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Terran vs Protoss - Page 25

Forum Index > StarCraft 2 Strategy
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Prev 1 23 24 25 26 27 31 Next All
NeoScout
Profile Joined April 2010
United States103 Posts
Last Edited: 2010-04-16 18:27:43
April 16 2010 18:27 GMT
#481
I wonder if this game is ever going to be balanced, seems like one change produces many other problems
Wilko
Profile Blog Joined August 2009
Germany470 Posts
April 16 2010 18:59 GMT
#482
On April 17 2010 03:09 Floophead_III wrote:
Show nested quote +
On April 17 2010 02:42 Wilko wrote:
1 rax 1 fac is too less
You need an reactor for double marine production and build techlab at rax to switch fac there, since having one tank more or less is crucial


I didn't do the techlab swap but I did try reactor on rax. It's just not enough units. You'll get contained and pretty much never be able to break it. If you start going down your ramp you'll get forcefielded and your tanks killed by immortals in 2 seconds. You could go emp very quickly after, but a good toss is so spread out that you won't hit enough units with just 1 emp.

I actually can use the strat on kulas thanks to the backdoor expo with high ground. I think it also works ok on LT simply because you have so much ledge to shoot from. However, on any other map it just seems slightly too weak. That's why I'm looking into double factory variants.


When u hit a certain amount of tanks, u can't be contained anymore
The Terran has to deal with the Protoss Eco-Boom then, but since u r able to get into mid-game there will be quite some possibilities
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
Last Edited: 2010-04-16 19:03:28
April 16 2010 19:01 GMT
#483
Try 1 rax marine -> FE without gas. I've played against it from some good Platinum level players and can defend against early immortals and stalkers, especially with good use of bunkers. It's also easily transition-able into marauders, air, or even mech and you get an expo up ridiculously fast.
n.Die_Jaedong <3
insignia
Profile Blog Joined March 2010
Bulgaria10 Posts
April 16 2010 19:02 GMT
#484
right now im 1800++ plat div EU , im toss user , some games im still having a big troubles with terrans . It's true most of terran players are playing robotic style MMM or only M or MMT , but all i can see is that they don't even have an idea why they do it , just cuz they saw some replays of 2 patches ago ... what i mean is that terran got to have creativity ( BRAIN ) , not just the robo style . Think where and how to make a good drop to kill some probes , etc .. have u ever played BW ? did u forget that game ? how toss loses his probes ? .. and after all it's still beta. Enjoy it .
PS: sorry if my english is not A+ rank :D
PanzerDragoon
Profile Joined March 2010
United States822 Posts
April 16 2010 19:06 GMT
#485
On April 16 2010 01:47 duckhunt wrote:
Show nested quote +
On April 16 2010 01:25 PanzerDragoon wrote:
How many years did it take for the safe builds to develop?

In 2001 it was considered a strong play to 9 pool into sunken rushing your opponent. That was STANDARD.

SC2 is a month old, it takes a lot of experimentation to develop these safe "standard" builds. So until then, we're going to see a lot of crazy 'cheese' and such.


pls do not compare sc2 to scbw in terms of strats / metagame development, 1 week in sc2 is like 1 year in scbw, nobody knew how to play RTS games back then, now everyone is REALLY good and actually trying to learn the game properly. Also if all of the top players in europe, strelok / morrow demuslim are saying that tvp is broken and no matter what they do ( im sure they all play A LOT more than you and have tried every possible combination of builds / units that they could think of before posting here ) then you shouldn't argue with them and make retarded arguments because you are losing to terrans in your silver league. The fact is that at the highest levels on every server, P is crushing T at the moment, and there is nothing T can do about it until the game gets patched. Anyone who cries and says "OMG EMP IS IMBALANCED" needs to stfu and realize that they are only losing because they are bad ;(

Dude, I was was pointing out Morrow's complaint of no "safe strategy" was flawed because there hasn't been enough time to find out what is truly a safe standard yet.

TvP may or may not be broken. I don't really care.
lolreaper
Profile Joined April 2010
301 Posts
Last Edited: 2010-04-16 19:16:18
April 16 2010 19:14 GMT
#486
On April 17 2010 04:02 insignia wrote:
right now im 1800++ plat div EU , im toss user , some games im still having a big troubles with terrans . It's true most of terran players are playing robotic style MMM or only M or MMT , but all i can see is that they don't even have an idea why they do it , just cuz they saw some replays of 2 patches ago ... what i mean is that terran got to have creativity ( BRAIN ) , not just the robo style . Think where and how to make a good drop to kill some probes , etc .. have u ever played BW ? did u forget that game ? how toss loses his probes ? .. and after all it's still beta. Enjoy it .
PS: sorry if my english is not A+ rank :D

terran players have developed more innovative strategies than toss + zergs together, u cant possibly complain that we do not try ....
starcraft911
Profile Blog Joined July 2008
Korea (South)1263 Posts
April 16 2010 19:15 GMT
#487
I've followed you since you started doing well in tournaments and I think your macro is a little lacking at least in comparison to your micro which is good for sure, but I think you get stuck doing the same shit every game which is fine if it works, but by the sound of your post it's not working anymore.

I've been using banshees a lot with my army and doing really well. I think the protoss' in the EU servers appear to be better than the US ones so maybe I'm playing players of lower calibur, but I've got wins over every top protoss I can think of in the US ladder system with some sort of banshee incorporation.

I treat the matchup like SC1 ZvT and I use banshee to harass. If you can control how much gas the protoss has and have an air advantage you can control the game. I started doing this after the patch which prior to the patch I just made marauder and did a timing stim attack and microed them to death, but now the timing is off so I started doing this.

I play a fairly safe style that gets banshees without going all in. I scout a lot with rax and my goal is to get them to switch to a stalker heavy army or kill them before they can get there. I find the stalker heavy army to be the easiest to deal with in TvP. Scouting and switching tech to what they make is really important, but I haven’t ran into anything including a phoenix opener from inc that made banshees look like a bad choice. Just takes micro and I know you got the apm’s for it.
Azarkon
Profile Joined January 2010
United States21060 Posts
April 16 2010 19:18 GMT
#488
Not much has been said about the success/failure of banshee builds. I guess early obs is supposed to counter them? But they seem to be pretty strong overall and protoss AA is not exactly known for its effectiveness.
EximoSua2
Profile Blog Joined February 2010
United States216 Posts
April 16 2010 19:19 GMT
#489
Well, obviously I'm a little late here at 25 pages and i'm sure it's been discussed, but I find the upgrade at the engineering bay to add 2 armor to building indispensable, along with utilizing EMP and making sure not to use Supply Depots as part of my wall in. When I do these three things, I find I am able to hold off the gateway timing push pretty handily.

I am top 8 in my Gold division, so I'm obviously not playing the best in the world, but I think the upgrade is underappreciated by most players.
insignia
Profile Blog Joined March 2010
Bulgaria10 Posts
Last Edited: 2010-04-16 19:33:45
April 16 2010 19:32 GMT
#490
aaa
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 16 2010 20:31 GMT
#491
Alright, well I had the pleasure of playing Orb in a TvP and did my 2 factory opening vs him. I actually made some dumb errors like getting my hellions killed constantly and losing a ghost by running it into cannons. He also killed quite a few depots with an immortal drop, but got trapped and lost the prism which I think was a bit of a blunder on his part.

I think perhaps this build order is viable early, and the midgame power of ghostmech is simply ridiculous.

If this BO or a slight variant can manage to get enough early control to secure an expo and get ghosts out, I think it might be the answer we've been looking for.

http://www.sc2rc.com/index.php/replay/show/1647
Half man, half bear, half pig.
lolreaper
Profile Joined April 2010
301 Posts
Last Edited: 2010-04-16 21:42:13
April 16 2010 20:48 GMT
#492
watched replay, sorry but orb didnt show any kind of the agression (there were many moments when he had alot stronger army and could have killed you) on top of that his macro was bad, basically he was sitting at the choke with 8 immortals doing nothing while you expoed and slowely builded army while teching to emp.

Floophead_III
Profile Joined September 2009
United States1832 Posts
April 16 2010 21:42 GMT
#493
Watched the replay myself. I don't know if he could've beat me if I threw down some bunkers, but he was definitely ahead in food count by about 30 all game. I don't think there's a damn thing I can do about it either. It's just a food discrepancy caused by immortals coming out so ridiculously fast, and marines only being 1 food as opposed to 2 for every protoss unit. I don't think his army was massively overpowering though, but he might've missed a small window there. Definitely it goes to show that protoss gets their power going much faster than terran =/
Half man, half bear, half pig.
Ryuu314
Profile Joined October 2009
United States12679 Posts
Last Edited: 2010-04-16 21:54:35
April 16 2010 21:53 GMT
#494
After playing a lot more platinum games I have to grudgefully admit that P is having a better time in PvT in the early game. Once the game gets into mid and late I feel that it's pretty balanced because T has a good number of options to fight back against Protoss (EMP, air, a large mass of mech, etc...).

However, I don't think the problem lies within Protoss Immortals being too strong or FF being too good. I think a big issue is that Terran macro is too slow early. It was the same in BW, but at least in BW defensive play was a lot easier. Now with tanks being so expensive, it's quite simply very bad to get them against Protoss Immortals as a form of defense. In addition, the amount of time and resources it takes to get ghosts out is quite prohibitive. The increased marine build time also doesn't help either.
sadyque
Profile Joined April 2010
Romania251 Posts
Last Edited: 2010-04-16 21:56:23
April 16 2010 21:55 GMT
#495
Just in case some of you weren't convinced protoss needs some nerfs.
The toss keeps the T in his base using forcefields for ~5mins after he destroys the T fe while he builds his own.
http://starcraft.gamesports.net/de/replays/874/
60 bucks? But it has Kerrigans Boobs in three god damn dimensions. Do you know how long i have waited for this?
L
Profile Blog Joined January 2008
Canada4732 Posts
Last Edited: 2010-04-16 21:58:18
April 16 2010 21:56 GMT
#496
On April 17 2010 06:55 sadyque wrote:
Just in case some of you weren't convinced protoss needs some nerfs.
The toss keeps the T in his base using forcefields for ~5mins after he destroys the T fe while he builds his own.
http://starcraft.gamesports.net/de/replays/874/

you can probe drill to get vision and have your tanks snipe sentries as they move up.

, I don't think the problem lies within Protoss Immortals being too strong or FF being too good. I think a big issue is that Terran macro is too slow early.
I agree to a certain point. Reactors need to build much faster. The nerf really put a dent in rine numbers that T can have affordably early on.
The number you have dialed is out of porkchops.
BigOleDonkey
Profile Joined April 2010
United States43 Posts
April 16 2010 21:59 GMT
#497
Orb has that tendency to play unusually passively pvt for some reason from what I've seen in his streams. I'm really not sure why - the most brutal part of this whole bit about immortals is the early timing of it, before you have more than 1 or 2 EMPs or any other kind of tech in quantity, to either kill the terran, or deny his expo and expand yourself. Like that replay for example, I think he could have easily just walked over your front door defense, but even if you opted to make bunkers, he could have knocked down the backdoor rocks and just pressured you really hard. When P doesn't take advantage of this timing and lets terran get 2 bases worth of gas, then T actually has the option to do things like heavy air, or ghostmech, or other gas intensive tech strats.

Neat rep though and if immortals do get a build time increase of some sort I think it will be a very very strong opening.
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
April 16 2010 22:14 GMT
#498
On April 17 2010 04:01 asdfTT123 wrote:
Try 1 rax marine -> FE without gas. I've played against it from some good Platinum level players and can defend against early immortals and stalkers, especially with good use of bunkers. It's also easily transition-able into marauders, air, or even mech and you get an expo up ridiculously fast.

Yeah, I think MorroW's old build might still be the best.

Maps like Blistering Sands with the backdoor, or Scrap station with the huge distance between choke and nat (and a semi-backdoor) seem annoying tho
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
MorroW
Profile Joined August 2008
Sweden3522 Posts
April 16 2010 22:23 GMT
#499
On April 17 2010 07:14 FrozenArbiter wrote:
Show nested quote +
On April 17 2010 04:01 asdfTT123 wrote:
Try 1 rax marine -> FE without gas. I've played against it from some good Platinum level players and can defend against early immortals and stalkers, especially with good use of bunkers. It's also easily transition-able into marauders, air, or even mech and you get an expo up ridiculously fast.

Yeah, I think MorroW's old build might still be the best.

Maps like Blistering Sands with the backdoor, or Scrap station with the huge distance between choke and nat (and a semi-backdoor) seem annoying tho

ive actually updated my old 1rax fe build and i will soon reach 100% winratio like i did back in patch 5
but honestly i dont even enjoy playing tvp. its just mass marauder every single game. just as i predicted their shells upgrade wouldnt stop the mass marauder, it would just cause us to adjust the early game bo
i rly hope they nerf the marauder, and i mean the marauder, not any upgrade tt its lame (theyd have to buff most t units tho but in the long run we would have more variety)
Progamerpls no copy pasterino
Floophead_III
Profile Joined September 2009
United States1832 Posts
April 16 2010 22:25 GMT
#500
On April 17 2010 07:23 MorroW wrote:
Show nested quote +
On April 17 2010 07:14 FrozenArbiter wrote:
On April 17 2010 04:01 asdfTT123 wrote:
Try 1 rax marine -> FE without gas. I've played against it from some good Platinum level players and can defend against early immortals and stalkers, especially with good use of bunkers. It's also easily transition-able into marauders, air, or even mech and you get an expo up ridiculously fast.

Yeah, I think MorroW's old build might still be the best.

Maps like Blistering Sands with the backdoor, or Scrap station with the huge distance between choke and nat (and a semi-backdoor) seem annoying tho

ive actually updated my old 1rax fe build and i will soon reach 100% winratio like i did back in patch 5
but honestly i dont even enjoy playing tvp. its just mass marauder every single game. just as i predicted their shells upgrade wouldnt stop the mass marauder, it would just cause us to adjust the early game bo
i rly hope they nerf the marauder, and i mean the marauder, not any upgrade tt its lame (theyd have to buff most t units tho but in the long run we would have more variety)


What's the new build/followup? Is it limited in transitions or more like forge FE where you can do many variations?
Half man, half bear, half pig.
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