biomech is easier to beat than straight hellion/thor. against both I think I prefer just going so many roaches that they eventually lose. mutaling works pretty well against marines in the mix.
That's the brilliance of centering your army around the thor though - you can switch it up really quickly... swap one of your factories onto a reactor and start pumping hellions.
Roaches? Pump marauders from a rax or two. Banelings? MOAR THORS! Mutas? Marines... Hydras? Hellions! The key is pushing before zerg has a critical mass of macro and can reproduce an army in one production cycle.
Everyone should watch this replay. The amount of chat spewing from this guy is pretty epic.
Funniest thing about that: when he starts calling you a fag and stops playing, he's still ahead in workers. Maybe if he actually tried to win whenever something unexpected happens, he might win and not get so angry?
Everyone should watch this replay. The amount of chat spewing from this guy is pretty epic.
Funniest thing about that: when he starts calling you a fag and stops playing, he's still ahead in workers. Maybe if he actually tried to win whenever something unexpected happens, he might win and not get so angry?
Dude quit on me yesterday when we wiped out each other's armies.
Told me he doesn't want to win if his first MMM ball dies.
kedinik on
I made a game! Hotline Maui. Requires mouse and keyboard.
Everyone should watch this replay. The amount of chat spewing from this guy is pretty epic.
Funniest thing about that: when he starts calling you a fag and stops playing, he's still ahead in workers. Maybe if he actually tried to win whenever something unexpected happens, he might win and not get so angry?
All I ask is for something to rage at me when I stomp them into the ground.
Also if anyone was interested in seeing replays, here are some:
That's an odd build, how do you not die to zergling/baneling in early game?
Why didn't he just fucking attack at some stage. :S (Only watched 1 so far)
chuckleberryfinn on
No Protoss players were underpowered during this post.
I have a question about timing attacks. I roughly understand the concept, but I'm having trouble using it in actual games. For one I should probably scout more, but in general, is it stuff like:
I scout them making an expo at they're natural, maybe pump out 1 or 2 more cycles of units then attack?
My +1 infantry atk upgrade finished, let's go smack them around some!
Is it stuff like that or am I misunderstanding this concept?
DarkMecha on
Steam Profile | My Art | NID: DarkMecha (SW-4787-9571-8977) | PSN: DarkMecha
0
HonkHonk is this poster.Registered User, __BANNED USERSregular
edited October 2010
Hahaha we just had the sorest losers in a 2v2! I was playing with a friend I don't play 2v2 with very much and had just gotten placed in a low league because of bs.
Any way, things the other team did:
Mass banshee, and then he left a rally point to my buddys main. He'd check in every once in a while and put cloak on them but we could just turkeyshoot them all the way to the main and he never once withdrew after I had lots of marines and vikings there.
Also, small poke attacks into our roach and siege guarded ramp.
One of them went 2rax at like 10 and never attacked early.
Other one sent collossi completely unguarded where I had vikings, several times.
Then at the end they go: "You just mass tanks and marines = we can't expand, can't win", "You're not very good players, just mass shit"...
And I had only made about 10 tanks at a total, but I had kept them alive. Also yeah at the end I did mass marines because all they had were 50 vikings and tens of BC's that they never microed away.
I can not believe that one of them was platinum and diamond in all ladders.
It's a good feeling when you sense a timing window in which you should attack, and then it works.
Day9 says this all the time. To paraphrase, the idea is don't worry about this game, b/c you're going to play thousands of games eventually. If you think it might be a good time to attack, then attack! Then you lose and get crushed, and say, oh, that wasn't a good time to attack. The times when you win, you know it was a good time. You don't learn anything about timing attacks by not attacking. Good stuff.
Dropping Loads on
Sceptre: Penny Arcade, where you get starcraft AND marriage advice.
3clipse: The key to any successful marriage is a good mid-game transition.
Yeah, that's it DarkMecha, attacking at good times.
They expanded and can't defend well for a few minutes, you just finished a key upgrade, etc.
Cool deal, glad I'm on the right track. Now to get better at recognizing these good timings.
Thanks for the help!
well I think its a little more than that. from what I understand timing attacks are fairly specific in the time they hit while also being both upgrade and matchup driven.
For example: say you have a tightly timed BO set up such that your +1 attack, stim and combat shields all finish at the same time (say 6:00 ), and then you push in at that timing point when you expect your enemy to be weak.
or a +1 zerg ground weapons push in ZvZ against a player going mass lings will devastate him because now your roaches 2 shot his lings instead of taking 3 shots.
the thing I wanted to emphasis is that timing attacks are very much built around your matchup and specific timings. theres a specific rationale behind a timing push, its a bit more detailed than attacking when youre strong and the enemy is weak. feeling it out is good but I think thats a separate more general skill than a timing attack. I'd try looking up the solid timing pushes out there before I'd try inventing my own--at least to understand the rationale behind each. but thats just me
I'm going to start calling things that are OP "terran"
Ugh, 4 gate, that's so terran.
They have a goddamn flying spellcaster.
That's so Raven.
well played, sir
also: does any other Z user hate hydras? I think they suck. I feel like putting them at tier 2 means there's a very short window between when you can get them and when they become useless because of mass AOE.
and why do they feel so much slower than marines? they're the same speed :?
valiance on
0
HonkHonk is this poster.Registered User, __BANNED USERSregular
edited October 2010
The ranking system is treating me well.
I got placed in Gold but was losing a bunch, then it started matching me against bronze players all of a sudden and because of the easy wins I have been advancing in my gold league.
I am now in the middle of a gold league and am advancing by beating bronze players, yes.
Everyone should watch this replay. The amount of chat spewing from this guy is pretty epic.
Funniest thing about that: when he starts calling you a fag and stops playing, he's still ahead in workers. Maybe if he actually tried to win whenever something unexpected happens, he might win and not get so angry?
I know, that's basically what I was thinking. But I've also found that most people sort of freak out and give up rather than use their brain.
Also if anyone was interested in seeing replays, here are some:
That's an odd build, how do you not die to zergling/baneling in early game?
Why didn't he just fucking attack at some stage. :S (Only watched 1 so far)
Basically turtle up with bunkers. Most zerg who see bunkers and a thor or two or even a smattering of marines/marauders won't commit to an all-in baneling bust through a bunker.
Also if anyone was interested in seeing replays, here are some:
That's an odd build, how do you not die to zergling/baneling in early game?
Why didn't he just fucking attack at some stage. :S (Only watched 1 so far)
Basically turtle up with bunkers. Most zerg who see bunkers and a thor or two or even a smattering of marines/marauders won't commit to an all-in baneling bust through a bunker.
But yeah, early on is where you're vulnerable.
Mass thor/scv play is begging for infestors to level the playfield. Even with ultralisks on the table, the second replay in particular highlights how difficult it can be to get rid of the healing scvs without some kind of AE especially since ultralisk splash was nerfed from it's pre-1.1 radius after the recent fix.
I would've liked to see how the jungle basin game would've played out if the map wasn't jungle basin and the zerg elected to splash with 3-4 infestors.
Kambing on
@TwitchTV, @Youtube: master-level zerg ladder/customs, commentary, and random miscellany.
Posts
I'm bummed that oGsTop didn't make it. His games were fun to watch and I liked his revenge mule bombs / nukes.
That's the brilliance of centering your army around the thor though - you can switch it up really quickly... swap one of your factories onto a reactor and start pumping hellions.
Roaches? Pump marauders from a rax or two. Banelings? MOAR THORS! Mutas? Marines... Hydras? Hellions! The key is pushing before zerg has a critical mass of macro and can reproduce an army in one production cycle.
yeah that's not op..
B.net: Kusanku
Naw, it's terran.
Everyone should watch this replay. The amount of chat spewing from this guy is pretty epic.
Ugh, 4 gate, that's so terran.
That a Day[9] quote? >:D
It is a stiggy quote.
I believe day9 says "that's so korean"
Dude quit on me yesterday when we wiped out each other's armies.
Told me he doesn't want to win if his first MMM ball dies.
Terran is literally the most terran race.
All I ask is for something to rage at me when I stomp them into the ground.
PSN: Threeve703
They have a goddamn flying spellcaster.
That's an odd build, how do you not die to zergling/baneling in early game?
Why didn't he just fucking attack at some stage. :S (Only watched 1 so far)
my 14 queens brought tossrock's ultras to full health in about .5 seconds!
I scout them making an expo at they're natural, maybe pump out 1 or 2 more cycles of units then attack?
My +1 infantry atk upgrade finished, let's go smack them around some!
Is it stuff like that or am I misunderstanding this concept?
Any way, things the other team did:
Mass banshee, and then he left a rally point to my buddys main. He'd check in every once in a while and put cloak on them but we could just turkeyshoot them all the way to the main and he never once withdrew after I had lots of marines and vikings there.
Also, small poke attacks into our roach and siege guarded ramp.
One of them went 2rax at like 10 and never attacked early.
Other one sent collossi completely unguarded where I had vikings, several times.
Then at the end they go: "You just mass tanks and marines = we can't expand, can't win", "You're not very good players, just mass shit"...
And I had only made about 10 tanks at a total, but I had kept them alive. Also yeah at the end I did mass marines because all they had were 50 vikings and tens of BC's that they never microed away.
I can not believe that one of them was platinum and diamond in all ladders.
They expanded and can't defend well for a few minutes, you just finished a key upgrade, etc.
Cool deal, glad I'm on the right track. Now to get better at recognizing these good timings.
Thanks for the help!
It was pretty fab!
Day9 says this all the time. To paraphrase, the idea is don't worry about this game, b/c you're going to play thousands of games eventually. If you think it might be a good time to attack, then attack! Then you lose and get crushed, and say, oh, that wasn't a good time to attack. The times when you win, you know it was a good time. You don't learn anything about timing attacks by not attacking. Good stuff.
3clipse: The key to any successful marriage is a good mid-game transition.
well I think its a little more than that. from what I understand timing attacks are fairly specific in the time they hit while also being both upgrade and matchup driven.
For example: say you have a tightly timed BO set up such that your +1 attack, stim and combat shields all finish at the same time (say 6:00 ), and then you push in at that timing point when you expect your enemy to be weak.
or a +1 zerg ground weapons push in ZvZ against a player going mass lings will devastate him because now your roaches 2 shot his lings instead of taking 3 shots.
the thing I wanted to emphasis is that timing attacks are very much built around your matchup and specific timings. theres a specific rationale behind a timing push, its a bit more detailed than attacking when youre strong and the enemy is weak. feeling it out is good but I think thats a separate more general skill than a timing attack. I'd try looking up the solid timing pushes out there before I'd try inventing my own--at least to understand the rationale behind each. but thats just me
http://wiki.teamliquid.net/starcraft/Timing
well played, sir
also: does any other Z user hate hydras? I think they suck. I feel like putting them at tier 2 means there's a very short window between when you can get them and when they become useless because of mass AOE.
and why do they feel so much slower than marines? they're the same speed :?
I got placed in Gold but was losing a bunch, then it started matching me against bronze players all of a sudden and because of the easy wins I have been advancing in my gold league.
I am now in the middle of a gold league and am advancing by beating bronze players, yes.
I know, that's basically what I was thinking. But I've also found that most people sort of freak out and give up rather than use their brain.
Basically turtle up with bunkers. Most zerg who see bunkers and a thor or two or even a smattering of marines/marauders won't commit to an all-in baneling bust through a bunker.
But yeah, early on is where you're vulnerable.
quality post.
if he'd have cooled his jets he could have held off until zergling speed and probably stomped you
bam
jars: that was totally my idea, also it will be my infestor, queen, carrier, ghost game that gets played.
Mass thor/scv play is begging for infestors to level the playfield. Even with ultralisks on the table, the second replay in particular highlights how difficult it can be to get rid of the healing scvs without some kind of AE especially since ultralisk splash was nerfed from it's pre-1.1 radius after the recent fix.
I would've liked to see how the jungle basin game would've played out if the map wasn't jungle basin and the zerg elected to splash with 3-4 infestors.
it's such an [strike]OP[/strike] terran combo.
Zergling Adrenal Upgrade giving them cliffwalk would be hilarious. Seems somewhat appropriate for Zerglings too due to their swarmy nature.
Slice like a god damn hammer. LoL: Rafflesia / BNet: Talonflame#11979