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On April 11 2014 22:17 Manch1ld wrote: What's to stop the zerg from setting up his army on the edge of his creep and just do his own sim city of a couple of spores for the mine detection (or a overseer as I'm sure he should have one seeing as you went biomine) and dropping some spines? While he has you occupied with the frontal spine assault, a quick sweep around the back should effectively destroy your position, no?
Interesting thought, same rationale as TvT siege tank positioning applies. Whoever sets up with the more favorable positioning gains the advantage. In this scenario it'll be a creep vs terran building/noncreep tug of war, that would be pretty cool haha
I've never been in this situation before since its so out of the meta, and I can't comment on how cost effective that sort of response would be.
Again, it's not easy to just "sweep around the back". This setup doesn't really have a "back" per se, if I move my bio north then suddenly it's a Southern road block.
And of course Z counterattacks are super effective, this is true whether you're going mech or bio or biomine or this tactic. However, this allows the Terran to easily pressure a base because it's so close, while the Z has to walk ALL the way around and ALL the way back around.
On another note, I may try this on Daedalus point and see how it works there.
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The reason bio is so strong in tvz is because it is hyper-mobile and can switch targets rapidly according to where your opponent expands, also attacking on multiple fronts with medivacs.
Playstyles like this will work in diamond league because the player with the better macro will generally win, but higher up you wont be able to spare the minerals to make this work and your opponent will still find opportunities to take good engagements.
This can be used situationally in combination with mech play (if you can push back enough creep) if you are playing a style focusing on ravens and tanks with plenty of static defense.
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You can plainly see this dude successfully denied Zerg more bases than him and as an end-game tactic when you are on 200 supply, sure go for it. yeah, three ebays on 200 supply this is actually more solid than the nay-sayers in this thread realise. May be bronze-logic but it's solid logic never-the-less.
Edit: Flash actually did something similar in Brood War with Mech, with the Barrack, E-Bay (could float in BW) and the Science facility). I think we have a solid late game tactic for once in TvZ ?!?!!
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When he starts his ebays, he already has 6 bases to the zerg's 4 base. The Terran should had won 5 minutes ago. Though I can see the use of buildings used defensively to funnel Zerg units, same way as protoss would use pylon walls, it seems a bit pointless when you are in a won situation were you can happily set up these buildings at the edge of the Zerg's 3rd.
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what about half to 75%-built ebays? that is, if you have enough APM for that
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Gimmicky like mech. What prevents Zerg from totally avoiding the area you just walled up, and engaging you from another location with his entire army? Good game right? Yeah....
This relies on Zerg being dumb enough to force an engagement where he will lose 100% of the time. Proxy Planetaries >>>>> by the way.
And if you're into the whole slow doom push, macro-greater-than-micro style, Marine/Tank is where it's at. Biomine is garbage since the nerf.
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On April 18 2014 01:40 xRiotZx wrote: Gimmicky like mech. What prevents Zerg from totally avoiding the area you just walled up, and engaging you from another location with his entire army? Good game right? Yeah....
This relies on Zerg being dumb enough to force an engagement where he will lose 100% of the time. Proxy Planetaries >>>>> by the way.
And if you're into the whole slow doom push, macro-greater-than-micro style, Marine/Tank is where it's at. Biomine is garbage since the nerf.
Used this on King Sejong against a decent masters player. This time I got the building armor; completely bugs out zergling AI and forces the Zerg to micro his lings forward.
http://drop.sc/378907
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On April 18 2014 11:18 MrInocence wrote:Show nested quote +On April 18 2014 01:40 xRiotZx wrote: Gimmicky like mech. What prevents Zerg from totally avoiding the area you just walled up, and engaging you from another location with his entire army? Good game right? Yeah....
This relies on Zerg being dumb enough to force an engagement where he will lose 100% of the time. Proxy Planetaries >>>>> by the way.
And if you're into the whole slow doom push, macro-greater-than-micro style, Marine/Tank is where it's at. Biomine is garbage since the nerf. Used this on King Sejong against a decent masters player. This time I got the building armor; completely bugs out zergling AI and forces the Zerg to micro his lings forward. http://drop.sc/378907
He should have never taken the engagement.....
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Don't listen to people hating on it, this community like any other has people like that at times, but instead i'm just going to be positive here and say that i think this is pretty awesome, im high master/low gm terran and i have to say TvZ is definetely a really tough match up right now (21.5% terran in GM NA, 39.5 Zerg in GM NA " ( http://nios.kr/sc2/us/1v1/hots/grandmaster/) " , ill probably get banned for saying that even tho anyone can just go see the statistics on nios.kr and see that its a valid statement and not a whine.), but anyway i think more people of all races regardless should try and be more creative, and i think that it's a pretty cool trick that makes ur play unique and awesome. Good Job and good luck
User was temp banned for this post.
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It's a good idea however it probably would make more sense to start the sim city closer to your base and work towards the zerg along your reinforcement path between the zerg and your potential 4th base.
If you start it to far out, you will have to make a choice between taking damage to muta harass, or losing your sim city, but if its a little closer to home and work your way out, it will help you secure additional bases and give a launch pad that's 5 seconds closer to the zerg. Something that is way more important than it sounds, especially when the zerg has to spread out to take additional bases as the game progresses.
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