What do you think Is the best counter to Void Rays as Terran? I've been having a lot of trouble with them recently.
http://www.sc2replayed.com/replays/121987-1v1-terran-protoss-delta-quadrant#rd:dna
(I'm wallyballs)
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wallyballs
United States2 Posts
What do you think Is the best counter to Void Rays as Terran? I've been having a lot of trouble with them recently. http://www.sc2replayed.com/replays/121987-1v1-terran-protoss-delta-quadrant#rd:dna (I'm wallyballs) | ||
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Meldrath
United States620 Posts
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Soluhwin
United States1287 Posts
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wallyballs
United States2 Posts
I did look around a bit for a topic that dealt specifically with the issue and perhaps I should have posted a response there. I am new to this forum and will make sure to keep my posts relevant and in the right place in future. | ||
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Randomaccount#128098
United States411 Posts
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Zadien
Canada77 Posts
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Tynan
Canada111 Posts
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statez
Australia101 Posts
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statez
Australia101 Posts
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sadyque
Romania251 Posts
. You lost 4 landed vikings at your gold. You sent the rest of your vikings in waves . After you lost all your vikings you wasted a stim on your rines and you attacked in a really bad position. At the last battle you had 56 rines vs 25 voidrays.... | ||
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threesxmafia
United States131 Posts
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iAmJeffReY
United States4262 Posts
Rush in, stim, and lay out a few EMPs. Never go without ghosts in TvP, as they are the baneling of TvP. You alwayyyys need em. | ||
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-FoX
United States479 Posts
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FeyFey
Germany10114 Posts
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Eeryck
United States184 Posts
Your second push also you had enough army to kill him but you waited around and sac'd your vikings by landing them at the expo. Then had to fall back. But the biggest problem is that your build order is out of sync. It cuts workers early to get those barracks up on 11 and 13. Optimizing your early build will give you a lot more units earlier. You were at 40 food at 8.5 minutes, you could have had that much army at 6.5 minutes. If you had more army earlier you could have bust down those cannons quite easily once stim was up and it would have been GG from there. He econ cheesed for 12 minutes then made only VR out of 5 starports. Any reasonable pressure would have given you a free win. You were keeping your minerals low early game but it was artificially low because you did not have constant worker production. Try the following BO while still keeping minerals low: 10supply 12rax 13gas 15orbital 15marine 16supply 16scv 17barracks then continue on with what else you were doing but never stop making SCVs. For a benchmark if you were to go 3-rax, 2-tech and 1-reactor you can have over 50 food at the 7-minute mark. With that much food so early you can easily push out and go kill your opponent at the silver level. | ||
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Flaunt
New Zealand784 Posts
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henreiman
United States407 Posts
3 gate VR into mass VR Forge + cannon wall-in into pumping VRs The first is much harder than the second. What I've taken to is getting my first rax, one marine from that rax, then tech lab it and get marauders/conc shell. I add on two more rax, put a reactor on one and tech lab on the other, get stim. Pretty normal 3 rax MM composition but a little more versatile against protoss and really helps defend the early zealot pushes once the marauder gets out (there is a slight timing window so if you scout a C-boosted zealot I would suggest throwing up a bunker and pumping rines). Anyways, with that composition you should easily be able to hold off a 3 warp VR push and expand. The build is pretty flexible too, for instance you can push and kite with the early marauders just to put a bit of pressure on. The second is easy to deal with, in my opinion. The second you scout the forge going up and you don't see a cannon cheese, it's most likely VR push or some sort of weird cannon-defended expo. Simply scout the expo and use a scan, then start pumping marines. Even with the previously mentioned quick tech lab 3rax it's easy to get out stim and marines fast enough to deal w/ as many VRs as a one base protoss can build. My favorite way to end the game is throw down an ebay and two or three turrets, build an expo just in case, then take my force to their base (which is usually guarded by 3 cannons and a few zealots). Maul your way in and GG. If not, expand, get some tanks and vikings, and contain. Finally, if it turns into late game and they are massing VRs on multiple bases as a tech switch, well....you're probably screwed already. T simply cannot let P get to mid or late game without having a nice advantange, our tech cannot keep up. If you get into some sort of dire situation where they are massing VRs as a last all out push the best possible unit comp is mass marine (full ups hopefully) with some vikings. Don't let the VRs charge up. And if you get VR + Collosi death ball, well...you're probably screwed at that point. | ||
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Bonesy
United States101 Posts
Your scv count was super low. He just turtled and made tons of VR's. You could have taken the whole map and built tons of whatever you want that hits a VR and won that way. I guess bad luck on the grounded vikings, but you lost more than 4. That hurt quite a bit. You were very late in upgrading the vikings. At one point you even had vehicle upgrading. You had the right idea later by going dual armory. Ghosts would work as suggested but marine/viking should have been easly enough. Bottom line is your macro was woefully short of what it needed to be. Had you just macroed up properly it would have been no contest. | ||
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gcoin
United States89 Posts
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