QUOTE(InFe_eD @ Dec 18 2010, 05:48 PM)
I had had some success with few thor in front + marine n marauder again baneling. But im just a lowly bronze so just disregard me 
get tanks for banes...that's my only solution to them in fact...
Terran Strategy discussion V 1.0, The Last Mankind on Galaxy
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Dec 18 2010, 08:00 PM
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#101
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Dec 18 2010, 09:18 PM
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#102
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QUOTE(InFe_eD @ Dec 18 2010, 09:15 PM) marines i guess...marines protect tanks, tanks protect marines... when u feel his muta count growing, get some thors (which u would naturally to get +1 for tanks to 1shot upgraded blings) |
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Dec 18 2010, 10:22 PM
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#103
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QUOTE(ROTiJOHN @ Dec 18 2010, 09:59 PM) i really less prob vs zerg, 1stly u need to know what straight he is going by sending 1st scv scout. either 14 fe, early gas, or standard build. then get the counter unit roti, wanna asked wut u think would be the best for a late game vs zerg as i find their ability to tech switch between BL and ultra hard as to beat as a terran... |
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Dec 18 2010, 10:45 PM
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#104
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Dec 21 2010, 02:26 PM
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#105
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QUOTE(ROTiJOHN @ Dec 21 2010, 02:16 PM) yesterday i lost twice to masssssss fastlings and masssssss banelings push, anyway to defend? my wall already very thick loh, like two layer already, he still managed to break my wall, was thinking wtf. its pretty impossible i think...cause when i randomed as zerg, i do the same build as well and its super effective vs terran... u could try getting tanks but without critical mass of tanks u will still die to it This post has been edited by evofantasy: Dec 21 2010, 02:27 PM |
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Dec 21 2010, 02:32 PM
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#106
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QUOTE(ROTiJOHN @ Dec 21 2010, 02:29 PM) yalo, really very difficult to counter i think. thinking of doing two bunkers, but once they come in and directly goes to my mineral line, i will gg also. yup...That dude massssssssssssssssssssssssss lings and baneling, i mean really mass. i throw in some muta as well but its mainly ling/ banelings and reinforce with speed roaches... quite unstopable and the terran would be pretty much hold up... |
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Dec 21 2010, 02:40 PM
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#107
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Dec 21 2010, 03:07 PM
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#108
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QUOTE(ROTiJOHN @ Dec 21 2010, 02:50 PM) errr, u get early gas and fastling asap, then terran very hard to pressure you, fastling is like a decease for marine. ya but at least u wont give them time to bane up or even get enuff drones...honestly if there's 1 all-in i dun mind is marine/ scv as to me that's all a terran could do... |
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Dec 22 2010, 09:26 PM
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#109
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IMmvp all kill the 5 zerg (TSL_FruitDealer, IMNestea, EGIdrA, KirixZenex, LeenockfOru) in today's gisado's ZvT special (on gom)...
wut a baller |
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Dec 24 2010, 01:25 PM
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#110
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QUOTE(tjinn @ Dec 24 2010, 07:26 AM) Yo long time no c. that would be pretty mid game timing push...Fr tvz why dont u try using the build tht i was experimenting wif last time hellion, bamshee thor. Extra mins into rines. Its strong in mid late game . Hellions wif blue flame off great protection to the thors. Marines prevent surround on helions. Thor tank banes n rape muta. Banshees rape roaches. i guess the solution is killing those pesky bugs before end game... |
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Dec 24 2010, 02:43 PM
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#111
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Mar 11 2011, 02:43 PM
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#112
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QUOTE(quest_5692 @ Mar 11 2011, 01:21 PM) lol at heat seeking nuke. ^ thisanyway for TvP now. the standard army a terran will have is marauder as main unit, vikings to snipe collosus and ghost to EMP. basically just marauder medivac vikings and ghost. that is the mid-late game of most terrans from what i can see la....... if a terran go mech build against a protoss nowadays, its not standard AT ALL, only Jinro and TLO does it...seriously. about the imba immortal, the effective counter of it in mech build will be thor's 500mm cannon. if you want to play mech you must fking know that the cannon 1 shot collosus and immortal. AND stun the enemy unit in the same time. its a fking big deal man....immortal kena stun, kena 1 shot means their immortal and collosus will not release any damage in your big battle. but then mech build is hard because the gas management is insane. u need 4-6 running gas to fund 5 factories.... owh ya, blue flame hellion works perfectly well against zealot and doesnt take bonus damage from immortal, so they are perfect mineral dumps to soak immortal's damage. for the standard marauder based TvP, with good EMPs, you should win the battle ;D u can see every1 keep going MMMV late game vs toss late game when toss late game (colossus and HT) roll it (except lolders since they can soak storm alot)... lyn went MMMV-G and the 2 emp wreck his toss opponent in his recent GSL game (top 16 was it?) immortal seemed really good on paper till u actually use em due to their range5 and clunky movements (they are without a doubt good early game PvT when army size are small and thus they cant be burst down)... proper tank spreading with some bio cover will wreck the toss ball easily (saw how mc's immortal based army died to jinro's mech in LT?)... and ya the 250mm cannon from thor 1 shot with a stun build in which so far only a selected few terrans used (like redarchon)... wut bout blue flame hellions? (see the blue flame hellion marauder raven/ banshee allin and u can see why they are soooo good) the real late game TvP imho is ghost + mech... of cource u can get lucky with MMMV but really y force it? let me ask u this, if u see zerg going blings, would u still stick to bio and claimed that bling is imba? u get tanks... why cant terran do the same vs toss (no doubt lolders are good vs toss ground) ps: tanks in sc2 are smart, they dun overkill unlike sc1 This post has been edited by evofantasy: Mar 11 2011, 02:47 PM |
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Mar 11 2011, 03:55 PM
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#113
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QUOTE(jeffvip @ Mar 11 2011, 03:19 PM) That will be a very gas heavy build. Might work in super late game, gotta build PF across the map just to gather gas though. But other problem might arise like it will be a tough task to defend the expansion from high mobility protoss army with ghost+mech. likewise colossus HT need lots of gas as well (san had 7 bases mining gas till he ran out and starved to death)...p.s.the only good things bout SC2 tanks compare to SC1 is just the mobility of SC2 tanks. SC1 tank can hardly move over a narrow choke. SC2 tanks kill it's own unit lesser because the damage of SC2 tanks is reduce to just half of SC1 tanks. happen both side... colossus is not mobile at all... u can always use ur medic to transport the key units etc... |
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Mar 11 2011, 05:57 PM
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#114
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QUOTE(quest_5692 @ Mar 11 2011, 05:46 PM) well, tanks in sc2 need some serious HP buff....mech + ghost is no joke in gas consumption thats why in high level game, they still go MMMV + G....because MMM doesnt consume that much gas, you can get 4 ghost pretty easily. well blame the ladder map for this =(well, if you had played the 8th challenge in the starcraft 2 challenge page...the one which asked you to do some stuff. for beginners to learn how to counter, micro and macro. it asked you to build ghost and tanks off 2 base. i tried today, its impossible to have constant tank and ghost production off 2 base. what more a mech + ghost build. you need a map like terminus RE -.- Added on March 11, 2011, 5:48 pmyou are true with the 7 base.....but we rarely see such big maps...and any skirmish over 3.5 base can be considered as late game adi. you cant wait till 7 base.... damn freaking small... but when u spawn close position, no reason not to go tank where the immobility of it doesnt matter at all... try looking at korean games (stream etc) u can see how much they like this strat close spawn... |
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Mar 12 2011, 09:39 PM
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#115
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Mar 14 2011, 03:05 PM
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#116
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well technically, PvT would not go colossus-VR...
u wont be able to support it (especially low gateway count where marauders can jz stim and kill ur colossus downright) and it is damn immobile... colossus-phoenix is the better one off 3 base (2 stargate)... thus, u should not ever be concern about VR colossus deathball... viking wit micro will tear tat composition into pieces with some micro... This post has been edited by evofantasy: Mar 14 2011, 03:05 PM |
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Mar 15 2011, 02:49 PM
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#117
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QUOTE(Timber2k7 @ Mar 15 2011, 07:50 AM) again& again, all the units combination u guys mentioned doesnt seem possible to get in a normal game, it is surely ur fault somewhere if the toss can come out with stalkers ,void rays and immortals outside ur walled in 1 base. imho no reason to really wall in vs toss besides trying to delay early scouting information...However, yeah it is one of the way(voidray) for the protoss to counter terran who wall in, i've avoided wall in using buildings like rax or supply nowadays, although 100 or 150 mineral might be cheap but it is annoying to lose 2 supply and get supply blocked or a rax, probably ur 1st rax with addons or even worse, with upgrades still pending. for defense i think 1-2 bunkers would be more than enuff before u get ur tech up... i always advise toss to go VR when u see the terran wall LOL... |
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Mar 22 2011, 05:17 PM
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#118
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QUOTE(quest_5692 @ Mar 22 2011, 05:06 PM) someone just 4 starport me off 2 base in a tvt. i was caught off guard. tho i won the game, i still think its a pretty sleek strategy.....lol common build in NA...he went blue flame hellion vikings and cloak banshee only. IMO if refined, its pretty baller haha cuz its mobile and blue flame hellion clears all marine. u can find the strat in TL... |
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Mar 22 2011, 06:40 PM
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#119
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QUOTE(quest_5692 @ Mar 22 2011, 06:20 PM) lol, i played almost full time on NA but this is the 1st time someone tried it on me. o.o i thot u play on KR?owh well, i was well prepared for it because the 6 min scan i saw his hellions and starport producing medivac, and after 50 mana i scan again, i saw him researching cloak. i went 1 rax FE vs this strat and suffering 0 damage so its pretty hard for me to lose that game even if he go something crazy.... ps: day9 did cover this build in one of the daily i forgoten who was the guy tat invented it... This post has been edited by evofantasy: Mar 22 2011, 06:42 PM |
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Apr 10 2011, 11:37 PM
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#120
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