On February 12 2011 07:10 rdj107 wrote:
No, thus the preface "it would be funny".
Using a hatch as a production building? Absurd, that's never been done in starcraft!
I doubt it.
Tank marine is specifically what I was thinking of. As long as you're claiming no micro, banelings aren't auto targeted over attacking zerglings, and five banelings do actually melt a large amount of marines when they're in a ball. Test it yourself if you want; 20 marines 2 tanks vs 40 zerglings 5 banelings to explain the unit comps I'm talking about, should come out with a tank left, no marines. That's probably too baneling heavy itself, and since the zerg army is already below the terran's in supply and cost adding more zerglings should tip the scale.
Note that I'm not saying this will do more damage than just throwing 20 banelings at the same army, it's just more cost efficient.
Oh, well as long as you're pretty sure about it. After thousands of games, idra's play is obviously perfect, no room for improvement on any front. In fact, everyone else in the pro scene is playing perfect too, might as well stop having competitions, I guess mvp just won starcraft 2.
You shouldn't list examples that are very obviously false, it makes you look like you don't actually know the basics of what can kill what. My entire point about banelings was using less gas to achieve the same result; if you don't understand why that's important there's really not a lot I can tell you.
No, thus the preface "it would be funny".
Using a hatch as a production building? Absurd, that's never been done in starcraft!
I doubt it.
Tank marine is specifically what I was thinking of. As long as you're claiming no micro, banelings aren't auto targeted over attacking zerglings, and five banelings do actually melt a large amount of marines when they're in a ball. Test it yourself if you want; 20 marines 2 tanks vs 40 zerglings 5 banelings to explain the unit comps I'm talking about, should come out with a tank left, no marines. That's probably too baneling heavy itself, and since the zerg army is already below the terran's in supply and cost adding more zerglings should tip the scale.
Note that I'm not saying this will do more damage than just throwing 20 banelings at the same army, it's just more cost efficient.
Oh, well as long as you're pretty sure about it. After thousands of games, idra's play is obviously perfect, no room for improvement on any front. In fact, everyone else in the pro scene is playing perfect too, might as well stop having competitions, I guess mvp just won starcraft 2.
You shouldn't list examples that are very obviously false, it makes you look like you don't actually know the basics of what can kill what. My entire point about banelings was using less gas to achieve the same result; if you don't understand why that's important there's really not a lot I can tell you.
Okay, sorry that I failed to see the humor in him 7 pooling into a macro game lulz. You said an in-base hatch in the beginning to deal with bunker rushes..the possibility of a bunker rush, which can quite easily be held off without pumping lings out of an auxiliary hatch which is exactly what a terran would want you to do with an initial poke since lings are, again, pretty worthless against marines + the cost of the auxiliary hatch which should've been another base instead + larva even if you have more due to the auxiliary hatch, and the terran can easily switch out of any bunker rush.
It's also called focus firing, any half-decent player (and IdrA plays better than half-decent people) would target the banelings with his tanks as he runs his marines back behind the cover of the tanks. How am I supposed to test that, I'm supposed to use the combined apm of both players to move the zerg's units in, move the banelings, while I move marines and target fire? The reason people love tank marine is because it is so cost-efficient against anything that the zerg can throw at them. If you seriously haven't seen a huge zergling/baneling/muta army thrown at a well-entrenched terran tank-marine force, zerg has to have an overwhelmingly massive force, and tank-marine is as easily replenished as ling/muta. Look at that IdrA vs. ogstop game on Xel'Naga where IdrA destroyed almost every single worker that he had, then using mules ogstop recovered with tank-marine and pushed to win the game with tons of constantly-replenished pushes. That's with IdrA three or four bases while ogstop was on two crippled bases. But that's because IdrA made too many banelings right?
Also lmao at your sarcasm about how 'everyone is perfect and everyone should just quit because immvp already won'. Glad that's not at all what I said. Pretty sure being 'perfect' at the game has nothing to do with the fact that out of the countless thousands of games played in ZvT, the metagame is getting as many banelings as you can in ling/baneling/muta versus T. Something makes me think, hmm, sometime within these countless thousands of games, maybe at one point zergs tried to use less banelings, and I'm guessing that hmm, they probably decided that's not too good of an idea. Ret's advice on banelings is "hold down the button to make them, and when you're out of gas, that's when you have enough". But if you can theorycraft all day and use a unit tester to determine why you're more knowledgeable than every top zerg around that does this, then have fun with that. Either way this is pointless, you can continue to believe what you want and the top zergs will continue to make banelings.
Also, if you think I don't know what I'm talking about, get about 5 3-3 marines, give them 2 medivacs or so, and see how many lings you can throw at them before they die even without stutter-step micro, and that's without tank support.