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Gretorp's Episode... rut roh.... - Page 6

Forum Index > SC2 General
Post a Reply
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Storm704
Profile Joined October 2009
United States114 Posts
May 04 2010 21:03 GMT
#101
Gretorp for President
Gretorp
Profile Blog Joined September 2008
United States586 Posts
May 04 2010 21:04 GMT
#102
yeah it's weird, I can have my settings for sound on really low and can hear myself perfect, so i don't know what is wrong with it all. It's just for everyone else, they cannot hear me but in my spekaers they're perfect.

For the next episode i'm going to take questions from this, and talk over them, and then i'll go over new stuff. If you have any questions answer away!
I am Unheard Change
alexei
Profile Joined April 2010
2 Posts
May 04 2010 21:05 GMT
#103
I really like watching your stream. Keep it up
Is it just me?
Kinky
Profile Blog Joined September 2008
United States4126 Posts
May 04 2010 21:13 GMT
#104
Thanks a lot gretorp <3 I was going to rewatch your on-demand to learn about the build but this is much better!
McCrank
Profile Joined March 2008
204 Posts
May 04 2010 21:35 GMT
#105
tried it.
http://www.sc2rc.com/index.php/replay/show/3574

wasn't close. but i guess more bunkers + scv repair will stop it?(better micro too i guess)
brocoli
Profile Joined February 2010
Brazil264 Posts
May 04 2010 21:37 GMT
#106
Just watched it, here's some feedback:

On the video itself, well, the volume is too low (had to boost to 400% on VLC, and even still it was too low), and the pace of it should be a little faster, i.e., having stuff happening on screen most of the time (not leaving a paused game during the intro), and I actually watched a good chunk of it in fast forward 1.5x with no problem.

On everything else, though, it was awesome: great arguments, replays, smooth recording, everything =). A few little misclicks (i.e. jumping the replay) but those got corrected very fast.

Really awesome to watch =)


It still left me one question about the build though: it does seem robust against warpgates and robos, but I'm still not so sure about the voidrays themselves:
The thing is, the voidray's shields are meant to let they charge their beams. Once the beams are up, you can harass in multiple ways, pick off a refinery, kill SCVs, even addons, etc... So if P spots ghosts, can't P just turn one voidray into the other outside vision range until the beams are charged up and then attack? Or maybe turn them into hallucinations to charge the beams (if you used these for i.e. scouting phoenix).

There should still be enough shields that you need the EMP to deal with them effectively, but then the ghost's damage vs. the voidray's damage is minimised.

What I mean is: wouldn't a single well defended sensor tower instead be of more use than a large number of ghosts?
Bosko
Profile Joined February 2010
United States155 Posts
May 04 2010 22:31 GMT
#107
He gets it, the volume was low, stop posting that.
Slayer91
Profile Joined February 2006
Ireland23461 Posts
Last Edited: 2010-05-04 22:37:13
May 04 2010 22:35 GMT
#108
Gretorp beat me the other day. I was trying to clown him in TvT because I'm terrible [especially at TvT!] and I got bopped.

In other news, the video ended for me when you were mining with your first scvs =p what's up?
@brocoli
The ghosts use EMP to get rid of the shields. That way the marines can take down void rays, in the normal case, the marines take down the shields, the void rays pick off some marines and then retreat and regen. This way, you are guaranteed to weaken the void ray and so the harass is not nearly as strong. Ghost/marine is very obviously far better vs void rays than marine/marauder and saves tech to vikings. Ghosts are great vs sentries and zealots too, the natural followup from void rays to take down the marines and guardian shield.
aka Teutonica
Polar_Nada
Profile Blog Joined June 2008
United States1548 Posts
May 04 2010 22:45 GMT
#109
wowowow like a boss. thanks!
[ReD]NaDa and fnaticMSI.SEn fighting~! ::POlar @ UC Irvine::
Nerdrage
Profile Joined December 2009
United States55 Posts
May 04 2010 22:54 GMT
#110
in McCrank's replays it seems the charge zealots hurt him a lot because they tear through the marines. Did you face any of that Gretorp and any suggestions?

Also, enjoyed your streams and episode 1! Thanks.
Chriamon
Profile Joined April 2010
United States886 Posts
May 04 2010 23:09 GMT
#111
On May 05 2010 07:54 Nerdrage wrote:
in McCrank's replays it seems the charge zealots hurt him a lot because they tear through the marines. Did you face any of that Gretorp and any suggestions?

Also, enjoyed your streams and episode 1! Thanks.

Gotta keep in mind, gretorp's details this build as an opening. That is, once you get to the mid/lategame you are obviously going to move on to stronger/different tech, you dont have to stick with rines and ghosts the entire game. He goes over this a little bit at the end of the episode.
http://us.battle.net/sc2/en/profile/274906/1/Blaze/
Nerdrage
Profile Joined December 2009
United States55 Posts
Last Edited: 2010-05-04 23:20:38
May 04 2010 23:14 GMT
#112
Yah I know, just wondering since that toss went 4 gate into twilight council (charge) and pushed at 9 minutes. Is that midgame once advanced buildings come out? Guess needed to scout that. I'm not very knowledgeable, so pardon me pls
TheNikeYork
Profile Blog Joined April 2008
United States389 Posts
May 04 2010 23:31 GMT
#113
Kinda late to this party, but gotta say..Amazing vid. Been having troubles with void rays, and this just makes perfect sense. Can't wait for the next episode.
Everyone knows cucumbers have terrible souls
NzaR
Profile Joined May 2010
United States199 Posts
May 04 2010 23:34 GMT
#114
thank you sir, that was very helpful, hope someone does the same for protoss (not orb)
Angra
Profile Blog Joined May 2009
United States2652 Posts
May 04 2010 23:57 GMT
#115
Really good video, was very insightful. Nice job. (:
BrodiaQ
Profile Blog Joined October 2008
United States892 Posts
May 04 2010 23:58 GMT
#116
Awesome!
Gretorp was my favorite streamer for Brood War and now that I got into the Beta I can watch him again!

The build seems pretty cool, I'll definitely try it out!
"So come right up and let me squash your creativity with my iron fist of conservative play."--Nony
Risen
Profile Blog Joined March 2010
United States7927 Posts
May 05 2010 00:10 GMT
#117
If you do something like this for TvZ... I will love you forever :3
Pufftrees Everyday>its like a rifter that just used X-Factor/Liquid'Nony: I hope no one lip read XD/Holyflare>it's like policy lynching but better/Resident Los Angeles bachelor
chewychoclat
Profile Joined December 2009
23 Posts
May 05 2010 00:30 GMT
#118
why so handsome gretorp?
swift car go swiftly
brocoli
Profile Joined February 2010
Brazil264 Posts
Last Edited: 2010-05-05 00:40:27
May 05 2010 00:34 GMT
#119
@Slayer91>
I understand that, Gret showed that really well ; what I'm saying is that once P sees the ghosts he can just say "Oh well, ok, I won't have shields anyway", and charge the rays by attacking the void rays themselves, just outside vision range behind the base.

This will consume about 2/3 of their shields and is easy to do with the 2 initial voids. Then, with charged beams and 1/3 shields still up, they can toast SCVs / MULEs / Depots / maybe a few rines, and run away, regen, repeat.

So basically, they don't need to stay a lot of time vulnerable over the base since they have higher DPS, they still have some shields to resist a few marine shots, maybe 1 ghost shot; and EMP will be as effective as before, which is bad since the voidrays are more effective this way.


I asked about the sensor tower because it feels worth investigating: with a single tower in your base you can cut by a lot on the amount of troops defending, specially on those valuable ghosts. With this, you can cut a little on the number of rax too, which makes the opener even more flexible. Finally, the ebay is no big deal, since you'll still rely heavily on bio for the upgrades to be worth it.
fungr
Profile Joined May 2010
Germany3 Posts
Last Edited: 2010-05-05 00:36:13
May 05 2010 00:34 GMT
#120
i'm a frequent reader but not an active poster on TL but i watched this one and ejoyed it very much but i do have a question, since you are getting ghosts from 2 or so barracks at a max because of all the gas and rest of the baracks you get marines

why don't you get any reactor on those baracks? you do have minerals to keep all those baracks with reactors on going for most of the game.

is it because of it takes so long to make and it just more effective getting new baracks instead so you can continue pumping marines meanwhile or?
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