[G]TvZ Marine/Raven - Page 34
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Antisocialmunky
United States5912 Posts
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underdawg
United States399 Posts
i'm silver lol btw is there any stuff on youtube or something highlighting this stuff? i'm n00b and would like some commentary as i watch the replays haha | ||
Warcloud
United States97 Posts
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Antisocialmunky
United States5912 Posts
^-- LzGamer developed his own version and laddered with it recently. | ||
Ironsights
United States196 Posts
That replay is really long, so watch it at your own risk. I am posting it to say thank you to Antisocialmunky, whose thread (this one) got me started on the idea of mass ravens. I'm no where near good enough to have mastered this, but this time it worked out swell. Brief game synopsis: Scrap Station 1-1-2 for fast banshees does ok but doesnt win it. Game goes back and forth until my wall gets broken. I save all production buildings and tower up at the island expo. Agressive use of ravens and vikings allow me to bleed the zerg dry of gas and thus win the game. Mass ravens make this possible. tl;dr : Thanks for the great build idea, here is perhaps my favorite game using it thus far! edited for spelling. | ||
Bleak
Turkey3059 Posts
Once he lost the air control..I just traded Marines to his Banelings while I denied his 4th and 5th...it felt sooo good...At a point I blew up like 20 mutas with a HSM to like 5% health.....once he lost his Muta force I kept denying him and then trading marines.....I had like 5 bases and 8k minerals 3k gas (because I'm bad still haha) but this was just FUN to play. Edit: At a point I was 30 food behind, and then I blew up 50 food worth of Ling/muta/bling with two HSM. It was sooo fun. | ||
nalgene
Canada2153 Posts
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Antisocialmunky
United States5912 Posts
I don't really have anything - post masters but the ratings are circa November 2011 so like 2K+ was really good and 1.5K+ was like decent. | ||
Bleak
Turkey3059 Posts
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Antisocialmunky
United States5912 Posts
On January 31 2011 05:26 Bleak wrote: Antisocialmunky, I'm having a hard time punishing Zerg's third. Usually when I move out with a lot of rines and a raven, they have a ton of ling bling and my force dies without doing anything. It feels like the push is too early, I don't have any units, or my opponents are playing bad and making too many units. Should I delay the push? The game I played today I didn't really push until 3-4 ravens at least, and harrassed his 4th and 5th constnatly with mass raven, turrets and seeker missile. He had to stay on three base for whole game while I got my 4th and 5th secured with planetary fortresses and turrets. Is this the correct way, or am I doing something wrong with moving out to his third. Do you have replays? It is hard to tell from limited information though it is my experience that lower level zergs do tend to make more units earlier rather than after they've secured an economic advantage later to crank units. I suppose if you can at some point get into a position where you can out expand zerg and deny their extra base, you're doing it right. Like I said, it would be useful to have the replay to do more analysis. Also, you might want to check your macro out. | ||
Bleak
Turkey3059 Posts
On January 31 2011 06:51 Antisocialmunky wrote: Do you have replays? It is hard to tell from limited information though it is my experience that lower level zergs do tend to make more units earlier rather than after they've secured an economic advantage later to crank units. I suppose if you can at some point get into a position where you can out expand zerg and deny their extra base, you're doing it right. Like I said, it would be useful to have the replay to do more analysis. Also, you might want to check your macro out. Here is the replay: [url blocked] Keep in mind that I'm a really really new Terran, I don't have 25wins yet and I lose a ton of games left and right, forget depots, macro slips so and so on, just warning you ^^ Thanks for help ^^ | ||
Antisocialmunky
United States5912 Posts
On January 31 2011 07:22 Bleak wrote: Here is the replay: [url blocked] Keep in mind that I'm a really really new Terran, I don't have 25wins yet and I lose a ton of games left and right, forget depots, macro slips so and so on, just warning you ^^ Thanks for help ^^ If that's your situation then that's probably the problem. You just need to work on your mechanics and focus on never letting your macro slip. You should focus on that first, otherwise your timings and unit counts will be really off for any strategy. You can look on Day[9]'s blip.tv archive for some tips such as: | ||
Bleak
Turkey3059 Posts
On January 31 2011 07:27 Antisocialmunky wrote: If that's your situation then that's probably the problem. You just need to work on your mechanics and focus on never letting your macro slip. You should focus on that first, otherwise your timings and unit counts will be really off for any strategy. You can look on Day[9]'s blip.tv archive for some tips such as: http://www.youtube.com/watch?v=epMo2fLDU1Q Thanks for the tip. I've been following day9 the day before I got the game, I watched his daily on mental checklists. The biggest problem is I don't have enough practice with Terran yet. I'm getting better tho, with each game my mechanics get better. Although they still suck So let me ask the question in a different way, when should my first 1 raven+30marine attack hit idealy, when it is perfectly executed with no supply blocks and with the best case scenario? Should I commit when I see a ton of units, or just expand, get upgrades and macro hard, while harrassing with raven. | ||
imBLIND
United States2626 Posts
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GinDo
3327 Posts
On January 31 2011 07:36 imBLIND wrote: The worst part about this build is keeping the ravens alive. The idea is great, but if you don't win every battle, your raven ball will die because they are so damn slow. The timing is also very difficult to hit if the distance is huge. I used to use it quite often on LT, but this build does not work on the larger GSL maps. We'll personally don;t have an issue with this. Drop some HSM and the enemy has to run, then you move toward the other direction their going. | ||
Bleak
Turkey3059 Posts
On January 31 2011 07:40 GinDo wrote: We'll personally don;t have an issue with this. Drop some HSM and the enemy has to run, then you move toward the other direction their going. Mutas actually are no problem. With enough ravens, PDDs defend you enough to get out. Hydras are slow, so you can probably run away with 1-2 PDDs aswell. The only problem would be corrupters, but they do nothing by themselves and marines should shred them. A lot of corrupters would mean less units on ground, which is awesome nevertheless for you. Biggest issue to this build is actually infestors. Fungal Growth, and you cannot run out. If you have energy just seeker the hell out of it, at that replay above, I was down 30 Food and killed like 40-50 Food with 2 Seeker missiles. It was so damn fun. This build is really fun to play, no matter how successful it can be. | ||
Volcker
France92 Posts
On January 30 2011 19:39 Ironsights wrote: http://www.sc2replayed.com/replays/132380-1v1-terran-zerg-scrap-station That replay is really long, so watch it at your own risk. I am posting it to say thank you to Antisocialmunky, whose thread (this one) got me started on the idea of mass ravens. I'm no where near good enough to have mastered this, but this time it worked out swell. Brief game synopsis: Scrap Station 1-1-2 for fast banshees does ok but doesnt win it. Game goes back and forth until my wall gets broken. I save all production buildings and tower up at the island expo. Agressive use of ravens and vikings allow me to bleed the zerg dry of gas and thus win the game. Mass ravens make this possible. tl;dr : Thanks for the great build idea, here is perhaps my favorite game using it thus far! edited for spelling. Great game : you won even though he often had 100 more food than you | ||
Antisocialmunky
United States5912 Posts
On January 31 2011 07:35 Bleak wrote: Thanks for the tip. I've been following day9 the day before I got the game, I watched his daily on mental checklists. The biggest problem is I don't have enough practice with Terran yet. I'm getting better tho, with each game my mechanics get better. Although they still suck So let me ask the question in a different way, when should my first 1 raven+30marine attack hit idealy, when it is perfectly executed with no supply blocks and with the best case scenario? Should I commit when I see a ton of units, or just expand, get upgrades and macro hard, while harrassing with raven. Around the 12 minutes I think. It varies with how much stuff you're building, how fast you are teching, whether or not you are popping tanks out, and if you build both SPs at the same time. So somewhere between 11-13 or condition wise, about when the drones transfer to the third or the third base pops for a greedy zerg. | ||
friendo
46 Posts
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Bleak
Turkey3059 Posts
On January 31 2011 08:52 Antisocialmunky wrote: Around the 12 minutes I think. It varies with how much stuff you're building, how fast you are teching, whether or not you are popping tanks out, and if you build both SPs at the same time. So somewhere between 11-13 or condition wise, about when the drones transfer to the third or the third base pops for a greedy zerg. Thanks for answering. One great thing with this build is how you are Muta-proofed. With PDD, you lol at Mutas. If hes bad enough to stack them, say goodbye to them with Seeker Missiles. If he comes to harrass, your armor and range upgraded turrets create enough time for you take your mass marine waves out of your raxes to hold it off while you try to seeker missile them (not to kill always but he has to run away, isn't that what you want against Mutas?) And against bad players, Seeker Missile works wonders. You can seeker missile a bunch of baneling clump, even taking lings together. Infestors are a problem, yes, if you get fungalled and about to lose them, just try to do most damage with seeker missiles if you have the energy and option. But I'm really confused. So I get my little force ready to march. I scan his front, see a ton of ling/bling, should I go suicide the marines (just because I'm trading gas for minerals), or wait for big stuff like Seeker Missile and more upgrades, go for a third, turtle up (maybe with 1-2 tanks and bunkers?), and try to deny his other expansions with a raven cloud and turrets? Or just try to go and keep pressure on matter what? I feel so fragile with that little force to go and take out a third base. Now, I'm a really new Terran player yes and probably I first need to work on my fundamentals for the Terran, but still the force itself seems little. I'm not saying this as a noob Terran, I'm talking as a Zerg, I've played Zerg for around 350 games in 1v1, and I know I can just take out the marines easily with a good ling/bling force. I just don't see how that force can take out my Hatch from the Zerg player's point of view. It seems pointless to me to march all the way across the map to kill the third when I can see you with creep . 12-13 Minutes sounds good, but Zerg should still have a sufficient baneling/ling force to deal with that. Yes, you're trading gas for minerals, but can you take out the third no matter what? How should I approach taking out the third? I just love this build so much and want this to be my main strat in the matchup as a new Terran player. | ||
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