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. 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

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.