• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 18:55
CET 00:55
KST 08:55
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)20Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Oliveira Would Have Returned If EWC Continued Stellar Fest "01" Jersey Charity Auction PhD study /w SC2 - help with a survey!
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ [ASL21] Potential Map Candidates BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Simple Questions, Simple Answers Current Meta Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1264 users

PVT unbalance in diamond league - Page 11

Forum Index > Closed
Post a Reply
Prev 1 9 10 11 12 13 18 Next All
ensis
Profile Joined May 2010
Germany340 Posts
May 29 2010 09:01 GMT
#201
well i´ve also tried using this strategy effectively, but without storm, a marine heavy build destroys as well zealots as voidrays.
the problem i found was the charge of the rays.
in a big battle, the ki would just target a singe marine with like 4 rays... they will never get charged.
well chargin when you see he´s attacking... i mean c´mon with stim you need 2 secs to actually run over the half map.
and charging and then attacking myself also proves very difficult, cause stim and go, he runs just away, waiting for the rays to uncharge and then turn back to hit me hard.
some replays would be nice.
the only thing i could figure as a solution is adding templar, but templar and void are too much gas i think.
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
Tmdemo
Profile Joined May 2010
Denmark17 Posts
May 29 2010 09:01 GMT
#202
On May 29 2010 17:53 sCuMBaG wrote:
lol just stop playing with one control group -.-


???
Go demo
Tmdemo
Profile Joined May 2010
Denmark17 Posts
May 29 2010 09:09 GMT
#203
On May 29 2010 18:01 ensis wrote:
well i´ve also tried using this strategy effectively, but without storm, a marine heavy build destroys as well zealots as voidrays.
the problem i found was the charge of the rays.
in a big battle, the ki would just target a singe marine with like 4 rays... they will never get charged.
well chargin when you see he´s attacking... i mean c´mon with stim you need 2 secs to actually run over the half map.
and charging and then attacking myself also proves very difficult, cause stim and go, he runs just away, waiting for the rays to uncharge and then turn back to hit me hard.
some replays would be nice.
the only thing i could figure as a solution is adding templar, but templar and void are too much gas i think.


the key is to go into his base from the back and charge up om his buildings. Sensor Towers makes this difficult, but if he has a lot of siegetanks you should
still be avle to take Down his marines head om assuming you are outproducing him...

Im on my phone right now but Will try to post replays later..
Go demo
Sitizen
Profile Joined April 2010
United States34 Posts
May 29 2010 09:55 GMT
#204
On May 28 2010 00:28 Duelist wrote:
So i took the liberty of picking two great players, and a battle between a protoss and a terran army. And used the SC2 unit tester map to calculate costs of the units involved.

TLO's army:

17 marines, 11 Marauders, 3 ghosts

total cost: 2400m / 725 g / 45 supply

NonY's army:

12 Zealots, 3 immortals, 7 stalkers, 3 sentries

total cost: 2975m / 950g / 56 supply

Results?

10 Marines, 6 marauders and 1 ghost left, all but 1 immortal and 2 stalkers almost dead survived.


It was my understanding that immortals were the worst possible tech path versus ghosts. P should lose in that situation, especially if you nail the EMPs against immortals.
stickman.hqt
Profile Joined May 2010
United States47 Posts
May 29 2010 10:05 GMT
#205
I'm also a diamond player and can offer some minor tips to this matchup.

In general, these complex unit compositions are not supposed to lose to a set strat. In SC2 there are more hard counter units to deal with. What this means is your army needs to be as diverse as theirs in most cases.

That being said, it is still starcraft pvt. You need to have the economic advantage as stated throughout this thread. Too many pvt are attempting equal base fights which is difficult since the Terran have become even more efficient than before.

I'm sure you know the basic counters, but as PvT I have had a lot of luck with adding Pheonixes instead of using Voidray harasses. They temporarily nullify siege tanks which are the most devastating ground unit to worry about, in addition they are about equal with vikings but you have the option to fight or run; whereas vikings don't.

Also HT are great to deal with ghosts and mm balls. Even though you can group all your units together, that doesn't mean it is a good idea to do so. Spread HT's can snipe ghosts pretty well with feedbacks and they can snipe with emp. It boils down to good micro at that point.

Overall, I am not too impressed with Robo pushes against Terran during the midgame. 3 immortals is always a nice addition to an army, but I feel like Terran are starting to understand to banshee them or ghost. I also dislike colossi against Terran if they have viking support because even if you do use pheonix to guard them. You can't cover them fast enough without a group of vikings taking them out, plus the vikings are pretty cost effective even if its a suicide run.

So to recap, stronger econ vs Terran since your army is more mobile to start with and use units to nullify key weapons of the Terran vs Protoss (siege , ghost).
Scouting is more broken then any strategy.
Nah
Profile Joined February 2010
Poland50 Posts
Last Edited: 2010-05-29 11:18:26
May 29 2010 10:32 GMT
#206
Hi, I am a protoss player and I have 2 replays for you. These are custom games with my friend.
[image loading]

-- this replay I won mainly because I had Xel Naga and I catched his army unsieged at about 9th minute.
[image loading]

--this time fizola delayed starport to get 2 ghosts early to EMP.
I think, that all P player has to do is just to run when EMPed and encounter back again when shield are regenerated. Well it's that simple. It takes 50+5 seconds to regenerate all lost shields, and 55 seconds period of time regenerates only 35 mana. My major mistakes I think were that:
- I should have owned the Xel Naga
- I should have been at his base, to force the emp, keeping my sentries out of range
- when I lost my first battle I should have been defending the ramp (I forgot that he has no flying units)

Also, small analysis for all geeks like me: http://www.mediafire.com/file/5zkhmzymjyn/TvP Arid Wastes(2).pdf

Hope this can help.
Protoss wins it all
Doko
Profile Joined May 2010
Argentina1737 Posts
May 29 2010 11:49 GMT
#207
Where is my 100/100 upgrade that gives zealots stalkers and sentries 50% more damage and movement speed ? me wants.
-------

Beyond that i think terran is fine. Their units are just great overall there's no jack of all trades type bullshit going on. Marines / vikings dominate air while marauders / tanks are incredible vs ground. Helions and reapers are specifically designed to harras or simply dominate ground light units.
Medvacs complement infantry and gives them massive mobility.
Thors are prolly the only unit that tries to do too much but even then only 1 or 2 already rapes mutas as long as they get support from other units.

Zealots are ok meat shields and do decent damage but once they die the rest of the protoss army except for the tier 3 units just doesn't do enough damage. Stalkers / Sentry are laughable dps. Immortals spend 1/2 their time shooting marines / lings unless properly microed.

Dts are just a glorified stealth zealot that can't charge and requires the enemy to have A unit with detection in the field or simply scan once a big battle happens.

Phoenix are good vs muta / banshee and thats about it. Vikings / corruptors destroy them

Void rays spend 1/2 their time charging by the time they are fully charged (assuming their targets dint die instantly thus resetting the charge, the few remaining marines stim and focus them down in 5 seconds.

If you have 500 apm during a battle and tell every unit to attack exactly whats good for them then protoss does pretty good but its just pathetic having to deal with that every single battle when the other guy can a click and go back to building stuff in his base until colossus show up and you can sort of do the same till they catch up on air units.



Apolo
Profile Joined May 2010
Portugal1259 Posts
Last Edited: 2010-05-29 12:47:24
May 29 2010 12:21 GMT
#208
If your opponent is turtling then you have the map control. You don't even have to fight for it... it was handed to you. Expand earlier, expand more. Do something with the advantage. If you are just going to turtle just like the terran then what are you complaining about?.



Putting it like that makes it sound as if turtling was actually good for the protoss, but is it really? If a terran turtles, its because no matter the advantages the protoss may get, in the end, it still is better for the terran, otherwise the terran would go for another strategy, right? And for the terran to gladly handle the protoss map control, which is indeed a great advantge, then imagine the advantage that the terran gains by turtling. It's like they were giving out the small toy because they get to have the bigger one.

Concerning the immortals, i read somewhere that stimmed marauders have higher dps than the mighty - probably not so mighty - immortals vs armmored. Immortals may have more HP, but i question if that increase in price is really worth the extra HP and hardened shields, since they usually get FF for being so few and having to be at the front line with their 5 range.
ensis
Profile Joined May 2010
Germany340 Posts
May 29 2010 13:35 GMT
#209
well immortals are useless, you can build 1 after your obs, in case the terrans pushing ,but against stim+emp, they fall like zealots.
well but for the alternatives...stalkers.... well, everythings said bout them
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
tarsier
Profile Joined May 2010
United Kingdom223 Posts
May 29 2010 13:38 GMT
#210
such fanboyism...

"look at nony get owned by a smaller terran army"

well, it's quite clear that nony was outplayed in that isolated example because his sentry's were in the front and hit by emp, therefore wasn't able to get a single forcefield.

that's like a terran sieging up his tanks right in the front of his army with an impending battle.
ensis
Profile Joined May 2010
Germany340 Posts
May 29 2010 14:49 GMT
#211
my spider-senses tell me, the terran would still win -.-
this is Day[9] Daily #266 where we learn to be a better substractor- - - - - - - - - - - - -even Chuck Norris watches Day[9] Daily - - - - - - - TL ban policy sucks ratsass
TheRabidDeer
Profile Blog Joined May 2003
United States3806 Posts
May 29 2010 16:40 GMT
#212

PvT I recently played, forced an extra stim that did almost no damage to me and he still rolled me over with a simple army. I still won the game since he hadnt expanded and I had, and I was just starting to pump colossus which does destroy rines... but stim -> amove is pretty ridiculously strong.
jstar
Profile Joined April 2010
Canada568 Posts
May 29 2010 17:39 GMT
#213
^LOL

I think they should simply just remove stim from marauders.

1. It's overpowered in late game.

2. It's overpowered if they do an early game marauder rush. It's not even possible to stop that unless you go 2gate early.
metasonic
Profile Joined April 2010
United States115 Posts
May 29 2010 17:44 GMT
#214
On May 30 2010 01:40 TheRabidDeer wrote:
http://www.youtube.com/watch?v=Uu6Hrqg-C7E
PvT I recently played, forced an extra stim that did almost no damage to me and he still rolled me over with a simple army. I still won the game since he hadnt expanded and I had, and I was just starting to pump colossus which does destroy rines... but stim -> amove is pretty ridiculously strong.


The only reason terran won that battle was because he was macroing more units in the entire time, and also your second wave of forcefields failed to split his army...
aznhockeyboy16
Profile Blog Joined July 2009
United States558 Posts
May 29 2010 18:25 GMT
#215
On May 30 2010 01:40 TheRabidDeer wrote:
http://www.youtube.com/watch?v=Uu6Hrqg-C7E
PvT I recently played, forced an extra stim that did almost no damage to me and he still rolled me over with a simple army. I still won the game since he hadnt expanded and I had, and I was just starting to pump colossus which does destroy rines... but stim -> amove is pretty ridiculously strong.


also, you probably don't want your low hp sentries in the front, especially since they have guardian shield which kind of causes a massive decrease in dps from the marines, also stalkers have larger range than marines, so you could probably have sniped the marines on the ridge with the stalkers without taking any damage. also could have held out with ff until collossi came in and ripped apart the terran army. forcefield lets you control when you want to engage against a ground army. and with that many sentries you could have stalled easily until collossi came in, and if you're up a base, you definitely should have stalled it.

also, go watch white-ra vs maka. the game is pretty balanced at the upper levels...
JreL209
Profile Joined April 2010
United States78 Posts
May 29 2010 19:07 GMT
#216
Blizzard says it's imbalanced, and they're the only ones w/ the statistics, so end of the whole balance discussion.

You need to learn the counters first, then scout, then scout more, and then scout again. That is one of protoss's advantages to terran, their scouting ability and tech options.
lew
Profile Joined April 2009
Belgium205 Posts
Last Edited: 2010-05-29 19:33:21
May 29 2010 19:32 GMT
#217
On May 30 2010 02:39 jstar wrote:
^LOL

I think they should simply just remove stim from marauders.

1. It's overpowered in late game.

2. It's overpowered if they do an early game marauder rush. It's not even possible to stop that unless you go 2gate early.


1. If you can't counter marauders in the late game then you obviously have a serious problem. Collossae, storm, immortals....

2. A voidray rush isn't possible to stop, unless you go starport viking or unless you add a quick ghost. Does this mean voidrays should be nerfed more?
StriverzG
Profile Joined March 2010
United States115 Posts
May 29 2010 19:41 GMT
#218
On May 30 2010 01:40 TheRabidDeer wrote:
http://www.youtube.com/watch?v=Uu6Hrqg-C7E
PvT I recently played, forced an extra stim that did almost no damage to me and he still rolled me over with a simple army. I still won the game since he hadnt expanded and I had, and I was just starting to pump colossus which does destroy rines... but stim -> amove is pretty ridiculously strong.


your forcefields pretty much were terrible. the first wall was for what purpose? it just delayed the fight. the second wall was for what purpose? you put a few behind their army?

you're supposed to be splitting his army and destroying them piece by piece

judging from the armies you could have won that easily.
Sun Tzu once said..
gREIFOCs
Profile Joined April 2010
Argentina208 Posts
May 29 2010 19:52 GMT
#219
On May 27 2010 22:42 Severedevil wrote:
My intuition says your economy is too small - generally if an opponent's composition seems unbeatable it's because your army is too small. You might also consider more use of air and/or upgrades.


This.

Also, I wanna make enphasis on the upgrades. If Protoss doesn't have 2/2/0 or 2/0/2 on mid game, battles get pretty uphill.
Don't work hard. You die at the end anyway, dummy.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-05-29 20:14:30
May 29 2010 20:12 GMT
#220
On May 29 2010 21:21 Duelist wrote:
Show nested quote +
If your opponent is turtling then you have the map control. You don't even have to fight for it... it was handed to you. Expand earlier, expand more. Do something with the advantage. If you are just going to turtle just like the terran then what are you complaining about?.



Putting it like that makes it sound as if turtling was actually good for the protoss, but is it really? If a terran turtles, its because no matter the advantages the protoss may get, in the end, it still is better for the terran, otherwise the terran would go for another strategy, right? And for the terran to gladly handle the protoss map control, which is indeed a great advantge, then imagine the advantage that the terran gains by turtling. It's like they were giving out the small toy because they get to have the bigger one.

Concerning the immortals, i read somewhere that stimmed marauders have higher dps than the mighty - probably not so mighty - immortals vs armmored. Immortals may have more HP, but i question if that increase in price is really worth the extra HP and hardened shields, since they usually get FF for being so few and having to be at the front line with their 5 range.

Turtling is awesome. PvT, after all the immortal nerfs and bio buffs, has reverted to BW style PvT. The only reliable way Protoss can really win is by starving and out-producing the Terran. Due to the buffs to Terran early game/nerfs to Protoss early game it is much hard to secure a strong lead in the beginning. Protoss simply must be able to out-expand the Terran. Utilize the immobility of the Terran army in order to out-expand them. If they go pure MMM, which is very mobile, you should have no problems stomping it. It is only when ravens and tanks are added when the game becomes much more difficult. But the Terran also becomes much more immobile. Abuse that.

Also, Immortals are ONLY useful in the early game to ward off the initial marauder/tank harassment or to do an early wall bust. Once the armies get larger, they become more or less useless because of their slow movespeed and short range. Often, they will not be able to get many shots off due to their being blocked off. In addition, once the Terran amasses either ghosts or enough marines with stim (or both) Immortal shields fall almost instantaneously and 50% of their usability disappears.

Upgrades are nice, but I feel that armor/shield upgrades really aren't as important as weapons upgrades. The armor/shield upgrades are negligible once the Terran starts getting tanks. They are only really useful against the marines. It's all about balance. If you see the Terran getting a lot of marines, then perhaps getting more armor/shield is important. However, if you see the Terran with a lot more tanks, then max out weapons asap before armor/shield.

PvT is not imbalanced. It has become much harder than it was earlier in beta and is probably a lot harder than it was in BW, as well due to the loss of the arbiter and low viability of carriers. However, it's not imbalanced. Playing smart and economically will win you the matchup.
Prev 1 9 10 11 12 13 18 Next All
Please log in or register to reply.
Live Events Refresh
The PiG Daily
21:20
Best Games of SC
ByuN vs Solar
herO vs Classic
Reynor vs Cure
Solar vs herO
PiGStarcraft682
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft682
Nathanias 153
CosmosSc2 96
StarCraft: Brood War
Shuttle 103
Dota 2
420jenkins808
syndereN487
League of Legends
C9.Mang0142
Counter-Strike
allub253
minikerr18
taco 1
Super Smash Bros
AZ_Axe57
Mew2King51
Other Games
tarik_tv13008
gofns11230
Grubby2181
summit1g1730
DeMusliM438
shahzam337
mouzStarbuck215
ViBE107
KnowMe82
ZombieGrub55
Liquid`Ken9
ToD3
Organizations
Other Games
gamesdonequick214
StarCraft 2
angryscii 36
Other Games
BasetradeTV6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• musti20045 30
• davetesta21
• RyuSc2 21
• LaughNgamezSOOP
• AfreecaTV YouTube
• sooper7s
• intothetv
• Kozan
• IndyKCrew
• Laughngamez YouTube
• Migwel
StarCraft: Brood War
• RayReign 34
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift3445
Other Games
• imaqtpie2101
• Scarra610
Upcoming Events
Replay Cast
5m
CranKy Ducklings9
RongYI Cup
11h 5m
SHIN vs Creator
Classic vs Percival
OSC
13h 5m
BSL 21
15h 5m
RongYI Cup
1d 11h
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
1d 12h
BSL 21
1d 15h
Wardi Open
2 days
Monday Night Weeklies
2 days
OSC
3 days
[ Show More ]
WardiTV Invitational
3 days
WardiTV Invitational
4 days
The PondCast
5 days
Liquipedia Results

Completed

Proleague 2026-01-20
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
Tektek Cup #1
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.