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Karune explains how T or P counter 1hatch hydra. - Page 10

Forum Index > SC2 General
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Amph
Profile Joined July 2009
Italy31 Posts
Last Edited: 2009-09-15 13:32:38
September 15 2009 12:03 GMT
#181
On September 13 2009 14:51 Joneagle_X wrote:
Also @ amph, the cybernetics core costs 150 minerals in the latest build. :D


you have reason, so actually sc2armory has wrong stats... therefore, i believe that it is better to consider sc2pod


someone has tried to build two cc in own base so that he has two Mule?

or perhaps now the start, against zerg, will be fast 2 fact and then hellion mass(seeing the hellion stats, i noticed that they are very good against light units, with their 90hp plus 15damage vs light and an upgrade that give them another +10 vs light...) , and against toss mass infantry
no whining
NastyMarine
Profile Blog Joined May 2006
United States1252 Posts
September 15 2009 16:17 GMT
#182
OK I had enough of the pointless bickering of theory only discussions based off of limited proof.

BLIZZARD, WHERES OUR BATTLE REPORTS!?!?! thats what I wanna know. That way we have a new basis of where the content is all heading. I thought we'd have a few more by now and still we are left in the fucking dust.
Treatin' fools since '87
agentheart
Profile Joined September 2009
22 Posts
September 16 2009 05:32 GMT
#183
terrans can go 2 rax with reactors and produce enough units to retake map control, even with 1 rax and reactor should be enough to allow you to hold the base assuming theres block at choke

also terrans could try to expand take their natural and then transform into a plantary fortress and that will end whatever all attacks until mid game
Amph
Profile Joined July 2009
Italy31 Posts
September 16 2009 09:32 GMT
#184
yeah, planetary fortress is the way to deal with the zerg threat
no whining
DefMatrixUltra
Profile Blog Joined June 2009
Canada1992 Posts
Last Edited: 2009-09-17 13:19:45
September 17 2009 03:36 GMT
#185
On September 16 2009 18:32 Amph wrote:
yeah, planetary fortress is the way to deal with the zerg threat


There you go, everyone.

/thread

-edit:

/sarcasm
Kratisto
Profile Joined June 2008
United States199 Posts
September 17 2009 06:06 GMT
#186
On September 17 2009 12:36 DefMatrixUltra wrote:
Show nested quote +
On September 16 2009 18:32 Amph wrote:
yeah, planetary fortress is the way to deal with the zerg threat


There you go, everyone.

/thread


Wouldn't that cripple Terran economically? Sure, you might not get ling rushed, but you're missing out on the MULE. By mid game, you'll be left behind.
Amph
Profile Joined July 2009
Italy31 Posts
September 17 2009 14:01 GMT
#187
ok, but the PF let you go straight in tier 2, and we now that zerg on tier 2 has nothing good, therefore you force him to go tier3..this is an advantage
no whining
scwizard
Profile Joined March 2009
United States1195 Posts
September 17 2009 21:28 GMT
#188
I'd be much more interested in reading David Kim's opinion of the article.
ZeroCartin
Profile Blog Joined March 2008
Costa Rica2390 Posts
September 17 2009 21:40 GMT
#189
On September 17 2009 12:36 DefMatrixUltra wrote:
Show nested quote +
On September 16 2009 18:32 Amph wrote:
yeah, planetary fortress is the way to deal with the zerg threat


There you go, everyone.

/thread

-edit:

/sarcasm

rofl

im impressed people didnt get it
"My sister is on vacation in Costa Rica right now. I hope she stays a while because she's a miserable cunt." -pubbanana
ThrustVectoring
Profile Joined September 2009
12 Posts
September 29 2009 20:27 GMT
#190
This is just theorycrafting at the moment, and I'd really like someone to test this out:

Overlords can spawn creep. With a spawning pool out, drones can morph on creep into spine crawler (essentially a sunken). This takes 50 seconds and 100 minerals, so could easily be done outside a wall-in if the initial overlord goes the right direction (early dronescout perhaps to get the cheese overspine in the right direction?)

I think this is going to be much more of a problem for a protoss wall in/block than terran, due to zealots being melee while marines are ranged. If the wall in involves a zealot block, the spine will force the zealot off of the blocking square. Even if you could wall in successfully in the face of a spine rush, there's still another problem. The Z player has you contained until you build enough to break a spine or two or however many they send up, and has a queen and thus can power drones and possibly also expand.

Also of note is the fact that spine crawlers are range 7, while marines are range 5, so the spine can be placed so that marines would have to be in front of the wall in to shoot the spine, whereupon the early lings could attack them. Also, spine crawlers can move, so this can be built just outside visual range of the wall in and you wouldn't know how many of them were being built unless you scouted how many drones were running to your base, and then have them + overlord moved to attack the wall in.

tl;dr version Zerg can sunken rush any race in SC2 with an overlord sent the right direction.
zatic
Profile Blog Joined September 2007
Zurich15366 Posts
September 29 2009 20:33 GMT
#191
Nice idea, but the creep drop ability only works on Lair. I did this a couple of times for fun (even did "sunkdrops" on the cliff on LT) last time I played, but it's not really viable in a real game. Tier 2 of P and T should have no problem of breaking sunkens outside their base, should it happen they let them get rooted there in the first place.
ModeratorI know Teamliquid is known as a massive building
ThrustVectoring
Profile Joined September 2009
12 Posts
September 29 2009 20:49 GMT
#192
On September 30 2009 05:33 zatic wrote:
Nice idea, but the creep drop ability only works on Lair.


This makes me very, very sad.
Tsagacity
Profile Blog Joined August 2005
United States2124 Posts
September 29 2009 21:09 GMT
#193
If overlords had creep drop from the start, you could probably just drop creep to prevent completing a block at the choke, depending on starting distance.
"Everyone worse than me at video games is a noob. Everyone better than me doesn't have a life."
Chill
Profile Blog Joined January 2005
Calgary26003 Posts
September 29 2009 21:25 GMT
#194
On September 30 2009 06:09 Tsagacity wrote:
If overlords had creep drop from the start, you could probably just drop creep to prevent completing a block at the choke, depending on starting distance.

lol that would be so annoying
Moderator
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
Last Edited: 2009-09-29 21:40:58
September 29 2009 21:40 GMT
#195
On September 30 2009 06:25 Chill wrote:
Show nested quote +
On September 30 2009 06:09 Tsagacity wrote:
If overlords had creep drop from the start, you could probably just drop creep to prevent completing a block at the choke, depending on starting distance.

lol that would be so annoying

yea I used a creep drop on a guy's nat lol, he couldn't make his nexus. 10 years of fucking probe harassing my zerg expo , payback is a mother fucker.
..and then I would, ya know, check em'. (Aka SpoR)
zergnewb
Profile Blog Joined April 2009
United States816 Posts
September 29 2009 21:57 GMT
#196
On September 30 2009 06:40 CharlieMurphy wrote:
Show nested quote +
On September 30 2009 06:25 Chill wrote:
On September 30 2009 06:09 Tsagacity wrote:
If overlords had creep drop from the start, you could probably just drop creep to prevent completing a block at the choke, depending on starting distance.

lol that would be so annoying

yea I used a creep drop on a guy's nat lol, he couldn't make his nexus. 10 years of fucking probe harassing my zerg expo , payback is a mother fucker.

Lol. I would love to do this. But could you creep drop in expansion areas and make a spine crawler to prevent them from expanding to that spot?
Welcome to the Durst-Zone
DeCoup
Profile Joined September 2006
Australia1933 Posts
September 30 2009 00:20 GMT
#197
On September 30 2009 06:57 zergnewb wrote:
Show nested quote +
On September 30 2009 06:40 CharlieMurphy wrote:
On September 30 2009 06:25 Chill wrote:
On September 30 2009 06:09 Tsagacity wrote:
If overlords had creep drop from the start, you could probably just drop creep to prevent completing a block at the choke, depending on starting distance.

lol that would be so annoying

yea I used a creep drop on a guy's nat lol, he couldn't make his nexus. 10 years of fucking probe harassing my zerg expo , payback is a mother fucker.

Lol. I would love to do this. But could you creep drop in expansion areas and make a spine crawler to prevent them from expanding to that spot?

Better yet, if you had a queen in the overlord you could spawn a creep tumor on the spot to completly prevent expanding until they have cloak detection. :D
"Poor guy. I really did not deserve that win. So this is what it's like to play Protoss..." - IdrA
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