• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:27
CEST 04:27
KST 11:27
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915
Community News
Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon100Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10Official StarCraft website teases new content ahead of BlizzCon?179Stellar Fest TWO the Moon (Dec 16-20)9
StarCraft 2
General
Balance hotfix patch 5.0.16b (July 16) The Death of Cheese: From a Professional Cheeser SC4ALL II: StarCraft 2 Player Announcement 8/8 Yamato Cup Series StarCraft open world shooter announced at BlizzCon
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall KSL Week #92
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 543 Enhanced Defenses The PondCast: SC2 News & Results Mutation # 542 The Ascended Mutation # 541 Binary Choice
Brood War
General
Bot on ladder New 3v3 BGH Ladder (and more) on ShieldBattery! Syncronization issues and can't find games Remastered crash fix suggestions BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[ASL22] Ro16 Group D [BSL23] SM: Ret vs TerrOr - bo7 - Sunday 9pm CEST [ASL22] Ro16 Group C [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation Game Theory for Starcraft
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread Canadian Politics Mega-thread Post Your Watch!
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
[meme] I finally understa…
LUCKY_NOOB
Virtual Romance, Real-Life C…
TrAiDoS
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8304 users

The Protoss Help Me Thread - Page 58

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 56 57 58 59 60 432 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
Fivt
Profile Joined May 2010
Netherlands31 Posts
September 16 2011 14:39 GMT
#1141
Well, you are ahead, so just continue, or rather, start over a new build. Make 2 gates and some zealots, near the cannon, to prevent zergling attack. Zerg HAS to macro to come back, so they won't have that many lings. When you have sufficient zealots, go expand and make a new wall. Cannon up and scout zerg isn't allining you with roaches. If they are, make some more cannons.
Sodaplay111
Profile Joined December 2010
United States41 Posts
September 16 2011 16:53 GMT
#1142
Thanks for all the earlyer responses about the mother ship!
to expand on that... how does one USE the mothership affectivly? i mean there is no more archon toilet it just seems like a gigantic arbiter with 1 big stasis field.
The Question is not "Who let the cat out of the bag?" The real question is "Who put the cat IN the bag!?"
maasai_
Profile Joined August 2011
United States27 Posts
September 16 2011 16:59 GMT
#1143
On September 16 2011 16:43 Anihc wrote:
Your issue is not an army comp issue, trust me. There is no magical composition or ratio that will automatically give you the advantage against mmm ghost viking. If anything, as I was trying to say in my previous post, you want to be heavy in 1 unit. If you go zealot/archon, you want very few sentries (i.e. 1 or 2, only for GS), a small group of stalkers if any at all, all your gas on archons, and the rest on zealots. If you go colossus, then you want as few stalkers as possible but enough to protect from vikings, and the rest on zealots. A few archons mixed in will also help. Again in late game, you only need 1 or 2 sentries.

You just can't expect to 1a a deathball into mmm viking ghost and win, there are many micro and engagement skills you have to work on to win these battles. For example, if you go zealot/archon, try separating your army into 2 separate ones and see if you can flank the army. If you go colossus/stalker/zealot, focus fire down the vikings. Or, pull back your zealots and just a move with the colossus/stalker. This way the terran can't kite and kill off your zealots while your colossus aren't even attacking. Only when he gets in range to hit your colossus with his bio then do you attack with your zealots. If you use HT, spread them out. Try putting them in warp prisms. Have a forward HT trying to snipe ghosts with feedback. If he's spotting with vikings or a small group of bio, protect with blink stalkers. You shouldn't be storming your own zealots, aim behind the terran army or on top of it. Too far away you say? Well pull back your zealots and let him chase you, then storm.


O-k, that's what I was looking for when I meant "ratio", the 'heavy in 1 unit'. Thank you. That was my best attempt at beating the mm ghost viking, but it still doesn't feel the least bit cost effective. Stim kiting is just too effective against pure zealot for me to see it as completely viable against an opponent exceptionally skilled in kiting.

I did the army split until I met opponents who weren't bad in their decision making and scouting. It works wonders until Terran realizes they can viking spot/scan your army constantly. Once an army is split, all they need to do is force an engagement on half your army while your other half is out of position to absolutely rofllolstomp you. Archon/zealot isn't exactly the most mobile unit composition in the world. I had some success with bait&lure traps, where I'd fake split and hide half my army nearby until an engagement is forced on one half, which is retreated while the second half comes from the rear and then sandwiches the force, which was probably the best exchange I've gotten. However, that's simply not reliable enough for every engagement, especially if the Terran is ample with his scouting and spots the position of both your armies.

In the Col/stalker/zealot scenario, assuming the Terran isn't stupid he'll keep retreating his bio while sniping Collossus with Vikings (I'm talking ~15 vikings to 1shot Col). 9range>6range, and blinking to snipe off those Vikings means an EMP and lots of lost stalkers with minimal viking losses. (Can't you tell i've tried this terrible idea? )

I do spread out my HTs, warp prism play is RISKY with vikings on the field, especially if the Terran ever sees the Warp Prism with his scans. I don't understand your reasoning behind "don't storm your zealots"...I'm not, but no Terran is going to stand in a storm, they kite out of it and zealots follow. The retreat, storm behind, and then engage is a good idea, though. I hadn't thought of how effective that could be, but I'm still worried about being able to get off enough storms with so many ghosts on the field. Feedback is hard versus cloaked ghosts when a Terran is again ample enough with scans to prevent obs from hanging around.

I feel like all these suggestions rely on the Terran making a mistake in the engagement, though, because the amount of control available to me in these engagements is comparatively small.
meow~
Teoita
Profile Blog Joined January 2011
Italy12248 Posts
September 16 2011 21:05 GMT
#1144
On September 17 2011 01:53 Sodaplay111 wrote:
Thanks for all the earlyer responses about the mother ship!
to expand on that... how does one USE the mothership affectivly? i mean there is no more archon toilet it just seems like a gigantic arbiter with 1 big stasis field.


Only regarding colossus wars: when his colossi come out of the vortex they are clumped, while yours will be spread (as in, vortex his army and then spread yours out); this means that your army's positioning will be much, much better and you will definitely win the battle assuming you are both maxed.
Note that this is only in 200/200 vs 200/200 mass colossi battles; i like to save the last 8 supply for a mothership.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
QTIP.
Profile Blog Joined January 2011
United States2113 Posts
Last Edited: 2011-09-16 21:21:54
September 16 2011 21:21 GMT
#1145
On September 17 2011 01:53 Sodaplay111 wrote:
Thanks for all the earlyer responses about the mother ship!
to expand on that... how does one USE the mothership affectivly? i mean there is no more archon toilet it just seems like a gigantic arbiter with 1 big stasis field.


Use Vortex vs Brood Lords. It makes engaging the Zerg army 100 times easier without Broods. Kiwi popularized this. It's really good.
"Trash Micro but Win. Its Marin." - Min Chul
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-09-16 22:20:13
September 16 2011 22:19 GMT
#1146
On September 17 2011 01:59 maasai_ wrote:
Show nested quote +
On September 16 2011 16:43 Anihc wrote:
Your issue is not an army comp issue, trust me. There is no magical composition or ratio that will automatically give you the advantage against mmm ghost viking. If anything, as I was trying to say in my previous post, you want to be heavy in 1 unit. If you go zealot/archon, you want very few sentries (i.e. 1 or 2, only for GS), a small group of stalkers if any at all, all your gas on archons, and the rest on zealots. If you go colossus, then you want as few stalkers as possible but enough to protect from vikings, and the rest on zealots. A few archons mixed in will also help. Again in late game, you only need 1 or 2 sentries.

You just can't expect to 1a a deathball into mmm viking ghost and win, there are many micro and engagement skills you have to work on to win these battles. For example, if you go zealot/archon, try separating your army into 2 separate ones and see if you can flank the army. If you go colossus/stalker/zealot, focus fire down the vikings. Or, pull back your zealots and just a move with the colossus/stalker. This way the terran can't kite and kill off your zealots while your colossus aren't even attacking. Only when he gets in range to hit your colossus with his bio then do you attack with your zealots. If you use HT, spread them out. Try putting them in warp prisms. Have a forward HT trying to snipe ghosts with feedback. If he's spotting with vikings or a small group of bio, protect with blink stalkers. You shouldn't be storming your own zealots, aim behind the terran army or on top of it. Too far away you say? Well pull back your zealots and let him chase you, then storm.


O-k, that's what I was looking for when I meant "ratio", the 'heavy in 1 unit'. Thank you. That was my best attempt at beating the mm ghost viking, but it still doesn't feel the least bit cost effective. Stim kiting is just too effective against pure zealot for me to see it as completely viable against an opponent exceptionally skilled in kiting.

I did the army split until I met opponents who weren't bad in their decision making and scouting. It works wonders until Terran realizes they can viking spot/scan your army constantly. Once an army is split, all they need to do is force an engagement on half your army while your other half is out of position to absolutely rofllolstomp you. Archon/zealot isn't exactly the most mobile unit composition in the world. I had some success with bait&lure traps, where I'd fake split and hide half my army nearby until an engagement is forced on one half, which is retreated while the second half comes from the rear and then sandwiches the force, which was probably the best exchange I've gotten. However, that's simply not reliable enough for every engagement, especially if the Terran is ample with his scouting and spots the position of both your armies.

In the Col/stalker/zealot scenario, assuming the Terran isn't stupid he'll keep retreating his bio while sniping Collossus with Vikings (I'm talking ~15 vikings to 1shot Col). 9range>6range, and blinking to snipe off those Vikings means an EMP and lots of lost stalkers with minimal viking losses. (Can't you tell i've tried this terrible idea? )

I do spread out my HTs, warp prism play is RISKY with vikings on the field, especially if the Terran ever sees the Warp Prism with his scans. I don't understand your reasoning behind "don't storm your zealots"...I'm not, but no Terran is going to stand in a storm, they kite out of it and zealots follow. The retreat, storm behind, and then engage is a good idea, though. I hadn't thought of how effective that could be, but I'm still worried about being able to get off enough storms with so many ghosts on the field. Feedback is hard versus cloaked ghosts when a Terran is again ample enough with scans to prevent obs from hanging around.

I feel like all these suggestions rely on the Terran making a mistake in the engagement, though, because the amount of control available to me in these engagements is comparatively small.


Just FYI, every piece of advice I ever give on these forums is applicable at the highest level of play, unless otherwise noted. I never give theorycrafted answers, they all come from direct personal experience and/or from watching other top level players.

You don't need to wait for your opponent to make mistakes, you can always improve your own play and army control.
Rohan
Profile Joined March 2011
United Kingdom83 Posts
September 16 2011 22:34 GMT
#1147
1. On a small map, or close positions on Shattered, or whatever:

How do you hold off a marine/SCV all in? Generally opening with 13 gate, gas, core, gas, gate and then transitioning from there into my standard build.

I usually try and harrass/delay the push coming cross map with my Stalker, but typically I can't get the sentry out in time. Even if I do, it seems like he just wanders into my base scott free.

In other words, I guess, am I doing the wrong thing by not getting a Sentry first close positions? I usually go stalker, and skip the zealot vs a 2 rax...but maybe my thought process is wrong?

2. What does everyone build out of their gateways while waiting for WG to finish in PvT?
maasai_
Profile Joined August 2011
United States27 Posts
September 16 2011 23:46 GMT
#1148
On September 17 2011 07:19 Anihc wrote:
Just FYI, every piece of advice I ever give on these forums is applicable at the highest level of play, unless otherwise noted. I never give theorycrafted answers, they all come from direct personal experience and/or from watching other top level players.

You don't need to wait for your opponent to make mistakes, you can always improve your own play and army control.


Well thank you for your advice, then. I will try what you have suggested.
meow~
rsvp
Profile Blog Joined January 2006
United States2266 Posts
September 16 2011 23:53 GMT
#1149
On September 17 2011 07:34 Rohan wrote:
1. On a small map, or close positions on Shattered, or whatever:

How do you hold off a marine/SCV all in? Generally opening with 13 gate, gas, core, gas, gate and then transitioning from there into my standard build.

I usually try and harrass/delay the push coming cross map with my Stalker, but typically I can't get the sentry out in time. Even if I do, it seems like he just wanders into my base scott free.

In other words, I guess, am I doing the wrong thing by not getting a Sentry first close positions? I usually go stalker, and skip the zealot vs a 2 rax...but maybe my thought process is wrong?

2. What does everyone build out of their gateways while waiting for WG to finish in PvT?


IMO sentry is bad against marine/scv all-in. Not skipping the zealot also helps. I chrono stalkers out of gateway and I generally don't have many problems against marine/scv all-in.
xlava
Profile Blog Joined March 2011
United States676 Posts
September 17 2011 01:09 GMT
#1150
On September 17 2011 08:53 Anihc wrote:
Show nested quote +
On September 17 2011 07:34 Rohan wrote:
1. On a small map, or close positions on Shattered, or whatever:

How do you hold off a marine/SCV all in? Generally opening with 13 gate, gas, core, gas, gate and then transitioning from there into my standard build.

I usually try and harrass/delay the push coming cross map with my Stalker, but typically I can't get the sentry out in time. Even if I do, it seems like he just wanders into my base scott free.

In other words, I guess, am I doing the wrong thing by not getting a Sentry first close positions? I usually go stalker, and skip the zealot vs a 2 rax...but maybe my thought process is wrong?

2. What does everyone build out of their gateways while waiting for WG to finish in PvT?


IMO sentry is bad against marine/scv all-in. Not skipping the zealot also helps. I chrono stalkers out of gateway and I generally don't have many problems against marine/scv all-in.


Yeah I completely agree. I've trashed a marine all in with pure chronoed stalkers after a zealot off a 1 gate expand. You have to micro like CRAZY and snipe marines. Kite them and pull probes, you should be fine if you do that. The sentry just doesn't do enough dps to be usefully in a situation like that.

PvT I always 1 gate expand, so its 1 zealot and as many stalkers as I can chrono until WG finishes. If I decided to 3gate expand, you skip the zealot, get 1 stalker and 2 sentries.
Tachion
Profile Blog Joined May 2010
Canada8573 Posts
Last Edited: 2011-09-17 10:19:25
September 17 2011 10:19 GMT
#1151
Hihi, I'm a masters Z/T player who wants to try to learn P as well. I generally just copy builds used by pros the best I can. Who's the best Protoss to steal builds from in each match-up? Preferably one with safer/more reliable/consistent openings(makes the learning process easier).
i was driving down the road this november eve and spotted a hitchhiker walking down the street. i pulled over and saw that it was only a tree. i uprooted it and put it in my trunk. do trees like marshmallow peeps? cause that's all i have and will have.
AlmightyRaiden
Profile Blog Joined September 2011
Mexico59 Posts
September 17 2011 12:28 GMT
#1152
Hi, just came across a game vs Terran where the opponent was defensive and only Thor as unit, i threw at him 3 maxed armies with no luck, the thor wouldn't go down.. I had zealot+charge, colossi, some void rays and stalker all tech maxed out on 5 bases, tried to transition to more immortals later on but still no luck, what is the best option to counter that?
So frustrating when someone just sits all game and waits for an attack, very difficult to brake.
"That's just unfortunate" -EGIdrA-
AlmightyRaiden
Profile Blog Joined September 2011
Mexico59 Posts
September 17 2011 12:36 GMT
#1153
@Tachion look at WhiteRa games, he usually does fairly standard openings and then transitions into some inspirational gameplay!
"That's just unfortunate" -EGIdrA-
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-09-17 15:05:31
September 17 2011 15:03 GMT
#1154
On September 17 2011 19:19 Tachion wrote:
Hihi, I'm a masters Z/T player who wants to try to learn P as well. I generally just copy builds used by pros the best I can. Who's the best Protoss to steal builds from in each match-up? Preferably one with safer/more reliable/consistent openings(makes the learning process easier).


This is actually a really hard question as most protosses at the top tend to play rather gimmicky or risky right now. I think any solid builds would be good to learn first disregarding whalt player uses it.

PvT: 1gate expand
PvZ: forge expand
PvP: 3gate robo

Not everyone will agree with me but these are kind of standard macro builds. As for players you can get a lot more info on western players such as HuK, Tyler or White-ra.

On September 17 2011 21:28 AlmightyRaiden wrote:
Hi, just came across a game vs Terran where the opponent was defensive and only Thor as unit, i threw at him 3 maxed armies with no luck, the thor wouldn't go down.. I had zealot+charge, colossi, some void rays and stalker all tech maxed out on 5 bases, tried to transition to more immortals later on but still no luck, what is the best option to counter that?
So frustrating when someone just sits all game and waits for an attack, very difficult to brake.


If you could have anything... I think an army of mothership void ray carrier immortal would be nice against mass thors. Void rays and immortals should just destroy them, carriers because they are awesome if he gets other units and mothership is always good to have if you have the opportunity.
I am Latedi.
monk
Profile Blog Joined May 2009
United States8477 Posts
September 17 2011 15:07 GMT
#1155
On September 18 2011 00:03 Latedi wrote:
Show nested quote +
On September 17 2011 19:19 Tachion wrote:
Hihi, I'm a masters Z/T player who wants to try to learn P as well. I generally just copy builds used by pros the best I can. Who's the best Protoss to steal builds from in each match-up? Preferably one with safer/more reliable/consistent openings(makes the learning process easier).


This is actually a really hard question as most protosses at the top tend to play rather gimmicky or risky right now. I think any solid builds would be good to learn first disregarding whalt player uses it.

PvT: 1gate expand
PvZ: forge expand
PvP: 3gate robo

Not everyone will agree with me but these are kind of standard macro builds. As for players you can get a lot more info on western players such as HuK, Tyler or White-ra.


Stop suggesting 3 gate robo for PvP. We've had this discussion before and what most people call 3 gate robo doesn't work.
Moderator
yang.aus
Profile Joined June 2008
Australia104 Posts
September 17 2011 15:29 GMT
#1156
I faced a marine/scv allin a few days ago where the terran built bunkers in my base. I am still puzzled on how to deal with it, the marines kept my stalkers away from the bunkers long enough for them to go up... Anybody have any experience on dealing with it? I generally deal with marine/scv allins by kiting inside my base until I have a sufficient stalker count to deal it but with only 1-2 stalkers I don't see a way to kill it without massive probe losses.
HuK's biggest fan<3
monk
Profile Blog Joined May 2009
United States8477 Posts
September 17 2011 15:33 GMT
#1157
On September 18 2011 00:29 flashbacK wrote:
I faced a marine/scv allin a few days ago where the terran built bunkers in my base. I am still puzzled on how to deal with it, the marines kept my stalkers away from the bunkers long enough for them to go up... Anybody have any experience on dealing with it? I generally deal with marine/scv allins by kiting inside my base until I have a sufficient stalker count to deal it but with only 1-2 stalkers I don't see a way to kill it without massive probe losses.


Generally, you're supposed to kite his marines all the way from his base. However, we probably need a replay to give more/better advice, as the situation you're describing is unclear. There's lots of variations of marine/scv/bunker.
Moderator
Huntz
Profile Joined July 2011
164 Posts
September 17 2011 15:59 GMT
#1158
If you go colossus, then you want as few stalkers as possible but enough to protect from vikings, and the rest on zealots


I read this, and thought the terran can just kite your zealots for free... then i read this:

If you go colossus/stalker/zealot, focus fire down the vikings. Or, pull back your zealots and just a move with the colossus/stalker. This way the terran can't kite and kill off your zealots while your colossus aren't even attacking. Only when he gets in range to hit your colossus with his bio then do you attack with your zealots.


Which clears things up a bit but I still don't really understand the point of the zealots. I guess you need a mineral dump but once you engage won't the terran just start kiting, back to the original problem?

Are the zealots meant to be used solely as meat shields, kept near the stalkers to draw fire but not actually attack to keep the MMM in range, and as another way to keep the MMM from running in close and sniping collo?
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-09-17 16:10:47
September 17 2011 16:01 GMT
#1159
On September 18 2011 00:07 4kmonk wrote:
Show nested quote +
On September 18 2011 00:03 Latedi wrote:
On September 17 2011 19:19 Tachion wrote:
Hihi, I'm a masters Z/T player who wants to try to learn P as well. I generally just copy builds used by pros the best I can. Who's the best Protoss to steal builds from in each match-up? Preferably one with safer/more reliable/consistent openings(makes the learning process easier).


This is actually a really hard question as most protosses at the top tend to play rather gimmicky or risky right now. I think any solid builds would be good to learn first disregarding whalt player uses it.

PvT: 1gate expand
PvZ: forge expand
PvP: 3gate robo

Not everyone will agree with me but these are kind of standard macro builds. As for players you can get a lot more info on western players such as HuK, Tyler or White-ra.


Stop suggesting 3 gate robo for PvP. We've had this discussion before and what most people call 3 gate robo doesn't work.


Yes we had a discussion and no, we don't agree with each other.

Tachion: try 3stalker rush, it's safe against 4gate and transitions into anything.

On September 18 2011 00:59 Huntz wrote:
Show nested quote +
If you go colossus, then you want as few stalkers as possible but enough to protect from vikings, and the rest on zealots


I read this, and thought the terran can just kite your zealots for free... then i read this:

Show nested quote +
If you go colossus/stalker/zealot, focus fire down the vikings. Or, pull back your zealots and just a move with the colossus/stalker. This way the terran can't kite and kill off your zealots while your colossus aren't even attacking. Only when he gets in range to hit your colossus with his bio then do you attack with your zealots.


Which clears things up a bit but I still don't really understand the point of the zealots. I guess you need a mineral dump but once you engage won't the terran just start kiting, back to the original problem?

Are the zealots meant to be used solely as meat shields, kept near the stalkers to draw fire but not actually attack to keep the MMM in range, and as another way to keep the MMM from running in close and sniping collo?


The zealots are great if they are not kited, you can accomplish this by not letting them charge ahead of your army. I think a good technique would be to deactivate/active charge but i have never tried this out and this is merely a theory. The result is that terran can not engage you without taking damage from the colossi, and if he does you engage with the zealots. I hope I answered your question.
I am Latedi.
yang.aus
Profile Joined June 2008
Australia104 Posts
September 17 2011 16:14 GMT
#1160
On September 18 2011 00:33 4kmonk wrote:
Show nested quote +
On September 18 2011 00:29 flashbacK wrote:
I faced a marine/scv allin a few days ago where the terran built bunkers in my base. I am still puzzled on how to deal with it, the marines kept my stalkers away from the bunkers long enough for them to go up... Anybody have any experience on dealing with it? I generally deal with marine/scv allins by kiting inside my base until I have a sufficient stalker count to deal it but with only 1-2 stalkers I don't see a way to kill it without massive probe losses.


Generally, you're supposed to kite his marines all the way from his base. However, we probably need a replay to give more/better advice, as the situation you're describing is unclear. There's lots of variations of marine/scv/bunker.


I'll have a hunt for the replay. It was a 3 rax with a delayed orbital pushing out with 8+ marines and 10+ SCVs. As I said I can hold off these allins but there's only so much damage to can do from his base to yours and I couldn't see a way to stop multiple bunkers going up.
HuK's biggest fan<3
Prev 1 56 57 58 59 60 432 Next
Please log in or register to reply.
Live Events Refresh
Replay Cast
00:00
ISSL Monthly #1 - Day 2
CranKy Ducklings86
LiquipediaDiscussion
The PiG Daily
21:45
Best Games of SC
herO vs Solar
PiGStarcraft530
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft530
WinterStarcraft334
RuFF_SC2 178
PiLiPiLi 27
StarCraft: Brood War
NaDa 56
Dota 2
monkeys_forever1186
NeuroSwarm183
League of Legends
Doublelift4039
Other Games
summit1g10055
JimRising 539
C9.Mang0529
XaKoH 164
Mew2King112
ViBE102
Livibee81
Organizations
Other Games
gamesdonequick1804
[ Show 14 non-featured ]
StarCraft 2
• Hupsaiya 83
• davetesta15
• Sammyuel 8
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• Pr0nogo 5
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Stunt237
Other Games
• Scarra1044
Upcoming Events
GSL
8h 33m
AI Arena Tournament
14h 33m
Replay Cast
21h 33m
GSL
1d 8h
Shopify Rebellion Sundays
1d 12h
Spirit vs Mixu
BSL
1d 16h
Ret vs TerrOr
Replay Cast
1d 21h
Afreeca Starleague
2 days
Shine vs Rush
WardiTV Weekly
2 days
Monday Night Weeklies
2 days
[ Show More ]
Sparkling Tuna Cup
3 days
Afreeca Starleague
3 days
Light vs EffOrt
PiGosaur Cup
3 days
Kung Fu Cup
4 days
The PondCast
5 days
Replay Cast
5 days
Liquipedia Results

Completed

KCM Race Survival 2026 Season 3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
SC4ALL II: Brood War
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.