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On September 17 2010 07:56 CaterpillarSC2 wrote: What are some strong things protoss can do against terran? I struggle early game vs maurader/marine and maurader/ghost pushes.
1 gate into a robo facility is very strong against marauders and be sure to have some zealots infront of your stalkers to take the damage.
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Stream is down for a few hours thanks everyone! we reached 120+ viewers.
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As terran u use sensors towers? In tvt u open with 3rax or anything different from 1/1/1?
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On September 17 2010 08:00 Vegasminion wrote:Show nested quote +On September 17 2010 07:56 CaterpillarSC2 wrote: What are some strong things protoss can do against terran? I struggle early game vs maurader/marine and maurader/ghost pushes. 1 gate into a robo facility is very strong against marauders and be sure to have some zealots infront of your stalkers to take the damage.
This is sort of a followup question. How do you counter gates into robo? A balanced comp of zeal/stalker/immortals rape my M&M's (even with micro) and still roll me when i transition into MMG. Should I have ghosts ready during the first clash when I know they're going for Immortals?
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On September 17 2010 09:18 noD wrote: As terran u use sensors towers? In tvt u open with 3rax or anything different from 1/1/1?
I do use sensor towers but most of my builds are 1-1-1; however occasionally I go 2-1 for more marine support.
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On September 17 2010 09:22 SONofaGUN wrote:Show nested quote +On September 17 2010 08:00 Vegasminion wrote:On September 17 2010 07:56 CaterpillarSC2 wrote: What are some strong things protoss can do against terran? I struggle early game vs maurader/marine and maurader/ghost pushes. 1 gate into a robo facility is very strong against marauders and be sure to have some zealots infront of your stalkers to take the damage. This is sort of a followup question. How do you counter gates into robo? A balanced comp of zeal/stalker/immortals rape my M&M's (even with micro) and still roll me when i transition into MMG. Should I have ghosts ready during the first clash when I know they're going for Immortals?
I have ghosts by my 2nd push; my first is usually with 3 marauders and 2 marines. You want them fast, just not too fast. probably after the 2nd barracks is buildings.
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i have a question about 2vs2 .... me and my friend are playing 2vs2 (im terran and he is protoss - we are pretty noobs).. and we alwys seems to lose to early rushes and when we try to rush we lose... any good rush that u can suggest us to try ?? (we tried marines + zealots and we lost ) im talking about early-mid game rush and not at the end of the game.
Thanks alot
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On September 17 2010 10:40 Dwight wrote: i have a question about 2vs2 .... me and my friend are playing 2vs2 (im terran and he is protoss - we are pretty noobs).. and we alwys seems to lose to early rushes and when we try to rush we lose... any good rush that u can suggest us to try ?? (we tried marines + zealots and we lost ) im talking about early-mid game rush and not at the end of the game.
Thanks alot
if you want to be super cheesy send a worker close to their base at the start, make a barracks then a gas get a tech lab and a reaper while he does the same with zealots.
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Mmm thank you for all the help! Love the Zerg replay packs, they've helped a lot. You should get featured or something.
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On September 17 2010 11:34 Almin wrote: Mmm thank you for all the help! Love the Zerg replay packs, they've helped a lot. You should get featured or something.
Only cause you're in them
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You should put up your replays with your commentary on youtube or something, the commentary you say during games helps a lot.
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On September 17 2010 06:17 Almin wrote:He's a great teacher  The student will surpass the teacher, someday.
Ha ha you just may! keep practicing.
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On September 17 2010 12:53 Almin wrote: You should put up your replays with your commentary on youtube or something, the commentary you say during games helps a lot.
I will when I get my computer fixed actually.
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What do you think of a BW style hellion/tank metal oriented strategy in tvp? I've been thinking about it a lot but I'm not sure how to go about "getting to" that point, since obviously void ray builds are a problem, and I also think phoenix play would be a real problem as well. I think an interesting aspect of it would be after the patch, I think a lot of toss will see tanks and think "oh hey tanks suck now versus zealots" and make a lot of zealots, playing into your hands with the hellions. I just don't know how to go about creating a robust build order to get there without losing to various 1 base plays. Also, once you "get to" that point, should it be played aggressively? Or more passively, like a siege FE into fast third expo? I guess that's map dependent.
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On September 17 2010 13:43 BigOleDonkey wrote: What do you think of a BW style hellion/tank metal oriented strategy in tvp? I've been thinking about it a lot but I'm not sure how to go about "getting to" that point, since obviously void ray builds are a problem, and I also think phoenix play would be a real problem as well. I think an interesting aspect of it would be after the patch, I think a lot of toss will see tanks and think "oh hey tanks suck now versus zealots" and make a lot of zealots, playing into your hands with the hellions. I just don't know how to go about creating a robust build order to get there without losing to various 1 base plays.
I have tried going from a 2 racks fast expand into 3 racks ghost and viking push then when they switch to templar I trade out al addons with factories and go hellion / tank viking. it works great on occasion.
Still refining it all though.
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The link you put in leads to a question about 1-1-1.
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what do you do against an army of stalker and zealot with a fast colusses? I seem to have problems with this build i place down a pdd but the zealot and colusses destroy my marines leaving my viking or banshee to get owned by the stalkers?
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Hmm this build ; may - have potential. I will look into it and maybe practice it in my next stream; however it is very weak to mass tanks, you will not be able to deny a turtle terran unless you have medivacs of yourself, which in reality is bad because he has air control. I feel like this build could easily lose unless you go for some fast expand play.
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