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5+ queens seems like an invitation to skip harassment and take a fast third, particularly on modern highly-defensible maps, or to open with some kind of extra-greedy two base tech build, since the Zerg is choosing to rely upon units that can't attack you. Yeah, staying home and letting creep spread is a little awkward, but if you can bust out with a strong timing that includes a Raven, you can probably clean it up.
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If information is a problem, floating buildings are pretty amazing. You don't have to rely upon hiding a scout from buildings or sneaking around if you simply have 1000 hit points of Barracks parked over the Zerg's potential third. (Barracks move faster than slow overlords, too.)
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The thing is with Terran is that our timing pushes can't hope to beat the burst production of a zerg with a really good economy. It's the cost-efficiency of the Terran army vs the macro monster Zerg. It's just not going to work. All zerg has to do is get rid of our army once, and they have the advantage for the rest of the game. Our production cannot recover if the army dies. Zerg doesn't even care if they lose 10 lings for 1 marine; as long as our army dies, the Zerg gets free bases. The only hope was to bring their economy down to our level. If Blizz seriously wants Terrans to reach a Zerg level of economy and compete in the late game with an untouched zerg, I don't know what to say.
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I saw kawaiirice beat tgun with a lategame BC+raven+ghost transition , with nuke harass.
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On June 28 2012 03:13 Gyro_SC2 wrote: I saw kawaiirice beat tgun with a lategame BC+raven+ghost transition , with nuke harass.
It was on Metropolis though, which is heavily favored for turtling. Morrow did the same thing (just without the BCs) vs I believe Stephano at Dreamhack.
This needs to be proven to be viable on other maps.
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he used it on ohama and metropolis this morning
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-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers.
This right here. The potentials of this running through my head, as a zerg player, scares me
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me but a ghost is 200-100 comapred to a 150 mineral queen, will never ever work. As you'll have nothing to defend the counter attack as well as this coming out so late.
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Ravens are expensive, it's not convienent to have a Starport with techLab, and the die really fast, require their own micro. As if Terrans didn't have enough things to micro.
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can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss
User was warned for this post
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On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss
6 Queens+wall can stop 12 hellion. Welcome in the new tvz.
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me By the time the Terran gets Ghosts out, the game will be at around ~8-9 minutes on 2 bases. Zerg will have a decent drone lead, making this push quite a commitment (with no follow-up). Also, Ghosts don't do so well at defending the oh-so popular roach-ling-bane "all-ins".
Ghosts are a significant investment if its main purpose is to kill Queens. All the Zerg really has to do is mass up a decent number of zerglings, mix in a couple of banes and the push can be crushed.
Not to mention that it will be nearly impossible to retreat. If the push doesn't do significant damage, the Ghosts will all end up dying. And for what? To kill Queens? :/
On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss lol
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On June 28 2012 06:28 Gyro_SC2 wrote:Show nested quote +On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz.
? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
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On June 28 2012 04:05 Alabast wrote:Show nested quote +-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me
You are scared of a terran pushing with ghosts in early-midgame? And you play Zerg?
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did. thanks primarch
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
because of the patch the Queen become very good to stop any early aggression. Them all the zerg makes mass queen in the early game and it was not the case before the patch.
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From my last 23 games:
TvT : 4-1 TvP: 7-2 TvZ: 1-9
I am totally lost in this match up, it's so depressive. I just want to quit after loading screen when I see zerg. I am trying many things, Blueflame Bio, Bio Tank, Mech but it seems I need to nuke rush or something
I just don't know what to do, just want to crawl up to corner and hug myself in fetal position.
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On June 28 2012 07:03 ][Primarch][ wrote:Show nested quote +On June 28 2012 04:05 Alabast wrote:-Ghosts do 50 damage to queens now (snipe change) so maybe someone can come up with an early to midgame ghost push to repel creep and lower queen numbers. This right here. The potentials of this running through my head, as a zerg player, scares me You are scared of a terran pushing with ghosts in early-midgame? And you play Zerg?
my thoughts exactly.. snipe doesn't even 1shot banelings and zerglings so an early ghost push is only good vs a dumb zerg who doesnt use the new overlord speed to scout and makes only queens with few lings for defence
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United Kingdom20253 Posts
On June 20 2012 05:27 Snowbear wrote: I saw david kim also suggesting that terrans should use a raven in the mid game. There is 1 thing he and the others who give this advice, forget: a raven is 200 gas. Every terran knows that gas is a problem in the midgame. You need to push out before broodlords are out, and by getting a simple raven, you delay: - medivacs - tanks - upgrades - extra factories
Terrans need a ton of gas early-mid game: - stim - combat shield - tanks - siegetech - factory - startport - medivacs - bio upgrades - tank +1 upgrade - armory - reactors
By cutting into these, your push before hive will be weaker + a raven isn't really helping in fights vs ling bling infestor.
Are you kidding me? MVP had about 3.3k gas in the midgame (he died to hive transition) in GSL yesterday.
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On June 28 2012 07:01 ][Primarch][ wrote:Show nested quote +On June 28 2012 06:28 Gyro_SC2 wrote:On June 28 2012 06:15 chaosftw wrote: can you just shut up? you seem so biased of your opinions. the queen nerf can barely make it damage one hellion as it roasts up all of zerg's drone way cost effectively.
btw i play toss 6 Queens+wall can stop 12 hellion. Welcome in the new tvz. ? lol...and 6 Queens+wall could not do that pre-patch? It could and it did.
that's true, the only reason its a problem now is because zergs are actually willing to make more than 3 queens in new meta
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ok, whether or not incorporating a raven into your early-mid game is a good thing is debateable and in most cases up to situational decisions. But, why would you not build a couple of ravens late game? they solve a big problem of the current metagame;
1. ravens can be used to keep infestors at bay (1 seekermissile launched = 1+x dead infestor(s) ) 2. 2 or 3 pdds render any sensible amount of corruptors useless 3. a raven costs 2 food, that is 2, i repeat TWO marines 4. if you are playing a traditional TvZ style, then, when you enter the end of the midgame, you have a lot of overgas anyway so building up 5 ravens (any less seem pointless since you want to be getting some upgrades for them too) is not a stretch 5. zergs are quite responsible about their scouting. So what usually happens when you are going for an early cloaked banshee play, is that they scout your techlab researching and build a couple of sporecrawlers. Yet there is no guarantee that we are researching cloak right? could be corvidreactors or caedeus- or even seekermissile.
personally, I have seen too many terrans get demolished by zergs, because their vikings got overrun by fungals and corruptors, letting the broodlords reign supreme, to not build ravens.
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