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Choosing when to fight, PvT - Page 2

Forum Index > Brood War Strategy
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starofNC
Profile Joined July 2004
United States1340 Posts
April 15 2005 15:14 GMT
#21
Empyrean thanks

oh, and I did read his post MaTRiX[SiN], i dont think the terran has to be very good to beat mass expos
RedMeat
Profile Joined September 2002
United Kingdom490 Posts
April 15 2005 18:56 GMT
#22
*passes shovel*
I am the mirror, I am the destiny, I am the herald that points the way...
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
April 16 2005 22:22 GMT
#23
Youre wrong

Note the strafe v beast game @wcg. beast was playing very well and strafe overexpanded early and beast didnt attack in time. think of how many games there is a 5-10 minute lull and you could have expanded but didnt. sure _very_ good terrans will probably eat it alive, but if hes having trouble choosing when to attack this implies that he feels he has enough army to kill his opponent yet he just sits there idly waiting for the terran to attack. Thus, I think it would be in his best interest to overexpand a slight amount, not only to force the terran out, but also because he seems like he could afford it.

When i say expand one too many times, i mean youre sitting there with 2 bases, your 2nd natural is building, you have 5-7 gates pumping, go take another main. its only 400 minerals, which is just 3 more units, its not like youre really losing out that much, but the possible gain is huge.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
rpf289
Profile Joined October 2004
United States3524 Posts
April 16 2005 23:28 GMT
#24
On April 15 2005 08:33 Resonate wrote:
In PvT at high level, unless protoss wins it early, there tends to be a large build up at the terran natural of tanks and vultures while terran harrasses. Then, when he's ready, terran just unseiges and goes out.

Are there any practical ways in mid-game (so not carriers/arbs) to allow toss to choose when to fight? cos basically terran gets to choose every time, as their defence is so strong.

It just sucks to see terran controlling the game unchallanged, when toss basically has to suck it up and wait until terran is ready, even with a significant unit advantage.
What I do is put observers everywhere on the map, especially crucial areas and have others patrol expansions. I have my army in a line across the middle of the map, and when I see the Terran try to move out, I will attack across that whole front, and do my best to micro everything. Once his setup attempt has been defeated or the Terran has retreated, I retreat as well, and do it again when they try to set up again. Remember to attack the Terran's army while in transit, as they are the weakest then. You should probably have an almost equal number of zealots and goons, with more goons. Generally, you should try not to lose goons in droves, and if you do, that means you should have pulled back earlier. Attack repeatedly until your zealots are dead, then retreat and do it all over again. In summary, be an asshole and be annoying, and don't let the Terran set up. Try to storm drop his natural or main if you can while he wants to push out so his economy is crippled slightly, and therefore won't be able to keep up unit production. Put some DT's on your cliffs, and maybe an HT. That way you can commit most of your ground army to attacking, not running around to defend expansions.

I just realized I'm rambling. Sorry.
CuddlyCuteKitten
Profile Joined January 2004
Sweden2776 Posts
Last Edited: 2005-04-17 00:56:30
April 17 2005 00:55 GMT
#25
My main problem with PvT is that if the terran get's a decent postion (I don't know why it is like this but PvT on Lotem is twice as hard as on any other map.) I almost allways get fucked around the time my 3 base goes up. (Another main.) Classical example: T got 12, I got 6. T just fast expoes to nat asap. Then starts slowpushing as well as putting two tanks and a good placed turret/s along with his barracks at his nat. (No storm dropping.)
He then slowpushes out to take his min only. I feel like I can't do anything in this situation. I've allready secured my nat rigth before or just after he took his. I migth even have harassed it a bit depending on his tank placement. But my army is lacking and I desperatly need to get a third base running, which is going to be one of the other mains. (Probably 9 in this example.)
So I can't stop the slowpush to the nat and I need to cover my main/nat and my expo, and I also need to keep enough forces to stop the terran from doing something. I just feel I don't have enough troops in this part of the game. Either a shitload of vults raid expo or nat/main because I don't have enough shit there to stop them (2-3 cannons and 1-2 goons doesn't help that much) or I have left to little in the middle and he just unsieges his shit and moves it to my doorstep without me being able to put up any resistance before he has turned the fast push into a slowpush once again. I can counter his min only but it really doesn't gain me that much since his newly produced units and mines/turrets will take out a pretty big chunck of what I have out there and the next wave of produced units will invaribly rape my expo while he takes another himself.

I just get pissed of when playing good terrans I guess. It's so frustrating playing a mu when you have to rely on your opponents mistakes as much as playing good.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Knickknack
Profile Joined February 2004
United States1187 Posts
April 17 2005 02:31 GMT
#26
nah its not twice as hard but def harder then nostalgia. But i probably like temple better because it can be played out many ways easier.

Heh, no coincidence that the terran is doing 1fact expo. There is always the option to try and take this out early with drops or some kind of elevator strategy. But, its 12/6 so i suppose just macroing hard is the best option. If he decides to take his min only fast - after 2to4 facts and sets up well, you really cant do anything. Just macro hard and wait for him to make a move.

If he starts to slow push towards you and positions are 12/6 youll be safe for some time. Once he reachs your doorstep he will have to pack them up front to be able to hold you or spread them out. If he packs them up front mostly, flank. If he spreads them out, just attack every once in awhile to clear out some space and flank. I dunno why you took the 3main instead of your 2nd nat. That might make things harder. If you are not able to take an expanson at 3main, nat or 2nd nat take an island.

If he can just unsiege and move around at will, youve done something wrong already. Probably not kept up in mass. If you dont keep up in macro well enough, your basically screwed...

| www.ArtofProtoss.vze.com |
CuddlyCuteKitten
Profile Joined January 2004
Sweden2776 Posts
April 17 2005 02:35 GMT
#27
So take nat instead of other main?

That was probably my biggest problem, because having to cover to different places is fucking hard at that part of the game.
waaaaaaaaaaaooooow - Felicia, SPF2:T
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2005-04-17 02:43:35
April 17 2005 02:39 GMT
#28
If your at 12 i would def take the 2nd nat. At 6 its a harder call to make. I think its more likely he will try to attack with a load of vults if expo to 9 main, though. Mabey make a pylon/cannon wall at the top of the ramp or something...
| www.ArtofProtoss.vze.com |
rpf289
Profile Joined October 2004
United States3524 Posts
April 17 2005 03:06 GMT
#29
When I'm at 12, I take my nat, then my 2nd nat. At 3, I take my nat, then either the 12 main or 12 nat. At 6, I usually lose. In my attempt to not lose, I take my nat, the the 4 island. At 9, I take my nat, then either the 11 island, or 6 main.
starofNC
Profile Joined July 2004
United States1340 Posts
April 17 2005 04:15 GMT
#30
BigBalls I agree with your post insofar as that you are saying you only directed him as such because he commented that he reaches a point where he is sitting with his minerals and does not know what to do.. I suppose in my reading of your post, the combination of 'one', plus 'too many' threw me a bit off,

BigBalls forgive my ignorance but are you a proponent of the +1 armor upgrade to stall the vulture attacks? or.. In a map such as LT I don't see it being quite reasonable to defend 1 (possibly) finished nexus and 1 other warping almost finished nexus with pylon+cannon or 2 cannon while still macroing and keeping up with units..

Cuddlykitten taking the other main was probably a good move on ur part I think

some things you can do if you surely dont see a starport anywhere with observers is to smartly place pylon+forge+maybe 1 cannon directly along a line beneath 9oclock ramp.. this will afford u some protection during your efforts to take your mineral only @ 6 oclock (building placement...i.e, anything to postpone the vultures from getting up there in other words)

you will need gateways at the 6 base sooner than later however, but pershaps this is something you could do to buy yourself some time in 6v12 or even 6v3

terrans in my experience tend to get tempted more if you take a 3rd base that is nearer as opposed to farther away from them.. they get cocky as far as moving their units out and doing their push or whatever (hey, maybe this is what you want for them to do vs you anyway, but yea thats definately by experience) they always get the bright idea to vult attacks when the base is far away

"..or I have left to little in the middle and he just unsieges his shit and moves it to my doorstep without me being able to put up any resistance."

this shouldn't really ever have to be the case.. you are either overexpanding or.. yea you are probably overexpanding

and on a side note to Resonate, I think people sometimes are overly excited to expand when they see the terran taken his natural.. speed shuttle or just solid shuttle play as Legionnaire recently showed on Nostalgia vs Androide.. is a very good investment to make instead of dropping a 4th nexus somehwere on the map.
Ack1027
Profile Blog Joined January 2004
United States7873 Posts
April 17 2005 04:53 GMT
#31
P is reactionary race if you forgot + _+
Wait for them to come out and flank them hard >=)
Otherwise, harass.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
April 17 2005 08:25 GMT
#32
No, im a proponent of +1 weapons; however, ive never thought about the +1 armor nor have I read the thread, so I will keep my mind open on which is superior.

You dont need cannons asap. Let's say you are 6, your opponent is 12. He is building up, maybe harassing a little but not really coming out and there isnt much you can do besides macro/defend. Bring 3 goons over to the 9:00 ramp and expand there. You should have good observer spread so if he tries an attack there OR he starts bringing his forces forward, you can not only move yours up to slow his attacks, but also you can move over to defend either way.

The problem comes in when the terran is very good and starts pushing forward, forcing you to defend, THEN brings vults over to raid the expansion, in which case you need cannons to defend. But, if the terran is not very very solid with good multitasking, he wont be able to pressure/harass/macro at a high level and make you worry about expanding once too many times.
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
RiSE
Profile Joined April 2004
United States3182 Posts
Last Edited: 2005-04-20 10:10:02
April 20 2005 10:09 GMT
#33
Yeah, pvt is gay vs anyone good.
heavy hand upon the land, feel it's weight inside you
Day[9]
Profile Blog Joined April 2003
United States7366 Posts
April 20 2005 12:06 GMT
#34
honestly its not so much about choosing when to attack

but managing your money properly so that you are always ready to attack

for example:

many protosses keep an observer over the terran factories. When the terran begins to build up a shitload of factories, the protoss stops expanding and makes a bunch of gateways and starts massing units.

Honestly, "how can i choose when to attack" should not be a big question. Figuring out how to have enough to destroy a terran push AT ANY TIMe is what makes a good protoss.

just my opinion n' all
Whenever I encounter some little hitch, or some of my orbs get out of orbit, nothing pleases me so much as to make the crooked straight and crush down uneven places. www.day9.tv
Sorrow_eyes
Profile Joined February 2005
United States1007 Posts
April 20 2005 13:14 GMT
#35
The only trouble i have is when i try to harass a 2 base terr, he's got sieged tank and turrent covered most of his base and i cant really do much
Myacctmessup: People tried to create a Perfect language that the whole world can communicate with out difficulty, that it is universal and easy to learn. Do you hapen to know what language is it? Fireblast: You mean love?
maleorderbride
Profile Joined November 2002
United States2916 Posts
April 20 2005 14:18 GMT
#36
then dont attack or harass him.

he just spent several hundred on turrets, maybe wasted some mines, and definitely wasted some time if you dont attack. Just expo. Expoing is really all there is to pvt...
Some cause happiness wherever they go; others, whenever they go.
volair
Profile Joined April 2005
United States20 Posts
April 20 2005 21:21 GMT
#37
out macro your opponent and fight his army in open ground battles. do not attack his main or natural directly until you have economic superiority, which happens if you are winning. it takes a long time to achieve this against a good terran player. attacking sooner will result in your dragoons being splattered all over the ground below his base and to no avail.
NOBODY DIES A VIRGIN. LIFE ----- US ALL.
Vendetta[eV]
Profile Joined April 2005
United States93 Posts
Last Edited: 2005-04-20 21:44:20
April 20 2005 21:43 GMT
#38
One thing I may add, if the terran is pushing out and you are beginning to get anxious to break his push I generally will drop 4-8 dts in a terran main (depends on how many expos/resources i have, if I do not have enough for 8 dts, ill make 4 dt/4 zeals instead) to create a huge distraction. You will need the shuttles anyway to defend cliffs, break pushes and expo to islands. Eliminate turrets/comsat first as most of his units will be out trying to push towards your base, then work on Facs/Depots. Once he pulls back vults, storm his front lines and break thru. You will then force him to scan your dts, battle your flanking goon/zeal and probably make more turrets all at the sametime.

All of the above is great, but your greatest victory is putting the huge amount of doubt in his head that he can still win if you succeed. Don't forget to throw up another Nexus while all this takes place. Hope this helps.
SaNteria
Profile Joined April 2004
Canada487 Posts
May 30 2005 23:41 GMT
#39
PvT is always more about being ready for his attack than ready for your attack. If he's sitting on his thumbs macroing, and you know you can't touch him, then take the opportunity to position yourself strongly. By that I mean expo (like BigBalls was saying) and up your gateway-count as much as you feel you can. This way when he does decide to mosey on out, you are in a position to rebuild much faster than him and keep him contained.

Though there is no shame in taking a higher tech... unless you're so stubborn that you insist on keeping the fight on the ground ; )
zeee rainman
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
May 31 2005 00:55 GMT
#40
Okay.. NOBODY mentioned this, but starting or faking carrier is a way to choose when to fight, and as froz/others said - expanding.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
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