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[H] PvT @ Destination vs camper terrans? - Page 4

Forum Index > Brood War Strategy
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KwarK
Profile Blog Joined July 2006
United States43898 Posts
Last Edited: 2009-08-11 17:58:28
August 11 2009 17:58 GMT
#61
He didn't watch the replay. His advice isn't just low level, it's just wrong. Everything he wrote is wrong in pretty much every way. His stuff about corsairs (lol, really?). His stuff about 'psy' storm (Shauni used it). His stuff about not playing textbook (at the top levels textbook is what works). His stuff about if you're losing anyway (Shauni was a mile ahead but couldn't capitalise on it). His zealots> tanks (orly? probably why he used them). His stuff about spending the extra minerals on zealots (he was on 200/200 pretty much all game). His mobility stuff (completely inapplicable to the game). His Othello example (the problem was on 2 player maps like Desti the T can camp and the P mines out his half of the map). His combine your skills to find a deadly mix (wtf does that even mean?). His duck and weave (against a single wall of tanks you're just dancing around your half of the map).

Seriously, the only thing that he wrote which is true is that he's really bad at starcraft. I don't generally mind people posting bad advice if they put some effort into it or watched the replay and genuinely had something they felt was worth offering. But he put no effort in and every single thing he said was wrong in every single way. This isn't "not top-skill-level". This isn't on the skill level chart. It's just wrong.
ModeratorThe angels have the phone box
GreEny K
Profile Joined February 2008
Germany7312 Posts
August 11 2009 18:20 GMT
#62
Well, i guess every topic is bound to have that guy who knows nothing trying to throw in his 2cents. I would suggest getting good then trying to post. And all the others just ignore him.
Why would you ever choose failure, when success is an option.
SkepTicAL
Profile Blog Joined August 2008
Canada872 Posts
August 12 2009 00:03 GMT
#63
After reading this all, i suggest mass scouts.
AeriALsLighT @AerialsLight
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
August 12 2009 00:07 GMT
#64
against terranz like this, It really becomes crucial to get good spells off(storm and stasis). it needs to be done and you need to kill/paralyze alot of his shit to be able to fight his army. Otherwise, you could have done some recalls, carrier switch(saw you had like 5g minerals/gas) just add like 7 stargates behind your natural, thats where I like to add it, and just catch him completely off guard
KwarK
Profile Blog Joined July 2006
United States43898 Posts
August 12 2009 00:13 GMT
#65
On August 12 2009 09:03 SkepTicAL wrote:
After reading this all, i suggest mass scouts.

Bizarrely enough, that might have worked. The problem with a carrier switch is the build time lets him level you before they're done while getting goliaths up. If you had 12 stargates and 3-3 grades prepared a scout switch after a mass army suicide might actually be effective. Only because the Terran only had one working expo though. He was unable to rapidly replace units if he ever lost his army.
ModeratorThe angels have the phone box
Racenilatr
Profile Blog Joined August 2008
United States2756 Posts
August 12 2009 00:57 GMT
#66
O ya more gateways! like 6-10 more
lazz
Profile Blog Joined January 2009
Australia3119 Posts
August 12 2009 01:10 GMT
#67
On August 12 2009 09:13 Kwark wrote:
Show nested quote +
On August 12 2009 09:03 SkepTicAL wrote:
After reading this all, i suggest mass scouts.

Bizarrely enough, that might have worked. The problem with a carrier switch is the build time lets him level you before they're done while getting goliaths up. If you had 12 stargates and 3-3 grades prepared a scout switch after a mass army suicide might actually be effective. Only because the Terran only had one working expo though. He was unable to rapidly replace units if he ever lost his army.

i hope youre not serious, lol
Black Gun
Profile Blog Joined July 2009
Germany4482 Posts
August 12 2009 01:24 GMT
#68
but couldnt a carrier switch have worked? i mean... get the upgrades beforehand, lay down 6 stargates, suicide ur army, rebuild only half of it and fill the other half of ur supply with carriers. while he is busy rebuilding or microing his push chances are high that he doesnt notice/scan ur carrier switch in time before they are out. once u got 6 carriers with high upgrades out while he didnt even start building goliaths it should be pretty much gg imho.

maybe suicide ur army in 2 waves to enlarge the timespan between ur psy getting freed up for carriers and him being rdy to push out... but ofc this is theorycrafting, u and that guy are miles above my skill and experience level
"What am I supposed to do against this?" - "Lose!" :-]
KwarK
Profile Blog Joined July 2006
United States43898 Posts
August 12 2009 01:24 GMT
#69
On August 12 2009 10:10 lazz wrote:
Show nested quote +
On August 12 2009 09:13 Kwark wrote:
On August 12 2009 09:03 SkepTicAL wrote:
After reading this all, i suggest mass scouts.

Bizarrely enough, that might have worked. The problem with a carrier switch is the build time lets him level you before they're done while getting goliaths up. If you had 12 stargates and 3-3 grades prepared a scout switch after a mass army suicide might actually be effective. Only because the Terran only had one working expo though. He was unable to rapidly replace units if he ever lost his army.

i hope youre not serious, lol

I think I might be lol. The Terran at one point had 200/200 in vultures and tanks, no money and only one working expansion. The Protoss at this point had 200/200 in zealots and dragoons and 10k minerals. If a tech switch hit the Terrans only expansion fast enough he wouldn't have the money to adapt into goliaths and keep pace. But it'd need to hit really damn fast and ideally have some ht in shuttles in support. We're talking about a really strange situational context here but maybe it could have worked.
ModeratorThe angels have the phone box
Duckvillelol
Profile Blog Joined July 2009
Australia1257 Posts
August 12 2009 01:40 GMT
#70
On August 12 2009 09:13 Kwark wrote:
Show nested quote +
On August 12 2009 09:03 SkepTicAL wrote:
After reading this all, i suggest mass scouts.

Bizarrely enough, that might have worked. The problem with a carrier switch is the build time lets him level you before they're done while getting goliaths up. If you had 12 stargates and 3-3 grades prepared a scout switch after a mass army suicide might actually be effective. Only because the Terran only had one working expo though. He was unable to rapidly replace units if he ever lost his army.


Kwark; is now god.
This thread; Is now officially awesome.
And I: Am beaming with joy that there may be a practical use for scouts (OBVIOUSLY SITUATIONAL) after all these years (Apart from the stove).

In all seriousness, this thread is very very useful and helpful, and I hope this gets into recommended threads, perhaps "Discussion of late game PvTurtle" or something. The tactical and strategic information here from you higher-level folk is excellent reading, thank you all.
Former SC2 commentator. youtube.com/duckvillelol
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
August 12 2009 02:32 GMT
#71
There are three gaping defects in this PvT.

Two Kwark has already pointed out. Your initial strategy is counter productive. You create the illusion of some kind of hidden tech by delaying goon range and then after you've convinced your opponent to play defensively you opt for 2 gate reaver instead of expanding aggressively.

The second is that you built an arbiter tech but only made one Stargate despite having ample gas for more. You need at least 2, and this is a huge leak in your play.

The third problem is an even larger leak, and probably explains most if not all of your difficulty in PvT. You chose to get arbiters but you don't have an arbiter until the 15 minute mark (despite the fact that you haven't been harassed at all). Your arbiter tech was roughly on time but you didn't DO ANYTHING with it. You had a Stargate and an Arbiter Tribunal just sitting around doing nothing.

Arbiter timing is ABSOLUTELY crucial to modern PvT because you HAVE to push the pace of the game if the terran (like this one) likes to turtle.

On the use of Arbiters in PvT: Upgrade the energy upgrade as soon as you have the tribunal. Wait a couple moments and start an arbiter (preferably two). This ensures that your first arbiters all benefit from the energy upgrade upon being built (and start with 63 energy).

Your PvT is too passive. You put all the control of the game into the opponents' hands as you have no way to efficiently attack him at any point.

To correct your play: Create a consistent early game that forces your opponent to do what you want, aside from that you play fine until midgame. After that you must time your arbiters properly so that recall becomes an asset as early as possible. If you opt for Arbiters it's absolutely essential that you have at least 2 before initially maxing out, and in most situations you should have at least another 2 in production. As soon as you max out several things should happen. You should lay down more gateways, though never more than perhaps 20 even on macro maps. You should begin probing intently as to your opponents' weakest points (and there must inevitably be weak points as you will max out ahead of him and have recall). And finally, once you are maxed out, have 15-20 gateways, and roughly 2,000 minerals you must commit to an attack that will do as much damage as possible and discombobulate the Terran.

With these simple rules in mind your PvT will improve drastically.

Some notes on probe count: Consider some research published on TL.net about the marginal returns of additional probes. Namely, there is a huge gulf once you have a number of probes equal to one and a half times the number of mineral patches at your expansion until around two and a half times the number mineral patches where more mining probes really doesn't benefit you so much. This is important because in your replay there were like 15 probes mining at a 7 patch base. So you were something like in the middle of this gulf with several hundred minerals not really well spent. If you watch some FPVODs of bisu available on youtube you'll see that the TL.net research is corroborated there. Bisu makes roughly the amount of probes I'm suggesting and it seems evident that many Koreans are aware of this phenomenon.

On cutting probes: Probes cuts, aside from merely observing efficiency should be in response to your opponent's decisions. You should really only cut probes in an anticipation of an attack, timing the probe cut to maximize your army strength before the attack (but I guess this is largely obvious and depends on your ability to read your opponent's timings). Not specifically directed to Shauni: reactionary probe cutting is integral to properly executing double expos without leaving yourself incredibly vulnerable to Terran timing attacks. Reactionary probe cuts are less important for the type of build Shauni did.

And that's how straight up PvT with arbiters is played. I'm persuaded by evidence that this is perfect. Good luck fellow Protosses!
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
August 12 2009 02:33 GMT
#72
In summary I'd say that without even referencing any events in your replay past 16 minutes you could still radically improve your PvT.

Also, Oystein has some good ICCUP games of carriers on desti
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
p4ge
Profile Blog Joined December 2008
Canada160 Posts
August 12 2009 02:41 GMT
#73
On August 12 2009 11:32 Failsafe wrote:
There are three gaping defects in this PvT.

Two Kwark has already pointed out. Your initial strategy is counter productive. You create the illusion of some kind of hidden tech by delaying goon range and then after you've convinced your opponent to play defensively you opt for 2 gate reaver instead of expanding aggressively.

The second is that you built an arbiter tech but only made one Stargate despite having ample gas for more. You need at least 2, and this is a huge leak in your play.

The third problem is an even larger leak, and probably explains most if not all of your difficulty in PvT. You chose to get arbiters but you don't have an arbiter until the 15 minute mark (despite the fact that you haven't been harassed at all). Your arbiter tech was roughly on time but you didn't DO ANYTHING with it. You had a Stargate and an Arbiter Tribunal just sitting around doing nothing.

Arbiter timing is ABSOLUTELY crucial to modern PvT because you HAVE to push the pace of the game if the terran (like this one) likes to turtle.

On the use of Arbiters in PvT: Upgrade the energy upgrade as soon as you have the tribunal. Wait a couple moments and start an arbiter (preferably two). This ensures that your first arbiters all benefit from the energy upgrade upon being built (and start with 63 energy).

Your PvT is too passive. You put all the control of the game into the opponents' hands as you have no way to efficiently attack him at any point.

To correct your play: Create a consistent early game that forces your opponent to do what you want, aside from that you play fine until midgame. After that you must time your arbiters properly so that recall becomes an asset as early as possible. If you opt for Arbiters it's absolutely essential that you have at least 2 before initially maxing out, and in most situations you should have at least another 2 in production. As soon as you max out several things should happen. You should lay down more gateways, though never more than perhaps 20 even on macro maps. You should begin probing intently as to your opponents' weakest points (and there must inevitably be weak points as you will max out ahead of him and have recall). And finally, once you are maxed out, have 15-20 gateways, and roughly 2,000 minerals you must commit to an attack that will do as much damage as possible and discombobulate the Terran.

With these simple rules in mind your PvT will improve drastically.

Some notes on probe count: Consider some research published on TL.net about the marginal returns of additional probes. Namely, there is a huge gulf once you have a number of probes equal to one and a half times the number of mineral patches at your expansion until around two and a half times the number mineral patches where more mining probes really doesn't benefit you so much. This is important because in your replay there were like 15 probes mining at a 7 patch base. So you were something like in the middle of this gulf with several hundred minerals not really well spent. If you watch some FPVODs of bisu available on youtube you'll see that the TL.net research is corroborated there. Bisu makes roughly the amount of probes I'm suggesting and it seems evident that many Koreans are aware of this phenomenon.

On cutting probes: Probes cuts, aside from merely observing efficiency should be in response to your opponent's decisions. You should really only cut probes in an anticipation of an attack, timing the probe cut to maximize your army strength before the attack (but I guess this is largely obvious and depends on your ability to read your opponent's timings). Not specifically directed to Shauni: reactionary probe cutting is integral to properly executing double expos without leaving yourself incredibly vulnerable to Terran timing attacks. Reactionary probe cuts are less important for the type of build Shauni did.

And that's how straight up PvT with arbiters is played. I'm persuaded by evidence that this is perfect. Good luck fellow Protosses!


wow, brilliant


KwarK
Profile Blog Joined July 2006
United States43898 Posts
August 12 2009 03:48 GMT
#74
On August 12 2009 11:32 Failsafe wrote:
On the use of Arbiters in PvT: Upgrade the energy upgrade as soon as you have the tribunal. Wait a couple moments and start an arbiter (preferably two). This ensures that your first arbiters all benefit from the energy upgrade upon being built (and start with 63 energy).

The rest of your post was all excellent advice but I'm afraid you're wrong here. The energy upgrade must be complete at the start of a building a unit for them to benefit from it upon completion. The correct way to do it is to start energy upgrade and arbiter as soon as you have tribunal and then wait a few seconds for the upgrade to complete before building the second one. Only the second round of arbiters will benefit from the extra energy.
ModeratorThe angels have the phone box
DamageControL
Profile Blog Joined July 2007
United States4222 Posts
Last Edited: 2009-08-12 03:58:15
August 12 2009 03:57 GMT
#75
Where did all these good P players come from? I knew Kwark, but some people I didn't know posting high level advice

edit: spelling
Liquid | SKT
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
Last Edited: 2009-08-12 04:31:28
August 12 2009 04:20 GMT
#76
On August 12 2009 12:48 Kwark wrote:
Show nested quote +
On August 12 2009 11:32 Failsafe wrote:
On the use of Arbiters in PvT: Upgrade the energy upgrade as soon as you have the tribunal. Wait a couple moments and start an arbiter (preferably two). This ensures that your first arbiters all benefit from the energy upgrade upon being built (and start with 63 energy).

The rest of your post was all excellent advice but I'm afraid you're wrong here. The energy upgrade must be complete at the start of a building a unit for them to benefit from it upon completion. The correct way to do it is to start energy upgrade and arbiter as soon as you have tribunal and then wait a few seconds for the upgrade to complete before building the second one. Only the second round of arbiters will benefit from the extra energy.



Yeah, you're right. Another quick addendum from the game I watched to see you were right, I noticed that I had 2 Arbiters by 13:30 and was maxed at just about the same time. This timing was from starting the Arbiter tech after securing a double expo. Ideally you'll have 2 Arbiters, with 2 more in production, and a maxed army at around 13-13:30 assuming you play a standard safe opening and get a relatively quick double expo while also doing a decent job of defending against harassment.

The difference in timings makes all the difference in the game outcome because you can begin your recall harassment before the Terran has an opportunity to begin to reinforce with superfluous mines and turret walls. He'll also not have had time to reinforce his factories before you begin your attacks but your 15-20 gateways should come operational with the end of your first wave of aggression.
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
August 12 2009 04:31 GMT
#77
This is so awesome to read, I've been enjoying this thread because it's full of learning on a whole new level for a low ranked player, the understanding and underlying thinking about the game, in the game and around every move makes me think even more about what to do in my next game, what to think and use in PvT on destination and PvT overall. I must say thank you Shauni for taking the time and ask TL for help this is not just helping yourself but allot of players to!

Sorry for offtopic.
Officially the founder of Team Property (:
tossinYoSalad
Profile Blog Joined May 2009
United States215 Posts
Last Edited: 2009-08-12 10:10:33
August 12 2009 04:44 GMT
#78
Yeah, so I'm just a d+ protoss, but I can see your problem...
Your build is all wrong, you need to start out with the stove.


User was strat forum banned for this post.
ff7legend
Profile Blog Joined April 2007
United States213 Posts
August 12 2009 05:06 GMT
#79
Cant you just use Hallucination to get recalls in and Disruption Web to break defences. i mean its clear answer to me. And imo would make ur PvT more deadly cuz T's couldnt Turtle so easily.
I am the best ever... aka Truth, Judge, Legend
ColdLava
Profile Blog Joined May 2003
Canada1673 Posts
August 12 2009 05:29 GMT
#80
Ver I love reading your posts.
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