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What is this new pvt style with no arbiters?

Forum Index > Brood War Strategy
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Jubinell
Profile Blog Joined September 2009
333 Posts
January 09 2021 06:28 GMT
#1
Recently everybody is playing it, Best notably. No stargate, no arbiters. Just mass shuttles with speed and mass templars.

What is the new mechanic that made arbiter play obsolete?

I noticed terran has also evolved their play to counter this. evenly spread tanks, conscious vulture runby at nat looking for unguarded templars, lots of EMPs, etc.
Leonix
Profile Joined June 2019
161 Posts
January 09 2021 06:37 GMT
#2
The secret mechanic that make arbiter obsolete is the fact that Arbiters are OP...
Me_ToKa
Profile Joined September 2009
Bulgaria309 Posts
January 09 2021 07:16 GMT
#3
Man watch Ultimate battle match Light vs Best. There you can see how powerful is this strategy. And yes it is currently really trendy.
y2kid
Profile Joined May 2018
92 Posts
January 09 2021 08:50 GMT
#4
Think it's very good especially on big maps due to arbiter's clunkyness :/ They're big and slow. React very poorly to clicks etc. One EMP just ruins your day. On the other side, if you have HTs in shuttles that's both fast and unaffected by EMP. Gives you a lot more mobility and is useful for the counterattacking/backstabs that P likes to do later on.
ProMeTheus112
Profile Joined December 2009
France2027 Posts
Last Edited: 2021-01-09 10:50:15
January 09 2021 10:47 GMT
#5
wow that's surprising i always thought and actually was taught that arbiters were simply necessary (basically to have a chance to battle T at 200/200 without losing straight after), I really like to hear that at the highest level its possible to choose not to do that so you have more choice of end game strategy in pvt thats great
(i mean carriers was already a possible alternative otherwise though or even possibly a mix)
Jubinell
Profile Blog Joined September 2009
333 Posts
January 09 2021 14:26 GMT
#6
One really cool thing u can do as protoss with this strategy is storm the incoming terran army. Imagine the terran is coming to a choke in front of one of your nats with 7-10 tanks u can send a few zealots heads-on to take the hit, then drop your templars behind. 3-4 templars x 2 rounds of storms and all the tanks are gone!
Timebon3s
Profile Joined May 2018
Norway688 Posts
Last Edited: 2021-01-09 14:29:42
January 09 2021 14:29 GMT
#7
I have always said storm is underused in pvt and reavers underused in pvz. The damage storm does to sieged tanks is simply too good to not use. Jangbi knew this and he was a terran killer. And the potential stormdrops have is insane.

It’s also sad to see protoss recalling half his army into mines and then lose to a counterattack on his natural and killing all units beeing produced
ProMeTheus112
Profile Joined December 2009
France2027 Posts
January 09 2021 14:51 GMT
#8
On January 09 2021 23:29 Timebon3s wrote:
It’s also sad to see protoss recalling half his army into mines and then lose to a counterattack on his natural and killing all units beeing produced

yeah i dont like blind recalls i avoid doing that almost just don't do it
also agree reavers prob underused in pvz
i was trying the templar style a bunch of times just worried about the 200/200 army but if it works at best level it must simply be a good style then should have a look
whaski
Profile Joined December 2012
Finland576 Posts
January 09 2021 15:31 GMT
#9
On January 09 2021 23:51 ProMeTheus112 wrote:
Show nested quote +
On January 09 2021 23:29 Timebon3s wrote:
It’s also sad to see protoss recalling half his army into mines and then lose to a counterattack on his natural and killing all units beeing produced

yeah i dont like blind recalls i avoid doing that almost just don't do it
also agree reavers prob underused in pvz
i was trying the templar style a bunch of times just worried about the 200/200 army but if it works at best level it must simply be a good style then should have a look


I picked this up from Best Youtube- chat:

Big adjustment is the number of probes and expansions. Protoss makes timing attack with shuttle and storm and trades with terran. Then you just trade and trade. Terran dries and never quite gets 200/200 with 3/2. If protoss cannot demolish scvs or trade with storm it becomes tricky because lower number of probes.

So it comes down to Best and his insane optimization to have just right ammount of stuff to constantly pressure terran and trade/harass with storm. The greatest pvt is back.
it's not just a music it's something else
whaski
Profile Joined December 2012
Finland576 Posts
January 09 2021 15:32 GMT
#10
As a bonus, here

it's not just a music it's something else
omahahowitzer
Profile Blog Joined November 2008
United States98 Posts
January 10 2021 13:29 GMT
#11
On January 10 2021 00:32 whaski wrote:
As a bonus, here

https://youtu.be/MXYRhJOmOkc


can someone explain this opening for me? 16 gas, 20 core, 3 zealots before goon. Best's PvT is too next level it is beyond my comprehension
Soulforged
Profile Blog Joined February 2007
Latvia918 Posts
January 10 2021 14:00 GMT
#12
It isn't an easy style to play, for sure.

The main problem is that you have to keep trading. The trades may be slightly ineffecient, but if you get shut down hard one time, you can no longer do so, and you will have to deal with that 200.
Now there's options to deal with that, such as:
1)getting decent trades by constantly moving around, faking engagement attempt with part of the army while repositioning the most of it elsewhere, trying and catching terran out of position
2)letting them push and doing a counterattack, while reinforcements + defensive storms slow down terran advance, eventually returning and flanking their army when it isn't positioned ideally. This generally trades bases 1:1 and armies, which is what protoss wants
3)or even engaging them as they move out and mass drop zealots on the tanks as they pass the mine field...

all of these are things that frequently come up in Best games as ways to turn things around if he loses tempo. but it is difficult
this style is all about tempo
if terran stabilizes and puts defensive mines everywhere(or even worse, on counter attack routes as well), this can end up being very problematic

I wonder if best gets significantly more than 60 probes due to his constant trades, though. That seems like something that can both be amazing if you keep the constant trades going, and backfire a lot if terran stabilizes.
lurkgoon
Profile Joined November 2020
11 Posts
Last Edited: 2021-01-10 15:19:08
January 10 2021 15:00 GMT
#13
On January 10 2021 22:29 omahahowitzer wrote:
Show nested quote +
On January 10 2021 00:32 whaski wrote:
As a bonus, here

https://youtu.be/MXYRhJOmOkc


can someone explain this opening for me? 16 gas, 20 core, 3 zealots before goon. Best's PvT is too next level it is beyond my comprehension

It's your basic zzcorez. You don't have to stop building probes or zeals and can still get your core up reasonably fast. It's probably the best compromise for a safe zealot pressure build in pvt. The gate can be made at your ramp or natural choke, with the natural choke being more common.

Even if your zealot pressure gets shut down, like what happens in the first game, it's not the end of the world. Don't keep throwing zeals away - they are still useful for defending a counterattack, or to later load up in a shuttle with a reaver.

You can't expect a whole lot from a 10 gate at your ramp or natural, though it does have the potential to really mess up an unprepared opponent, as you can see in a later game on Polypoid.

In general, Best does a really good job mixing up his builds, with various standard tech builds, forward gate, 12 nexus, etc. Most Protoss players rely too much on the standard 1 gate, 13 core, no zealot builds.
Kingdom[NaS]
Profile Joined April 2018
74 Posts
January 10 2021 16:13 GMT
#14
Storm style is good vrs pushes, arb style is better vrs turtle terran
ne4aJIb
Profile Blog Joined July 2011
Russian Federation3209 Posts
January 10 2021 16:53 GMT
#15
I dont think you wait with shuttles until terran gets 200 supply.
Bisu,Best,Stork,Jangbi and Flash, Fantasy, Leta, Light and Jaedong, Hydra, Zero, Soulkey assemble in ACE now!
Dangermousecatdog
Profile Joined December 2010
United Kingdom7084 Posts
Last Edited: 2021-01-10 20:42:15
January 10 2021 19:55 GMT
#16
There's nothing new about putting HT in shuttles, or having HT to storm tanks. Or moving out to prevent Terran from building up their push.
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 10 2021 23:52 GMT
#17
It's not really a new style if I'm understanding things properly. Using a gateway army with ht support was a style that was played frequently in the past, but over the years, protoss players started using arbiters much more. I'm not really sure why the change now, but I am glad to see it being used again because it makes for some great games.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
Soulforged
Profile Blog Joined February 2007
Latvia918 Posts
January 11 2021 11:14 GMT
#18
The maps and the reaver opening development, probably.

It isn't that great on maps with a 'free 3rd base' that we had frequent in the past.
Current reaver openings and maps make terran work for their 3rd base, and then it is still either exposed or far enough to where the mobility of speed shuttle-goon can take good trades.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
January 11 2021 13:41 GMT
#19
On January 11 2021 08:52 BigFan wrote:
It's not really a new style if I'm understanding things properly. Using a gateway army with ht support was a style that was played frequently in the past, but over the years, protoss players started using arbiters much more. I'm not really sure why the change now, but I am glad to see it being used again because it makes for some great games.

Yes if I recall correctly, P didn't used to rush to arbiters back then (but then again I was absolutely terrible back then). However, I'm sure there would be some new twist to what we see on the surface
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angry_maia
Profile Joined August 2020
311 Posts
January 12 2021 02:39 GMT
#20
I absolutely love this style (watching, I have no chance at actually playing it lol). Leads to super action packed games
TelecoM
Profile Blog Joined January 2010
United States10671 Posts
January 12 2021 06:08 GMT
#21
Keep Terrans economy and army down and forcing them to engage to out macro and get better engagements to come out on top.
AKA: TelecoM[WHITE] Protoss fighting
KwarK
Profile Blog Joined July 2006
United States42578 Posts
January 12 2021 19:10 GMT
#22
On January 11 2021 01:53 ne4aJIb wrote:
I dont think you wait with shuttles until terran gets 200 supply.

Correct. The purpose of the style is to prevent the Terran from ever reaching his 200 supply mass upgraded tank army.
ModeratorThe angels have the phone box
Magic Powers
Profile Joined April 2012
Austria4024 Posts
January 13 2021 03:42 GMT
#23
Terran players have figured out ways to combat various arbiter tech routes, so the winrate for protoss players has been stagnating if not perhaps dropping. But the arbiter is an easy-to-use unit with strong and deceptive qualities, so it'll always stick around.

HT management is very difficult, especially with many bases and other locations being threatened at once, but they're are a lot cheaper than arbiters and storm only requires 75 energy so they can be very effective at defending various locations, especially against a moving terran tank army. Plus, anti-storm unit control and ambushing tactics against HT's for terran aren't any easier either.
The added cost of speed shuttles isn't exactly a big problem for protoss, as zealots have very limited DPS and are easy to pick off when running around unprotected. So putting some of the production into shuttles instead of zealots does make a lot of sense.

Storm can be utilized against just about everything: tanks, vultures, goliaths, even occasionally against spider mines and science vessels.
Something that was previously overlooked is that it can als be used to keep SCV numbers low. This is a very effective tactic because consistently reducing the SCV count will significantly slow down terran production and therefore delay reinforcement, giving protoss crucial breathing space in battle. Flash demonstrated this when he was practicing random protoss.
Killing SCV's can also help in combat as they can be used to repair stuff or block incoming protoss units.

Basically the HT was quite an overlooked unit in the past few years. Who knows why exactly it's more popular now, but from what we've been seeing it seems it'll stick around and possibly drive down the terran winrate, because having several equally valid options can't hurt.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
Jealous
Profile Blog Joined December 2011
10138 Posts
Last Edited: 2021-01-13 16:05:05
January 13 2021 16:04 GMT
#24
On January 11 2021 08:52 BigFan wrote:
It's not really a new style if I'm understanding things properly. Using a gateway army with ht support was a style that was played frequently in the past, but over the years, protoss players started using arbiters much more. I'm not really sure why the change now, but I am glad to see it being used again because it makes for some great games.

To my understanding, it's not the same approach as it was in the "pre-Arbiter" days and it is viable because players are not only more mechanically sound but also because of the use of Shuttles, as well as the fact that Shuttles are useful from a much earlier point in the game and against a large variety of Terran pushes and plays. They are good for busting, elevators, harass, bombing pushes, etc. It's really a confluence of multiple factors.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
BigFan
Profile Blog Joined December 2010
TLADT24920 Posts
January 13 2021 16:54 GMT
#25
On January 14 2021 01:04 Jealous wrote:
Show nested quote +
On January 11 2021 08:52 BigFan wrote:
It's not really a new style if I'm understanding things properly. Using a gateway army with ht support was a style that was played frequently in the past, but over the years, protoss players started using arbiters much more. I'm not really sure why the change now, but I am glad to see it being used again because it makes for some great games.

To my understanding, it's not the same approach as it was in the "pre-Arbiter" days and it is viable because players are not only more mechanically sound but also because of the use of Shuttles, as well as the fact that Shuttles are useful from a much earlier point in the game and against a large variety of Terran pushes and plays. They are good for busting, elevators, harass, bombing pushes, etc. It's really a confluence of multiple factors.

That's fair. I haven't watched a lot of TvPs lately so figured it was similar in style. I always wondered why hts weren't used more because their potential is insane if used well (think about all the possibilities on top of eco damage with storm drops) so it's nice to see them being used much more.
Former BW EiC"Watch Bakemonogatari or I will kill you." -Toad, April 18th, 2017
niteReloaded
Profile Blog Joined February 2007
Croatia5281 Posts
January 14 2021 00:16 GMT
#26
I'm not following the scene very closely recently, but I do take a peek occasionally. The first time I saw this was seeing Flash random into Protoss. Was this style alive before then, or did Flash perhaps start it?
Jealous
Profile Blog Joined December 2011
10138 Posts
January 14 2021 05:37 GMT
#27
On January 14 2021 09:16 niteReloaded wrote:
I'm not following the scene very closely recently, but I do take a peek occasionally. The first time I saw this was seeing Flash random into Protoss. Was this style alive before then, or did Flash perhaps start it?

Speed Shuttle-centric PvT has been around for at least 1 year, may be closer to 2 or even 3 by now but it's hard for me to pinpoint a progenitor or specific game/time.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
SlimZerg
Profile Joined January 2021
7 Posts
January 16 2021 06:01 GMT
#28
Exactly what Best did yesterday in CMSL4. Result : Best 4 - Rush 0
Jealous
Profile Blog Joined December 2011
10138 Posts
January 16 2021 07:14 GMT
#29
On January 16 2021 15:01 SlimZerg wrote:
Exactly

Spoilers please
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
ox.tQ
Profile Joined November 2010
794 Posts
January 16 2021 08:02 GMT
#30
Great thread. Learned a lot, thank you all~
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Dante08
Profile Blog Joined February 2008
Singapore4126 Posts
Last Edited: 2021-01-29 09:04:24
January 29 2021 09:03 GMT
#31
Abit late on this - this style isn't new but imo the reason it is becoming more popular is due to optimization.

It mainly comes from speed shuttle reaver builds which have been very strong and also extremely hard for terran to push into. Protoss eventually figured since you tech to arbiters after reavers anyway, why not skip arbiters and make use of templar and speed shuttles flying around and constantly trade with Terran to prevent them from getting that 200/200. The downside of Arbiters is you have to wait for the unit + energy to build compared to the HT which comes from the gateway and only needs 75 energy for storm.

That being said the arbiter is still too good to completely skip so you will still see Protoss tech to arbiters if the game goes on for 20min+ but yeah this style is extremely strong and Terrans need to figure out how to counter it accordingly.
Magic Powers
Profile Joined April 2012
Austria4024 Posts
January 29 2021 09:17 GMT
#32
There's another thing we've been seeing lately, which is reinforcement towards the end of many battles using the remaining speed shuttle or a newly built one. Protoss players are basically extending the battle when fewer terran units are left, picking off as much as they can from whatever remains, mainly by dropping HT's or zealot bombs. This quick transfer of units towards a battle can be the saving grace for a protoss expansion, or the final nail in the coffin for a terran expansion.

I made a prediction a while back for something similar to that in PvZ, cycling 2-3 shuttles around with reavers or HT's, mainly to save protoss expansions. Apparently the gist of the idea has instead been better established in PvT.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
doubleupgradeobbies!
Profile Blog Joined June 2008
Australia1187 Posts
February 07 2021 19:54 GMT
#33
Hts are just really useful if P want to play an attrition style against a T that pushes aggressively.

By lategame, when engaging, P are just expecting to lose any singular engagement, by that stage, stasised units are just effectively units that are taking a time out, they will come back once it's expired because P will never control the battlefield after the engagement until the game is effectively over via breaking the entire terran push.

If your goal is not to break the terran push outright in a single engagement (which it shouldn't be under most circumstances), but instead to kill off as much of the terran army as you can while losing your army, storm is actually better at this than stasis. The stuff under storm is often just dead, rather than taking a time out.

It was one of the problems I found Bisu to have in PvT. He'd get himself into winning positions, and then get too cutsie with contains/carrier play instead of just going to kill the T army and ending the game. If you are ahead, sometimes it's ok not to trade efficiently, just kill the T army, even if you lose yours in the process, and the game will be over.
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iloveav
Profile Joined November 2008
Poland1478 Posts
February 10 2021 12:14 GMT
#34
I might be wrong here but my take on this is that it throws in a monkey wrench into Terran timing pushes.
Arbiters are still better, but there are a lot of question marks when playing arbiters.

For example: Can I get away with making a 4rth base now or will I be runned over because terran is gonna scout it and hit me sooner than I have the amount of arbiters/stasis/recalls that i need to stop the push.

Remember that if you play arbs, you either play them very early (meaning your macro suffers) or you play them late (meaning you have pure mass army until the arb is ready, then it can be EMPed for example. Scan likes to do that).

HTs on the other hand: build faster, cost mostly gas, can be used to slow down terran economy (if he plays passive) or stop pushes (if he plays agressivly), is much faster in your tech tree and (in my opinion most importantly) forces the terran to micro more consistently meaning his multitasking should suffer.

The problem is: the same applies to you. You have more things to manage and your macro will be worse (no longer 1a2a3a+1 or 2 stasis).

Personally I think HT is a good middle ground but does not exclude the nessesitiy of Arbiters in late game, however it gives a stronger middle game (assuming you can control it call).

4 reasons for arbiters:

1. Added Mobility.
2. Stalling fights you cant take at this time.
3. Recalls are stupidly powerful both onto the enemy's army as well as in his bases.
4. Forces terrans to EITHER: have vessels, turrets or constantly scan (meaning less hotkeys for other things).

This is btw, theorycrafting assuming you and your enemy are at the exact same skill level on everything.
If for example, you suck at controlling your army but you have great macro, playing like this is probably gonna get you killed very fast, especially if your opponent excells at micro (compared to you that is).

This almost never happens at anything under S rank from what I can see, so its less of an issue.

However, using HTs in PvT means your entire build order and play style is now changed, so its not as if you can just do it and expect it to work perfectly.

Last time I tried it the terran pushed after I had HT's ready but trying to get to Arbiters, and I died because Storm didnt do enough.
aka LRM)Cats_Paw.
JoinTheRain
Profile Blog Joined September 2018
Bulgaria408 Posts
February 10 2021 17:58 GMT
#35
Seems like Jangbi is giving his protoss bros his energy. The things he used to do with HTs in PvT were astonishing.
The subject-matter of the art of living is each person's own life.
chillzzz
Profile Joined August 2018
30 Posts
July 02 2021 01:07 GMT
#36
does anyone have advice on using this pvt style? it feels much more difficult execution wise than using arbs or carriers with the amount of macro/micro/multitasking it demands. I often end up in a position where terran secures their 3rd and turtles with mine fields/turrets, I can't break a base and the 200/200 max out is inevitable.
Magic Powers
Profile Joined April 2012
Austria4024 Posts
July 02 2021 02:31 GMT
#37
On July 02 2021 10:07 chillzzz wrote:
does anyone have advice on using this pvt style? it feels much more difficult execution wise than using arbs or carriers with the amount of macro/micro/multitasking it demands. I often end up in a position where terran secures their 3rd and turtles with mine fields/turrets, I can't break a base and the 200/200 max out is inevitable.


You've made a very important observation. Psi storms work best against attack-moving armies, but if terran waits to max out, then the HTs just sit around and do nothing. Carriers/arbiters can harass a patient terran better.

When Flash played random he used speed shuttles to continuously harass the SCV lines and keep them in lower numbers. That style worked pretty well and other top protoss players copied it. It slows down terran's economy, giving protoss more time. When terran moves out, protoss can throw wave after wave at terran, that's when storms are the most effective. Unfortunately it requires a lot of APM and precision.
If everything goes right with the harassment, terran will have to compromise on either army supply or number of bases before he goes to destroy protoss bases.
If you want to do the right thing, 80% of your job is done if you don't do the wrong thing.
MineraIs
Profile Joined September 2020
United States846 Posts
July 02 2021 03:42 GMT
#38
Recall doesn't effect 5 shuttles dropping compared to t countering stasis or recall.

Also ghosts are commong in TvsP now to counter arbitors.

shuttle > arbs imo
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TMNT
Profile Joined January 2021
2674 Posts
July 02 2021 20:33 GMT
#39
On July 02 2021 11:31 Magic Powers wrote:
Show nested quote +
On July 02 2021 10:07 chillzzz wrote:
does anyone have advice on using this pvt style? it feels much more difficult execution wise than using arbs or carriers with the amount of macro/micro/multitasking it demands. I often end up in a position where terran secures their 3rd and turtles with mine fields/turrets, I can't break a base and the 200/200 max out is inevitable.



When Flash played random he used speed shuttles to continuously harass the SCV lines and keep them in lower numbers. That style worked pretty well and other top protoss players copied it.

Dude I know Flash is the GOAT of BW but he made some storm drops when playing PvT. It's not like he invented a new strategy or something that other top Protoss players had to copy. It's like saying Flash used mines in TvP then other top Terrans copied it.

As for the style itself, to answer the question of chillz, yes it's actually quite hard to pull off because you have to attack Terran relentlessly to always keep their supply at an acceptably low level until you can deliver the killing blow. Otherwise if they max out, you are stuck in a situation where you don't have a late game solution and will eventually lose. Best is the one who does this style best currently, and imo is the only top pro who can pull this off convincingly. Watch him and learn. Or you can watch Shuttle who also likes this style very much but can't execute it properly and often runs out of steam in the late game. See the differences in what they do.
Leonix
Profile Joined June 2019
161 Posts
July 03 2021 04:18 GMT
#40
Arent those kind of uses common in fastest? I remember seeing Brain storming the zergs all night long, when he was in ASL...Did he also use them in Pvt ?
TaardadAiel
Profile Joined May 2017
Bulgaria750 Posts
July 03 2021 10:02 GMT
#41
IIRC Rain (re?)started the general idea of bludgeoning the Terran army at earlier timings with just gateway man to keep the tank count low while expanding himself (and losing every squad in the process, but it was worthwhile). That was like 4-5 ASLs ago and looked pretty ugly to watch - and in the end he lost ASL7 to Last using a more conventional approach. Then probably Best expanded on the idea and added HTs in the gateway army.

Seems like a very technical approach, requires great multitasking with shuttle loading/unloading/casting storm/moving the main army around in reasonable formation with observers and the shuttles AND macroing at the same time. I rather like it, but feels very high-end; at anything below A probably the Terran timings aren't as crisp and optimized so the window to engage in a meaningful way with conventional gateway army + arbs is wider, so not that worthwhile to risk such a technical style. This is from a pure viewer point of view, there's certainly dozens of variables that people who actually play the game might expand upon.
WriterReV hwaiting!
TheGreatOne
Profile Joined November 2005
United States534 Posts
July 21 2021 22:19 GMT
#42
It isn't a new style it's an older style of Protoss for sure absolutely and positively.
Protoss has always been the strongest race and always will be!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Toss_Master
Profile Joined June 2017
United States46 Posts
Last Edited: 2021-07-22 16:30:19
July 22 2021 15:24 GMT
#43
It's the old style of Protoss with no Arbiter.
prosatan
Profile Joined September 2009
Romania7995 Posts
July 30 2021 10:34 GMT
#44
Here we can see Best vs Rush with this strategy ! (effort , snow, misO are all watching and cheering )

Lee JaeDong Fighting! The only church that illuminates is the one that burns.
WombaT
Profile Blog Joined May 2010
Northern Ireland25082 Posts
July 30 2021 12:54 GMT
#45
Anyone recall what the name given to this style is?
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