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The SKT Anti-Mech Ultra Queen Timing Attack - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 All
EJK
Profile Blog Joined September 2013
United States1302 Posts
August 11 2015 13:27 GMT
#21
On August 11 2015 22:16 EJK wrote:
Show nested quote +
On August 11 2015 20:33 Isarios wrote:
On August 11 2015 20:15 EJK wrote:
On August 11 2015 19:03 Isarios wrote:
Your first imgur of the mech build winning was AMAZING. really good information great break down of scouting.

Your second on the counter build was confusing and I did not get as much out of it. I don't play zerg very well, but it would have been nice to add how he played the midgame and what he did to get good engagements.

all he did in mid game was add a 3rd evo, skip roach hydra production, and make ultra and queens. Then for a good engagement, he just spread out his units a little bit then attack moved after blinding cloud. There's not much more left to say I think


You said something about muta opening. How did he scout? What and how much did he use to fend off small pokes?

Again, scouting and other things are great to explain. Things you may think are obvious are not for lesser skilled players.

He made 6 or 8 roaches with roach speed. I couldn't read the number in the VOD coz I had to use a lower quality.

I imagine having a number of queens at one base (say soO's 4th base on coda) and roaches towards the 3rd and natural area will cover your bases against hellions. Then, before you attack, add a couple spines at each base to secure the location after the roaches and queens move out of position

The problem with explaining everything is that then it becomes a comprehensive breakdown for every single decision made in that game. I agree breaking things down for lesser skilled players is a good thing, but the time commitment for both me and the reader is a tough line to balance




On August 11 2015 21:51 AbouSV wrote:
Show nested quote +
On August 10 2015 23:07 EJK wrote:
On August 10 2015 22:36 AbouSV wrote:
Thanks for the report and quick explanation. I noted this also.

One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T

(Edit: typo)

and thus the meta game is made


It is not just made, it evolves (sounds pretty serious written this way!).

Just that I prefer turtleling terran compare to mech timing push, but again, that is mainly because I don't know how to scoot for it since it is not much in the meta yet.

If you can play another race, you can run the timing vs the AI, then run your build against the AI as the original race and see the timings, do a bunch of theorycraft and create a decent response before you even see it! but that takes a lot of time haha
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
AbouSV
Profile Joined October 2014
Germany1278 Posts
August 11 2015 18:58 GMT
#22
Absolutly!
So not so worth if you see it one out of 20 games top (in this specific MU).


About the breakdown balance of the analyse, you did quite well, this one is very well done for a majority of player I think (meaning plat+)
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
August 11 2015 20:42 GMT
#23
On August 10 2015 23:07 EJK wrote:
Show nested quote +
On August 10 2015 22:36 AbouSV wrote:
Thanks for the report and quick explanation. I noted this also.

One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T

(Edit: typo)

and thus the meta game is made

I am 100% sure that this build will rape the shit out of a timing push tho :D
You float a fuckton have the tech and upgrades to spam roach hydra or mass muta it's much more dangerous than just the ultra timing itself
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
EJK
Profile Blog Joined September 2013
United States1302 Posts
August 11 2015 21:21 GMT
#24
On August 12 2015 05:42 HellHound wrote:
Show nested quote +
On August 10 2015 23:07 EJK wrote:
On August 10 2015 22:36 AbouSV wrote:
Thanks for the report and quick explanation. I noted this also.

One problem though, is that if this becomes too popular, terran will do more mech-based timing push that hurt soooo much (with a few SCVs pulled) T.T

(Edit: typo)

and thus the meta game is made

I am 100% sure that this build will rape the shit out of a timing push tho :D
You float a fuckton have the tech and upgrades to spam roach hydra or mass muta it's much more dangerous than just the ultra timing itself

yes ofc, soo didn't win the game with the push itself, but the push is what set him up to switch into mutas and have a better economy then the terran palyer
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
agsub
Profile Joined May 2012
Singapore368 Posts
Last Edited: 2015-08-12 08:18:36
August 12 2015 08:18 GMT
#25
The problem with zerg vs mech is also on the upgrades. To do this strat, Zerg need to upgrade range, melee, carapace, air weapon and air armor. Terran just upgrade vehicle weapon and armor =_=
Cascade
Profile Blog Joined March 2006
Australia5405 Posts
August 12 2015 08:48 GMT
#26
Nice battle reports, thanks.

So the main difference is that soos pushes did more damage (because of the queens?), and he got upgrades for his air earlier?
EJK
Profile Blog Joined September 2013
United States1302 Posts
August 12 2015 11:14 GMT
#27
On August 12 2015 17:48 Cascade wrote:
Nice battle reports, thanks.

So the main difference is that soos pushes did more damage (because of the queens?), and he got upgrades for his air earlier?

the timing of his push is really important, it hits right before Fantasy starts utilizing his 4th base, before any air transition, before he also gets a crtical number of siege tanks as well.
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Juggernaut1
Profile Joined August 2015
1 Post
August 14 2015 19:12 GMT
#28
Thank you for posting this, i can now wreck terrans late game with that composition if they want to turtle in their base forever. I like it for delaying or killing their 4th base and having a better cost efficient army vs the mech. As zerg players know its not that 1st wave that wins you the game, you just need a decent trade then remax and win! Im still scared of mass raven tho =(
EJK
Profile Blog Joined September 2013
United States1302 Posts
August 14 2015 19:23 GMT
#29
On August 15 2015 04:12 Juggernaut1 wrote:
Thank you for posting this, i can now wreck terrans late game with that composition if they want to turtle in their base forever. I like it for delaying or killing their 4th base and having a better cost efficient army vs the mech. As zerg players know its not that 1st wave that wins you the game, you just need a decent trade then remax and win! Im still scared of mass raven tho =(

Raven's aren't that bad until they have a critical mass of like 15-20+. It takes a very long time and requires both of you to play passively in order for the terran to get to that count, because constant aggression and trading will prevent ravens from building up energy to be very scary
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
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