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[Official] Starcraft 2 Strategy & Discussion Thread - Page 1392

post #13911 of 25319
Hm. I feel like I just am not improving at all. Are people just learning to roflstomp terran or am I just bad? =/

Marine tank seems predictable and stupid, and works only if they endlessly suicide into your army, or if you set up an early contain.
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post #13912 of 25319
Quote:
Originally Posted by l337sft View Post
Fungal doesnt belong in the game, its the only spell in the game that just completely stops your units, you can micro out of storm and an emp, but fungal is guaranteed damage and the only thing the other player can do is wait. Thats not the way the game is meant to be played.

Everything else blends in with the game pace/style, but fungal is like a bump in the middle of it, it just puts a pause on things, and thats not starcraft.
Well.... It's not like you can micro out of emps since it's instant. The only things you can do is position your units well. Besides, as Terran, there should be scans ready before you move into a place.

Quote:
Originally Posted by Lazorbeam View Post
Thought I'd share a PvP strategy I've been using mostly on Xel'Naga or on larger maps where I'm lucky with scouting. I did it for fun a few days ago and haven't lost doing it yet;
  • 9 pylon halfway to ramp, scout immediately. Do not let your scout die.
  • 13 gate.
  • Save 150 minerals.
  • Steal BOTH gas. Take at least 1 of your own gas if the opponent is scouting in your base.
  • At this point the opponent has 2 "viable" options;
    • Kill the assimilators and play the game FAR behind on tech.
    • Zealot/canon rush.
  • Most of the time they go for option 2, but either way is a losing battle.
  • Make a forge asap and canon up while CBing out zealots.
  • Win.
Doesn't work vs people who know how to FE. I just won vs this strat few days ago. But I guess you won't be doing this strat if you scouted on two player maps, since on big maps if you miss your scout you may not see the proxy 2 gates at 10.
    
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post #13913 of 25319
Quote:
Originally Posted by Twistacles View Post
Hm. I feel like I just am not improving at all. Are people just learning to roflstomp terran or am I just bad? =/

Marine tank seems predictable and stupid, and works only if they endlessly suicide into your army, or if you set up an early contain.
I feel the same. I have no success in Season 2 at all. Terran is pretty figured out now days. Trying new stuff but it doesn't really work very well ( like tank bio emp vs protoss ) for how much effort you put into it.
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post #13914 of 25319
Quote:
Originally Posted by Twistacles View Post
Hm. I feel like I just am not improving at all. Are people just learning to roflstomp terran or am I just bad? =/

Marine tank seems predictable and stupid, and works only if they endlessly suicide into your army, or if you set up an early contain.
Marine/Tank works well in tvz and tvt but you have to constantly harrass/maintain map control/and stay ahead on your macro. The key to winning with terran is harassing and out multi tasking your opponent.
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post #13915 of 25319
Quote:
Originally Posted by yellowtoblerone View Post
Doesn't work vs people who know how to FE. I just won vs this strat few days ago. But I guess you won't be doing this strat if you scouted on two player maps, since on big maps if you miss your scout you may not see the proxy 2 gates at 10.
Nobody FEs in masters PvP because it's suicide.
    
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post #13916 of 25319

True, but 150 minerals means your cyber's delayed as well, as well as the first zealot. If you're going to just send chrono'd zealots after, well placed canons and zealots can stop the rush at first and then just react to what you're teching to. The other player can react and steal at least one of your gas as well. I've only played vs this strat twice and won both, so I don't know.


As T, how are you supposed to even try to stop infestor/corruptor/BL. Other than cloaked ghosts your T3 units suck vs that composition.
    
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post #13917 of 25319
Quote:
Originally Posted by DoomDash View Post
You want to see how mad a Zerg gets when you have way less base but the building armor and range upgrade? Hero plantaries, ect ect.


:wub: :wub:
Love how you sit there and click the command center to make your apm high Then click between center + supply, then click the scv around ........

And instead of 8 barracks, y not 4 with reactor cores?

Actually thats lame
Edited by CravinR1 - 5/30/11 at 2:11pm
post #13918 of 25319
Quote:
Originally Posted by yellowtoblerone View Post
True, but 150 minerals means your cyber's delayed as well, as well as the first zealot. If you're going to just send chrono'd zealots after, well placed canons and zealots can stop the rush at first and then just react to what you're teching to. The other player can react and steal at least one of your gas as well. I've only played vs this strat twice and won both, so I don't know.

http://www.youtube.com/watch?v=pdj-hUHq-uI

As T, how are you supposed to even try to stop infestor/corruptor/BL. Other than cloaked ghosts your T3 units suck vs that composition.
Ghosts/vikings/turrets.......
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post #13919 of 25319
Ye, pretty hard to stop it seems. I actually thought the zerg was playing bad, at least in the beginning. Take the helion harass for example: losing 10 drones or so. Later in the game I think terran should have micro'd his vikings better. Don't clump them up but approach the BL's from multiple angles. He should also have made ghosts and EMP the hell out of the infestors.
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post #13920 of 25319
Quote:
Originally Posted by Mwarren View Post
Ghosts/vikings/turrets.......
lol. Select said the same in that video. Watch it.
    
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