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[G] PvT Overview - Page 4

Forum Index > StarCraft 2 Strategy
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Juzley
Profile Joined October 2010
United Kingdom13 Posts
April 13 2011 15:37 GMT
#61
The problem I sometimes have is determining the difference between a one-base all-in or just a late expansion. If I cut probes at 28 because he's not got an early CC, and then he keeps pumping SCVs and expands a bit later, I'm behind. Is there anything to look out for that is a definite indicator of 1-base play?
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 13 2011 17:00 GMT
#62
Build probes until your observer gets the scouting info you need, and then decide whether you should cut probes or not. Tbh 28 probes was just to put a number on it. Its not 100% accurate,
but your observer should be in his base around that time.
Valor is a poor substitute for numbers.
PourLaGloire
Profile Joined February 2011
United States376 Posts
April 13 2011 19:19 GMT
#63
This is incredible. Thank you!

Any chance someone could post a replay with the "cup" style forcefields (vs. the ~30 marine push)? I almost never go exclusively zealot/sentry, because I don't trust my FF micro. This would be a HUGE help.

Thank you!
Impaled
Profile Joined April 2011
United States7 Posts
April 13 2011 19:30 GMT
#64
Awesome, definitely bookmarking this as well. Very insightful, thank you!
\m/
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 02:16 GMT
#65
Just wondering.. how do you tech without being killed in the late-game with 3 bases?

Every time I try to tech to something else, I'm usually pressured so much that I cannot get those carriers/high templars out in time, and so I'm forced to keep producing my current tech (gates and robo) so I don't die.

And it takes so long to produce those carriers. If I produce them, I have to try to attack him and contain him so he gets scared and doesn't attack me.
us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Sweetness.751
Profile Joined April 2011
United States225 Posts
April 16 2011 04:22 GMT
#66
By far the most complete PvT guide I have ever ran across. And the VODs are very high quality examples of responses by expert players.

+5 haha

I also find that against bio the Terran is very weak till they have air (vikings). I try to exploit the Colossi range and Zealot spam as much as possible till that Starport arrives.

;-)
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
April 16 2011 04:37 GMT
#67
Was hoping this had a reliable way of stopping the early marine/scv allins. Damn I hate those. I guess I should switch to zealot sentry first and be a bit less greedy with chrono. Blah.

Excellent guide!
Yamulo
Profile Blog Joined October 2010
United States2096 Posts
April 16 2011 04:52 GMT
#68
Great post really like the flow chart and alot of the ideas and key notes of your scouting. For example i usually am pretty blind until i get my observers in his base (unless i do a stalker push) but i never really knew what to look for and i feel this kind of helps me utilize my scouting information so ty sir and good job on your post =D
~~~Liquid Fighting (SC2)~~~
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-16 09:04:24
April 16 2011 09:04 GMT
#69
On April 16 2011 11:16 iChau wrote:
Just wondering.. how do you tech without being killed in the late-game with 3 bases?

Every time I try to tech to something else, I'm usually pressured so much that I cannot get those carriers/high templars out in time, and so I'm forced to keep producing my current tech (gates and robo) so I don't die.

And it takes so long to produce those carriers. If I produce them, I have to try to attack him and contain him so he gets scared and doesn't attack me.


If you go templars you should warp some in the second templar archives finish and chrono stormtech non-stop. If you see him moving to your base, and you think that he's gonna hit you before you have storm out, make archons. They're pretty good

If you go phoenix timing pushes like this shouldn't be hard to hold. Even in small numbers phoenixes do well.
I like getting a second robo around the time I'm saturating my third. I feel like you need to be able to reinforce with colossi faster at that stage of the game.

Carriers are more for 4+bases, I only get them vs mech or when I have 6ish bases and a ridiculously high income. If he's going mech carriers are usually pretty safe, but if you see he's prepared for it chargelot/colossi/phoenix is probably better. You need like 5stargates and mass chrono to make carriers work, but once you get a high number of them any mech play will have a hard time.

Valor is a poor substitute for numbers.
Merany
Profile Blog Joined February 2011
France890 Posts
April 16 2011 09:25 GMT
#70
Thanks for this post, very helpful. PvT is by far my best match-up as well, the only thing that drives me crazy is the marine/scv all-in. You seem to say that it's hard to defend, my problem with it is that I never know how to scout it. Like I see 1 rax no gaz when the marine kill my scouting probe. How can I be sure 'in time" that it's not a FE ?
Anyway, thanks again
link0
Profile Joined March 2010
United States1071 Posts
April 16 2011 11:57 GMT
#71
Well well written post. I agree with most of the analysis.

Although, I do think it's completely fine to get carriers off 3 bases against Mech.
http://www.justin.tv/link0 - Gosu.Linko - http://www.facebook.com/link0
GinDo
Profile Blog Joined September 2010
3327 Posts
Last Edited: 2011-04-16 12:12:54
April 16 2011 12:11 GMT
#72
Very interesting indeed even as a Terran player. Your Mech Guide though i feel is a little off. You base it only off of slow Turtle Mech, but as of recent there are alot of Aggressive Mech styles that really on alot of Hellions to give the mech more mobility(There really strong 2 base 9 and 10min pushes). Also that Phoenixes are pretty useless against a competent Mech Terran who will a)Have early Marines for defense, and b) Have a Thor or two in the mix.
ⱩŦ ƑⱠẬ$Ħ / ƩǤ ɈƩẬƉØƝǤ [ɌȻ] / ȊṂ.ṂṼⱣ / ẬȻƩɌ.ȊƝƝØṼẬŦȊØƝ / ẬȻƩɌ.ϟȻẬɌⱠƩŦŦ ϟⱠẬɎƩɌϟ ȻⱠẬƝ
iChau
Profile Joined December 2010
United States1210 Posts
April 16 2011 16:44 GMT
#73
Your all-ins guide is really helpful! I never thought of cutting probes, sacing the expansion or canceling it, and getting stargate + robo on 1 base. I thought it would kill me, but when I tried, I was surprised.

Like you said, you just need to stop it and you win. Doesn't matter if you have an extra tech building on 1 base.

I lost to battlecruisers, by the way, and I was surprised.

Without a replay, what would you do? I had phoenixes/void rays/zealots/stalkers/immortals vs thors/siege tanks/marines/battle cruisers/banshees.

us.battle.net/sc2/en/profile/1688911/1/SaniShahin/ | http://teamenvy.net/
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
Last Edited: 2011-04-16 17:28:02
April 16 2011 16:46 GMT
#74
Although, I do think it's completely fine to get carriers off 3 bases against Mech.


Yea vs mech it's doable.

Your Mech Guide though i feel is a little off. You base it only off of slow Turtle Mech, but as of recent there are alot of Aggressive Mech styles that really on alot of Hellions to give the mech more mobility(There really strong 2 base 9 and 10min pushes). Also that Phoenixes are pretty useless against a competent Mech Terran who will a)Have early Marines for defense, and b) Have a Thor or two in the mix.


I haven't played against an agressive mech yet, and I don't think it's possible to play very agressive with mech. Usually I can deal with a 9-10min mech push because hellions don't do that much against anything except zealots and tank numbers will be low. The game of nani on scrap station shows that you can hold a push with colossi/immortal/gateway.

I don't see how ten marines left from the early game make phoenixes off 3bases worthless. Also thors are only good if your phoenixes clump up, so with some micro it's fine. You'll need either phoenixes or stalkers to deal with vikings, stalkers are pretty vulnerable to tanks so I think phoenixes are a pretty good choice. If you control the air you will almost always beat mech. Tank/hellion/ghost/viking can beat any ground, so an air (preferably carrier) switch is absolutely necessary.

I lost to battlecruisers, by the way, and I was surprised.

Without a replay, what would you do? I had phoenixes/void rays/zealots/stalkers/immortals vs thors/siege tanks/marines/battle cruisers/banshees.


Carriers I guess, but it's hard to say because there are so many factors that have to be considered at that stage of the game. Like I said above, you eventually need them because after a while the mech army can take any ground. I usually win before that. Blink/colossi harass is so deadly and I can usually win the big fights because of my superior economy.
Valor is a poor substitute for numbers.
Tianx
Profile Blog Joined October 2008
United States1196 Posts
April 17 2011 00:40 GMT
#75
This is an amazing guide. Even though I'm Terran, I learned a heckuva lot about what I was doing wrong in this matchup, thanks for writing it up!
Intrigue: "as i've said to many others your troubles in life may be directly correlated to your dirty protoss icon"
Vequeth
Profile Blog Joined April 2009
United Kingdom1116 Posts
April 17 2011 05:10 GMT
#76
Do you have a higher quality image of that flowchart?
Aspiring British Caster / Masters Protoss
IzieBoy
Profile Blog Joined November 2010
United States865 Posts
April 17 2011 05:55 GMT
#77
it's all about the marine medivac and then a sneaky transition....
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
creamwolf
Profile Joined September 2010
United States48 Posts
April 17 2011 06:26 GMT
#78
Arcanefrost :D, i miss you from DoW2. Anyway, great job on the guide. You've improved my anti mech play which i was clueless about, and some nice responses to the difficult all ins. Thanks so much!
i ez ur shit
ImSkeptical
Profile Blog Joined April 2010
Australia51 Posts
April 17 2011 06:35 GMT
#79
Out of curiosity, what do you feel yourself having the most trouble with as protoss in terms of early/midgame transitions by terran? Not counting any kind of all in timing pushes.
EG is a great example
Arcanefrost
Profile Blog Joined August 2010
Belgium1257 Posts
April 17 2011 11:23 GMT
#80
Thanks for this post, very helpful. PvT is by far my best match-up as well, the only thing that drives me crazy is the marine/scv all-in. You seem to say that it's hard to defend, my problem with it is that I never know how to scout it. Like I see 1 rax no gaz when the marine kill my scouting probe. How can I be sure 'in time" that it's not a FE ?


A delayed orbital is a big tell, also an unusualy high marine count or marines moving out early on are pretty big indicators of marine/scv allins. I usually check his natural/third for hidden raxes with my initial scouting probe, sometimes you get lucky.

Do you have a higher quality image of that flowchart?


Afraid not.

Out of curiosity, what do you feel yourself having the most trouble with as protoss in terms of early/midgame transitions by terran? Not counting any kind of all in timing pushes.


I personally struggle the most against mid/lategame drops. They drop multiple places at once and try to snipe a nexus with another part of their army, really tough
Valor is a poor substitute for numbers.
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