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Hello everyone.
I got several questions to the people here at teamliquid. I've been struggling alot against PvT and stopped playing to ask several hard and easy questions. As a 2600 master, i have no clue.
The first question that I got is this; What timing attacks does Protoss have against terran?
The second question; When do I attack the terran?
From my understanding, terran has the huge advantage the entire game long. Due to the fact that they can pull scvs at all times without losing too much of their economy they always manage to defend an attack. So when is it a good time to attack? Do I ever attack the terran? Terran like bunkers and ravens and has scvs. So I always stay away from their base, and always try to attack after a successfully defending a terran attack, after having atleast 2 bases.
The third question; When is a good time to expand?
This isn't as obvious as you might think. Generally a good time to expand is before your first observer has reached the opponents base. However that might result in cancel due to terran all-in attacks. But that aside, I always try go for the feeling of "terran is expanding now, as should I.". In PvZ, 6.00-6.30 is a good general note that you can have to keep in mind to expand. What are these times with terran?
The forth question; How should you properly deal with hellions?
Hellions are quick and if they aren't dealt with they do terrible terrible damage. They don't even have to be in such huge numbers. Should I rely on stalkers? But that draws away armys from my "main army". These drops usually comes with this sort of poking with the main army. Also, on a map like metalopolis, hellion run bys are easy to do on your third and quite hard to deal with. Should you place cannons or still rely on stalkers on these locations? what should I do?
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Against hellions, put stalkers and collosi on hold position by your mineral lines, then when it's time to move out replace them with cannons so you're not sacrificing your army.
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On January 29 2011 20:31 413X wrote: The forth question; How should you properly deal with hellions?
Hellions are quick and if they aren't dealt with they do terrible terrible damage. They don't even have to be in such huge numbers. Should I rely on stalkers? But that draws away armys from my "main army". These drops usually comes with this sort of poking with the main army. Also, on a map like metalopolis, hellion run bys are easy to do on your third and quite hard to deal with. Should you place cannons or still rely on stalkers on these locations? what should I do?
When getting spread out more, you should definitely put down some cannons, cause your army is not that mobile to defend everything at once. The cannons buy you time to warp in a few stalkers to deal with hellion harrass or if he attempts an attack until your main army is there.
If he's going for fast blue-flame-hellion drop (1base vs 1base), I'd suggest relying on stalkers (given the case you scouted it), because your army is mobile enough to defend you, because you are just on one base.
If he attacks while harrassing you (as you mentioned), some of his money (Blueflame Research, Medivac, Hellions) will not be in his army. Instead he has blue-flame-hellions to harrass. So I would say that just pulling away a few stalkers won't really change the situation dramatically. Neither won't warping in some stalkers (which i would prefer over pulling away stalkers) do.
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Ur on crack 
Timing push is always welcome with 3gate robo and 4gate. Just time it with 2 immortals, that should be around the timing when he moves out with his expand if he do normal expand. Then you just contain and put up your own EXP. and use FF like a mofo. =)
But seriusly i cant see how u can have any problem. If u just survive the first 10 minuters its GG because terran cant win. (If he plays bio). If he dont u should attack him earlier
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Timing pushes? 4 gate and 3 gate robo with a few immortals.
From my understanding, terran has the huge advantage the entire game long
Not sure if serious.. For every 5 minutes that pass in a TvP/Z game the terran's chances of winning diminish greatly. You don't have to attack a terran until you've got a deathball of collosi or templar. Really, protoss are so absurdly much stronger in the lategame if you keep adding collosi.
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On January 29 2011 21:29 EmilA wrote:Timing pushes? 4 gate and 3 gate robo with a few immortals. Not sure if serious.. For every 5 minutes that pass in a TvP/Z game the terran's chances of winning diminish greatly. You don't have to attack a terran until you've got a deathball of collosi or templar. Really, protoss are so absurdly much stronger in the lategame if you keep adding collosi.
This isn't entirely true. Protoss gets stronger, but the terran has the entire game on weakning him by drops. Also, the strongest component that "makes them really powerful" is storm. Which decreases their efficiency when ghosts comes into play. But the thing is with the protoss army is that "sure they might always win if in a 200/200 battle." But "how do I stay alive for 20 minuts into the game without dying?".
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Don't attack the Terran, the pressure is on him pretty much (unless you are one of those ppl constantly 4gating or 3gate immo pushing).
There are some timings ofc where the T is really vulnerable, when you have like 5 Colos and he doesn't have a double digit viking count yet but that probably wont happen against a good opponent. For expanding, there's the 1gate FE (tho most Ts are catching up to that so I wouldn't recommend you doing that on every map/position, quite safe on cross LT/Meta/Shakuras), 3Gate mass sentry expand(MC style), or one gate robo expo, if you obs scout 3 rax cancel expo and mass up.
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I think some people here are overestimating Protoss. Colossi are great, and even if you spam Vikings to take them down, chances are the bio army will die faster. So... stop throwing bio viking at the death ball! It should be no big surprise that Tech 1 units won't carry Terran through the entire game.
Try using more Phoenix in your defense. It doesn't take many to be well proofed against medivac drops. Besides directly chasing down the drop ships and killing them (something that is seriously undervalued), a small Phoenix squadron can handle most medivac compositions on their own. They can come in handy later for killing tanks and Ghosts.
If you watched the latest Day9 daily (#249), you'll notice that Kiwikaki built large numbers of gateways for seemingly no reason. Then two major Zerg attacks came, and they were stuck on the gateways. There's no way to reach the probes! Build your base in a similar fashion. Block off access to your probes, and you'll only have to guard the small access points, instead of your entire base.
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Everything depends on your build. I dont think protoss has any std timing attacks. For example if you take 1gate fastexpand and your opponent also expand and attacks at the same time. You defend it with forcefield and didnt lose any units and killed half of terrans army, you can go counter attack with 5-6 gates and mostly stalker sentry army and kill him with forcefields. Best way to deal with SCVs are zealots, if you dont have sentries you should go more zealots than stalkers, i usually do 4 stalkers and then zealots if i have small armysize. And i focus marauders with stalkers.
Other build i like to do is getting 1 gate 1 robo and quite fast colo, i expand when i start building robo bay so i get colossus to defend my expansion. If i see my opponent going for expansion and late starport, so i can attack with 2 colossus and mostly zealots because opponent doesnt have many viking 0-4 usually which i can snipe with few stalkers.
I have learned that you should get very early expansion or expansion when you have colossus else you cant defend the expansion and its autolose. And this is for std games. Obviously there are cases where you can expand because you have contained your opponent to his base or something like that.
Hellions shouldnt be big problem, if you already have third you should invest some minerals to build some few cannons.
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