sometimes even proxying the factory and starport to drop the hellions faster and in a concealed fashion.
zhurai
Profile Blog Joined September 2010
United States5660 Posts
May 29 2012 02:03 GMT
#25
isn't this just a TvT build that MVP fit into TvP? :S
Twitter: @zhurai | Site: http://zhurai.com
phiinix
Profile Blog Joined February 2011
United States1169 Posts
May 29 2012 02:20 GMT
#26
It's pretty darn good against ffe or nexus first if you can catch protoss out of position. otherwise, it's a bit of a gamble. Therefore, I think this build works great in conjunction with a reaper or marauder expand, since you're planning to get anyway; if you spot a greedy build you can go hellion, and if not, go with the original, more economic build
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
Last Edited: 2012-05-29 03:05:31
May 29 2012 03:05 GMT
#27
On May 29 2012 10:00 NrGmonk wrote:
This build is actually fairly common and very deadly. It was first used by TLO when the game first came out on Scrap Station. Since then I've seen Demuslim, MKP, Supernova, and MVP utilize it. It is one of the reasons you can't blind go 1 gate expo into robo without adding gates even if you scout factory tech.


Well, I would be careful saying first, especially since there was so little coverage on korean players in early beta, unless you mean first used in a notable tournament that was accessible by foreigners or something?

Anyway, question about PvT. If you go to 3 gate then add robo, isn't the obs a bit late in scouting if terran is doing marine/tank/banshee all-in, or what? What is the proper way to scout and prepare for these, I guess, or is there a little risk either way? Or do you mean maybe you can still go 1 gate robo but the units you make are different or such?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
monk
Profile Blog Joined May 2009
United States8476 Posts
May 29 2012 03:23 GMT
#28
On May 29 2012 12:05 Yoshi Kirishima wrote:
Show nested quote +
On May 29 2012 10:00 NrGmonk wrote:
This build is actually fairly common and very deadly. It was first used by TLO when the game first came out on Scrap Station. Since then I've seen Demuslim, MKP, Supernova, and MVP utilize it. It is one of the reasons you can't blind go 1 gate expo into robo without adding gates even if you scout factory tech.


Well, I would be careful saying first, especially since there was so little coverage on korean players in early beta, unless you mean first used in a notable tournament that was accessible by foreigners or something?

Obviously, that's what I meant. Of course there were probably tons of people who did it before him.
Anyway, question about PvT. If you go to 3 gate then add robo, isn't the obs a bit late in scouting if terran is doing marine/tank/banshee all-in, or what? What is the proper way to scout and prepare for these, I guess, or is there a little risk either way? Or do you mean maybe you can still go 1 gate robo but the units you make are different or such?

You must go 3 gate into robo to not die to this push. By the time this push/drop hits, between 6:40 and 7:00 I believe, you will have only 4-5 units with 1 gate into robo, but 6-7 units with 3 gate into robo. Think about what you need to stop 8 marines, 1 medivac, and 3 hellions and you'll find that the answer is about 6-7 units. 3 gate into robo can also stop the marine/tank/banshee all-in, but you just can't rush to colossi with 3 gate into robo.
Moderator
Yoshi Kirishima
Profile Blog Joined July 2009
United States10328 Posts
May 29 2012 03:29 GMT
#29
On May 29 2012 12:23 NrGmonk wrote:
Show nested quote +
On May 29 2012 12:05 Yoshi Kirishima wrote:
On May 29 2012 10:00 NrGmonk wrote:
This build is actually fairly common and very deadly. It was first used by TLO when the game first came out on Scrap Station. Since then I've seen Demuslim, MKP, Supernova, and MVP utilize it. It is one of the reasons you can't blind go 1 gate expo into robo without adding gates even if you scout factory tech.


Well, I would be careful saying first, especially since there was so little coverage on korean players in early beta, unless you mean first used in a notable tournament that was accessible by foreigners or something?

Obviously, that's what I meant. Of course there were probably tons of people who did it before him.
Show nested quote +
Anyway, question about PvT. If you go to 3 gate then add robo, isn't the obs a bit late in scouting if terran is doing marine/tank/banshee all-in, or what? What is the proper way to scout and prepare for these, I guess, or is there a little risk either way? Or do you mean maybe you can still go 1 gate robo but the units you make are different or such?

You must go 3 gate into robo to not die to this push. By the time this push/drop hits, between 6:40 and 7:00 I believe, you will have only 4-5 units with 1 gate into robo, but 6-7 units with 3 gate into robo. Think about what you need to stop 8 marines, 1 medivac, and 3 hellions and you'll find that the answer is about 6-7 units. 3 gate into robo can also stop the marine/tank/banshee all-in, but you just can't rush to colossi with 3 gate into robo.


Ok, thanks
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Daniel C
Profile Joined October 2010
Hong Kong1606 Posts
May 29 2012 06:02 GMT
#30
One question for the experts:

If you go gas first, is it possible to move out quicker? You get an earlier factory, and can also reactor your barracks which I believe will get you to 8 marines faster if you do it after your 3rd marine or something...(too lazy to calculate it)...any thoughts?
In theory, theory and practice are the same. In practice, they are not.
teamamerica
Profile Blog Joined July 2010
United States958 Posts
May 29 2012 06:24 GMT
#31
Vs a gate scout I'd think you can't hide you went gas first, so it doesn't seem worth it. Going normal opening at least keeps it hidden until Toss does zlot stalker push. Also if you do this, it makes more sense to allin after I think. You kill probes with this build, so if you allin after the toss has to both rebuild his econ and defend your army. That or have some timing you plan on hitting, because if you just kill some probes and don't have some aggression planned in the next few minutes, you wont be able to punish a toss who acts greedy to catch up in probe.
RIP GOMTV. RIP PROLEAGUE.
Blazinghand *
Profile Blog Joined December 2010
United States25551 Posts
May 29 2012 06:41 GMT
#32
I've seen some people suggesting an all-in followup to this build. I don't deny that an all-in could be entirely adequate as a follow-up, but I wonder if it is the only possible solution-- Mvp, after all, slaps down his CC at 6:00 in his game with this. It seems to me that if you manage to deal some damage, you can counteract the fact that your CC is delayed, and transition into a pretty normal midgame. In fact, you'll already have out a lot of tech, so you can continue to maybe apply some pressure. One of the annoying things as a Terran player in the early game is that a couple stalkers can just freely roam the map until you have some way of catching them or mitigating their poking at your marines-- but with a Medivac you'll be solid.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
derpinator
Profile Joined December 2011
74 Posts
Last Edited: 2012-06-02 19:57:09
June 02 2012 19:56 GMT
#33
I whas always convinced I whas better than those plat protoss on ladder and because this build requires a little bit of micro to defend I've gone straight up to high dia just like my other match ups ^^
GornWood
Profile Joined June 2011
Germany121 Posts
June 02 2012 20:24 GMT
#34
TLO played this like one and a half year ago in TvT. It was the exact same build ,so I don't see this being MVPs build because he tried to play it in TvP. I like the build ( that kind of builds) against Protoss because they are flexible and you aren't forced to a certain kind of follow-up.
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
Last Edited: 2012-06-02 20:35:10
June 02 2012 20:26 GMT
#35
1200 master here. I used to do this almost every TvP but it does have its flaws. Specifically, I would only recommend to follow it up with a 1base all-in. If you expand and do little damage with your harass you are in a lot of trouble. If i want to expand behind a 1-1-1 I'd rather go banshee and expand behind it.

This build also build-order loses to 3-4 gate after expo pressure, and it will almost never do (enough) damage to 3gate before robo (assuming 1gate FE). On the bright side, it does build-order win against forge expands.

Also, it probably goes without saying, but only do this vs 1gate expos.

Edit: Reactor on rax after 2 marines delays your Starport a little bit but leaves you in a lot better position to defend any follow-ups as you can pump 2 marines at a time. Since you will have 8 marines by the time your medivac is out either way I would say that reactor rax is just hands down the best choice.

Edit 2: There are some maps where this is actually pretty broken. Close-air meta, close-air antiga, close-air shakuras etc. These spawns will almost guarantee you more than enough economic damage.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
Garmer
Profile Joined October 2010
1286 Posts
June 02 2012 20:49 GMT
#36
it's possible to modify this to make a nice opening mech build
HQuality
Profile Joined October 2009
2682 Posts
June 02 2012 20:54 GMT
#37
On June 03 2012 05:49 Garmer wrote:
it's possible to modify this to make a nice opening mech build

mech? yeaaaah... maybe in hots
No carpal tunnel no skill
Starshaped
Profile Blog Joined December 2009
Sweden575 Posts
June 02 2012 21:40 GMT
#38
On June 03 2012 05:49 Garmer wrote:
it's possible to modify this to make a nice opening mech build


I play it into mech in TvP. You survive the early-mid game with tank/marine/banshee and bunkers, then add 2 factories, one goes on the reactor the rax was using and the other gets a techlab. Then get double armory and add ghosts as you take a 3rd. You don't want more than ~5 tanks though, because they are awful in TvP. Instead focus on thor/banshee/hellion/ghost. EMP your own army (thanks, Blizzard) before fights and gl hf.
My Starcraft 2, gaming and e-sports-related blog: http://starshapedthoughts.blogspot.com/
oOOoOphidian
Profile Joined January 2011
United States1402 Posts
Last Edited: 2012-06-03 00:35:42
June 03 2012 00:34 GMT
#39
On June 03 2012 05:26 Starshaped wrote:
1200 master here. I used to do this almost every TvP but it does have its flaws. Specifically, I would only recommend to follow it up with a 1base all-in. If you expand and do little damage with your harass you are in a lot of trouble. If i want to expand behind a 1-1-1 I'd rather go banshee and expand behind it.

This build also build-order loses to 3-4 gate after expo pressure, and it will almost never do (enough) damage to 3gate before robo (assuming 1gate FE). On the bright side, it does build-order win against forge expands.

Also, it probably goes without saying, but only do this vs 1gate expos.

Edit: Reactor on rax after 2 marines delays your Starport a little bit but leaves you in a lot better position to defend any follow-ups as you can pump 2 marines at a time. Since you will have 8 marines by the time your medivac is out either way I would say that reactor rax is just hands down the best choice.

Edit 2: There are some maps where this is actually pretty broken. Close-air meta, close-air antiga, close-air shakuras etc. These spawns will almost guarantee you more than enough economic damage.

I agree overall, though it's important to note against those pressure builds you can actually potentially base trade. That situation occurred in the gsl finals, so I'd say it's not a complete build order loss against those 3-4 gate pressures after expand. I'm not a huge fan of doing this build if you can't verify your opponent is expanding, though. I think a reactor expand would be the best transition if you can't scout a nexus, rather than continuing with the rest of the build.
Creator of sc2unmasked.com
saaaa
Profile Joined November 2010
Germany419 Posts
July 07 2012 23:12 GMT
#40
How do you defend against any 1 base protoss attacks?

just cancel the hellion+medivac and throw down immediately 2 techlabs and the second gas to produce Tank+Banshee+Marine ?
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