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Having trouble with banshees as protoss - Page 4

Forum Index > StarCraft 2 Strategy
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Ender Wiggin
Profile Joined August 2010
Canada19 Posts
October 12 2010 18:57 GMT
#61
i think you can get away with a very early nexus if you scout no gas units or a bunker on the terran front
also his templar timing was actually the 10 min mark so im going to give it a try
Ender Wiggin
MKZSlice
Profile Joined September 2010
United States19 Posts
Last Edited: 2010-10-12 19:14:04
October 12 2010 19:05 GMT
#62
Get sentries, like 4 sentries can 1 shot a PDD and GS their concentrated marine fire while your stalkers take over. you want to go fairly zealot light on this build as you will want your minerals in stalkers but get enough to tank for the stalkers. HT aren't going to help much because of the HT nerf where you can't feedback PDD and their marine count should be fairly low.

I would counter with a large gate push since his ground force will be weak, or you can put up a stargate and get phoenix to force them into vikings instead of more banshees. Blink will help you protect and attack as it allows you to get around the map faster and past their 1 or 2 bunker defense.

If they decide to continue this type of push upgrading armor with a forge/cannon to protect against harass would help out alot as zealot stalker have 1 armor, GS gives 3 and then with 3 armor upgrades thats 6 vs the marines 6 damage, as they will be dumping gas into banshee raven instead of upgrades and you will have an expansion on them.

You can go colosi but they already have 2 starports down so it seems risky to me as viking or banshee can really do a number on colosi for the cash. VR are expensive and die quickly to viking fire. might work for awhile but they will catch up. But like 5-6 gates and maybe 2 starports sounds good. You can bring in HT for marine control once the initial push stops. This is the only way i've found to cost effectively counter the 212 (2barracks1fac2port) build while being able to handle other builds like thor drops 3 rax and such.
"Not enough minerals ..." (sigh)
alaug
Profile Joined September 2010
Canada41 Posts
October 12 2010 22:39 GMT
#63
On October 12 2010 05:04 sjschmidt93 wrote:
Here's my thoughts.

You HAVE to go robo first... blind. You just have to. So you get your observer, scout this build, and must backtrack to a stargate. Now you have a somewhat useless robo. So you start making phoenixes, probably make a another gateway, but you can't get very many units b/c you made a useless robo and maybe a useless immortal. So your phoenixes may kill the banshees, but who cares? The marines will still kill you.

You kind of need to expand as soon as you see this, and start getting templar tech.


why not build a wp and warp in zealots/stalkers for a counter attack along with some void rays
gg
Ender Wiggin
Profile Joined August 2010
Canada19 Posts
October 12 2010 23:40 GMT
#64
On October 13 2010 04:05 MKZSlice wrote:
Get sentries, like 4 sentries can 1 shot a PDD and GS their concentrated marine fire while your stalkers take over. you want to go fairly zealot light on this build as you will want your minerals in stalkers but get enough to tank for the stalkers. HT aren't going to help much because of the HT nerf where you can't feedback PDD and their marine count should be fairly low.

I would counter with a large gate push since his ground force will be weak, or you can put up a stargate and get phoenix to force them into vikings instead of more banshees. Blink will help you protect and attack as it allows you to get around the map faster and past their 1 or 2 bunker defense.

If they decide to continue this type of push upgrading armor with a forge/cannon to protect against harass would help out alot as zealot stalker have 1 armor, GS gives 3 and then with 3 armor upgrades thats 6 vs the marines 6 damage, as they will be dumping gas into banshee raven instead of upgrades and you will have an expansion on them.

You can go colosi but they already have 2 starports down so it seems risky to me as viking or banshee can really do a number on colosi for the cash. VR are expensive and die quickly to viking fire. might work for awhile but they will catch up. But like 5-6 gates and maybe 2 starports sounds good. You can bring in HT for marine control once the initial push stops. This is the only way i've found to cost effectively counter the 212 (2barracks1fac2port) build while being able to handle other builds like thor drops 3 rax and such.

i didnt know there was a patch with feedbacking pdd's
Ender Wiggin
GoldenH
Profile Blog Joined March 2010
1115 Posts
October 12 2010 23:46 GMT
#65
I never have a problem if I have some phoenix out and a obs.
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
l90 Proof
Profile Joined July 2010
64 Posts
October 13 2010 03:38 GMT
#66
I wanted to tell you that the simple solution to this problem was to remember that "the enemy door is DOWN" but...

Actually I've had a lot of trouble with this build too at my slightly lower ~1150 level, but when I beat it it has been due to the power of that beautiful little snowglobe the sentry, or to phoenix but with two very different approaches.

With phoenix, I'm pushing out from my base, trying to contain and engage teh terran in an attack-retreat battle near his front. This can either force wasted PDD, allow me to snipe reinforcing raven/banshees, or maybe do a little harass of the probe line with phoenix making him come back while I keep macro'ing up.

With more sentries, I'm waiting on my colossus, and in the mean time I am zealot/sentry heavy. This has two benefits: if he casts the pdd too close to you sentry can focus fire it down (they aren't affected), or you can FF split him with and kill most of his army with Z's. In this case, I usually only have 4-5 stalkers, which can be a dangerous gamble, but honestly this is usually my army comp if I didn't scout the star tech and am caught scrambling... >.<
l90 Proof
Profile Joined July 2010
64 Posts
October 13 2010 03:40 GMT
#67
On October 13 2010 08:40 Ender Wiggin wrote:
Show nested quote +
On October 13 2010 04:05 MKZSlice wrote:
HT aren't going to help much because of the HT nerf where you can't feedback PDD and their marine count should be fairly low.

i didnt know there was a patch with feedbacking pdd's



Sorry for double post, but just saw this. WHAT? WHEN DID THIS HAPPEN!
philln12
Profile Joined October 2010
United States36 Posts
October 13 2010 09:05 GMT
#68
im also a 1400 toss and i also fe agaisnt terran. when i see that i just macro hard robo citedel and get blink fast. blink stalkers pretty much destroys banshees before they can even run. das if they go double starport. if they are going single starport i would no get citedel but tech collusus. be sure to chrono boost collosus cause from my experence the timing push comes a little earlier than when the collosus comes out. hope this helped
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 13 2010 12:01 GMT
#69
vs double baracks double starport you NEED colossi (or storm) otherwise stimmed marines will shoot everything in the ground

have tested it vs mass-stalkers with shield --> no chance
have tested it vs chargelost --> no chance

remember, the dangerous damage dealers are the marines, banshees are there to clean up afterwards; so you #1 priority must be to kill the marines FAST - for this you need area of effect damage, aka colossi because templar will almost always be too late;
if you FE get tons of stalkers together with the colossi, if you didn't go 2 gate robo stargate (even 1-2 phoenixes will suffice vs banshees after the marines melted to the colossi, no need to overextend on them)

still a very hard to beat combo
"You see....YOU SEE..." © 2010 Sen
nostra
Profile Joined October 2010
5 Posts
October 13 2010 13:28 GMT
#70
On October 12 2010 03:38 whoopadeedoo wrote:
Doesn't matter what you target. The PDD can not be taken down by projectile fire before it's energy is used up, regardless of health. That's the whole point of the PDD.


As far as I understand, as Protoss, you can take down the PDD with units such as:
- Sentry
- Archon
- Void Ray
- Carrier
- Mothership

High templars' psionic storms and feedback will however not affect the PDD which is deemed to be a structure.

As terran, you could take down the PDD with:
- Marine
- Ghost
- Auto-Turret

As zerg, you would only have the Infested Terran.

I do not speak of experience as I play only toss but here is the source of information: http://wiki.teamliquid.net/starcraft2/PDD
TheGiz
Profile Blog Joined October 2010
Canada708 Posts
October 13 2010 14:03 GMT
#71
Always, ALWAYS, use High Templars against Terran. Feedback will solve your Banshee and PDD problem instantly, even if you don't have storm yet (which at 9mins you will NOT). It even helps against fast Thors. I've seriously only lost two games against Terran since incorporating HTs into my main force.

Throw down your TC just after your Robo and then your Archives right after it finishes. If he doesn't rush early with Marine/Marauder then you're set for any Banshee/Raven garbage. Think about it: Terran only has one air unit that doesn't use energy. If you go Gateway heavy with HTs/Sentry/Stalker, then you will have no trouble fending off any Terran air anything else as well. Unless you get a Colossus, Vikings will be pretty much useless, and you can deal with them using Storm and Blink. Your Robo should then be making a constant stream of Observers if it is not down anything else.
Life is not about making due with what you have; it's about finding out just how much you can achieve. Never settle for anything less than the best. - - - Read my blog!
sleepingdog
Profile Joined August 2008
Austria6145 Posts
October 13 2010 14:58 GMT
#72
On October 13 2010 23:03 TheGiz wrote:
Always, ALWAYS, use High Templars against Terran. Feedback will solve your Banshee and PDD problem instantly, even if you don't have storm yet (which at 9mins you will NOT). It even helps against fast Thors. I've seriously only lost two games against Terran since incorporating HTs into my main force.


the terran timing push will come at around ~11

and it can have ~25 marines + 1-2 marauders, 2 medivacs, raven, 2 banshees

if you can win vs this with just chargelots, then you had way superior positioning since pure chargelots go down fast vs stimmed marines; stalkers are not cost-effective vs banshees anyway
"You see....YOU SEE..." © 2010 Sen
animesaint
Profile Joined September 2010
United States6 Posts
October 13 2010 17:40 GMT
#73
steal their gas when u scout after first pylon built. should delay for a minute since by then they only have 2 marines to take the gas down.
Delarchon
Profile Joined April 2010
Finland132 Posts
Last Edited: 2010-10-13 22:48:58
October 13 2010 22:48 GMT
#74
I've been having real trouble with a terran that walls off with a bunker.

The scout probe dies to the first marine that comes out. Then i poke with a stalker to see that no-one seems to be home but the 2 marines in the bunker keeps shooting at me so i better gtfo.

So because of the wall i have to get obs right. And here is the problem really.

As im sitting on 2 gate robo waiting for the obs to give me some info. Obviously i still have to do something meanwhile. If its 1/1/2 i need 5 stalkers to deal with the banshees but sometimes when the obs gets to the destination there is a MMM in the makings and in some maps with an expo.

And then im pretty much ready to quit at that point as i have only gw units, mostly stalkers, and a robo.
In my experience colossi < reactor viking and teching to storm takes ages and all kind of expanding can take place until I can move down my ramp.

Like does that bunker mean something in terrans build?

And why is protoss better than terran in late game?
What kind of sorcery is this?
whoopadeedoo
Profile Joined June 2010
United States427 Posts
October 13 2010 23:13 GMT
#75
On October 13 2010 22:28 nostra wrote:
Show nested quote +
On October 12 2010 03:38 whoopadeedoo wrote:
Doesn't matter what you target. The PDD can not be taken down by projectile fire before it's energy is used up, regardless of health. That's the whole point of the PDD.


As far as I understand, as Protoss, you can take down the PDD with units such as:
- Sentry
- Archon
- Void Ray
- Carrier
- Mothership

High templars' psionic storms and feedback will however not affect the PDD which is deemed to be a structure.

As terran, you could take down the PDD with:
- Marine
- Ghost
- Auto-Turret

As zerg, you would only have the Infested Terran.

I do not speak of experience as I play only toss but here is the source of information: http://wiki.teamliquid.net/starcraft2/PDD


Yep, but the only thing that you will have by this timing push is sentries, and they are rarely built in Toss 1 gate FE (usually one at most).
Gecko
Profile Joined August 2010
United States519 Posts
Last Edited: 2010-10-14 00:38:18
October 14 2010 00:35 GMT
#76
On October 12 2010 07:14 iEchoic wrote:
Show nested quote +
On October 12 2010 07:09 KaoReal wrote:
http://wiki.teamliquid.net/starcraft2/Polt_timing_attack_(vs._Protoss)

Polt timing attack, comes with reactor rines and marauders in constant production, with stim, 2 banshees, and a raven with PDD at your base @ 10 minutes.

It is far too much infantry for you to try to squeeze some phoenix out. This build is actually designed to kill protoss who get a colossus to deal with the reactor'd rines. If you dont get the colossus, you die to rines. If you do, you're too committed to get anything to deal with banshees or PDD.

Anyone know the protoss solution to this one yeT?


The fast templar/forge build can stop the polt timing attack. You can have a couple templar with storm, you can feedback the air units and storm the bio and do pretty well.


The problem is that the polt timing attack comes way before HTs can reasonably come into play. 1 base HTs is terrible it simply outright dies to most builds and is abused by pretty much everything else.
Fast expanding is the better solution, the attack comes after you've began to benefit from the expo and cheesy stuff like hellion drops can be stopped with minimal losses if you do decent simcity and do your best to see it coming. Marine/banshee/raven can die to mass zealot/stalker/sentry simply because of power and numbers and there will be so many stalkers that PPD will only stop one volley.
LtLolburger
Profile Joined August 2010
New Zealand365 Posts
October 14 2010 00:56 GMT
#77
You need to get that observer out ASAP if they are walling off. There is no way to know for sure what to expect if you don't get that god damn observer. Seriously, ALWAYS gate-core-robo-gate against terran who wall off. Chrono the obs out and see whats up. Also, try keep your probe alive as long as possible, if you can see the factory going down then thats a big help to you, or a second rax etc.

Once obs is in their base, you need to see, analyse and respond.

Two techlab starports? Sentries, make another observer for cloak, I myself make a stargate and chrono phoenixes, especially if they make a raven.

3rax? Chrono out immortal, more zealots / sentries, put up twilight for charge. If its a long rush distance, you may be able to put up a robo bay and get colossi out.

6 rax marine? Robo bay asap for colossi, sentries to hold the ramp.

Honestly, people fuss way too much over colossi and HT. You don't need them so early on. With good positioning and forcefields, a gateway force is capable of holding any early terran push, especially on maps with a ramp. Sure, grab them later, but you are going to lose if you skimp on your units in place of early tech.
It is sometimes an appropriate response to reality to go insane. -Philip K. Dick
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
October 14 2010 01:04 GMT
#78
On October 14 2010 09:56 LtLolburger wrote:
Honestly, people fuss way too much over colossi and HT. You don't need them so early on. With good positioning and forcefields, a gateway force is capable of holding any early terran push, especially on maps with a ramp. Sure, grab them later, but you are going to lose if you skimp on your units in place of early tech.

Yep. Mass stalkers beats that push, with a sentry or two to GS. There's a lot to be said for simply having more shit than him.
Gecko
Profile Joined August 2010
United States519 Posts
October 14 2010 01:09 GMT
#79
On October 14 2010 10:04 Yaotzin wrote:
Show nested quote +
On October 14 2010 09:56 LtLolburger wrote:
Honestly, people fuss way too much over colossi and HT. You don't need them so early on. With good positioning and forcefields, a gateway force is capable of holding any early terran push, especially on maps with a ramp. Sure, grab them later, but you are going to lose if you skimp on your units in place of early tech.

Yep. Mass stalkers beats that push, with a sentry or two to GS. There's a lot to be said for simply having more shit than him.


This pretty much, alot of players are tech hungry and try to tech to beat things instead of relying on the power of gateway units to survive. People bash gateway units especially vs MMG but the reality of it is that chargezeal/stalker/sentry can handle it pretty well with competent forcefield use and guardian shield. People want to go HTs so they simply rush to them instead of macroing and smoothly transitioning into a balanced army that includes HTs.
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