• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 01:33
CEST 07:33
KST 14:33
  • 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] Ro24 Preview: Summer's End6Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7
Community News
Weekly Cups (August 10-16): SHIN doubles2GSTL Returns in 2026!44Weekly Cups (Aug 3-9): Protoss get shut out7RSL goes to London! 2026 Offline Finals Nov 21-2212Weekly Cups (July 27-Aug 2): SHIN's big week0
StarCraft 2
General
Serral wins Maestros of the Game 2 Balance hotfix patch 5.0.16b (July 16) GSTL Returns in 2026! SC4ALL II: SC2 Player Announcement 6/8 - Maru Weekly Cups (August 10-16): SHIN doubles
Tourneys
Master Swan Open (Global Bronze-Master 2) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) WardiTV Mondays 2026 KungFu Cup Announcement
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
The PondCast: SC2 News & Results Mutation # 539 Thunder Dome Mutation # 538 Media Blackout Mutation # 537 Hostile Territory
Brood War
General
[Personal Project Share] Terran Defense v0.60 SC4ALL II: Brood War Player Announcement 3/4 - soO BW General Discussion Rush's Odyssey Controversy [ASL22] Ro24 Preview: Summer's End
Tourneys
[ASL22] Ro24 Group B [ASL22] Ro24 Group A Small VOD Thread 2.0 CSLAN 4 is Coming!
Strategy
Odyssey Mineral Stack Saturation Fighting Spirit mining rates Any training maps people recommend? Simple Questions, Simple Answers
Other Games
General Games
Nintendo Switch Thread General RTS Discussion Thread Anyone here play Quakeworld back in the day? Stormgate/Frost Giant Megathread EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
US Politics Mega-thread Artificial Intelligence Thread The Letting Off Steam Thread Russo-Ukrainian War Thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The ShoWTimE Fan Club The herO Fan Club!
Media & Entertainment
Movie Discussion! Anime Discussion Thread Series you have seen recently...
Sports
Football (Soccer) Thread MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Simple Questions Simple Answers FPS when play League Of Legend on laptop
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
LOCKPICKING NOOB
LUCKY_NOOB
Chinese Gen Z: Between Dream…
TrAiDoS
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Hello guys!
LIN1s
Customize Sidebar...

Website Feedback

Closed Threads



Active: 4863 users

The Terran Help Me Thread - Page 308

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 306 307 308 309 310 460 Next
Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
Wardi
Profile Blog Joined November 2011
England898 Posts
July 20 2012 09:40 GMT
#6141
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?


One way to counter the greed of the Protoss is to be greedy yourself. Take a fast in-base third, get extremely fast upgrades and so on. Of course this is a risk if the Protoss player goes for a two base timing attack, but at the same time he went for the risk earlier in the game.

Drop play is one of the ways you should be pushing your mid-game advantage against Protoss, and in general just splitting their army up. You should never be looking to just go straight up the ramp and fight, that will only happen if the Protoss is greedy. You're advantage is mobility and strength in small numbers. Throw a drop in his main, poke his natural if he leaves it too undefended and so on. This can continue for a long period of time and even becomes more effective when his third base goes up, as he has more space to spread units across. Generally you can deny or delay the third for a decent amount of time as your own third goes up, giving you and economic advantage.

You will also know the tech he is going for due to the scouting via drops in the main and pokes at the natural - this allows you to get a nice counter to the tech he is going for and also will probably give you a timing to hit just before he adds his second tech path, where you will be the strongest vs the Protoss ball.
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
Wardi
Profile Blog Joined November 2011
England898 Posts
July 20 2012 09:46 GMT
#6142
On July 20 2012 15:32 Airionn wrote:
Hi, im looking for a 6min timing attack build with, Marine siege tanks and medis for drop harass play. been look at builds the past 2 hours cannot find any anywhere, does this build work and is there a build order i can see? having problems playing 1raxfe into tanks and medis vs terran looking to switch things up. Thank you.


6 Minutes is a very early timing and you won't be able to get an effective number of tanks up in this time. It sounds as though you are looking to do a 1 base all in, and so I would suggest just a standard 1/1/1 , reactor on rax and making banshees/tanks (like the TvP version). It is very strong especially against a gasless expanding Terran, however it is very all in due to the amount of early game gas and because you cannot take your expansion for a long time. Other versions of the 1/1/1 off of one gas include cloakless banshees or a marine hellion elevator around 7-8 minutes, both of which are more economical because they are done from one gas. This allows you for a faster expansion, though you still have to do some damage to come out even (but not out right kill your opponent).
CommentatorOwner of WardiTV. Streamer, caster & event organizer. / / www.wardi.tv
Thezzy
Profile Joined October 2010
Netherlands2117 Posts
July 20 2012 11:33 GMT
#6143
Against Nexus First I once went for a Reaper as soon as I spotted it and just kept adding more.
His Stalker was out so late due the Nexus First that it ended up winning me the game.

You can go greedy yourself, but with the strength of Bio early game I feel pressuring Nexus First (and expanding behind that pressure) is a better option. You'll also make Protoss bring everything to the front so you can get a read on what he's doing.
Playing Terran is like flying down a MULE drop in a marine suit, firing a Gauss Rifle
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2012-07-20 13:24:53
July 20 2012 13:21 GMT
#6144
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.
StrategyAllyssa Grey <3<3
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-07-20 15:33:19
July 20 2012 15:31 GMT
#6145
+ Show Spoiler +
On July 20 2012 22:21 SC2John wrote:
Show nested quote +
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.


I personally like to get my gases faster and do a random timing 2 or 3 rax with marrauders and marines, because most Protoss just sit behind their 1 or 2 canons and tech up like crazy, which can give you an easy win with that sort of random push(or at least you can do heavy eco damage and force units). However make sure to scan their choke before you push and when he has some units in addition to his canons just pull back and take a faster 3rd base.
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 20 2012 15:38 GMT
#6146
On July 21 2012 00:31 Sianos wrote:
+ Show Spoiler +
On July 20 2012 22:21 SC2John wrote:
Show nested quote +
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.


I personally like to get my gases faster and do a random timing 2 or 3 rax with marrauders and marines, because most Protoss just sit behind their 1 or 2 canons and tech up like crazy, which can give you an easy win with that sort of random push(or at least you can do heavy eco damage and force units). However make sure to scan their choke before you push and when he has some units in addition to his canons just pull back and take a faster 3rd base.


I would have thought quickish medivacs would be good, because cannons aren't very mobile and he will only have a few units that can actually fight.
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 20 2012 16:58 GMT
#6147
On July 21 2012 00:38 kollin wrote:
Show nested quote +
On July 21 2012 00:31 Sianos wrote:
+ Show Spoiler +
On July 20 2012 22:21 SC2John wrote:
Show nested quote +
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.


I personally like to get my gases faster and do a random timing 2 or 3 rax with marrauders and marines, because most Protoss just sit behind their 1 or 2 canons and tech up like crazy, which can give you an easy win with that sort of random push(or at least you can do heavy eco damage and force units). However make sure to scan their choke before you push and when he has some units in addition to his canons just pull back and take a faster 3rd base.


I would have thought quickish medivacs would be good, because cannons aren't very mobile and he will only have a few units that can actually fight.


You can go 2 rax, get a faster combat shield AND stim, faster +1, and medivacs all by 8:30-9:00, before the protoss really has a chance to make anything significant (warp gate will finish around 8-9 minutes with 3-7 gates). It's not a random timing, it's a calculated push at a time when you know your opponent CAN'T defend.
StrategyAllyssa Grey <3<3
Blazinghand *
Profile Blog Joined December 2010
United States25562 Posts
July 20 2012 17:07 GMT
#6148
On July 21 2012 01:58 SC2John wrote:
Show nested quote +
On July 21 2012 00:38 kollin wrote:
On July 21 2012 00:31 Sianos wrote:
+ Show Spoiler +
On July 20 2012 22:21 SC2John wrote:
Show nested quote +
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.


I personally like to get my gases faster and do a random timing 2 or 3 rax with marrauders and marines, because most Protoss just sit behind their 1 or 2 canons and tech up like crazy, which can give you an easy win with that sort of random push(or at least you can do heavy eco damage and force units). However make sure to scan their choke before you push and when he has some units in addition to his canons just pull back and take a faster 3rd base.


I would have thought quickish medivacs would be good, because cannons aren't very mobile and he will only have a few units that can actually fight.


You can go 2 rax, get a faster combat shield AND stim, faster +1, and medivacs all by 8:30-9:00, before the protoss really has a chance to make anything significant (warp gate will finish around 8-9 minutes with 3-7 gates). It's not a random timing, it's a calculated push at a time when you know your opponent CAN'T defend.


If you opened with a 13 gas and your opponent went nexus first into Forge, you basically automatically win because of the possibility of a 2 rax stim attack as mentioned above. There are so many things you can do (thor rush, hellion drop, etc) with a 13 gas against a 15 nexus into Forge there's no way he can stop it, with his delayed units and delayed warpgates and immobile cannons.

For this reason, most players go 15 nexus into Gateway unless they scout no gas from the terran, in which case they go 15 nexus into Forge. Alternatively, they blindly go for the Forge and hope the terran is playing gasless. Either way, if he goes 15 nexus into Forge you should use your gas, take a second gas, and do a strong attack with tech that he can't defend.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
kollin
Profile Blog Joined March 2011
United Kingdom8380 Posts
July 20 2012 17:12 GMT
#6149
On July 21 2012 02:07 Blazinghand wrote:
Show nested quote +
On July 21 2012 01:58 SC2John wrote:
On July 21 2012 00:38 kollin wrote:
On July 21 2012 00:31 Sianos wrote:
+ Show Spoiler +
On July 20 2012 22:21 SC2John wrote:
Show nested quote +
On July 20 2012 15:51 Kid-Fox wrote:
How the fuck do I push my supposed 'midgame' advantage against protoss? All protosses do against me is 1gate1gas FE into fast colossus. Then, he's impossible to touch for the rest of the game. From there all protoss does is maek moar colossus, get HT with storm so I'm forced into lategame, while chronoboosting double forge upgrades so I'm behind in upgrades too. No matter what he does I can't break him.

Then there's protosses who go FFE in tvp. This is a legitimate question: What am I supposed to do against this? I can't pull my scvs and rush with marines because he gets cannons out by then and holds with cannons and probes. If I go for my typical play, protoss will have 150% of what he typically has because he got his nexus so quickly.

I'm so lost... it always feels like he just sits his army there, waiting to pick a fight with my army, and almost every time I can't win. At best, come out even, at which point I lose to his advance round of reinforcements. It feels like protoss has the advantage in forcing multitasking because every action they have in battles/harassment takes far less focus/apm than the terran equivalent. I end up frantically macroing and keeping a hawk's eye on the minimap and the protoss army, juggling all this shit at once, and one slip up and I lose the game. If I play it juuuust right, I can eventually win after protoss makes several mistakes.

Serious question though, what is the response to Nexus first with forge/rushing for gateways?



I know the feeling, TvP is a very difficult matchup and feels infinitely easier from the protoss point of view. As far as pushing the midgame advantage, do your best to just be aggressive and split up his forces, delay his 3rd, etc. I personally DONT like the standard 10-minute timing; I do a 5-rax opening into a stronger, less anticipated 12:00 timing, so maybe you can try that.

For the FFE, protosses have the same problem they have in PvZ: late tech. With a FFE-type opening, you know that warp gate can't be done until approximately 4 minutes after the first gateway is finished at the earliest. You should see the FFE, smile, expand, and say to yourself "I'm safe until X:XX". During this "safe" time, you have the tech advantage, so you push your tech advantage, getting faster CS/stim/medivacs. Remember, if the protoss PUTS THEMSELVES behind in tech, you're ahead, no need to get an economic or army advantage. Like Day9 says: "Just do everything FASTER".

If they nexus first, rushing for 6-7 gateways for an early rush, I would still advocate getting tech out faster and making sure you have 3-4 bunkers out. 6-7 gateways against bunkers and SOME terran units = win. 6-7 gateways against bunkers and SOME terran units WITH STIM/CS = lose. So just try to do everything a little faster, knowing you actually don't have to defend a 6:00 4-gate.

(Or you could just go 1rax FE into the "2-2-2". That shit is SOOOOOOO good against gateway units hahahaha)

Hope this helps!

EDIT: OR, you take a different approach and go for economic damage like the poster above me. 4-5 speed reapers or reactor hellions with early medivacs can be a really effective way to do a lot of economic damage early and prevent the protoss from abusing an early warp-gate attack (because they can't fund it). Again, this is early tech against whatever zealots/stalkers they get out before warp gate.


I personally like to get my gases faster and do a random timing 2 or 3 rax with marrauders and marines, because most Protoss just sit behind their 1 or 2 canons and tech up like crazy, which can give you an easy win with that sort of random push(or at least you can do heavy eco damage and force units). However make sure to scan their choke before you push and when he has some units in addition to his canons just pull back and take a faster 3rd base.


I would have thought quickish medivacs would be good, because cannons aren't very mobile and he will only have a few units that can actually fight.


You can go 2 rax, get a faster combat shield AND stim, faster +1, and medivacs all by 8:30-9:00, before the protoss really has a chance to make anything significant (warp gate will finish around 8-9 minutes with 3-7 gates). It's not a random timing, it's a calculated push at a time when you know your opponent CAN'T defend.


If you opened with a 13 gas and your opponent went nexus first into Forge, you basically automatically win because of the possibility of a 2 rax stim attack as mentioned above. There are so many things you can do (thor rush, hellion drop, etc) with a 13 gas against a 15 nexus into Forge there's no way he can stop it, with his delayed units and delayed warpgates and immobile cannons.

For this reason, most players go 15 nexus into Gateway unless they scout no gas from the terran, in which case they go 15 nexus into Forge. Alternatively, they blindly go for the Forge and hope the terran is playing gasless. Either way, if he goes 15 nexus into Forge you should use your gas, take a second gas, and do a strong attack with tech that he can't defend.


Okay that would make sense. I did mean with all the upgrades you could get, just didn't know when it would hit and what you would have.
Sprite825
Profile Joined December 2011
France57 Posts
July 20 2012 22:09 GMT
#6150
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?
What's up people ?!
malaan
Profile Joined September 2010
365 Posts
July 21 2012 10:44 GMT
#6151
On July 21 2012 07:09 Sprite825 wrote:
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?


once you use your first mule from your second CC, save 2 scans until you get a turret at your expo. Scan the protoss main at 8-9 minutes to count his tech and gates, usually you can figure out his plan. If you see a bunch of gates warping in, build more bunkers and take your third inside your base. Focus on simply macroing up your units, scvs and getting your upgrades while you wait for his all in.

However if you scout a 3rd nexus or standard tech tree (maybe robo/colo) take your third and start to get out medivacs and vikings. It's not that hard to scout protoss.. just dont be afraid to make an additional bunker when you are worried. The biggest issue you will face is proxy tech but even that is not so hard, turrets and bunkers shut down almost every single protoss all in.
Sianos
Profile Joined April 2011
580 Posts
Last Edited: 2012-07-21 11:47:17
July 21 2012 11:26 GMT
#6152
On July 21 2012 07:09 Sprite825 wrote:
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?


Scouting the standard allins like 4 gate, dt, immortal, stargate is not that hard, basically you stay in his base until arround 4 minutes.

2 gas -> either sentry expand or dt,blink,immortal, stargate
1 gas -> high chrono + no 3rd pylon = 4 gate

You can hold of every allin by focussing on units and bunkers and delay your starport tech. Also make sure to safe 1-2 scans until 7 minutes and build a turret at that time to be safe aggainst dts. Arround 5:00 - 5:30 do a rescout to see whether he has taken his natrual or not.

When he is doing a 1 gate fe try to scout arround your base after 6:00 - 6:30, that´s arround the time warpgate finishes without chronoboosting. If they have offensive pylons somewhere prepare for allins. Do the same after 7 minutes because 6 or 7 gate allins come later than the 4 - 5 gate allins ater 1 gate fe. Keep in mind that basically you have 3 rax while your opponent have 4-7 gates, which gives gim a way bigger army, so you should not go easy on bunker and repairs.

The first "engagement" is key in this situation. You want to loose as less units as possible during each attack, because his production will outproduce you on units and if he can manage to get a huge percentage of your army you are basically dead.
Omgoodnessess
Profile Joined November 2009
United States61 Posts
July 21 2012 12:36 GMT
#6153
When engaging an ling/infestor/baneling army in TvZ, should I shift click focus fire the infestors or the banes with my tanks?
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 21 2012 15:41 GMT
#6154
On July 21 2012 20:26 Sianos wrote:
Show nested quote +
On July 21 2012 07:09 Sprite825 wrote:
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?


Scouting the standard allins like 4 gate, dt, immortal, stargate is not that hard, basically you stay in his base until arround 4 minutes.

2 gas -> either sentry expand or dt,blink,immortal, stargate
1 gas -> high chrono + no 3rd pylon = 4 gate

You can hold of every allin by focussing on units and bunkers and delay your starport tech. Also make sure to safe 1-2 scans until 7 minutes and build a turret at that time to be safe aggainst dts. Arround 5:00 - 5:30 do a rescout to see whether he has taken his natrual or not.

When he is doing a 1 gate fe try to scout arround your base after 6:00 - 6:30, that´s arround the time warpgate finishes without chronoboosting. If they have offensive pylons somewhere prepare for allins. Do the same after 7 minutes because 6 or 7 gate allins come later than the 4 - 5 gate allins ater 1 gate fe. Keep in mind that basically you have 3 rax while your opponent have 4-7 gates, which gives gim a way bigger army, so you should not go easy on bunker and repairs.

The first "engagement" is key in this situation. You want to loose as less units as possible during each attack, because his production will outproduce you on units and if he can manage to get a huge percentage of your army you are basically dead.

And the issue comes when they do the 2 gas, 2 in each gas build that can go into about anything after you scout.

That's the hard one to know.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
Sprite825
Profile Joined December 2011
France57 Posts
July 21 2012 16:10 GMT
#6155
Yes, protoss allins are the most powerful :/ need a lot of work to response to them.
What's up people ?!
Chaggi
Profile Joined August 2010
Korea (South)1936 Posts
July 21 2012 17:28 GMT
#6156
On July 21 2012 21:36 Omgoodnessess wrote:
When engaging an ling/infestor/baneling army in TvZ, should I shift click focus fire the infestors or the banes with my tanks?


I tend to target fire blings with my first volley, then focus infestors when they come into range. Infestors come in after, and blings usually will be too close attacking my bio before I can get a second volley off.
Sianos
Profile Joined April 2011
580 Posts
July 21 2012 17:33 GMT
#6157
+ Show Spoiler +
On July 22 2012 00:41 iAmJeffReY wrote:
Show nested quote +
On July 21 2012 20:26 Sianos wrote:
On July 21 2012 07:09 Sprite825 wrote:
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?


Scouting the standard allins like 4 gate, dt, immortal, stargate is not that hard, basically you stay in his base until arround 4 minutes.

2 gas -> either sentry expand or dt,blink,immortal, stargate
1 gas -> high chrono + no 3rd pylon = 4 gate

You can hold of every allin by focussing on units and bunkers and delay your starport tech. Also make sure to safe 1-2 scans until 7 minutes and build a turret at that time to be safe aggainst dts. Arround 5:00 - 5:30 do a rescout to see whether he has taken his natrual or not.

When he is doing a 1 gate fe try to scout arround your base after 6:00 - 6:30, that´s arround the time warpgate finishes without chronoboosting. If they have offensive pylons somewhere prepare for allins. Do the same after 7 minutes because 6 or 7 gate allins come later than the 4 - 5 gate allins ater 1 gate fe. Keep in mind that basically you have 3 rax while your opponent have 4-7 gates, which gives gim a way bigger army, so you should not go easy on bunker and repairs.

The first "engagement" is key in this situation. You want to loose as less units as possible during each attack, because his production will outproduce you on units and if he can manage to get a huge percentage of your army you are basically dead.

And the issue comes when they do the 2 gas, 2 in each gas build that can go into about anything after you scout.

That's the hard one to know.



I never faced a Protoss who just put´s 2 guys in each gas, but the reaction to it should still be the same: Do a rescout at the nat, have 1 turret by 7 minutes, scout arround your base.
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
July 21 2012 18:21 GMT
#6158
On July 22 2012 02:33 Sianos wrote:
+ Show Spoiler +
On July 22 2012 00:41 iAmJeffReY wrote:
Show nested quote +
On July 21 2012 20:26 Sianos wrote:
On July 21 2012 07:09 Sprite825 wrote:
Hi evey one, recently i've no problem to hold zerg's all ins but protoss's all ins are almost unscootable and unstopable(like 6 gates , dt's, ect...) , how to scout them and counter them as a terran 1 rax expanding or cc first ?


Scouting the standard allins like 4 gate, dt, immortal, stargate is not that hard, basically you stay in his base until arround 4 minutes.

2 gas -> either sentry expand or dt,blink,immortal, stargate
1 gas -> high chrono + no 3rd pylon = 4 gate

You can hold of every allin by focussing on units and bunkers and delay your starport tech. Also make sure to safe 1-2 scans until 7 minutes and build a turret at that time to be safe aggainst dts. Arround 5:00 - 5:30 do a rescout to see whether he has taken his natrual or not.

When he is doing a 1 gate fe try to scout arround your base after 6:00 - 6:30, that´s arround the time warpgate finishes without chronoboosting. If they have offensive pylons somewhere prepare for allins. Do the same after 7 minutes because 6 or 7 gate allins come later than the 4 - 5 gate allins ater 1 gate fe. Keep in mind that basically you have 3 rax while your opponent have 4-7 gates, which gives gim a way bigger army, so you should not go easy on bunker and repairs.

The first "engagement" is key in this situation. You want to loose as less units as possible during each attack, because his production will outproduce you on units and if he can manage to get a huge percentage of your army you are basically dead.

And the issue comes when they do the 2 gas, 2 in each gas build that can go into about anything after you scout.

That's the hard one to know.



I never faced a Protoss who just put´s 2 guys in each gas, but the reaction to it should still be the same: Do a rescout at the nat, have 1 turret by 7 minutes, scout arround your base.

...It's a somewhat standard opening, I see it quite often these days. It's slightly later nexus than normal 1 gas version, but still FEs and can tech surprisingly fast as well.

Just pointing that out though, there are more than those 2 openings from protoss. Sometimes it's not that straight forward.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
JonIrenicus
Profile Blog Joined July 2012
Italy602 Posts
July 21 2012 21:46 GMT
#6159
--- Nuked ---
Sprite825
Profile Joined December 2011
France57 Posts
July 22 2012 00:51 GMT
#6160
1 rax fe is for learning macro as a <master player, that doesn't mean that every terran 1 rax fe, i know many T meching against P.
What's up people ?!
Prev 1 306 307 308 309 310 460 Next
Please log in or register to reply.
Live Events Refresh
PiGosaur Cup
00:00
#95
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft519
RuFF_SC2 83
ProTech76
StarCraft: Brood War
Rain 3192
GuemChi 1868
Shuttle 1283
Snow 181
actioN 178
Shine 99
Aegong 69
Noble 23
ajuk12(nOOB) 14
Icarus 9
[ Show more ]
MaD[AoV]3
League of Legends
JimRising 1079
Counter-Strike
summit1g6659
Coldzera 1173
m0e_tv446
taco 407
Super Smash Bros
Mew2King169
Other Games
C9.Mang0341
Sick109
ROOTCatZ65
Trikslyr19
Organizations
Other Games
gamesdonequick857
[ Show 13 non-featured ]
StarCraft 2
• Berry_CruncH315
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota2948
• lizZardDota2128
League of Legends
• Lourlo886
• Stunt331
Upcoming Events
Replay Cast
3h 28m
Afreeca Starleague
4h 28m
BeSt vs Paralyze
Jaedong vs Speed
Kung Fu Cup
5h 28m
Replay Cast
18h 28m
The PondCast
1d 4h
KCM Race Survival
1d 4h
Replay Cast
1d 18h
Escore
2 days
PiG Sty Festival
2 days
CranKy Ducklings
3 days
[ Show More ]
PiG Sty Festival
3 days
Patches Events
3 days
Sparkling Tuna Cup
4 days
PiG Sty Festival
4 days
The Patches Monday
5 days
GSL
6 days
PiGosaur Cup
6 days
Replay Cast
6 days
Liquipedia Results

Completed

CSLAN 4
CranK Gathers Season 4: BW vs SC2 Team League
Eternal Conflict S2 Finale

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL Season 22: Qualifier 1
RSL Revival: Season 6
PiG Sty Festival 8.0
META DYMY #4
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: W8
CSL Season 22: Qualifier 2
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Big Dog Cup 2026 Div 1
Stake Ranked Episode 5
PGL Masters Bucharest 2026
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
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.