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Colossi bzzzzz bzzzz + 1 storm = all mines are dead (and each mine costs 2 limit! ill better make ravens or tanks or ghosts or thors or vikings or hellbats on this supply
mines work 1)vs single-harassing oracles 2)sometimes vs warp prisms 3)vs _PURE_ tempests (rare thing but t should keep this in mind) 4)vs mass voids (but who makes mass voids - do not understands pvt mech) 5)vs single dts 6)map control and base-blocking purposes 7)some 11 gas openings
Archons are pwning mines easily because of splash damage and archons are huge (splash works bad) - fields of mines are just not effective
mines are just too weak for their supply (not cost-efficient compared to other units)
gml eu t here
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I dismiss it as a troll post.
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I did this in Beta. Was fun and i beat masters with it
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In team games could be funny. I will try this: 2 cc opening -> WM -> ravens+vikings.
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Honestly i wouldnt be surprised if you could win a few games here and there with mass mines but it would be purely because of the "wtf is this" effect. Kind of like mech but worse ^^ But this goes for anything really. Alot of crazy stuff you can win with just because nobody expects or starts to panic while the answers are very obvious most of the time.
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Ok so this posts make me want to do it but with a twist ! BC/Mines. Should be fun as i'm stuck in Bronze because i don't play often and i can't get promoted it seems :p
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Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this.
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On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this.
In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are.
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On November 21 2013 23:49 drkcid wrote:Show nested quote +On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are.
Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway).
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On November 21 2013 23:53 -Celestial- wrote:Show nested quote +On November 21 2013 23:49 drkcid wrote:On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are. Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway).
Ah sorry, as a bad player I usually see people moving forward with their armies without care, maybe this strategy wont be used by pros but I think that its a good idea to keep in mind. And its good to see something different than the old bio.
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On November 21 2013 20:32 SC2Toastie wrote:Show nested quote +On November 21 2013 18:06 golledaman wrote:On November 21 2013 04:06 SC2Toastie wrote: If we're going to troll anyways;
Interceptor, 25 mineral, rebuild rate of 8s (less with chrono) vs 40 of mine.
1 carrier beats like 10 mines. ez I'm pretty sure you can't chronoboost units. I'm pretty sure you can chronoboost Carriers. And sadly I am mistaken qq
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At least it defends oracles.
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On November 22 2013 00:02 SC2Toastie wrote:Show nested quote +On November 21 2013 20:32 SC2Toastie wrote:On November 21 2013 18:06 golledaman wrote:On November 21 2013 04:06 SC2Toastie wrote: If we're going to troll anyways;
Interceptor, 25 mineral, rebuild rate of 8s (less with chrono) vs 40 of mine.
1 carrier beats like 10 mines. ez I'm pretty sure you can't chronoboost units. I'm pretty sure you can chronoboost Carriers. And sadly I am mistaken qq
You can't chorno units yeah. But if you want you can chronoboost your friend's hacthery
OT : A TvT with only mines would be cool
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It is impossible for a Zealot to kill a mine It's not if you use a Warp Prism...
Btw... can a Phoenix lift a mine before it fires at the Phoenix?
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On November 22 2013 00:13 ciox wrote:It's not if you use a Warp Prism... Btw... can a Phoenix lift a mine before it fires at the Phoenix?
That would be an interesting fact. I don't think i ever saw that.
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On November 22 2013 00:13 ciox wrote:It's not if you use a Warp Prism... Btw... can a Phoenix lift a mine before it fires at the Phoenix? Yes it can. MC did this early in hots at an mlg i believe.
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On November 21 2013 23:53 -Celestial- wrote:Show nested quote +On November 21 2013 23:49 drkcid wrote:On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are. Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway).
I've used the strategy of mass mines as an opener in TvP and had decent success at high diamond/low masters level with it (I did it a lot in beta and early HotS, but haven't used it in a while). By the time your slow-push with cannons makes it across the map, I'll be on my third or fourth base, with planetaries either up or going up in front of each base and mines to support, with my sky terran transition well underway.
If you think of using colos or anything else to poke, my vikings/cloakshees shut you down, as I snipe your obs with one of my 20 available scans and viking cloud, and then proceed to cloakshee you while you cry on the way back to your cannons. When you come back, realizing you'll need nonstop obs production so you bring a handful of obs this time, I'll have my ghost bc raven viking army, and the war of micro between protoss and terran deathballs will commence, which is the same result as a late game terran mech army (which can CRUSH in a straight-up fight vs. toss, unlike bio). It turns out that EMP + Yamato + pdd/seeker missle works pretty well. Protoss can still win, of course; but it comes down to decision making and control.
Obviously, this strategy has weaknesses, and is on the whole less viable than standard mech, which is less viable than bio. However, maybe you can see now how many toss players will lose to this their first time playing against it. This only works against someone who blindly follows a build and expects their opponent to play standard; but a smart player who is adept at scouting, reacting, and finding a good timing to hit can certainly crush it.
tl;dr - Using mass mines to expand and then turtle to skyterran/ghost works at least up to low Masters. If you want to have fun, I can personally recommend it, you'll have a blast. But if you are trying to become the best SC2 player in the world, then don't try it at home, kids.
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On November 22 2013 01:16 CakeSauc3 wrote:Show nested quote +On November 21 2013 23:53 -Celestial- wrote:On November 21 2013 23:49 drkcid wrote:On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are. Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway). I've used the strategy of mass mines as an opener in TvP and had decent success at high diamond/low masters level with it (I did it a lot in beta and early HotS, but haven't used it in a while). By the time your slow-push with cannons makes it across the map, I'll be on my third or fourth base, with planetaries either up or going up in front of each base and mines to support, with my sky terran transition well underway. If you think of using colos or anything else to poke, my vikings/cloakshees shut you down, as I snipe your obs with one of my 20 available scans and viking cloud, and then proceed to cloakshee you while you cry on the way back to your cannons. When you come back, realizing you'll need nonstop obs production so you bring a handful of obs this time, I'll have my ghost bc raven viking army, and the war of micro between protoss and terran deathballs will commence, which is the same result as a late game terran mech army (which can CRUSH in a straight-up fight vs. toss, unlike bio). It turns out that EMP + Yamato + pdd/seeker missle works pretty well. Protoss can still win, of course; but it comes down to decision making and control. Obviously, this strategy has weaknesses, and is on the whole less viable than standard mech, which is less viable than bio. However, maybe you can see now how many toss players will lose to this their first time playing against it. This only works against someone who blindly follows a build and expects their opponent to play standard; but a smart player who is adept at scouting, reacting, and finding a good timing to hit can certainly crush it. tl;dr - Using mass mines to expand and then turtle to skyterran/ghost works at least up to low Masters. If you want to have fun, I can personally recommend it, you'll have a blast. But if you are trying to become the best SC2 player in the world, then don't try it at home, kids.
+1000000000000000
This is exactly what I'm talking about.
Terran players are always complaining that Protoss has all these builds they can do on ladder while they are limited. But something like this is ALWAYS really unexpected and hard for someone to react to if they haven't played against it before. You do some sort of cheesy mine opening to put them off while they're trying to get to Colossus, then you show up with Sky Terran! By the time they figure out how to react you're on 4-5 bases with PFs, mines, Vikings, Ravens, etc.
I've lost to this as Protoss a few times on the ladder, and it wasn't close. I've also won with it as Terran off racing against Protoss. It's incredibly fun.
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On November 22 2013 01:34 DinoMight wrote:Show nested quote +On November 22 2013 01:16 CakeSauc3 wrote:On November 21 2013 23:53 -Celestial- wrote:On November 21 2013 23:49 drkcid wrote:On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are. Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway). I've used the strategy of mass mines as an opener in TvP and had decent success at high diamond/low masters level with it (I did it a lot in beta and early HotS, but haven't used it in a while). By the time your slow-push with cannons makes it across the map, I'll be on my third or fourth base, with planetaries either up or going up in front of each base and mines to support, with my sky terran transition well underway. If you think of using colos or anything else to poke, my vikings/cloakshees shut you down, as I snipe your obs with one of my 20 available scans and viking cloud, and then proceed to cloakshee you while you cry on the way back to your cannons. When you come back, realizing you'll need nonstop obs production so you bring a handful of obs this time, I'll have my ghost bc raven viking army, and the war of micro between protoss and terran deathballs will commence, which is the same result as a late game terran mech army (which can CRUSH in a straight-up fight vs. toss, unlike bio). It turns out that EMP + Yamato + pdd/seeker missle works pretty well. Protoss can still win, of course; but it comes down to decision making and control. Obviously, this strategy has weaknesses, and is on the whole less viable than standard mech, which is less viable than bio. However, maybe you can see now how many toss players will lose to this their first time playing against it. This only works against someone who blindly follows a build and expects their opponent to play standard; but a smart player who is adept at scouting, reacting, and finding a good timing to hit can certainly crush it. tl;dr - Using mass mines to expand and then turtle to skyterran/ghost works at least up to low Masters. If you want to have fun, I can personally recommend it, you'll have a blast. But if you are trying to become the best SC2 player in the world, then don't try it at home, kids. +1000000000000000 This is exactly what I'm talking about. Terran players are always complaining that Protoss has all these builds they can do on ladder while they are limited. But something like this is ALWAYS really unexpected and hard for someone to react to if they haven't played against it before. You do some sort of cheesy mine opening to put them off while they're trying to get to Colossus, then you show up with Sky Terran! By the time they figure out how to react you're on 4-5 bases with PFs, mines, Vikings, Ravens, etc. I've lost to this as Protoss a few times on the ladder, and it wasn't close. I've also won with it as Terran off racing against Protoss. It's incredibly fun.
The complaint is not the limit of builds.... it's 'the limit of viable builds that are actually good. Terran arguably has the most theoretical openings with all the addon switches and easier access to early tech. This widowmine shenanigan stuff is not viable. It's essentially a troll build.
You'll get the odd win here or there if you're playing against bad opponents (yes diamond league is also bad in the grand scheme of things). But any decent player will shut this down the first time and any half-decent player will never lose twice to this strategy.
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On November 22 2013 01:44 fighter2_40 wrote:Show nested quote +On November 22 2013 01:34 DinoMight wrote:On November 22 2013 01:16 CakeSauc3 wrote:On November 21 2013 23:53 -Celestial- wrote:On November 21 2013 23:49 drkcid wrote:On November 21 2013 23:29 -Celestial- wrote: Cannon "outposts" all over the map to provide vision and fire support safezones.
Done. I could see it working from time to time but there's a ton of ways to handle this. In SC2 "deathball" edition I dont see anyone making "outposts", It will be easier to see someone blindly go A+forward into your minefield and then come back to TL forums to cry about how imba the WM are. Not entirely sure what you're trying to say here. To clarify: only very bad players are going to walk straight into 80+ supply (or however much it is) of mines more than once without making any effort to deal with them. Slow pushing across the map backed up by cannons is perfectly viable and is merely the first idea that came into my head (especially given the need for Protoss to support armies with forward pylons anyway). I've used the strategy of mass mines as an opener in TvP and had decent success at high diamond/low masters level with it (I did it a lot in beta and early HotS, but haven't used it in a while). By the time your slow-push with cannons makes it across the map, I'll be on my third or fourth base, with planetaries either up or going up in front of each base and mines to support, with my sky terran transition well underway. If you think of using colos or anything else to poke, my vikings/cloakshees shut you down, as I snipe your obs with one of my 20 available scans and viking cloud, and then proceed to cloakshee you while you cry on the way back to your cannons. When you come back, realizing you'll need nonstop obs production so you bring a handful of obs this time, I'll have my ghost bc raven viking army, and the war of micro between protoss and terran deathballs will commence, which is the same result as a late game terran mech army (which can CRUSH in a straight-up fight vs. toss, unlike bio). It turns out that EMP + Yamato + pdd/seeker missle works pretty well. Protoss can still win, of course; but it comes down to decision making and control. Obviously, this strategy has weaknesses, and is on the whole less viable than standard mech, which is less viable than bio. However, maybe you can see now how many toss players will lose to this their first time playing against it. This only works against someone who blindly follows a build and expects their opponent to play standard; but a smart player who is adept at scouting, reacting, and finding a good timing to hit can certainly crush it. tl;dr - Using mass mines to expand and then turtle to skyterran/ghost works at least up to low Masters. If you want to have fun, I can personally recommend it, you'll have a blast. But if you are trying to become the best SC2 player in the world, then don't try it at home, kids. +1000000000000000 This is exactly what I'm talking about. Terran players are always complaining that Protoss has all these builds they can do on ladder while they are limited. But something like this is ALWAYS really unexpected and hard for someone to react to if they haven't played against it before. You do some sort of cheesy mine opening to put them off while they're trying to get to Colossus, then you show up with Sky Terran! By the time they figure out how to react you're on 4-5 bases with PFs, mines, Vikings, Ravens, etc. I've lost to this as Protoss a few times on the ladder, and it wasn't close. I've also won with it as Terran off racing against Protoss. It's incredibly fun. The complaint is not the limit of builds.... it's 'the limit of viable builds that are actually good. Terran arguably has the most theoretical openings with all the addon switches and easier access to early tech. This widowmine shenanigan stuff is not viable. It's essentially a troll build. You'll get the odd win here or there if you're playing against bad opponents (yes diamond league is also bad in the grand scheme of things). But any decent player will shut this down the first time and any half-decent player will never lose twice to this strategy.
But what defines good?
Sending 1 Zealot 1 Stalker and 1 MsC to attack a Terran base doesn't really seem like a "good" build. But when every single Terran does the same exact opening with 100% predictability, I can time it so those three units arrive before your bunker finishes and your Reaper is on my half of the map. Now it's a good build!
Pretty much every single Protoss is opening up Gate, Cyber, Nexus, Robo, Forge.
So why not go rax, proxy factory, CC with a wall off? And then just WALK the widow mine into his base? It will get there way before his robo is done and deny a LOT of mining time.
People will say something is bad just because the pros don't do it. But some builds that pros do are actually BAD if we try to do them. Some extremely greedy openings they do are only good because they have insane micro and can hold with very few units. As a Naniwa fan who has tried Void Rays vs. Hydras.... it just doesn't work without the micro.
So you may say this is really easy to defend because the Protoss just does XYZ which is why pros never do it. But 99.9% of us are not pros, we will never be pros, and we can win using seemingly dumb strategies. Hell, Gaulzi was beating Grandmaster pros with cannon rushes.
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