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tried this build several times now and I got so bopped using it :-( I only won once because my opponent let all his units get blanketed by two EMP's, which is a coppar league misstake.
I mean realisticlly there is no way to stop him from getting atleast one guardian shield up. just wont happen, unless he clumps all his sentrys in one little box out front. Just get overrun by zealot sentry/stalker so hard I dunno. I think most of the imba in this matchup is because of the sentry, its just the best unit in the game for its low tech and cost combined with three _AWSOME_ abilities and btw it can fight like a marine also for same cost :-) huk?~~
edit: oh yea when one protoss tried the voidray abuse I also lost because he harassed me so much with them 7 range vs 5 huk...
this was on kulas ravine he just took out my refinary, my expansion, a supply depot etc.. stopped me from mining completly at my expansion just be sitting above with superior range outside marine range...fuck I have to throw 29 marines at them and stim them + EMP before contact for me to have a shot at taking one out..meanwhile he expands and builds 9 gateways just a -move my base with zealotsentrystalker
[/end whinemode]
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great..looking forward to episode 2
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On May 05 2010 22:03 DminusTerran wrote: There were a couple of times I noticed where you could have finished off high value units with a snipe. I realize letting energy mass up for lots of emp takes priority, but if it's only going to take one snipe to finish off a retreating ray or colo that's well worth it in my opinion. Kinda seems like some limited snipe usage could make this opening even stronger. Was there any reason you weren't using snipe on rays or colossi under 45 health?
because you can't snipe rays or colossus.
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On May 05 2010 22:16 Gretorp wrote: in my opinion, getting a rax is better. the gas it takes to get the reactor is slightly detrimental, but it's just the fact you have to wait while producing nothing and limited to marines when going the reactor, where as with getting another rax, you can produce units and you have the ability to put on tech labs to be producing marauders. Reactor never has that ability. If the opposing player is going mass stalkers, they've negated your reactor
Ahh. That makes a lot of sense. Might change a few of the ways I play.
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this is still not working for me.
basically toss went 3 gate robo. he attacks at around 8 minutes. i EMP all his stuff. then he backs off. regens his shield and warps in more units. then he attacks with near full shields and all my ghost are out of energy. wasn't even close.
at the point he attacked i had 3(1 just popped and didn't make the battle) ghosts 7 marines and 1 marauder + 1 bunker. i figured i'd must have messed up somewhere since i had so little. i checked gretorp's replays. he had about the same. i tried to really get the build order right in a custom game. 3 ghosts 11 marines 1 marauder at 8 minute mark. but the game i had 7 marines the battle wasn't even close. he just walked over it all. doubt 4 more marines and maybe 1 more EMP would make a big enough difference.
can someone please show me a replay when you are defending 4 gate and 3 gate robo "all in" with this?
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Thanks for the follow up Gretorp. It answered all of my questions .
Looking forward to future episodes
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Just listened to the follow up. Amazing again. Helps clear up late game a lot. How do you think this build would fair vs zerg? Instead of using EMP, using sniper round. Any thoughts?
Can't wait for the next episode. Thanks again.
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Thanks for the uploads, learning a lot from these and I especially like watching your stream. Keep on boppin those clowns.
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Thanks a TON for the follow-up. I found myself dominating early but getting crushed late. Can't wait for Episode 2.
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Works great in the baddie leagues, that is until I need to transition and my somewhat(lol) sub-par decision making seems to rear it's head.
looking forward to the next episode D:
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people need to stop recommending that we snipe NON BIOLOGICAL/AIR UNITS with ghosts. kinda annoys me.
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Just listened to the followup, .. I guess I can't voice how much this is awesome with my poor english =P can't wait for the next one either =)
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The ghost build is incredibly good, it allows for 2 fast orbital command, safe against fast void ray, other rush strats can be held with emp and bunkers. Basically I LOVE this build.
I have only lost 1 TvP since I started using this, out of about 10. I prefer a reaper opening with transition into ghost/marine then expand, then second gas. For reference I am 1570 on US server, first in plat 33.
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good build, thanks for the video
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I would appreciate if you either youtube them or upload to mediafire next time, so i dont have to wait
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On May 04 2010 22:30 AraqirG wrote: Can we put these on youtube for easier viewing?
Mind if I upload them?
I'm psyched. Gonna watch this tonight.
Love your stuff, youtube would definitely make it more accessible if possible
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On May 05 2010 05:36 link0 wrote: Getrop is my fav livestream no doubt. Keep up the great work.
Here are my comments to your build, if I may:
IMO, Getrop's build is very weak to 4 warpgate zealot/sentry/stalker push. If they just turn on their guardian shields before attacking, you are totally F'ed. Marines completely blow against anything under the guardian shield. They going from 5 damage to 3 damage per shot against zealot/stalker armor.
well, I would think ideally you EMP the sentries though it is hard to vs insta-cast forcefields, but it's just as hard as them with insta-cast EMPS
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Is volume really low for anyone else in that video?
Also, whoever was asking about vs Zerg.
Starting off with Factory Reactor Hellions and then adding ghosts is brutal for Zerg. They have to scramble to deal with the hellions and before you know it, nukes.
Not to mention everything is biological and snipe is just nuts. 10 range, instant 45 dmg. Very effective.
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The first video is way too low; haven't checked second one yet. Thanks for the streams ;D
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