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On October 09 2011 06:30 RaE21 wrote:Yoshi, 1200 pt mid-high masters terran here and I watched the replays you posted... seems very strong! I actually love the hellion/banshee opening and transition, as long as you maintain map control and continuously harass it allows you to safely expand. Also, I love the corvid reactor upgrade early on, that way ravens have fairly high energy early on (enough for several turrets and pdd each). However, I do believe there is a window that the zerg can attack via baneling bust or roach that might put the terran significantly behind if it is successful, as hellion and banshee do take up the space of marines and bunkers, so in order for the transition to be successful I made a note that it is ESSENTIAL to keep the banshees and at least 2 hellions alive, or else any zerg all in will be extremely hard to hold. On to the transition if you can make it to the mid/late game for the marine/raven composition. With careful turret placement, continuous harass and constant army trading with the zerg (mineral vs. gas units), I think the strategy is still extremely strong especially with the speed buff to hunter seeker missile. Standard ling/bane/muta should be shut down as the OP said with pdd, turret walls, and hunter seeker. However, if the zerg does tech to infestor or ultra, there is a significant problem, as ravens tend to clump and while its easy to say its needed to split/spread the ravens, its so hard when your both microing your marines and dropping turrets/pdd/HSM. In addition, I've found it fairly easy for the zerg to safely take lots of bases due to the lack of medivac drops (gas investment in ravens). Since mutas will be more or less shut down and zerg will most definitely tech to infestor, I'm thinking that drops via a few medivacs is absolutely needed in order to keep harass up. Its way to risky to fly some ravens to autoturret harass, as losing ravens to fungal will almost give you the autolose. So my questions are: is there a way to work in 3 starports, with 2 pumping ravens and 1 naked starport pumping medivacs for pure harass purposes? And to counter hive tech, how many bases should we have to be able to pump ravens AND ghosts, as ghosts are almost critical to getting rid of mass ultras if harass fails? Sorry for long post, I really want this strategy to work since I'm bored of marine tank
Yeah i forgot to mention that. The first part you said is very important, I was greedy and lost my hellions/banshees stupidly. But just imagine if the banshee/hellions were still alive xD. Also I found with this hellion/banshee opener that 1 banshee is barely enough; I may lose a lot of SCVs etc, but I will still live. 2 is probably significantly better, but I wanted to be a bit risky and fit in an extra Raven instead. Regarding this, I am trying to figure out whether it's better to focus on stopping him from getting his third, or to cut down on the hellion/banshee and get a faster third myself. In Gumiho's game (his build) vs Nestea, he actually got Blue Flame so that a bust could be better defended. Obviously I am a bit more vulnerable with this greedy build.
I see what you mean, when I think of it I can't imagine Ravens harassing well if he keeps 1-2 infestors at each base even if they're split all over. A fungal + a couple IT would kill a Raven, even if the raven drops a few turrets before it dies. The ITs should be able to kill the ATs roughly equally. I guess this goes with an idea I mentioned earlier; the ideal map would be a big map but with not too many bases. The larger rush distance would make the 1-2 banshees at the beginning more efficient since they have more time to kill any zerg army that is coming to bust you. Less bases means the zerg can't spread out as much obviously. Ghosts are interesting; i also mentioned this a bit earlier. I was thinking ghosts are not necessary, and you could just get marauders vs Ultralisks (i think they would do well vs infestor too, since you have turrets and seeker missiles to deal with mas ling). But then again, Ghosts can use nukes to help harass as well as control space, complimenting the Ravens. Once again I think Ghosts can definitely be useful, going along with the idea that spellcasters are stupid strong in big numbers with full energy. Perhaps it would work to get Ghosts after you have "enough" Ravens, as in to a point where splitting them up and keeping track of them might be too annoying, but idk. I think though, since Marine and Raven is only 2 units, you can eventually split your Ravens into 3 total control groups (I have 4 hotkeys for army), or perhaps 1 control group for all ravens and 2 more for half and half, or 2 more for smaller harassment groups.
I would like not to use Medivacs but perhaps it will be necessary. I was thinking of an idea; making proxy racks and landing them on ramps to the zerg's bases, behind their mineral lines, etc. Also I do think that with good use of turrets and marine micro, you can deal with Ultralisks easily. If you secure a strong enough position, meaning you get up the full 4 turrets per Raven and keep that going forever, the Ultralisks will be raped with spread out turrets (not in walls). I had a replay where he got Ultralisks, though it wasn't that late game and it wasn't that many. Then again, muta/ling/bling won't be a problem. Meaning he will probably get roach infestor or some sort to deal with this. If he does, it means he's getting + ranged attack upgrades, not melee upgrades. So you should have even a little more than the slight upgrade advantage Terran usually has.
I think it is crucial that we realize that there are many ways to exploit the options zerg has vs this composition. If he goes Ultralisks, that means upgrade disadvantage for him, and less mobility to defend his bases. It also means he won't have enough gas for a ton of Infestors; you can easily go around the map and kill hatches. If he goes Infestors, our harassment is shut down, but then again he has less infestors ready if we just straight up turret marine push to kill him. If he goes Roaches, they do OK vs marine turret but it also means less mobility for him to defend his bases, though Roaches are ranged and will be more efficient than lings fighting walls. Hydralisks will just get seeker missiled and are once again slow. Corruptors can kill Ravens but it's a lot of gas and they die easily to turrets + PDD + Marines. The only units that can harm Ravens efficiently are Infestors (and well, queens perhaps). And I think the correct response to that kind of fight would be just to focus on 1 big push (only harass if he doesn't have infestors sitting at each expansion). If you guys think this sounds right, and if we can get a replay that shows that infestors/ultralisks can be dealt with without medivacs or ghosts, then I think Marine/Raven can be commonly agreed upon to be "viable" against anything the Zerg does, like Marine Tank Medivac works well against anything. And if so, that would be super awesome because you only use 2 units instead of 3.
On October 09 2011 06:36 aklambda wrote: @Yoshi
Have been watching some of your replays. I am mid Platinum atm. What I noticed is that you build your additional barracks pretty late. Especially in the last game you posted. You lost 2 Ravens to the Muta harass and quite a lot of energy for defense. What if you build your barracks earlier and use the marines to defend against mutas? You probabley can't support 3 port Raven and upgrades if you take the barracks earlier but you would be a bit more safe.
I am going to the ladder right now trying your build though myself and see how I do.
Maybe I somehow manage to win one too :p
Yup, edited my post haha, forgot to mention that... it was sloppy like you say. I don't use any bio much except for this Marine/Raven so I forget to get barracks xD. I think you're right I definitely should have had barracks earlier, even if I was ready to throw down turrets it would be preferable to save it all for the push. Did i really lose 2 ravens? ouch =O that is like 450 energy wasted by the time I push . Or actually, since I had ebays up, I could have just built 1 turret at each base too.
There will probably much refining ahead haha. Good luck
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Just lost to Muta harass even though I build my barracks early... just bad positioning on my part. Lost 2 Ravens and a lot of energy and ultimately the game. If I had the energy from the defense I could have seeker missiled his Banelings later on. Anyway, onward to the next game!!
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How do you survive to constant harassment/trade when a zerg is massing lings/bases/upgrade à la Stephano ? Because on the few games I played (against top masters), they couldn't take a third.
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I've tried this build once, doing a Reactor hellion opener into, I have no real solid opening for it, But the game I had, If my opponent didnt unpause the game and be a dick, I think I could of won, This build is really mobile and can push expo's well
edit: super fun but requires good multi-tasking
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Right now I am very successfully playing TvZ with mass marines and medivacs with very fast double ups. I can easily throw down a couple sps and transition to this once my 3rd base is up and running. Usually thats about the time that zerg is dead, but if I go to the late game I am interested to see how this could work out.
Like I said before though I am concerned that ravens are weak against the same units that marines are - I think ravens can handle infestors fine just with mass turrets, but I am still concerned about ultras. It will take some time for me to get replays of this because of the nature of my plan (use this as a late game transition).
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I've just played a game where I opened up with a BC rush vs Z (supported by hellions). This allows you to get an expansion when you move out or sometime there. You hit at 8:40 ish. You can easily transition into marine/raven from here; any corruptors or mutas would be a waste.
Though of course it would depend on if you can deny the zerg from seeing what you're doing, which shouldn't be too hard (though you probably can't hide it on a map with small main like nerazim crypt).
Ah, terran is such a beautiful race
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I wonder if you need to durable materials before Seeker in your opening Yosh. You are nearly completely naked against early aggression because you end up having close to 0 units on the ground since you cut hellion production so you can get your rax up. I think that's kinda dubious since a good zerg probably could murder you with some sort of 2 base. Though I will say I think the proper timing for zerg to hit is quite awkward since it is when they will want to take their third.
You rely on your turrets so much for that type of opening that turret alive time actually matters.
Edit: Also I think you really should work on your mechanics. There are some pretty big holes I can see like no constant SCV production and pretty big supply blocks. Those are pretty basic things. You really should smooth out your play more instead of focusing on making really detailed builds. Granted you're getting busted like crazy in your reps (and rightly so) but I'm seeing quite a few problems even before that. You can only coast on the fact that making a crap ton of ravens requires only 8 SCVs on each base and that no one seems to make effective AA against you (hydras, mass infestors) for only so long. Not trying to be mean or anything but there is a fair bit of room for improvement.
Edit2: You also should try and maintain map control your your 6-8 hellions instead of suiciding them in for drones each time because a good zerg will see you do that and drone up since you don't have a strong push with hellion timings (especially with no BF). If oyu have your Hellions alive then they will have to maintain some army production or invest in a large amount of lings to push out.
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On October 09 2011 22:56 Antisocialmunky wrote: I wonder if you need to durable materials before Seeker in your opening Yosh. You are nearly completely naked against early aggression because you end up having close to 0 units on the ground since you cut hellion production so you can get your rax up. I think that's kinda dubious since a good zerg probably could murder you with some sort of 2 base. Though I will say I think the proper timing for zerg to hit is quite awkward since it is when they will want to take their third.
You rely on your turrets so much for that type of opening that turret alive time actually matters.
Edit: Also I think you really should work on your mechanics. There are some pretty big holes I can see like no constant SCV production and pretty big supply blocks. Those are pretty basic things. You really should smooth out your play more instead of focusing on making really detailed builds. Granted you're getting busted like crazy in your reps (and rightly so) but I'm seeing quite a few problems even before that. You can only coast on the fact that making a crap ton of ravens requires only 8 SCVs on each base and that no one seems to make effective AA against you (hydras, mass infestors) for only so long. Not trying to be mean or anything but there is a fair bit of room for improvement.
Edit2: You also should try and maintain map control your your 6-8 hellions instead of suiciding them in for drones each time because a good zerg will see you do that and drone up since you don't have a strong push with hellion timings (especially with no BF). If oyu have your Hellions alive then they will have to maintain some army production or invest in a large amount of lings to push out.
Yep thanks, i'm aware i need to work on scv and supply block xD pretty bad i know -.-; i lose like 1000 potential minerals on average by the 10 minute mark
and i think that + not suiciding helliosn to be greedy like you said would give me more units (hellioons/banshee) to help defend vs busts, hopefully enough, going by the amount that gumiho used
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Hah this is still going on? If my wife lets me play today, I'll play on a friends name to fuck around with this marine raven... I'll post the rep. I'm sure it'll be a shit fest.
I feel on a bigger map, like TDA, a 14 CC into 2 rax -> 2 gas -> 2 more rax with a defensive posture, a quick third taken with a marine medic stim + shield drop, and go into 2 port 1 reactor 1 tech lab for medic/raven/marine
At least, that's what I'm going to try
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Lol sounds good for TA. For smaller maps, try a defense/harassing marine/tank?/medivac and put down 2 extra ports and go 3 port mass Raven when you take a third and begin to get close to max.
Ravens only require about 3/4 upgrades that you can research concurrently (hi sec, energy, HSM?, and structure armor) so its not unfeasible for a quick swap from standard.
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Also good point point about the durable materials... the increase time for seeker missile isn't too big of a deal and i can always upgrade it later after starting a turret push, usually the turrets will die anyways and they already stay up for quite a long time.
@iamjeffrey good luck hopefully you can come up with something
Btw is 15 OC still the most economical in the long run? Not 16 OC?
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I find it to be a somewhat okay build.
In team games, it's amazing except against Protoss (due to Colossi then High Templar which you can't snipe using HSM). And it automatically denies early DT aggression (or at least severely mitigates it).
The thing I really like is that you can afford to get double upgrades and start them pretty early. Also, the ability to be mobile and attack without Tanks is nice, however, your defensive ability against heavy Baneling all ins is significantly weaker unless you have a really good reaction time that only high level players really possess. There's no way you're stopping ~20 Banelings from crashing your wall around your natural.
Also, the build is REALLY easy to macro with. Extra minerals? Make SCVs, Marines, Depots, and Barracks. Extra gas? Power upgrades (and there are plenty to be had that support your army) and make Medivacs and Ravens. But I have issues with the 2 Starport concept... I really wish I could have 3 (2 Tech and 1 Reactor) so I can always have Medivacs handy as well as always having a solid Raven count (similar to always having a solid Tank count with a reasonable flow of Medivacs). If I go 2 Tech Labs, it becomes really technical on whether I should make Medivacs or Ravens. Of course, your current resources can easily dictate that you can only make Medivacs at the time, but since you're splitting production between Medivacs and Ravens, I'd like more flexibility. If you go 2 Tech Labs, you can only make 2 Medivacs at a time while making no Ravens. If you go 1 Tech Lab 1 Reactor, you can make 2 Medivacs at a time as well as constantly making a Raven, but you never have the option of powering Raven production. I feel if you could get 2 Tech Labs and 1 Reactor, you'd be in the perfect range as you could easily power either Raven or Medivac production. However, If you land good HSMs, there's not much need to really have more than 1 Raven constantly in production. But the thing is, with the mediocre range on HSM, the friendly splash on HSM, and the fact that Ravens are relatively easy to snipe, having more Ravens gives you a bit of a safety net.
And it's always nice to not have to waste Scans for Burrowed Banelings or Creep Tumors. And to check ahead, you can simply Stim a Marine and have him run as far as he can to his death. You might also want to Stim a few to check all paths that Zerg can flank you from, so you know where to position your Ravens to HSM from in order to quickly protect your Marines from Banelings.
But I also feel you can't really threaten the Zerg before the 10 minute mark like you normally could with a Tank-based build. All you have access to is a bunch of Marines, some Medivacs, and a Raven or two (I prefer to go 1 Tech Lab 1 Reactor in 1v1 for a steady flow of Medivacs to compliment the ~30 Marines I'll have at that point, though I get HSM later as a result). You can't really push with low energy Ravens. Auto Turrets aren't really good enough to do anything but harassing damage (they're like somewhat stronger Marines, but Marines are good when you have a LOT of them, and you won't be able to drop that many Auto Turrets). Point Defense Drone is useless except if they have Mutalisks, and they likely won't want to engage your Marine army anyway, and you have little reason to stay in 1 place anyway since you have no Tanks to slow push with. As a result, you can only really push them once you have HSM, which takes a while even with the energy upgrade. So your only real option is to drop them while sending a Marine group to their third (either double drop or 1 Medivac into the main and a group of Marines by foot). If anything, going for 3 attacks (dropping the main and natural while harassing the third by foot) is also a reasonably good idea as long as your drops don't get picked off in the air or caught early. If they do, you're down like 24 Marines and 2 Medivacs, which is essentially everything you had except a Raven. But 3 attacks that actually land, even if killing only 1 Drone each, is bound to do a lot of damage. You can basically snipe 1 Hatchery and deny a LOT of mining time if your opponent doesn't respond efficiently (even then you're guaranteed to deny a lot of mining time unless he wants to lose a ton of Drones).
I feel like, with really good control (the macro basically performs itself if you just keep checking on your upgrades), this could be a REALLY good build. Again, with REALLY good control (like Professional or GM level control).
But the biggest issue I'm having with this build is how to start it. If you open 2 Rax, a lot of the game hinges on how well your 2 Rax went and how much you committed to it because the more you commit, the later your expansion, which is a critical timing for when everything in this build starts to kick in. If you open a Hellion expand, your expansion is later than I'd like, but you do get the early Factory, map control, and the option to deny Creep Spread (which is always good, but less necessary in my opinion with this build).
I feel that opening a gasless expand (cutting the first Depot and second Marine for a faster CC) is the most idea way to open this build in terms of how to get everything pumping as quickly as possible, but we all know that isn't a realistic option in TvZ since early Zergling pressure and lack of ability to apply your own pressure are two big things that can sink you (especially combined with the fact you have no real ~9 minute timing attack). In most cases, Zerg will power their economy insanely hard, and you can't do anything about it. They get an early third base, maybe even get as far as saturate it, and don't have to really worry about any pressure from you.
So the most realistic opener would probably be the Hellion expand with 1 Rax Bunker pressure.
But the thing I REALLY hate about this build is how much of it relies on HSM. In TvZ, the only REALLY effective ability the Raven has is detection and HSM. Turrets are basically only good to harass. If I want Ravens for Turrets, I could've cut the Factory and Starports of of my build, severely reduced my gas intake, and went pure Marine Medic and have way more extra Marines than what I could've had in Auto Turrets. And Marines are more mobile than Auto Turrets. HSM NEEDS to be reduced to 75 or 100 energy cost in order for this to be anything more than maybe a late game transition. You can probably go standard Marine/Tank/Medivac and transition into this build (you can easily do visa versa), which would take out a lot of the early game problems of this build. HSM just comes out WAY too late. You're pinned to do damage through nothing but drops, which could very easily be denied with Mutalisks.
I don't care if Ravens ended up with 100 max energy, HSM NEEDS to be more available. You can't pop a Raven at around 9 minutes and say, "okay, I need to wait 50 seconds now before I can do any damage with a push". And you'll only have 2 HSMs max and you NEED to make them count.
Ravens are good (as are all casters that do outright damage though Energy), but I'd rather have Psi Storm or Fungal Growth (especially Fungal Growth, omg... Imagine Terran with a unit that had Fungal Growth) at 75 energy as opposed to a HSM at 125 energy that isn't even guaranteed to hit more than 1 unit against a good player. (And hey! High Templar and Ravens are Tier 3, while Infestors are Tier 2... I'd MUCH rather have Infestors; though almost all other units Zerg has is terrible, so Blizzard PLEASE buff Hydralisks and nerf Infestors. Oh... And buff Ravens...)
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Rylai, you make alot of good points that I really agree with. Ravens just can't cut it in TvZ without allowing the zerg to get way way ahead in the early or even the mid game. You need to be following a strategy designed to hold its own before you can switch into heavy raven production and be able to reach late game where you can afford to pump out lots of raven and a billion suicidal marines in order to get up a flock with sufficient energy to use HSM without getting overrun or allowing the zerg to just get a massive economy advantage.
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On October 10 2011 11:17 RyLai wrote: I find it to be a somewhat okay build.
In team games, it's amazing except against Protoss (due to Colossi then High Templar which you can't snipe using HSM). And it automatically denies early DT aggression (or at least severely mitigates it).
The thing I really like is that you can afford to get double upgrades and start them pretty early. Also, the ability to be mobile and attack without Tanks is nice, however, your defensive ability against heavy Baneling all ins is significantly weaker unless you have a really good reaction time that only high level players really possess. There's no way you're stopping ~20 Banelings from crashing your wall around your natural.
Also, the build is REALLY easy to macro with. Extra minerals? Make SCVs, Marines, Depots, and Barracks. Extra gas? Power upgrades (and there are plenty to be had that support your army) and make Medivacs and Ravens. But I have issues with the 2 Starport concept... I really wish I could have 3 (2 Tech and 1 Reactor) so I can always have Medivacs handy as well as always having a solid Raven count (similar to always having a solid Tank count with a reasonable flow of Medivacs). If I go 2 Tech Labs, it becomes really technical on whether I should make Medivacs or Ravens. Of course, your current resources can easily dictate that you can only make Medivacs at the time, but since you're splitting production between Medivacs and Ravens, I'd like more flexibility. If you go 2 Tech Labs, you can only make 2 Medivacs at a time while making no Ravens. If you go 1 Tech Lab 1 Reactor, you can make 2 Medivacs at a time as well as constantly making a Raven, but you never have the option of powering Raven production. I feel if you could get 2 Tech Labs and 1 Reactor, you'd be in the perfect range as you could easily power either Raven or Medivac production. However, If you land good HSMs, there's not much need to really have more than 1 Raven constantly in production. But the thing is, with the mediocre range on HSM, the friendly splash on HSM, and the fact that Ravens are relatively easy to snipe, having more Ravens gives you a bit of a safety net.
And it's always nice to not have to waste Scans for Burrowed Banelings or Creep Tumors. And to check ahead, you can simply Stim a Marine and have him run as far as he can to his death. You might also want to Stim a few to check all paths that Zerg can flank you from, so you know where to position your Ravens to HSM from in order to quickly protect your Marines from Banelings.
But I also feel you can't really threaten the Zerg before the 10 minute mark like you normally could with a Tank-based build. All you have access to is a bunch of Marines, some Medivacs, and a Raven or two (I prefer to go 1 Tech Lab 1 Reactor in 1v1 for a steady flow of Medivacs to compliment the ~30 Marines I'll have at that point, though I get HSM later as a result). You can't really push with low energy Ravens. Auto Turrets aren't really good enough to do anything but harassing damage (they're like somewhat stronger Marines, but Marines are good when you have a LOT of them, and you won't be able to drop that many Auto Turrets). Point Defense Drone is useless except if they have Mutalisks, and they likely won't want to engage your Marine army anyway, and you have little reason to stay in 1 place anyway since you have no Tanks to slow push with. As a result, you can only really push them once you have HSM, which takes a while even with the energy upgrade. So your only real option is to drop them while sending a Marine group to their third (either double drop or 1 Medivac into the main and a group of Marines by foot). If anything, going for 3 attacks (dropping the main and natural while harassing the third by foot) is also a reasonably good idea as long as your drops don't get picked off in the air or caught early. If they do, you're down like 24 Marines and 2 Medivacs, which is essentially everything you had except a Raven. But 3 attacks that actually land, even if killing only 1 Drone each, is bound to do a lot of damage. You can basically snipe 1 Hatchery and deny a LOT of mining time if your opponent doesn't respond efficiently (even then you're guaranteed to deny a lot of mining time unless he wants to lose a ton of Drones).
I feel like, with really good control (the macro basically performs itself if you just keep checking on your upgrades), this could be a REALLY good build. Again, with REALLY good control (like Professional or GM level control).
But the biggest issue I'm having with this build is how to start it. If you open 2 Rax, a lot of the game hinges on how well your 2 Rax went and how much you committed to it because the more you commit, the later your expansion, which is a critical timing for when everything in this build starts to kick in. If you open a Hellion expand, your expansion is later than I'd like, but you do get the early Factory, map control, and the option to deny Creep Spread (which is always good, but less necessary in my opinion with this build).
I feel that opening a gasless expand (cutting the first Depot and second Marine for a faster CC) is the most idea way to open this build in terms of how to get everything pumping as quickly as possible, but we all know that isn't a realistic option in TvZ since early Zergling pressure and lack of ability to apply your own pressure are two big things that can sink you (especially combined with the fact you have no real ~9 minute timing attack). In most cases, Zerg will power their economy insanely hard, and you can't do anything about it. They get an early third base, maybe even get as far as saturate it, and don't have to really worry about any pressure from you.
So the most realistic opener would probably be the Hellion expand with 1 Rax Bunker pressure.
But the thing I REALLY hate about this build is how much of it relies on HSM. In TvZ, the only REALLY effective ability the Raven has is detection and HSM. Turrets are basically only good to harass. If I want Ravens for Turrets, I could've cut the Factory and Starports of of my build, severely reduced my gas intake, and went pure Marine Medic and have way more extra Marines than what I could've had in Auto Turrets. And Marines are more mobile than Auto Turrets. HSM NEEDS to be reduced to 75 or 100 energy cost in order for this to be anything more than maybe a late game transition. You can probably go standard Marine/Tank/Medivac and transition into this build (you can easily do visa versa), which would take out a lot of the early game problems of this build. HSM just comes out WAY too late. You're pinned to do damage through nothing but drops, which could very easily be denied with Mutalisks.
I don't care if Ravens ended up with 100 max energy, HSM NEEDS to be more available. You can't pop a Raven at around 9 minutes and say, "okay, I need to wait 50 seconds now before I can do any damage with a push". And you'll only have 2 HSMs max and you NEED to make them count.
Ravens are good (as are all casters that do outright damage though Energy), but I'd rather have Psi Storm or Fungal Growth (especially Fungal Growth, omg... Imagine Terran with a unit that had Fungal Growth) at 75 energy as opposed to a HSM at 125 energy that isn't even guaranteed to hit more than 1 unit against a good player. (And hey! High Templar and Ravens are Tier 3, while Infestors are Tier 2... I'd MUCH rather have Infestors; though almost all other units Zerg has is terrible, so Blizzard PLEASE buff Hydralisks and nerf Infestors. Oh... And buff Ravens...)
Please check out some of out replays, turrets are pretty fucking useful aside from just harassing xD
Will finish reading your post ~
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On October 10 2011 14:24 Yoshi Kirishima wrote:Show nested quote +On October 10 2011 11:17 RyLai wrote: I find it to be a somewhat okay build.
In team games, it's amazing except against Protoss (due to Colossi then High Templar which you can't snipe using HSM). And it automatically denies early DT aggression (or at least severely mitigates it).
The thing I really like is that you can afford to get double upgrades and start them pretty early. Also, the ability to be mobile and attack without Tanks is nice, however, your defensive ability against heavy Baneling all ins is significantly weaker unless you have a really good reaction time that only high level players really possess. There's no way you're stopping ~20 Banelings from crashing your wall around your natural.
Also, the build is REALLY easy to macro with. Extra minerals? Make SCVs, Marines, Depots, and Barracks. Extra gas? Power upgrades (and there are plenty to be had that support your army) and make Medivacs and Ravens. But I have issues with the 2 Starport concept... I really wish I could have 3 (2 Tech and 1 Reactor) so I can always have Medivacs handy as well as always having a solid Raven count (similar to always having a solid Tank count with a reasonable flow of Medivacs). If I go 2 Tech Labs, it becomes really technical on whether I should make Medivacs or Ravens. Of course, your current resources can easily dictate that you can only make Medivacs at the time, but since you're splitting production between Medivacs and Ravens, I'd like more flexibility. If you go 2 Tech Labs, you can only make 2 Medivacs at a time while making no Ravens. If you go 1 Tech Lab 1 Reactor, you can make 2 Medivacs at a time as well as constantly making a Raven, but you never have the option of powering Raven production. I feel if you could get 2 Tech Labs and 1 Reactor, you'd be in the perfect range as you could easily power either Raven or Medivac production. However, If you land good HSMs, there's not much need to really have more than 1 Raven constantly in production. But the thing is, with the mediocre range on HSM, the friendly splash on HSM, and the fact that Ravens are relatively easy to snipe, having more Ravens gives you a bit of a safety net.
And it's always nice to not have to waste Scans for Burrowed Banelings or Creep Tumors. And to check ahead, you can simply Stim a Marine and have him run as far as he can to his death. You might also want to Stim a few to check all paths that Zerg can flank you from, so you know where to position your Ravens to HSM from in order to quickly protect your Marines from Banelings.
But I also feel you can't really threaten the Zerg before the 10 minute mark like you normally could with a Tank-based build. All you have access to is a bunch of Marines, some Medivacs, and a Raven or two (I prefer to go 1 Tech Lab 1 Reactor in 1v1 for a steady flow of Medivacs to compliment the ~30 Marines I'll have at that point, though I get HSM later as a result). You can't really push with low energy Ravens. Auto Turrets aren't really good enough to do anything but harassing damage (they're like somewhat stronger Marines, but Marines are good when you have a LOT of them, and you won't be able to drop that many Auto Turrets). Point Defense Drone is useless except if they have Mutalisks, and they likely won't want to engage your Marine army anyway, and you have little reason to stay in 1 place anyway since you have no Tanks to slow push with. As a result, you can only really push them once you have HSM, which takes a while even with the energy upgrade. So your only real option is to drop them while sending a Marine group to their third (either double drop or 1 Medivac into the main and a group of Marines by foot). If anything, going for 3 attacks (dropping the main and natural while harassing the third by foot) is also a reasonably good idea as long as your drops don't get picked off in the air or caught early. If they do, you're down like 24 Marines and 2 Medivacs, which is essentially everything you had except a Raven. But 3 attacks that actually land, even if killing only 1 Drone each, is bound to do a lot of damage. You can basically snipe 1 Hatchery and deny a LOT of mining time if your opponent doesn't respond efficiently (even then you're guaranteed to deny a lot of mining time unless he wants to lose a ton of Drones).
I feel like, with really good control (the macro basically performs itself if you just keep checking on your upgrades), this could be a REALLY good build. Again, with REALLY good control (like Professional or GM level control).
But the biggest issue I'm having with this build is how to start it. If you open 2 Rax, a lot of the game hinges on how well your 2 Rax went and how much you committed to it because the more you commit, the later your expansion, which is a critical timing for when everything in this build starts to kick in. If you open a Hellion expand, your expansion is later than I'd like, but you do get the early Factory, map control, and the option to deny Creep Spread (which is always good, but less necessary in my opinion with this build).
I feel that opening a gasless expand (cutting the first Depot and second Marine for a faster CC) is the most idea way to open this build in terms of how to get everything pumping as quickly as possible, but we all know that isn't a realistic option in TvZ since early Zergling pressure and lack of ability to apply your own pressure are two big things that can sink you (especially combined with the fact you have no real ~9 minute timing attack). In most cases, Zerg will power their economy insanely hard, and you can't do anything about it. They get an early third base, maybe even get as far as saturate it, and don't have to really worry about any pressure from you.
So the most realistic opener would probably be the Hellion expand with 1 Rax Bunker pressure.
But the thing I REALLY hate about this build is how much of it relies on HSM. In TvZ, the only REALLY effective ability the Raven has is detection and HSM. Turrets are basically only good to harass. If I want Ravens for Turrets, I could've cut the Factory and Starports of of my build, severely reduced my gas intake, and went pure Marine Medic and have way more extra Marines than what I could've had in Auto Turrets. And Marines are more mobile than Auto Turrets. HSM NEEDS to be reduced to 75 or 100 energy cost in order for this to be anything more than maybe a late game transition. You can probably go standard Marine/Tank/Medivac and transition into this build (you can easily do visa versa), which would take out a lot of the early game problems of this build. HSM just comes out WAY too late. You're pinned to do damage through nothing but drops, which could very easily be denied with Mutalisks.
I don't care if Ravens ended up with 100 max energy, HSM NEEDS to be more available. You can't pop a Raven at around 9 minutes and say, "okay, I need to wait 50 seconds now before I can do any damage with a push". And you'll only have 2 HSMs max and you NEED to make them count.
Ravens are good (as are all casters that do outright damage though Energy), but I'd rather have Psi Storm or Fungal Growth (especially Fungal Growth, omg... Imagine Terran with a unit that had Fungal Growth) at 75 energy as opposed to a HSM at 125 energy that isn't even guaranteed to hit more than 1 unit against a good player. (And hey! High Templar and Ravens are Tier 3, while Infestors are Tier 2... I'd MUCH rather have Infestors; though almost all other units Zerg has is terrible, so Blizzard PLEASE buff Hydralisks and nerf Infestors. Oh... And buff Ravens...) Please check out some of out replays, turrets are pretty fucking useful aside from just harassing xD Will finish reading your post ~
I looked at the last 3 replays you posted, and they weren't very impressive. The first two was basically you going against a 25 or even 35 minute long Ling/Baneling all in. And with that, you can see how retardedly difficult it can be to hold Baneling aggression without HSM and being able to quickly lay them down. 2 HSMs to each Baneling wave (maybe 3 on the bigger ones) and you're left with nothing but Lings, which Marines are VERY good at dealing with (especially when behind a wall). And in general, your friend didn't seem to really know what he was doing... Mutalisks shuts down both Hellions and Banshees (though going Infestor works too), and he Baneling busted you all day WITHOUT Baneling speed, without getting upgrades, without furthering his tech... Oh, and in game 2, I love how 1 Geyser in his main and 2 at his natural were completely untouched.
Defensive Auto Turrets is an okay idea, but they aren't nearly as good as Infested Terrans. I'd MUCH rather spend my energy on PDDs (which are only really useful against Mutalisk) or HSMs (and these are better than PDDs against Mutalisks). The big issue with Auto Turrets is that they take up space (and quite a bit of it as well). This means, if a unit blocks where the Auto Turret is supposed to be (another Auto Turret or an enemy unit, both VERY likely), then the Auto Turret won't be dropped. This SEVERELY reduces the efficiency in using MASS Auto Turrets. Sure, you can easily drop maybe 4 or 5 to support an army, but in terms of DPS, that's like 6-8 Marines, which could've easily been produced in greater numbers if you cut out the Ravens altogether (or a better unit, such as a Siege Tank, could've been produced). Dropping more than 4 or 5 Auto Turrets in a good location is very unlikely, especially against mass Speedlings. If you dropped a ton off to the side, then yeah it works. But they won't be able to reach all the Lings, and you'll have some untouched Lings on the side. But your idea that Marines are a support unit was nothing short of a bad idea. You're going to be floating a ton of minerals anyway, so why not dump them into 30 Marines a minute? You find out in game 3 how sick it is to just dump all your minerals into Marines (so long as they don't die to Banelings). Marines are the key point of this build because they're so cost efficient (especially with Medivacs) at dealing with EVERYTHING except Infestors, Ultralisks, and Banelings (once you have enough Marines, even Roaches or Hydralisks aren't too much of an issue). And Ravens with HSM easily help you tilt the scales in your favor, trading micro and control for positional brilliance to rid yourself of the immobility of Tank-based play.
However, a HSM does 100 damage (instantly upon landing and in an AoE). That's equivalent to up to 3 Siege Tanks (not vs Armored) or 2 Siege Tanks (vs Armored), plus it can target air units while also dealing splash damage to ground units (and visa versa). While it's not guaranteed to land, you can force the enemy to retreat.
In the third game, his Mutalisk control was pretty bad, as was his Mutalisk count. I was watching his resource counts and production tab while he was harassing you, and it didn't seem like he knew what he was doing. The macro concept behind Muta/Ling/Bane is very similar to Marine/Medivac/Raven. With Zerg you spend ALL your gas and Larvae on the Mutalisks and spend the leftovers on Drones (since the Mutalisks pin your opponent to his base, help pick off drops, and allows you to stall a Terran push through counterattacks or picking off enemy units). He instead made Lings then Banelings. His economy could've been much better and his Mutalisk count could've been a massive headache (granted, a few good HSMs and some sloppy control from the Zerg means game over as well). And as the game went on, his money just stacked higher and higher. I hardly see how macro is his strong point.
Unless Auto Turrets become as easy to drop like Infested Terrans or PDDs, there's very little point to rely too much on them. However, slow pushing with Auto Turrets was an idea I've been playing with in my head. The durability and ability to actually Sim City your Auto Turrets (I'm pretty sure that's possible) gives you something to slow push with OTHER than Tanks. However, Auto Turrets lack the "in your face" range that Siege Tanks had. You could pressure your opponent from range 13, where Auto Turrets are range 6 (7 with range upgrade; don't we wish we had Extended Thermal Lances for our Auto Turrets?). The thing about Tanks (other than keeping your units safe) was that once they got to a certain range (not even shelling the Hatch range), the Zerg HAS to deal with it. With Auto Turrets, I don't really see that happening; at least not as easily. Also, seeing as 4 Auto Turrets isn't nearly as effective as 3 Sieged Tanks, I'd say a Tanks push is still much more effective in the mid game.
Also, I would definitely suggest that you add more Medivacs to your composition. They are AMAZING. Stim all day and never feel the effects as well as allowing mass drops. Hell, you can even escort some of your drops with Ravens to HSM any Mutalisks that come nearby. The real strength in this build comes more from mobility than anything else, so you NEED to abuse it in the form of drops and Marine raids. You're pumping so many Marines to the point they're disposable anyway, so there's no real reason NOT to.
And with this build, I find OCs FAR better than PFs. The fact is, more minerals=more Barracks. Mora Barracks=more Marines=more shit to just throw at your opponent all over the map. If you constantly get 4 MULEs going, oh God the Marine count would be scary without Banelings or Infestors.
But yeah... I'll never see any reason that Auto Turrets as they are to be worth anything other than harass. Preset defensive Auto Turrets might be nice, but nothing spectacular. You just need SO MUCH open space in order for you to get a lot of them out.
As for your opening and overall execution of the build, I don't really feel comfortable with the Banshee in the build, as forcing Spore Crawlers could be a bit of an issue later (though you WILL most often drop your Marines in a corner and Stim them into the mineral line as opposed to dropping them in the mineral line). Also, I feel Banshees are expensive and even unnecessary if you open Reactor Hellions since that alone gives you map control. I would much rather spend the gas on Stim, a Medivac, or a Raven upgrade. Though dropping a Starport after my CC is something I'll try when looking for a solid opening to this build. Maybe slowly adding Starports is the way to go instead of hard powering into Raven production (in Korea, they open reactor Starport drops into Ravens after like 5 minutes of multi-drop harass instead of the standard Tank push). And your Marine upgrades could've and should've been started much earlier and should've been continued nonstop, allowing for a ridiculously early 3/3 (my biggest praise about the build). Though, in games 1 and 2, your gas income was difficult to maintain because you kept losing the SCVs mining gas or kept pulling them off defensively.
I have no issue with mass Raven. It's not a bad idea (the more HSMs you have access to, the better)... But you're going to be floating like 800 Minerals anyway, so might as well dump it into Marines and expansions. And since you're going to be pumping a TON of Marines, might as well get Medivacs and quick upgrades with all the gas you're getting. It's the same idea as Infestor Ling and Chargelot Archon. In game 1 and 2, you could never really get up your Marine count (you eventually did in game 1 to some extent), and it really hurt your outright combat abilities. In game 3, you spammed Marines and it went better for you (though I feel like you could've had a LOT more Marines). Once you get your 2nd base saturated, you should be able to support like 9 Barracks with constant MULE drops. And then you get a third and you're pumping off something like 12-16 Barracks and 2 Starports (or you can do like 12-14 Barracks and 3 Starports, which is probably better but I never noticed the gas income spike as much as the mineral income spike, though sometimes I prefer instead to add a Tech Lab to my Factory and start Tank production). It gets a little ridiculous really when you're just slapping down Barracks everywhere and pumping out crazy amounts of Marines.
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I just won a game using the marine raven composition, it really is effective with good execution. I disagree with some of the posts above suggesting turrets are useless. Turrets are by no means a replacement dps for marines, but the key to turrets is that they are a instant, mobile wall that not only are disposable (unlike tanks), but can attack both ground and air as well as mess up the attack ai of lings/banes/mutas as your marines lay waste. Also, PDD is an amazing ability versus muta and I find pdd and turrets alone to be the core spells (hsm good if have opportunity with clumped muta or roaches).
Below is the recent replay of the game I played using this composition, I transitioned similar to yoshi but kept my banshees alive as long as possible to harass and force both detection (in case of cloak), spores, and *key* mutas. I WANT the zerg to make muta, as pdd negates muta completely. I still need to work on counters to possible blind infestor build though.
http://drop.sc/42819
This is a ladder game between masters players. Both my opponent and I are 1250+ masters
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Facts: - auto turrets are zero supply - banelings must use their building attack on auto turrets - auto turrets side-by-side make perfect walls and 3 turrets will block normal ramps easy - a turret will beat a queen one-on-one but burn down afterwards - auto turrets are upgrade-able to have +2 armor, +1 range, and extra time on countdown
I don't see why auto-turrets are completely useless. HSM is more useless in my opinion other than against baneling clumps and mutalisk balls. Using HSM most likely means losing that raven as well. 6 range will get your raven's killed, which is why you can't heavily rely on HSM. However 1 medivac, 2 raven drop. Drop 6-7 autoturrets or 4-5 autoturrets+PDD, you have a deadly drop that could easily do more damage than normal. Also one raven could drop 4 turrets at one expo, which might not seem like much, but definitely enough to kill an expansion. Combined with generic medivac drops ravens can add so much more to the aggression.
An interesting game to check out is Day[9] Daily #284 Funday Monday . Where people could only pick 3 units to build all game. Drewbie goes marine/raven/medivac, and utilizes ebay upgrades(even bunker space upgrade), and shows some neat ways to slow push with mass bunkers and auto turrets. Also using all the spare minerals to make barracks walls at chokes where zerg can counter attack.
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On October 11 2011 05:05 RaE21 wrote:I just won a game using the marine raven composition, it really is effective with good execution. I disagree with some of the posts above suggesting turrets are useless. Turrets are by no means a replacement dps for marines, but the key to turrets is that they are a instant, mobile wall that not only are disposable (unlike tanks), but can attack both ground and air as well as mess up the attack ai of lings/banes/mutas as your marines lay waste. Also, PDD is an amazing ability versus muta and I find pdd and turrets alone to be the core spells (hsm good if have opportunity with clumped muta or roaches). Below is the recent replay of the game I played using this composition, I transitioned similar to yoshi but kept my banshees alive as long as possible to harass and force both detection (in case of cloak), spores, and *key* mutas. I WANT the zerg to make muta, as pdd negates muta completely. I still need to work on counters to possible blind infestor build though. http://drop.sc/42819This is a ladder game between masters players. Both my opponent and I are 1250+ masters
Your opponent is definitely not a 1250 master zerg, or if he is he go there by cheese. There is no OL spread, no creep spread, a terran outworkers him all game without ever doing any major worker damage, his muta harass damage is basically 0 even though he goes mutas as his first tech option. Takes a 3rd after 12 minutes without any major pressure outside of 2 banshees and 4 hellions even though he went roach. The level of play is definitely not at 1200 (which is also where I play so I do have a good idea).
You did demonstrate some nice use of ravens, but in your game having tanks instead of the ravens would definitely have done better.
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On October 11 2011 05:23 itsMAHVELbaybee wrote: Facts: - auto turrets are zero supply - banelings must use their building attack on auto turrets - auto turrets side-by-side make perfect walls and 3 turrets will block normal ramps easy - a turret will beat a queen one-on-one but burn down afterwards - auto turrets are upgrade-able to have +2 armor, +1 range, and extra time on countdown
I don't see why auto-turrets are completely useless. HSM is more useless in my opinion other than against baneling clumps and mutalisk balls. Using HSM most likely means losing that raven as well. 6 range will get your raven's killed, which is why you can't heavily rely on HSM. However 1 medivac, 2 raven drop. Drop 6-7 autoturrets or 4-5 autoturrets+PDD, you have a deadly drop that could easily do more damage than normal. Also one raven could drop 4 turrets at one expo, which might not seem like much, but definitely enough to kill an expansion. Combined with generic medivac drops ravens can add so much more to the aggression.
An interesting game to check out is Day[9] Daily #284 Funday Monday . Where people could only pick 3 units to build all game. Drewbie goes marine/raven/medivac, and utilizes ebay upgrades(even bunker space upgrade), and shows some neat ways to slow push with mass bunkers and auto turrets. Also using all the spare minerals to make barracks walls at chokes where zerg can counter attack.
I said they are useless in a real battle and are only really capable in harass situations. Everything you said about Auto Turrets actually supports my argument because you mention nothing about using them in an actual battle.
On October 11 2011 05:05 RaE21 wrote:I just won a game using the marine raven composition, it really is effective with good execution. I disagree with some of the posts above suggesting turrets are useless. Turrets are by no means a replacement dps for marines, but the key to turrets is that they are a instant, mobile wall that not only are disposable (unlike tanks), but can attack both ground and air as well as mess up the attack ai of lings/banes/mutas as your marines lay waste. Also, PDD is an amazing ability versus muta and I find pdd and turrets alone to be the core spells (hsm good if have opportunity with clumped muta or roaches). Below is the recent replay of the game I played using this composition, I transitioned similar to yoshi but kept my banshees alive as long as possible to harass and force both detection (in case of cloak), spores, and *key* mutas. I WANT the zerg to make muta, as pdd negates muta completely. I still need to work on counters to possible blind infestor build though. http://drop.sc/42819This is a ladder game between masters players. Both my opponent and I are 1250+ masters
Yeah, this is a much better example game. Both players have significantly cleaner play (though you probably could've kept your Banshees and Hellions alive while he probably could've kept a few more Mutalisks alive and upgrades could've been better; and you maybe could've taken an extra base or cut SCV production earlier because you were heavily oversaturated). Also, why did he have a Lair when he's not even at +2 for any upgrades? Ultralisks? Infestor Broodlord? I can't imagine the latter since he didn't make any Infestors. And he floats a ton of resources for some reason... To be honest, I think you play at a little bit of a higher level than he does (at least in using your respective races).
And your Turret wall feels very map dependent. It feels like it would be highly effective on maps like Shakuras Plateau with all the chokes to the expansions (though his decision for a third was by far the worst he could've picked since you can block his primary path to defend his third while still leaving yourself a path to retreat. If he took the bottom natural for his third, you'd basically be committing to the attack and using everything you have with the Raven to keep your Marines alive so that they might be able to get out or do as much damage to the enemy army as possible.
And similar to using Tanks, these Turret walls are sort of a premeditated position thing. If you get caught early and in the middle of the map, it means about as much as a late siege. You can scout ahead with your Ravens or a single Stimmed Marine to make sure that doesn't happen (with PDD saving you if your opponent went Mutas since nothing use shoots up), but it still feels like you want that ideal position, and if you can't get it you lose a lot of effectiveness. In the first push, he was so out of position that your 60 Marines would've sniped the Hatchery no matter what. The wall won't do much to help. In the second push, he had so few units that you could've A-moved into his army and won there, freely dropping Turrets for extra DPS at his bases as you wish (okay, you might've needed a PDD or HSM, but if you rally your Marines, you could've just A-moved into his army and won).
But I'll check out the Turret wall concept, but I'm not going to skip out on Medivac production since I want to abuse the mobility that this build allows me by including drops. And hey, if you're going to be Stimming your Marines anyway, why not?
But in your game, I feel like it was your opening that killed him (that and the poor positioning during your first push that allowed you snipe his third unopposed). His Drone count was lower than yours ever since the 11 minute mark (and there were several long portions where you were ahead before that and several parts where you were even or barely behind in harvesters; he was never ahead in economy). The game feels like it was won with the opener and from then on you could've done almost anything to win. Once you sniped the third, it was the nail in the coffin. 75 SCVs (and counting) vs 50 Drones is a joke unless he does something big. It was basically over when he decided to do a Roach push and you opened a Hellion Expand into double Banshee. If he kept Injecting Larvae, he very likely would've been okay, but he didn't... So we can analyze it like "oh well his finishing composition was Marine Raven, that's what won him the game" or look for when the game was basically over and realize "well... The Banshees sort of killed like... 11 Drones, a Spore Crawler (which means 12 Drones) and a bunch of Lings and maybe a Roach... So I think the game is sort of... Heavily in Terran's favor economically at this point unless Zerg does some good Mutalisk harass and Drones up hard behind it, neither of which he did... So the game is essentially over at this point."
I think we need some Korean server replays for more insight into this composition and how it can be used.
We need to see games of high level players that are evenly matched in the matchup. You both may have been 1250 Master's, but I think in a Bo7, you would crush him 4-1... Maybe 4-2 if he gets lucky with some dumb cheese or you make a horrible mistake. I don't think it would be too close. (I don't see any reason other than that upset factor to say you would do anything but 4-0 the guy, though ZvT could be his worst matchup.)
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I just had an idea, regarding the infestor problem. Aside from the possibility that making 1 big push like I mentioned with your marine/raven will work vs infestors since he might have too many infestors devoted to defense, (infestors will be there to stop harassment, and if not then you can go harass ofc), I think if you harass with 1 medivac and 2 Ravens it would be very strong. Imagine moving in with 1 Raven, seeker missile the infestor, drop the marines and use the other raven to make turrets to block the ramp leading to the base, or block 1 side of the mineral line so that the marines can trap and kill all the drones, or wall off the area behind the mineral line to make marines better vs lings, etc. 2 Ravens and 1 medivac is a bit of a commitment but really I can't see a zerg easily defending harass like that.
On October 11 2011 05:23 itsMAHVELbaybee wrote: Facts: - auto turrets are zero supply - banelings must use their building attack on auto turrets - auto turrets side-by-side make perfect walls and 3 turrets will block normal ramps easy - a turret will beat a queen one-on-one but burn down afterwards - auto turrets are upgrade-able to have +2 armor, +1 range, and extra time on countdown
I don't see why auto-turrets are completely useless. HSM is more useless in my opinion other than against baneling clumps and mutalisk balls. Using HSM most likely means losing that raven as well. 6 range will get your raven's killed, which is why you can't heavily rely on HSM. However 1 medivac, 2 raven drop. Drop 6-7 autoturrets or 4-5 autoturrets+PDD, you have a deadly drop that could easily do more damage than normal. Also one raven could drop 4 turrets at one expo, which might not seem like much, but definitely enough to kill an expansion. Combined with generic medivac drops ravens can add so much more to the aggression.
An interesting game to check out is Day[9] Daily #284 Funday Monday . Where people could only pick 3 units to build all game. Drewbie goes marine/raven/medivac, and utilizes ebay upgrades(even bunker space upgrade), and shows some neat ways to slow push with mass bunkers and auto turrets. Also using all the spare minerals to make barracks walls at chokes where zerg can counter attack.
I've never really liked drewbie but... omg really he did that? that's the kind of terran style i like, weird and creative, but very defensive... spamming bunkers and turrets? Hell yes... spamming barracks to make chokes? HELL YES
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