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[H] PvT MMM bioball - Page 4

Forum Index > StarCraft 2 Strategy
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zealotz55
Profile Joined May 2010
United States229 Posts
August 12 2010 17:07 GMT
#61
On August 13 2010 02:05 zealotz55 wrote:
Show nested quote +
On August 12 2010 23:38 JiSu wrote:
On August 12 2010 15:38 zealotz55 wrote:
On August 12 2010 15:28 JiSu wrote:
Yeah, I guess I have a BO problem..

Fast VR won't work. I've tried. By the time I had my first VR CBed out, he already had 4 reapers killing at least 3-4 probes with nitro and VR can't really chase down those reapers.. Maybe you'll kill one. And when you take that VR and go to his base, he'll have 3-4 marines which will be able to push that VR out with no problem.

Usually those reapers plays are on desert oasis and kulas ravine. They will go the long route so your probe at the tower is kinda useless..

I'll try 3 gates robo and 2 gates robo out. They seem very solid.

I still want xDaunt's replays against Ts though haha.. he sounds like a very good Toss against Terran

I'm mid diamond btw.. Used to be 2nd diamond but due to "overpowered Terrans" I've lost so many points it's not even funny.



reapers should be the least of your worries, spend more of your early resources on at least 2 gates and a good mix of zealot stalkers and sentries before your robo and you should be fine vs any early aggression from terran

Edit: same goes with stargates


Ah okay. How many stalkers and sentries you usually get before you put that robo down if you're 2 gate robo.



I usually wait for at least 4-5 gateway units before I make my robo, The ratio of zealots/stalkers will depend on what the terran has but a good rule is for 5 units you should have 2 stalker 2 zealot 1 sentry
My life for Aiur!
Iron_
Profile Joined April 2010
United States389 Posts
August 12 2010 17:37 GMT
#62
Being a Diamond leading Terran player, xDaunt could not be more correct. When I do my Bio build (I took many points from Brat_OK, since his marine heavy start combats void rays, which I believe are the best protoss opening vs Terran), I am tweaking it so that I can do a timing attack before templars have a storm ready or Colossus has the range upgrade.

Basically, if the Protoss goes all gates vs my build I feel very good. When they try to expand early I also feel good pushing in to kill it. What I hate is when they rush to the "Tier 3" while still in one base, because once they have 2 templars with storm, or even 1 colossus with the 9 range upgrade.... boy that hurts, ghosts or no ghosts. I am starting to think that if they do that I will not attack their main at all, but instead camp outside their expantion while I expand myself, and force them to come fight in the open field.

Even in "Tier 2" if you engage where FF's can cut your army in half, your screwed. Fighting in the open field is key.
Jayrod
Profile Joined August 2010
1820 Posts
August 12 2010 21:02 GMT
#63
I just lost to a 400 diamond terran who simply went mass tanks. He countered my void ray pressure perfectly, knew I expanded and decided to take several expansions with this midgame advantage. Mass tanks peppered by marines are really hard to deal with. Also, it was xel'naga caverns so I wasnt able to exploit toss' superior mobility in taking out those expansions. Once he took the middle it was lights out. At one point in the game I had a shitton of immortals, and I killed lots of tanks, but the economic advantage he had, being entrenched in the middle of the map, was too much, even kiting him to unseige then moving in. Terran is so versatile. As weird as it sounds, I think I should have done some high tech mass air.

Theres a PvZ mass air build against zerg on these forums, the void ray collossus build. Im thinking a variation on that might not be bad against terran, but youd need a standing army in the meantime whereas static defense works against zerg. The build refers to the hard to deal with late game comp, but it relies heavily on the void ray speed upgrade and forcing your opponents hand by chronoboosting the air weapons from the cybercore so they think you're warpgating. You still apply pressure if you can, but its just buying you time to expand (on second thought a timing push might crush you unless you charged your VRs on your own buildings and used them for defense or something.)
DevoKe
Profile Joined July 2010
United States23 Posts
August 12 2010 21:49 GMT
#64
I was hoping someone could take a look at my replay. PvT

The Terran goes rax into FE and his bunkers completely stopped my push.
What did I do wrong? Should I have not pushed and expo'd myself? Should I have rushed Colossi faster when I saw the bio army? I would just like some feedback on this game. Thanks.

http://www.sc2replayed.com/replays/55301-1v1-terran-protoss-steppes-of-war
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 13 2010 00:04 GMT
#65
About your replay, DevoKe.

Your initial BO is something I don't see too often, but it's good vs very fast reapers, I guess. And that could happen on SoW quite often, so I'm not gonna judge that.

You choose to go for a 3-gate robo build, but I'm not sure if this was a reaction you had due to some stacked resources or if this was your plan at all since you popped the robo and 2 more gates at the same time. Sadly, I don't think you were aware of the FE terran did, and you did not get an obs out early. Right before the 9th minute mark, a fight breaks out, which heavily favored the terran even though Immortals rape bunkers pretty fast. At this point, I would not attack at all. When you saw the FE, I think it would have been a better decision to pull back, expand yourself and tech up.

Eventually you get a robo bay up, but you dearly want to hold your small contain at the terran's front door and end up taking pod shots which even drag an Immortal down with it. Avoid small things like this. Also, keep in mind that where you were positioned was no choke. If the terran had pushed out with a sizeable bio ball at this point, he would have overwhelmed your units very quickly.

13th minute mark: you get your expansion up...but it seems very dark from here on. While his mules were up, the terran had almost double your income, and this has lasted for quite some time. The economic advantage is clearly in his favour.

16th minute mark: a fight ensues. After a very failed attempt to EMP your forces, the standings right before the onslaught is this: 5 zealots, 1 immortal, 14 stalkers, 2 colossi (but range upgrade not done yet) and 4 sentries. Your opponent got 20 marauders, 2 ghosts and no less than 43 marines. 102 supply vs 143. The outcome is quite obvious...you didn't stand a chance.

I see 4 biggies that I think can sum up the game.

1) Upgrades. Against a bio ball, you really want those upgrades. An early +1 armor makes wonders against that heavy amount of infantry. You did use GS at least, which shreds off alot of damage. Still, it's not always sufficient.

2) Economic advantage. The main reason why you lost the game. The terran had an income that riddiculed yours. Because of this, his army was, obviously, alot more powerful. Breaking a turtling terran is not easy with just gateway units. OK, you had a couple of immortals, but they don't excel at this either. They serve you better against marauder pushes at your front door at this stage.

3) Low tech. Asside from the immortals, you had very little to no tech at all available while you still were down in economy. At least you had colossi out when he chose to end the game, but it didn't cut the deal for you. Tier 3 units are absolutely essential at this stage of the game. Void Rays would be nice to keep the terran a little longer inside his base, even though it could be quite risky as his marine number was very high.

4) A reason which triggered the main reason to why you lost the game (well, that sounded kinda spicy): scouting. You had a robo bay, yet you didn't produce a single observer the entire game. This is bad news. A terran has a very wide arsenal of what he can throw at you, and I'm quite sure you didn't even know about the ghosts before he was at your front door. You WANT to know what that guy's up to!

If there's something I would recommend improving on, it's point number 4. Do some more scouting, especially if you go for a robo like you did. Observers are of good use!
DevoKe
Profile Joined July 2010
United States23 Posts
August 13 2010 02:04 GMT
#66
@Neshorn thanks for the feedback. I'll study this a bit more and improve my play :D
FoUsTy
Profile Joined August 2010
France45 Posts
August 13 2010 15:25 GMT
#67
Replay Xdaunt : 50 apm vs 50 apm. Terran see VR and make one raven...not viking...
Like we say at this level VR is good......
AncienTs
Profile Joined March 2010
Japan227 Posts
August 13 2010 18:38 GMT
#68
On August 14 2010 00:25 FoUsTy wrote:
Replay Xdaunt : 50 apm vs 50 apm. Terran see VR and make one raven...not viking...
Like we say at this level VR is good......


hey fousty you know i'm real tired of your bs.

the whole point to take away from daunt's replay pack is how to micro against early terran aggression, then transition to void ray to attack the terran main. although the terran usually falls to the void ray push, protoss should follow up the harassment with a well-timed expansion
Starcraft Disclaimer Language: There is no imbalance, nothing is OP.
bushanks
Profile Joined August 2010
United States3 Posts
August 13 2010 18:40 GMT
#69
On August 11 2010 07:29 FoUsTy wrote:
Show nested quote +
On August 11 2010 01:54 xDaunt wrote:
I'm a 600 diamond protoss player, and PvT is my strongest matchup right now (I'm probably running a 80-85% winrate in the matchup). To understand PvT, you have to break it up into Tier 1 early game , Tier 2 mid game, and Tier 3 late game.

PvT is fairly balanced at Tier 1 and Tier 3. At Tier 1, zealots, stalkers, and sentries do well against smaller bio forces. At Tier 3, once the protoss has unlocked all or most of his tech (especially templar tech), protoss has all the tools necessary to deal with anything that the terran throws at him. To be honest, I think that, if anything, toss has the advantage over terran at tier 3 because the toss can abuse his mobility advantage and make it very difficult for a terran to establish any kind of map control, thereby denying the terran expansions.

The problem for PvT is Tier 2. To be blunt, protoss does not have anything that stacks up well against bio masses (especially when supported by medivacs and/or ghosts) at Tier 2. Chargelots, immortals, blink stalkers, void rays, and phoenixes all MELT in head on confrontations. Honestly, I think that there is a balance problem here, but we can save that for another thread.

A protoss player has to design and map out his PvT gameplan with this Tier 2 disadvantage in mind. This means that a protoss player either has to kill the terran at Tier 1 (or before the terran is able to fully leverage his Tier 2 advantage), find a way to quickly get to Tier 3, or secure a large enough economic advantage that the Tier 2 disadvantage doesn't matter. Protoss players who are successful in PvT invariably do one of these three things.

My personal preference is use void ray builds (as do a lot of other protoss players who are good at PvT) because I can make a play at all of these goals at once. If the terran does not have a marine-heavy build, he dies outright. If the terran does have marines, then I can harass the terran with my void ray(s) and buy time for me to expand and tech up to colossi or high templar. At that point, the terran's Tier 2 advantage doesn't matter anymore (ie a MMM+G push is manageable). There are a number of other threads that describe various void ray builds in PvT and how to use them, so I'll refrain from providing all the details here.

Void rays aren't the only answer. There are a number of builds that other players use. However, just keep in mind the Tier 2 window that terrans have to rape protoss and plan for it accordingly.


All terran come on my behind will say "AHHHHH STOP WHINE" omg...


I'm pretty sure this is the most hilarious thing ever said on teamliquid. Discuss.
xDaunt
Profile Joined March 2010
United States17988 Posts
August 13 2010 18:47 GMT
#70
On August 14 2010 00:25 FoUsTy wrote:
Replay Xdaunt : 50 apm vs 50 apm. Terran see VR and make one raven...not viking...
Like we say at this level VR is good......


You do realize that White-Ra and lots of other pro-level players often open with void rays against terrans, right?

Besides, here's a better point: if I'm able to effectively use void rays against terrans with my "50 APM" at diamond level (I'm like 680 or so right now), then a lot of protoss players should be able to similarly use them effectively without requiring massive APM.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 13 2010 19:00 GMT
#71
Here are two replays against Diamond T players that might help. I always try to keep pressure on them starting with a proxy because I feel like when they see my units, they are forced to react to them. This means that if they see zealots, they KNOW they will need Marauder. By "forcing" them into building units that you can predict, you are able to hit them with units that you did not encourage them to counter.

Proxy 1 gate transition to DT vs rank 4 Diamond:
http://www.sc2replayed.com/replays/55273-1v1-terran-protoss-scrap-station
Why does DT work on Terran? Because they burn all their scan capability on MULEs assuming they will have energy if DTs come. This couldn't be farther from the truth.

Proxy 1 gate to Robo/Chargelots/Map control vs rank 3 Diamond:
http://www.sc2replayed.com/replays/55271-1v1-terran-protoss-blistering-sands
Why do I expand so early? Because the proxy gives me map control 2 minutes into the game. Pressure makes the other player react. You want them to react to you, not act in their own comfortable play style.
Knowing is half the battle... the other half is lasers.
Samizdat
Profile Joined July 2010
22 Posts
Last Edited: 2010-08-13 19:23:57
August 13 2010 19:11 GMT
#72
Hypothetical:

I've scouted with my standard tier 1 ball and see he's going heavy rax/I suspect a MMM ball. Now I'm deciding that I'll try to counter with HT.

Q: Should I build a robo (for obs/imm) first or should I sacrifice the scout/short game and throw down the TC first?

Edit: If the question were to be amended so that I scout his starport building, is the answer different?

(Plat league)
silencesc
Profile Joined July 2010
United States464 Posts
August 13 2010 19:14 GMT
#73
Does anyone know where I can find a build order for chargelot HT? I've tried it before but end up getting owned by the first big bio ball push because I was saving gas for temps (i.e., no shield, no ff). Should I be constantly getting lot/stalker until the archives starts, then save gas? When should gas unit production stop in order to get enough HT fast enough?
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
Retgery
Profile Joined August 2010
Canada1229 Posts
August 13 2010 19:23 GMT
#74
F*ck, i'm going back to BW, at least terran aren't OP there
Fall down 7 times, stand up 8.
FoUsTy
Profile Joined August 2010
France45 Posts
August 13 2010 19:25 GMT
#75
On August 14 2010 03:47 xDaunt wrote:
Show nested quote +
On August 14 2010 00:25 FoUsTy wrote:
Replay Xdaunt : 50 apm vs 50 apm. Terran see VR and make one raven...not viking...
Like we say at this level VR is good......


You do realize that White-Ra and lots of other pro-level players often open with void rays against terrans, right?

Besides, here's a better point: if I'm able to effectively use void rays against terrans with my "50 APM" at diamond level (I'm like 680 or so right now), then a lot of protoss players should be able to similarly use them effectively without requiring massive APM.


Little seriously please.
T against you don't got stimpack fast (as T can do now)
When one got 2 viking against one VR he don't hit and run, just let them.
I train with one top diamond T which taking fast stim...marine marauder stimed crush stalker VR...
And more of that you are late/don't charged VR on rok... anyway............................

High level player, before IEM say "The imbalance is big" dimaga, "T is just too much power" artosis...
Well speak about high level player...
silencesc
Profile Joined July 2010
United States464 Posts
August 13 2010 19:27 GMT
#76
On August 14 2010 00:25 FoUsTy wrote:
Replay Xdaunt : 50 apm vs 50 apm. Terran see VR and make one raven...not viking...
Like we say at this level VR is good......


Je vois que t'est francais, alors, on doit que je respond en cette langue. APM n'est pas tres important, oui, en les haute divisions, il faut qu'on fasse bien avec le <<Micro>>, et seulment la, on doit avoir APM tres haut. Mais le replay d'xDaunt n'est pas dans une division assez haute qu'on doit avoir les main assez rapide, en cette casse, il faut que tu laisse toute seule les joueurs qui voudrais d'etre plus bien, et c'est pas gentile ce que t'as fait.

^ I haven't spoken French in two years, desolee!
Real Men Proxy Gate | TEAM LIQUID HWITINGGGG!! PROUD MEMBER OF UC DAVIS CSL TEAM | "If you don't give a shit about what gum you eat, buy Stride" - Liquid`Tyler on SotG 4/19/2011
xDaunt
Profile Joined March 2010
United States17988 Posts
August 13 2010 19:29 GMT
#77
On August 14 2010 04:14 silencesc wrote:
Does anyone know where I can find a build order for chargelot HT? I've tried it before but end up getting owned by the first big bio ball push because I was saving gas for temps (i.e., no shield, no ff). Should I be constantly getting lot/stalker until the archives starts, then save gas? When should gas unit production stop in order to get enough HT fast enough?


I don't think that a strict build order particularly useful beyond timing the building of your twilight council. You're going to have to adjust your gas expenditure based upon what the terran is doing and, specifically, whether he's going to attack you. If you're looking for some kind of guideline, I typically spend gas on 3 stalkers, 3 sentries, charge, and +1 armor before building the templar archives.
FoUsTy
Profile Joined August 2010
France45 Posts
August 13 2010 19:32 GMT
#78
But you are really good! Mais tu parles vraiment bien... French is hard...
APM on fight means a lot ... I explain ni my last post... And mistake too are explain.

Correct for you :

Je vois que t'es francais, alors je vais répondre dans cette langue. L'APM n'est pas très important, oui, dans les haute divisions, il faut qu'on fasse bien avec le <<Micro>>, et seulement là, on doit avoir un APM très haut. Mais le replay d'xDaunt n'est pas dans une division assez haute pour avoir besoin d'avoir les main assez rapide, dans ce cas, il faut que tu laisses toute seule les joueurs qui voudrais d'etre plus bien ????????????????, et c'est pas gentil ce que t'as fait.
FoUsTy
Profile Joined August 2010
France45 Posts
Last Edited: 2010-08-13 19:36:36
August 13 2010 19:34 GMT
#79
Can i see your profile xDaunt? US Server? EU ? Code?

And lol !!!!! 100 energie on nexus at 5:00 (replay time) ...lol...you speak like a pro player and ...
Samizdat
Profile Joined July 2010
22 Posts
Last Edited: 2010-08-13 19:45:51
August 13 2010 19:37 GMT
#80
http://sc2ranks.com/char/us/342276/xDaunt

Can I see yours, Fousty?
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