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[G] Standard Play Part 2: PvT Colossus Pushing - Page 6

Forum Index > StarCraft 2 Strategy
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brainpower
Profile Joined September 2010
United States233 Posts
June 30 2011 13:43 GMT
#101
On June 30 2011 21:33 Absilom wrote:
Wow.... thank you so much for this guide. I've been getting destroyed lately in PvT and only being silver I'm not exactly sure where to start with trying to improve my play. After looking through this and posting this build on my desk I feel a lot better about it.

One thing I was wondering though, would it be a good idea to work pheonixs (preferably only about 6-7) into your army composition? I was wondering if they would be good to negate the drop harass since they could chase down the Medivacs, plus having them for Viking late game.....

Like i said still silver and I haven't actually tried this yet because I'm still at work but just wondering if something like that would be viable.

Phoenix, colossus, gateway is certainly a good composition on 3 bases, but it really cuts into either your upgrades or colossus numbers compared to blink stalkers. Just 4 phoenix and a stargate is as much gas as your 3/3 ups. Also, drop harass is only as dangerous as you let it be. Every medivac he makes is a viking not picking off your colossus, so its important to keep up the pressure and keep his viking count low so he doesn't have the time to doom drop you. Also, consider making your 2nd robo a bit earlier, and using it to get an extra observer or two. Between observers, good pylon spread, and good map awareness, there is no reason you shouldn't be able to deal with drops without phoenix until you are in the super late game on 5+ base.
iStarKraft
Profile Joined March 2011
United Kingdom79 Posts
July 04 2011 21:05 GMT
#102
Hello there, I've been trying to learn the 'greedy' version of your PvT Standard Play guide (that is, fast tech to colossi AND go for double forge). I was wondering how my army composition should look, as I end up with (when testing in YABOT) 4 sentries, 11 stalkers, my 5 colossi and 32 zealots. I can hardly afford the stalkers that I DO get along with double upgrades and colossi.

Also, I was wondering if you were aware of this 'overview' of PvT, done by Arcanefrost. I am in platinum league and am struggling to beat enough diamond players to move up. I am unsure of how applicable Arcanefrost's overview is to me. Should I stick with only the 2 Gate Robo opening for now, regardless of scouting, or should I work on the alternative openings, based on what I scout (they include 1 Gate Expo and 3 Gate Expo) and attempt to digest all of the information in his thread on how to react to which builds the terran is doing? (Or should I only aim to learn the overall ways to react to things like mech or marauders, rather than specific openings, just sticking with 2 Gate Robo in all situations?)

Thank-you in advance for your time, I apologise if my questions seem odd or dumb. Thanks also for these AWESOME guides for Standard Play. I find it so difficult to find guides for builds that aren't gimmicky or outdated. So, thank-you. <3
"So yeah... you've got to scout, or you'll get raped." - XaoZ
iamke55
Profile Blog Joined April 2004
United States2806 Posts
July 04 2011 21:45 GMT
#103
That army composition looks a bit light a stalkers. Trying building the expansion assimilators earlier. If you do want to keep that army composition though, you need to be getting charge instead of blink.

In lower leagues, you can get away with going 2 gate robo every game. In fact, you should do that so you can focus on improving your mechanics and scouting. But once you face high master and grand master players, you will need some kind of 1 gate expo on larger maps to deal with Terran's no gas expo build.
During practice session, I discovered very good build against zerg. -Bisu[Shield]
MoreConfidence
Profile Joined August 2010
2 Posts
July 05 2011 04:53 GMT
#104
If I've scouted tanks with the observer, what's a good follow up?
Demonous
Profile Joined February 2011
United States2 Posts
July 05 2011 05:31 GMT
#105
Immortals, chargelots
Hmm... I think I can counter that. ZERG RUSH
bubblegumbo
Profile Blog Joined July 2008
Taiwan1296 Posts
Last Edited: 2011-07-05 15:43:05
July 05 2011 15:42 GMT
#106
I have a question regarding the lessening popularity of Collosus usage at many top level tournaments matches, why is this the case? Specifically I mean the TvP matches with PoltPrime and ST_Bomber constantly winning, even players like MC seems to be too intimidated to go collosus but opt to use high templar + mass gateway units.
They basically win in a straight forward manner using BioBall and ghosts, is it because Korean Terrans have learned the aggressive timings to exploit Collosus oriented playstyles in the past 2 months?
"I honestly think that whoever invented toilet paper is a genius. For man to survive, they need toilet paper!"- Nal_rA
iStarKraft
Profile Joined March 2011
United Kingdom79 Posts
July 05 2011 16:32 GMT
#107
On July 05 2011 06:45 iamke55 wrote:
That army composition looks a bit light a stalkers. Trying building the expansion assimilators earlier. If you do want to keep that army composition though, you need to be getting charge instead of blink.

In lower leagues, you can get away with going 2 gate robo every game. In fact, you should do that so you can focus on improving your mechanics and scouting. But once you face high master and grand master players, you will need some kind of 1 gate expo on larger maps to deal with Terran's no gas expo build.


Thank-you so much, even more so for the swift reply. <3
"So yeah... you've got to scout, or you'll get raped." - XaoZ
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
Last Edited: 2011-07-05 17:26:38
July 05 2011 17:19 GMT
#108
On July 06 2011 00:42 bubblegumbo wrote:
I have a question regarding the lessening popularity of Collosus usage at many top level tournaments matches, why is this the case? Specifically I mean the TvP matches with PoltPrime and ST_Bomber constantly winning, even players like MC seems to be too intimidated to go collosus but opt to use high templar + mass gateway units.
They basically win in a straight forward manner using BioBall and ghosts, is it because Korean Terrans have learned the aggressive timings to exploit Collosus oriented playstyles in the past 2 months?

couple reasons
1) the timing as you're getting the colossi out is fairly awkward. It costs 500/400 to get out a non-range colossi, 700/600 for a ranged one (that's 4 zealots plus SIX sentries!). That's a pretty significant unit hit when you're on 1base/1base+ a bit of a second, and Terrans learned to exploit that window.
2) with Terrans learning you can build more than one starport, and you can upgrade ship weapons, Terrans now get to a point of one-shotting colossi very quickly. Colossi that get one-shotted are...not very good...

Point 2 means that the timing window where Colossi are really powerful is very, very small. So, the risks of going collosus early have increased, and the rewards have diminished.

The gateway style is less fragile, a more gradual tech investment, and it forces the Terran to tech far and wide to counter it - they need both medivacs (to kite properly) and a decent number of ghosts (or they get lolfielded+stormed). By the time they have those, you can add on colossi much more safely, as the investment cost is small relative to your income (usually on 3base by then).

Oh I forgot another one. Robo openings have decreased greatly in popularity because they're generally too defensive. Obviously it's easier to transition to a gateway style from 3gate expand or whatever.
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