glad ur doing better man
I hate marauders. - Page 2
Blogs > ghermination |
baller
527 Posts
glad ur doing better man | ||
danl9rm
United States3111 Posts
On July 17 2010 00:12 ghermination wrote: Okay. Seems to make good enough sense. Do you have any replays or anything of void rays being used against this specific unit composition (marauders + vikings) so i can see how one should react to scouting information etc? I was only expounding on what someone else said above. I don't do that. I prefer brute force zealots w/legs and sentries. If the terran tries to get feisty just lure him back into your natural where you forcefield him in and let your zealots own him up. gg. but, whatever you do, don't screw up your forcefields. if you do, back out. don't use you sentry energy to help his army. | ||
FortuneSyn
1825 Posts
On July 16 2010 23:18 ghermination wrote: I just get the feeling that he would have added a few marines to the mix as well as a couple more vikings instead of medivacs. + Show Spoiler + Also whenever i post a blog i have this sinking feeling that it should have gone somewhere else but i think if i put this in the sc2 section i would have been banned A stargate forces T to be more marine heavy, meaning you can tech to 3 gate zealot speed. The whole objective with the void ray is to force T to go a heavier marine composition, which sets your zealot legspeeders very nicely. I personally open 2gate stargate 2 phoenixes, scout his base and adapt. void ray if he is being marauder greedy. sentry deal with a push up the ramp till the void ray comes if necessary. | ||
Craton
United States17189 Posts
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Slayer91
Ireland23335 Posts
Once you can keep your sentry count high because your zealots/immortals most of the fire concussive shells isn't a problem. | ||
ghermination
United States2851 Posts
On July 17 2010 02:35 Slayer91 wrote: Really guys, marauders? I just go zealot sentry immortal early game and you have enough forcefield to root him down and slap him hard. You can't really take that seriously unless he's got ghosts. Once you can keep your sentry count high because your zealots/immortals most of the fire concussive shells isn't a problem. Except one ghost can pretty much completely shut that down with rediculous emp range? Sentry heavy is easily killed once they get zapped. Because you don't have much gas for stalkers with that build, and sentries have a short attack range, you can never snipe the ghosts before they emp. | ||
Slayer91
Ireland23335 Posts
And I don't clump everything together to get hit by one emp either. It's pretty much my basic pvt I haven't been owned by one emp yet When storm comes out we have a different story.. | ||
floor exercise
Canada5847 Posts
On July 17 2010 01:14 Naib wrote: You must be one helluva awesome fugitive so that you have time to play SC2 while hiding from the authorities. Major props dawg! Come to think of it, since that other guy got banned for his made up story about his korean girlfriend, shouldn't this guy be banned for the months (years?) of lying about being some drug baron who in his spare time engages in debates on the internet over computer hardware, you know when not on the run from the feds, or killing some snitch or in a shootout with colombians what ever it is this guy pretends to do | ||
lFrost
United States295 Posts
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CharlieMurphy
United States22895 Posts
Stim basically has no downside for marauders, ever. | ||
lFrost
United States295 Posts
On July 17 2010 04:06 CharlieMurphy wrote: I still think marauders and marines should always stim for 25% of their maxed out life instead of 10. Stim basically has no downside for marauders, ever. yeah thats why stim costs money and is a called an upgrade | ||
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