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[H] TvP - The Immortal Problem. - Page 19

Forum Index > StarCraft 2 Strategy
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Skyze
Profile Blog Joined November 2008
Canada2324 Posts
April 14 2010 13:42 GMT
#361
On April 14 2010 22:36 MourningWould wrote:
Nerf marauders or Immortals stay the way they are. Simple as that.


Quoted for truth.

I would agree with the one poster above with the immortals doing lots of dmg to buildings, and maybe that can be fixed, but ONLY vs buildings. And even then, I dont know if I 100% agree with it.. If a terran puts their supplys out for them to be sniped, they deserve to lose them. Not to mention they have supply booster ability as a quick-fix if their supply limit drops lower than current.. Protoss or zerg doesnt have those kind of abilities.
Canada Gaming ~~ The-Feared
2SCV1cup
Profile Joined April 2010
69 Posts
April 14 2010 13:45 GMT
#362
i think my iq just dropped from reading some of the posts in this topic (especially Skyze )
Dx Fx
Profile Joined March 2010
Russian Federation85 Posts
April 14 2010 14:26 GMT
#363
On April 14 2010 22:00 yanot wrote:
Show nested quote +
On April 14 2010 20:47 Dx Fx wrote:
T:
Barracks 150/0
tech lab 50/25
Ghost Academy 150/50
Ghost 150/150
4x Marauder 4x (100/25)
4x Marines 4x (50/0)
Emp upgrade ? (sorry didn't find it anywhere)

P:
Gateway 150/0
2-4x Zealots 2-4x (100/0)
2x Sentries 2x (50/100)
Core 150/0
2x Stalkers 2x (125/50)
Robobay 200/100
1-2 Immortals 1-2x (250/100)

T
M: 150+50+150+150+400+200 = 1100
G: 25+50+150+100 = 325

P
M: 150 + 200-400 + 100 + 150 + 250+ 200 + 250-500 = 1300-1750
G: 200 + 100 + 100 + 100-200 = 500-600

Sorry i fail to see that T has to go heavier gas as P, either i fail to see that your example the P army is cheaper or i fail to see where T will be behind.



you want to add here another rax + lab ( 200/25 ) and add stimpack 150/150 and concussive shells 100/100 AND the 140+80 game seconds to search both ( these matter more )

without stimpack and shells you won't be able to go toe - to - toe with the protoss, because you can't kill his stalkers ( they run faster so can be microed away and can give the killing blow to terran units ), and immortal still have 200 hp without shield so you can micro it with ease. Not to mention force field, guardian shield, and the fact that the protoss can kill 3 - 4 of your units easily then back & wait shield regeneration.


Excuse me? For which reason do you need Stim + Shells and arguing with the higher mobility of the Stalkers vs Marines / Marauders, if you can have an early EMP, which would force, in your description, a retreat of the P army (to recharge shields , in this case 50+ sec). I don't know but in the my definition of successful defending the early immortal push it's a full success. Do you expect A-moving free win situations?

Assuming that P would be able to snipe 3-4 units and you wouldn't be able to kill anything off, and he would be able to retreat (don't forget zealots are in the front and if they start running they will receive a lot of free hits) without any loses, is kinda blunt.

Anyway Marauders have higher range and the same speed as Immortals, Zealot. So actually Marauders can "run" away from Zealots / Immortals by getting max 1 free hit on them, while it doesn't work other way round + As a lot of different Persons stated already, Marauders stats are untouched.


On April 14 2010 22:02 Toolshed wrote:
That seems to be a naive miscalculation.

4 Marauder + 4 Marines + 1 Ghost = 16 Supply.
2 Sentries + 2 Stalkers + 2 Immortals + 4 Zealots = 24 Supply.

Of course an army with 24 Supply will cost more gas than an army with 16 supply. Assuming that everything is made out of one Rax or Gateway is even more nonsense. To keep up with the unit production of a P you need ~ 3 Rax. I don't need to remind you that you pay Gas for every Addon while Gatways require only minerals, right? But that's not the problem.

BeMannerDuPenner just tried to explain that Protss units are ready as soon as they pop out. No further upgrades required. T on the other hand sits in his base until combat shield (150 gas), stim (150 gas), conc shell (100 gas) and enough Ghosts (each 150 gas) and Medivacs (each 100 gas) are done (I exaggerate of course but you get the point). Really the only Unit that does NOT require gas is the marine which is delayed due to reactor building time.

Oh and by the way: looking for an EMP upgrade ... have you even played Starcraft II once?


Of course this is an naive assumption, but that's the only way to compare this without exaggerating it into a lot of bullshit. I ignore completely the Psi count and the necessary depots + resource income = not able to build all at once = different timing => assuming that both will have all that, which the BeManner says, at the same time (with the minimal time effort) and which conclusions he makes out of it and i simple said that what he stated doesn't even apply in a vacuum. Otherwise anyone could says Drone's are imbalanced: "They can kill an Ultralisk?!??!?!"... of course they can, if it's at 1 hp and get backstabbed.

Why do you mix up mid-late game stuff with early stuff. Anyway this are optional upgrades which shall make your life easier. And saying that you need this upgrades to stand a chance,especially early, is not that good. Instead of getting the upgrades you can get more Ghosts which would be much more of an use as early Stim or Shield vs Protoss. Early Charge upgrade won't give you any significant benefits if you have 1 zealot running around, same applies to shield / stim.

As bonus to emp Ghosts deal 20 dmg to Sentry / Zealot at a range of 6.


The emp upgrade was a gimmick attack on him due his "T need sooooo much early one and toss can go one unit to stomp on us (exaggerated)", but i guess it failed to be recognized as one...
Sn!per
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 14 2010 15:20 GMT
#364
I keep trying to explain this and I'll explain it again. Emp is not ready for the first push. If you invested in emp that early you're going to at worst die and at best be contained, at which point he has 2 options, get a prism and start dropping, or get a pylon outside your main and start warping in mass sentry to force field your ramp every time you think you can move out. There's no way you can emp that many sentries, so saying emp counters that is retarded.

The fact that there's an immortal out on the field so fast makes it virtually impossible not be contained unless you went pure marauder from 3 rax, which of course leads to you being dropped all day and night, so you get contained anyways.
Half man, half bear, half pig.
Mente
Profile Joined December 2009
United States288 Posts
Last Edited: 2010-04-14 17:54:51
April 14 2010 17:39 GMT
#365
On April 14 2010 18:20 Skyze wrote:
Show nested quote +
On April 14 2010 17:22 Mente wrote:
On April 14 2010 17:18 Skyze wrote:
I feel like I am playing a totally different game than you guys.. and im only 1600 Platinum on US server. but geez.. Terran DOMINATES me 9 times out of 10.

I lost to three guys today who went banshee harass into mass banshee/marauder/ghost.. and it wasnt even a challenge. I had at least 8 immortal/mass stalker/sentry and speedlots, and they would all die in seconds. If I did happen to kill the marauder army (which was only one game out of 3), then the cloakd banshees with 2 vikings/raven to kill obs in seconds, just owned everything I had. 5 banshees can own everything a protoss has except phoenix's, and if you have to get a starport/phoenix's that significantly reduces your time to produce immortals/units to counter the incredibly lame marauders.

Seriously.. How are you guys losing to the most basic Protoss "push"? Marauders/ghost + anything else mixed in totally dominates it.

My take on the balance is the game is pretty damn close, but marauders need a stat reduction, at least HP nerf or damage nerf. they are fucking crazy!


Watch the replays I posted or post some of your own cause we probably are playing a different game.

edit: Mez if you read this I'd like to try some more builds I'm thinking of against you if you're down for it later.

sleep time now though


I watched your replays man. I think you could of won at least 3 of those games, just micro. Like the one where you sent marauders to his base when he got the prism.. You WALKED into his probes, he didnt surround you, and your army should of been able to take his army easily if you didnt make that mistake. The fast reaper game, you shoulda got at least 3-4 probes but you attacked the PYLON?? wow. No wonder. The Banshee game where you fast expo'd to the island, You held his 3gate+immortals off with a super fast expo and 1 starport banshee with no marauders.. Just imagine what would of happened if you got marauders instead of marines, or 2starport banshees? He would of been tapping out in seconds.

And last but not least, the thing that bugs me the most, the game where hes on 12 and your on 3, he does prism 2immortal harassing.. You try to fend it off with marine/tank again, the EXACT units Immortals are made to counter. As soon as you have 3 marauders there, he flys away because he knows 3 marauder > 2 immortals.. Yet you chose marines/tanks the whole earlygame therefor losing at least 1000 minerals in being outmicroed/bad unit combos. You said its worse than reavers, well the equivilant of going marine/tank vs immortal drop is like going mass zerglings vs reaver drop and expecting to win, when 3 hydras can take it out.

Im starting to think this is merely a testament to Mezmerize being such a better player than the terrans hes playing in these replays (from the OP and Mente), that is why he is winning with ease. It would be the same as if I went against Demuslim in 5 PvT's, I would get owned everygame with ease.. Does that mean Terran is way better than toss?? No. Its just the players playing have a large skill gap.

Someone hook up Mezmerize vs Demuslim or any top terran like LZ on US server, and I doubt the results will be similar.


I've killed 3 probes and oh boy does that prevent them from winning when the build I do puts me behind economically to begin with. I admitted though that it was a micro blunder.

Also with no slowing effect I can't kite his probes with marauders so that plan is dead.

And in reference to the banshee game I sacrificed a huge amount of tech and economy I was not on solid footing even with micro.

Keep in mind it costs gas and time to build marauders from putting on the tech lab to building them to making them which slows down my other tech.

He probably is a better player than me as, like I said in my post, "I haven't seen this kind of play in ladder". He told me that nobody has CONSISTENTLY beaten his builds. That implies he screwed up multiple times in a game and cost him 1 game. Awesome.

Like I said I'm down but I'm not out.

Edit: also that you think my 3 marauder defense vs his drop was enough to hold off 2 immortals is laughable. 2 immortals practically 1 shot marauders.... and with the warp prism giving them improved energy regen how can you argue that? We're obviously playing a different game entirely.
Solomon Grundy want pants too!
avilo
Profile Blog Joined November 2007
United States4100 Posts
April 14 2010 17:58 GMT
#366
On April 14 2010 20:13 mOnion wrote:
i'm still not understanding why T doesnt just always go EMP

not getting EMP against an immortal toss is like not getting storm PvZ in sc1. you have to. you just do.

if they go immortals, skew towards marines and get EMP. if they transition to storm, go marauder heavy with medivacs. this is simple really.


I do not think you are getting it. Do you think you are so smart enough to suggest that top terrans are not getting EMP? They are. And with it there are sooooo many instances where you still get steamrolled.
Sup
zeplin.trooper
Profile Joined April 2010
1 Post
April 14 2010 21:45 GMT
#367
hi!
ive not read all post..
but protoss has a doubled apm, compared to terran..
its just the speed..as in sc1
greetings!!

P.S.: cant believe to play gainst wc3 players :D
Prozen
Profile Blog Joined May 2007
United States338 Posts
April 14 2010 21:58 GMT
#368
Floop, if you don't mind, would you mind telling me roughly what Morrow's FE build is? Is it roughly similar to this build?
[image loading]
[image loading]
and
[image loading]

I'm asking, because this build deals with Immortals just fine and iirc, it's similar to Morrow's build. Yet you said Morrow's build just gets destroyed by the push. I'm just trying to find the best transition after defending the first push. Also, another strategy that I've found useful that people may have already mentioned is going 5 Reapers, harassing the Protoss, then switching to Marauders + EMP quickly, and stay in your base and don't expand until the Protoss expands. Hopefully, your harass will kill enough so that you can mass up your army and keep the Protoss flustered. Azz agreed that this is also a pretty good strategy for the Terran to use.
To transcend beyond greatness, you must become greatness itself.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 14 2010 22:06 GMT
#369
I should do some testing tonight regarding 1 rax FE variants. I believe it might be viable vs a toss who does not exploit its weaknesses (think 1 rax FE in BW). However given no superior alternatives I might go as far as to say it might be the most viable FE build right now if it does in fact work. I do believe it is weak though, perhaps not to the immortal push, but to other strategies which protoss can easily switch to upon scouting the build. I'll update when I have replays.
Half man, half bear, half pig.
abominare
Profile Joined March 2010
United States1216 Posts
April 14 2010 22:57 GMT
#370
I would say nerf immortals but as the unholy trinity goes weakening one just presents a whole new set of challenges for the other races tinity member stomping the other race. Rather I'd like to see a unit transformed into a role to better answer immortal but less effective on other units, maybe give hellions an ability that drains hardened shields quickly? Like a flame pulse that does 10 dmg over and over again till it reaches 100 dmg to just one unit, napalm pre-coating? It might revitalize mech play a little vs protoss.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
April 15 2010 07:37 GMT
#371
On April 13 2010 23:43 Floophead_III wrote:Hey Floophead, I feel kind of bad for not recognizing the real problem. I know what you really need. I heard you can get some at this site: http://www.tampax.com/en-US/home/home.aspx

'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
TerranUp16
Profile Joined March 2010
United States88 Posts
April 15 2010 08:37 GMT
#372
On April 15 2010 07:57 abominare wrote:
I would say nerf immortals but as the unholy trinity goes weakening one just presents a whole new set of challenges for the other races tinity member stomping the other race. Rather I'd like to see a unit transformed into a role to better answer immortal but less effective on other units, maybe give hellions an ability that drains hardened shields quickly? Like a flame pulse that does 10 dmg over and over again till it reaches 100 dmg to just one unit, napalm pre-coating? It might revitalize mech play a little vs protoss.


Be wary of single-purpose abilities lest you create another Hardened Shield (yes, Hardened Shield works against more than just Siege Tanks, but I don't think that there is too much doubt that Hardened Shield was designed as a direct middle finger to Siege Tanks, especially considering that Thors, the other unit majorly affected by the shield, have the 250mm Barrage that can deal with the shield).
Orders, Sir! Ready to roll out!
newbcake
Profile Joined March 2010
United States57 Posts
April 15 2010 10:49 GMT
#373
Ok, just found and tested a strategy that gives easy wins vs any protoss that immortal pushes without scouting and changing strategy. Build 3 rax and get upgrades in this order: attack upgrade, stim, shield upgrade. All gas goes to getting marine upgrades and 1 ghost. When the protoss attacks, you'll have attack and stim and easily defend against his attack, especially if you emp most of his forces. If he doesn't attack, then wait for shield upgrade to finish and go attack him, while slowly teching to medivacs and vikings. Upgraded 1-1 marines with both tech lab upgrades beat all gateway units and immortals. The only problem you'll have with this strat is vs colossus.

Marines are vastly vastly underestimated. Mass upgraded marines + ghost can easily defend a ramp and break even fighting on open ground. The only problem is marines build slow as molasses, so you need lots of barracks to keep up with production. Why make marauders or tanks when they die in 3 hits, the same as a marine? Right now I'm just fine tuning this strategy to account for switches to colo and templar tech.
2SCV1cup
Profile Joined April 2010
69 Posts
Last Edited: 2010-04-15 11:05:36
April 15 2010 11:02 GMT
#374
On April 15 2010 06:58 Prozen wrote:
Floop, if you don't mind, would you mind telling me roughly what Morrow's FE build is? Is it roughly similar to this build?
[image loading]
[image loading]
and
[image loading]

I'm asking, because this build deals with Immortals just fine and iirc, it's similar to Morrow's build. Yet you said Morrow's build just gets destroyed by the push. I'm just trying to find the best transition after defending the first push. Also, another strategy that I've found useful that people may have already mentioned is going 5 Reapers, harassing the Protoss, then switching to Marauders + EMP quickly, and stay in your base and don't expand until the Protoss expands. Hopefully, your harass will kill enough so that you can mass up your army and keep the Protoss flustered. Azz agreed that this is also a pretty good strategy for the Terran to use.


those games prove nothing azz played bad in 2 of them (especially in last one)
he wasted like 1 minute and shitload of units to kill 1 supply above the choke (wtf was he warping units under fire of marauders and marines lol) while he could just push and destroy the bunkers
AncienTs
Profile Joined March 2010
Japan227 Posts
April 15 2010 18:33 GMT
#375
On April 13 2010 11:44 PhiliBiRD wrote:
Show nested quote +
On April 13 2010 11:29 AncienTs wrote:

so.. 2 rax tech to raven? can you link :o


http://www.gosugamers.net/starcraft2/replays/30845


Thanks
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
Slurgi
Profile Joined March 2010
United States118 Posts
April 16 2010 06:09 GMT
#376
On April 15 2010 19:49 newbcake wrote:
Ok, just found and tested a strategy that gives easy wins vs any protoss that immortal pushes without scouting and changing strategy. Build 3 rax and get upgrades in this order: attack upgrade, stim, shield upgrade. All gas goes to getting marine upgrades and 1 ghost. When the protoss attacks, you'll have attack and stim and easily defend against his attack, especially if you emp most of his forces. If he doesn't attack, then wait for shield upgrade to finish and go attack him, while slowly teching to medivacs and vikings. Upgraded 1-1 marines with both tech lab upgrades beat all gateway units and immortals. The only problem you'll have with this strat is vs colossus.

Marines are vastly vastly underestimated. Mass upgraded marines + ghost can easily defend a ramp and break even fighting on open ground. The only problem is marines build slow as molasses, so you need lots of barracks to keep up with production. Why make marauders or tanks when they die in 3 hits, the same as a marine? Right now I'm just fine tuning this strategy to account for switches to colo and templar tech.



Marines are not vastly underestimated in TvP. We terran players aren't fools, and we're massing marauders out of necessity, not because they're imbalanced.

There are two huge flaws with what you've proposed:

1) Guardian shield. Since most protoss units have one armor, you are cutting the effectiveness of your entire army by 3/5. That's pretty terrible.

2) Collossi. So let's say your force is too much for the protoss to handle with his 4-gate timing push or fast immortals. Why should the protoss throw units away? He can just run away, make 1 or 2 collossi, and you'll regret making all of those marines.


Anyway, for what it's worth, I feel the same sentiment as the original poster. I really wanna stick with Terran, but I feel like we've got the shaft right now, that's for sure.
Wintermute
Profile Joined March 2010
United States427 Posts
Last Edited: 2010-04-16 06:37:38
April 16 2010 06:22 GMT
#377
I normally dismiss Floophead out of hand, since he is a bit of a "run to the forums" type of player IMO.

HOWEVER, I had a game recently that already had me doing a lot of thinking about the TvP matchup. I macrod perfectly, got the FE, held the first 3 pushes from my toss opponent. Literally it was the finest game I've ever played as terran. I had the ghosts always in time for the next push, had a good mix, was working out of 3 barracks and added a factory pumping some hellions while I teched to vikings/medivacs.

Fourth push, I made literally one mistake on micro, accidentally sent my marines forward two steps when I meant to click attack a zealot. I lost 2 marines I shouln't have, and that turned a perfectly played game into a total route. My opponent played sloppy and made mistake after mistake, had bad macro, less economy, never properly made use of force field or guardian shield, but because he was able to get the immortals with no early pressure to bleed his numbers, he could just keep warping in some more stalkers and zealots, rally an immortal from his base, and trade about even with me, unless my micro was bad, in which case he just rolled.

Even watching the replay after, I made literally just the one mistake, and that was all it took to get crushed by a lesser opponent who knew enough to just keep the pressure coming.

Something is off with this matchup. Maybe the marauder nerf was the right move, but now I feel like there's got to be a counter move, so that terran has a chance to compete without the advantage of that early marauder push.
Don't let me say this, but you're no worse than me; it's crazy.
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 16 2010 07:04 GMT
#378
On April 16 2010 15:09 Slurgi wrote:
Show nested quote +
On April 15 2010 19:49 newbcake wrote:
Ok, just found and tested a strategy that gives easy wins vs any protoss that immortal pushes without scouting and changing strategy. Build 3 rax and get upgrades in this order: attack upgrade, stim, shield upgrade. All gas goes to getting marine upgrades and 1 ghost. When the protoss attacks, you'll have attack and stim and easily defend against his attack, especially if you emp most of his forces. If he doesn't attack, then wait for shield upgrade to finish and go attack him, while slowly teching to medivacs and vikings. Upgraded 1-1 marines with both tech lab upgrades beat all gateway units and immortals. The only problem you'll have with this strat is vs colossus.

Marines are vastly vastly underestimated. Mass upgraded marines + ghost can easily defend a ramp and break even fighting on open ground. The only problem is marines build slow as molasses, so you need lots of barracks to keep up with production. Why make marauders or tanks when they die in 3 hits, the same as a marine? Right now I'm just fine tuning this strategy to account for switches to colo and templar tech.



Marines are not vastly underestimated in TvP. We terran players aren't fools, and we're massing marauders out of necessity, not because they're imbalanced.

There are two huge flaws with what you've proposed:

1) Guardian shield. Since most protoss units have one armor, you are cutting the effectiveness of your entire army by 3/5. That's pretty terrible.

2) Collossi. So let's say your force is too much for the protoss to handle with his 4-gate timing push or fast immortals. Why should the protoss throw units away? He can just run away, make 1 or 2 collossi, and you'll regret making all of those marines.


Anyway, for what it's worth, I feel the same sentiment as the original poster. I really wanna stick with Terran, but I feel like we've got the shaft right now, that's for sure.


In addition stalkers actually can hit and run vs marines very easily, so toss could in theory hit and run all the way back to his base. If you want to stim you might kill a couple stalkers but without medivacs that's going to really weaken you for the full engagement. It's no different than dragoons in BW vs marines really.
Half man, half bear, half pig.
KingHillBilly
Profile Joined November 2007
United States105 Posts
Last Edited: 2010-04-16 08:51:11
April 16 2010 07:41 GMT
#379
Simply the Best
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 16 2010 07:42 GMT
#380
On April 16 2010 16:04 Floophead_III wrote:
Show nested quote +
On April 16 2010 15:09 Slurgi wrote:
On April 15 2010 19:49 newbcake wrote:
Ok, just found and tested a strategy that gives easy wins vs any protoss that immortal pushes without scouting and changing strategy. Build 3 rax and get upgrades in this order: attack upgrade, stim, shield upgrade. All gas goes to getting marine upgrades and 1 ghost. When the protoss attacks, you'll have attack and stim and easily defend against his attack, especially if you emp most of his forces. If he doesn't attack, then wait for shield upgrade to finish and go attack him, while slowly teching to medivacs and vikings. Upgraded 1-1 marines with both tech lab upgrades beat all gateway units and immortals. The only problem you'll have with this strat is vs colossus.

Marines are vastly vastly underestimated. Mass upgraded marines + ghost can easily defend a ramp and break even fighting on open ground. The only problem is marines build slow as molasses, so you need lots of barracks to keep up with production. Why make marauders or tanks when they die in 3 hits, the same as a marine? Right now I'm just fine tuning this strategy to account for switches to colo and templar tech.



Marines are not vastly underestimated in TvP. We terran players aren't fools, and we're massing marauders out of necessity, not because they're imbalanced.

There are two huge flaws with what you've proposed:

1) Guardian shield. Since most protoss units have one armor, you are cutting the effectiveness of your entire army by 3/5. That's pretty terrible.

2) Collossi. So let's say your force is too much for the protoss to handle with his 4-gate timing push or fast immortals. Why should the protoss throw units away? He can just run away, make 1 or 2 collossi, and you'll regret making all of those marines.


Anyway, for what it's worth, I feel the same sentiment as the original poster. I really wanna stick with Terran, but I feel like we've got the shaft right now, that's for sure.


In addition stalkers actually can hit and run vs marines very easily, so toss could in theory hit and run all the way back to his base. If you want to stim you might kill a couple stalkers but without medivacs that's going to really weaken you for the full engagement. It's no different than dragoons in BW vs marines really.


Stalkers are quite a bit more expensive than a marine, and a half tier higher in tech. I would certainly hope they were at least able to retreat from marines if met with a loosing engagement. Do you think zealots should win handily against marauders with no support? That clearly isn't the case. Why then should marines destroy stalkers?

I'm guessing there is some underlying assumption of sentries that i'm not seeing here. I think you should stick with the stronger case for balance (immortals) here. Claming your marines loose to stalkers isn't going to impress anyone. I understand if you're frustrated and want to vent, but seriously, this thread and the other one are already saturated with this stuff and your claims have gone from well-founded to silly.

Still waiting on you to post more replays aswell.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
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