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Thread: ZvT M&M Ball

  1. #11

    Default Re: ZvT M&M Ball

    Quote Originally Posted by arthas View Post
    YES ! That's the ultimate unit vs Terran infantry even marauders....Also i tend to use hydras with range upg that way they can destoroy those marauders very quickly and they won't be able to use that annoying attack and retreat...So last time i tried it it was hydra/ling/infestors vs M&M&M and turned out very good for me,BUT if that guy pulls up 4-5 tanks or techs to seekers,you will probably loose,if you don't do something yourself of course...
    But, with 3 infestors and an all out attack at 8-9 mins, using lings as main force...

  2. #12
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    Default Re: ZvT M&M Ball

    Fungal growth is an awsome ability with so many aplications. you can use it to reveil cloaked units and stop fast flyers. Banshees dont do the terran much good if they cant get away. Its also rediculously good in ZvZ and makes zealots practically useless. and the move while burrowd upgrade makes infestors pretty bad ass. I dont see alot of people getting it though.

  3. #13

    Default Re: ZvT M&M Ball

    Quote Originally Posted by whitefire View Post
    I dont see alot of people getting it though.
    Burrowed movement IS a starting ability-That is if you have burrow researched,the other upgrade,the one that costs 100/100 in the Pit is for FASTER movement underground NOT to allow movement at all...

  4. #14
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    Default Re: ZvT M&M Ball

    im not sure if this works but i think the counter is burrowed banelings
    i think you can make them explode underground, this turns them into massive mines

  5. #15

    Default Re: ZvT M&M Ball

    Quote Originally Posted by moosh View Post
    okay, so i went for zerglings and banelings this time, and this time they teched to banshees... it really sucks that when they turtle it's so hard to get any information
    This is the exact problem I have. The larger problem that I have is that I'm seeing Terrans build their wall outside of their expand instead of their main. If they do this you are pretty much screwed. Yeah banelings help, but before you're able to even do anything they'll have another M&M ball ready. While you're fighting they go right to the banshees. Terran gets to call all the shots, and Zerg doesn't stand a chance when the pace is set against them like that.
    ________
    Live sex
    Last edited by TWD; 09-14-2011 at 09:10 PM.

  6. #16

    Default Re: ZvT M&M Ball

    Dose anyone know if Infested terrans get bonuses to damage from the missle upgrade?
    Yes they do. Just +1 damage mod, but even one melee attack upgrade is still a 20% improvement. They also get armor upgrades.

    okay, so i went for zerglings and banelings this time, and this time they teched to banshees... it really sucks that when they turtle it's so hard to get any information
    Why not throw up some Spore Crawlers? You did have an evo-chamber for an early +1, right? You're playing Terran; +1 attack or +1 armor are both very good. With your Banelings, you could have broken his front and killed him while your base was secure.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

  7. #17

    Default Re: ZvT M&M Ball

    Quote Originally Posted by Nicol Bolas View Post
    Yes they do. Just +1 damage mod, but even one melee attack upgrade is still a 20% improvement. They also get armor upgrades.



    Why not throw up some Spore Crawlers? You did have an evo-chamber for an early +1, right? You're playing Terran; +1 attack or +1 armor are both very good. With your Banelings, you could have broken his front and killed him while your base was secure.
    Not enough spore unfortunately. He had about 6 banshees and I had two spores. He got to them pretty quick too. I think I should have sacraficed an overlord to scout. I was just about to put a changeling in his base when the attack came. Woulda hit his front but he had siege and you know how zerglings are with siege. So... yea, owned.

    I'll gladly take coaching from anyone... =)

    stark.krn

  8. #18

    Default Re: ZvT M&M Ball

    Quote Originally Posted by whitefire View Post
    http://www.youtube.com/watch?v=JekijY-pCbE
    http://www.youtube.com/watch?v=H7IeV...eature=related
    http://www.youtube.com/watch?v=ATN_Z...eature=related.

    Im not sure how relivant this build is but its pretty effective vs the bio ball and if you throw in some anit air support it should work fairly well. maybe you can experiment with it and tweek it to your likings.
    I just watched this... and this just kind of proved that M&M&M is super powerful against Zerg. I especially can't believe how useless ultralisks were.

  9. #19
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    Default Re: ZvT M&M Ball

    its because of the new damage system. units do more damage to a target instead of less. in sc1 hydras didnt do full damage to marines but marines did full damage to hydras thats why marines where a counter now its the oposite because hydras do all of their damage. I think that they should switch it back to the old damage system that would solve alot of balance issues.

  10. #20

    Default Re: ZvT M&M Ball

    its because of the new damage system. units do more damage to a target instead of less. in sc1 hydras didnt do full damage to marines but marines did full damage to hydras thats why marines where a counter now its the oposite because hydras do all of their damage. I think that they should switch it back to the old damage system that would solve alot of balance issues.
    Um, what? There is really no difference between them, except that this system is much more flexible. They could make Hydralisks do 5+5 vs. Armored, which would be the effective equivalent of the SC1 style.

    The reason why SC2 Hydralisks kill Marines is because SC2 Hydralisks are Tier 2. They cost more; they better kill Marines by the dozens. They're not the same unit, so they shouldn't try to act like it.
    "When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up." - C. S. Lewis

    "You simply cannot design a mechanic today to mimic the behaviour of a 10-year old mechanic that you removed because nearly nobody would like them today." - Norfindel, on the Macro Mechanics

    "We want to focus the player on making interesting choices and not just a bunch of different klicks." - Dustin Browder

    StarCraft 2 Beta Blog

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