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Gretorp's Episode... rut roh.... - Page 9

Forum Index > SC2 General
Post a Reply
Prev 1 7 8 9 10 11 18 Next All
TheNikeYork
Profile Blog Joined April 2008
United States389 Posts
May 06 2010 18:45 GMT
#161
On May 07 2010 03:40 epik151 wrote:
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.


Yeah the volume was complained about a lot. He realizes it and plans to fix it. He did in the follow up audio.
Everyone knows cucumbers have terrible souls
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
Last Edited: 2010-05-07 15:23:58
May 07 2010 14:34 GMT
#162
the ghost pvt build seems to fail completely if the protoss goes for halucinations, so you have to go for an eng bay + turret pretty much every time cause halucination is hard to scout, which will slow you down enough to die against any 4 gate or a robotics build.

or if the protoss waits for 3-4 void rays and a good ground army to attack at the same time. he'll just focus the bunkers with void rays, both killing your main defensive attribute and charging up his attack.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
QueueQueue
Profile Joined July 2009
Canada1000 Posts
May 07 2010 18:30 GMT
#163
This is great! I've tried this marine / ghost opening a bunch now and not only is it really effective so far, it's really fun to play. Thanks
Mnijykmirl
Profile Joined February 2010
United States299 Posts
May 08 2010 00:29 GMT
#164
God, I have to give maaaaad +1 love for this. Gretorp Ghost+marine opening is the super-solid TvP opening I was dying for.

Excellent presentation for me. Maybe not for everybody, such as for a player who couldn't really appreciate the explanation of the current problem Terran was dealing with in TvP, but for me as a Terran player this was right at my level and exactly what I was looking for. So far I've been expanding first over second gas. I've not run into much of any protoss that's made any adaptions for this very solid build, although every single one of them make an effort to focus fire out my ghosts, so all of my losses thus far while using have been due to very shoddy macro work on my part.
Gamer0ne
Profile Joined May 2010
Bulgaria51 Posts
May 08 2010 01:10 GMT
#165
My biggest problem with this is that some protoss are already aware of the chance for a ghost+marine opening and either try a very fast DT rush right after a scan or go for colossi almost immediatelly.It's still doable,but people shouldn't expect an auto-win.And call me old-fashioned,but i still build 2-3 vikings whenever i see a 2nd extractor.
Gatsbi
Profile Joined April 2010
United States1134 Posts
May 08 2010 01:29 GMT
#166
EMP reveals cloaked units ^_^
"IF WHAT YOU DO NOT KNOW IS MORE THAN WHAT YOU HAVE KNOWN. THEN YOU HAVE NOT KNOWN ANYTHINIG YET." - Rev Kojo Smith
Gamer0ne
Profile Joined May 2010
Bulgaria51 Posts
May 08 2010 01:45 GMT
#167
Omg.I feel so bad about that last loss now
Ultimate BO!
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
May 08 2010 01:47 GMT
#168
ye a second assimilator (extractors are zerg..) is a dead giveaway that something is up, although he might fake you out so its not written in stone.

I've tried this build (or my own variation of it, I dont like to steal build orders) much more now, seems 75% of the top EU players are protoss at the moment, atleast I get them 75% of the games now. and when Ive won its because the protoss hasnt really reacted to my composition at all, just mained the same units, many sentrys stalker zealot immortals, which all are wiped silly by early ghosts, except for an early timing push which I still find pretty darn hard.. right about the time I have my first ghost and he has an EMP.

basiclly this opening is good, it allows you to transition into whatever you want, and keep the protoss on their feet. instead of just playing the defendgame.

Ive watched several gretorp reps from his replaypack and every time they do voidray he owns them silly.. but whenever I try it I have a lot more problems, I still think this build is pretty weak to voidray harassment, maybe I still just suck but gretorp seldom does the vikings and still punishes the protoss every time, I just get kept in my base while he harasses me silly and expands or pushes out with throngs of zealots and stalkers.

gretorp you make it look to easy, plz be a little worse at the game =) plz
"I like turtles"
HydroXy
Profile Joined May 2010
United States513 Posts
May 08 2010 02:04 GMT
#169
BOPPIN CLOWNS BABY
More Gretorp video analysis plox
gibb
Profile Joined March 2010
Sweden288 Posts
May 08 2010 06:52 GMT
#170
When's Gretorp's EPIOSoDE 2 ?! Terran mirror is headaching me!
Send help gretorp.
I cry
Manners.
Gamer0ne
Profile Joined May 2010
Bulgaria51 Posts
May 08 2010 06:56 GMT
#171
TvZ here
TheYango
Profile Joined September 2008
United States47024 Posts
May 08 2010 07:12 GMT
#172
On May 07 2010 23:34 WiljushkA wrote:
the ghost pvt build seems to fail completely if the protoss goes for halucinations, so you have to go for an eng bay + turret pretty much every time cause halucination is hard to scout, which will slow you down enough to die against any 4 gate or a robotics build.

Explain why a hallucination build is hard to deal with?
Moderator
Takkara
Profile Blog Joined April 2010
United States2503 Posts
May 09 2010 17:58 GMT
#173
How do you feel Gretorp about your build with respect to 4 warp gate pushes. It doesn't feel very robust against that open. How do you feel things went in your series in the Zotac in TvP?
Gee gee gee gee baby baby baby
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
Last Edited: 2010-05-09 18:19:24
May 09 2010 18:11 GMT
#174
On May 08 2010 16:12 TheYango wrote:
Show nested quote +
On May 07 2010 23:34 WiljushkA wrote:
the ghost pvt build seems to fail completely if the protoss goes for halucinations, so you have to go for an eng bay + turret pretty much every time cause halucination is hard to scout, which will slow you down enough to die against any 4 gate or a robotics build.

Explain why a hallucination build is hard to deal with?


cause your units keep shooting his 5+ hallucinated colossi or however many other units he decides to hallucinate? emp doesnt turn off hallucinations, and he doesnt summon them in sight range of your ghosts, so you cant just emp sentries beforehand. and i tried saving 2 scans, unbelievably but the battles usually lasts longer than that. so you have to build an eng bay + turret, which just makes you EXTREMELY vulnerable to any normal ground allin that doesnt involve hallucinations.

and again, i just doubt the build's ability to stop any 4gate push by a semi-competent player, i started using the ghost build around 1500 plat and it worked fine, but as i got to 1700 i now keep losing against any 4gate they decide to do.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
groms
Profile Joined May 2010
Canada1017 Posts
May 10 2010 13:26 GMT
#175
Very cool build as a low plat player I can say I have indeed lost to this new metagame change as the terran have all adjusted to collosi/vray builds.

Also loving the show's format as it didn't at any point feel boring or slow(and I don't even play terra :D)

Keep up the great work. Looking forward to more great episodes.
I have a recurring dream that I'm running away from a terran player but the marauders keep slowing me down. - Artosis
TheYango
Profile Joined September 2008
United States47024 Posts
May 10 2010 14:06 GMT
#176
On May 10 2010 03:11 WiljushkA wrote:
Show nested quote +
On May 08 2010 16:12 TheYango wrote:
On May 07 2010 23:34 WiljushkA wrote:
the ghost pvt build seems to fail completely if the protoss goes for halucinations, so you have to go for an eng bay + turret pretty much every time cause halucination is hard to scout, which will slow you down enough to die against any 4 gate or a robotics build.

Explain why a hallucination build is hard to deal with?


cause your units keep shooting his 5+ hallucinated colossi or however many other units he decides to hallucinate? emp doesnt turn off hallucinations, and he doesnt summon them in sight range of your ghosts, so you cant just emp sentries beforehand. and i tried saving 2 scans, unbelievably but the battles usually lasts longer than that. so you have to build an eng bay + turret, which just makes you EXTREMELY vulnerable to any normal ground allin that doesnt involve hallucinations.

and again, i just doubt the build's ability to stop any 4gate push by a semi-competent player, i started using the ghost build around 1500 plat and it worked fine, but as i got to 1700 i now keep losing against any 4gate they decide to do.

Thank you. I wasn't aware of this. I haven't faced this build, and simply assumed that hallucination responded to EMP the same way it responded to other forms of detection--revealing which units are fake.
Moderator
sob3k
Profile Blog Joined August 2009
United States7572 Posts
May 10 2010 14:17 GMT
#177
I'm still having a really hard time dealing with fast collossi.

People just rush then when they see this build.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
MarCoon
Profile Blog Joined May 2007
Germany493 Posts
May 10 2010 17:24 GMT
#178
http://www.teamliquid.net/forum/viewmessage.php?topic_id=124549

GosuTV with one of Gretorps matchanalysis
~follow me on twitter.com/GGmarCoon
EGLzGaMeR
Profile Blog Joined February 2007
United States1867 Posts
May 10 2010 17:34 GMT
#179
On May 10 2010 03:11 WiljushkA wrote:
Show nested quote +
On May 08 2010 16:12 TheYango wrote:
On May 07 2010 23:34 WiljushkA wrote:
the ghost pvt build seems to fail completely if the protoss goes for halucinations, so you have to go for an eng bay + turret pretty much every time cause halucination is hard to scout, which will slow you down enough to die against any 4 gate or a robotics build.

Explain why a hallucination build is hard to deal with?


cause your units keep shooting his 5+ hallucinated colossi or however many other units he decides to hallucinate? emp doesnt turn off hallucinations, and he doesnt summon them in sight range of your ghosts, so you cant just emp sentries beforehand. and i tried saving 2 scans, unbelievably but the battles usually lasts longer than that. so you have to build an eng bay + turret, which just makes you EXTREMELY vulnerable to any normal ground allin that doesnt involve hallucinations.

and again, i just doubt the build's ability to stop any 4gate push by a semi-competent player, i started using the ghost build around 1500 plat and it worked fine, but as i got to 1700 i now keep losing against any 4gate they decide to do.

not only will it stop a 4gate rush.. but it will crush it.. also.. if you know he is hallucinated colossi why not just.. i dont know.. Not attack them?
God forbid a player to actually control there units in sc2 >_>
i just make bunkers and laugh when protoss goes for the all-in --;
WiljushkA
Profile Joined March 2006
Serbia1416 Posts
Last Edited: 2010-05-10 20:23:40
May 10 2010 20:11 GMT
#180
id really like to see a rep/vid of it stopping a 4 gate rush.

this isnt a "try and proove me wrong post", i just want to see someone deal with a decent 4 gate push cause im obviously doing something wrong if you think its easy to stop and i just keep dying to it.
"As much as I love the image of me F5-ing paypal every 15 minutes while fist pumping and screaming "SHIP THE MONEY BITCHES"" - Day9
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