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On December 12 2003 01:38 gogo wrote: one thing people seldom try vs metal is mass gay cannons. it definitely slows down terran a lot more. just storm while theyre trying to tear your cannons down. imo, if you have 70 to 80% percent of the map, its really easier to win vs terr. except of course on islands.
You stupid? Mass gay cannons? Would be better to spend those on gateways and more exp. 80% of the map would win you a game or you should just die.
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'pray that ur not playing nada' Nobody here can play a terran like nada and talks pure theoreticly.
'u cant beat a 200/200 tank gol 3-3-3.' Yes u can this is absolutely bs. And some people already mentioned how to do it. 4/5 cars zeal/goon/temp, storm raids, add some arbitter. recall a small unit group to rape some exps.
If u have really mass amount of money u could go and sacfricice most probes to get suply for more units.
Dont go to heavy on expanding. Stay 1/2 expand ahead in mid game. Once u reach 200/200 yea well then u have to take the remaining expands. In other words dont be to greedy or u will be overrun.
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On December 12 2003 00:54 Johnnyblaze wrote: good thread.
AS far as i see it, Protoss cannot beat terran with a 200/200 supply with science vessel support. Not even temps can save them. every1 is saying use temps. It's not easy securing your gas expos. GOod terrans will hit it hard, vulture harassment tanks drops. It's very hard being toss.
My suggestion is to harass early on and keep harassing with drops. Try not to let the game get too long or u're fuked basically.
Look at NTT for example, after a certain time frame, he is unstoppable. Not even temps can save toss.
Stasis field can though. Disruption web can as well, but that's risky to even try.
thats why good Protoss players take risks and dont stick to what theyve been doin for the past 3 years.
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its all in the early and mid game how u are going to keep the terran OUT of the center.prevention is better than cure!
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i used 2 weeks ago for first time static from arbiter vs DDangg[gm] and i killed him for first time out my life so it worked pretty well ^^ ( i used it when he unsiege his tanks )
i like in the endgame to make like 20 templars cost almost no minerals,so i can build + 10 gates. i grade hallucinate,hallucinate 20 zeals make the temps argons and attac(and hope some tanks die our ur fucked )
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Norway28654 Posts
just cause a dutch g sounds like a chrKHCkr doesnt mean argon and archon are pronounced the same way
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On December 12 2003 12:04 Liquid`Drone wrote: just cause a dutch g sounds like a chrKHCkr doesnt mean argon and archon are pronounced the same way
OH SORRY LORD DRONE
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So the theory is that you have unlimited money to buy whatever you want and you can't break a terran push? =[
If you really have unlimited money, arbiter/carrier is the premier endgame force, add sairs if has wraiths. Nothing terran has can match that. Just make like 4 or 5 stargates with your 12+ gateways, attack him with the ground forces that you have, replenish them (make lots of dts in the following waves since they will help lots if he unseiges and attacks outside of the protection of his turrets) and gradually build up your fleet as supply allows. Sacrifice probes to keep supply up for your ground force while you do this. Once you get 2 or 3 arbs and 8 or so carriers, it won't matter what he has. Recall to break second mains if he manages to snatch one while your ground force is falling, stasis to own masses of goliaths or enemy air forces, it's pretty easy if you really do have practically unlimited money.
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On December 12 2003 03:28 GoSexyPerli wrote: oh lol.. but if you hallucinate a filled shuttle does the new shuttle have units in it?
Prolly. But since you can't unload the hallucinated shuttle either, it's kind of irrelevant
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Korea (South)17174 Posts
8 arbs + DA's > anything terran can throw at them
!
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Germany / USA16648 Posts
On December 12 2003 12:04 Liquid`Drone wrote: just cause a dutch g sounds like a chrKHCkr doesnt mean argon and archon are pronounced the same way
since there is no way to pronounce "chrKHCkr" in any language there is nothing that can sound like this
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United States33360 Posts
art carrier micro is pretty fun to watch
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5-10 arbs actually works,he unsieges to attack and you stasis his entire army then get next to it,few well placed storms and hes dead in about 1 second.obs love it too.
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but its risky,good terrans will be constantly scanning and if they see arbs you're in trouble.
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Norway28654 Posts
if you have more than 5 arbiters and 12 carriers I don't think you should ever lose vs something not involving spellcasters. (if they manage to emp your arbs, k, goliaths or wraiths might work. if they manage to lockdown arbs or carriers, the same. but if you're allowed to stasis as much as you want to, then nono )
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Archon in English, would be pronounced as Arkon in Dutch ^^;
When I say it in Dutch, it's pronounced Argon though :D
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I like to use only about 4-5 carriers, some sairs and as big a ground army as possible. Dweb over as many of the tanks as possible as they siege and immediately send the army with the carriers floating overhead to target remaining tanks while your goonzealtemps engage gols. Fly carriers backwards if gols target them, if you're lucky they might even stumble forward to reach the carriers as they fly back while your army continues hurting them. Be ready to dweb over the areas the tanks unsiege, move to and siege at (get the sair 50+ energy upgrade so each one can cast two dwebs when at max mana). Dweb is fking cool, it's my favourite toss spell.
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Omg, I just hate 3-3 tanks/vultures/goliath...-_-;;;
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By the time u get 8 arbs and actually using them decently without fucking up ur macro = omg. I rather try a good flank and drop 2/3 shutlles loaded with zeals and temp near tanks than trying to stasis efficiently. And vessel counters arbitter so badly Tt.
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