In broken clock news, I was playing 2v2 and my zerg partner was going to rush (against terran and zerg, I was toss). I 2 gate but only create 2 zealots and a stalker since his definition of rushing was just like 4 batches of lings after ~12 pooling. Neither of us has scouted so I think I click a probe over there, but I accidentally reset my Nexus's rally point and two new probes head to the (terran) base.
Turns out he's walling off the ramp to his natural with some expansion in mind. The wall isn't done yet and he sends his marines scuttling after my probe as I see his mostly empty main. My second probe is not noticed and places a pylon behind the natural mineral line. Then gates 3 and 4 finish and warpgate finishes just as the zerglings hit. My zealots walk uncontested into his mineral line as the zerglings die on the wall and I kill every single SCV before his 4 marauders, 6 marines hit my 6 zealots. He doesn't even GG. The remaining player only has bunches of zerglings on 2 bases that I've whittled down as he's sent them at my mostly walled ramp and reserve of 4 zealots + stalker + sentry. There's not much he can do
The moral? Mess up your rally points and good things will happen....
The game before my partner quit and I was contained by marines, tanks, vikings, cloaked ghosts that kept trying to nuke, zerglings, roaches and mutas... so I tried mass carrier with upgrades. I got 5 out before my minerals became dangerously low, but I couldn't get an expand and they weren't quite enough to kill 5 bases and 2 armies
So it figures that after I cancel my order for a new headset (I ordered over a week ago and they haven't shipped yet) my current headset decides to cut out all audio unless I hold the volume/mute dongle thingy juuuuust right.
Yeah, stuff like that is why I just dropped the 20$ on the season pass. :P
I understand if folks can't afford it but it really is fucking worth it
it bothers me that people on state of the game admitted to not paying for it. like... this game is your life, you can't drop $20 for the biggest tourney going on? come ooooonnnnnnnnnnn
Yeah, I was originally working with a few friends to split the cost and one of us was going to restream it - but after the price drop we all just either watched the free stream or dropped the money on it.
I've watched every single match of the GSL at work - and a few I've watched multiple times. I figure I've gotten my moneys worth.
I understand if folks can't afford it but it really is fucking worth it
can't you pay for individual games now for the rest of the season for substantially less than $20
EggPuppet on
0
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited September 2010
Funday monday mass viking tests
The viking
150/75, inbetween gas lean/heavy
12 dps on ground, compare to marines 8 and marauders 13.333 vs armored units
lol damage vs air, im sure we're all familiar
125 hp, same as marauder
Can be repaired by SCVs, does not require a 100/100 unit to heal it, pretty nice
0 armor, compare to marauder's 1
'armored' unit, gets attacked with alot of unfortunate damage bonuses, like marauder and stalker
Soooo pretty underwhelming as a ground unit for their cost, but their status as air dominance is well known, meaning you can build the rest of your army with little to no fear of air units causing problems. Their damage is actually pretty good, higher than marine dps and is done in less attacks, which means armor affects it less
TvP is the matchup where this seems strongest. force fields ain't no thang and you can fight battles where you want to.
Most of your army is fast air units so you basically control scouting all across the map. Fly one by a base and have a couple make occasional patrols in front of his choke and across the random expos. Getting attacked while in fly mode equals instant retreat, there's no point in trying to land while already taking damage. Keeping your units repaired is also important, don't let a 150/75 die through neglect. You should be in ground mode AND in a concave before his units clash with yours ever. Don't land vikings next to them, just don't. Vikings are all around OK against gateway units, mass stalker is big trouble, you can fly before zealots get a real surround, you can fly before force fields screw your army etc. and 12 dps is nothing to brush off. Against mass mass zealot you can throw in hellions easily because you'll no doubt be fat on minerals. Against mass mass stalker dropping a couple vikings for ghosts is huge because stalkers lean so much on their shields compared to other protoss units. When you're on your third base you may even get to field a couple thors, which can bolster your ground damage
expand early and often, you need geysers ASAP. Fortunately, your expos are super easy to defend because again this army is tops in scouting and mobility, just make sure to go walker mode before you actually engage.
Harrass early and often, 3-4 landed vikings by a mineral line is srs business
Get upgrades! I was on 2 armory most of my games, vikings are classified as 'armored' but don't have any armor and boy do you need to solve that problem.
Get support! Marauders crush vikings and if he has a mostly marauder army you just get to cry as they wave to your vikings in the air while they shoot your base up. Even 1-2 banshees can discourage strong ground units like marauder/roach/zealot. 1-2 cruisers in the mid-late game will also be giving out the hurt. Ghosts vs Toss is a must, hellions vs mass marine, zealot, lings, or hydras is as good as it always is
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited September 2010
Just did hellion into mass viking vs zerg and won because his plan was ling/hydra/muta, grounded vikings did pretty well against hydras! And he didn't have enough gas to pump out a threatening amount of mutalisks
I'll be working with the build in qxc's tester tomorrow
I also smashed a typical protoss cannon/voidray, it's refreshing that my core unit be so good against them instead of gambling with marauder when I see cannons AND being able to counterattack once the first wave is dead. "Cannon wall? what cannon wall? all I see are my vikings flying around to your back and killing all your probes"
I really want to try incorporating ravens later, PDD would stop alot of my woes with the build
Realistically once the actual restriction is taken off the build an army built around ground vikings and marauders would be pretty stunning, because mass viking's biggest weakness so far is stalkers and enemy marauders
TIFunkaliciousKicking back inNebraskaRegistered Userregular
edited September 2010
Oh I've won a good handful of my games with mass viking, most of my games tonight, really. But all my wins are against gold level cheesers or people with terrible macro
When I can get this moving in a real game I'll feel ready to send it in so I can legitimately be disappointed when he doesn't show it
edit: oh crap oh nuts how I can watch starcraft and do laundry down the street at the same time?
Really horrible reaction speed by the Terran. He keeps getting caught running across the map and half his stuff gets surrounded before he attack-moves.
Posts
totes bm
losin' to thors + preigniter hellions erryday
Turns out he's walling off the ramp to his natural with some expansion in mind. The wall isn't done yet and he sends his marines scuttling after my probe as I see his mostly empty main. My second probe is not noticed and places a pylon behind the natural mineral line. Then gates 3 and 4 finish and warpgate finishes just as the zerglings hit. My zealots walk uncontested into his mineral line as the zerglings die on the wall and I kill every single SCV before his 4 marauders, 6 marines hit my 6 zealots. He doesn't even GG. The remaining player only has bunches of zerglings on 2 bases that I've whittled down as he's sent them at my mostly walled ramp and reserve of 4 zealots + stalker + sentry. There's not much he can do
The moral? Mess up your rally points and good things will happen....
The game before my partner quit and I was contained by marines, tanks, vikings, cloaked ghosts that kept trying to nuke, zerglings, roaches and mutas... so I tried mass carrier with upgrades. I got 5 out before my minerals became dangerously low, but I couldn't get an expand and they weren't quite enough to kill 5 bases and 2 armies
QEDMF xbl: PantsB G+
but i really really want to watch fruitdealer play and i don't want to sleep at 5AM
will there be any videos at all
SC2 NA: exoplasm.519 | PA SC2 Mumble Server | My Website | My Stream
I understand if folks can't afford it but it really is fucking worth it
it bothers me that people on state of the game admitted to not paying for it. like... this game is your life, you can't drop $20 for the biggest tourney going on? come ooooonnnnnnnnnnn
I barely catch the d9 daily as it is.
I've watched every single match of the GSL at work - and a few I've watched multiple times. I figure I've gotten my moneys worth.
going to just watch it and be miserable tomorrow
FRUITDEALER FIGHTING~
can't you pay for individual games now for the rest of the season for substantially less than $20
The viking
150/75, inbetween gas lean/heavy
12 dps on ground, compare to marines 8 and marauders 13.333 vs armored units
lol damage vs air, im sure we're all familiar
125 hp, same as marauder
Can be repaired by SCVs, does not require a 100/100 unit to heal it, pretty nice
0 armor, compare to marauder's 1
'armored' unit, gets attacked with alot of unfortunate damage bonuses, like marauder and stalker
Soooo pretty underwhelming as a ground unit for their cost, but their status as air dominance is well known, meaning you can build the rest of your army with little to no fear of air units causing problems. Their damage is actually pretty good, higher than marine dps and is done in less attacks, which means armor affects it less
TvP is the matchup where this seems strongest. force fields ain't no thang and you can fight battles where you want to.
Most of your army is fast air units so you basically control scouting all across the map. Fly one by a base and have a couple make occasional patrols in front of his choke and across the random expos. Getting attacked while in fly mode equals instant retreat, there's no point in trying to land while already taking damage. Keeping your units repaired is also important, don't let a 150/75 die through neglect. You should be in ground mode AND in a concave before his units clash with yours ever. Don't land vikings next to them, just don't. Vikings are all around OK against gateway units, mass stalker is big trouble, you can fly before zealots get a real surround, you can fly before force fields screw your army etc. and 12 dps is nothing to brush off. Against mass mass zealot you can throw in hellions easily because you'll no doubt be fat on minerals. Against mass mass stalker dropping a couple vikings for ghosts is huge because stalkers lean so much on their shields compared to other protoss units. When you're on your third base you may even get to field a couple thors, which can bolster your ground damage
expand early and often, you need geysers ASAP. Fortunately, your expos are super easy to defend because again this army is tops in scouting and mobility, just make sure to go walker mode before you actually engage.
Harrass early and often, 3-4 landed vikings by a mineral line is srs business
Get upgrades! I was on 2 armory most of my games, vikings are classified as 'armored' but don't have any armor and boy do you need to solve that problem.
Get support! Marauders crush vikings and if he has a mostly marauder army you just get to cry as they wave to your vikings in the air while they shoot your base up. Even 1-2 banshees can discourage strong ground units like marauder/roach/zealot. 1-2 cruisers in the mid-late game will also be giving out the hurt. Ghosts vs Toss is a must, hellions vs mass marine, zealot, lings, or hydras is as good as it always is
hellion first could work pretty well
You should test a few builds to see what sort of defense you could get by 6:30 without reapers.
One reaper scouting for banelings isn't bad though, since you need the tech lab for pre-igniter anyway.
Also check dmg upgrades to see what you need to kill roach/hydra in less hits with hellions and viking.
Oh and seeker missle or BC to stop mass muta from beating your vikings.
I'll be working with the build in qxc's tester tomorrow
I also smashed a typical protoss cannon/voidray, it's refreshing that my core unit be so good against them instead of gambling with marauder when I see cannons AND being able to counterattack once the first wave is dead. "Cannon wall? what cannon wall? all I see are my vikings flying around to your back and killing all your probes"
I really want to try incorporating ravens later, PDD would stop alot of my woes with the build
Realistically once the actual restriction is taken off the build an army built around ground vikings and marauders would be pretty stunning, because mass viking's biggest weakness so far is stalkers and enemy marauders
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
you're the worst
edit: nevermind found one
When I can get this moving in a real game I'll feel ready to send it in so I can legitimately be disappointed when he doesn't show it
edit: oh crap oh nuts how I can watch starcraft and do laundry down the street at the same time?
Tonight we see a Reaper bunker rush vs hatch-first on cross positions on Metalopolis, and it's wildly successful. Gogo patch 1.1 :P
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
We also saw a 6 pool destroy a pretty safe toss build on cross positions.
Fruitdealer is in trouble now though, this push might end him. Thors are nasty.
and he flanked the thor while marines fled banelings, brilliant.
Handmade Jewelry by me on EtsyGames for sale
Me on Twitch!
It was pretty awesome, though.
At least as a protoss they force me to get a completely different unit than I had so far, and unless I got a good large mix they tear me apart.
edit: nm, found one