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TvP Phoenix/Colossus - Page 2

Forum Index > StarCraft 2 Strategy
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Xanatoss
Profile Joined May 2010
Germany539 Posts
Last Edited: 2011-01-12 16:17:52
January 12 2011 16:17 GMT
#21
I dont think so aswell. My point was, that you produce Vikings anyways against Colossi+Phoenixes so Voidrays are not even a concern.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
joeschmo
Profile Joined January 2011
United States167 Posts
January 12 2011 16:23 GMT
#22
if i were toss i'd definetly include phoenix just for medivacs
DougJDempsey
Profile Joined April 2010
747 Posts
January 12 2011 16:26 GMT
#23
On January 13 2011 00:38 SONofaGUN wrote:
Kite the zealots and stay out of the range of the colossi b/c the only thing that can shoot up in that composition is the phoenix and they just suck against armored units. Focus the colossi first and then once they're gone, take down the zeals and have your vikings move onto the phoenixes. After the zeals are gone, have your marines help out with anti air


.... Such theorycrafting. Vikings happen to have 0 armor so phoenix still does fairly well against them.
adrift
Profile Joined August 2010
192 Posts
Last Edited: 2011-01-12 17:56:51
January 12 2011 17:53 GMT
#24
ghost marauder viking

try to emp the sentries. focus the vikings on the collosus don't let them sit there shooting phoenixes

once his collosus are dead you can kite his zealot heavy army all day. use emp on the sentries/stalkers and phoenixes if you have enough ghosts

also try to force battles whenever you have a good position. trading your bio for his army is fine as long as all the collosus die. its a lot faster for you to reproduce your bio ball than for him to get his collosus count back up
Whitewing
Profile Joined October 2010
United States7483 Posts
January 12 2011 18:00 GMT
#25
Short answer: Don't stick with the MMM+viking mix past mid-game.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Allred
Profile Joined November 2010
United States352 Posts
Last Edited: 2011-01-12 18:08:37
January 12 2011 18:08 GMT
#26

as a toss player i really like pheonix first not because it contains the terran player but everytime i kill a mule=270 minerals= i kill 2 and the pheonix are pretty much paid for also most terran players either don't react enough or over react with either 2 many marines or turrets not to mention that i don't have to have an observer as much cause i don't need the scouting intel from it and pheonix kill banshee play with good micro- even if my base is vulnerable force field can buy a lot of time
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
JustProbes
Profile Joined November 2010
United States28 Posts
January 12 2011 18:09 GMT
#27
yesterday i saw drewbie play against ddoro where ddoro did a mass phoenix colossus build and the game was like an hour long. drewbie ended up winning. his build was marine tank ghost early and added air units late game, bcs, raven, viking. he emp'd his own bcs to so they could not get feedbacked
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2011-01-12 18:48:07
January 12 2011 18:47 GMT
#28
Well, OP talked about his opponent using zealots as meatshields, but what about stalkers ? Phoenixes do less DPS against armored than stalkers do (resp. 9.1 and 9.7) and are gas heavier, so if the P is putting all his gas into colossi/phoenixes vikings shouldn't be much more threatened (and it actually makes air armor quite interesting against this mix).
They're better against raven composition though, since their double attack with a shorter cooldown drain PDDs real fast, but I don't think it was the main idea of the mix.

I would feel more threatened by phoenixes late game, as T tends to produce less marines and more marauders because of colossi/storms, while during the early/mid-game when marines still fare quite well you can use them in your ball to cover your vikings.


Is OP speaking about a build, or more of an army composition? Phoenixes/colossi is quite gas heavy, and chargeless zealots are somewhat easy to kite, so I guess he's speaking about a lategame composition, when it's not unusual to have robo, twilight council and stargates up. I'd guess putting pressure on the protoss to force him to spend gas could help, but then again, T already had to pressure and harass P pre-patch,so it's not like this would seem an original piece of advice.
Cant take LMS hipsters serious.
tuestresfat
Profile Joined December 2010
2555 Posts
January 12 2011 20:06 GMT
#29
maybe you shouldn't go MMM all the freaken time then.
Penatronic
Profile Joined October 2010
150 Posts
January 12 2011 20:21 GMT
#30
On January 13 2011 03:00 Whitewing wrote:
Short answer: Don't stick with the MMM+viking mix past mid-game.


T1-2 army loses to mixed t1-3 army?!?! No way! !!!!!11!!!!!!

If he's adding another unit to the mix to counter you, why not add another unit to your mix to counter the counter?
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2011-01-12 20:37:30
January 12 2011 20:35 GMT
#31
That may be, though I'm quite not certain, due to the fact that we'd rather not start thinking in terms of "this counters that" blindfully?
Seriously enough, instead of being all slick and snarky, perhaps you might take the time to actually consider that OP's willing to discuss about the ways to combat that mix/build (? Don't know yet.), and not about how not to combat said mix? Those posts are about as relevant to the topic as "Don't try hellions" in a thread addressing VR builds.
Cant take LMS hipsters serious.
Sadist
Profile Blog Joined October 2002
United States7326 Posts
January 12 2011 20:46 GMT
#32
On January 13 2011 05:06 tuestresfat wrote:
maybe you shouldn't go MMM all the freaken time then.



-_-

really?
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
xciLe
Profile Joined October 2010
Norway213 Posts
January 12 2011 20:48 GMT
#33
i dont think its gonna change to much, you can just EMP the phoenix and they cant lift and vikings kinda kill phoenix. so i dont think its gonna be so harsh. its harder in ZvP
Protoss OP
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-01-12 20:59:48
January 12 2011 20:57 GMT
#34
i believe terran against toss should start skipping the starport and even start skipping stim / concussive against toss

save that gas for faster thors and then siege tanks

get siege tanks and thors with marine backup. siege tanks do very well against zeals, thors cost 50/50 more than a voidray and do more damage to ground units, long range air attack against pheonix, and if the toss went voidrays he cannot have much collossi so you pump more thors instead of tanks and go marine/thor against the toss

if the toss got collossi AND void ray he cant have too many voids so you go tank thor marine and let the thors and tanks be in front and marines behind to attack the void rays. tanks have a ton of range so if voidrays try to attack you have thors and marines shooting the voids and if collossi try to get in range to fight the marines the tanks take shots


lategame you get one starport, dont even put an addon on it, and get 1-2 medivacs JUST to heal your bio.
Sadist
Profile Blog Joined October 2002
United States7326 Posts
Last Edited: 2011-01-12 21:01:47
January 12 2011 21:01 GMT
#35
On January 13 2011 05:57 roymarthyup wrote:
i believe terran against toss should start skipping the starport and even start skipping stim / concussive against toss

save that gas for faster thors and then siege tanks

get siege tanks and thors with marine backup. siege tanks do very well against zeals, thors cost 50/50 more than a voidray and do more damage to ground units, long range air attack against pheonix, and if the toss went voidrays he cannot have much collossi so you pump more thors instead of tanks and go marine/thor against the toss

if the toss got collossi AND void ray he cant have too many voids so you go tank thor marine and let the thors and tanks be in front and marines behind to attack the void rays. tanks have a ton of range so if voidrays try to attack you have thors and marines shooting the voids and if collossi try to get in range to fight the marines the tanks take shots


lategame you get one starport, dont even put an addon on it, and get 1-2 medivacs JUST to heal your bio.



???????????????

No they dont. They are horrible vs zealots
How do you go from where you are to where you want to be? I think you have to have an enthusiasm for life. You have to have a dream, a goal and you have to be willing to work for it. Jim Valvano
4Servy
Profile Joined August 2008
Netherlands1542 Posts
January 12 2011 21:08 GMT
#36
the advice given in the SC2 section is just behind bad, tanks vs collo/phoenix/zealot whats next? Helions to counter collosus?
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
January 12 2011 21:12 GMT
#37
On January 13 2011 01:26 Digamma wrote:
Show nested quote +
On January 13 2011 00:38 SONofaGUN wrote:
Kite the zealots and stay out of the range of the colossi b/c the only thing that can shoot up in that composition is the phoenix and they just suck against armored units. Focus the colossi first and then once they're gone, take down the zeals and have your vikings move onto the phoenixes. After the zeals are gone, have your marines help out with anti air


.... Such theorycrafting. Vikings happen to have 0 armor so phoenix still does fairly well against them.


yea..its not that bad of an idea but its far from realistic in the heat of battle. phoenix also do not suck against viking.

as for myself im still working on this..
Hyren
Profile Blog Joined June 2010
United States817 Posts
January 12 2011 21:14 GMT
#38
On January 13 2011 05:21 Penatronic wrote:
Show nested quote +
On January 13 2011 03:00 Whitewing wrote:
Short answer: Don't stick with the MMM+viking mix past mid-game.


T1-2 army loses to mixed t1-3 army?!?! No way! !!!!!11!!!!!!

If he's adding another unit to the mix to counter you, why not add another unit to your mix to counter the counter?

Erm wat? Medivacs and Vikings are tier 3 -_-'
Power-tripping mod for Trump's stream
Hane
Profile Joined November 2010
France210 Posts
January 12 2011 21:22 GMT
#39
On January 13 2011 06:14 Hyren wrote:
Erm wat? Medivacs and Vikings are tier 3 -_-'

you can't compare tech medivac and tech colossus man.
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-01-12 21:54:27
January 12 2011 21:48 GMT
#40
On January 13 2011 06:01 Sadist wrote:
Show nested quote +
On January 13 2011 05:57 roymarthyup wrote:
i believe terran against toss should start skipping the starport and even start skipping stim / concussive against toss

save that gas for faster thors and then siege tanks

get siege tanks and thors with marine backup. siege tanks do very well against zeals, thors cost 50/50 more than a voidray and do more damage to ground units, long range air attack against pheonix, and if the toss went voidrays he cannot have much collossi so you pump more thors instead of tanks and go marine/thor against the toss

if the toss got collossi AND void ray he cant have too many voids so you go tank thor marine and let the thors and tanks be in front and marines behind to attack the void rays. tanks have a ton of range so if voidrays try to attack you have thors and marines shooting the voids and if collossi try to get in range to fight the marines the tanks take shots


lategame you get one starport, dont even put an addon on it, and get 1-2 medivacs JUST to heal your bio.



???????????????

No they dont. They are horrible vs zealots


siege tanks are good against zealots/collossi because if you look at the income of 2base terran and 2base toss

2base terran gets 1700 minerals / 500 gas a minute
2base toss gets 1500 minerals / 500 gas a minute

i gave the terran 200/min on 2base bonus from mule, but mule actually provides more bonus than 200 but i will call it just 200 because the toss has chrono to even things out and the terran has to lose mining when he makes buildings

lets say 3 minutes of income

4500 minerals and 1500 gas for the toss
5100 minerals 1500 gas for the terran




lets make the buildings.. hmm

3 rax 3 reactor for marines = 600/150
3 factory 3 techlab for thors and tanks = 600/375
armory = 150/100
siege tech = 100/100
combat shields = 100/100
stim 100/100
starport 150/100 (just for 2 medivacs to heal marines)
strike cannons = 150/150
total = 1950 / 1175


6 warpgates for zealots = 900
warpgate upgrade = 50/50
1 stargate = 150/150
2 robo = 400/200
1 robo bay = 200/200
collossi range = 200/200
twilight = 150/100
charge = 200/200
cybercore = 150
total = 2400 / 1100




((i dont count 150 cost of orbital in this equation because orbital is like a super SCV macro mechanic of the terran. Orbital costs as much as 3 scv's and takes as long as 2 scv's to build and a mule is as good as 6 scv's. So an orbital is just bonus income and its there to compete with chronoboost. chronoboost doesnt give more income after bases are saturated but mule does))


so it costs the toss more to get set up. but thats not the only factor
Chronoboost is probably better than the mule mechanic early game and terrans are forced to lose mining time with building scv's while toss does not lose mining time. But mule gives an extra income after mineral saturation AND terran is alot cheaper to get started into midgame strength so i would say this is a slight income advantage for terran so thats why i counted terran as having 200 more income per minute in my original income statements



looking at the numbers it seems pretty equal and even for both races to start up their midgame power. . In this scenario the toss would probably go voidray(or pheonix) / collossi / zealot or probably just pure zealot/collossi because the terran has no air

the terran goes marine / siege tank / thor with 1 or 2 medivacs to heal stim.


lets just form an army with the income i listed




2base terran gets 1700 minerals / 500 gas a minute
2base toss gets 1500 minerals / 500 gas a minute

4500 minerals and 1500 gas for the toss
5100 minerals 1500 gas for the terran


4 thor = 1200/800
2 medivac = 200/200
4 siegetank = 600/500
62 marines = 3100
total = 5100 / 1500 / 100 food


6 collossi = 1800/1200
3 pheonix = 450/300
23 zealots = 2300
total = 4550/1500 / 88 food


because terran army costs 12 more food that means you must take away 2 marines to pay for a depot, bringing it down to 60 marines 98food plus a depot. that means its 88food vs 90food. We can reduce the terran by 1 marine again and i think that makes it a good comparison 88vs89 because i gave the toss 50 more minerals for that 23rd zealot




so you have 4 thor 2 medivac 4siegetank 59marines VS 6collossi 3pheonix 23zealots

23 zealots will get absolutely shredded in seconds so fast to stimmed marine fire from 59 marines plus 4tanks and 4collossi. I should test these two armies in combat but my gut feeling is the zealots will die way faster than the marines in a pure Amove scenario
the pheonix will be able to lift off the tanks but marine micro to just focus the pheonix really quick with thors and marines should kill the pheonix really fast which helps counter the liftoff

theres many factors but i think the terran wins. I actually thought of a cool idea, collossi move faster than thors and collossi have RANGE9 and strike cannons is RANGE7 so that means if you micro back collossi you can always avoid strike cannons

however i think after the zealots get shredded by charge, a good strategy is to load up your thors into medivacs and medviacs are faster than collossi so you actually might wanna drop your thors in order to strike cannon the collossi
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