thing is that you make them OC, and then call down the mules. this allows you to support huge amount of raxes, and with proper macro you can get a 200/200 army pretty fast. Well, in case if zerg is macroing like crazy and harrasing you or poking.
12-08-2010, 02:01 PM
#221
thing is that you make them OC, and then call down the mules. this allows you to support huge amount of raxes, and with proper macro you can get a 200/200 army pretty fast. Well, in case if zerg is macroing like crazy and harrasing you or poking.
12-08-2010, 02:42 PM
#222
12-08-2010, 02:58 PM
#223
Yeah, it's sick fun. Just need to go to a 2 base, the importance is to ENSURE that you constantly build marines from the 2 rax, and potentially do a double to triple bunker before the income flows in. Then just do a basic swap into 2 base, leave 3 of them in your main.
Between the mule income, the ability to drop supply when needed and pretty much have scans when you want is rather interesting. Pure Mules I find rather hard cause it RIPS your base apart. I've found that using all three abilities in tangent do the best by far.
But yeah, handling 12 rax on one base is insane before moving to your natural.
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12-08-2010, 03:08 PM
#224
Found some replays of that 4OC 200/200 army push, just need to try it out myself![]()
12-09-2010, 01:29 PM
#225
dude seriously this is not Brood War in space...err wait
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12-19-2010, 06:00 AM
#226
Playing the Devil's advocate here, how do you Terrans plan to deal with the kind of warp-prism harass and storm usage that oGsMC demonstrated in Set 2 of the GSL Finals today?
Looking at the game again, I found that against storm, Terran seems to really need to get more resilient units like BCs into their compositions in the lategame if they are going to win. Vikings, marine/marauder/medivac and tanks are definitely not enough - not to mention ravens.
12-19-2010, 07:30 AM
#227
They will deal with it in the way they usually keep us Toss feeling more contained and stuck in our bases. Drops. Banshees. Marine marauder early on. Keep pressure on us to defend. So even if we do try those warp prism plays they're not as effective and smaller. Basically that game shows how if terran doesn't really pressure toss but focuses on contain then toss can do ALL that to you if he wants to. Dreamhack finals Naama vs Mana showed a better Terran contain. Inching forward and hitting buildings. Toss forced to keep the tanks from advancing too far forward. That's how Rain should have done his contain. Then Jinro's mid-late game play of marines and marauders all over the map hitting expos. Catching drops in open ground. Some tanks to stop toss from running into certain positions.
Basically this is why people said the semi-final of MC vs Jinro was basically the finals. Jinro had a much better chance in the mid-late game vs MC than Rain did. And Rain fulfilled the predictions.
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12-22-2010, 08:23 PM
#228
12-23-2010, 08:06 AM
#229
This is how I feel right now.... but I'll keep trying to find a way, hard though it may be. :/Once Amulet is upgraded, you do nothing against Storm but GG. It's a game ending upgrade. It's that bad.
Back with all gun's blazing.
12-24-2010, 08:09 AM
#230
I find it quiet fun, that in the beginning it was. Terran bio ball -> A move -> win,
now it is, Toss Gate ball -> storm/colossi -> A move -> T -> win
I'm beginning to go much more Marauder/Tech heavy build vs. Toss. Dropping, poking and supporting with the marauders, and holding my expos with the tech.