[D] MKP's MMM vs Zerg - Page 3
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Shox85
Germany33 Posts
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FabledIntegral
United States9232 Posts
On June 12 2012 02:20 HeeroFX wrote: The style is very tough to pull off, but it is very fun and powerful. The hard part is the micro. Maraders can eat banelings. You need to maintain a very high medivac count. And I think You need to be the aggressor in this situation. I have been practicing this style on the ladder since I love the mobility of Bio and how you have to be active on the map with it. Pure Mech is kinda boring to me. Another thing about this style is you gotta be producing all the time, your units are cheap and you will trade armies. Bio mech is good, if you add some tanks into this style just to control space. It works good vs infestor/ling/ultra. You can use drop play to pull the infestors away from the ultras, you can kite ultras all day if the infestors are trying to fungul a drop. Well, except that's kinda nonsensical to say the infestors are pulled away. The Zerg usually has like 8+ infestors. They don't send all 8 to deal with a drop... they usually have a spine or something and use lings to handle drops, not infestors (or they use 1-2 tops). | ||
9-BiT
United States1089 Posts
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reikai
United States359 Posts
On June 11 2012 16:07 Battousai13 wrote: MarineKing's play sits on a razor's edge. It is very dependent on his ability to micro. At the same time, it's a double-edge blade because a mis-step in micro or decision making and it all falls apart. This. This by itself makes it a great tool to learn that you actually don't need to rely on tanks to win, and it will improve your macro/micro (or you'll lose a lot :D), but you may only need tanks at your level. At lower levels, tanks work just as well since the zerg is much slower at setting up surrounds or concaves/good general army position. The advantage gained by marineking by choosing this non-tank path is that he can attack and move up much faster than having to siege/desiege tanks in order to not be broken by any zerg A-move. If you want to try this I really suggest watching your army a lot and learning to macro without looking (which you should be doing anyway). Use control clicks to separate marines and marauders approriately and play lots of marine split challenge :D masters terran ![]() | ||
FabledIntegral
United States9232 Posts
On June 12 2012 02:54 9-BiT wrote: What are your thoughts on adding ravens if you can win before the deathball? And then keep dropping and sniping extractors. Personally (not sure who you're asking), if they're going infestor/ling I add banshees to the army, and if they're going ling/bling/muta I add ravens. Either way I get starports with tech labs as soon as I start to accumulate some gas. Ravens aren't very useful beyond 1-2 vs ling/infestor/ultra, but can come in handy if they go BL. Also, if they go BL, you've luckily (no matter their composition) built already 4 starports (ish), 1 with a reactor and 3(ish) with tech labs. On June 12 2012 03:03 reikai wrote: This. This by itself makes it a great tool to learn that you actually don't need to rely on tanks to win, and it will improve your macro/micro (or you'll lose a lot :D), but you may only need tanks at your level. At lower levels, tanks work just as well since the zerg is much slower at setting up surrounds or concaves/good general army position. The advantage gained by marineking by choosing this non-tank path is that he can attack and move up much faster than having to siege/desiege tanks in order to not be broken by any zerg A-move. If you want to try this I really suggest watching your army a lot and learning to macro without looking (which you should be doing anyway). Use control clicks to separate marines and marauders approriately and play lots of marine split challenge :D masters terran ![]() Control clicks? You mean just putting your marines in a separate control group...? Trying to actual use "ctrl click" on marines would be suicide. You have your MMM all in one control group, and those same marines (just themselves) in another... | ||
-FoX
United States479 Posts
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blade55555
United States17423 Posts
A terran who doesn't have good micro will never be able to do this and win in a normal game as you need to be able to split well and not have 3 banelings kill 20 marines every time. | ||
GhostLink
United States450 Posts
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zhurai
United States5660 Posts
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-FoX
United States479 Posts
On June 12 2012 04:25 zhurai wrote: so how would this survive the mid game mass baneling bust kind of thing? I'd think it'd be an issue of scouting, and then reacting. Getting proper spread of your marines pre-bust and also having enough bunkers spread out and walled, etc to withhold the mass banelings. | ||
FinestHour
United States18466 Posts
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FT.aCt)Sony
United States1047 Posts
On June 11 2012 16:37 AeroEffect wrote: Ive been playing mmm vs z for a while now. MarineKing actually did one of my builds vs stephano. I was really shocked. Are you sure you haven't been doing one of his builds? :o | ||
XXXSmOke
United States1333 Posts
MMM is boring enough in TvP It wont be fun watching MMM in TvZ and TvP. Really need HoTs ![]() | ||
crocodile
United States615 Posts
On June 12 2012 04:58 XXXSmOke wrote: I hope this doesnt become standard... MMM is boring enough in TvP It wont be fun watching MMM in TvZ and TvP. Really need HoTs ![]() Are you actually worried about MMM becoming standard in TvZ? | ||
ysnake
Bosnia-Herzegovina261 Posts
On June 11 2012 22:06 Neurosis wrote: More important than MKP's micro, or his medivac count, or his balancing of marauders to tank splash and marines to deal damage....was by far the timings he hit. He controlled stephano, never letting him do something greedy without at the very least faking an attack to force units instead of drones. MKP gets a lot of praise for his micro but it's his brainy timings and the way he makes opponents do what HE wants that ultimately wins him the games. The thing is most casters don't even bother to bring these strategic moves up, so most people are left thinking it's literally just his micro and mechanics that are winning him games. Anyways, if you want to pull something away from his bio play vs Stephano, check what and WHEN he does stuff with his units. This was actually pointed out by Artosis. MKP "faked" an attack, moved his entire army across the map, then just went back home. But yeah, MKP is one hell of a player. | ||
-FoX
United States479 Posts
On June 12 2012 04:58 XXXSmOke wrote: I hope this doesnt become standard... MMM is boring enough in TvP It wont be fun watching MMM in TvZ and TvP. Really need HoTs ![]() If having 300 EPM because standard for Terran players then maybe but at this point, no. | ||
oOOoOphidian
United States1402 Posts
I would say some maps are very hard for bio, but it is a great style if you can micro and multitask well. | ||
FinalForm
United States450 Posts
Pre-splitting is great, however not always realistic. If you are not map aware then a zerg army blindsiding you from a direction you were not prepare can cost you the game. The best case scenario is you attacking a zerg who is cowering in his base, with his army set up and positioned in a very predictable fashion. I find that this style relies heavily on how well you can mitigate the fungals. If a zerg is sloppy with his fungals or you juke and prod well enough to force him to waste them then you have a much better change of surviving. In addition of you find that your zerg is the type that uses too much infest energy to deal with drops (sometimes he will use 2 fungals, 3 infesteds), then keep doing the drops and he will run dry. | ||
MarTerran
Germany8 Posts
As already said, it's weakness is poorly microed bio. But in fact you trade way more cost effecient than Zerg does. You'll mostly have equal or more bases, because you mobility is as awesome as ****. So it's super easy to kill Zerg's bases.. Just think about Cloud Kingdom.. Zerg will never have more than 3-4 bases.. He is mobile for sure, too. But you can allow to just let 1/2 or 3/4 of your army fight against his army, the other part can do runby meanwhile.. And kill bases. (or drop) Static defenses arent the problem due to marauders. Sure, you'll need higher APM and have to play a lot of attention.. But with the recent changes in TvZ, i think, due to it's mobility, high DPS and varibility - pure bio has the most potential. And it superboosted with good micro (because you will trade more cost effecient than Zerg does by far) A small amount of micro (splitting, putting Marauders in front) is necessary though. Zerg wont go T3 - Brood lords against this.. If he did, his army is too slow, so you would kill everything. Ultralisks are rather weak due to marauder.. Muta Ling isn't good as well.. There is nearly no good option for a Zerg. Just Infestor Ultralisks Baneling with awesome fungles.. But again: With decent micro and paying attention he shouldn't get those fungles.. And you could also do drops against this.. I really like pure bio and start to play it more and more.. | ||
lorestarcraft
United States1049 Posts
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