Choosing when to fight, PvT - Page 3
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labcoated
Canada392 Posts
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DuSkie
Czech Republic451 Posts
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exalted
United States3612 Posts
On May 31 2005 10:14 labcoated wrote: do a fake expand early midgame, like build the nexus but stop probes and rape him when he tries to push This is generally what happens in PvT - Terran 1fac ccs or even 2 fac vultures -> expand Protoss double expands, stops probes once his 3rd expo is up, starts massing gates Terran slow/fast pushes out (depending on if he cuts scvs for the 5th/6th fac), either going for the throat (the min only), or map control (his mineral only). What I don't understand is that, Terran expos in almost all situations come later than the Protoss - the Protoss generally takes the natural and even the min only much quicker than the Terran, but it seems that slow push negates this effect? For example, take Nada's style - he plays 2 fac vult - > cc - > starport + academy + mass turrets - > 2 dropship 12 vult harass -> min only -> mass tank. Basically, since he turtles so much with the turrets (I assume he does this becuase he doesn't wnat ot lose to some newb strat and knows his harass will more than make up for his mass purchasing of turrets) and goes Starport, the Protoss is more than entitled to a 3rd base (which gets raped by the harass but I digress) I am a big fan of the quick (whirlwind) push and as such it is essential to be the "leader" in the reaping of the expos otherwise I will get raped in the "push" - any comments about the economics of this (in that Factories and their prospective units as a whole cost much more than Gates) would be good. Lastly, with regards to the +1 weaps or armor, I am a strong believer in only going 1 forge the entire game (and I don't even believe in carrier, so basically ground troops the whole time). Why only 1 forge? Base damage of Terran units are so high that Armor only helps with the Vulture/Probe situation - Attack however comes in handy once +2 kicks in with Zealots slicing mines in one hit. Further, there are many other upgrades that are useful than the 2nd forge - dual obs upgrades, Templar Archives and consequently Arbiter which I feel are all more useful than teh 2nd forge. Even if you want to protect probes, instead of building the 2nd forge + upgrade, you can afford 2 cannons instead. If you go only 1 forge and choose to go armor, then it is your perogative, but I am strongly against dual forge (in that even speed shuttle/air weapons are better upgrades). | ||
Liquid`Jinro
Sweden33719 Posts
Having 3-3-3 units IS very strong Anyways, I know some people who do archon + carrier (korean guy I know) with fast shield up which IS good :O Obviously you'd be going mostly zealots with this Not sure exactly what he used but it was cool, just should mention it Btw, I almost always use just 1 forge as well, at least until 3-0 then if I'm rich I might add 2 more for armor and shield | ||
Regentropfen
Germany277 Posts
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iNsaNe-
Finland5201 Posts
On May 31 2005 16:04 Regentropfen wrote: so u dont like researching different ups in 1 forge or why u build 2 more forges for a total of 3 while u can only do 2 upgrades? :-P What do you mean? Weapons, Sheilds and Plasma Sheilds, that's three right? | ||
Holorin
France227 Posts
then if you add 2 forges you ll be able to use only two of them right ? but FA was probably making it for fun as dedicated forge 1-weapon; 1-armor; 1-shield shields are a strange upgrade but for exemple it helps your canons a lot versus zerglings [what ? no zerglings in pvt ? oh sorry about that ] | ||
pooper-scooper
United States3108 Posts
On April 20 2005 21:06 Day[9] wrote: 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 This is a VERY good point. | ||
LastWish
2013 Posts
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GaR
United States48 Posts
Close Thread. | ||
RaGe
Belgium9937 Posts
On June 08 2005 11:39 GaR wrote: Keep expanding, the Terran will come out or face a slow death. Close Thread. this is a recommended thread and thus needs to stay open | ||
Antifate
United States415 Posts
But you might not want to listen to me, I suck. | ||
nurOs-
United Kingdom15 Posts
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Empyrean
16927 Posts
On June 08 2005 13:26 Antifate wrote: I'm pretty sure you can go with Reaver Drop. Even if he does have turrets he's probably not gonna have them all around the outside of his base. Even then he'll probably just have one alone and i think a speed shuttle can make it across 1 turret if it doesn't stop. Try to get some zeals in the drop. One turret is = to 1 vulture so if he has turrets he doesn't have a lot of money. Try and apply constant pressure and make them worry about their safety more than your destruction. But you might not want to listen to me, I suck. The Terran will sense something is not right by your goon count, and either assume Reavers or Dark Templar. Or, if you hide, he'll see from your Pylon count that you've hidden something. Besides, even if you get a Shuttle in, it's going to die before it gets out, so you've stranded a Reaver. Terran can just check on the minimap whenever an orange blip comes in and run SCVs prematurely or just put tanks there. | ||
Empyrean
16927 Posts
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