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So I have tried to make the Liberator work in a bio comp. And it does wonders against Zerg.
What I have found out so far s that the Liberator is bad at harrasing drone lines as any static defense plus qeens will deal with it BUT...
it is relly great to hold on to 2 or 3 bases after going for 3 racks bio with reaper before and expanding. you make bio constantly. 1 Tank and 1 bunker at the front and go straight to two Stargports/Armory and start making 3 Liberators plus the upgrade.
After that 3 medivacs and than more liberators to defend your chokes and expand two 3 base. Than push the Zerg and use the liberator as your save point to where you retreat and get healed by medivacs.
The bio (marines) defend agaisnt the mutas or curroptors that ar trying to kill your Libarators.
So far I love it with bio. Anyone has some similar experiences they want to share?
Btw. Keeping the Liberators alive is critcal to this build. having 1 tank helps out a lot.
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So you bio + no AoE on ground ?
Good luck with jesus split
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Russian Federation1607 Posts
New 1/1/1 ? Reaper/Widow Mine/Liberator ?
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I gave it a try, it worked pretty well against roach + hydra + lurker, but it seems to be so weak vs muta ling bane, where you need some kind of splash damage, and which is the standard zerg play against bio!
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seems potentially viable in a case where zerg plays ultra passive and doesn't scout much, but otherwise it kinda sounds like it would have the same problem as trying to go straight bio into raven, which i encountered extremely rarely on ladder in HOTS and usually crushed just by morphing banes and obliterating the ground army as soon as i identify the air transition
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I like using the liberator with marine/siege tank vs zerg. If the zerg goes roach/hydra/lurker it helps to zone out the lurker (but not necessarily kill the lurker), vs this composition I only make 4 liberators with a couple of ravens, as well as exchange a few tanks for marauders.
If the zerg goes ling/bling/muta I go for 6 liberators with marine/tank. I'm not a big fan of widow mines in large numbers and I have a lot of fun defending mutas with the liberators, so take my feedback for what it's worth.
EDIT: Suppose I need more depth to this. BO as follows:
14-Supply 16-Rax 16-Gas 20-22 Command Center
Subjective from this point on, I usually build a bunker/wall of the front while building a factory before additional rax. Once the factory is near complete add 2 additional rax, throw a tech lab on your first rax and begin stim. I then go for a widow mine > starport > 2nd and 3rd gas. Throw a tech lab on the Factory(build tank) and get a medivac out before putting a reactor on the starport. Usually around this time I put reactors on the additional Rax and proceed to build a third CC in my main base.
At this point I get my double bio upgrades going, secure the third base, take my fourth and fifth gases > additional starport with tech lab > armory for liberator upgrades (ground attack upgrade at the tech lab and ship armor upgrades to benefit the medivacs as well), build additional barracks when you're able to but don't cut unit or supply production.
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On June 02 2015 00:36 BiiG-Fr wrote: I gave it a try, it worked pretty well against roach + hydra + lurker, but it seems to be so weak vs muta ling bane, where you need some kind of splash damage, and which is the standard zerg play against bio!
So basically... like tanks?
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So basically... like tanks?
Yep, except that tanks don't fly, so liberator seems a bit better to break a pack of lurker
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On June 02 2015 00:31 nesmah wrote: So you bio + no AoE on ground ?
Good luck with jesus split
I feel like Moses is better at splitting than Jesus.
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On June 02 2015 00:36 BiiG-Fr wrote: I gave it a try, it worked pretty well against roach + hydra + lurker, but it seems to be so weak vs muta ling bane, where you need some kind of splash damage, and which is the standard zerg play against bio!
Yeah when I go against ling/bling/muta I add a few liberators on later (3rd base), any earlier and it feels like your ground army is way too small.
On June 02 2015 01:54 BiiG-Fr wrote:Yep, except that tanks don't fly, so liberator seems a bit better to break a pack of lurker Yeah in my experience the liberator doesn't kill the lurker but forces them to unborrow, giving my troops a chance to kill them.
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The question is just if the Liberator adds something to the bio or not. As I see it yes it works really well. But it is to bee seen how the meta will develop once the game is in its final state.
And I agree having some mines or tanks under the Liberator helps.
Still don't like the new Eco as it feels so forced and rushed to expand. I still hope they come up with a better solution for the economy.
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On June 02 2015 01:54 BiiG-Fr wrote:Yep, except that tanks don't fly, so liberator seems a bit better to break a pack of lurker
Well they kind of do, if you have good micro
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On June 02 2015 01:03 Ctone23 wrote: I like using the liberator with marine/siege tank vs zerg. If the zerg goes roach/hydra/lurker it helps to zone out the lurker (but not necessarily kill the lurker), vs this composition I only make 4 liberators with a couple of ravens, as well as exchange a few tanks for marauders.
If the zerg goes ling/bling/muta I go for 6 liberators with marine/tank. I'm not a big fan of widow mines in large numbers and I have a lot of fun defending mutas with the liberators, so take my feedback for what it's worth.
Do you have issues against Roach/Hydra/Lurker if they switch into Ravagers? Simplistic logic would seem to dictate that Ravagers could do a number on sieged Liberators.
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On June 02 2015 05:37 Pontius Pirate wrote:Show nested quote +On June 02 2015 01:03 Ctone23 wrote: I like using the liberator with marine/siege tank vs zerg. If the zerg goes roach/hydra/lurker it helps to zone out the lurker (but not necessarily kill the lurker), vs this composition I only make 4 liberators with a couple of ravens, as well as exchange a few tanks for marauders.
If the zerg goes ling/bling/muta I go for 6 liberators with marine/tank. I'm not a big fan of widow mines in large numbers and I have a lot of fun defending mutas with the liberators, so take my feedback for what it's worth.
Do you have issues against Roach/Hydra/Lurker if they switch into Ravagers? Simplistic logic would seem to dictate that Ravagers could do a number on sieged Liberators. Yeah there have been a couple of instances where I got owned by ravagers, not noticing my liberators were clumped up. TBH I haven't faced many opponents who incorporate a large number of ravagers.
I try to use them to make the lurkers unborrow and move somewhere else or have the liberator siege behind the front line so that I can retreat and the zerg has to cross the sieged area of both the tanks and liberator, but of course things don't always go to plan .
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On June 02 2015 01:57 BronzeKnee wrote:Show nested quote +On June 02 2015 00:31 nesmah wrote: So you bio + no AoE on ground ?
Good luck with jesus split I feel like Moses is better at splitting than Jesus.
Moses split against blings, lol. Thanks for giving me a happy day!
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On June 02 2015 01:54 BiiG-Fr wrote:Yep, except that tanks don't fly, so liberator seems a bit better to break a pack of lurker
Wait in LotV they do fly....
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So in WOL we had MMM all day every day In HOTS we had MMMM all day every day In LOTV we'll have MMMML all day every day
Can we please see less MMM?
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On June 02 2015 08:47 jotmang-nojem wrote: So in WOL we had MMM all day every day In HOTS we had MMMM all day every day In LOTV we'll have MMMML all day every day
Can we please see less MMM?
Mech is much more viable and strong in LotV. Marauder is nerfed. So both things would contribute towards biomech compos.
However, the problem is that Bio-based plays have no other decent fighting units than MarineMarauder. With reworked Ghosts reworked Reapers, things could be different.
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On June 02 2015 08:51 JCoto wrote:Show nested quote +On June 02 2015 08:47 jotmang-nojem wrote: So in WOL we had MMM all day every day In HOTS we had MMMM all day every day In LOTV we'll have MMMML all day every day
Can we please see less MMM? Mech is much more viable and strong in LotV. Marauder is nerfed. So both things would contribute towards biomech compos. However, the problem is that Bio-based plays have no other decent fighting units than MarineMarauder. With reworked Ghosts reworked Reapers, things could be different.
I disagree with you.
+ Show Spoiler +
However I think as I said in other post LotV will be bio+anything, bio seems like will be the go to everygame but with more units as support (tank drops, liberators, etc) where mech it self won't work.
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