On May 06 2010 14:51 FishNChips wrote:
warp prism + high templar = gg u
warp prism + high templar = gg u
Vikings have the ridiculous range of 9. It should be ezpz to snipe warp prisms holding high templar.
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Ryuu314
United States12679 Posts
On May 06 2010 14:51 FishNChips wrote: warp prism + high templar = gg u Vikings have the ridiculous range of 9. It should be ezpz to snipe warp prisms holding high templar. | ||
Floophead_III
United States1832 Posts
On May 06 2010 14:51 FishNChips wrote: warp prism + high templar = gg u The reason this isn't true is twofold: Tanks outrange HT Feedback so HTs have to show themselves to tanks to kill the ghosts. Hellions MURDER HT, so you have to be super super careful about protecting them. This isn't to say HT are bad, but it's not some epic counter. I'd say you don't even need to get them, but you could if you wanted to. | ||
Hellhammer
Canada144 Posts
You can scout easily, you can answer anything the toss does, and most important, you have all the time in the world to 2nd and 3rd. Avilo is right in saying, protoss feels like they need to do something or else they will fall behind. So they just suicide their army into the tanks and hold alt hoping to allah something turns out right. This isn't sc1 :p. Every unit is counted for... Proxy void ray is the only thing that can stop this but Avilo always swings around the map checking for stupid shit like this, as you should too! Maaayyybe a mothership vortex, but ghost should be able to snipe that, and mothership is pretty ridiculous if you ask me :p or a dirtbag 4 gate all in, but busting a wall on a ramp is hard without immortal. Watch the replays, everything has been thrown at this build. | ||
AJ-
United States316 Posts
hellions replace vulture drops and melt zealots (without mine drags), emps give the tanks back their firepower, vikings + turrets replace goliath although no mines does make it more susceptible to flanks (than in sc1), but sensor towers help immensely with coordinating the push + easier access to nuke + PDD + upgrades = return of mech toss would really just has to outplay to win, no autowin gimmicks - he has to harass more, be more mobile than you to shut down expansions, outmacro you and beat your push with what i imagine would be a very well positioned zealot-stalker-immortal army with HTs or colossi in a shuttle | ||
metaldragon
United States251 Posts
Deal with early voidratriys deals with early DT Deals with 4 gate.. Deals with fast robo. Overall its just a VERY solid opening that lets you transition into what you want. triple nukes to wipe out and expo or a ton of gates or tech is just worth its weight in gold 300/300 to completely deny and expo is well worth it. | ||
avilo
United States4100 Posts
http://www.sc2rc.com/index.php/replay/show/3859 | ||
Champi
1422 Posts
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NightOne
Canada215 Posts
i was so frustrated after that game.. | ||
NightOne
Canada215 Posts
On May 06 2010 17:52 avilo wrote: Game vs paramore, same opening versus another void ray/3 gate opening, just switch ur starport to your reactor for one round of production and you are good to go. http://www.sc2rc.com/index.php/replay/show/3859 switching starport to reactor is actually what i did to a few protosses doing this build as well.. it is insanely gay.. EDIT: by gay i mean.. friggen hard to fight against... a good terran can push out before HTs have storm... at least HTs can feedback PDD but that still leaves the mass marines hard to deal with without storm.. | ||
lew
Belgium205 Posts
instead of building a starport, you build a second rax and a ghost academy. Then move out with 4 tanks, 20 rines and 1 ghost. But then you don't have the raven ofcourse... | ||
lovewithlea
168 Posts
fast blinkstalkers or immortals can hurt you but is handable. it's great these days cause it pretty much shuts down void rays. i just had two games one with a voidray rush but i allrdy had 3 vikings out when he arrived cause i scoutet it. and one where he went for mass voidrays after an expansion, also scoutet right before the first VR popped and was able to pump enough vikings out of one reactor pot to handle that. http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=123339 http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=123340 here are the replays vry handy vs VR | ||
roam
United States54 Posts
Marauder/infantry openings will be an option to kill FE toss, or some variant of greedy/risky builds. But in general, we will see T play mech/ghost (4 fact) to push out to second and third base. At second and third base, T will look for timing if P is being greedy with expos/tech - so there might be some variation in builds here to make a timing push work. In long game after 3rd base, T will continue to pump out of 2-3 starport and use banshee/ghost to harass and deny expansions. T will still slow push and expo creep with his ground forces. P will have option to challenge ground forces and trade army, or switch to more mobile army (inc phoenix) to stop T expo deny. T can respond with more air (vikings) and keep on pressure. At some point, P will have to position army to deny harass, and this gives T windows to fast push to key locations and force ground fights. T will have better harass, but P will have mothership (ability to win a given fight). Ultimately, decision making in late game will decide the match. | ||
metaldragon
United States251 Posts
Mass blink stalker can do some hit and runs but honestly im really expecting this to catch on. | ||
lolreaper
301 Posts
http://himan.pl/index.php?a=details&id=429 http://himan.pl/index.php?a=details&id=430 http://himan.pl/index.php?a=details&id=431 | ||
dustdust
Germany76 Posts
Can you please elaborate on when to get and when to use/not use siege mode? | ||
nujgnoy
United States204 Posts
Just like in SC1, mech is immobile. The protoss should be taking over 3/4 of the map while the terran is massing. P should NEVER just try to bust a good position. Rather, it should try to exchange armies whenever the terran is out of position, and overwhelm the terran or gain mapcontrol/dominance through macro-power. In one of the reps I watched so far, the protoss blindly attacked into a terran's sieged position. This is obviously suicide -. -. Armies should be exchanged, not donated. In the long term, TvP may become imbalanced b/c ghostmech would dominate ground and vikings dominate air. Protoss no longer has recall or air superiority with carriers. IMO ghostmech is the most promising BO in terran strategy so far. | ||
EximoSua2
United States216 Posts
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Whalecore
Norway1110 Posts
Nice build, too bad I'm Protoss :D | ||
EximoSua2
United States216 Posts
At about 31:30 of your game against Water, you triple Nuke his last expansion. He surrounds the cloaked Ghosts, and kills all 3 before the pylon is built to give the photon cannons energy. How did he see your Ghosts? It's late here maybe I missed something? | ||
Taefox
1533 Posts
May I did something wrong or how to counter to Toss who goes expand and create Colosssus - Stalker blink ? Keep harrasing ? | ||
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