• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:02
CET 20:02
KST 04:02
  • 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
ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (March 9-15): herO, Clem, ByuN win02026 KungFu Cup Announcement5BGE Stara Zagora 2026 cancelled12Blizzard Classic Cup - Tastosis announced as captains17Weekly Cups (March 2-8): ByuN overcomes PvT block4
StarCraft 2
General
Potential Updates Coming to the SC2 CN Server Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (March 9-15): herO, Clem, ByuN win GSL CK - New online series BGE Stara Zagora 2026 cancelled
Tourneys
2026 KungFu Cup Announcement [GSL CK] #2: Team Classic vs. Team Solar [GSL CK] #1: Team Maru vs. Team herO RSL Season 4 announced for March-April PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 517 Distant Threat Mutation # 516 Specter of Death Mutation # 515 Together Forever
Brood War
General
ASL21 General Discussion BGH Auto Balance -> http://bghmmr.eu/ Gypsy to Korea BSL 22 Map Contest — Submissions OPEN to March 10 Are you ready for ASL 21? Hype VIDEO
Tourneys
ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues [BSL22] Open Qualifiers & Ladder Tours IPSL Spring 2026 is here!
Strategy
Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Zealot bombing is no longer popular?
Other Games
General Games
Stormgate/Frost Giant Megathread Dawn of War IV Path of Exile Nintendo Switch Thread PC Games Sales Thread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Mexico's Drug War Russo-Ukrainian War Thread NASA and the Private Sector
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Movie Discussion! [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Tokyo Olympics 2021 Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT]
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1237 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
Monday Night Weeklies
17:00
#44
TKL 322
SteadfastSC262
IndyStarCraft 187
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 499
TKL 322
SteadfastSC 262
IndyStarCraft 187
UpATreeSC 106
elazer 97
JuggernautJason92
Livibee 75
StarCraft: Brood War
PianO 89
Mini 66
sorry 58
NotJumperer 50
Rock 22
Dota 2
qojqva5081
canceldota101
monkeys_forever96
League of Legends
JimRising 295
Counter-Strike
tarik_tv3986
pashabiceps2461
fl0m1865
Heroes of the Storm
MindelVK7
Other Games
Grubby1933
Beastyqt787
ceh9562
ToD220
ArmadaUGS173
C9.Mang096
QueenE64
Mew2King53
Trikslyr47
Organizations
Dota 2
PGL Dota 2 - Main Stream589
Other Games
BasetradeTV121
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 20 non-featured ]
StarCraft 2
• kabyraGe 176
• StrangeGG 39
• Adnapsc2 9
• Reevou 6
• Kozan
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
• IndyKCrew
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• lizZardDota2101
League of Legends
• Doublelift3361
• Jankos2128
• TFBlade403
Other Games
• imaqtpie1080
• Shiphtur204
Upcoming Events
WardiTV Team League
16h 58m
PiGosaur Cup
1d 4h
Kung Fu Cup
1d 15h
OSC
2 days
The PondCast
2 days
KCM Race Survival
2 days
WardiTV Team League
2 days
Replay Cast
3 days
KCM Race Survival
3 days
WardiTV Team League
3 days
[ Show More ]
Korean StarCraft League
4 days
RSL Revival
4 days
Maru vs Zoun
Cure vs ByuN
uThermal 2v2 Circuit
4 days
BSL
5 days
RSL Revival
5 days
herO vs MaxPax
Rogue vs TriGGeR
BSL
6 days
Replay Cast
6 days
Replay Cast
6 days
Afreeca Starleague
6 days
Sharp vs Scan
Rain vs Mong
Wardi Open
6 days
Monday Night Weeklies
6 days
Liquipedia Results

Completed

Proleague 2026-03-15
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
CSL Elite League 2026
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

ASL Season 21
Acropolis #4 - TS6
2026 Changsha Offline CUP
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
NationLESS Cup
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 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.