On September 16 2011 01:07 Acidictadpole wrote:
Didn't Proxima have them in his replays?
Didn't Proxima have them in his replays?
He played hister 3 times in a row... Don't you think HE KNEW the push was coming?
Forum Index > StarCraft 2 Strategy |
Bro_Stone
United States510 Posts
On September 16 2011 01:07 Acidictadpole wrote: Show nested quote + On September 15 2011 23:01 Bro_Stone wrote: On September 15 2011 22:17 Acidictadpole wrote: I wonder if there's a way to make this safer to ghost play. Most terrans won't have ghosts by the 10 minute mark Didn't Proxima have them in his replays? He played hister 3 times in a row... Don't you think HE KNEW the push was coming? | ||
BoondockVeritas
United States191 Posts
hwangsin has been doing a 3gate robo that is something like this, but he does his a little different without the upgrade and other stuff. zeerax (i think) was uprising around the time mondragon first showed up in sc2(again don't quote me on this) and he was playing around with zealot/sentry/immortal and just killing terrans with it. this idea isn't new, but the build is definitely something nice to know how to do now also has anyone considered +1 attack off of 3-5 gate robo instead of defense? i understand that the armor is to make marines not melt your army, but if you did an earlier smaller attack with less of everything before big numbers of marines come out, would the extra 5 damage against armored and zealots doing 2 more on top of guardian shields be better? i'd test it but school hasn't been kind | ||
VassiliZaytsev
Canada45 Posts
Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines. Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal. tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it | ||
101toss
3232 Posts
On September 16 2011 01:55 VassiliZaytsev wrote: The armor almost infinitely better. Someone put the numbers earlier as 34 marine shots compared to 50 marine shots.. and something like... over 150 shots to kill an immortal. It reduces marine damage from 3 - 2, a 50% decrease. General rule of thumb, armor upgrades against fast firing units like marines. The + 1 attack would barely do anything. Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines. Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal. tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it Will +1 armor save you against banshees, thors, and tanks? | ||
BoondockVeritas
United States191 Posts
On September 16 2011 02:25 101toss wrote: Show nested quote + On September 16 2011 01:55 VassiliZaytsev wrote: The armor almost infinitely better. Someone put the numbers earlier as 34 marine shots compared to 50 marine shots.. and something like... over 150 shots to kill an immortal. It reduces marine damage from 3 - 2, a 50% decrease. General rule of thumb, armor upgrades against fast firing units like marines. The + 1 attack would barely do anything. Ok I did a bunch of calculations about damage/armor/etc, but it got really annoying trying to figure out all the possibilities so i'm just going to say the following: Your units all attack pretty slowly, and the +1 attack only has like a couple cases where it actually takes less shots to kill a marine or marauder. Some notable ones.. Immortals 2 shot stimmed marauders. But quite honestly, its increasing your DPS by like 20% but increasing his by 50% for his marines. Imagine for a second that you were able somehow to rush +2 armor against his 0 attack (probably impossible but..) you would reduce his marine damage to 1.. so it would take him over 100 shots to kill a zealot, and over 250 to kill an immortal. tldr; ARMOR over ATTACKKKKKKKK! dont waste time testing it Will +1 armor save you against banshees, thors, and tanks? banshees do some insane dps, so like the guy after me stated (like i already knew and thought i said >.>) those hit more often quickly to add up, so the armor upgrade comes into effect more often. it't not the same as the marine, but it might help? thors i don't think so, but idk. tanks unseiged it again might help, but sieged wouldn't do much at all. in my previous babble i was thinking about the bust depending on what terran has and what unit composition you have. i.e. less immortals, but more zealot/sentries vs his fe with less units and more bunkers or something weird. the idea was also by the ten minute mark and a 20food forge, i think its possible to get +1 attack and +1 armor out by the time the push hits. for another race this might seem dumb, but for protoss its cutting 2 sentries and a zealot worth of resources to get those upgrades. from OP you push with 80 food and +1 armor or 74 food with +1/1. now which is better assuming you could get it done in the same time frame? just theorycrafting some though so idk if its even possible. | ||
SuperYo1000
United States880 Posts
Also the stalker +1 attack is lame since bonus damage gets nothing Tanks, armor upgrade actually greatly effects the splash of tanks so its good Thors, we have immortals for that | ||
Nivoh
Norway259 Posts
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VPCursed
1044 Posts
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King.Crimson
Romania478 Posts
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Sermokala
United States13627 Posts
On September 16 2011 01:25 BoondockVeritas wrote: I like the idea of protoss being able to beat 1-1-1 and break a terrans front(something that was previously almost impossible if they mass repair bunkers) but i'm feeling a little like day9. why make 5 gates, a robo, and a forge on one base? i play around on the ptr some and i tried this same idea out with just 3gate robo and forge and it worked out fairly well because it was easier to produce constantly on 3gates vs 5 while still getting some immortals and the armor upgrade. personally 3gate robo forge with the ability to hold attacks, go attack and potentially end the game or do damage, and then expand and easily tech and continue to get upgrades is more appealing than 5gate robo forge where you're basically all in with a higher chance of ending the game, but if you don't it might be tough to transition out. hwangsin has been doing a 3gate robo that is something like this, but he does his a little different without the upgrade and other stuff. zeerax (i think) was uprising around the time mondragon first showed up in sc2(again don't quote me on this) and he was playing around with zealot/sentry/immortal and just killing terrans with it. this idea isn't new, but the build is definitely something nice to know how to do now also has anyone considered +1 attack off of 3-5 gate robo instead of defense? i understand that the armor is to make marines not melt your army, but if you did an earlier smaller attack with less of everything before big numbers of marines come out, would the extra 5 damage against armored and zealots doing 2 more on top of guardian shields be better? i'd test it but school hasn't been kind Yeah I'm in the same boat I'm trying to figure out a way to just make it that really steady expo strat with chronoing the gateways to get a good combo of mass immo enough zeals to tank and stalkers to take out banshee's. I'm doing something a little crazy right now though 3 gate robo stargate get 3 to 5 phenoix's then stopping and have them focus on the bansee's so I can just go pure zeal on the gate's. can anyone tell me the minimum amount of immo's I'll need to roll the tanks in a 1/1/1 ? I really like this opening but I'm at the stage where I need to cut corners and thats just difficult for a newb. comps are changing but I want a carrier HT zeal combo and hideing the ht's around but mass carrier looks so sexy to me right now. | ||
socommaster123
United States578 Posts
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VassiliZaytsev
Canada45 Posts
Ok if you scout the guy going mass thor..... maybe +1 attack is better, but 2 thors hitting at like 8 minutes is still going to have a good group of marines.. so the armor going to maybe even help more than attack. I should also add that immortals with the +1 attack are going to take only 1 less shot to kill a thor, and overkill it by 32 HP, and you generally want to specifically go for attack upgrades if they are going to do something super special like 2 shot instead of 3 shot zerglings or something like that. 8 Shotting thors instead of 9 shotting them isnt really much of a bonus, but surviving like an extra 20 marine shots PER zealot is sick. Also attack upgrades arent much good if you can't get in range. i just can't see a +1 attack ever being more effective than a +1 armor in PvT except if you are massing blink stalkers (lolrauders) or going up against ONLY thor with chargelot or something. Solution: Dont all in, get 2 forges instead | ||
genius_man16
United States749 Posts
On September 15 2011 23:45 VassiliZaytsev wrote: Hmm, I keep crushing this with a 1 rax FE gasless.. As long as I have stim, I've never had to have more than 3 bunkers and have actually never had to bring my scvs to repair (whats the point anyways against like 300 dps against bunkers lol). If you are doing the 1 rax gasless FE into 3 rax, get 2 tech lab and 1 reactor and just pump constant 2 marines 2 marauders while instantly researching stim. Stim will be done by 9:00, perfect timing to stop this push, and marauders actually do better against it than marines do for a few reasons. 1. Higher DPS against everything. A Marauder does 16 damage to a Immortal past its shields, even which GS, while a marine does 2. A Marauder does 6 damage to a zealot past its shields, while a marine does 2. 2. Coupled with almost 3 times the health, they are pretty sturdy against the zealot sentry (of course they do take more damage from immortals). Don't go overboard with bunkers, as this will just spread out your units too much, and you want them bunched up. The +1 attack helps, but to be honest I almost never have it out in time for the initial push (it might finish while the fight is going on), but it's never mattered. My friend did it about 5 times to me and I didn't lose to it a single time and it's not like I specifically rushed for ghosts or anything, I was just doing my normal terran macro build. For reference, with the finished research of stim and +1, the DPS of a marine in your army vs his army increases by 225% which is nuts. The most important upgrade is stim for sure. Extra info, I usually put the marines in bunkers rather than the marauders, as they are the weaker units health wise, and always remember to stim your bunkers right as the engagement starts for that little extra bit of DPS. I was analyzing my replays against this last night and every time this build would be close to hitting or hitting(the 9:30 mark), I would have 3 rax, stim done, and about 10 marauders and 17 marines with 2-3 bunkers as well as having a starport OTW for quick teching to medivacs. I'll drop like 3 replays of this when I get home from work. Yeah I played this build once on ladder and just crushed it. I think the problem is when you scout no expo at 6:00 then scan their base and see a forge + immortals you know exactly what's coming and can immediately get both +1 and ghosts (especially since I use the SlayerS 1 rax FE which already has +1 in the build) in time to stop this push. Stim+bunkers&+1 weap+ghosts demolish this. If there was a way for you to not have the build so obvious I think it would work better. | ||
SuperYo1000
United States880 Posts
I might try to work something like this out and post some results (much rather have a Master player iron it out, but I will try and contribute) | ||
VassiliZaytsev
Canada45 Posts
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TiTanIum_
Brazil1335 Posts
On September 16 2011 02:53 King.Crimson wrote: Isn't Hister a character prophesied by Nostradamus that turned out to be Hitler? Or something like that. I know Haggard sing about it in Awaking the centuries. Hister is a place in the lower Danube. "But what about the Hitler prophecy? Simply put, it is vague, and when read we find it does not refer to Hitler at all. Nostradamus talks about conflict, division, strife and war. He also specifically mentions the area in and around Germany. But of course this has been the site of countless battles and conflicts throughout history. Nostradamus said, "Most of the army will be against the lower Danube [Hister sera]. The great one shall be dragged in an iron cage when the child brother [de Germain] will observe nothing." This is where Hitler is supposed to have been named by name. But it says "Hister sera" and not "Hitler." Besides that, "Hister sera" does not refer to a person at all, but to a place. It is amazing that people get all worked up over things like this, and never check them out to see if there is really any validity to them." http://www.bible.ca/ef/topical-what-nostradamus-said-about-adolf-hister-...thats-right-hister.htm Don´t mind the bible stuff in the linked site. | ||
coreydota
United States180 Posts
On September 16 2011 01:20 Bro_Stone wrote: Show nested quote + On September 16 2011 01:07 Acidictadpole wrote: On September 15 2011 23:01 Bro_Stone wrote: On September 15 2011 22:17 Acidictadpole wrote: I wonder if there's a way to make this safer to ghost play. Most terrans won't have ghosts by the 10 minute mark Didn't Proxima have them in his replays? He played hister 3 times in a row... Don't you think HE KNEW the push was coming? how does that matter considering that you will KNOW that this push is coming either by scanning his base once or scouting for an expo at the 8 minute mark 10 minute ghosts aren't unreasonable at all considering how easy this is to scout | ||
BoondockVeritas
United States191 Posts
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ForeverSleep
Canada920 Posts
On September 16 2011 03:03 socommaster123 wrote: In your build you say build double gas at 17 but in the replay you get gas at 14 and 17 which is the correct way to do it!?!? doesnt really change much actually, you still are going to get the gas you need in time | ||
Chernobyl
Brazil143 Posts
*but won all games against diamond terrans. But i'm not a good player, and i'm still tryng to improve and change some details... but it really dont look very promissing on > top diamond. *lets see on next patch. A good counter for that first push, it build rax in front of the natural. Using this, a simple 3 rax stim can win... the terran make 40+ marines and that is enough to deal with 9 sentrys/9 zeas/5 immortals... [off]And thats is normal... every BO have counters if it is scouted properly, like 1/1/1.... OW wait...[/off] | ||
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