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I'm getting my ass handed to me too often in PvT, mainly against huge marauder armies.
Just wondering if any baller 'Toss player has found a solid answer to them, yet, especially when they're coupled with other units.
Stalkers get raped by them, as do zealots (even with charge, it seems). Colossi seem to be an option, but they're super expensive and you'd need 3 or 4 before you could really put a dent in them.
I tried void rays one game, which worked for a little... until he got about 8 marines and raped all of them.
Psi storm SHOULD like the best option... but stimmed marauders don't die as fast as 40 HP marines to it, and they can often dodge most of the damage.
I'm unsure if the immortals hardened shields activate on marauder shots... as they do 10 damage, right on the cutoff? If so, they might be the most solid option??
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what's the unit that would replace reaver? is that colossi?
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10 damage is full damage to immortals unfortunately. I'm guessing mass storms and cutting them off might work out. If you could get some zealots behind his army...
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United States2822 Posts
The Zatic build, or any Marine Marauder strategy, is very hard to deal with as Protoss. The build is very mineral intensive though, so Dark Templar may work as many Terrans will eschew the Orbital Command, or if they get it, use the energy on a MULE instead of a Scanner Sweep. I'm not sure how the timings work for that though.
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I dont have beta but i can see a number of situational strategies working.
Try to lay down some forcefields to block his retreat while laying down storms or sending in zealots.
Also, colossi and zealots with the disruptor guardian shield sounds good (-2 damage per shot i think) so those marauders are just going to have a harder time of it.
Immortals might take 10 damage from marauders, but with guardian shield, they would take 8, and also, they dish back 50 a shot at a decent attack rate (from what ive seen in videos). Marauders would be fucked esp. with decent support.
Cant help you with specifics, but you might think about those.
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I've had the most problems dealing with well timed DTs
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As Terran I can say Marine/Marauder rape shit. If you add Nukes or Reaperraids, Protoss is fucked. Big Zealot/Templar/Stalker/Immortal armies should work, but Marauder/Marine and if terran is serious and adds 12 medivacs you are down.
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On February 19 2010 01:58 emikochan wrote: 10 damage is full damage to immortals unfortunately. I'm guessing mass storms and cutting them off might work out. If you could get some zealots behind his army...
Marauder do 10 base damage, +10 vs heavy armor. Is the immortal heavy armored? ^^
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On February 19 2010 02:01 scintilliaSD wrote: The Zatic build, or any Marine Marauder strategy, is very hard to deal with as Protoss. The build is very mineral intensive though, so Dark Templar may work as many Terrans will eschew the Orbital Command, or if they get it, use the energy on a MULE instead of a Scanner Sweep. I'm not sure how the timings work for that though.
As Terran I usually go:
Supply -> Rax -> Gas -> Rax - Supply -> 1 Rax with reactor, 1 with tech lab. Then you build up a few marines/marauders and expand. You can go up to 4 Rax with reactor and 3 with tech lab to build MASSIVE amounts of marauder/marine.
Its insane... its mineral heavy yes, but you can easily support it. I sense that it will be nerfed oo;
Edit: lol fuck it, tripple post-____-
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I can't imagine any large ground based army is a threat when you have Sentries (name?) with Force Field thingy.
Obv it sounds like Terran ball goes for contain/game, so I would think just try turtling until you get mass storm or something.
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i agree, maruders are so tough
oot> do any protoss players have problems with anti air? i had the hardest time just killing 4 mutalisks
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Anyone tried immortals or are they too expensive?
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On February 19 2010 01:55 Cokephone wrote: I'm getting my ass handed to me too often in PvT, mainly against huge marauder armies.
Just wondering if any baller 'Toss player has found a solid answer to them, yet, especially when they're coupled with other units.
Stalkers get raped by them, as do zealots (even with charge, it seems). Colossi seem to be an option, but they're super expensive and you'd need 3 or 4 before you could really put a dent in them.
I tried void rays one game, which worked for a little... until he got about 8 marines and raped all of them.
Psi storm SHOULD like the best option... but stimmed marauders don't die as fast as 40 HP marines to it, and they can often dodge most of the damage.
I'm unsure if the immortals hardened shields activate on marauder shots... as they do 10 damage, right on the cutoff? If so, they might be the most solid option??
Ok, let's start from the beginning. Marauder shots do NOT do 10 damage, depending on the target they're hitting. If you have any doubts as to the specific stats of a unit, check out http://www.sc2armory.com/
Once you realize that marauders do 10 damage (+10 vs. armored), you can see that they'll hit stalkers much harder than zealots (who have armor type light and therefore only take 10 damage total) and Immortals (who will only take 10 damage per shot as long as their shields last, thanks to Hardened Shields).
Zealots should easily overpower a resource-equivalent Marauder force, if they have Charge and unless the Marauders have a huge tactical advantage (i.e. fighting on a choke point so only a few zealots can attack at any given time). Stalkers are a decent unit to make, as they deal bonus damage vs. Armored units like the Marauder, but only if Zealots are tanking for them. Bringing along a Sentry or three for their Guardian Shield ability can't hurt either, making Zealots significantly tougher to Marauder fire (assuming +1 attack upgrade on the Marauders, this will reduce damage taken from 11 to 9 on psi shields, and from 10 to 8 on the Zealot's health).
A zealot-oriented army should crush Marauders until they get to really large numbers and form a huge ball. If that happens, Psi Storm is your best friend. Make sure to have 3+ psi storms available, because one storm (80 damage) is not enough to kill any marauders (125 health), and two are still insufficient if the Terran does a decent job of dodging the storms.
I am making these suggestions without ever having played any version of Starcraft 2, and yet I'm confident they will work. Such is the power of looking at unit stats
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Blink Rush + 3 zealots has worked vs. every Terran so far. You need to rush to keep them busy defending. Don't try and be cute with using later tier armies.... instead use the sentry's (only get 1 maybe 2) to block passageways so your stalkers can deal the most damage and you can reinforce quickly. Keep pylons at a close distance to your chokes to utilize warp gate as well. Maybe even make a couple of photon cannons. God I just want to play is it 4 PM yet? >:O
And for the love of god MAKE UP TO 3 GATEWAYS ON 1 BASE... you can macro correctly like this!
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i suggest keeping 1-2 sentries with your army at all times. the shield it can cast (-2dmg to all units affected) works wonders. they helped me win some early game battles at least
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I wish I would have played players that were competetent, I havent had trouble v anything yet
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Thanks boys. I'll see what I can do. I totally forgot about sentries... it should make zealots do a decent job. Hopefully.
So weird that PvT functions so differently from SC1. Terran seem like the aggressors, now. FLIPPED THE SCRIPT, DID THEY?!
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On February 19 2010 03:02 Amber[LighT] wrote: Blink Rush + 3 zealots has worked vs. every Terran so far. You need to rush to keep them busy defending. Don't try and be cute with using later tier armies.... instead use the sentry's (only get 1 maybe 2) to block passageways so your stalkers can deal the most damage and you can reinforce quickly. Keep pylons at a close distance to your chokes to utilize warp gate as well. Maybe even make a couple of photon cannons. God I just want to play is it 4 PM yet? >:O
And for the love of god MAKE UP TO 3 GATEWAYS ON 1 BASE... you can macro correctly like this!
No one tried that vs me, but my build usually defends of all early rushes. I get marines / marauders early, and to be save you can expand with a bunker, not much Protoss can do.
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