As for P, going anywhere past 15min is becoming more viable...will defiantly have to test this out.
[D] TvZ 1.3 - Page 4
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CrayonKing
Cambodia124 Posts
As for P, going anywhere past 15min is becoming more viable...will defiantly have to test this out. | ||
Coriolis
United States1152 Posts
On March 24 2011 00:43 Griffith` wrote: it takes 3 snipe rounds to kill an infestor, it has range 10. It takes about 2.5 seconds to snipe 3 times, 99% of the time, you will land 2 snipes, only to have the infestor scoot away with 1 hp. When you have 5 infestors, it would takes FIFTEEN snipes. It takes two snipes. Snipe does 45 damage, infestors have 90 hp. | ||
Griffith`
714 Posts
On March 24 2011 01:06 Coriolis wrote: It takes two snipes. Snipe does 45 damage, infestors have 90 hp. 1 HP instant regeneration unless you land two snipes INSTANTLY | ||
Lurk
Germany359 Posts
On March 24 2011 01:06 Coriolis wrote: It takes two snipes. Snipe does 45 damage, infestors have 90 hp. Zerg units regenerate 1 hp the instant they take the first damage. So they have 45+1 = 46 hp after the first snipe and 1 hp after the second. | ||
leo23
United States3075 Posts
On March 24 2011 00:00 Griffith` wrote: Can we ban this idiot? I've tried ghosts some more this morning - no luck, far too situational. The problem is that you need TWO emps to nullify an infestor that's been saving up energy. And your ghosts aren't saving energy? Please... | ||
dere
United States153 Posts
On March 24 2011 01:18 leo23 wrote: And your ghosts aren't saving energy? Please... I think what he was implying is that the nerf to EMP now only removing 100 energy makes it situational. | ||
Bellygareth
France512 Posts
Why would 1 ghost be able to counter infinite casters with one click? Also a trick to instantly double snipe is to get two ghosts and shift click the snipe on the infestor while being a bit out of range. the two snipes should go down at the same time as the infestor gets into range (or as your ghosts get into range). | ||
Juice303
United States42 Posts
I like the new changes to infestor, allowing us a much safer way to engage marines/bio armies without needing to be on creep with speed banes. Gives zerg a little more option to try and break a terrans forward contain or natural base D. Nothing is worse then rolling 30 banes toward marines and getting them all kited. Now for the terrans, I think responding correctly to infestors will be entirely based off how many the zerg has. If there is only a couple infestors, positioning, unit spread and unit control should be enough to keep fungal from doing its optimal dmg. If there are however many many infestors, I think that 1-2 ghosts is going to be key. Then it all comes down to unit control from both races and adds a exciting dynamic to TvZ that we haven't really seen a lot of in sc2. EMP was used to counter defilers in BW, seems like blizz wants to see it in sc2 TvZ as well. | ||
Reqq
43 Posts
He's terran, of course he doesn't use anything but tier one units. Soon the game'll develop where terran isn't allowed mobility because you know, our tier one are dying to everything. Just a question: why do magic boxed mutas counter thors so hard? I mean tier three vs tier two. Magic box isn't hard to do either. Interestingly, T's can get out thors quicker than Z's can get mutas. But really that just further shows that discussing "tiers" of units when comparing different races is difficult, if not impossible. | ||
longtang
United States73 Posts
On March 23 2011 18:07 NikonTC wrote: actually i just tried out 1.3 battlecruisers, and holy hell they're fast. fuck messing around with ghosts just get a few bcs and yamato the infestors I like BC. Mas BC | ||
zakk
Poland21 Posts
On March 24 2011 01:27 Juice303 wrote: EMP was used to counter defilers in BW, seems like blizz wants to see it in sc2 TvZ as well. Irradiate was used to counter defilers, depleting their energy was kind of useless because of consume. Wish ravens had irradiate instead of the sucky-missle. | ||
sOm
United States43 Posts
On March 24 2011 01:07 Griffith` wrote: 1 HP instant regeneration unless you land two snipes INSTANTLY what if you land 2 snipes and then reg. attack with cloaked ghost? also above, a TL'er mentions you can shift click two ghosts to snipe simultaneously. | ||
Lurk
Germany359 Posts
On March 24 2011 02:01 sOm wrote: what if you land 2 snipes and then reg. attack with cloaked ghost? also above, a TL'er mentions you can shift click two ghosts to snipe simultaneously. 2 snipes don't work, even when done simultaneously. You still need a third snipe or regular attack (which has less range and requires an additional click). | ||
PredY
Czech Republic1731 Posts
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Bellygareth
France512 Posts
On March 24 2011 02:30 PredY wrote: what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out Yeah that's what I would worry about too . Btw as a terran do you have an idea of what the bunker timings changes in tvz? (If any) Edit: as for the 3rd snipe to kill the infestor: it's not that important (even if I need to test if that's the case). If you shift click snipe 3 times the infestor should die instantly and it would never live the 3sec the op claims it should take. | ||
kodas
United States418 Posts
On March 24 2011 02:30 PredY wrote: what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out I think an inbase expo used as a wall will become standard unlike you scout the zerg going lair. Just a thought | ||
Klystron
United States99 Posts
On March 24 2011 00:46 PirateGus wrote: Raven seeker missle mech play could work but I worry that you could not support the gas required. /brain storming. Raven's are a bit risky. Here is a replay of me failing terribly at a thor/scv/hellion/marine push, then dropping a fusion core to convince my opponent I was going BC's and stop making mutas. I then just turtled, expanded, and massed ravens. The big problem with ravens: NP+seeker = dead ravens. You can start running away right when you see the NP animation, but it is still likely you will lose a few. This did happen in the following replay: I started playing terran about a month ago, before that I played zerg and my ZvT was a few mutas to poke, then large numbers of infestors. It takes a lot of tanks to deter a large number of infestors. The zerg player can always split them up, run lings/blings in first, then use the infestors to NP the tanks. Or, very late in the game you can make a few BL's to force the tanks to unsiege, and then engage with infestors to your hearts content. I think ghosts and EMP is the best response to infestors, but then you are going to have to avoid clumping the ghosts and be able to emp the infestors before he NP + emp's your own ghosts. | ||
blade55555
United States17423 Posts
On March 24 2011 02:30 PredY wrote: what im the most worried about is the july/morrow busts vs stim timing. i'm pretty sure the dual medivac build will not get the stim in time, since before you barely got it if your build was perfect. gotta check it out Probably means you should get a couple bunkers . Although I am curious Will this stim taking an extra 30 seconds (which is 15 seconds game time?) make 4gate stronger or will terrans still get stim in time? | ||
Psychlone
Canada90 Posts
My thoughts exactly. QQ me a river, Terrans who think you can just waltz across the map and siege at our door. If we can scout it, you can scout our army too. | ||
SecretA5DC
Korea (South)225 Posts
On March 24 2011 03:48 Psychlone wrote: My thoughts exactly. QQ me a river, Terrans who think you can just waltz across the map and siege at our door. If we can scout it, you can scout our army too. Yes let's give Terrans flying supply depots that can transform into advanced supply depots that can create shapeshifting mini supply depots. | ||
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