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On February 20 2010 16:26 MrMoose wrote: I realized something cool today: you can't spell "reaper" without "rape" - it's a sign.
On a side note, I was watching some of your games against Louder with this build earlier - and it seems to me that reapers are really able to keep toss in his base for a long, long time. I would think that a good follow-up to 3-6 reapers harrassing would be a fast expo into marauders/tanks to stop the stalker counter when they are free to move out.
Basically if he moves out he has to leave 2-3 stalkers in his base to defend, making his attack weaker. If he doesn't, then just rape his probes, nexus, pylons etc etc. with reapers (rapers heh heh)
Anyway, this is just theorycrafting, coming from someone who (sadly) doesn't have a beta key.
It's good theory crafting. Reapers are costly to protoss to defend, and you only need 5-6 while you can get a cc up. Ofc its imperative to keep the reapers alive or you might get raped (like I did) with an elementary 12 zealot rage/rape push.
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Just raped this with my build. Thors are quite problematic but they can be beaten and it's a huge investment on the attack. Even a force trade put me in a massive lead cause I had my expo comin up. I also didn't lose to the reapers cause I saw one rape my scout so I knew early reapers. still picked off a few probes though dear god those are annoying =P
I would say it would work very well vs a greedier build but this is the easiest thing in the universe to scout. The biggest problem is that it doesn't come before my collosus is out and collosi murder all the marines and do good dmg to the thors. If you try to focus out the collosi with the thors the stalkers will rape you so there's no real winning.
edit: I didn't notice you said move into marauders, but I don't think the terran I played would've had enough gas for everything with marauders, or at least he would've only had 1 medivac and 1 thor. Reading through the BO I feel like he screwed it up a bit and it might be stronger vs my build than he made it seem.
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MrMoose
Canada176 Posts
On February 21 2010 10:51 alexpnd wrote:Show nested quote +On February 20 2010 16:26 MrMoose wrote: I realized something cool today: you can't spell "reaper" without "rape" - it's a sign.
On a side note, I was watching some of your games against Louder with this build earlier - and it seems to me that reapers are really able to keep toss in his base for a long, long time. I would think that a good follow-up to 3-6 reapers harrassing would be a fast expo into marauders/tanks to stop the stalker counter when they are free to move out.
Basically if he moves out he has to leave 2-3 stalkers in his base to defend, making his attack weaker. If he doesn't, then just rape his probes, nexus, pylons etc etc. with reapers (rapers heh heh)
Anyway, this is just theorycrafting, coming from someone who (sadly) doesn't have a beta key. It's good theory crafting. Reapers are costly to protoss to defend, and you only need 5-6 while you can get a cc up. Ofc its imperative to keep the reapers alive or you might get raped (like I did) with an elementary 12 zealot rage/rape push.
Yes, keeping the reapers alive would really be critical - if protoss is allowed to move out too early, you just die, probably. (At least until fast expanding becomes more popular than 4 gate all-in rushing)
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On February 21 2010 12:04 Floophead_III wrote: Just raped this with my build. Thors are quite problematic but they can be beaten and it's a huge investment on the attack. Even a force trade put me in a massive lead cause I had my expo comin up. I also didn't lose to the reapers cause I saw one rape my scout so I knew early reapers. still picked off a few probes though dear god those are annoying =P
Replays plz
If the T kills a few probes, that's all they need to do. It really is just scouting and keeping the Toss honest on one base and minimal zealots (otherwise its a free win). From there, the Terran is at a SLIGHT lead, which is the whole point of RTS games (trying to steadily gain more and more of a lead until the other person can't come back...).
I would say it would work very well vs a greedier build but this is the easiest thing in the universe to scout. The biggest problem is that it doesn't come before my collosus is out and collosi murder all the marines and do good dmg to the thors. If you try to focus out the collosi with the thors the stalkers will rape you so there's no real winning.
If you're using 1 colossus vs 1 Thor, the Thor should just use it's cannon - disabling/freezing the collosus and killing it in less than 5 seconds. The marauders (which the Terran should have instead of marines) will counter your stalkers pretty easily and the scv's should keep it alive long enough to kill the col and move onto the stalkers.
edit: I didn't notice you said move into marauders, but I don't think the terran I played would've had enough gas for everything with marauders, or at least he would've only had 1 medivac and 1 thor. Reading through the BO I feel like he screwed it up a bit and it might be stronger vs my build than he made it seem.
The marauders are actually very gas efficient. And the thor is 3:2 min:gas so it's not too big of a deal to spend your gas on the rauders.
If you'd like to try out some different builds to see what can counter this, etc, feel free to friend me and we can play some customs. GN: TorcH.gaming (although I got a virus from an sc2 replay and am currently reformating my comp t.t )
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Virus from an sc2 replay??????????? I don't like hearing that. I'm pretty sure it was something else, at least I hope it was 0.0
Right now I'm only able to play on a friend's account cause I didn't get in wave 1. Fortunately he's not playing too heavily right now, if I'm on and you're on I'll talk to you.
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A Thor should spank a Colussus, the channeled abilty removes you from the fight and makes most anything dead.
A situation I've never run across is Thor vs Immortal. Does the channeled 500dmg over 6 seconds take into account the Hardened shields?
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I'm also a bit curious about the Thor's cannon, does it actually stun for the whole duration and is it viable against air units as well?
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On February 21 2010 13:51 Verner wrote: I'm also a bit curious about the Thor's cannon, does it actually stun for the whole duration and is it viable against air units as well?
Yes and no.
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United States24466 Posts
To repeat/add to what others have said:
The first problem with this reaper opening is that the protoss will have 0 trouble scouting it... most p's scout after pylon. If you do something more similar to zatic's opening then you get the quick marine to chase away the worker before it can scout the second rax add on.
The second problem is that a lot of protoss are opening immediate stalkers... if you aren't scouting you won't even realize this. I did a normal build and got my addon sniped by stalkers before I had enough marauders that I could easily repel it (building positioning didn't help though). If you get a couple of reapers then you won't be able to keep the protoss at home because it will be targeting your depot wall just as you are ready to move out. I haven't tested the timing but we should at least investigate this. Nothing wrong with this build to mix it up, I think, but I don't think it's a good standard build.
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On February 20 2010 16:15 Zapdos_Smithh wrote: Somebody wants his ID known. yah man i totally agree
torch get back to us after u win something, until then don't put ur name in ur own strats
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On August 31 2010 09:49 baller wrote:yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats
I sincerely hope this necro is a troll....
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On August 31 2010 09:56 taLbuk wrote:
I sincerely hope this necro is a troll....
nope. baller is just someone who is brutally honest with his opinion. He doesn't like it when people try to get some fame by putting their name in some strat that they found.
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On February 20 2010 16:15 Zapdos_Smithh wrote: Somebody wants his ID known.
Would that be "Zapdos_Smithh" in with a first?
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On August 31 2010 09:49 baller wrote:yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats
now that baller has quoted it, torch will win GSL
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On August 31 2010 09:49 baller wrote:yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats
Poor reason to bump this post...
Don't bump without a good reason plz
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On August 31 2010 09:49 baller wrote:yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats
Every time you post my day gets a little brighter.
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On February 20 2010 17:06 pencilcase wrote: I was watching your games on Louder's stream. First, you really need to be on top of your Mules with this build and cast them the first chance you get every time. You have so little econ anyway that the Mules are just super important. Also, keep in mind that additional SCV's work differently in this game. Patches are completely saturated by 2 workers, but any worker up to 2 works at 100% efficiency. Thus, since there are 8 patches in each main you should put only 16 SCV's total on minerals + the mule. With this in mind, I think that starting a second expansion around ~30 supply would be best. This is when your mineral line is completely saturated and any additional workers won't do anything. Under your build, you harass with reapers, then make marauders to hold off the Stalker counter. A marauder beats a stalker 1v1, and even better in groups because the concussive grenade allows you to target fire without damaged stalkers retreating. So maybe 3-4 marauders, then make an expansion and go for the Thors. Now the protoss will either expand or attack again. If they attack with zealots, then you may need more reapers since they do well against them. Against immortals, I think that Marauders with stim are best. You should be able to defend the expansion with Marauders + Thor + Tanks, and you can do more harassing with the Medivacs. This should give you a reasonable economic edge for the rest of the game.
Also, in the TVT I saw, it seemed that your income rate was actually greater than your opponents, who was doing a standard build, after the Mule came down. The Mule basically gives you five extra SCVs so this seems reasonable. Because of this and the fact that the your tech is so much faster, I think that this build can become standard for all matchups. You don't necessarily have to rush reapers in the beginning. Getting a reactor and massing marines quickly could work too.
Finally, all of the above is guesswork and theory from thinking about the game and watching streams, so definitely try out variations to see what works. Congrats on the build, by the way. It seems to be really ingenious and abuses the new Mule mechanic very well.
3 workers per patch is 100% efficiency... 2 per patch is like 80 something %.
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Vatican City State2594 Posts
On August 31 2010 11:10 frogmelter wrote:Show nested quote +On August 31 2010 09:49 baller wrote:On February 20 2010 16:15 Zapdos_Smithh wrote: Somebody wants his ID known. yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats Poor reason to bump this post... Don't bump without a good reason plz Careful mortal, for you walk amongst gods. Should you see fit to judge the gods in their native land, you shall be fucking curbstomped.
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On August 31 2010 23:42 Murderotica wrote:Show nested quote +On August 31 2010 11:10 frogmelter wrote:On August 31 2010 09:49 baller wrote:On February 20 2010 16:15 Zapdos_Smithh wrote: Somebody wants his ID known. yah man i totally agree torch get back to us after u win something, until then don't put ur name in ur own strats Poor reason to bump this post... Don't bump without a good reason plz Careful mortal, for you walk amongst gods. Should you see fit to judge the gods in their native land, you shall be fucking curbstomped.
Jup, its not smart to question someone who has his own fanclub unless you have a very good reason to
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man this guy is a level 99 necro ..
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