[G] Only Bio in TvZ! - Page 8
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Toastie.NL
Netherlands232 Posts
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dohgg
310 Posts
http://drop.sc/217010 http://drop.sc/217011 http://drop.sc/217075 Build was not excuted solid perfect, but i tried to bring some enjoyable games ![]() | ||
oOOoOphidian
United States1402 Posts
On July 09 2012 02:47 Toastie.NL wrote: Anybody considered the strenght of adding 2 starports when the third is up to take the battle to the skies? 2bd armory and reseach double air upgrades for banshees, maybe add ravens. Once bio upgrades are done you should have plenty of gas. Banshees are good vs Infestors and this makes your lategame skyterran transition a ton easier. Hell, you might even add caduceus reactor! Watch Bomber, he has been utilizing late game sky transitions the most. It isn't working out extremely well yet, but he may be the first to really figure it out. | ||
dohgg
310 Posts
1. Bio play require constant aggresion 2. Transitioing into skyterran require a window of passivety Not only these 2 things conflicting each other, there are also few points that need to be brought up: 1. Bio play is extremley vulnerable to mass banlings timing attacks (No tanks), part of this build's target is to keep the zerg under pressure so it'll be hard for him to establish such a threat, if you wanna make such a transition i'll recommend turtling up with mass bunkers and pre-split army. 2. You need to be quite ahead to be able to make the transition (ravens takes ages to gather energy, and every BC is a huge invesment and production time) or you'll will probably die to ultras+infestor+banlings before that, so if you're ahead already, why not finishing the game instead of entering to a tuff secnario when a chain of fungels will kill 10k supply of air units. 3. Every starport u make and air unit you make will weaken your bio army, while the zerg given a window of passivty can instatly make a transition into w/e he want with the freedom he gain on economy. | ||
dynwar7
1983 Posts
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spbelky
United States623 Posts
1) This forces me to prepare for an all-in, which may or may not come. 2) I have a hard time finding the right time to take my 3rd... as those pesky lings can catch me out of position (very map dependant). If I take my 3rd too early, I die to pressure. If i take my 3rd too late, I fall behind ![]() Wish there was a good way to read the zerg about when to take my 3rd after lots of lings are made. | ||
DreadKnight
United Kingdom123 Posts
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Nightops
United States66 Posts
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chuminh
Australia36 Posts
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forsakeNXE
Germany539 Posts
On July 20 2012 12:44 chuminh wrote: Hydra is the answer to this bio style. I guess if you go kinda hydra heavy a relativly quick mix-in of some bf hellions should not be a problem. Edit: On July 20 2012 12:35 Nightops wrote: so what do you do when you deny their third so they make 20 banelings and just run over your base? Scout -> Bunker -> micro -> sack some scvs (you have tripple oc) | ||
RampancyTW
United States577 Posts
On July 20 2012 12:44 chuminh wrote: A tad simplistic of an answer, but in a nutshell, yes.Hydra is the answer to this bio style. As soon as I see a floating factory or directly scout the bio-only situation, throwing in some hydras with the typical infestor/ling/bling is stupid strong. If T spreads, the hydras will pick their spread units apart. If they clump to engage the hydras, fungal/bling will wreck the bioball. | ||
scCassius
United States254 Posts
On July 20 2012 12:35 Nightops wrote: so what do you do when you deny their third so they make 20 banelings and just run over your base? You should be able to scout an attack like that coming. With good micro you can easily hold it. If you suspect a bane allin, do these things 1) add a liberal amount of bunkers 2) don't take your own 3rd 3) make marauders 4) get your medivacs out asap [which you should be doing already, but they're critical combined with marauders to hold banes) 5) SPREAD your units and micro well, don't lose too many scvs (pull them into your main if you have to If you do all that, you willl win the game. | ||
-Aura-
United States209 Posts
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FrodaN
754 Posts
On July 23 2012 13:46 -Aura- wrote: Having such trouble against master zergs, because they multitask well and handle my drops, and my splitting isn't up to par. ![]() I feel like if you can't drop, slowly pressuring with small forces everywhere does the same thing. Zergs tend to try and hide their stuff like spire tech from the main to avoid scans so if its at the natural, try to poke with a small force at the 3rd/4th area while sending a significant force to run past the natural. If your force poking the 3rd/4th is spottedly early, I usually just kill creep and back off to a local medivac off creep. Make sure to spot where static defenses are and really take a strong position behind mineral lines. The biggest problem with drops in those scenarios are the slow unloads and the fact that queens + just a handful of lings can snipe whatever comes down. If everything is out already with a medivac or two, you can snipe tech/upgrades/queens/drones/whateveryouprioritize and then save some units to escape. Think of it like a reaper where you don't necessarily have to use the cliff jumping to get in since you're often blind and risk suiciding, but you can certainly use it (the medivac) as a means to leave. Of course, this is all just my experience with using bio in TvZ. A really good Zerg will leave an infestor with several packs of lings if they catch onto you doing this, but usually that's after you scar them the first time and strike fear in their hearts. If you manage to get them to leave a few infestors around, trading armies becomes way easier in terms of splitting and positioning. | ||
forsakeNXE
Germany539 Posts
There you go with a vod of that style (late 2/2 on my part) but the general idea is very clear too see ![]() 3:18:30 Replay: http://drop.sc/226787 | ||
BlackPanther
United States872 Posts
1. You can't hold ground at all in enemy territory. Everything you do from sniping hatches to decimating drone lines has to be done stim, hit, and run style. 2. Playing micro trainer customs and practicing splitting mechanics is SO helpful for this kind of strat. 3. Siege tanks are still nice to have for base defense, even if its only a few of them. | ||
forsakeNXE
Germany539 Posts
@blackpanther: 1. You can if you split perfectly. If you do need to retreat you can pick up anytime or just fly mostly the medivacs home and attack again with your macroed force. 2. Yes you need to have really, really well splitting especially on master level to be able to pull this one off. 3. I think in theory yes, but in practice you really need all minerals you can get for your mmm force and not for some tech. If you need tanks to defend your base you are most likely dead already. Also another point i want to mention is that you need to be REALLY REALLY tight in the opening if you get 1 minute later with your medivac push or the cs push you will get CRUSHED and lose so you need to have your opening extremly crisp especially plating the factory down around 100 gas, reactor timing and not getting supplyblocked. | ||
dohgg
310 Posts
![]() Tanks push you into passivty, if u suspect some kind of 3 base muta bling allin (You scout way too much units and 0 0 upgrdes on 12 min), bunker up. | ||
forsakeNXE
Germany539 Posts
![]() E: added Tipp | ||
jlai
Hong Kong63 Posts
1) extremely important to save your medivac..it seems that if you lost 1 single engagement and got fungal all your medivacs then it's pretty much gg. 2) i'm surprised the game that you played with the rank 8 master zerg, he didn't put a single spire crawler in his bases even he saw that you had many medivacs 3) a few games, your opponents had extremely high gas/mineral and wanted to hold on for broodlord/ultralisk. you over ran him before he could get to tier 3 4) again...surprsied how they morph blings in front your mmm..and got killed multiple times.. 5) no flanking from your opponents in gerenal, would you think that playing bio is like a snowball thing..you need to do damage with your first push..and you need to be ahead..if you're not ahead in your first push..you can't make it back..as you can't trade efficiently afterwards (zerg just overrun your army size or get to tier 3 units) With tanks you can change the tide..once you have significant tank count due to the splash damage in one engagement. also you can argue you will lose your game if you get caught unsieged. but that would be applying the same to get caught being unsplit in playing bio. what's your view on this? Cheers. I hope to be convinced to switch from tank marine rauder medivac to mmm too.. | ||
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