Gretorp's Episode... rut roh.... - Page 6
Forum Index > SC2 General |
Storm704
United States114 Posts
| ||
Gretorp
United States586 Posts
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! | ||
alexei
2 Posts
![]() | ||
![]()
Kinky
United States4126 Posts
| ||
McCrank
204 Posts
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
Brazil264 Posts
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
United States155 Posts
| ||
Slayer91
Ireland23335 Posts
![]() 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. | ||
Polar_Nada
United States1548 Posts
| ||
Nerdrage
United States55 Posts
Also, enjoyed your streams and episode 1! Thanks. | ||
Chriamon
United States886 Posts
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. | ||
Nerdrage
United States55 Posts
![]() | ||
TheNikeYork
United States389 Posts
| ||
NzaR
United States199 Posts
| ||
Angra
United States2652 Posts
| ||
BrodiaQ
United States892 Posts
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! | ||
Risen
United States7927 Posts
| ||
chewychoclat
23 Posts
| ||
brocoli
Brazil264 Posts
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
Germany3 Posts
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? | ||
| ||