I miss No Great Name being jailed already, at least he could cry less frequently then.
If you really want to scout a terran base go sack an overlord, it's 100 minerals big whoop. Just be intelligent about where you fly it in from. For terran to use their ability to see anywhere on the map they basically lose out on 350 minerals or so.
You should probably be getting up a lair up quickly anyway.
Hooray it's real, now zealots aren't completely useless against terran in the early game now
What, u crazy son. Two zealots + stalkers + like 3 probes holds off early marauder aggression pretty well. Literally the last last ranked game I played I had a dude (who was top 10 in a competitive plat division so he wasn't a noob :P) go for a rax on 9 and skip getting marines just to get marauders out earlier, then tried to bunker rush me with a few marauders and that unit comp was able to repel it pretty well.
When I say early game I meant like as one of the first units you get. You were crazy before if you got a zealot before a stalker, because it made your stalker slower and your death to rocket people even more assured.
How did it make it slower? You can chronoboost a zealot out while the cc is buidling, noobieeeeee. And if he goes for the fastest reaper possible you'll only two or three probes while at the same time he's pissed away 50/50 and 40 seconds of build time.
Yeah it's definitely possible to get into enemy bases early. Few people cover ALL sides. You just can't fly right over their choke. Sometimes when I am trying to rush to the mothership I like to throw out a phoenix and fly it right over the base perpendicular to the usual choke point. Generally it will survive and by then I can have an observer out if I don't see something super scary.
Hydras seemed like the only zerg unit that was decent at killing air. Corruptors seem pretty weak from the few times I tried to use them in combat. Seems the Zerg don't have anything to rape an air fleet.
so now that hydras got their health nerfed does this mean that a full duration on a psi storm will kill a full health hydra?
They have 80 life and a full psi storm does do 80 damage. I'm not sure if there regeneration will tick during the course of the psi storm so it's possible they won't die? Though, you'll probably have other units attack them anyway.
This change also means, assuming regenration doesn't tick, that a colossus now kills a hydra in two attacks instead of three.
Edit: Corruptors are alright, however, they are very good against anything that flies and is massive, they get a nice damage bonus. They don't seem that great until you hit a good amount of them as well, but they aren't cheap. Don't forge that mutalisks can also attack other air units.
so now that hydras got their health nerfed does this mean that a full duration on a psi storm will kill a full health hydra?
They have 80 life and a full psi storm does do 80 damage. I'm not sure if there regeneration will tick during the course of the psi storm so it's possible they won't die? Though, you'll probably have other units attack them anyway.
This change also means, assuming regenration doesn't tick, that a colossus now kills a hydra in two attacks instead of three.
Regeneration should tick right as the first damage gets taken so they'll have 1 life if they just sit in the entirety of the storm.
Interesting patch. Thor and tank reductions in build time will only help me, though the marauder nerf means more folks will be expecting my tech.
If Marauders become unpopular enough you can start building them and abusing stim + ranged slow micro tactics.
Terran Infantry feels more like Protoss Infantry now: Lots of good units that require gas intensive upgrades. MM is now 400/400 in upgrades to get combat shields, stim, and marauder slow, all of which are pretty critical to the strategy.
man hellions just never seem to provide enough of a meat shield for tanks when I try mech.
I tried your banshee build on someone today ego. it worked swimmingly for the most part. He came in with 3 reapers right when I got my banshee out and then I did a bit of token damage before tank dropping his cliff on lost temple and keeping him contained.
Glad to hear it worked out. TVT in particular, I can't imagine doing anything else (other than reaper rush leading into banshees).
I haven't done enough work with hellions as shields for tanks, mostly they're my baneling bumpers / crackling counter. Though I've got an idea to try vs zerg basically involving marine + hellion with infernal preigniter + ravens, figuring that the combination should let me contain zerg early and get map control (while hopefully forcing the zerg into a muta build.)
Don't hellions with infernal counter roaches? I just assumed they would, haven't tested it. If they don't, it might not work then unless you can count on pushing zerg back to his choke by the time he starts to field roaches.
I can't imagine doing mech without hellions though. what do you use as shields then? thors?
SCVs? More seriously, a reactored barracks pumping our marines? Or marauders. I imagine the marauder slow effect would synergize quite well with siege tanks.
Edit: Ego: Infernal increases the Hellions bonus damage against light targets. Roaches are unfortunately armored, however.
Don't hellions with infernal counter roaches? I just assumed they would, haven't tested it. If they don't, it might not work then unless you can count on pushing zerg back to his choke by the time he starts to field roaches.
Roaches are just so much more durrable and they can catch them on creep... well pre-patch anyway.
Don't hellions with infernal counter roaches? I just assumed they would, haven't tested it. If they don't, it might not work then unless you can count on pushing zerg back to his choke by the time he starts to field roaches.
IIRC, Infernal is against light only and Roaches are armored.
If you had some banshees you could push the roaches back in theory, but if you have banshees and the zerg doesn't have anti-air why you're bothering with a marine / hellion push is beyond me.
Without tanks and / or marauders I think you're too vulnerable to roaches + hydralisks.
man hellions just never seem to provide enough of a meat shield for tanks when I try mech.
I tried your banshee build on someone today ego. it worked swimmingly for the most part. He came in with 3 reapers right when I got my banshee out and then I did a bit of token damage before tank dropping his cliff on lost temple and keeping him contained.
Hellions aren't there as a meatshield; they're there to exterminate zerglings and zealots. The tanks should kill everything so quickly you really don't need a meatshield; a few marines, marauders, or even your hellions should work.
Make sure to scout ahead, though (a hellion is perfect for this) so you know when and where to siege the tanks. If you're caught out of siege mode you're pretty much boned.
I can't imagine doing mech without hellions though. what do you use as shields then? thors?
SCVs? More seriously, a reactored barracks pumping our marines? Or marauders. I imagine the marauder slow effect would synergize quite well with siege tanks.
Edit: Ego: Infernal increases the Hellions bonus damage against light targets. Roaches are unfortunately armored, however.
Don't hate on offensive SCVs, put them on autorepair and build bunkers 24/7 erry'day. Not like they cost anything on offense.
I can't imagine doing mech without hellions though. what do you use as shields then? thors?
I like to double pump marines out of my first rax+reactor, that's always been enough meat combined with my air (raven turrets are very HP-heavy and banshees cut down the number of bad guys right quick.) Every once in a while I'll land my vikings for a big fight (say vs stalkers, as they're actually pretty decent against them) to pull some tanking duties too, but usually it's just those marines and... well, more tanks .
edit: Oh, roaches aren't light? I just figured they would be since hydras are. Oh well. Guess I'll have to rethink that build idea.
man hellions just never seem to provide enough of a meat shield for tanks when I try mech.
I think the way its supposed to work is that hellions aren't so much a meat shield as they are a pit of horrible flaming death you need to ignore to attack tanks.
I believe you want the micro to work out so that if your hellions are fighting, your tanks are already blowing the shit out of everything. If your tanks are being attacked, its only by units that are ignoring the AoE flaming death pit your hellions have kindly provided.
With their speed, I imagine its very easy to overextend Hellions. They're not "durable" in the sense that they can suck up a bunch of damage, they're just dangerous units to ignore.
Revolutionary discovery. 2 to 3 tumors instead of one. Spreads creep like... I don't know. Fucking blazingly fast. I pop down like 4 tumors and they've already filled their range with creep before they can even spawn a new tumor.
Really weird. My brother launches the game, gets the newest patch. I launch the game, get no patch, play a game, quit, restart 15 minutes later and now here's the patch...
Xeddicus on
"For no one - no one in this world can you trust. Not men. Not women. Not beasts...this you can trust."
Oh? I didn't know 2 tumors would fill the same area faster than 1 tumor. I figured creep spread was a set rate.
So did I. I initially started dropping more just so I could branch them out eventually and cover more paths. Then I realized I was wrong. 2 or more are super fucking fast.
Ahhh. I just defend with a bunker / occasionally two bunkers, and my early tanks/banshees. Boo hiss to these fancy 'marauder' units, I say.
Right I forget gas is the only resource you care about, minerals are just those things you use to build command centers when your opponent isn't looking.
FYI Marauders in bunkers have 7 range, making them officially silly.
*edit* I will find some way to force you to build marauders. Somehow, someway, someday.
Ahhh. I just defend with a bunker / occasionally two bunkers, and my early tanks/banshees. Boo hiss to these fancy 'marauder' units, I say.
Right I forget gas is the only resource you care about, minerals are just those things you use to build command centers when your opponent isn't looking.
FYI Marauders in bunkers have 7 range, making them officially silly.
*edit* I will find some way to force you to build marauders. Somehow, someway, someday.
Damned straight. Turrets, too! And comsat, if you want to look at those lost minerals from non-MULEing as being a 'cost' for comsat.
I HAVE built marauders. Like sometimes I'll accidentally make a tech lab instead of a reactor, and then I still need SOMETHING to do some tanking. I'm positive I've even made them on purpose for that bunker+range reason when stalkers were trying to take down my wall on kulas, too. Probably made at least ten through my solo games.
I can't think of many strategies that explicitly demand the use of marauders. Mass stalkers with blink and observer support maybe? I'll find something!
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If you really want to scout a terran base go sack an overlord, it's 100 minerals big whoop. Just be intelligent about where you fly it in from. For terran to use their ability to see anywhere on the map they basically lose out on 350 minerals or so.
You should probably be getting up a lair up quickly anyway.
If you let your enemy hold out for 6 minutes with a terran wall? Do I have to baneling bust every game?
How did it make it slower? You can chronoboost a zealot out while the cc is buidling, noobieeeeee. And if he goes for the fastest reaper possible you'll only two or three probes while at the same time he's pissed away 50/50 and 40 seconds of build time.
kek
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They have 80 life and a full psi storm does do 80 damage. I'm not sure if there regeneration will tick during the course of the psi storm so it's possible they won't die? Though, you'll probably have other units attack them anyway.
This change also means, assuming regenration doesn't tick, that a colossus now kills a hydra in two attacks instead of three.
Edit: Corruptors are alright, however, they are very good against anything that flies and is massive, they get a nice damage bonus. They don't seem that great until you hit a good amount of them as well, but they aren't cheap. Don't forge that mutalisks can also attack other air units.
Regeneration should tick right as the first damage gets taken so they'll have 1 life if they just sit in the entirety of the storm.
Huh? Where do you see this patch information?
If Marauders become unpopular enough you can start building them and abusing stim + ranged slow micro tactics.
Terran Infantry feels more like Protoss Infantry now: Lots of good units that require gas intensive upgrades. MM is now 400/400 in upgrades to get combat shields, stim, and marauder slow, all of which are pretty critical to the strategy.
I dunno my ideas are terrible.
Seriously though, I haven't tried mech yet and after watching jinro use ghosts, tanks and hellions I am interested.
DeadMenRise.rime
Someone knows a little bit too much about how I go about picking what units to use
I really enjoy terran mech. Been doing it since I got into the beta. Works for me.
I tried your banshee build on someone today ego. it worked swimmingly for the most part. He came in with 3 reapers right when I got my banshee out and then I did a bit of token damage before tank dropping his cliff on lost temple and keeping him contained.
I haven't done enough work with hellions as shields for tanks, mostly they're my baneling bumpers / crackling counter. Though I've got an idea to try vs zerg basically involving marine + hellion with infernal preigniter + ravens, figuring that the combination should let me contain zerg early and get map control (while hopefully forcing the zerg into a muta build.)
SCVs?
Edit: Ego: Infernal increases the Hellions bonus damage against light targets. Roaches are unfortunately armored, however.
Roaches are just so much more durrable and they can catch them on creep... well pre-patch anyway.
The roach speed nerf was upgraded speed right?
IIRC, Infernal is against light only and Roaches are armored.
If you had some banshees you could push the roaches back in theory, but if you have banshees and the zerg doesn't have anti-air why you're bothering with a marine / hellion push is beyond me.
Without tanks and / or marauders I think you're too vulnerable to roaches + hydralisks.
Hellions aren't there as a meatshield; they're there to exterminate zerglings and zealots. The tanks should kill everything so quickly you really don't need a meatshield; a few marines, marauders, or even your hellions should work.
Make sure to scout ahead, though (a hellion is perfect for this) so you know when and where to siege the tanks. If you're caught out of siege mode you're pretty much boned.
Don't hate on offensive SCVs, put them on autorepair and build bunkers 24/7 erry'day. Not like they cost anything on offense.
I like to double pump marines out of my first rax+reactor, that's always been enough meat combined with my air (raven turrets are very HP-heavy and banshees cut down the number of bad guys right quick.) Every once in a while I'll land my vikings for a big fight (say vs stalkers, as they're actually pretty decent against them) to pull some tanking duties too, but usually it's just those marines and... well, more tanks
edit: Oh, roaches aren't light? I just figured they would be since hydras are. Oh well. Guess I'll have to rethink that build idea.
I think the way its supposed to work is that hellions aren't so much a meat shield as they are a pit of horrible flaming death you need to ignore to attack tanks.
I believe you want the micro to work out so that if your hellions are fighting, your tanks are already blowing the shit out of everything. If your tanks are being attacked, its only by units that are ignoring the AoE flaming death pit your hellions have kindly provided.
With their speed, I imagine its very easy to overextend Hellions. They're not "durable" in the sense that they can suck up a bunch of damage, they're just dangerous units to ignore.
Nope, hence why marauders are so critical against them and immortals murder them.
Revolutionary discovery. 2 to 3 tumors instead of one. Spreads creep like... I don't know. Fucking blazingly fast. I pop down like 4 tumors and they've already filled their range with creep before they can even spawn a new tumor.
So did I. I initially started dropping more just so I could branch them out eventually and cover more paths. Then I realized I was wrong. 2 or more are super fucking fast.
Right I forget gas is the only resource you care about, minerals are just those things you use to build command centers when your opponent isn't looking.
FYI Marauders in bunkers have 7 range, making them officially silly.
*edit* I will find some way to force you to build marauders. Somehow, someway, someday.
Damned straight. Turrets, too! And comsat, if you want to look at those lost minerals from non-MULEing as being a 'cost' for comsat.
I HAVE built marauders. Like sometimes I'll accidentally make a tech lab instead of a reactor, and then I still need SOMETHING to do some tanking. I'm positive I've even made them on purpose for that bunker+range reason when stalkers were trying to take down my wall on kulas, too. Probably made at least ten through my solo games.