Gretorp's Episode... rut roh.... - Page 12
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Gretorp
United States586 Posts
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wonksaggin
United States73 Posts
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Grape
145 Posts
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MaYuu
Sweden516 Posts
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{ToT}ColmA
Japan3260 Posts
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teko
Canada1197 Posts
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Skvid
Lithuania751 Posts
Sound and video was posh as well ;3 | ||
Elevators
United States56 Posts
On May 15 2010 21:48 wonksaggin wrote: In regard to Episode 2, in TVT, I think that a bunker at your ramp along with a tank counters this timing push if I'm not mistaken. I havent tested this, so I may be wrong. however, if I recall correctly I think someone's done this push against me where I went FE after factory and then techlab and a tank, and it held up nicely. I've tested this build a decent amount, and if the other T has a tank + bunker I usually keep my marines back and just harass the mineral line with my banshee. Also, the other Terran has to be very worried about me sniping the Tank as well, so his marines would have to be very spread out to cover all areas. | ||
QueueQueue
Canada1000 Posts
What's your opinion on using snipe against the zealots after you have successfully EMP'd the Protoss army? I did some testing with that Custom map that allows you to recreate battle scenarios and found that snipe on the zealots is excellent at cleaning them up. As you emphasize, the zealots are the biggest threat when defending these pushes damage wise; and with good emp + snipe (in addition to the dps from your marines), the zealots melt away incredibly fast. | ||
Gretorp
United States586 Posts
On May 16 2010 16:20 QueueQueue wrote: @Gretorp What's your opinion on using snipe against the zealots after you have successfully EMP'd the Protoss army? I did some testing with that Custom map that allows you to recreate battle scenarios and found that snipe on the zealots is excellent at cleaning them up. As you emphasize, the zealots are the biggest threat when defending these pushes damage wise; and with good emp + snipe (in addition to the dps from your marines), the zealots melt away incredibly fast. It's awesome ![]() | ||
kme
Serbia176 Posts
I was wondering, using your build for TvP, if you scout P going voidrays or 4 warpgate push, would it be viable to get the cloak upgrade for ghosts asap since he won't have any detection? I can see them working sort of like DTs. Another thing that interests me is transitioning. When would you decide to transition to other tech and also what tech? Mass marauders with medivac/viking support is obvious but what about factory units? Also if the enemy decides to tech to colossus or storm and we miss the early timing push, what would be the best course of action? | ||
ironchef
Canada1350 Posts
Can you talk a bit about deviations(if any) with respect to the builds, specifically ghost pvt dealing with cheese,or say zealot rushes. It seems like no block, and relatively later scouting makes it a bit vulnerable, unless the solution is just better micro / scvs. Looking forward to the tvz one! | ||
Skvid
Lithuania751 Posts
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Gretorp
United States586 Posts
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kYem
United Kingdom412 Posts
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Gretorp
United States586 Posts
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klassasin
United States3 Posts
Gretorp streams are for the win! | ||
Anteloptics
United States31 Posts
Are there any openings or unit compositions that you've had trouble dealing with when you open ghost/marine? EDIT - To clarify: I'm not looking for some sort of all-in one base push or w/e to win the match in the first 15 minutes. I'm looking for a reasonably safe opening that can keep me alive and allow me to transition into a strong mid-game. | ||
epik640x
United States1134 Posts
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Gretorp
United States586 Posts
On May 17 2010 07:32 Anteloptics wrote: Gretorp do you have any recommendations on how a Protoss should respond to an opponent who opens with your ghost/marine build? I've had some difficulty in figuring out the best way to handle it as toss. You've demonstrated how it can negate pretty much every form of early aggression/push that Protoss is doing right now (4/5 Gate, Immortals, Voidrays) and allows the Terran to secure a relatively early expansion. The best I can seem to do is break even with a Terran who opens with this build by expanding myself and massing gateway units then teching into collosus. Are there any openings or unit compositions that you've had trouble dealing with when you open ghost/marine? EDIT - To clarify: I'm not looking for some sort of all-in one base push or w/e to win the match in the first 15 minutes. I'm looking for a reasonably safe opening that can keep me alive and allow me to transition into a strong mid-game. p is gonna just have to play a more straight up game :-O! | ||
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