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On May 13 2010 12:07 29 fps wrote: hallucination sounds like a more reasonable alternative. hallucination recall.
What would that accomplish? Or are you just trolling... Flash defends recalls so well it's like feeding him units, or even a single emp... Once he cleans up the recall it's time to push and P has no storm =/
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On May 13 2010 11:47 Nal_rAwr wrote: man Nal_rA did it with 1base reaver/shuttle
this is actually quite good in PvT i, D level toss/terran, beat a B- terran with my own BO shuttle with reaver and 2 zealots used to mess with siege tanks, and bring in some goons when its safe to walk in and break
actually if you got bonjwa control like nal_ra or nony or me, reaver+shuttle+2zeal can kill like 5 siege tanks and SCV's depending on positioning and micro
aka the Reaver Bulldog?
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protoss needs to call in the mothership.
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Nice attempt, OP. Nice attempt.
On May 13 2010 13:23 YPang wrote: protoss needs to call in the mothership. Flash summons some Vikings.
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10387 Posts
On May 13 2010 10:53 saltywet wrote:Show nested quote +On May 13 2010 10:44 Pliers wrote:On May 13 2010 10:36 LunarDestiny wrote: People come up with this kind of stuff when they play too much UMS or too much BGH. Nope hardly play either. You've never maxed in a game and had money left over? You must be a z player that doesn't undertand pvt this strat will only work if the protoss if very ahead of terran, like 6 base protoss to 2 base terran i remember there was this game by non pros where the protoss did this strategy when he was ahead, but the terran made a comeback and protoss lost the game in the end Are you talking about the Royal Stove game?
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On May 13 2010 11:27 mmp wrote:Show nested quote +On May 13 2010 06:42 Severedevil wrote:If Terran is turtling on 4-5 bases, stealing an SCV --> tanks is perfectly reasonable- and another reasonable thing to do is to build SCVs to replace some of your probes and free up food for your army. It is NOT a reasonable response to a 3-base Terran 200/200 push. I tend to think Protoss have been relying too heavily on rushing carriers/arbiters instead of setting up a roaring economy and getting upgrades first. However, I would like to see more speed shuttle use. On May 13 2010 05:25 mmp wrote: But I think the OP has a good point, and that is that the sheer amount of resources Protoss acquire in a standard macro game is astonishing - and it all gets dumped into carriers which may or may not win the game, but it's a very brute force way to end things, especially when Terran expects a carrier switch and has an upgrade advantage. It certainly takes foresight to get the tech going early and with air upgrades. Furthermore the carriers won't save you until all of the tech is complete and you have a critical mass.
Why not look into other tech options if there is nothing more expensive or time-consuming than carriers? Mind-controlling combat units is a very efficient way to look at late-game attrition, but if you wanted to make your own tank army on the side, that would be pretty strong also. If Protoss switches to carriers after maxing out, without having already invested into their upgrades, they deserve the loss. That's just terrible decision making. I'm not convinced Mind Control is a good choice, except to steal a worker, though. DA eats more supply and money than any unit Terran fields against Protoss. However, one DA to zap vessels certainly sounds worthwhile, and once you have unlimited funds you could certainly add mind control and +50 mana. Bottom line, I don't think Protoss needs to employ new gimmicks... they just need to employ the old gimmicks better and without making really dumb decisions. (Recalling into a 3-base, defensive Terran... dropping templars in front of vultures... killing off half their army for nothing, just to free up food for a carrier switch... playing 0-0-0 fifteen minutes into the game... stacking arbiters for an EMP... engaging the Terran ball without flanking it first...) I agree that Protoss doesn't need any new tricks to win versus Terran. *cough cough* imba! :p But I think carriers are "gimmicky" in the sense that (1) you need a ton of resources (2) you need a lategame advantage to survive long enough (3) the longer they are unscouted the more potent (4) there is a large window of opportunity before you reach critical mass (5) you can't transition out of a mass carriers strat.
The strategy of building a jillion stargates and then six or so carriers all at once, is always a bad one (though of course if you're super far ahead it's the easiest way to just win). Before you max, you can't afford the resources; after you max, you can't afford the supply. Gradually adding carriers off two or three stargates is a lot more reasonable, at any stage of the game (2-5 bases). Goon/Carrier, supported by HT and/or DT, is a strong composition.
I prefer to stick with goon/obs/shuttle/zealot until I have a ton of bases, because teching arbiters/carriers takes longer and costs more than claiming additional expansions, opening up an easy window for Terran to attack or expand... but clearly a lot of Protoss don't share my opinion. Delaying arbiters does result in less mana for stasis, which is unfortunate once Terran hits 200/200.
I like the DA --> steal SCV technique because it plays into that safe style of never making big transitions, and just expanding a lot and inching up the tech tree when it's convenient.
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just drink more pocari than flash does!
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On May 13 2010 13:59 windofsword wrote: just drink more pocari than flash does! no,
![[image loading]](http://i42.tinypic.com/2zof2vq.png) that was Midas drinking a 1liter. Pocari build is Flash only.
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Pocari build is Flash only.
I agree.
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you know what I'd like to see?
Hallucinate speed zealots or something, and then recall those hallucinated units + a mana-charged arbiter into a terran base. Then, the hallucinated zealots will eat the mines and a real recall can bring in the troops. You'll probably lose an arbiter but its better than losing all your troops AND the arbiter.
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On May 13 2010 14:00 anch wrote:Show nested quote +On May 13 2010 13:59 windofsword wrote: just drink more pocari than flash does! no, ![[image loading]](http://i42.tinypic.com/2zof2vq.png) that was Midas drinking a 1liter. Pocari build is Flash only. + Show Spoiler +Flash would've lost worse than Midas
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how about recalling carriers and then recall carriers back? also corsair's disruption web is underused against terran ball.. i think corsair can kill vessels while making the terran ball ineffective. needed like 6 corsairs maybe? to put off 12 web or something
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On May 13 2010 14:46 Lightwip wrote:Show nested quote +On May 13 2010 14:00 anch wrote:On May 13 2010 13:59 windofsword wrote: just drink more pocari than flash does! no, ![[image loading]](http://i42.tinypic.com/2zof2vq.png) that was Midas drinking a 1liter. Pocari build is Flash only. + Show Spoiler +Flash would've lost worse than Midas I see you are trying to be the #1 Flash anti-fan. Good luck, you have some hard competition.
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Have fun theorycrafting, Protoss.
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IF Protoss can pull this off, recalling sieged tanks synchronized with zealots to drag mines and draw tank fire is a good way of breaking a tank line.. yum yum
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I dont think you need to sneak the scv out. I think if you did manage to get one, it would be better not to hide it while it remained safe. This way flash would realize, i cant let him mass tanks, so i cant just turtle. Once he realizes he has to attack and push out or he will be facing a 400 vs 200 army he would be prone to flanks and other of the sorts instead of just 1a2a3a4a5a into turtle terran
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I posted something once upon a time about how I think TvP is poorly balanced, but is still, mostly, balanced. What I mean by that is to say that balance in TvP is dependent on too few factors to make it the robust matchup that both ZvP and ZvT are. Again, I'm not saying it is unbalanced, but balanced poorly.
Specifically, I kind of feel that regardless of strategies chosen most TvPs (that last till the midgame at least) come down to a Protoss player attempting to capitalize on a Terran misstep somewhere along the way. If the Terran pushes out too fast, flank and crush him, if he has sloppy positioning flank and crush him, if he neglects anti air, zealot drop and/or mass stasis him and crush him, if he doesn't defend his base well enough, recall and win.
Conversely, a terran who reacts well to everything the Protoss can throw at him is exceedingly hard to beat. A terran who doesn't make any real mistakes is nigh impossible to beat. I feel like Flash is proving this point. A good Protoss is one who will bide his time, wait for an opening and pounce at just the right moment. But what if that opening never comes? What if there is no right moment, because you are playing Flash and Flash's army is ALWAYS well positioned, and is ALWAYS right where it needs to be.
Its hard playing TvP as Terran because you can play a great game, do 99 out of 100 things correct, yet watch it all end in destruction because you sieged up at the wrong time and lost your army in a heartbeat. Its hard playing as Protoss because you just feel helpless when the terran doesn't give you the opening you've worked so hard to recognize and you realize its only a matter of time before the Terran Ball gets maxed and there won't be much you can do to stop it.
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On May 13 2010 15:26 KingofHearts wrote: how about recalling carriers and then recall carriers back? also corsair's disruption web is underused against terran ball.. i think corsair can kill vessels while making the terran ball ineffective. needed like 6 corsairs maybe? to put off 12 web or something
Doesn't recalling carriers make the interceptors that were out while recalled fly back over the minimap? I remember this being the case for some recent TvP I saw.
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id beat flash all you got to do is out macro him..
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Baa?21242 Posts
On May 13 2010 16:30 JewJewBees wrote:Show nested quote +On May 13 2010 15:26 KingofHearts wrote: how about recalling carriers and then recall carriers back? also corsair's disruption web is underused against terran ball.. i think corsair can kill vessels while making the terran ball ineffective. needed like 6 corsairs maybe? to put off 12 web or something Doesn't recalling carriers make the interceptors that were out while recalled fly back over the minimap? I remember this being the case for some recent TvP I saw.
http://www.teamliquid.net/tlpd/games/36586_Flash_vs_Kal/main
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