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.
I chose TLO vs NonY of the HDH invitationals, the battle can be seen here. It will skipp right to the middle of the game, so if you didn't see the game don't watch it
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.
and your point is?
The fact that terran shit is so strong that nony lost a much much higher cost army while terran was left with most all of his units still alive?
did you even read the post?
there are so many factors involved this numbers mean nothing lol
TLO had 3 fricking Ghosts. Nony didn't have anything to counter them, nor any spell usage to swing the fight in his own favour besides two Guardian Shields.
There's much more to the game than resource and supply costs.
Had Nony had a slightly different composition with HTs (instagib Feedback all 3 Ghosts dead), the fight would have turned out very differently.
Nony decided on Void Rays as his tech path of choice. This leaves his ground army VERY vulnerable to Ghosts, and TLO capitalized on it, but still lost when the VRs arrived...so, what are you complaining about?
I honestly think the key to protoss is just not making any stalkers unless you know what you are doing or vs air. Statistically they fail at everything and are only good for harass purposes. Early on they are effectively but later on they put a damper on your army strength. They are weak to marines, marauders, ghosts [due to emp] tanks, heck even banshees are pretty good against them. I favour lot/sentry/immortal-->charge zealots-->storm templar and really when i get this combo good terrans only win by mass dropping me and basically outplaying me.
Obviously PvZ stalker/colossus is good because stalkers are walking forcefields and take down muta or corruptors, and do well vs roaches which colossus can struggle with.
On May 28 2010 02:52 link0 wrote: I think T > P in the lower skill brackets, but it's even in the high skill brackets.
Yeah. Whenever I lose to a terran, I always know what I did wrong and what I needed to do better. I've never come away from a PvT thinking, "Okay, wtf. That's unstoppable!" That said, I still think that PvT can be fairly unforgiving if the protoss isn't paying attention to what he's doing.
I feel you dude, before patch 13, we could still attack in the timing window when the terran turtles up. But now its impossible to push out, and instead we are getting timing pushed by the terran 4 rax stim+marine shield upgrade. I can still survive that attack and i start getting colossi to fight the mmm ball. Soon after a few tanks with siege upgrade and 1 or 2 ghost, and my whole army gets decimated by the siege tank.
Another thing to note that in BW, we counter siege tanks by surrounding the enemy with our zealots/dragoons, but sc2 maps are so freaking small, it is too difficult to try and flank the opponent.
I think what everyone wants to know, is the unit combinations to defeat MMM ball backed up by siege tanks and 1 ghost. Hopefully we can find the answer
Everything ghost said is 100% correct. I understand how you feel about PvT and I will admit that terran players have a much easier time beating a toss that out macros them then a toss has of beating a terran that does the same.
However, despite minor unit advantages etc. terrans really dont have the better army. The problem that most toss players run into with terran is that they play very differently than proto/zerg.
Against both zerg and toss, you are able to easily put pressure on early game, where against terran, you harrass with a single stalker at his wall without the intent of actually entering his base and winning right off the bat. Because all of terrans early game units are ranged, it is difficult and impossible against a good player, to put any early game zealot pressure on them, but if you could, it wouldnt be very fair for terran.
Because the terran playstyle supports being able to hide behind a choke with ranged units, you have to adapt your play style to scouting and out macroing / expanding your opponent.
It is hard to play against a terran because it forces you to play on terrans terms, not because of unbeatable unit combos or ghost tank or etc. It is because (without a high level of harrassment ability), the terran pushes when they are ready to push and you cant push them before unless you do something creative like blink stalkers or phoenix harrass.
The best thing you can do is find a terran practice partner so you can try to see things from their point of view. Hope this helps.
As a terran player, I find the easiest race to counter is the toss.
Basically it's not because terrans are OP, it's because 90%+ of protoss players are total dumbasses.
They either:
- Try to blind-rush you with 3 or 4 warp gates -> Enjoy the wall.
- Speed their way to void rays then cry when their "oh so original" 2-3 void rays attack gets blown to smithereens by 10 marines.
- Don't bother attacking ravens (who cares right ? They can 'only' render 9/10th of your army useless).
- Leave ghosts completely untouched, even when ghosts have the annoying tendency of walking in the front lines when grouped.
- Almost NEVER bother using force fields but instead cast defensive shield 4 times in a row... AT THE SAME TIME.
- Scanning towers ? What be this ? Lets just walk 6 DTs in his scanner range. He might have scan but i'm invis right ? I'm sure the giant pinging red dots won't alert him...
The fact that protoss is "easy" to steamroll as terran is not due to race advantage, it's due to the accumulation of gross errors by protoss players who just assume "I play the strongest race so whatever I do will guarantee a win".
Also, most protoss players have the baaad tendency of trying to play a la total annihilation. "Yeah let's just spam my biggest units and don't give a shit about strategy !"
Erm, why attack the Raven when the instant the battle starts, its already done its job? That's like focus-firing a High Templar after its already blown all its energy on Psi Storms at the start of the fight.
Its not like focus-firing a Mothership down before it gets its horrendously short-range Vortex off. PDDs get dropped instantly.
And I'm pretty sure Sensor Towers don't spot cloaked units.
On May 28 2010 03:33 Bibdy wrote: Erm, why attack the Raven when the instant the battle starts, its already done its job? That's like focus-firing a High Templar after its already blown all its energy on Psi Storms at the start of the fight.
And I'm pretty sure Sensor Towers don't spot cloaked units.
You bet your ass they do :D
Everyone always assumes otherwise tho ;-)
Top terran military analysts all agree that "Knowing is half the battle" and that early warning is one of the keys to victory. The sensor tower is a vital tool for long-range surveillance of enemy movement and the detection of stealthed aggressors.
this thread is retarded. User complains about imbalance and says he does 4gate pushes (he thinks the game would be balanced if he won every game with 4gate). soo funny. Blizzard even posted saying that they feel protoss is too strong against terran atm.
On May 28 2010 03:37 Clonze wrote: this thread is retarded. User complains about imbalance and says he does 4gate pushes (he thinks the game would be balanced if he won every game with 4gate). soo funny. Blizzard even posted saying that they feel protoss is too strong against terran atm.
Source?
And if you link that dev chat from a month ago, I'm going to slap you.
@bobcat Gee, 90% of protoss players are dumbasses? lol
Let me reply by saying this:
Imagine we are 10 patches ago.
I can come with a big list of things that terrans and zergs didn't do, that could make PvX harder for P. Yet, it doesn't make any point in regarding the issue of P being imbalanced.
If protoss make mistakes, so do terrans. Yet, it seems protoss are much more punished for them than terrans.
Until Terran starts winning tournaments regularly, you can't call them imbalanced.
And lol @ the dork who used the starcraft unit counter to see what army costs more. Clearly whoever spends more on their army should always win, right! Even if the other player micros better, uses perfect EMPs and has a perfect composition to beat your army! You should always be able to a-move your army into the opponent's and win!
On May 27 2010 22:46 araged wrote: Do you know what I find most helpful when someone start calling the imbalance? Suggest him to roll the other side and start owning his main race with this so called buletproof strategy. You'll soon discover new ways to play your main when more capable players show you the way.
this
go play 10 tvps and make that same unit composition that you are having trouble vs, you will learn its weaknesses and waht you can do to abuse it ;D
Zergs and Protoss can basically insta-respawn half their armies when they lose a fight somewhere while the terran has to re-train everything taking about 10x the time and you still have the balls to say we're not punished ?
I agree; Terrans need the ability to warp-gate. Then we'll be even.
On May 28 2010 03:33 Bibdy wrote: Erm, why attack the Raven when the instant the battle starts, its already done its job? That's like focus-firing a High Templar after its already blown all its energy on Psi Storms at the start of the fight.
And I'm pretty sure Sensor Towers don't spot cloaked units.
You bet your ass they do :D
Everyone always assumes otherwise tho ;-)
Top terran military analysts all agree that "Knowing is half the battle" and that early warning is one of the keys to victory. The sensor tower is a vital tool for long-range surveillance of enemy movement and the detection of stealthed aggressors.