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Active: 1996 users

TvP Phoenix/Colossus - Page 3

Forum Index > StarCraft 2 Strategy
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CryMore
Profile Joined March 2010
United States497 Posts
January 12 2011 21:55 GMT
#41
The counter to this composition is still marines, marauders, medivacs and vikings. However, you can't blindly 1-a into it or you will get crushed. You need to:

1) Focus fire the Phoenix with your marines when they engage your vikings.

2) Attack the collosi with your vikings.

3) Chase the collosi with your marauders so they can't shoot your marines.

Hotkeys: Full-army, Vikings, Marines, Marauders + Medivacs
"What wins? 3-base Protoss or 2-base Zerg?" "1-base Terran"
Sadist
Profile Blog Joined October 2002
United States7328 Posts
January 12 2011 21:58 GMT
#42
marine is terrible vs colossus and 6 colossus will absolutely shit on that composition lol

your "59 marines" are basically worthless with colossus out there not to mention how immobile your army is.

Im done with you
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
Touch
Profile Joined August 2010
Canada475 Posts
Last Edited: 2011-01-12 22:03:48
January 12 2011 22:01 GMT
#43
cArn- already gave the best possible advice in page one. Read it, if your actually here for a purpose.

The rest of you morons, who didn't read my full post (only advice wanted from Masters/2.8k+ Diamond), should stop giving crappy advice.

Also, Zealots/Colossus/Phoenix CANNOT be kited. It simply cannot. When you run back, your army will automatically assume a ball shape, allowing a single Colossus hit to rip your junk apart. Every stop you make to shoot a volley, 5 Colossus respond in equal.

The hotkey thing is quite possible tho, it's sound in theory but I think any ball of Marines will evaporate to a couple volleys from the Colossus, if they can even reach the Phoenix without getting blocked by Zealots.

Sieg
roymarthyup
Profile Joined April 2010
1442 Posts
Last Edited: 2011-01-12 22:05:42
January 12 2011 22:04 GMT
#44
On January 13 2011 06:58 Sadist wrote:
marine is terrible vs colossus and 6 colossus will absolutely shit on that composition lol

your "59 marines" are basically worthless with colossus out there not to mention how immobile your army is.

Im done with you


i honestly am just theorycrafting and i abmit i dont really know anything


but i would like to test it out


i could create a custom map with 4 thor 2 medivac 4siegetank 59marines VS 6collossi 3pheonix 23zealots and we could play that map a couple times to see what wins
would u wanna try that out in a few days or something?


i honestly am trying to find a good combo to beat collossi terran and i dunno what it could be


my hunch is the terran wins but he has to micro it correctly.
pak150
Profile Joined September 2010
United States531 Posts
January 12 2011 22:04 GMT
#45
One or two PDDs would help in soaking up phoenix fire and giving your vikings extra time to focus down the colossi.
Penatronic
Profile Joined October 2010
150 Posts
January 12 2011 22:25 GMT
#46
On January 13 2011 06:14 Hyren wrote:
Show nested quote +
On January 13 2011 05:21 Penatronic wrote:
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 -_-'


Sorry for the massive snarkey-ness of my first post.

Medi/Viking may be "t3" but it's Terran t3... Rax---> factory ---> starport is 450/200?

Gate--> cyber ---> robo---> colossus den is something like 700/300 + much more time to reach.

Terran tech is just laughably easy to get to, especially when you compare it to the Zerg tech tree.

Go straight 2 rax ---> bc in a 4v4 and you'll laugh your ass off.
iChau
Profile Joined December 2010
United States1210 Posts
January 12 2011 22:46 GMT
#47
On January 13 2011 07:25 Penatronic wrote:
Show nested quote +
On January 13 2011 06:14 Hyren wrote:
On January 13 2011 05:21 Penatronic wrote:
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 -_-'


Sorry for the massive snarkey-ness of my first post.

Medi/Viking may be "t3" but it's Terran t3... Rax---> factory ---> starport is 450/200?

Gate--> cyber ---> robo---> colossus den is something like 700/300 + much more time to reach.

Terran tech is just laughably easy to get to, especially when you compare it to the Zerg tech tree.

Go straight 2 rax ---> bc in a 4v4 and you'll laugh your ass off.


xD Colossus den.

Medivacs and vikings don't actually feel like t3 despite being so like the replier said. It's too easy to get them and tech-switch if you feel like it compared to throwing down another tech building per unit.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Alaric
Profile Joined November 2009
France45622 Posts
Last Edited: 2011-01-12 23:09:26
January 12 2011 23:08 GMT
#48
On January 13 2011 06:48 roymarthyup wrote:
[A lot of stuff, really. Sadly... ]


... you're theorycrafting, and that's not what is needed here.

One problem I see with adding thors though (apart from satisfying OP to the point that he basically called all but one of us morons) is the reduced mobility of the army, while phoenix on the contrary add some harassment possibilities for the protoss.
They are also quite a good choice in that they'll be able to patrol drop routes effectively, reducing the amount of pressure a Terran can deal in the hands of a good Protoss.

To be honest I'm not really expecting thors to have a lot of success, except in case of focus fire from the phoenixes. Well, that means they can be a deterrent for gravitron beam, which is not bad at all, but... I just can't help but think they'll be helpful, but not much more than that.
Do you suggest it based upon testing/experience, cArn-? As I haven't run into mass phoenix play still, I wouldn't be against some feedback about how well do thors fare, actually.

Also, OP (yep, you, Touch) still didn't say if he is talking about a lategame army composition, or an earlier style of play. Did you run into builds tailored about getting that composition from midgame onwards?


I'm more of a banshee user myself, and even though I don't think them to be weaker now in direct confrontation (well, cloak and obs sniping is still "advised", of course), they don't have an unlimited supply of energy and I'm more concerned about early phoenix play that would disrupt you with harass while you move on the map. I don't think I'll be able to use them lategame if there are phoenixes, what with colossi/storms not making marines an option.
Cant take LMS hipsters serious.
Robellicose
Profile Blog Joined October 2010
England245 Posts
January 13 2011 00:04 GMT
#49
Thors are pretty handy. 255mm is very good against my colossi, and phoenix tend to group up and let thors eat them for breakfast. Just have to be careful against Void Rays, now that they do the 20% extra vs. Thors.
Portentious and Pretentious
tuestresfat
Profile Joined December 2010
2555 Posts
January 13 2011 00:19 GMT
#50
On January 13 2011 07:01 Touch wrote:The rest of you morons, who didn't read my full post (only advice wanted from Masters/2.8k+ Diamond), should stop giving crappy advice.

As much as I understand your frustration that there are a lot of jokers on the liquid forums, I'm not sure being a condescending asshole is the best way to go about remedying this problem.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
January 13 2011 00:38 GMT
#51
mass vikings is the answer really. Vikings do fine vs phoenix and are especially great if you can get such numbers that you can 1 hit the colossi. In big battles always make sure to fire the colossi first and try to keep your bio a bit back in the meanwhile (so you don't trade your bio for his colossi too much).
1 or 2 thors mixed in your army is alright to potentially keep the vikings above but is not strictly needed. It's much more important to just MASS those vikings (2 starport reactor at least later on perhaps even 3). Air armor upgrades are also critical, as it cuts down the phoenix damage ALOT, 1-0 phoenix do well vs vikings but 0-1 vikings beat 1-0 phoenix, if you get your vikings/medivacs 0-2 it gets even better (toss can't get 2-0 phoenix without the rediculously expensive fleet beacon).

Harass should be easy to stop with your marines, it might be neccesary to play a bit more defensive then normal but in the end terran will win quite easily if toss keeps phoenix massing like this.
Touch
Profile Joined August 2010
Canada475 Posts
Last Edited: 2011-01-13 02:48:04
January 13 2011 02:45 GMT
#52
On January 13 2011 09:19 tuestresfat wrote:
Show nested quote +
On January 13 2011 07:01 Touch wrote:The rest of you morons, who didn't read my full post (only advice wanted from Masters/2.8k+ Diamond), should stop giving crappy advice.

As much as I understand your frustration that there are a lot of jokers on the liquid forums, I'm not sure being a condescending asshole is the best way to go about remedying this problem.
You just took the cake, most useless post in this thread yet. If there's a condescending asshole anywhere, your it.

Responding to previous posts, I'm talking about a 2 base (3rd base on the way) game stage, around the 13ish minute mark, where both armies are nearly maxed / looking to trade supplies to make HT/Ghosts for the late game.

I haven't been able to face this build in the last 15 games I've played today, but Thors still seem like the most logical solution. While they aren't too great for DPS, when the Phoenix bunch up against the VIkings, they should melt fast under the Thor fire. If the Phoenix retreat, the Vikings can capitalize.
Sieg
terranuapart
Profile Joined December 2010
Canada67 Posts
January 13 2011 02:52 GMT
#53
dont be a complete moron and a move into there army so that ur vikings attack the phoenix. you ll have no army left by the time the vikings kill all the collosi + phoenix. ff the collosus with your vikings. theres your "master league" answer but i think a bronze player should be able to tell u that
tuestresfat
Profile Joined December 2010
2555 Posts
January 13 2011 05:22 GMT
#54
On January 13 2011 11:45 Touch wrote:
Show nested quote +
On January 13 2011 09:19 tuestresfat wrote:
On January 13 2011 07:01 Touch wrote:The rest of you morons, who didn't read my full post (only advice wanted from Masters/2.8k+ Diamond), should stop giving crappy advice.

As much as I understand your frustration that there are a lot of jokers on the liquid forums, I'm not sure being a condescending asshole is the best way to go about remedying this problem.
You just took the cake, most useless post in this thread yet. If there's a condescending asshole anywhere, your it.

you should probably read every post you qq'ed in. want me to quote them for you?
but thanks for proving my point regardless.

p.s. you're*
Conrose
Profile Joined October 2010
437 Posts
January 13 2011 06:16 GMT
#55
On January 13 2011 11:52 terranuapart wrote:
dont be a complete moron and a move into there army so that ur vikings attack the phoenix. you ll have no army left by the time the vikings kill all the collosi + phoenix. ff the collosus with your vikings. theres your "master league" answer but i think a bronze player should be able to tell u that


You don't keep your marines/Hellions in engagement range of the Colossi while your Vikings are fighting the Phoenix/Sniping Colossi. The Phoenix/Colossi build is so gas heavy that stalkers will be low in number if even present. Thors have a huge AA-Range so they can support the Vikings from well beyond the Colossi range, if they move the Colossi forward to engage the Thors, they risk being insta-gibbed by the Viking Ball before even getting a shot. trying to move Zealots forward to engage the Thors makes them vulnerable to the Marine or Hellion Ball. Really in Viking/Thor/Marine vs Phoenix/Colossi/Zealot, the Terran player gets to decide the dimensions of the battle due to the huge AA ranges of Vikings and Thors vs the short ranges of the Phoenix.
QQmonster
Profile Joined September 2010
Canada240 Posts
January 13 2011 06:18 GMT
#56
Viking +1 armor upgrade is actually superior than +1 attack upgrade when it comes to fighting phoenixes, it makes a significant difference ( I don't have the exact numbers up my sleeve but have tested it in the unit tester map).

You don't REALLY need +1 air damage to kill collosi, since vikings already do absurd AA damage from good range, but keeping them alive longer so they can get more shots in on the collosi is very effective.

So, basically, get +1 air armor and focus the collosi and emp the phoenix as someone else has already stated in the thread if you have stuff you don't want to be lifted.
EX-top 10 guildwars player yeye XD
Butterz
Profile Blog Joined December 2010
688 Posts
January 13 2011 06:24 GMT
#57
Same things going on for me ... TvP i feel like is auto loss for terran .. those colosus storms and phoenix dunno what to do .. protoss can counter everything
2.5 diamond here http://sc2ranks.com/eu/1461169/MvP
i contacted blizzard for support and asking to nerf toss a little b4 everyone leaves terran
Silmakuoppaanikinko
Profile Joined November 2010
799 Posts
January 13 2011 06:32 GMT
#58
Get some thors in it I would say. MMMV isn't always the answer you know, the composition you speak of simply counters it, especially if they get some forcefields... on which thors can step.

I don't know, but as a Protoss player, when I see thors I quickly switch the starports to void ray and the robo bays to immortals. I know I'll never beat it with colossus/viking, which is indeed a solid composition I often use.
Workers and town centres are the ultimate counter to turtles.
JeanLuc
Profile Joined September 2010
Canada377 Posts
January 13 2011 06:45 GMT
#59
Toss will need at least two bases to do this build. If he techs up too greedily (for instance staying on only 2 warpgates for too long ), terran should really be able to punch through with an 11 minute push and do significant damage. However I can see how in late game toss will be able to transition from a macrobased collosus build into this a lot faster than before. However by that time in the game terran can tech up to heavy starport play, raven banshee and viking off of 4 ports. I see this as a good army composition which is similarly gas heavy and should be viable around the same time phoenix collosus is viable for toss (remember ofc that if toss tries to race up the tech tree too quickly he is begging for decapitation by 11 minute push tech push)

Oh yeah and terran = the 111 race. 1/1/1 is glorious, use that shit.

If you can't find it within yourself to stand up and tell the truth-- you don't deserve to wear that uniform
giuocob
Profile Joined July 2010
United States149 Posts
January 13 2011 07:00 GMT
#60
On January 13 2011 15:24 Butterz wrote:
Same things going on for me ... TvP i feel like is auto loss for terran .. those colosus storms and phoenix dunno what to do .. protoss can counter everything
2.5 diamond here http://sc2ranks.com/eu/1461169/MvP
i contacted blizzard for support and asking to nerf toss a little b4 everyone leaves terran

You are the reason people look down on terran players at times.
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