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[D] TvZ Gumiho vs Life MMMG build - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 All
c0sm0naut
Profile Joined April 2011
United States1229 Posts
December 07 2012 20:27 GMT
#41
On December 06 2012 08:33 lamiller wrote:
Show nested quote +
On December 06 2012 06:47 c0sm0naut wrote:
On December 06 2012 04:39 lamiller wrote:
On December 06 2012 02:04 c0sm0naut wrote:
On December 05 2012 09:32 mau5mat wrote:
Sadly I also don't think this would be viable for anyone else other than Code A/S level Terrans to try, it is just too demanding mechanically.


not at all
also sc2 in general doesn't need THAT many APMs for you to be a strong player

ive done this for a while in tvz, I used to have some good reps but they've all been lost TT>


I'm glad you have been doing this in TvZ! Can you tell us how engagements go and how to defend against muta ling bane?

Well I play differently in that I pretty much every game open with 2 rax poking either 11s, 12/14, or after cc first to force lings for his third base. Muta is the counter to mmm strategies, but I only find these builds challenging if I leave Zerg to macro. Normally with the tempo it's my goal to play at, he's morphing bane and lings to survive instead of thinking about harassing me.

Essentially the Midgame belongs to Zerg unless they are playing their race wrong, so I like to build a lot of bunkers (like three at your third base) and scout what they're up to with a floating factory. Against Muta long bane I play really defensive unless I have some tempo advantage. If they are aggressively getting in my face and shutting down my expos, I try to counter with a small force and take out the queens/live rumors ad then as many zergling as I can when he turns back to clean it up. I'm talking about like, 1/3rd of your army. When you maneuver like this you can force him into base trading vs 2/3rds Of your army + bunkers or frantically sending units back that will take a while to completely shut down your force.

Against hive tech it's actually a but easier IMO because of ghosts, and also if you are caught with your pants down you have a crap ton of rax/orbital/pf you can stay alive with. Also with no enough infestirs or banes, you can flank his army nicely and trade well that way



So you would say this is a good strategy in the late game. Could you throw tanks into this composition for the midgame? and then just go pure mmmg in the late game?



i dont like tanks because they slow down your tempo a lot, i think you have so much extra cash, especially if you are distracting well with drops or small bio pokes that you can use PF's to block off a lot of areas. tanks are good but with a mass bio style, your army is going to get stomped / crushed if zerg is willing to spend enough money to make sure that happens, so it's more about having a bunker/PF area to reinforce to so that you can be very ballsy with your army (as in doing base trades when you get the opportunity) as opposed to a small tank line. you can do it if you want, but you will not be able to afford ghosts in this way so its better to just do MMM G and add vikings if you absolutely have to
lahara
Profile Joined April 2012
Germany140 Posts
December 07 2012 21:09 GMT
#42
i personally feel putting 4 marauders in a medivac drop is very dangerous as the muta counterattack interception will undoubtedly utterly dismantle its ability to deal damage to the zerg players vital economy and making drone harass obsolete. also i think that by putting marines inside medivacs profits more as they will be able to harrass workers way more effectivgely than a marauder otherwise could when being dropped in spite of being better at killing zerg buildings such as greater spires.
sorry for my bad english
hope i could help
lahara
having an argument on the internt is like competing in the paralympics, even if u win ure still retarded
c0sm0naut
Profile Joined April 2011
United States1229 Posts
December 07 2012 23:48 GMT
#43
On December 08 2012 06:09 lahara wrote:
i personally feel putting 4 marauders in a medivac drop is very dangerous as the muta counterattack interception will undoubtedly utterly dismantle its ability to deal damage to the zerg players vital economy and making drone harass obsolete. also i think that by putting marines inside medivacs profits more as they will be able to harrass workers way more effectivgely than a marauder otherwise could when being dropped in spite of being better at killing zerg buildings such as greater spires.
sorry for my bad english
hope i could help
lahara


imo mutas (in the midgame at least) are the best way to slow down the tempo of a bio player. responding to high level muta harass takes a lot of APM and a lot of commitment to static D or intelligent unit positioning (which slows down his attacking)

if you see ppl like.. hmm.. vortix is someone i have seen do this. they go mutas just to get rid of medivacs basically (5-8 or so) and then get infestors. marine tank and bio combat zerg splash by spreading off clumps of marines (8 stim marine firing on a hatch, 8 tanks and 60 marines behind them but not too close to the hatch). once you get good carapace upgrades for mutalisk and an infestor count, you can fungal these marines that poke in and kill them for 1 fungal + a dive in with the mutas. it's a high apm style but its definitely not a stretch when you consider how much flanking and IT dropping you do with normal tank pushes

i think getting a few mutalisks, starting air upgrades as well as continuing ground carapace + ranged or melee, taking a 4th and 5th base and then going into infestors with PG is the best way to combat a bio heavy or pure bio force (only 1 factory or less), and the carapace upgrades for your mutas eventually add up quite a bit and your broodlords just live forever. mutas and infestors are both incredibly mineral light, so you can make these and drone up + expand or spend your minerals on other things instead (like adding in 10-12 queens for crazy ass transfuse)
Seldentar
Profile Joined May 2011
United States888 Posts
December 08 2012 00:59 GMT
#44
On December 05 2012 06:47 lamiller wrote:
Show nested quote +
On December 05 2012 06:19 mau5mat wrote:
Wonder if we'll be seeing more play like this with the new changes due today? Will Bio play with ghosts more effective than Bio-tank? Any thoughts?


I already think Bio play is more efficient than marine tank. Tanks in my mind are only good for defense of the base against zerg. Because honestly when you look at most siege tank engagements 9/10 an infestor throws a beach ball that already soaks up 95% of your tank fire and by the next shot they are either attacking your army or hitting infestors when you target them. I just think tanks are a waste and considering the build time + upgrades + cost = not really worth it.

In regards to the new patch. I think ghosts will be the new tank because emp now out ranges fungal. Even though fungal is instant and emp is not. I still think tanks are still useless for the fact that it would still take 2 siege shots to kill a infested terran and I think its more of a wake up call for bio to be used because of emp range. Cut out tanks and you have more money for upgrades, and easier transition of tech with the excess gas.

Also it would be a wake up call to zergs to stop being so greedy. Previously, what was terrans only timing push? +2/+2 with +1 vehicle weapons and since ever zerg knows the timing of that it makes the push even more inefficient because they know the time to build units. I think bio gives way to put pressure on immediately and when done properly will create a much more exciting game because honestly no one likes watching the current meta unless the terran somehow severely outplays the zerg.

Thanks for the reply!


Dude great post I logged in just to say this lol
c0sm0naut
Profile Joined April 2011
United States1229 Posts
December 08 2012 22:47 GMT
#45
After rewatching this vod i'm starting to think that this bbuild was not completely planned out by gumiho.. he shows some indecisiveness with his unit control and resource spending.. i think this might have been purely reactionary as there was no real muta threat or baneling swell the entire game. MMM > Infestors, with no instant DPS in banelings zerg loses all fights without hive tech
Picklebread
Profile Joined June 2011
808 Posts
December 08 2012 22:59 GMT
#46
On December 08 2012 08:48 c0sm0naut wrote:
Show nested quote +
On December 08 2012 06:09 lahara wrote:
i personally feel putting 4 marauders in a medivac drop is very dangerous as the muta counterattack interception will undoubtedly utterly dismantle its ability to deal damage to the zerg players vital economy and making drone harass obsolete. also i think that by putting marines inside medivacs profits more as they will be able to harrass workers way more effectivgely than a marauder otherwise could when being dropped in spite of being better at killing zerg buildings such as greater spires.
sorry for my bad english
hope i could help
lahara


imo mutas (in the midgame at least) are the best way to slow down the tempo of a bio player. responding to high level muta harass takes a lot of APM and a lot of commitment to static D or intelligent unit positioning (which slows down his attacking)

if you see ppl like.. hmm.. vortix is someone i have seen do this. they go mutas just to get rid of medivacs basically (5-8 or so) and then get infestors. marine tank and bio combat zerg splash by spreading off clumps of marines (8 stim marine firing on a hatch, 8 tanks and 60 marines behind them but not too close to the hatch). once you get good carapace upgrades for mutalisk and an infestor count, you can fungal these marines that poke in and kill them for 1 fungal + a dive in with the mutas. it's a high apm style but its definitely not a stretch when you consider how much flanking and IT dropping you do with normal tank pushes

i think getting a few mutalisks, starting air upgrades as well as continuing ground carapace + ranged or melee, taking a 4th and 5th base and then going into infestors with PG is the best way to combat a bio heavy or pure bio force (only 1 factory or less), and the carapace upgrades for your mutas eventually add up quite a bit and your broodlords just live forever. mutas and infestors are both incredibly mineral light, so you can make these and drone up + expand or spend your minerals on other things instead (like adding in 10-12 queens for crazy ass transfuse)

Im a big fan of this play. If someone goes mutas like just 7-8 then it makes stopping dropships so much easier. Very useful.
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