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PvT - Nearly unbeatable unit combo? - Page 2

Forum Index > StarCraft 2 Strategy
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Feefee
Profile Joined November 2009
Canada556 Posts
Last Edited: 2010-05-01 13:53:49
May 01 2010 13:49 GMT
#21
Yeah not sure I understand how voidray doesn't crush this build. Ravens and tanks do nothing to voidrays and mass marine you can take care of with zealots while he unsieges his tanks to move out, no? You're right that he'll try to switch to viking but... isn't that obvious since it's an RTS? If he switches his unit comp you can switch yours. I'm sure you can produce phoenixes against his vikings (not that void rays are bad against them) since you already have a stargate or two yourself.

Theorycrafting I know, but I don't see how the addition of a raven makes marine/tank go from mediocre to unbeatable. Heck, I don't even see how that prevents mass charge-zealot attacks. Marines will die from zealots/tank splash and you're golden, no?

NVM on the zealots, forgot about banshees =P Voidray/lot still sounds countering though!
lovewithlea
Profile Joined March 2010
168 Posts
May 01 2010 14:26 GMT
#22
feedback the PDD?
terranghost
Profile Joined May 2010
United States980 Posts
May 01 2010 15:20 GMT
#23
Note before anyone reads this I did not get the beta too long ago so I am still pretty new. Also I have not watched any of the replays yet. Since I am at school and cannot download replays on their computers.

Suggestion to switch to templar tech.
Possibly countered by ghost emp but probally still helpful since there shouldnt be too many ghosts due to the amount of gas spent on ravens banshees and tanks.

Switching to a zeolot heavy army to eliminate his advantage of the PDD might work initially. The terrans army compostion is probally mainly rines which are 50 min each and do 6 damage.
If the terran builds an extra factory with a reactor. He can add a couple of hellions to the army which should pwn zeolots (especially after their upgrade from the tech lab you have anyway to produce tanks
Also if the terran player is gas starved at the moment after rebuilding tanks or ravens then i can just produce the hellions out of the factory that cant produce tanks atm anyway due to the shortage of gas.

As a terran player myself I find myself in the most trouble when the protoss starts moving in when im setting up (or havent even started setting up) what i usually do to help with this is move my ball of units out with a single marine or scv leading the charge from way ahead if the unit dies before reaching its destination then the protoss player is moving out press your tank hotkey and siege up from here you can prepare to leapfrog the tanks. Also while mules are helpful to help you macro up a ****ton of rines abusing your scanner sweeps while moving out is helpful too so you can scan the sides of your attack force if needed to make sure you are not getting hit on the side where the leading rine/scv cant see. you shouldnt have to worry too much about a observer following your attack force like I know some protoss players like to do since you have ravens and rines.
"It is amazing that people who think we cannot afford to pay for doctors, hospitals, and medication somehow think that we can afford to pay for doctors, hospitals, medication and a government bureaucracy to administer it." - Thomas Sowell
Bibdy
Profile Joined March 2010
United States3481 Posts
May 01 2010 15:28 GMT
#24
I'd think a hell of a lot of HTs. Feedback and Psi Storm the everloving shit out of everything, including the PDDs.
halpmeh
Profile Joined October 2002
United States333 Posts
May 01 2010 15:41 GMT
#25
anyone saying templar tech is instant counter is simply ignoring that the terran can and should add a couple ghosts once it's scouted and the game evolves to multi-base play, that's called metagame

banshees can probably snipe templars pretty well too with good control

that said i think zeal/void with light sentry seems good while teching to temps...i don't think this is a standard opening certainly so this build should stay effective for awhile...will be interesting to see how this evolves :D...
halp meh halp yuo
DeMusliM
Profile Joined February 2010
United Kingdom401 Posts
May 01 2010 16:00 GMT
#26
Mainly bad unit choice by the protoss, there are a number of combos that absolutely rape this - 5 warpgate push for 1 or even a voidray tech - both which seem to be the standard now adays.
Sentient
Profile Joined April 2010
United States437 Posts
Last Edited: 2010-05-01 16:38:24
May 01 2010 16:37 GMT
#27
On May 01 2010 23:26 lovewithlea wrote:
feedback the PDD?

Can you do that?!?!


On May 02 2010 00:41 halpmeh wrote:
anyone saying templar tech is instant counter is simply ignoring that the terran can and should add a couple ghosts once it's scouted and the game evolves to multi-base play, that's called metagame

If the Terran player gets a "couple ghosts", there aren't going to be many banshees or ravens at all on the field, so you don't need as many templar either.
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 01 2010 16:49 GMT
#28
you guys just caught on to this? it is a good opening build TvP. I will have to post a replay pack or something, the build for people wondering is:

12 rax
13 gas
15 OC

essentially, "standard economy build" and with first 100 gas factory, next 50 gas reactor on barracks.

from there, continuous marine production from your barracks, starport, use the fact to tech lab it, then tech lab the fact again, 1 raven, continuous tank production (no siege), and that is it.

from there, you have many options and transitions you can do, as well as being able to stop every single all-in build protoss can throw at you, including 4-5 warpgate all-ins.

Sup
Jonoman92
Profile Blog Joined September 2006
United States9107 Posts
May 01 2010 16:55 GMT
#29
I'm a terran and haven't ever tried this BO. However, it seems like it'd have problems against zealot/sentry. The tanks get no bonus damage, the raven can't really do anything besides make an auto turret or two, and the guardian shield cuts down the marine's damage by a ton.

I mean, I surprised this build works at all really.
avilo
Profile Blog Joined November 2007
United States4100 Posts
May 01 2010 17:01 GMT
#30
On May 02 2010 01:55 Jonoman92 wrote:
I'm a terran and haven't ever tried this BO. However, it seems like it'd have problems against zealot/sentry. The tanks get no bonus damage, the raven can't really do anything besides make an auto turret or two, and the guardian shield cuts down the marine's damage by a ton.

I mean, I surprised this build works at all really.


well, my tvp win/loss ratio is around 95% using exclusively this build for so many of my TvPs, soooo...it works. It works amazingly

It has no problems against zealot/sentry unless you do not scout and change your unit composition. If you notice they are doing zealot/sentry, you simply get igniter hellions and banshees from your starport

you then also have igniter drop options, transitions into ghost mech easily, transitions into airmech easily, or you can transition it back into a mass marauder bio.

so, what's the surprise to the build working? It is the most versatile T opening any Terran can do right now vs anything.

you have opportunity for aggression vs someone who might try to FE.
you have opportunity for turtling with siege mode.
you have opportunity for igniter harrass.
you have opportunity to counter nony's phoenix style build/voidrays with the marines/raven/viking.
you can expand afterwards (treat it very much like SC1 FD build).
and more importantly, you can stop every multitude of protoss all-ins that they can do.

if they go mass stalker/immortal, you have the PDD + tank (get siege), and accumulate banshees as well. If needed you work in a bunker.

if they go collosus, you get vikings from your starport instead to neutralize and stay even or be at an advantage.

if they go mass zealot/sentry b4 expo, you get igniter hellions and transition into igniter harrass.
if they FE, you bust it, and you can bunker up their choke/contain, harrass

it is probably the best TvP right now
Sup
xDaunt
Profile Joined March 2010
United States17988 Posts
Last Edited: 2010-05-01 17:56:48
May 01 2010 17:28 GMT
#31
I watched the fourth game. I played something similar last night and don't think that the terran's build is unbeatable. A few notes:

1) The build is very tech-intensive and very slow to massing the proper unit composition. Because of this, the terran is probably stuck with one-base play for an extended period of time. If you see the build coming early enough (like with an observer), the proper response is to take an expansion. I think that your response in the fourth game was the absolute worst one: attacking into his tank-fortified choke with stalker/sentry and a few zealots. When in doubt, protoss players should be patient against terran players. It's almost always better to take an expansion and wait for the terran army to meet you in the field on your terms than to attack into his hardened position on his terms.

2) The build relies heavily upon the marines to provide a meatshield for tech units, specifically the tanks and banshees. If you can get rid of the marines quickly, then you'll be able to trash his tech units quickly. In reality, this principle isn't much different than in SC1 and the reason why you never see marine+tank against protoss in that game. As others have suggested, templar tech would be the perfect route to go. Feedback would trash his banshees and ravens, and storm will rip up his marines and allow your chargelots to get to his tanks. In the fourth game, you never teched beyond zealot/stalker/sentry. You basically were fighting his Tier 2/3 force (depending upon how you categorize tanks/banshees/ravens) with a bunch of Tier 1/1.5 units. That never is going to work out well. You don't even have an archives at the 16 minute mark even though you had been on 2 bases for quite some time. Get storm faster.
xDaunt
Profile Joined March 2010
United States17988 Posts
May 01 2010 17:31 GMT
#32
On a side note, I'm happy that more terran players are finally trying things other than massing marauders.
shiftY803
Profile Joined April 2010
200 Posts
Last Edited: 2010-05-01 17:40:04
May 01 2010 17:39 GMT
#33
Somebody used this against me today, without especially great execution I think. I pushed through his fortified position using chargelots, sentries, and quite a few immortals. From there, he started going a little marauder heavy, so I built 3 stargate and pumped out 6 void rays. After that, it was pretty much GG, as I wiped out 2 expos and then attacked the natural with my ground forces. Have to see how it goes when somebody executes a little better.
live without appeal. ~ camus
roemy
Profile Joined April 2010
Germany432 Posts
May 01 2010 17:39 GMT
#34
On May 02 2010 01:37 Sentient wrote:
Show nested quote +
On May 01 2010 23:26 lovewithlea wrote:
feedback the PDD?

Can you do that?!?!
we tested this for Liquipedia II(Wiki)Main Page : yep
rock is fine.. paper could need a buff, but scissors have to be nerfed
Jonoman92
Profile Blog Joined September 2006
United States9107 Posts
May 01 2010 17:44 GMT
#35
On May 02 2010 02:01 avilo wrote:
Show nested quote +
On May 02 2010 01:55 Jonoman92 wrote:
I'm a terran and haven't ever tried this BO. However, it seems like it'd have problems against zealot/sentry. The tanks get no bonus damage, the raven can't really do anything besides make an auto turret or two, and the guardian shield cuts down the marine's damage by a ton.

I mean, I surprised this build works at all really.


well, my tvp win/loss ratio is around 95% using exclusively this build for so many of my TvPs, soooo...it works. It works amazingly

It has no problems against zealot/sentry unless you do not scout and change your unit composition. If you notice they are doing zealot/sentry, you simply get igniter hellions and banshees from your starport

you then also have igniter drop options, transitions into ghost mech easily, transitions into airmech easily, or you can transition it back into a mass marauder bio.

so, what's the surprise to the build working? It is the most versatile T opening any Terran can do right now vs anything.

you have opportunity for aggression vs someone who might try to FE.
you have opportunity for turtling with siege mode.
you have opportunity for igniter harrass.
you have opportunity to counter nony's phoenix style build/voidrays with the marines/raven/viking.
you can expand afterwards (treat it very much like SC1 FD build).
and more importantly, you can stop every multitude of protoss all-ins that they can do.

if they go mass stalker/immortal, you have the PDD + tank (get siege), and accumulate banshees as well. If needed you work in a bunker.

if they go collosus, you get vikings from your starport instead to neutralize and stay even or be at an advantage.

if they go mass zealot/sentry b4 expo, you get igniter hellions and transition into igniter harrass.
if they FE, you bust it, and you can bunker up their choke/contain, harrass

it is probably the best TvP right now


thanks for the response, I guess I'll have to try it out.
Kiarip
Profile Joined August 2008
United States1835 Posts
May 01 2010 17:50 GMT
#36
I've faced this build a couple of times, and it's really tough for me to beat.

The 2 builds that I use against this fast factory/starport tech is 2 zealot 1 stalker cyber - nexus, and the fast stargate with 2 void rays + zeal/stalker to control his ramp while expo'ing. I feel like with both of these builds I end up with a disadvantage if he responds correctly, however.
Tiamat
Profile Joined February 2003
United States498 Posts
May 01 2010 18:03 GMT
#37
On May 01 2010 21:40 Liquid`Drone wrote:
don't you mostly just have to make sure you engage him near his exit point so he is forced to use PDD in an area where you can simply retreat?


ding ding ding!
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 01 2010 18:20 GMT
#38
Nice build. Haven't had the privlidge of getting owned by this yet. The closest variant i've seen is marine into raven/banshee, which is a bitch to deal with itself. Kudoz to the OP for bringing this to light, i'll have to practice with it today.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
Orcmaniac
Profile Joined January 2003
Canada17 Posts
May 01 2010 19:53 GMT
#39
Hi, im theTerran OP faced in those reps. I dont think ppl think that but I dont claim to have invented this build, I actually stole it from Avilo who posted in this thread(thank you avilo!) and he use it much better than me. Like he said the greatest strenght of this build is its versatile. Im pretty sure some unit composition beat the build like I did in the replay but you have not commit to anything you can switch to hellion and viking for example.

So far im undefeated using it so it has merit and its much funnier to use then Marauder heavy. Im pretty sure it can stop any build if played properly and allow you to kill obs then adapt to whatever strat toss is making.
=O
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 01 2010 20:05 GMT
#40
Kudoz to avilo. Very safe, acess to lots of tech options right away, and still not very difficult to hold an early push. I like it.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
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