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Hey all,
I am curious on your thoughts regarding using only templar for this matchup. I have never liked using colossi, and prefer to go use high templar instead. I am playing platinum players and it is working very well.
I was wondering how legit this is in diamond and masters level play? I rarely see only templar used exclusively. I realize this may have to do with players using ghosts more (and more effectively) in the higher leagues - is this the only reason? I have been playing terran for this last couple of months and have found how difficult it is to use ghosts properly within my bio-centric army, where as vikings are pretty easy to use (and snipe colossi fairly easily) - at what league are players very confident using ghosts?
Lastly, I love using archons vs. strong vs. terran armies as well in conjunction with immortals and the shield upgrades. The strongest army composition against terran bio seems to be HT, Zealot, Archon, immortal (with decent micro). Am I wrong? Is the colossi really a better option? I feel like I can basically dominate the map with this composition and expand freely while keeping my opponent at 2-3 base.
Thanks!
Jinx
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Italy12246 Posts
Absolutely viable and doable, but there's a point where you need both tech paths. With colossus that's usually when you have 3-4 colossi, whereas with templar you can afford to first max out (and do so really really fast) and go up to 4bases before transitioning into colossus.
Parting in particular opens with some variation of a templar build in a lot of his pvt's.
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It's wicked but you have to remember opening the templar path leaves some very crucial timings that you must hit because otherwise, your build is extremely vulnerable to medivac timings. On top of which, you need to learn to land some nice storms because you have a limited arsenal of AOE, unlike colossus which will hit as long as they are in range.
What I also feel is a weakness to templar opening is how you allow the T to build up medivacs so easily. If you open colossus, they must get vikings eventually or add another starport. In small numbers and with good micro, a T can deal with a protoss with storm as long as he picks his fights well - without the need of ghosts.
It's definitely viable, but you need to realise that you can be vulnerable at times, especially when you're dry on storms. Also, with a greater prevalence of medivacs on the map, you will need to invest a bit more for base defense.
As Teoita said, at one point you will need both as then, you force him again to change up his composition and this time, requiring him to guess what's the optimal number of x to counter y. The strength of the P army late game lies in our AoE. If you cripple yourself with the omission of one, you are only putting yourself behind.
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You can't really use templar exclusively. They're perfectly viable to open before colossi, but very difficult to actually end a game and kill a terran with. They're not nearly as well suited attacking into an opponent as colossi are. You eventually want both. You'll also get some free wins hiding colossi and attacking when your opponent has no vikings -- probably one of the biggest advantages of going high templar first.
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eventually you need colossi because they are just so efficient. When you have some upgrades colossi take far more than their cost for the terran to counter effectively because vikings don't get upgraded and terran has to overmake vikings to kill the colossi in time. The combination of colossi and templar is especially effective later on because storms hit vikings as well and the terran constantly has to balance his viking, ghost and MMM count.
Both techs are perfectly viable to start out with though. Personally I think colossi are the better choice to go for first on most maps because you tend to want the robo anyway but pro's seem to like both about equally these days.
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Italy12246 Posts
You can stick to templar tech for quite long though, and saying "you can't kill terrans with templars" isn't too accurate. You can counter attack if you come ahead of an engagement or take out a doom drop and end the game or at least deny the 4th quite easily, unless you try to attack into a planetary. I have seen MC and Startale Protoss players stay on gateway tech for as long as 20 minutes and doing just fine.
I do agree that the colossus switch is probably the most lethal aspect of a templar opening though, especially since it's a lot harder to predict and counter compared to a templar switch from a colossus opening.
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Mass ghost will own you.. one ghost of his can EMP multiple high templars. You can still be doing HT on 3 base.. but like around 4 base you should do a transition into double robo colosuss also.. It catches terrans offguard so often that it can instantly win you the game often. Its easily the strongest transition in pvt..
The best composition in my opinion in pvt is MASS colossus with MASS gateways and some HT spread around... I am talking like 10 colossus+ from 3-4 robos and 24-30 gates. Even with the terran 1 hit killing your colossus with vikings you will do so much damage with your colossus then you instantly remax on gateways units while he has loads of useless vikings still alive. Then hes dead.. if he somehow still lives after his viking count is gone from realizing you have no colossus.. Thats when you start colosuss again which they remake so fast when you have 4 robos lol.
Honestly more important than the ht or colossus thing is forge upgrades. You want to get 3-3 as fast as you can..
One more thing.. with HT some timings are hard to stop with just tiny mistakes. Colossus doesnt run out of energy or anything which is why its so much easier to stop them..
If you want to do HT I would recommend still making a single colossus in a build like this....
1 gate expand, then everything normal after that. Around 8 minutes double forge. 9 minutes robo bay. Make one colossus and twilight council when you need to to continue double forge upgrades. That single colosuss helps LOADS. Dont get range upgrade for it or make anymore colossus. Then continue to your HT tech......
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Yeah, you can do it ... but it'S pretty weak versus ghost (obviously), the probleme with this is also that since the terran doesn't need to make viking he can go MASS medivac, wich can be very annoying. But yes i believe it is a "legit" oppening but i think is real strenght is the possible mass transition into colossus lategame. If you drop 3 robo when your on 3-4 base and transition really fast into colossus, that can be deadly for a terran player that made too many ghost to deal with your mass templar.
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I use high temp instead of colossus but remember nit to mass them up too much, you will have a few extra mins, so the few zealots or stalks can be very useful over colossus.
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One more thing. If he hits behind sim city, planetaries, and what not, you will want to include colossus. Otherwise your army is too cost inefficient to fight him.
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I dont really understand everyone saying that you NEED colossi at some point after the templar... you can always make archons.
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On September 08 2012 00:54 CaptainCrush wrote: I dont really understand everyone saying that you NEED colossi at some point after the templar... you can always make archons.
You do need colossus eventually. Not all of us have the templar spread and micro of Startale parting. If you let terran get away with having 10 medivacs, zero vikings and mass ghost you will get shredded staying on pure gateway units. Especially when terran begins to catch up in upgrades in the lategame, EMP does so much damage to zealot and if the terran is on top of his game he can emp all your archons to nothing.
That being said i always open templar because the colossus switch is so dangerous. Also having so many gateways allows you to customize your composition to your opponent, and respond to drops very quickly with blink stalkers, hts in your base, and zealot warpins.
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Italy12246 Posts
On September 08 2012 00:54 CaptainCrush wrote: I dont really understand everyone saying that you NEED colossi at some point after the templar... you can always make archons.
Colossi are needed to push into planetaries, which means essentially to deny terran bases after their third. You can kinda win engagements vs high ghost counts with cool tricks like warp prisms, sniping ghosts with blink, having lots of templars all over the map etc, but it becomes increasingly harder.
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no. you need colossus at some point, archons and hts are useless once terran gets his ghost count up, and zealots and stalkers do nothing without aoe support. I just don't see it possible to have only templar tech and winning in the late game, and even if it was, it is in no way easier, or smart for that matter. Terrans have trouble dealing with hard tech switches, look at tvz they straight up can't deal with 10 BLs into 10 Ultras cuz it's not easy to switch tech as terran. That's what makes late game good for toss vs terran you can go heavy on hts archons at first and then switch into a more collosi focuses army when he pumps out ghosts and marines, and then when he goes into vikings and more marauders you switch back into mainly archon/ht
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I've seen creator and other koreans go for 1 collosus with thermal lance to prevent any timings against him while he techs up with double forge into archons. because your not getting thermal lance your upgrades are a little bit earlier. After that he techs up to hts and takes his third when he feels comfortable. Becasuse your getting hts earlier you need to have more gateways earlier as well. I've also been playing around with hiding my collosus if he has seen it before so he doesn't know that i only have one. Also hiding hts behind ur natural mineral to keep him in the dark works well to.
Also i feel like with hts you have to be more aggressive because he can just run away and doesn't have to engage. However if you attack him then he has to fight you.
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late late game when it gets to 15 ghosts you need a few collosus....
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End Game T ie Ghost BC destroys high templar builds if the terran player remembers to EMP his own BC. HT are annoying mid game though... and certainly the scariest thing for me to see.
Early game makes Colossus scariest, Mid Game HT and a good mix end game.
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Personally I like staying on HT for as long as possible. This opens the window to more harass with zealot/dt warpins, storm drops, etc., since you have more supply available. I agree that when ghost numbers get too big, collossus is the best switch, but I've won most of my games without ever even needing to tech past HT.
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A protoss army in which you include HTs and a a lot of sentries will crush any terran bio, I love using it. Also, A lot of terrans, complain about the 'Imbalossus', So i give them what they want and don't build any colossus (at least at the start of the game) Funny enough, dealing with HTs is harder for them than colossus.
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There is no point NOT to get them lategame unless your opponent has a mass of vikings. And even then, still get the tech to force him to make some, even if you don't yourself.
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You can do Templar builds off of 2 bases, but as you get your 3rd, you need to get Colossi. Colossi are simply a much more reliable form of damage than High Templar.
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On September 08 2012 04:49 Animostas wrote: You can do Templar builds off of 2 bases, but as you get your 3rd, you need to get Colossi. Colossi are simply a much more reliable form of damage than High Templar.
I think that last sentence is subjective to who's hands the HT are in.
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On September 08 2012 04:54 SeraKuDA wrote:Show nested quote +On September 08 2012 04:49 Animostas wrote: You can do Templar builds off of 2 bases, but as you get your 3rd, you need to get Colossi. Colossi are simply a much more reliable form of damage than High Templar. I think that last sentence is subjective to who's hands the HT are in.
Or the hands of your Terran opponent.
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Yes, that is a viable way to play PvT - in order to deal with timing pushes when Terran gets medivacs (10:30 usually) you need one of the following: 1- colossi 2- storm 3- upgrade advantage or 4- bigger army due to taking a fast third (6:30 or ealier).
For #2 (storm) you should follow this guide: http://www.teamliquid.net/forum/viewmessage.php?topic_id=319339
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I think that restricting yourself from using a unit is fine for practicing other tech paths and army compositions, but it's ridiculous to exclude them in games. If your opponent is going down a road that leads to vulnerabilities to Colossi, maybe you should just bite the bullet and build some Colossi. I like playing creative strategies, but I also play to win....
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I'm not looking for specific build orders but I'm interested in using HT first off two bases instead of collosus. Is this possible to tech to without crippling yourself? Still possible to invest in a robo for obs/immortal? On two bases im normally running with 6-7 gates with robo production. I like the idea of HTs because i want to use storm and have the option of archons. So I'm wondering whats a pretty safe way to open into them without exposing yourself. Mostly against T or Z
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A non colossus army has to have High Templar since we can't engage without aoe against Midgame Terrans. If you are good with your feedbacks I would suggest going for it since it's a far more powerful army since you can be aggressive as soon as you start getting templar out with storm researched.
I would suggest adding immortals to your army since you will be feedbacking their ghosts immortals are quite good vs Bio.
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Thank you for the great replies here! I played around more with my builds over the last few days and can definitely see why templar can be a bit weak without colossi support. It also makes us terran do things we hate doing (build vikings). This brings me to another question:
Currently, I have been using sase's 1 gate expand into 3-gate 7:00 pressure (essentially gets me more units than a 4-gate by the 7 minute window while also gaining an expnansion). Is this a good build against someone who's going 2rax? If not, what build is recommended against an aggressive 2rax expand build? Also, if survive early pressure from 2rax, what is an ideal timing to get templar/upgrades started?
Jinx
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Yup, it's very good in the upper tier of Diamond league, especially if you have good control. Parting has a nice little gateway only build that applies pressure at the 8-9 min mark in attempt to break their expo, but easily is transitionable into HT since it tends to stock pile gas. Once you have HT with storm it's hard for a Terran bio army to push on you. Most cases you can even take a 3rd and buy time for double col production.
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On September 08 2012 04:34 HunterAMG wrote:A protoss army in which you include HTs and a a lot of sentries will crush any terran bio, I love using it. Also, A lot of terrans, complain about the 'Imbalossus', So i give them what they want and don't build any colossus (at least at the start of the game) Funny enough, dealing with HTs is harder for them than colossus.  I think ghosts vs templar fights usually end up with ghosts winning because of their superior range
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It's impossible because then terran can snipe your observers easily in the lategame. Sure you can go twilight tech before colossus and and get storm first but in the end you must get them if you want to win (super lategame PvT is carrier colossus HT btw).
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You'll eventually want to mix in 2-4 colossi because colossi are pretty good and the more AOE, the merrier, but other than that, HTs are really, really good. All you need to do is be Parting. That actually isn't as hard as it sounds, because not many people actually try to be Parting.
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On September 11 2012 03:55 StateofReverie wrote:Show nested quote +On September 08 2012 04:34 HunterAMG wrote:A protoss army in which you include HTs and a a lot of sentries will crush any terran bio, I love using it. Also, A lot of terrans, complain about the 'Imbalossus', So i give them what they want and don't build any colossus (at least at the start of the game) Funny enough, dealing with HTs is harder for them than colossus.  I think ghosts vs templar fights usually end up with ghosts winning because of their superior range
Feedback versus snipe, snipe has a cast time whereas feedback doesn't, so templar win if the Terran doesn't scan ahead and actually use their superior range. Ditto for storming.
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two swipes from a colossi laser is like a psi storm that never misses.
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On September 11 2012 05:02 AnachronisticAnarchy wrote:Show nested quote +On September 11 2012 03:55 StateofReverie wrote:On September 08 2012 04:34 HunterAMG wrote:A protoss army in which you include HTs and a a lot of sentries will crush any terran bio, I love using it. Also, A lot of terrans, complain about the 'Imbalossus', So i give them what they want and don't build any colossus (at least at the start of the game) Funny enough, dealing with HTs is harder for them than colossus.  I think ghosts vs templar fights usually end up with ghosts winning because of their superior range Feedback versus snipe, snipe has a cast time whereas feedback doesn't, so templar win if the Terran doesn't scan ahead and actually use their superior range. Ditto for storming.
in lower leagues you can get away winning this battle if you have good obs control/coverage. the micro matchup is basically terran advantage -->when he scans and your slow HT can't move away fast eogu hadn get sniped protoss advantage --> terran doesn't snipe obs or gets baited. feedback is also instantaneous so you can feeback like 3-4 ghosts almost instantaneously.
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The HT is a great unit if your opponent is aiming for more Marines than Marauders. However, if your opponent is going more Marauder than Marine heavy, then you'll need Colossus. I played a Match a couple of weeks ago where I had a plethora of Templar and I faced an opponent who went primarily Marauder-heavy. I only won one engagement outright and that was because I simply had more to fight with. Every subsequent battle he remaxed with Marauders and Medivacs then expanded. I was eventually out-macro'd. The Colossus is a great units to deal that extra needed damage against those bunched-up Marauders.
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I've been using a style with no early colossus. I go for a typical 1 or 2 gate expand (depending on how many rax I see the terran produce, and if they gas) Then what I do is mix in almost constant immortal production with zealots sentries and stalkers. The burst dmg of the immortals is very good at killing mm even when it's under medevacs (usually they will only have 2 medevacs, with another 2 coming out just before I get charge). The immortals are simply to buy time to get charge, and some fast templar.
Feedbacks are very important at this stage in order to deny drops and MMM aggression, while you get storm going. Immortals and chargelots have good dps, but this is still the hardest point to deal with aggression because they can get a high medevac count. Keeping the medevac count under control is very important, so don't miss opportunities to snipe them. If storm isn't ready don't be afraid to use feedback on those medevacs and then merge to archons. With the dps from immortals and chargelots + warpins, you can kill off their army if they don't have tons of medevacs with energy. Guardian shield is also your best friend, remember to micro them sentries up a space or two so the chargelots stay in the bubble as they will be absorbing all of the initial dps from the MM. You will probably be using a lot of your warp ins just to replace the chargelots. Typically on 2 base I will go up to 6 gates, with 1 robo, 1 forge, twilight. When you start your templar archive it's a good time to push for a 3rd.
Early emp is a huge threat though, I always get an obs from the robo first and scout for fast ghost. If they do go fast ghost, you'd better just get colossus! I typically just upgrade from 1 forge until I am ready to take a 3rd. Then I add the second forge, and often a 2nd robo, and more gateways. At this point a good terran will have ghost, having seen no colossus. It then become difficult for the terran to have enough gas to produce enough vikings, ghosts, MM, and replace medevacs.
While sitting on 3 base, I make sure and place 1 or 2 cannons and 1 or 2 HT's at each base to deny harass. The cannons are there to stop your templar from being sniped by drops. But remember keeping the medevac count down is your priority, you can use zealot warp in's to actually kill stuff that is dropped as long as you have used feedback on the medevac so they can't heal.
With 3 base up I get my second robo and second forge. I will sometimes make colossus from one and immortals from the other, it really depends on how many medevacs vs vikings terran produces. It's something you'll just have to feel out. This is also a great time to do prism harass, storm drops ect. If I ever notice the terran doesn't have the proper amount of vikings to deal with the 3 or 4 colossus I have at this point I move out, and bring the prism forward with my army. If you notice a stupid amount of vikings, produce double immortals. With lots of chargelots, good prism harass, denying MMM drops, and keeping up on upgrades, most terrans crumble when the big late game engagement hits. Because you storm the shit out of them, have a few colossus (that will die probably die off to the vikings in the course of battle) and you have lots of chargelots making retreat painful for terran. Another piece of advice, once you get that 2nd robo GET LOTS OF OBS! I will often have 1 on patrol keeping an eye out for greed expands, 1 watching for the enemy to move out and checking tech/composition, and 1 spotting for drops.
If you notice the terran being super greedy or not getting ghosts, DT's and archons can be brutal. I typically don't make too many archons unless I see a big attack coming and feel I need them to survive or I have tons of unspent gas. When you have small skirmishes, remember to merge any spent HT's into archons asap, and pull some of the ones you have for defense into your army after battle so you are always storm ready (they will probably have almost full energy!) then just replace the ones you pull from each base (the drop defense HT's)
Like I said this style has been very good for me, early ghosts are really the only scary thing I've had to deal with. If you do see anything like a 1/1/1 or fast ghosts, or some other kind of all in. You won't be able to buy time for storm, so getting 1 or 2 early colossus is the smart move for most of these scenarios. You can still go for charge as soon as you can afford it, but don't be afraid modify the build. I've had many games where I get way ahead because I get faster expansions and hold early BS from terran because I had 2 or 3 immortals mixed in or got a colossus out vs big marine pushes. I still end up with a similar late game army. But overall this style is very good against a terran who likes to harass. Also, blink is not a bad choice after you get charge done. It can really put the QQ in a terran who is determined to harass.
I don't really use a build order, it's a decision based play style. The only thing that isn't typical is I get lots of early immortals , then charge, then HT, a 3rd base, second forge, second robo, then colossus. Adding gates whenever I can afford to.
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I like to open 2-base templar and take and defend my third with upgraded chargelots and storms, but you pretty much have to get colossi eventually because otherwise a ball of ghosts will rock you. Once you're on 3 bases, you shouldn't think of templar and colossi as alternatives for AoE damage, but rather as units that complement and support one another. Templar DPS down viking clouds to protect colossi, and colossi provide long-ranged burst damage to protect templar from ghosts. If you're lacking either component, your composition can be exploited by Terran.
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I like to open 1 colossus without range into templars. This provides a certain safety, while also forcing Vikings to be (over)built when there could have been loads of medivacs pumped out. I think sticking to only one of the techpaths means you arn't fully exploiting the terrans weakness, but still its doable no doubt.
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When you open with storm tech, when do you want to build your robo? Do you get one for obs at least? Or commit fully to getting the templar archives and not even build a robo until you want to transition to colo? (obviously you will build one if you scout banshees or what not, I'm talking as an ideal plan)
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On September 11 2012 06:28 ThirdDegree wrote: When you open with storm tech, when do you want to build your robo? Do you get one for obs at least? Or commit fully to getting the templar archives and not even build a robo until you want to transition to colo? (obviously you will build one if you scout banshees or what not, I'm talking as an ideal plan)
Not sure who you were directing your question to, but I'll take a crack.
You can do whatever you feel comfortable with as long as it leaves you with enough stuff and the right tech to defend likely Terran timings. If I scout a gasless FE, I'll get storm, charge and +1/+1 all before a robo because I feel comfortable that I can deal with what Terran is doing even if I don't directly see it--although I do want to poke in with a stalker for a unit count. If I don't see enough stuff at the front, he might be getting cloaked banshees off of 2 bases, in which case I'll need detection earlier.
My templar timing lines up so I get storm just in time to defend a standard medivac timing, so if I want to get a robo, I'll need to either cut something else to get storm out at the same time, or delay storm even more so that I can have enough stuff to defend the medivac timing without the proper tech.
That's a bit of vague, figure-it-out-yourself answer. If you were looking for something a little more concrete, I'd say that against gasless FE, you can usually get away with skipping the robo entirely until after you take your third. If you want to get a robo earlier and still rush out storm to deal with the medivac timing, just delay your upgrades to free up gas for both tech paths, and go double forge after you take your third.
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If terran goes mech play I highly recommend getting a high immortal/collosus count with some chargelots before adding HT in the mix. Other than that I prefer HT in almost every other situation.
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collsuses keep the medivac count low
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(not saying this is good, or that I am a good player)
I am mid-master Protoss. I started to use a strat against terran recently over the last few weeks. The strat I use every single game vs terran is a 3 gate proxy robo Immortal(2) bust at 7:20. I have only lost 4 games out of 25ish games total in the past 3-4 weeks with it.
I lost 3 due to not reacting properly to a 1 base terran strat; where they make mass hellions off 1 base and kill all of my probes; and then I lost 1 game because I forgot to make my second gas (lol).
The losses to hellions was because I didnt have vision of them coming out of the terran base (mistake 1, didnt have units at their front early), and the one time I did see them, my units were already across the map and I paniced and attacked too early. All of my probes died and I left the game. It could have been prevented by making 3 pylons at my ramp to block (because I used all of my gas on units at my proxy).
I have never lost a single game where the terran went 1 rax expand into 3 rax double gas (the standard tvp) which everyone else used against me, even if they scouted me. I have busted a ramp with 4 bunkers before.
This build does not use colossus
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You need to read the thread you post. That thread has one post and was closed. This already has decent discussion. Instead of adding to that on the 3rd page you come in and post a thread that was closed with 1 post.
Back on topic, If you are getting storm before robo how many gates are you getting? I haven't tried this style much because it's scary to me because templar while very powerful do 0 damage if stormed or sniped. 2-3 colossus can kill a decent sized bio ball before dying to vikings.
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On September 11 2012 08:23 SigmaoctanusIV wrote:You need to read the thread you post. That thread has one post and was closed. This already has decent discussion. Instead of adding to that on the 3rd page you come in and post a thread that was closed with 1 post. Back on topic, If you are getting storm before robo how many gates are you getting? I haven't tried this style much because it's scary to me because templar while very powerful do 0 damage if stormed or sniped. 2-3 colossus can kill a decent sized bio ball before dying to vikings.
lol. My point WAS and IS that this thread is just as unworthy as that one was. There are hundreds of threads about this topic, and most of them get closed. Why? because the REAL discussion is already happening elsewhere;in the Protoss help me thread, in the Beta threads etc. My point is that we shouldnt have to handhold and answer everybodys questions one thread at a time. Learning to search the forums and read threads is far more valuable than making yet another thread that will wane and die after 5 pages
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Back on topic, If you are getting storm before robo how many gates are you getting? I haven't tried this style much because it's scary to me because templar while very powerful do 0 damage if stormed or sniped. 2-3 colossus can kill a decent sized bio ball before dying to vikings.
I get sit on 2 with constant warp-ins until I start storm research, and then I slam out gates until I have 6-8 while storm is researching.
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I know most of the time bases can support 4 production each with normal spending (about), but i find with the heavy gas req, i have an excess of minerals. I dump these into more gates and end up running 10-12 off two base because of it. Is this normal? I just spam ht and then zealots when im low on gas. Zealot/archon/HT is fun as hell.
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Templar requires more micro than the A move colossi. I don't think mass medivacs is necessarily a problem, too often P players only uses psi-storm when often, a round of feedbacked medivacs before using storm is much more effective.
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If you open HT first I recommend not rushing to storm but making archons vs the 2 medivac timing, you can take your 3rd in the midst of the 2 medivac timing and start storm and charge after, or you can start charge early. If you get an early forge(5:30 Squirtle timing) You can be right at 1/1 for the 2 medivac timing, no chrono used. This will let you chrono charge, or probes so you can stop probing early. You most certainly can kill a terran with storm and archon chargelot. NSHSTassadar was doing a really good timing attack on stream and killing terrans with it.
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Many players already do this and it is very viable.
What the build excels from compared to collosus first builds, is the impact of collosus as you switch to them.
Going up to 3 base purely on chargelot storm archon immortal, and then taking a 4th, making 2-3 collosus can basically win you the game straight up. The switch is actually what makes this build strong.
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As Teoita said, at one point you will need both as then, you force him again to change up his composition and this time, requiring him to guess what's the optimal number of x to counter y. The strength of the P army late game lies in our AoE. If you cripple yourself with the omission of one, you are only putting yourself behind.
very true ^^
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On September 11 2012 23:42 morlakaix wrote: Many players already do this and it is very viable.
What the build excels from compared to collosus first builds, is the impact of collosus as you switch to them.
Going up to 3 base purely on chargelot storm archon immortal, and then taking a 4th, making 2-3 collosus can basically win you the game straight up. The switch is actually what makes this build strong.
why 2-3? If you stay on charge archon storm 3+ bases I think it's insanely broken to just throw down 2 or 3 extra robos (you're gonna want them late game anyways) and pump out 6-8 collosus in 2 production cycles, and then laugh when the terran has not made any vikings (or the few he has can easily be targeted down by salkers) and 100+ supply of bio melts away...
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