2010-08-28, 19:55 | Link #3882 |
阿賀野型3番艦、矢矧 Lv180
Graphic Designer
Moderator Join Date: Mar 2006
Location: Belgium, Brussels
Age: 37
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Found it:
http://wiki.teamliquid.net/starcraft/Cheese Looks like my memories didn't fail that much. And yeah, the term was misused to the point it doesn't really make much sense for SCI.
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2010-08-28, 19:58 | Link #3883 | |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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2010-08-28, 20:00 | Link #3884 | |||
On a mission
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I'll quote that article's discussion page: Quote:
Quote:
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2010-08-28, 21:08 | Link #3885 | |
The Dark Knight
Join Date: Dec 2005
Location: From the deepest abyss in the world, where you think?
Age: 38
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I usually used MMM but now I've switched to mostly mech. Mainly because I lose quite a bit of guys to those High Templars when it comes to Protoss. That and people are getting smarter to dealing with those drop attacks With mechs, they can withstand it better. At the moment I'm trying out with marines backed by tanks. This is later followed by Thors and tanks with Vikings. Vikings can fill the marines' role and aren't vulnerable to psi attacks. Tanks seem pretty decent even when not in siege mode. |
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2010-08-28, 21:53 | Link #3887 | |
Lurker
Join Date: Apr 2007
Location: Vancouver, Canada
Age: 37
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probably not that relevant, but interesting nonetheless |
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2010-08-28, 22:15 | Link #3888 | |
Counter Force
Join Date: Nov 2007
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Regarding Marauders, they are very (read: extremely) strong against gateway units, period. But it's not unbeatable, with a good unit combination, timing, and most importantly micro/macro/mechanic, Protoss have a very good chance against mass marauders. For HTs and Ghosts, it comes down to micro and unit positioning. EMP eat HTs but at the same time, EMP does nothing if the storms are already casted. So it come downs who has better positioning, better micro, and higher apm; which is fun for me to watch or to play. On a sidenote, regarding MLG's final result: Spoiler for MLG Result:
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Last edited by Alaya; 2010-08-28 at 22:29. |
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2010-08-28, 22:45 | Link #3889 | |||
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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2010-08-29, 00:46 | Link #3890 |
Senior Member
Join Date: Jan 2009
Location: NY, USA
Age: 33
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Pro tip: Don't get overconfident in 4v4 just because one person got dropped from the game.
Actually, I think we would've won that if I hadn't proxied my double rax outside the guy who got dropped. And against diamonds/plats, too. |
2010-08-29, 01:03 | Link #3891 | |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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But somehow we still pulled the fight off even if we were Reaper + Zergling rushed. (I would post the match, once I get Archon_Wing's permission)
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2010-08-29, 01:10 | Link #3893 |
~Official Slacker~
Author
Join Date: Aug 2010
Location: Xanadu
Age: 29
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Permission granted
Summary: This match involved our opponents using both "Reapers, and Zergling Rush" and me and Archon_Wing's unique counter to it (Near the end, even if Teal did not leave, we still could have won) http://www.sc2replayed.com/replays/6...-monlyth-ridge (Sorry Archon_Wing for being the unfortunate first target for this scary rush) (Also Archon_Wing, those other matches we played, I was getting kinda sleepy ) The reason I posted this or wanted to, was because I was wondering where exactly our opponents went wrong with this match.
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Last edited by Hooves; 2010-08-29 at 01:23. |
2010-08-29, 04:55 | Link #3897 |
Thinking outside the box
Graphic Designer
Join Date: May 2007
Location: The Netherlands
Age: 37
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Marrauder > Every gateway unit. It's called micro, shoot run, shoot run and laugh at the zealots. Because they are useless after charging in and dying. And there is another factor, marrauders are ranged, while zealots are melee, they will be clumped up unable to attack if you got really large numbers, ofcourse you can try to catch them in a good position like a surround, but i still think marrauders can win due to not all zealots being able to attack while marrauders in the middle can still shoot at zealots. Same story with marines, they are really deadly in large numbers
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2010-08-29, 05:17 | Link #3898 |
Counter Force
Join Date: Nov 2007
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With or without micro, Marauders eat Gateway units for breakfast (well Zealots with leg might beat mass marauders if the terran player does not micro them)... What is needed to win against MM ball for Toss is higher tier units for support, good positioning and constant macroing (since toss can reinforce their units faster than most T with warpgates).
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2010-08-29, 09:11 | Link #3899 | ||
MUDKIP MUD!
Join Date: Nov 2003
Location: Beside a road, next to a tree
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Marauders are good against almost anything ground, hands down. They are cheap, they can tank to some degree and they can do tons hurt just with stimpacks; moreover, they have 6 range! problem with storm is that even you let them lose, it still doesn't mean you kill the other army. They are not the same SC1 storm where you can whip out a army with just 1 cast. SC2 storm are retarded weak and the area is also retarded small compare to SC1 storm. Normally I just move the units back and let the enemy's melee to take the place of where my army was if I see that the other guy isn't good at controlling. God I missed SC1 storm, I remember the days I can reduce a fleet of 15+ BC or carriers to 0 with just 1 HT u_u On the other hand, what use of a few lonely HT in SC2 when the army is dead because they where wipe out due to shield removal? Quote:
also, zealots are melee, if the marauders are bunch together, only 2 zealots can fit every 180 degrees angle, 2 zealots can't take down a marauder even if they try. This is not the purpose of zealots in the first place, they are very much like having a lot of zlings as zerg; they are just canon fobbers or meatshields. Remember the South Park movie, the part about "Operation get behind the Blarkies" and where they tied Black people to tanks and planes? Just think about that when it comes to zealots or zlings.
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Last edited by gummybear; 2010-08-29 at 09:24. |
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blizzard, starcraft, windows |
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