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Active: 1852 users

Terran vs Protoss - Page 16

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 14 15 16 17 18 31 Next All
Mente
Profile Joined December 2009
United States288 Posts
April 15 2010 04:11 GMT
#301
On April 15 2010 12:55 kilika wrote:
whats the BO for quick reapers


10 rax 10 refinery 10 depot.
Solomon Grundy want pants too!
TheRedTornado
Profile Joined March 2010
United States5 Posts
April 15 2010 04:17 GMT
#302
I prefer 9 rax 9 gas 11 depot
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
April 15 2010 04:52 GMT
#303
On April 15 2010 13:17 TheRedTornado wrote:
I prefer 9 rax 9 gas 11 depot


terrible. go 9 rax 11 refinery OC 11 supply.
Taefox
Profile Joined March 2010
1533 Posts
April 15 2010 05:02 GMT
#304
On April 15 2010 12:55 kilika wrote:
whats the BO for quick reapers

6 Rax 6 Ref
@taefoxy
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 15 2010 05:03 GMT
#305
Day9 seems to be a little more positive about the Terran situation in PvT.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
febreze
Profile Joined April 2010
167 Posts
Last Edited: 2010-04-15 05:37:03
April 15 2010 05:20 GMT
#306
Socrates went mass marines & bunks on those replay. Wouldn't a single collosus punish that play? or is it so late that it doesn't matter anymore?

Edit:
nvm. This works.
Beauty in truth, deception with dogma, meaning through life.
Ryuu314
Profile Joined October 2009
United States12679 Posts
April 15 2010 05:33 GMT
#307
On April 15 2010 12:55 kilika wrote:
whats the BO for quick reapers

there's a link to a BO in this thread somewhere on previous pages.

8rax proxy by itself is already absurdly hard to stop for Protoss. Add a well-placed bunker and u have a quick and easy GG
Mente
Profile Joined December 2009
United States288 Posts
April 15 2010 05:34 GMT
#308
I tried this build earlier against liquidzephyr and CueCue and it fails against drop play and 4 warp gate zerg splurge. Then again I probably could have played both of those games moderately more effectively.

THAT being said..... I like it!
Solomon Grundy want pants too!
DrainX
Profile Blog Joined December 2006
Sweden3187 Posts
April 15 2010 05:41 GMT
#309
On April 15 2010 13:52 FortuneSyn wrote:
Show nested quote +
On April 15 2010 13:17 TheRedTornado wrote:
I prefer 9 rax 9 gas 11 depot


terrible. go 9 rax 11 refinery OC 11 supply.

9/9/11 isn't terrible. It gives you 25 gas for the techlab 2-3 seconds after the barracks finishes. If you gas on 11 your barracks would be finished before you have any gas at all.
Orpheus
Profile Joined April 2010
United States35 Posts
April 15 2010 05:42 GMT
#310
On April 15 2010 14:03 WorkersOfTheWorld wrote:
Day9 seems to be a little more positive about the Terran situation in PvT.


Well, Day9 seems to be a happy and positive person in general lol.

On April 15 2010 08:44 FrozenArbiter wrote:
I'm completely lost right now tho :[


I like how Jinro is now agreeing with us. Thank you. Perhaps we can finally shut out some of the nonsense silver league protoss players are throwing out.

On April 15 2010 11:26 DeMusliM wrote:
just tried this 4 rax fe thing against Socke twice (a german protoss if you don't know him already!)
and, i won the first game (he lost 3 stalkers trying to harrass my expo) meaning i didn't have to worry that much, then he directly headed to collosus/ht tech and i managed to win.

Though the 2nd game he didn't lose 3 stalkers, just expo'd and contained me with DT's while teching to HT/mass gateway units.

Although the strat seemed viable - if the protoss knows what he's doing it really does prove to be quite bad :S


DeMuslim, what did you transition to after the 4rax? Do you mind sharing the replays of these 2 games with us so your fellow Terrans can learn and use them as a reference on the timings and stuff?
It begins...
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 15 2010 06:11 GMT
#311
On April 15 2010 14:34 Mente wrote:
I tried this build earlier against liquidzephyr and CueCue and it fails against drop play and 4 warp gate zerg splurge. Then again I probably could have played both of those games moderately more effectively.

THAT being said..... I like it!


The question is, does it lead to a losing game or put you in good position in midgame? You're still making an ungodly amount of marines and have a lot of barracks which is not conducive to a strong midgame/lategame. I think you'd have to figure out some sort of mech transition or do a pretty much allin timing attack because otherwise you're stuck with bad tech to go into lategame with.
Half man, half bear, half pig.
febreze
Profile Joined April 2010
167 Posts
April 15 2010 06:47 GMT
#312
I just read over all the post in the thread, there were some things mentioned that were not addressed yet from the socrates vs azz terran FE replays, particularly, guardian shield and Collosus.

Guardian shield is early enough in the tech tree that it should be in play by the time the first push comes out. Instead of trying to climb the ramp, why didn't azz just hung around the natural to keep force his opponent to keep the bunkers around. With all the rines on the field, it would be natural for toss to get collosus, hang back until the range upgrade is finished, then take out the bunks/CC from the range.

The rines and bunks definitely extended the game life for terran to not die immediately after expand, but I'm still unconvinced. Instead of a maurader heavy T1 army, now its a marine rich T1 army. Yes, this is a big improvement, with the expand, there are more options to branch out ...

... which was the whole point.
hmm...
great job, I'm looking forward to see how the transitions from this build will shape up!
Beauty in truth, deception with dogma, meaning through life.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
April 15 2010 06:57 GMT
#313
Guardian shield (ie. more sentries) competes heavily with immortals for gas, so i really doubt you're going to have to worry about too many sentries if he has enough immortals to endanger 4+ bunkers full of marines and vice versa. Strat looks like a solid transition into mid-game by all accounts. You have your expo up, you can salvage the bunkers for a rebate on some of those defensive minerals, and the toss is now down a base and with a big econ deficit to make up.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Mente
Profile Joined December 2009
United States288 Posts
April 15 2010 07:17 GMT
#314
On April 15 2010 15:11 Floophead_III wrote:
Show nested quote +
On April 15 2010 14:34 Mente wrote:
I tried this build earlier against liquidzephyr and CueCue and it fails against drop play and 4 warp gate zerg splurge. Then again I probably could have played both of those games moderately more effectively.

THAT being said..... I like it!


The question is, does it lead to a losing game or put you in good position in midgame? You're still making an ungodly amount of marines and have a lot of barracks which is not conducive to a strong midgame/lategame. I think you'd have to figure out some sort of mech transition or do a pretty much allin timing attack because otherwise you're stuck with bad tech to go into lategame with.


I'm more prone to say balls to the wall all in mnm ball of some sort. Even without medivacs. Also I played another game on kulas, back door got attacked and I got kited by stalkers/sentry rather than zealots/immortal. THE DOWNFALL OF WHOSIMAWHATITS in day9's daily today. Zealots blow in tvp PERIOD. The exception being proxy or some sort of zealot /colossus ball.
Solomon Grundy want pants too!
Stimmmed
Profile Joined February 2010
United States39 Posts
April 15 2010 07:20 GMT
#315
I am pretty lost in the MU too, but here is what I have figured out.

12 rax, 13 gas, make 1 marine, then reactor
2nd rax >tech lab>concussive shell

Scan/scout.
If you see 1gate robo, add 3rd rax, and ghost academy, w/ 2nd gas soon thereafter. add stim after ghost.

If you scout 2+gate robo add 3rd rax w/ techlab and fact tech to thor. add ghost after 1 or 2 thor if

If you scout early twilight council, add double fact, put 1 on your reactor and get preigniter hellion, add tech lab to the bare rax. add ebay and couple turrets shortly after and tech to ghost.

Not sure what to do against 3+gate early pressure builds, nor voidray contains.

This is just what I have come up with playing around with transitions.

I have a very hard time expanding vs 1gate robo immortal push, anyone have any ideas?
Also I seem to have a hard time w/ 3-4 chrono boosted zealots at my base early as i usually opt not to wall because i prefer not to lose the depot to the immortal push. This doesnt happen that often but I am not sure how to respond, I can usually fend it off but I have to pull SCVS and am fighting an uphill battle the remainder of the game.
Thats the stuff
Feefee
Profile Joined November 2009
Canada556 Posts
April 15 2010 07:22 GMT
#316
On April 15 2010 15:47 febreze wrote:
I just read over all the post in the thread, there were some things mentioned that were not addressed yet from the socrates vs azz terran FE replays, particularly, guardian shield and Collosus.

Guardian shield is early enough in the tech tree that it should be in play by the time the first push comes out. Instead of trying to climb the ramp, why didn't azz just hung around the natural to keep force his opponent to keep the bunkers around. With all the rines on the field, it would be natural for toss to get collosus, hang back until the range upgrade is finished, then take out the bunks/CC from the range.

The rines and bunks definitely extended the game life for terran to not die immediately after expand, but I'm still unconvinced. Instead of a maurader heavy T1 army, now its a marine rich T1 army. Yes, this is a big improvement, with the expand, there are more options to branch out ...

... which was the whole point.
hmm...
great job, I'm looking forward to see how the transitions from this build will shape up!


Yeah I think you can't expect more than was given already. It may be a marine heavy army but it's sitting on an expansion with 4 bunkers while the toss has been going 1base. Plus the barracks have no addons so there's tons of options to transition into. Heck, even turrets can hold colossi off for awhile. Definitely cool build to see, gonna try it^^
Angra
Profile Blog Joined May 2009
United States2652 Posts
April 15 2010 07:58 GMT
#317
After trying out the 4rax FE build and transitioning into marauders after a bit (before he can rush collossus) I've felt a BIT more safe/comfortable vs protoss tonight, though just one night of playing it can't really be too telling, so we'll see.

I'd like more input on top players' thoughts on that build though.
arnold(soTa)
Profile Joined March 2010
Sweden352 Posts
April 15 2010 08:54 GMT
#318
searched the thread for help in this matchup, dont care if its imbalanced or not anymore, ppl just respond with biased poop in your face anyways. but there doesnt appear to be a strat I havent tried yet posted:-( I am having trouble vs P rite now.. admittedly I did have problems pre patch 8 but some success with an early push into expansion...
Halp plz
"I like turtles"
fafalecureuil
Profile Joined January 2010
France69 Posts
April 15 2010 10:10 GMT
#319
On April 15 2010 02:58 cuppatea wrote:
Loner (T) beat Beckham (P) 3-0 in the semi finals of the biggest money SC2 tournament to date. It might be worth checking out the VODs for inspiration, see if the Asian Terrans are doing anything the Euro/NA players are missing.

Game 1 - http://media.17173.com/sc2/2010-04-15/20100415005427235.shtml

Game 2 - http://media.17173.com/sc2/2010-04-15/20100415005424848.shtml

Game 3 - http://media.17173.com/sc2/2010-04-15/20100415005417343.shtml


I like a lot the terran BO in the first game against fast robot:
barrack tech, barrack reactor.
It seems better than double barracks+tech, because if you do it, you are low on gas and forced to prod marauders and expo.
2SCV1cup
Profile Joined April 2010
69 Posts
April 15 2010 10:13 GMT
#320
On April 15 2010 16:58 Angra wrote:
After trying out the 4rax FE build and transitioning into marauders after a bit (before he can rush collossus) I've felt a BIT more safe/comfortable vs protoss tonight, though just one night of playing it can't really be too telling, so we'll see.

I'd like more input on top players' thoughts on that build though.

imo 4warpgate rapes it
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