StarCraft® II

Void All in

Posts: 3,651
How do you beat it?
http://drop.sc/274568
Im completely willing to change my build, but I would rather alter it somehow. like instead of combat shields get factory and maybe vikings quicker.
and sorry for the BM, guy was an !@#$%^-.
I usually get a 3rd gas, combat shields, +1 and after starports throw down. Should i defend? all in sooner?
Vikings 1st or medivacs 1st?
Turrets or bunkers?
and how about this one, its a practice game vs my buddy.
http://drop.sc/274570
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Posts: 4,060
Ravens? Mass stimmed marines probably work too.
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Posts: 22,173
a good bit of it depends on how far into it they are before you scout it, but in general marines > void rays.
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Posts: 376
make 2 or 3 bunkers and repair gg
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Posts: 3,651
Someone watch the replay?
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Posts: 2,653
i didnt watch hte replay but i know with proper micro a viking can take out voids without takeing damage, so if you scout this then early vikings wouldnt hurt, also as said earlyer stimmed marines can take out mass voids very easilly as well
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Posts: 3,071
if you scout...then you wouldn't have problem vs voids as Terran

mass stim marines whit Medavacs + Vikings
some turrets on base
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Posts: 8,316
This thread is a good representation of why you don't come to battlenet for advice on how to play.
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11/11/2012 07:06 PMPosted by MetalGear
This thread is a good representation of why you don't come to battlenet for advice on how to play.

So true, wish I could just delete kids who have no idea what they are talking about
Edited by htpkAzrael on 11/12/2012 10:45 AM PST
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Posts: 16,021
I love how people all assume htpkAzrael is some bronze noobie complaining about mass Void Rays.
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Posts: 7,572
11/12/2012 10:46 AMPosted by blitz
I love how people all assume htpkAzrael is some bronze noobie complaining about mass Void Rays.


I totally thought that. Lol.
But seriuosly OP, nothing but respect for ya.
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Posts: 3,089
Watching now..

I've had a good deal of experience with 3 gate stargate, because for the brief period of time that i offraced as toss its all i did.

edit: You did pretty much everything right, just maybe want to defend at your natural ramp instead of pushing out and put a bunker on the high ground.

Your build should be fine against 3gate stargate all in though.

Teching vs 3 gate stargate is what gets you killed you cant really get the viking in time.

edit and if you do; then you dont have enough ground forces.
Edited by HeavyFresh on 11/12/2012 11:13 AM PST
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Posts: 7,572
I'll watch it when I get home, but it's not like my advice is worth anything.
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Posts: 2,763
11/11/2012 06:02 PMPosted by Owlfeathers
Ravens? Mass stimmed marines probably work too.


How would that help?

Raven don't even work on voidrays until Seeker Missile, and they and SM come out far to late.

This hit before stim could finish.

Anyway's OP my only thought would be get 2 marauders with slow to stop the stalkers from straight up owning your marines. You lost for 2 main reasons. 1. stalkers kited your marines to death. 2. the high ground warp in of zealots.

Also, don't try to base trade vs voidrays. Its one of the few times were terran will almost always lose the base trade.
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Posts: 3,089
11/12/2012 11:05 AMPosted by Dwarfspider
Anyway's OP my only thought would be get 2 marauders with slow to stop the stalkers from straight up owning your marines. You lost for 2 main reasons. 1. stalkers kited your marines to death. 2. the high ground warp in of zealots.
\

NO

DO NOT GET MARAUDERS.

Just Defend at the bunkers and invest you first avaliable gas into stim once you scout double gas 1 base play from Protoss.

Because 2 gas means either

3 gate stargate/
DT Rush ( should be getting the eng bay anyway)
1 base Collosus (Scans reveal if hes going robo/stargate)
Or blink all in.

Either way Marines are the best overall choice early game to stopping these all ins.

Once they get their upgrades you can be a little more agressive. But once you have ascertained that he is doing one base play delaying marine upgrades is the absolute best way to die.
Edited by HeavyFresh on 11/12/2012 11:11 AM PST
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Posts: 2,763


NO

DO NOT GET MARAUDERS.



With that many stalkers a small number of marauders would have help immensely in this game, where the OP pushed out against stalkers before stim. Marines don't win that fight, marauders do.

Bunker's are not as useful against voidrays and high ground warp ins, but 1 more at the front would have been better.

However, if the OP held back like you suggested and waited for stim then marauders might have been unneeded.
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Posts: 3,651
So overall suggestion is to hold back, defend. Don't take 3rd as quick 2 more rax. no third gas.
Do you think turrets or bunkers are better?
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11/12/2012 11:00 AMPosted by VIPER
I'll watch it when I get home, but it's not like my advice is worth anything.

Not true, I greatly appreciate advice when thought is given into what you are saying and also when you take into mind that we are different leagues and what works in bronze for you might not work for me.
The only time I dont like bronze advice is when they dont take into account that there is a difference between my league and yours.
Tl:DR If you think about what you are going to say and watch the replay Id appreciate it.
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Posts: 6,242
11/11/2012 06:49 PMPosted by Madrox
i didnt watch hte replay but i know with proper micro a viking can take out voids without takeing damage, so if you scout this then early vikings wouldnt hurt, also as said earlyer stimmed marines can take out mass voids very easilly as well
You clearly have never tried that, the acceleration, deceleration rates makes that impossible unless you happen to be korean.
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Posts: 15,628
11/11/2012 06:16 PMPosted by ComradEX
make 2 or 3 bunkers and repair gg
This.

You skimp on marauders and focus more on marines and get 3 bunkers in good positions, while lifting off any low-ground CC and placing it in the main. All you need is to prevent the Gate army from breaking through - the real threat is the Forcefields and Stalkers to be honest.
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