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[D/H] TvP: Dear Protoss, where is your hidden tech - Page 2

Forum Index > StarCraft 2 Strategy
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Touch
Profile Joined August 2010
Canada475 Posts
Last Edited: 2010-09-14 16:12:30
September 14 2010 16:00 GMT
#21
On September 14 2010 22:06 Grrbrr.404 wrote:
Thats just not true at all,

marines have to do a hard job dealing with 2 fully charged voidrays, wich comes along with stalker/zealot/sentry. (I mean 2/3 gate voidray) It is really really hard to hold dude. Samething is true for 3 gate dt if your enemy doesnt play brain afk. The better protoss players will spread out the dark templers, and at this point of the game you just have your scans to get rid of these dt´s.

You mean wall in can save you from that? Not true. Problems of walling in:
- probe harass is more anoying, because a helping scv needs much longer to reach the chocke
- if he does voidray, you dont have enough space to micro and voidrays can charge on your baracks / depots. loosing depots is not good at all
- loosing depot is also a problem against well played DTs (sending one dt after another, while you have to waste a scan for each of them)

I CAN agree that 3 rax MMM CAN work against these strategies, but you can never feel that save as you trying to tell us. Really not dude
While you are going 3 rax, I suggest a high number of Marines early on, and make little to no Marauders. You absolutely need the gas for teching. Shield/Stim Marines and Medivacs can hold off early Colossi and HT with good micro, as for DTs, you really just have to save a scan or two near that timing, and use that Starport to rush out a Raven.

Personally, I've been building a bunker at my ramp for the last week. Just that bunker alone can hold off builds like 4 gate, and make Void Rays a lot less effective, while it allows you to free up some resources to get that Starport asap.

Another thing, look out for that early Observer, so you can determine which tech route, as well as time when the Colossi/Earliest HTs may come out. Although the best indication for me has always been the enemy's Sentry/total gateway unit count.
Sieg
Grrbrr.404
Profile Joined April 2010
Germany91 Posts
September 15 2010 12:02 GMT
#22
On September 15 2010 01:00 Touch wrote:
Another thing, look out for that early Observer, so you can determine which tech route, as well as time when the Colossi/Earliest HTs may come out. Although the best indication for me has always been the enemy's Sentry/total gateway unit count.


Thanks, ill try to remeber this I think thats really helpfull. Why im not that kind of genius myself? ^_^

How do you play 3rax? straight 3 rax or more 2rax , starport, 3rd rax?

Greetings
Rax needs depot - worst change ever. Why dosnt pool need 2 overlords?
TehSilencer
Profile Joined September 2010
3 Posts
September 16 2010 01:23 GMT
#23
Getting one viking/phoenix to scout around the map constantly will usually solve most of your problems, and leave you fully aware of everything that's happening, specially new expos.

Its sometimes really worth the money,
threehundred
Profile Joined July 2009
Canada911 Posts
September 16 2010 01:39 GMT
#24
TvP answer to anything proxy'ed ->

at least 1 reactor'd rax in your BO imo ^^
KimTaeyeon MEDIC MU fighting! ^^;;
MadBoat
Profile Joined August 2010
127 Posts
September 16 2010 04:04 GMT
#25
On September 16 2010 10:23 TehSilencer wrote:
Getting one viking/phoenix to scout around the map constantly will usually solve most of your problems, and leave you fully aware of everything that's happening, specially new expos.

Its sometimes really worth the money,


use a reaper. its cheaper, and it gets a bonus attack vs buildings, so you can actually demolish that hidden tech acceptably quickly, without having to commit. I have never seen any opponent try to defend a hidden tech building once I scouted it out
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