So is there any word on when the Mac beta for Starcraft 2 is coming out? I've literally resorted to having to download the original one just to get my fix. Youtube videos just aren't enough to soothe this urge. I need something stronger.
I got proxy barracks rushed. Except this time I held it off and won. 6 lings killed his economy completely, and I had to use drones to kill the marines he had made. But I still won.
Goddamn fucking proxy zealot rush fuck you cock balls and fuck.
I had that a couple of times. I have scouted my direct surroundings ever since. It's rather funny seeing them rage out of the game once you destroy their proxy.
It seems so many people rely solely on rushing to win the game. I hope I'm right about this because it would mean that knowing how to survive the rush immensly increases one's chance for victory.
How practical is it to keep field SCVs out and about with your ball if you are packing siege tanks or thors? Is getting them to repair your mans easy during the chaos of a big fight?
Hotkey SCVs
Get into a fight
Select SCVs
Repair mans
Or, you know, right click on the repair button, which enables autocasting, and they'll just follow damaged units.
The best way to get more comfortable with attacking is to get better at scouting.
I don't feel like I have decent scouts. Overseer, I suppose.
Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.
And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.
The best way to get more comfortable with attacking is to get better at scouting.
I don't feel like I have decent scouts. Overseer, I suppose.
Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.
And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.
But even against a wall in you can check if he has expos or scan/observer/overlord suicide his main to get a good look at whats going on before you decide to push.
The best way to get more comfortable with attacking is to get better at scouting.
I don't feel like I have decent scouts. Overseer, I suppose.
Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.
And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.
Overlord speed is the first thing I get when my lair pops. And even before that, if you get a slow lair you can usually sneak in a slowverlord and spot any sort of air he might be getting.
Also keep one near his ramp so if he's walled in you can check it real quick to either see his unit comp, or how much he has in case you want to attack or if you're set on attacking it can be used to look up the cliff. My first 2-3 overlords are usually sent to the outskirts of his base.
GnomeTankWhat the what?Portland, OregonRegistered Userregular
edited April 2010
Every Zerg video you'll ever watch has the Zerg player sending his overlord over to scout the enemy base. It's just something you should do, speed upgrade or not.
Another way to feel comfortable with attacking is to constantly be attacking, and constantly retreating so you always have enough forces to keep up a continual attack.
If you let off with the continual attack, then sort of a stalemate can occur. And the trend of amassing armies and sitting in your base will begin to happen.
I like that the only way i can win in a ground vs ground army vs toss is if he a) doesn't use sentries and b) has horrible micro and inexplicably splits his army into two sending in one at a time.
I like that the only way i can win in a ground vs ground army vs toss is if he a) doesn't use sentries and b) has horrible micro and inexplicably splits his army into two sending in one at a time.
if i could afford vikings before the time he has 3+ collosi out thatd be wonderful. you cant afford medivacs, ghosts, and constant marauder production and get any reasonable number of vikings on top.
I only won because I outmaneuvered him in a battle and he left 2 collosi by themselves.
if i could afford vikings before the time he has 3+ collosi out thatd be wonderful. you cant afford medivacs, ghosts, and constant marauder production and get any reasonable number of vikings on top.
I only won because I outmaneuvered him in a battle and he left 2 collosi by themselves.
I've been having some success against Protoss lately by skipping marauders or minimizing their representation in my army. Marines (ideally with the shield upgrade) will defeat any protoss unit short of the colossus, and by the time they have those out you can get a couple vikings manufactured to defeat them. Every 3 marauders you cut is one more viking you can have (and 3 more marines).
Of course you still need ghosts, and you still need to be the one attacking in most cases.
CycloneRanger on
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AegeriTiny wee bacteriumsPlateau of LengRegistered Userregular
Honestly Marines destroy Immortals and they don't seem nearly as threatening when they aren't taking out 100/25 units in two shots. A heavy mineral opening with a four rax fast expansion that has a strong Marine heavy push right when you get the shield/stim and +1 upgrades absolutely demolishes most builds with Robo facilities especially if they get more than one Immortal. If you time it right you can usually get to their base before the expansion or the range upgrade for the Colossi and can cripple if not outright kill them.
early Roaches to pretty early Mutas. My Roach defenses always seem to be getting taken out by Marauders or Roaches right as the Mutas pop. And after that first attack peters out I get complete map control. Harass, take out their rocks with a couple lings, and switch back to Roaches right as they get proper d for Mutas.
Makes for an interesting game, slight mess up by the early defense or by the mutas harassing and I'm screwed.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
In some zvz I played this zerg kept throwing lings and banelings at my mineral line, killing off a few workers each time. I just kept building more drones and teching while my spine fended them off. I scouted his spire and got some hydras which totally shut them down. This whole time I had more drones than him because he was blowing all his larvae on lings.
When he did finally stop attacking me and started building his economy I had 2 infestors on his supply line and killed like 15 drones without losing anything. The game ended soon after. It was pretty great.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.
Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
Marauders can be pretty brutal against protoss, you can play a pretty effective macro game relying mostly on marauders to shoot down most protoss ground. Even colossi have trouble with marauders unless the colossi have a field advantage (choke point, high ground, etc.) Out in the open, swarms of marauders can pretty much destroy protoss on the ground, kind of like zerglings.
I am a fan of Ego's no-marauder builds, and even if you still want to use marauders its beneficial to see just how effective you can be without them.
Tanks + Banshees can be pretty scary for protoss ground. Banshees will take out immortals fast with their long range and two-attack damage (so the immortal shield effect is mostly ignored). Stalkers can't safely approach the banshees without eating heavy fire from the tanks, so unless you form up into a nice ball for the protoss player to blink into you're going to be pretty difficult to engage.
I'd recommend playing a few games vs. toss marauder-free, just to see what other options your army has and how effective those options can be. Marauders are a very good unit, but I think some TvP matches end with the terran player assuming their army starts and ends with marauders.
All that said, if you do find yourself going with marauders, you absolutely need to keep field control and you need stim ASAP. Marauders have a very long range attack that slows down units, which means against protoss, with stim, in the open they can perform some very effective hit-and-run type tactics. A choke point may be useful to funnel stalkers, immortals and zealots, but getting trapped into a choke with colossi on the field is a death sentence.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.
Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.
I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.
Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.
I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.
I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.
Fear the reaper, man.
Fear the reaper-man.
PotatoNinja on
Two goats enter, one car leaves
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Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2010
Yes. He does.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.
Fear the reaper, man.
Fear the reaper-man.
Fear the reap- er, man.
Rend on
0
Munkus BeaverYou don't have to attend every argument you are invited to.Philosophy: Stoicism. Politics: Democratic SocialistRegistered User, ClubPAregular
edited April 2010
Of course, if they zealot rush, you'll have 2 reapers by the time they have 2 zealots and then 3 reapers when they have 2 zealots and then they have no probes.
Munkus Beaver on
Humor can be dissected as a frog can, but dies in the process.
Posts
Yes actually.
I felt so awesome taking that opportunity to bust down his rocks and invade his main.
I got proxy barracks rushed. Except this time I held it off and won. 6 lings killed his economy completely, and I had to use drones to kill the marines he had made. But I still won.
I had that a couple of times. I have scouted my direct surroundings ever since. It's rather funny seeing them rage out of the game once you destroy their proxy.
It seems so many people rely solely on rushing to win the game. I hope I'm right about this because it would mean that knowing how to survive the rush immensly increases one's chance for victory.
I think it was an old SC1 habit of my friends and I just sitting in our bases building massive armies then throwing them at each other.
Whats that? You want to leave your base? Nope! Think again!
Or, you know, right click on the repair button, which enables autocasting, and they'll just follow damaged units.
I'm working on this issue, too. I just never feel comfortable attack.
What if he has a bigger army on its way from a different direction?
What if his defenses are too strong and I ruin my army and give him the win?
What if he is watching me... RIGHT NOW?!
If he's protoss, he probably is
I hate you.
I always frantically scour my base and surroundings with an overseer as soon as I get one if I'm facing a protoss player.
Goddamn observors.
I don't feel like I have decent scouts. Overseer, I suppose.
Actually, overseer. But the changeling always gets one-hit. It's like, if the changeling doesn't die immediately, I'm already facing a player who doesn't know what he's doing. And I can't scout with overlords until the speed upgrade, and I don't like scouting with either since they are my food.
And really, against anyone but Zerg, there are always wall=ins. Zerg cant wall in, but Terran always do, and Protoss do often.
But even against a wall in you can check if he has expos or scan/observer/overlord suicide his main to get a good look at whats going on before you decide to push.
Overlord speed is the first thing I get when my lair pops. And even before that, if you get a slow lair you can usually sneak in a slowverlord and spot any sort of air he might be getting.
Also keep one near his ramp so if he's walled in you can check it real quick to either see his unit comp, or how much he has in case you want to attack or if you're set on attacking it can be used to look up the cliff. My first 2-3 overlords are usually sent to the outskirts of his base.
Just be sure to build extra OL :P
If you let off with the continual attack, then sort of a stalemate can occur. And the trend of amassing armies and sitting in your base will begin to happen.
thanks for making me 8-1, guy
What do you do then?
I only won because I outmaneuvered him in a battle and he left 2 collosi by themselves.
Of course you still need ghosts, and you still need to be the one attacking in most cases.
Makes for an interesting game, slight mess up by the early defense or by the mutas harassing and I'm screwed.
Seriously. What good do they do you vs toss? Look at it this way: all the things a marauder fights well short of templar, two marines will fight just fine. And you save the 25 gas.
1 rax into 1 factory into 1 starport, and I guarantee you'll have banshees/vikings for the collosi, still be able to secure an expo, and be able to branch into any type of tech you like (including marauders if you really want.) The only tricky part with my build is the early immo push, which honestly isn't trouble either provided you micro your tanks against stalkers until the immo shields are taken down by marines.
It's like
thanks for the w bro
In some zvz I played this zerg kept throwing lings and banelings at my mineral line, killing off a few workers each time. I just kept building more drones and teching while my spine fended them off. I scouted his spire and got some hydras which totally shut them down. This whole time I had more drones than him because he was blowing all his larvae on lings.
When he did finally stop attacking me and started building his economy I had 2 infestors on his supply line and killed like 15 drones without losing anything. The game ended soon after. It was pretty great.
Yeah, against toss I tend to use maybe 3 marauders in each sending army at most. I make stimpack my priority over marauders.
Although, I did see this sick video of a 4 marine 1 marauder (wish conc shells) destroying this protoss who tried to zealot rush. If I can find it I will throw it up.
Marauders can be pretty brutal against protoss, you can play a pretty effective macro game relying mostly on marauders to shoot down most protoss ground. Even colossi have trouble with marauders unless the colossi have a field advantage (choke point, high ground, etc.) Out in the open, swarms of marauders can pretty much destroy protoss on the ground, kind of like zerglings.
I am a fan of Ego's no-marauder builds, and even if you still want to use marauders its beneficial to see just how effective you can be without them.
Tanks + Banshees can be pretty scary for protoss ground. Banshees will take out immortals fast with their long range and two-attack damage (so the immortal shield effect is mostly ignored). Stalkers can't safely approach the banshees without eating heavy fire from the tanks, so unless you form up into a nice ball for the protoss player to blink into you're going to be pretty difficult to engage.
I'd recommend playing a few games vs. toss marauder-free, just to see what other options your army has and how effective those options can be. Marauders are a very good unit, but I think some TvP matches end with the terran player assuming their army starts and ends with marauders.
All that said, if you do find yourself going with marauders, you absolutely need to keep field control and you need stim ASAP. Marauders have a very long range attack that slows down units, which means against protoss, with stim, in the open they can perform some very effective hit-and-run type tactics. A choke point may be useful to funnel stalkers, immortals and zealots, but getting trapped into a choke with colossi on the field is a death sentence.
I like zealot rushes against a single reaper. That one reaper must feel like such a bad-ass.
Fear the reaper, man.
Fear the reaper-man.
Fear the reap- er, man.