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[G] Synystyr's TvP Anti Colossus Build - Page 11

Forum Index > StarCraft 2 Strategy
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Liquid_Adun
Profile Joined December 2010
Canada205 Posts
December 17 2010 02:25 GMT
#201
The shift in popularity of the Templar may cause this build to be less effective, in addition to this we have phoinexs being more practical because they take a lot less time to build. The design of the build is nice but its becoming alot more risky. Not to mention the usefulness of feedback. At any rate ill give it a go and see how to works. Rather ill get my practice partner to use it so i can play against it.

Thanks for the nice build, Adun
I have returned.
SoftSoap
Profile Joined November 2010
United States170 Posts
December 17 2010 13:18 GMT
#202
On December 17 2010 11:25 Liquid_Adun wrote:
The shift in popularity of the Templar may cause this build to be less effective, in addition to this we have phoinexs being more practical because they take a lot less time to build. The design of the build is nice but its becoming alot more risky. Not to mention the usefulness of feedback. At any rate ill give it a go and see how to works. Rather ill get my practice partner to use it so i can play against it.

Thanks for the nice build, Adun


I don't think feedbacks would hit enough banshees. Sure you would get like 2 or 3 from what I've experienced, but the rest will cloak and if the terran is good enough they will cloak even faster. You can't feedback cloaked units thats the problem :S. Once their cloaked, if the templars waste energy on feedback, they wont be as cost effective if they were using storm.

User was temp banned for this post.
Tasteless, "IdrA always pulls out on time."
SoftSoap
Profile Joined November 2010
United States170 Posts
December 17 2010 13:27 GMT
#203
On December 14 2010 02:52 snrcrackles wrote:
I think I'm just pulling this build off wrong. I've palyed a few more games against protoss, and I'm having a bit of trouble. My marines die instantly to HTs and that leaves banshees to get torn apart by stalkers. I've gone back to my marine marauder ghost timing push.


Really, your doing it wrong then. Your banshee(s) shouldn't get killed by stalker's if they're cloaked. Obviously your not scanning to shoot down the observer with your marines; which is a key part in this build. It's these small key points that will ruin the whole strategy if you do it wrong.
Tasteless, "IdrA always pulls out on time."
RaraOoLala
Profile Joined December 2010
United States1 Post
December 17 2010 13:30 GMT
#204
cheese

User was banned for this post.
Setev
Profile Blog Joined April 2010
Malaysia390 Posts
December 18 2010 13:30 GMT
#205
On December 17 2010 22:30 RaraOoLala wrote:
cheese


Admins, why isn't this guy temp banned/warned?

Anyway, back to topic, do you guys think that having one raven or two with the viking/banshee composition be better than using scans? Imagine the amount minerals saved which can be use for MM re-macroing.
I'm the King Of Nerds
heyyouyesyou
Profile Blog Joined November 2010
United States323 Posts
December 18 2010 20:22 GMT
#206
On December 18 2010 22:30 Setev wrote:
Show nested quote +
On December 17 2010 22:30 RaraOoLala wrote:
cheese


Admins, why isn't this guy temp banned/warned?

Anyway, back to topic, do you guys think that having one raven or two with the viking/banshee composition be better than using scans? Imagine the amount minerals saved which can be use for MM re-macroing.


Because going 4starport banshee off 2 bases while viable is still kinda cheesy.
wiki.teamliquid says: "Cheese most often refers to an unexpected strategy that relies on large parts on secrecy and/or psychological impact on the opponent.

Players use cheese to force a more unbalanced game. The unbalanced nature of cheese usually serve to make decision making on the defending side more fatal. Thus, the cheesing player is given a chance to come back from an otherwise lost game or the possibility to outwit a stronger opponent. A common form in practice is to neglect a long term viable economy to be able to produce a couple of extra units for attack.

A main characteristic of cheese is whatever the form, if scouted in time and answered correctly, it will almost surely fail and put the executed player at a severe disadvantage."

It even says in the guide that after you get your raven out you need to shut down the obs and effectively the protoss opponents scouting methods. If the protoss scouts 4starport banshee hes going to go 2starport phenoix and start cranking out obs to detect. With the marines getting wiped out easily from splash damage the thing that makes this build work is that the protoss wont expect or be able to scout the number of banshees you have.
I agree with Rara while this build is very strong and well thought out its strength still relies on the protoss not to scout it which would make it a cheese.
And yes a cheese can happen in the late game. Remember TvP in SC BW? The terran would build up an army and secure 3bases with a small amount of siege tanks vultures and goliaths and attack the protoss when they took a 3rd base to do the most damage because the protoss would be low on money for reinforcements. Very common cheeses for protoss to do were 2base carrier and arbiter builds that delayed the 3rd or trigger for terran to attack and then doom drop the terrans main or use carriers to push the goliath low army back or even out right destroy it.
biomech!
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
Last Edited: 2010-12-18 20:31:07
December 18 2010 20:29 GMT
#207
On December 17 2010 22:30 RaraOoLala wrote:
cheese


RaraOoLala is my cousin. He's just trolling. (He's just jealous cuz he's a baddy ^_^) No harm done.

On December 19 2010 05:22 heyyouyesyou wrote:
Show nested quote +
On December 18 2010 22:30 Setev wrote:
On December 17 2010 22:30 RaraOoLala wrote:
cheese


Admins, why isn't this guy temp banned/warned?

Anyway, back to topic, do you guys think that having one raven or two with the viking/banshee composition be better than using scans? Imagine the amount minerals saved which can be use for MM re-macroing.


Because going 4starport banshee off 2 bases while viable is still kinda cheesy.
wiki.teamliquid says: "Cheese most often refers to an unexpected strategy that relies on large parts on secrecy and/or psychological impact on the opponent.

Players use cheese to force a more unbalanced game. The unbalanced nature of cheese usually serve to make decision making on the defending side more fatal. Thus, the cheesing player is given a chance to come back from an otherwise lost game or the possibility to outwit a stronger opponent. A common form in practice is to neglect a long term viable economy to be able to produce a couple of extra units for attack.

A main characteristic of cheese is whatever the form, if scouted in time and answered correctly, it will almost surely fail and put the executed player at a severe disadvantage."

It even says in the guide that after you get your raven out you need to shut down the obs and effectively the protoss opponents scouting methods. If the protoss scouts 4starport banshee hes going to go 2starport phenoix and start cranking out obs to detect. With the marines getting wiped out easily from splash damage the thing that makes this build work is that the protoss wont expect or be able to scout the number of banshees you have.
I agree with Rara while this build is very strong and well thought out its strength still relies on the protoss not to scout it which would make it a cheese.
And yes a cheese can happen in the late game. Remember TvP in SC BW? The terran would build up an army and secure 3bases with a small amount of siege tanks vultures and goliaths and attack the protoss when they took a 3rd base to do the most damage because the protoss would be low on money for reinforcements. Very common cheeses for protoss to do were 2base carrier and arbiter builds that delayed the 3rd or trigger for terran to attack and then doom drop the terrans main or use carriers to push the goliath low army back or even out right destroy it.


Denying scouting =\= cheese. I don't know how you interpreted that, but this is not cheese. Sure, I play a few psychological mind games, but the build macro-oriented with a goal to play Terran air vs Protoss, which I firmly believe is the only way to beat a Protoss in the late game. I never cut SCVs, I expand while attacking. It's not cheese, but merely a new way to play the matchup. MMMG vs Robogate is considered standard, so does that mean anything not within that context is considered cheese?

Sure, I completely agree that cheese can happen in the late game, but I'm getting my tech in a timely and efficient manner, rather than rushing straight to BCs or something. It's macro-oriented. It's like if a Protoss decided to go mass Void Rays while faking a Robo Bay to the Terran....it's just a nice twist on the game to put things into your advantage. Not cheese

Anyways, if I get scouted, I can still execute this build just fine. Banshees are powerful even if scouted, it's impossible to hide tech forever. That's how to game works.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
heyyouyesyou
Profile Blog Joined November 2010
United States323 Posts
December 18 2010 21:26 GMT
#208
Its not that your trying to deny scouting that would make your build cheesy its that if the protoss can scout it the effectiveness reduces greatly.
biomech!
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
December 18 2010 22:48 GMT
#209
On December 19 2010 06:26 heyyouyesyou wrote:
Its not that your trying to deny scouting that would make your build cheesy its that if the protoss can scout it the effectiveness reduces greatly.


As with any build. If I scout 3 Gate Robo, I can prep for a Gateway push with Immortals while teching to Vikings to deal with the impending Colossi. That greatly reduces the effectiveness of the push, as I know what to expect. Does that mean 3 Gate Robo is cheesy? Hell no!

How about scanning a Zerg and seeing a Spire, so I make turrets and a Thor to deal with that. Muta = Cheese? Hell no! Are the Mutas gonna do damage? Most likely not.

Same for this build. If they scout this, they need to react appropriately or die. The nice thing about this build is the timing window to prepare for the push is small, so I can almost always get away with pulling this off after killing the first obs. Not cheese ^_^
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Doz
Profile Joined July 2010
United States145 Posts
December 23 2010 04:05 GMT
#210
I've read everything up to this point, and I like the idea of adding in a Thor or two. From watching your reps and the B.O., my thoughts are to get your raven building, hold off on cloak research until after you drop an armory and tech lab the factory. When you get to the point where you'd normally drop 3 more Ports, just make it 2 additional seeing as the Thor's will cost twice the gas as a banshee. The end push would look something more like 40-50 marines, 2 Thor, and 5-6 banshees, and should hit at pretty close to the same time.

Haven't implemented the Thor's yet into my own play, but it basically looks and acts like the mid to late-game Thor/Banshee/Marine closer a good number of Terrans are using against Zerg. Any thoughts or personal experiences in trying the idea?
Check out my map thread: http://www.teamliquid.net/forum/viewmessage.php?topic_id=192306
dala
Profile Joined August 2010
Sweden477 Posts
December 23 2010 22:06 GMT
#211
Great tutorial. Hopefully this can help my TvP.
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
December 23 2010 22:31 GMT
#212
You'd barely be able to sustain 3 ports and 1 factor but its doable if you delay or skip cloak. If you could get both Stim and shield, you'd be pretty set. I would also look into getting +1 air weapons if you want to flip over to BC construction after the push.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
December 24 2010 02:58 GMT
#213

On December 17 2010 22:18 SoftSoap wrote:
Show nested quote +
On December 17 2010 11:25 Liquid_Adun wrote:
The shift in popularity of the Templar may cause this build to be less effective, in addition to this we have phoinexs being more practical because they take a lot less time to build. The design of the build is nice but its becoming alot more risky. Not to mention the usefulness of feedback. At any rate ill give it a go and see how to works. Rather ill get my practice partner to use it so i can play against it.

Thanks for the nice build, Adun


I don't think feedbacks would hit enough banshees. Sure you would get like 2 or 3 from what I've experienced, but the rest will cloak and if the terran is good enough they will cloak even faster. You can't feedback cloaked units thats the problem :S. Once their cloaked, if the templars waste energy on feedback, they wont be as cost effective if they were using storm.

User was temp banned for this post.


I'm at a loss to why this deserves a temp ban o.O

On December 23 2010 13:05 Doz wrote:
I've read everything up to this point, and I like the idea of adding in a Thor or two. From watching your reps and the B.O., my thoughts are to get your raven building, hold off on cloak research until after you drop an armory and tech lab the factory. When you get to the point where you'd normally drop 3 more Ports, just make it 2 additional seeing as the Thor's will cost twice the gas as a banshee. The end push would look something more like 40-50 marines, 2 Thor, and 5-6 banshees, and should hit at pretty close to the same time.

Haven't implemented the Thor's yet into my own play, but it basically looks and acts like the mid to late-game Thor/Banshee/Marine closer a good number of Terrans are using against Zerg. Any thoughts or personal experiences in trying the idea?


I haven't actually used Thor yet, just because I keep forgetting >_> But from my personal experience playing the build, I do have a lot of gas banked up before I start Banshee production, so I think I could afford two Thors before I have to cut units for more. Two is really all you need to take care of phoenixs and help tank damage, and should be very afforable. I'll post a replay as soon as I remember to do this xD.

On December 24 2010 07:31 Antisocialmunky wrote:
You'd barely be able to sustain 3 ports and 1 factor but its doable if you delay or skip cloak. If you could get both Stim and shield, you'd be pretty set. I would also look into getting +1 air weapons if you want to flip over to BC construction after the push.


I wouldn't consistently pump out Thors, just so that I have two at any given time. I always get a Stim and Shields and I've never noticed an overinvestment at all. It's once I start pumping mass upgrades while getting banshees that I notice I have a shortage of gas on two base....I need to expand faster.

And for BCs, I actually prefer +1 armor, since BCs make such beastly tanks against everything, bring a few SCVs to repair em and you've got yourself a force to be reckoned with.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
Blyadischa
Profile Joined April 2010
419 Posts
Last Edited: 2010-12-28 03:59:57
December 28 2010 03:56 GMT
#214
After using the opening expansions and doing variations of the build, I found that the build isn't safe enough (at least on the maps I play, I choose to play xelnaga caverns and delta quad, because I find backdoor rocks to be more of a problem than a non wall-in-able front with this build), and sacrificing early economy for some safety is worth it, because your economy will be crazy after it gets started up.

What I do now is 1 rax, cc, bunker, gas, 1 rax, 2 more bunkers, ebay, rax, then tech up, the gas on the expansions need to be taken earlier, and turret should be put between / a little ahead of 2 of the bunkers as soon as ebay is up.

This, although some what less, of a clean way to spend money and gets your tech up later, gets your bunkers filled up faster against 4gate (although your build already beats 4 gate rushes), gets you more marines against blink stalkers, and the turret helps against fast dt's and 3gate void ray rushes a lot, which are strategies that have beaten me before.
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
December 28 2010 08:29 GMT
#215
On December 28 2010 12:56 Blyadischa wrote:
After using the opening expansions and doing variations of the build, I found that the build isn't safe enough (at least on the maps I play, I choose to play xelnaga caverns and delta quad, because I find backdoor rocks to be more of a problem than a non wall-in-able front with this build), and sacrificing early economy for some safety is worth it, because your economy will be crazy after it gets started up.

What I do now is 1 rax, cc, bunker, gas, 1 rax, 2 more bunkers, ebay, rax, then tech up, the gas on the expansions need to be taken earlier, and turret should be put between / a little ahead of 2 of the bunkers as soon as ebay is up.

This, although some what less, of a clean way to spend money and gets your tech up later, gets your bunkers filled up faster against 4gate (although your build already beats 4 gate rushes), gets you more marines against blink stalkers, and the turret helps against fast dt's and 3gate void ray rushes a lot, which are strategies that have beaten me before.


That works just fine I do a similar variation now where I go a quick 2 Rax with Tech+Reactor and do a 2Rax Stim Timing push with about 4 Marines + 4 Marauders while expanding behind that. I cut the bunkers unless I see they are going a 4 Gate or 3 Gate Robo push. This push can do a lot of damage and put you in a great position to transition to Banshee tech when they expect mass Bio and get Colossi. The risk is that if your push is held off without many losses, it leaves you open for a counter attack. I only use this build on maps with open naturals anyways....I have no problem holding off back door attacks ^_^

Good luck!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2010-12-31 22:51:24
December 31 2010 22:46 GMT
#216
Logged on friends account to smurf. Here's a game of me trying 4 port for the first time vs a 2800 #1 division toss player.

I'm smurfing on allbusiness

Even with shitty micro and god awful macro I was able to faceroll this guy, just fucking around lol.

[image loading]

enjoy

please note the funny 'all in terran noob' at the end as I floated my 3rd and 4th expos to land lol
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
antz0r
Profile Joined September 2010
Australia168 Posts
January 02 2011 05:02 GMT
#217
Thanks for shining the light again on 1 rax expand vs toss into both an early bio defence or 4port banshees. I was having a bit of trouble doing 1 base tech builds against toss but this seems to be very safe macro build since very few toss I've encountered are hitting me with anything substantial between the 5.00-6.45mark, and bunkers are ready for the 4wg timing in anycase.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
January 02 2011 05:04 GMT
#218
The new problem with toss is is it going to be a 3 gate robo push, a 2 gate robo expo, 1 gate expo, 4 gate, 3 gate VR (BIG TROUBLEEE!!!)

So many opens to choose from, and each one requires different unit set / aggression cycle, and they can hide so well >_<

I'm tired of losing to straight DT tech because I'm skurrred to run up the ramp due to sentries!
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
fearus
Profile Blog Joined December 2003
China2164 Posts
January 02 2011 07:29 GMT
#219
This really feels like a slight variation of the PoltPrime push except you have 2 of everything.
bisu fanboy
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
January 02 2011 14:08 GMT
#220
On January 02 2011 14:04 iAmJeffReY wrote:
The new problem with toss is is it going to be a 3 gate robo push, a 2 gate robo expo, 1 gate expo, 4 gate, 3 gate VR (BIG TROUBLEEE!!!)

So many opens to choose from, and each one requires different unit set / aggression cycle, and they can hide so well >_<

I'm tired of losing to straight DT tech because I'm skurrred to run up the ramp due to sentries!


You should know better than to not post reps when asking for help :D

I'm actually curious to see the 3 gate void ray, I saw the 2 gate star gate about 2 months ago and got rolled by it.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
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