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On February 12 2011 15:47 Amarth wrote:Show nested quote +On February 12 2011 15:31 Yamulo wrote:On February 12 2011 13:34 Amarth wrote: chargelots with good forcefields and a few stalkers targeting the hellions should run right over this. ??? Vs BLUE flame hellions you suggest zealots, i am sorry but this will save you from a some what hardcore facepalm in the future, If he has a reactor factory making hellions which do + bonus to light (zealots are light) + blueflame if he has about 8 of them your zealots get completely destroyed. zealots? yes. chargelots supported by sentries and stalkers sniping hellions? no. l2micro.
chargelots still get roasted im sorry but theyre there as a mineral dump/tank like the hellion
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yeah most of your lots will die, but thats what they're for. 8 hellions at 8:30 means the rest of his force is going to be pretty weak. one or two tanks and less than ten marines tops. you should win that fight if you micro well enough.
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yeah most of your lots will die, but thats what they're for. 8 hellions at 8:30 means the rest of his force is going to be pretty weak. one or two tanks and less than ten marines tops. you should win that fight if you micro well enough.
I think you're right actually, this goes back to what I said about 1 base protoss. I don't think pushing with your initial force is a good idea if you see the protoss 1 basing, you should hang back for a bit and wait till blue flame + siege mode. When you get those however, the chargelots will not be a problem as your hellions can shoot them and run back to the tank line. A good number of siege tanks in siege mode actually decimates the protoss army, especially with marine + hellion support for dps.
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I've been plying with a 2 factory build for the last week or so. I've been getting two marines then a reactor on my first rax. Drop a techlab on the first factory and begin researching siege. Your second factory gets swapped with your rax to support double hellion. I think the big thing is the expansion timing which has to come after the second factory. @ the 7 minute mark you have something like 8 marines 3ish hellions and a couple of tanks with siege. If you push and expand your second base will let you support the factories, a starport. (for blue flame hellion dropping and medivacs.) and an additional rax. I'm still toying with how to properly swap things around between the addons. With double hellion production you quickly get up a good number of them. I'm considering swapping the fac to a techlab after the expansion for double thor or tank while putting a rax on the reactor.
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i use much more economical triple OC -> mech build, that gives stronger mid game econ than 1gate FE protoss. its also extremely safe vs most aggressive protoss openings
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On February 13 2011 04:46 YarNhoj wrote: I've been plying with a 2 factory build for the last week or so. I've been getting two marines then a reactor on my first rax. Drop a techlab on the first factory and begin researching siege. Your second factory gets swapped with your rax to support double hellion. I think the big thing is the expansion timing which has to come after the second factory. @ the 7 minute mark you have something like 8 marines 3ish hellions and a couple of tanks with siege. If you push and expand your second base will let you support the factories, a starport. (for blue flame hellion dropping and medivacs.) and an additional rax. I'm still toying with how to properly swap things around between the addons. With double hellion production you quickly get up a good number of them. I'm considering swapping the fac to a techlab after the expansion for double thor or tank while putting a rax on the reactor.
The video doesn't spend a lot of time in Sjow's base, but it appears that after his initial push and expand he built 2 more factories (for a total of 4) and even gets tech labs on them both. The game doesn't go long enough to see the side effects of trying to support 3 tech and 1 react factories off of two bases, but I think that could get interesting without taking a 3rd rather quickly.
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On February 13 2011 05:00 cynslack wrote: The game doesn't go long enough to see the side effects of trying to support 3 tech and 1 react factories off of two bases, but I think that could get interesting without taking a 3rd rather quickly.
What do you mean interesting? You can definitely support 4 factories off 2 bases. You can take a third as soon as you feel it's safe and you'll be fine, the only thing you'll have to worry about is anti air.
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On February 13 2011 05:00 cynslack wrote: The game doesn't go long enough to see the side effects of trying to support 3 tech and 1 react factories off of two bases, but I think that could get interesting without taking a 3rd rather quickly.
Actually you can support 4 factories on 2 base, but only if they are fully saturated. Also you have to mix in at least some hellions on your 3rd tech lab factory after 1 or 2 tanks because you don't really have enough gas to get blue flame early and tanks from 3 factories immediately afterwards. Also you have to be aggressive shortly afterwards because you will lack AA and can't really support another starport without a 3rd base if you want to continue producing tanks. But a 4 factory mid game push is quite deadly against most protoss ground forces if you siege up at good locations from my experience. Haven't done it for a while though, I prefer getting 3 factories, a faster 3rd, a starport and more turrets to get into the real late game with Tank/Hellion/Thor/Viking and eventually 1 or 2 ghosts, which is a really good unit combination. Hellions are just really versatile in the late game from my experience, they are devastating against zealots, HTs and sentries and you can poke everywhere and will almost every game get at least some into a mineral line somewhere, if protoss gets 3+ bases. It also forces them to get 3 or 4 cannons at each of there bases or they will lose a lot of probes for granted.
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On February 13 2011 05:25 Leaky wrote:Show nested quote +On February 13 2011 05:00 cynslack wrote: The game doesn't go long enough to see the side effects of trying to support 3 tech and 1 react factories off of two bases, but I think that could get interesting without taking a 3rd rather quickly. What do you mean interesting? You can definitely support 4 factories off 2 bases. You can take a third as soon as you feel it's safe and you'll be fine, the only thing you'll have to worry about is anti air.
I had econ support concerns, but also that you would be fairly committed to mech and anti air as you noted would be an issue. I've never had success with thors against VR. Thanks for verifying that 2 base would comfortably support 4 factories.
Also, thanks for your comments as well Bommes.
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On February 13 2011 01:57 Leaky wrote:Show nested quote +yeah most of your lots will die, but thats what they're for. 8 hellions at 8:30 means the rest of his force is going to be pretty weak. one or two tanks and less than ten marines tops. you should win that fight if you micro well enough. I think you're right actually, this goes back to what I said about 1 base protoss. I don't think pushing with your initial force is a good idea if you see the protoss 1 basing, you should hang back for a bit and wait till blue flame + siege mode. When you get those however, the chargelots will not be a problem as your hellions can shoot them and run back to the tank line. A good number of siege tanks in siege mode actually decimates the protoss army, especially with marine + hellion support for dps. if he gets siege also thats pretty huge. if i sense my opponent committing to heavy factory production, im gonna get charge and blink, and drop a stargate for a few phoenix so i can neutralize his tanks when i decide to engage.
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I think that blueflame hellion + tanks + vkings if Vrs or ghosts if Immos can be really great combo vs toss.
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Chargelots can cripple your dps though marines without stim or shield get eaten away. But by time they get charge you will have transition into a hellion/tank/thor build with your remain marines helping out. I personally like to add on ghost and use the reactor from the barracks to double pump hellions. You really have to have perfect macro in a mech heavy play, one supply block sets you back a tank which could be the matter of life and death.
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the youtube link you gave was a joke of a game, sjow was miles ahead when they fought. id like a better example :-/
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I use something very similar but vs T. Not on all maps but on some like LT it works wonders if you're able to fend off the occasional banshee rush.
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I like the idea of mech vs Toss, but when you think about it
Chargelots>>>good against mech
Blink Stalks>>>decent agaisnt mech
Immortals>>>>gods of destorying any mech build
Phoenix>>>>>>>>>>Great for hurting tanks
Void Ray>>>>>>>>> Stops all thors dead in their tracks(this is huge, mech in SC1 was quite succesful because the scout was shit. Now toss actully have an air to ground attack that is extremely deadly)
It just seems to me that protoss is designed to counter mech.
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On February 14 2011 02:27 XXXSmOke wrote: I like the idea of mech vs Toss, but when you think about it
Chargelots>>>good against mech
Blink Stalks>>>decent agaisnt mech
Immortals>>>>gods of destorying any mech build
Phoenix>>>>>>>>>>Great for hurting tanks
Void Ray>>>>>>>>> Stops all thors dead in their tracks(this is huge, mech in SC1 was quite succesful because the scout was shit. Now toss actully have an air to ground attack that is extremely deadly)
It just seems to me that protoss is designed to counter mech. hellions>>>>good against zealots blink stalkers>>>> close up thors deal with them nicely getting there tank splash also does a lot of damage immortals>>>> 1 ghost ruins your day Voidray>>>>> marine(early game) or viking(late game) will deal with voids
It seems to me that there are counters for each unit by each race. interesting...
I will play around with this build after I find a few replays ^^
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i saw sjow do it on delta q vs someone i use it on xelnaga caverns from time to time but differently. going reactor barax first, take second gas before first factory and also get blue flame, you get a lot of marines so you dont die vs voidrays, you can push fast expanding protoss with 3tank about 12 marines and rallying hellions and usually win. if youre good enough and can see if something's up and expect DTs and get turrets then you can use this, but the expand is REALLY late so as every 1base build, quite risky
obviously stargate voidray or phoenix are the best openings vs this, probably blink as well but it's really fun because it reminds me of bw
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It looked good but mostly because underdark didn't play very well imo. His first aggression is just crazy, like two colossus and what, 2 zealots and a sentry? Against siege tanks? O_O
Also should've cancelled that expo when he saw SjoW moving out with his army.
I definately think a typical 1gate FE build with lots of gateway units would rape that push and also be ahead in econ.
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I'd like to see a siege tank push into expand, scaring the crap outta the toss with tanks, then getting ghosts out with your expansion.
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ppl underestimate how crazy tanks w/o seige vs stalkers.. and thats should be ur first push planned all about, and when u add few SCVs for repairing.. thats very strong..
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