|
On May 09 2012 15:24 one-one-one wrote:Show nested quote +On May 09 2012 14:13 Wrongspeedy wrote:On May 09 2012 11:02 Alejandrisha wrote:On May 09 2012 10:46 HolyArrow wrote:On May 09 2012 10:15 xrapture wrote:On May 09 2012 08:43 HolyArrow wrote:On May 09 2012 06:42 EmilA wrote: Whenever I lose to protoss I begin spamming when the various GoT characters die in the books. Blizzard's stance on balance is outright retarded and I doubt SC2 will ever take off in Korea as long as you can't have drawn out macro games going either way. You are a terrible person and you should feel terrible. No, really. I'm completely serious. This doesn't even have anything to do with balance or anything SC2 related. Who does that? Fucking get your worthless ego together and get over yourself. Jesus christ. IMO spoiling a story for someone is one of the absolute lowest things you can do, because it's irreversible. My philosophy is that fiction is one of the beautiful things we can cherish as humans, and experiencing any great work of fiction is a truly unique life experience. I fall and scrape my knee, it heals. If I get a great story spoiled, it's never going to be the same (unless I literally wait years and years until I - hopefully - completely forget everything, which is extremely infeasible). Seriously, if you actually do that, then fuck you. or you could, you know, actually read the books? but ha, readings too hard, right? ... Are you serious? Has the possibly that someone could be in the process of reading the books crossed your mind? That's such a stupid point that I don't even really know what else to say. If someone goes as far as maliciously spoiling an entire series of good books just because his opponent plays a certain race, then that person has problems. This all seems so evident to me that I don't really know what to say. that is messed up here's a little something for everyone to practice on the ladder you: gl hf opponent: something remotely douchy f11 - click Dear god thank you so much! I never knew... Edit: And because I am here I will ask why Terrans don't try adding in mass Banshees to their mech builds more often? I got rolled by this Terran earlier today who I thought I had a clear economic advantage over for quiet a long period in the game. I expanded before him and kept him from expanding with my warpgate units for a few minutes, took my 3rd before him and had 0-2-0 Colossus Chargelot and Stalkers + Started adding Phoenix and Voids once I saw he was massing Banshee (probably had 3-4 Phoenix and 1-2 Voids when he pushed me). Anyways he pretty much went strictly Marine/Thor/Banshee, pushed only once late in the game with some scvs to repair and just destroyed me. Banshees have always been hard to deal with from a Toss perspective. And masses of them take down stalkers pretty damn fast. One unit ... phoenix. Yes, it actually is that easy. With phoenix on the field the banshees have to be over the bioball all the time and they will take damage from storms and such. When you dodge storms with bio the banshees will be left behind and be picked off easily. They also take away viking production time, or mean you have to put a lot of resources into starports to get a meaningful amount out. Protoss can just chronoboost a single starport to counter it. If mech was viable banshees would be useful as you could slow push the map with turrets that deny observers. You realize Thor has incredibly long range area of effect AA that specializes in killing light targets like Phoenix...right?
Also bioballs != mech.
Thors and Marines shred Phoenix just as easy as they do Mutas.
|
Northern Ireland26032 Posts
On May 09 2012 18:04 Rannasha wrote:Show nested quote +On May 09 2012 17:44 stevarius wrote:On May 09 2012 17:41 Wombat_NI wrote:On May 09 2012 17:24 malaan wrote: maybe we should set up a mass boycott of TvP to fuck up the retarded stats they rant on about all the time. If enough terrans just leave immediately on ladder vs protoss we might get somewhere : -)
Something has to be done to make them realize that almost every terran player wants the matchup changing. Blizzard aren't retarded. Did you not read the part where they're clearly not envisioning the problems that Terran state they have? And what would've happened if they would've flat out said that they thought Terrans were too weak in the lategame? It would've caused endless whining until it got fixed. Note that the current round of balance changes being tested doesn't involve anything TvP related (though Obs buff could be a minor P midgame buff) so any planned TvP changes would've still taken quite a while before going live. In the meantime, every Terran lategame loss would've been attributed to balance, because "Blizzard said so". The post they made was politically correct above anything else. It hints at the issues without actually stating there's a problem. It's the safest way to at least let people know that they're looking at it without giving a carte blanche to balance whiners. In addition, the post was made by a community manager, which is basically a glorified forum moderator. If I gather correctly Blizzard said they are perfectly aware of the current issues with TvP, that they are currently sitting on it before acting is another issue entirely.
The current state of lategame PvT isn't actually entirely due to unit balance anyway as far as I'm concerned. It's a combination of more solid early-game Protoss builds, in addition to maps that are as a whole larger and more turtle-friendly for the Protoss, which also negates some of the early/midgame advantages that Terran have.
I'd imagine that they are sitting on it until they figure out to what degree the matchup is asymmetric due to unit interactions, and to what extent it's due to Protoss buffs/Terrans nerfs in recent times, and how much it's down to the map.
|
Anyone want to tell me where I went wrong in this TvP?
http://www.sc2replayed.com/replay-videos/18843
Had ghosts, marine marauder medivac. Kept him on 3 base. Researched 3/3 and I was on 4 base, getting more. He just crushed every army I made.
|
On May 09 2012 19:13 Qibla wrote:Anyone want to tell me where I went wrong in this TvP? http://www.sc2replayed.com/replay-videos/18843Had ghosts, marine marauder medivac. Kept him on 3 base. Researched 3/3 and I was on 4 base, getting more. He just crushed every army I made.
I'm 18 minutes in and the biggest flaw I can find right now is that you didn't capitalize on your four bases to his two. It's good that you denied his third for so long, but you had five barracks and two starports on 4 base floating 2.4k 1.4k.
Throw down at least 6 other barracks and get triple upgrades with ghost academy going and you'll see improvements.
If you're that far ahead of him, don't even bother with direct engagement, try to just deny his expansion as long as he can, or if he parks his entire army at his expansion, dropping his main, until you max out, and then start trading armies. Your superior bases will allow you to reproduce faster than him. Also you only had one engineering bay 18 minutes in with upgrades. At that point you should at the very least have double engi and an armory all upgrading, and probably the ghost academy as well. If you go upgrade heavy it's key that you try and keep upgrading constantly. You had massive gaps between your upgrades.
Also, the last engagement you had on him when you went at 190 food to his 170 was good until you sacced the rest of your army. You sniped his colossi, and traded decently, but you decided to push it instead of dropping his main with 3 medivacs full of units or remaxing at home and repushing. Your push simply got stormed down.
|
On May 09 2012 19:26 Dalavita wrote:I'm 18 minutes in and the biggest flaw I can find right now is that you didn't capitalize on your four bases to his two. It's good that you denied his third for so long, but you had five barracks and two starports on 4 base floating 2.4k 1.4k. Throw down at least 6 other barracks and get triple upgrades with ghost academy going and you'll see improvements. If you're that far ahead of him, don't even bother with direct engagement, try to just deny his expansion as long as he can, or if he parks his entire army at his expansion, dropping his main, until you max out, and then start trading armies. Your superior bases will allow you to reproduce faster than him. Also you only had one engineering bay 18 minutes in with upgrades. At that point you should at the very least have double engi and an armory all upgrading, and probably the ghost academy as well. If you go upgrade heavy it's key that you try and keep upgrading constantly. You had massive gaps between your upgrades. Also, the last engagement you had on him when you went at 190 food to his 170 was good until you sacced the rest of your army. You sniped his colossi, and traded decently, but you decided to push it instead of dropping his main with 3 medivacs full of units or remaxing at home and repushing. Your push simply got stormed down.
Yeah I didn't drop his main because of the cannons. That's pretty much how all my TvP's go. I get a massive lead, then they beat me no matter what.
|
He didn't have cannons on the north side of his main, and even if he did you could have scanned, sniped it from the ground and then loaded up.
You did have a massive lead, but you didn't use it in that game. He was basically dead because of how late he got his third. All you needed to do was to get good trades for extended periods of time and just overrun him by superior production. Your production was not of four base quality even though you had four bases. This is the most important thing.
The impetus is on terran to get the good trades tho. If you screw up once it's more than likely that he can just roll you. That's the way the matchup is.
Also you can work on your engagements in general as well.
You were way too scared of two colossi when he had 40 food less than you, your stutter stepping was off sync etc, you didn't use his own force fields against him to kill his zealots in the 15 min fight.
|
On May 09 2012 18:01 lorkac wrote:Show nested quote +On May 09 2012 15:24 one-one-one wrote:On May 09 2012 14:13 Wrongspeedy wrote:On May 09 2012 11:02 Alejandrisha wrote:On May 09 2012 10:46 HolyArrow wrote:On May 09 2012 10:15 xrapture wrote:On May 09 2012 08:43 HolyArrow wrote:On May 09 2012 06:42 EmilA wrote: Whenever I lose to protoss I begin spamming when the various GoT characters die in the books. Blizzard's stance on balance is outright retarded and I doubt SC2 will ever take off in Korea as long as you can't have drawn out macro games going either way. You are a terrible person and you should feel terrible. No, really. I'm completely serious. This doesn't even have anything to do with balance or anything SC2 related. Who does that? Fucking get your worthless ego together and get over yourself. Jesus christ. IMO spoiling a story for someone is one of the absolute lowest things you can do, because it's irreversible. My philosophy is that fiction is one of the beautiful things we can cherish as humans, and experiencing any great work of fiction is a truly unique life experience. I fall and scrape my knee, it heals. If I get a great story spoiled, it's never going to be the same (unless I literally wait years and years until I - hopefully - completely forget everything, which is extremely infeasible). Seriously, if you actually do that, then fuck you. or you could, you know, actually read the books? but ha, readings too hard, right? ... Are you serious? Has the possibly that someone could be in the process of reading the books crossed your mind? That's such a stupid point that I don't even really know what else to say. If someone goes as far as maliciously spoiling an entire series of good books just because his opponent plays a certain race, then that person has problems. This all seems so evident to me that I don't really know what to say. that is messed up here's a little something for everyone to practice on the ladder you: gl hf opponent: something remotely douchy f11 - click Dear god thank you so much! I never knew... Edit: And because I am here I will ask why Terrans don't try adding in mass Banshees to their mech builds more often? I got rolled by this Terran earlier today who I thought I had a clear economic advantage over for quiet a long period in the game. I expanded before him and kept him from expanding with my warpgate units for a few minutes, took my 3rd before him and had 0-2-0 Colossus Chargelot and Stalkers + Started adding Phoenix and Voids once I saw he was massing Banshee (probably had 3-4 Phoenix and 1-2 Voids when he pushed me). Anyways he pretty much went strictly Marine/Thor/Banshee, pushed only once late in the game with some scvs to repair and just destroyed me. Banshees have always been hard to deal with from a Toss perspective. And masses of them take down stalkers pretty damn fast. One unit ... phoenix. Yes, it actually is that easy. With phoenix on the field the banshees have to be over the bioball all the time and they will take damage from storms and such. When you dodge storms with bio the banshees will be left behind and be picked off easily. They also take away viking production time, or mean you have to put a lot of resources into starports to get a meaningful amount out. Protoss can just chronoboost a single starport to counter it. If mech was viable banshees would be useful as you could slow push the map with turrets that deny observers. Actually--templar tech is the true counter to the Banshee. When amassed, Banshees are forced to stick together because they're so expensive and take up so much supply that it's not worth it to spread them out too much. This makes storms and archons ridiculously powerful against them in smaller numbers.
no, the correct response is phoenix. Often in addition to HTs, but then you use your HTs mostly to feedback stuff like ravens. Or just go for a 2 base all-in with 3 colossi and mass stalker when you scout more than 2 starports, because most terran air builds are really fragile in that period of time I play mass air with mech support vs protoss, and HTs aren't a big problem at all. Banshees are so mobile that they don't have to fight against archons, and they can easily dodge storms. But the banshees pin the protoss back and I can take bases all over the map. Going for phoenix kills the banshee harass outright, and forces terran back to his base.
The notion that banshees HAVE to stick together isn't true either. If your multitasking is good, you can do just as much damage with two groups of 10 banshees at two different spots on the map, as you can with one group of 20.
|
On May 09 2012 22:39 Quotidian wrote:Show nested quote +On May 09 2012 18:01 lorkac wrote:On May 09 2012 15:24 one-one-one wrote:On May 09 2012 14:13 Wrongspeedy wrote:On May 09 2012 11:02 Alejandrisha wrote:On May 09 2012 10:46 HolyArrow wrote:On May 09 2012 10:15 xrapture wrote:On May 09 2012 08:43 HolyArrow wrote:On May 09 2012 06:42 EmilA wrote: Whenever I lose to protoss I begin spamming when the various GoT characters die in the books. Blizzard's stance on balance is outright retarded and I doubt SC2 will ever take off in Korea as long as you can't have drawn out macro games going either way. You are a terrible person and you should feel terrible. No, really. I'm completely serious. This doesn't even have anything to do with balance or anything SC2 related. Who does that? Fucking get your worthless ego together and get over yourself. Jesus christ. IMO spoiling a story for someone is one of the absolute lowest things you can do, because it's irreversible. My philosophy is that fiction is one of the beautiful things we can cherish as humans, and experiencing any great work of fiction is a truly unique life experience. I fall and scrape my knee, it heals. If I get a great story spoiled, it's never going to be the same (unless I literally wait years and years until I - hopefully - completely forget everything, which is extremely infeasible). Seriously, if you actually do that, then fuck you. or you could, you know, actually read the books? but ha, readings too hard, right? ... Are you serious? Has the possibly that someone could be in the process of reading the books crossed your mind? That's such a stupid point that I don't even really know what else to say. If someone goes as far as maliciously spoiling an entire series of good books just because his opponent plays a certain race, then that person has problems. This all seems so evident to me that I don't really know what to say. that is messed up here's a little something for everyone to practice on the ladder you: gl hf opponent: something remotely douchy f11 - click Dear god thank you so much! I never knew... Edit: And because I am here I will ask why Terrans don't try adding in mass Banshees to their mech builds more often? I got rolled by this Terran earlier today who I thought I had a clear economic advantage over for quiet a long period in the game. I expanded before him and kept him from expanding with my warpgate units for a few minutes, took my 3rd before him and had 0-2-0 Colossus Chargelot and Stalkers + Started adding Phoenix and Voids once I saw he was massing Banshee (probably had 3-4 Phoenix and 1-2 Voids when he pushed me). Anyways he pretty much went strictly Marine/Thor/Banshee, pushed only once late in the game with some scvs to repair and just destroyed me. Banshees have always been hard to deal with from a Toss perspective. And masses of them take down stalkers pretty damn fast. One unit ... phoenix. Yes, it actually is that easy. With phoenix on the field the banshees have to be over the bioball all the time and they will take damage from storms and such. When you dodge storms with bio the banshees will be left behind and be picked off easily. They also take away viking production time, or mean you have to put a lot of resources into starports to get a meaningful amount out. Protoss can just chronoboost a single starport to counter it. If mech was viable banshees would be useful as you could slow push the map with turrets that deny observers. Actually--templar tech is the true counter to the Banshee. When amassed, Banshees are forced to stick together because they're so expensive and take up so much supply that it's not worth it to spread them out too much. This makes storms and archons ridiculously powerful against them in smaller numbers. no, the correct response is phoenix. Often in addition to HTs, but then you use your HTs mostly to feedback stuff like ravens. Or just go for a 2 base all-in with 3 colossi and mass stalker when you scout more than 2 starports, because most terran air builds are really fragile in that period of time I play mass air with mech support vs protoss, and HTs aren't a big problem at all. Banshees are so mobile that they don't have to fight against archons, and they can easily dodge storms. But the banshees pin the protoss back and I can take bases all over the map. Going for phoenix kills the banshee harass outright, and forces terran back to his base. The notion that banshees HAVE to stick together isn't true either. If your multitasking is good, you can do just as much damage with two groups of 10 banshees at two different spots on the map, as you can with one group of 20.
Definitely agree with that last statement.
People try to act like banshees are the same as Mutas because they perform the same function and are both somewhat flimsey units.
The major difference here is that banshees have insane DPS where Mutas are kinda shitty in general except for their speed.
You almost never want to split your Mutas regardless of how many you have because they're dependant on killing high priority targets as quickly as possible, and targets like archons take 35+ Mutas to kill.
Banshees on the other hand can kill most things that can hit them cost-effectively from the get-go, so stacking them isn't nearly as important, and is probably more detrimental than one would initially think due to all the wasted shots.
|
The thing is, koreans such as mma and mkp, are really aware of the state of tvp, and they are really playing according to how it should be played like blizzard just mentioned. But, the problem is how 2 base plays by prottos are so strong, that it'll crush any poor terran who went for an aggresive route, leaving and salavging his bunker on that "Period of time when he should be aggresive". Check Squirtle 2 base colossus all vs MKP, MMA, Taeja..
|
On May 09 2012 19:40 Dalavita wrote: He didn't have cannons on the north side of his main, and even if he did you could have scanned, sniped it from the ground and then loaded up.
You did have a massive lead, but you didn't use it in that game. He was basically dead because of how late he got his third. All you needed to do was to get good trades for extended periods of time and just overrun him by superior production. Your production was not of four base quality even though you had four bases. This is the most important thing.
The impetus is on terran to get the good trades tho. If you screw up once it's more than likely that he can just roll you. That's the way the matchup is.
Also you can work on your engagements in general as well.
You were way too scared of two colossi when he had 40 food less than you, your stutter stepping was off sync etc, you didn't use his own force fields against him to kill his zealots in the 15 min fight.
The point is, P can come back if the game goes into the late game, but T cannot.
If the game were balanced right, T and P should have equal ability to make a comeback in the late game.
|
On May 09 2012 18:05 Tump wrote:Show nested quote +On May 09 2012 15:24 one-one-one wrote:On May 09 2012 14:13 Wrongspeedy wrote:On May 09 2012 11:02 Alejandrisha wrote:On May 09 2012 10:46 HolyArrow wrote:On May 09 2012 10:15 xrapture wrote:On May 09 2012 08:43 HolyArrow wrote:On May 09 2012 06:42 EmilA wrote: Whenever I lose to protoss I begin spamming when the various GoT characters die in the books. Blizzard's stance on balance is outright retarded and I doubt SC2 will ever take off in Korea as long as you can't have drawn out macro games going either way. You are a terrible person and you should feel terrible. No, really. I'm completely serious. This doesn't even have anything to do with balance or anything SC2 related. Who does that? Fucking get your worthless ego together and get over yourself. Jesus christ. IMO spoiling a story for someone is one of the absolute lowest things you can do, because it's irreversible. My philosophy is that fiction is one of the beautiful things we can cherish as humans, and experiencing any great work of fiction is a truly unique life experience. I fall and scrape my knee, it heals. If I get a great story spoiled, it's never going to be the same (unless I literally wait years and years until I - hopefully - completely forget everything, which is extremely infeasible). Seriously, if you actually do that, then fuck you. or you could, you know, actually read the books? but ha, readings too hard, right? ... Are you serious? Has the possibly that someone could be in the process of reading the books crossed your mind? That's such a stupid point that I don't even really know what else to say. If someone goes as far as maliciously spoiling an entire series of good books just because his opponent plays a certain race, then that person has problems. This all seems so evident to me that I don't really know what to say. that is messed up here's a little something for everyone to practice on the ladder you: gl hf opponent: something remotely douchy f11 - click Dear god thank you so much! I never knew... Edit: And because I am here I will ask why Terrans don't try adding in mass Banshees to their mech builds more often? I got rolled by this Terran earlier today who I thought I had a clear economic advantage over for quiet a long period in the game. I expanded before him and kept him from expanding with my warpgate units for a few minutes, took my 3rd before him and had 0-2-0 Colossus Chargelot and Stalkers + Started adding Phoenix and Voids once I saw he was massing Banshee (probably had 3-4 Phoenix and 1-2 Voids when he pushed me). Anyways he pretty much went strictly Marine/Thor/Banshee, pushed only once late in the game with some scvs to repair and just destroyed me. Banshees have always been hard to deal with from a Toss perspective. And masses of them take down stalkers pretty damn fast. One unit ... phoenix. Yes, it actually is that easy. With phoenix on the field the banshees have to be over the bioball all the time and they will take damage from storms and such. When you dodge storms with bio the banshees will be left behind and be picked off easily. They also take away viking production time, or mean you have to put a lot of resources into starports to get a meaningful amount out. Protoss can just chronoboost a single starport to counter it. If mech was viable banshees would be useful as you could slow push the map with turrets that deny observers. You realize Thor has incredibly long range area of effect AA that specializes in killing light targets like Phoenix...right? Also bioballs != mech. Thors and Marines shred Phoenix just as easy as they do Mutas.
Even easier, play standard and Tech to Templar. Feedback the Banshees and Thors/ Storm the Marines. Thor Banshee Marine is an out dated strategy that got solved back in beta when Protoss learned that Templar tech was good.
|
On May 09 2012 13:38 tdt wrote: I play protoss and think EMP nerf was disaterous and tanks need to do about 70 damage per shot. Also ghost snipe was only effective way to deal with zergs late game another bad nerf.
These three things would make terran enter late game on equal footing.
My specail wish would give thors irradate instead of strike cannon frying charglots, zerlings and most importantly BROODLINGS in immidiate vincinity making pure mech viable.
Can someone rush this information to David Kim please? I think we found the solution to all of the problems in TvP lategame. God bless you man.
|
Hey Fellow Terrans I want to say that you guys are great and very rarely, if ever, am I bm'ed on ladder from a Terran. It's always a pleasure commiserating on the state of TvP late game before our game. That is all.
|
On May 09 2012 19:37 Qibla wrote:Show nested quote +On May 09 2012 19:26 Dalavita wrote:On May 09 2012 19:13 Qibla wrote:Anyone want to tell me where I went wrong in this TvP? http://www.sc2replayed.com/replay-videos/18843Had ghosts, marine marauder medivac. Kept him on 3 base. Researched 3/3 and I was on 4 base, getting more. He just crushed every army I made. I'm 18 minutes in and the biggest flaw I can find right now is that you didn't capitalize on your four bases to his two. It's good that you denied his third for so long, but you had five barracks and two starports on 4 base floating 2.4k 1.4k. Throw down at least 6 other barracks and get triple upgrades with ghost academy going and you'll see improvements. If you're that far ahead of him, don't even bother with direct engagement, try to just deny his expansion as long as he can, or if he parks his entire army at his expansion, dropping his main, until you max out, and then start trading armies. Your superior bases will allow you to reproduce faster than him. Also you only had one engineering bay 18 minutes in with upgrades. At that point you should at the very least have double engi and an armory all upgrading, and probably the ghost academy as well. If you go upgrade heavy it's key that you try and keep upgrading constantly. You had massive gaps between your upgrades. Also, the last engagement you had on him when you went at 190 food to his 170 was good until you sacced the rest of your army. You sniped his colossi, and traded decently, but you decided to push it instead of dropping his main with 3 medivacs full of units or remaxing at home and repushing. Your push simply got stormed down. Yeah I didn't drop his main because of the cannons. That's pretty much how all my TvP's go. I get a massive lead, then they beat me no matter what.
You had the lead, but didn't use it, which is why the protoss was able to come back. Floating 2.4 k minerals is ok if your maxed, but you should be adding raxes and add ons for the fast remax. One of the first things you learn as a protoss player is not to attack into a terran that you have contained on 2 bases in the mid game. I lost so many games attacking into a terran because I though I had the lead. It is better to expand and get unstoppable production than to attack into a fortified terran's natural, regardless of how much of an advantage you have. In most cases, it is better to let the terran mine themselves out trying to take a third base. It is not much different when fighting protoss.
In your case, you had the protoss against the wall, which means you have a good opening and mid game. When you get a lead, don't try to be agressive. Sit back and keep the protoss fewer bases for as long as possible while building up your infastructure. If you get to the point where you can produce 20 marines or more a cycle, the protoss is going to hard pressed to to keep up.
|
On May 10 2012 02:07 xelnaga_empire wrote:Show nested quote +On May 09 2012 19:40 Dalavita wrote: He didn't have cannons on the north side of his main, and even if he did you could have scanned, sniped it from the ground and then loaded up.
You did have a massive lead, but you didn't use it in that game. He was basically dead because of how late he got his third. All you needed to do was to get good trades for extended periods of time and just overrun him by superior production. Your production was not of four base quality even though you had four bases. This is the most important thing.
The impetus is on terran to get the good trades tho. If you screw up once it's more than likely that he can just roll you. That's the way the matchup is.
Also you can work on your engagements in general as well.
You were way too scared of two colossi when he had 40 food less than you, your stutter stepping was off sync etc, you didn't use his own force fields against him to kill his zealots in the 15 min fight. The point is, P can come back if the game goes into the late game, but T cannot. If the game were balanced right, T and P should have equal ability to make a comeback in the late game.
Sure, but the guy asked for what he did wrong with his play, not the state of TvP. A bit off topic perhaps, but still.
|
On May 10 2012 02:07 xelnaga_empire wrote:Show nested quote +On May 09 2012 19:40 Dalavita wrote: He didn't have cannons on the north side of his main, and even if he did you could have scanned, sniped it from the ground and then loaded up.
You did have a massive lead, but you didn't use it in that game. He was basically dead because of how late he got his third. All you needed to do was to get good trades for extended periods of time and just overrun him by superior production. Your production was not of four base quality even though you had four bases. This is the most important thing.
The impetus is on terran to get the good trades tho. If you screw up once it's more than likely that he can just roll you. That's the way the matchup is.
Also you can work on your engagements in general as well.
You were way too scared of two colossi when he had 40 food less than you, your stutter stepping was off sync etc, you didn't use his own force fields against him to kill his zealots in the 15 min fight. The point is, P can come back if the game goes into the late game, but T cannot. If the game were balanced right, T and P should have equal ability to make a comeback in the late game.
Drop play, it happens all the time. Overall comebacks in all MU's are pretty well balanced right now as it relies on your opponent making a mistake or being caught off-guard. A few terrans, like Bomber and MVP, pretty much never take a lead and lose, the game may last forever and a day more, but they end up with so many PF's, Orbitals, and Rax that even if they a-move into collossi/storm their macro is so huge they just can't lose. Or they just attack in 2 places at once and type GG as they kite in 2 spots on the map, cause fffff they're good at that crap.
|
On May 10 2012 03:01 Plansix wrote:Show nested quote +On May 09 2012 19:37 Qibla wrote:On May 09 2012 19:26 Dalavita wrote:On May 09 2012 19:13 Qibla wrote:Anyone want to tell me where I went wrong in this TvP? http://www.sc2replayed.com/replay-videos/18843Had ghosts, marine marauder medivac. Kept him on 3 base. Researched 3/3 and I was on 4 base, getting more. He just crushed every army I made. I'm 18 minutes in and the biggest flaw I can find right now is that you didn't capitalize on your four bases to his two. It's good that you denied his third for so long, but you had five barracks and two starports on 4 base floating 2.4k 1.4k. Throw down at least 6 other barracks and get triple upgrades with ghost academy going and you'll see improvements. If you're that far ahead of him, don't even bother with direct engagement, try to just deny his expansion as long as he can, or if he parks his entire army at his expansion, dropping his main, until you max out, and then start trading armies. Your superior bases will allow you to reproduce faster than him. Also you only had one engineering bay 18 minutes in with upgrades. At that point you should at the very least have double engi and an armory all upgrading, and probably the ghost academy as well. If you go upgrade heavy it's key that you try and keep upgrading constantly. You had massive gaps between your upgrades. Also, the last engagement you had on him when you went at 190 food to his 170 was good until you sacced the rest of your army. You sniped his colossi, and traded decently, but you decided to push it instead of dropping his main with 3 medivacs full of units or remaxing at home and repushing. Your push simply got stormed down. Yeah I didn't drop his main because of the cannons. That's pretty much how all my TvP's go. I get a massive lead, then they beat me no matter what. You had the lead, but didn't use it, which is why the protoss was able to come back. Floating 2.4 k minerals is ok if your maxed, but you should be adding raxes and add ons for the fast remax. One of the first things you learn as a protoss player is not to attack into a terran that you have contained on 2 bases in the mid game. I lost so many games attacking into a terran because I though I had the lead. It is better to expand and get unstoppable production than to attack into a fortified terran's natural, regardless of how much of an advantage you have. In most cases, it is better to let the terran mine themselves out trying to take a third base. It is not much different when fighting protoss. In your case, you had the protoss against the wall, which means you have a good opening and mid game. When you get a lead, don't try to be agressive. Sit back and keep the protoss fewer bases for as long as possible while building up your infastructure. If you get to the point where you can produce 20 marines or more a cycle, the protoss is going to hard pressed to to keep up.
Your post demonstrates that you do not understand Terran. As Terran you do not get "unstoppable production". That is for Protoss players who dump excess minerals into warpgates and then can warp in units with any ratio of minerals and gas into viable units. Terran can drop more rax, sure, but their ability to remax even with a bunch more rax and add-ons is not sufficient to have "unstoppable production" and maybe not enough to rebuild their army after the Protoss army trades for their army.
|
On May 10 2012 11:37 zmansman17 wrote:Show nested quote +On May 10 2012 03:01 Plansix wrote:On May 09 2012 19:37 Qibla wrote:On May 09 2012 19:26 Dalavita wrote:On May 09 2012 19:13 Qibla wrote:Anyone want to tell me where I went wrong in this TvP? http://www.sc2replayed.com/replay-videos/18843Had ghosts, marine marauder medivac. Kept him on 3 base. Researched 3/3 and I was on 4 base, getting more. He just crushed every army I made. I'm 18 minutes in and the biggest flaw I can find right now is that you didn't capitalize on your four bases to his two. It's good that you denied his third for so long, but you had five barracks and two starports on 4 base floating 2.4k 1.4k. Throw down at least 6 other barracks and get triple upgrades with ghost academy going and you'll see improvements. If you're that far ahead of him, don't even bother with direct engagement, try to just deny his expansion as long as he can, or if he parks his entire army at his expansion, dropping his main, until you max out, and then start trading armies. Your superior bases will allow you to reproduce faster than him. Also you only had one engineering bay 18 minutes in with upgrades. At that point you should at the very least have double engi and an armory all upgrading, and probably the ghost academy as well. If you go upgrade heavy it's key that you try and keep upgrading constantly. You had massive gaps between your upgrades. Also, the last engagement you had on him when you went at 190 food to his 170 was good until you sacced the rest of your army. You sniped his colossi, and traded decently, but you decided to push it instead of dropping his main with 3 medivacs full of units or remaxing at home and repushing. Your push simply got stormed down. Yeah I didn't drop his main because of the cannons. That's pretty much how all my TvP's go. I get a massive lead, then they beat me no matter what. You had the lead, but didn't use it, which is why the protoss was able to come back. Floating 2.4 k minerals is ok if your maxed, but you should be adding raxes and add ons for the fast remax. One of the first things you learn as a protoss player is not to attack into a terran that you have contained on 2 bases in the mid game. I lost so many games attacking into a terran because I though I had the lead. It is better to expand and get unstoppable production than to attack into a fortified terran's natural, regardless of how much of an advantage you have. In most cases, it is better to let the terran mine themselves out trying to take a third base. It is not much different when fighting protoss. In your case, you had the protoss against the wall, which means you have a good opening and mid game. When you get a lead, don't try to be agressive. Sit back and keep the protoss fewer bases for as long as possible while building up your infastructure. If you get to the point where you can produce 20 marines or more a cycle, the protoss is going to hard pressed to to keep up. Your post demonstrates that you do not understand Terran. As Terran you do not get "unstoppable production". That is for Protoss players who dump excess minerals into warpgates and then can warp in units with any ratio of minerals and gas into viable units. Terran can drop more rax, sure, but their ability to remax even with a bunch more rax and add-ons is not sufficient to have "unstoppable production" and maybe not enough to rebuild their army after the Protoss army trades for their army. Yeah. Terran production is the most expensive and slowest in the game. It costs 200/25 cheapest for production similar to a gateway, which costs only 150 minerals. The difference is that Terran units are the most cost-effective when used correctly.
|
On May 09 2012 22:54 Jermstuddog wrote: Definitely agree with that last statement.
People try to act like banshees are the same as Mutas because they perform the same function and are both somewhat flimsey units.
The major difference here is that banshees have insane DPS where Mutas are kinda shitty in general except for their speed.
You almost never want to split your Mutas regardless of how many you have because they're dependant on killing high priority targets as quickly as possible, and targets like archons take 35+ Mutas to kill.
Banshees on the other hand can kill most things that can hit them cost-effectively from the get-go, so stacking them isn't nearly as important, and is probably more detrimental than one would initially think due to all the wasted shots.
Phoenix are very bad against Banshee harass for one simple reason - the Banshees can just cloak and fly away. The Phoenix's superior speed is irrelevant when the Banshees can get out of detection range in seconds. Since Colossi are godawful against both Sky Terran and Thor builds, Protoss will not have a robo bay and thus no observer speed.
Sure you can dodge storms with banshees. Mutas can dodge storms too. The thing is, storm can actually hurt cloaked banshees, while phoenixes really can't. Also, if you have storm, you still massacre mech/sky Terran in a straight up fight if your observers get sniped, if you don't have storm the opposite is true.
|
On May 06 2012 01:12 sluggaslamoo wrote:Show nested quote +On May 05 2012 21:32 pdd wrote:On May 05 2012 21:01 Severedevil wrote:On May 05 2012 19:31 Thrombozyt wrote:On May 05 2012 18:26 Severedevil wrote:On May 05 2012 18:13 Dreamslayer wrote: 1) Terran is massing up bio force and upgrades on 2 bases in the 10 first minutes of the game. 2) He pushes up the Protoss base and he seems that he will win quite one-sidedely. There's your problem. You're trying to break a two-base Protoss instead of expand. 3) Suddenly a collosus come out and begins to deal damage. 4) The terran MUST get back to his base and mass up vikings QUICKLY.
You do not need Vikings to combat a Protoss army with a small number of Colossi, unless you're fighting at choke points. Marauders are very effective against Colossi in open terrain. What is your problem? Weren't there multiple posts that explain, why EXPANDING does NOT help? You expand to 5 bases, the protoss doesn't care and just expands to a third and has enough resources to do what he wants. He has his maxed army and he can use that easily to take a 4th if needed. Then the terran is fucked because he is in the late game and has the usual problem: - you can only win an heads-on engagement if you micro really good and catch the protoss in an unfavorable position. - you cannot use micro drops because they are easily shut down by 1 HT+cannon. - you cannot use large drops (4+ medivacs) because no matter how entrenched your army is, you cannot stand up to the maxed protoss. Protoss camps your production while being able to whittle down your drops with chargelot/archon/feedback warpins. The problem is that you cannot use your economic advantage because once you lose your army it is over. Broodwar Protoss had a similar dynamic, but flipped around, with Protoss as the mobile party and Terran with the slow-moving death army. Five bases against three is a heavy lead that you can turn into victory, even if your army cannot defeat his in a straight-up fight. Some inherited lessons: -Fight in open space and attack from multiple angles. Duh. If you can't, then do not engage. -Trade units whenever you can. -Build a crapton of extra unit-producing structures to remax quick, and build them in different bases. -Throw units into the opponent's base whenver he moves out. -Well-placed statics and walls won't stop your opponent's army, but they will delay it, and prevent him from breaking your bases without sending the bulk of his army. -A tech switch that demands different responses will drain both of your banks, but yours can more easily afford it. Stalkers are expensive. Now, for SC2-specific stuff: -A nuclear launch on the mouth of a base (especially your natural) will keep the Protoss army from walking in, or at least greatly delay it. Four ghost academies and 300 minerals + 300 gas per minute can maintain a constant stream of nukes. - Any nuclear launch forces the Protoss to hunt for red dots, distracting him from his army no matter where you launch the nuke. A nuke dropped in some empty corner of the map is twenty seconds of confusion for the Protoss. -Banshees and Reapers are more expensive than M&M and take a lot of production time, but are quite strong for their food, especially at raiding. -Each additional orbital is four SCVs worth of mineral mining that eats no supply, which means either more income, or more supply for your army. Really, the "more $$$, weaker army" position is perfectly playable. I don't really understand BW strategy as I don't really have much experience watching it. But is it possible for Protosses to take additional expansions over the Terran which is not easily punishable? It feels based on the few BW TvPs I've seen, Protosses rely on Terrans having to turtle up to get their mech armies to mass expand (kind of like how it is for bio Terran vs mech Terran in SC2). It doesn't feel like it directly translates to SC2 however because the Protoss army is much more mobile than a Mech Terran army. And I feel that chargelots and DT warpins are more effective at destroying mineral lines than Vultures, making taking expansions vs Protoss more punishable. If you think about it, in BW, Protosses could easily mass Photon Cannons at their expoes while in SC2, you either have to get Planetaries (at the expense of Orbitals + it takes longer to set up) or leave some units there, which cuts down on the bulk of your main army. I'm not an expert, but that's just the general feel I get from the games I watch. You are right, people saying late-game TvP is imba for Terran in BW don't understand the game very well. Split map TvP is equal if not stronger for P than it is for T. Otherwise T would never do a 2-base timing attack and Flash wouldn't be doing all these greedy builds. BW Probes mine 20% faster than SCVs. Does not exist in SC2. BW More bases = more economy. Does not exist in SC2. BW Mech is immobile, you can't just a-move into the Protoss base when you feel like it, because a deathball with un-sieged tanks will die to a Protoss army. In SC2 Protoss armies are as mobile as T. BW Protoss has about 20 gateways to Terrans 9 Facts. In SC2, Protoss has equal if not better production than Terran. BW Protoss has Arbiters and Carriers. In SC2, Terran lacks T3 firepower. Seriously I've played split map TvP with both races and it feels nothing like the hopelessness you feel in SC2 late-game TvP. The problem is you can't "out-macro" a good Toss, you gotta exploit timings, attack openings and compositions. In BW TvP (or any matchup for that matter) it doesn't matter which race you pick, if you are greedy and can defend it, you will win. That is a style of play that Flash uses, and he used it against Bisu when they switched races, and Flash just demolished him with good economic management even when he was losing random units to mines. Flash just proved it doesn't matter what race you play, just be greedy and you can win.  In SC2 Terran can't get 3-4 bases up really fast, defend it, and then beat Protoss that way. The more chance you give Protoss in getting that 3rd base the more likely you are gonna lose, for various reasons. Unit design, 4 bases is not more economical than 3 bases, etc.
So much bad information in this post. Probes do not mine 20% faster. That's a myth. BW Mech, TANKS are immobile. Vultures are the most mobile unit in the game. For Protoss deathball, warpgate units are mobile. Colossus and HT are not. BW Protoss needed Arbiter and Carrier to survive Terran mech army late game. Even if they had them, you didn't pull off amazing stasis/recall or storms, you were fucked. SC2 T does not have a T3 unit except Thor, but it has EMP and Raven to counter P late game army. Both BW and SC2 had some kind of end-game counter to a deathball.
You simplify BW TvP and say SC2 TvP is so much harder but that uninformed post makes me feel like you've never experienced playing PvT against a skilled T opponent who would siege your expansions while protecting that siege with turrets, mines, vultures, bunkers.
BW PvT was much more hopeless than SC2 TvP imo. Once Terran starts pushing with mines, turrets, siege line, you slowly started dying. Shuttle? Turrets and goliaths. Storm? Can't get near tank range and gets EMP'd. Arbiter? EMP, even if you get stasis off, the rest of T deathball will just kill you. Carrier? Have you faced 3 control groups of goliaths? Have you seen their ridiculous range? Much more cost efficient.
|
|
|
|
|
|