[H] TvP mid-game - Page 2
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Keap
United States214 Posts
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Agawyntier
United States6 Posts
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gogog0
12 Posts
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Deleted User 47542
1484 Posts
On August 15 2010 16:23 gogog0 wrote: I have no idea what some people here are talking about, in TvP the protoss DEFINITELY dictates how the game will be played. there are just so many more options open. the toss can go standard ground, DT's, void rays, etc etc. And each of the protoss strats needs a precise counter or its instantly game over. Don't even get me started on late game. I don't think I've won a single game against protoss which lasted over 20 mins. Yeah lategame in my opinion seems impossible for me, protoss can build two completely different types of armies in a matter of 2 minutes. Not to mention late game void rays are freaking impossible to deal with since they snipe expos, and are great units when massed. GL getting vikings in reponse, all your expos and your entire army will be dead by then. | ||
Setz
United States5 Posts
http://www.sc2replayed.com/replays/56960-1v1-terran-protoss-kulas-ravine http://www.sc2replayed.com/replays/56955-1v1-terran-protoss-kulas-ravine | ||
qazqwezxc
Canada91 Posts
Whats the best way to approach a bio build vs protoss? It seems to me its quite hard to go 1/1/1 since it makes it seem like a waste of resources and your probably better off going 3 rax unless your prioritzing medivacs? If i want the more bio orientated army ASAP, should going 3 rax or the Brat_OK build be better vs protoss early-mid game before the late game starts to kick in where its pretty much a game of who has the better micro (EMP cloaked ghost vs feedback, storm, and collossus)? | ||
naventus
United States1337 Posts
Here a few pieces of theorycraft I have: 1) Don't overdo siege. If you are doing 111, you only enough to push and hold your 2nd and 3rd expansions, and maybe if they are close, the critical points between you and him (close location LT). Otherwise, siege is completely unreliable in attack scenarios, you will never be able to reliably bring siege with you attacking cross map positions/expos. 2) Instead, I think preigniter hellion vP is a bit underrated mid game. Use them like lurker in your infantry line, so when the chargelots come in, they just get burned quickly. Otherwise, zeal tank way too much damage (and you probably shouldn't be dumping into marine after templar are out). 3) My idea for dealing with mass void ray mid game is EMP + HSM. HSM is utter trash in almost every scenario, except for air units, which tend to clump a lot. It's also bad vs muta since they fly so fast, but VR and corruptor are slower. Viking/marine straight up is absolutely terrible against VR because after charge, VR eats up everything, not to mention that there will be a big HP ground army to cut through too. | ||
JimCozad
Belgium47 Posts
On August 15 2010 17:47 Setz wrote: I have uploaded a couple of replays to demonstrate a "safe" terran opening against protoss in high level play. In the two replays it proves effective against both an early void ray tech and early immortal tech. Hope they help. http://www.sc2replayed.com/replays/56960-1v1-terran-protoss-kulas-ravine http://www.sc2replayed.com/replays/56955-1v1-terran-protoss-kulas-ravine I tried your strategy and it worked brilliantly! Thank you, sir! ps: I made this account especially to thank you, that's how happy I am :D | ||
S.K. Ren
United States1 Post
Now I understand the severe investment in Turrets will weaken you mid game so speed is essential. Once the enemy notices your rapidly growing wall of anti-air hes probably going to sneak a few VRs through a weak spot and grind you from the back. Now Im not asking for a critique of my own build as I have already adapted new strategies but the point is... Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die. | ||
Deleted User 47542
1484 Posts
On August 16 2010 03:46 S.K. Ren wrote: Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. If you find yourself losing to Protoss mid-game and have the resources, wall off and just start building Marines and Medivacs until you die. What the hell? Storm and Collosus will eat that alive. A turret wall? really? How many expansions do you plan to do this at? | ||
Treva
United States533 Posts
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pat965
Canada274 Posts
On August 16 2010 03:46 S.K. Ren wrote: Nothing and I mean nothing the protoss has can stand up to 80+ Stimmed marines backed by Medivacs AFAIK. I know you said you weren't the most experienced player, but you shouldn't make such bold statements, especially if they're not terribly correct. Instead of making such a bold claim and then adding the disclaimer "AFAIK" at the end, you should just make a less definitive statement. | ||
LaiShin
Australia978 Posts
On August 15 2010 15:54 superbabosheki wrote: Skill level? Toss shines in late game, due to how fast they can rebuild an army, tech switch to void rays, defend expos with storm/cannon, still have walking death stars, have map hack units, flank/avoid a terran ball and waiting for it to get out of position, etc. It is so hard for Terran to take out expos because of the risk of getting backstabbed(which is in the tosses favor, he can take out your bases for almost no cost while he warps in templar and stays cost effective vs your main army). edit: terran flank? wtf lol Definitely valid points. I feel the pain. Anything past the 20th min mark feels like an uphill battle. I'm mid-diamond btw. Few builds that I use to go for the early win: 1) rine/ghost (Brat_ok's) This only works flawlessly if Toss went immortals. For that to happen, show them a few early marauders. And pray that they went immortals. 2) Banshee + marine/marauders I have no idea why this works. 3) Reactor rax followed by proxy tech rax Less cheesy than early reapers, but still cheesy as hell. I feel bad whenever I win with this, which is every time. Doesn't work on 4 player cross position map. Unless both are proxied maybe. | ||
atrain117
United States54 Posts
The moral of the story is to end it by midgame. If you don't, you better have some damn strong scouting/ anti air. BTW i'm in the gold league so I just assume everyone is completely incapable of not cheesing. | ||
goobahman
Australia8 Posts
I try to skirmish non-stop. MMM's are the fastest army around at the moment. You have to take advantage of that mobility, and constantly try to engage in fights that you have the advantage in. So if I see HT, it's stim, in and straight out, so only one tick hits my army. colossi, it's about sniping them with my vikings before they can get to my mass, if it's immortals, it's about kiting his zealots so his ranged units can't continuously fire, whilst his zealots tank. TvP to me is simply a continuous game of hit and run, trying to wear them down. P.S Throw in ghosts for sexy results! | ||
XXXSmOke
United States1333 Posts
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Terranist
United States2496 Posts
On August 16 2010 13:55 XXXSmOke wrote: However, I do suggest doing a MMM ball build on steppes of war instead of 1/1/1 I just find that build still superior cuz theres too much open area for tanks. i find mech to be much stronger especially since you can siege his natural from low ground without having to deal with the double ramp forcefields as bio. | ||
Deleted User 47542
1484 Posts
I think the key to TvP is just continuous medivac harassment while macroing an army, similar to how tvp was in brood war(vulture harass while macroing). | ||
AncienTs
Japan227 Posts
On August 16 2010 13:07 goobahman wrote: In my humble opinion TvP is much more micro focused mid game then anything else. this. Also, what's HSM? Is that a new acronym? | ||
Deleted User 47542
1484 Posts
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