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The HotS Terran Help Me Thread - Page 159

Forum Index > StarCraft 2 Strategy
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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.
krooked
Profile Joined May 2011
376 Posts
August 22 2013 14:01 GMT
#3161
Hi guys, need some help.

I'm probably getting demoted to platinum next season, I've been "top" diamond for some time, but the last week everything has gone to shit. I lose to more or less all zergs who attacks before 10 minutes, TvP is a nightmare and I face the cloakshee build (and lose) all the time. I've got some replays here.

TvP Newkirk Precinct: http://drop.sc/355099

So, I'm going for the 1:1:1 after expand since I feel its easier to hold blink all ins with this. I do a more or less failed widowmine/marine-drop and I screw up the build. But it ends up doing OK. At around 10:30 I move out with two medivacs and do some light pressure. Drop in main, shoot for like 3 seconds then get out before I lose any medivacs. I scout his colossi and add second starport. I have a pretty big food advantage at certain points but some crucial mistakes cost me the game:

1: I engage him and "trade" so to speak, but the food advantage is gone. I manage to max out again but get attacked and completely screw up the engagement. Its actually comical to watch, you will probably laugh. I would like some tips on how to avoid stuff like that happening.

Question A:

Should I not have engaged him at when he had HT and I had no ghost? Should I just wait for Ghost?

Question B:

How should I manage my army when engaging? Should I just EMP what I can? Is it very important that I can sneak around and somehow EMP high templars? Should I stand prespread? What are my priorities when he attacks into me like that?

I am also aware that he had 3-3 while I was only on 3-2, big mistake I know, but I still think I could've won that game with better micro and decisionmaking.

TvZ Star station: http://drop.sc/355101

I go for cc first > 3OC. I can NEVER hold anything early! I scout him, I see no gas, but also no early third. I'm not sure what that means, so I wasn't sure what to do. He does a roach rush and I die a slow death. This is basically all my TvZs, I'd have like 90% WR if I could hold these, because every zerg I am facing does some sort of roach/baneling/ling combination early no matter what it seems. Easy win when I hold, but I have no idea how to defend!

Questions:

- Is there something wrong with my build? Should I make a couple of marauders early to stay safe? (seems stupid)
- How can I know if he is attacking early? Normally I get out some hellions and drive right into roaches, at which point its too late. I can't really react since there isn't too much to read into zerg gas timings. If there is something I can do as a safety measure to more or less guarantee avoid losing without giving him too much of an econ advantage should he not commit, I'd love to know what...

Anyways, thanks guys.
wag_
Profile Joined February 2013
88 Posts
August 22 2013 15:01 GMT
#3162
On August 22 2013 23:01 krooked wrote:
Hi guys, need some help.

I'm probably getting demoted to platinum next season, I've been "top" diamond for some time, but the last week everything has gone to shit. I lose to more or less all zergs who attacks before 10 minutes, TvP is a nightmare and I face the cloakshee build (and lose) all the time. I've got some replays here.

TvP Newkirk Precinct: http://drop.sc/355099

So, I'm going for the 1:1:1 after expand since I feel its easier to hold blink all ins with this. I do a more or less failed widowmine/marine-drop and I screw up the build. But it ends up doing OK. At around 10:30 I move out with two medivacs and do some light pressure. Drop in main, shoot for like 3 seconds then get out before I lose any medivacs. I scout his colossi and add second starport. I have a pretty big food advantage at certain points but some crucial mistakes cost me the game:

1: I engage him and "trade" so to speak, but the food advantage is gone. I manage to max out again but get attacked and completely screw up the engagement. Its actually comical to watch, you will probably laugh. I would like some tips on how to avoid stuff like that happening.

Question A:

Should I not have engaged him at when he had HT and I had no ghost? Should I just wait for Ghost?

Question B:

How should I manage my army when engaging? Should I just EMP what I can? Is it very important that I can sneak around and somehow EMP high templars? Should I stand prespread? What are my priorities when he attacks into me like that?

I am also aware that he had 3-3 while I was only on 3-2, big mistake I know, but I still think I could've won that game with better micro and decisionmaking.

TvZ Star station: http://drop.sc/355101

I go for cc first > 3OC. I can NEVER hold anything early! I scout him, I see no gas, but also no early third. I'm not sure what that means, so I wasn't sure what to do. He does a roach rush and I die a slow death. This is basically all my TvZs, I'd have like 90% WR if I could hold these, because every zerg I am facing does some sort of roach/baneling/ling combination early no matter what it seems. Easy win when I hold, but I have no idea how to defend!

Questions:

- Is there something wrong with my build? Should I make a couple of marauders early to stay safe? (seems stupid)
- How can I know if he is attacking early? Normally I get out some hellions and drive right into roaches, at which point its too late. I can't really react since there isn't too much to read into zerg gas timings. If there is something I can do as a safety measure to more or less guarantee avoid losing without giving him too much of an econ advantage should he not commit, I'd love to know what...

Anyways, thanks guys.


Question A : Get ghosts if you're not outnumbering him or if you're not confident in your storm dodging micro.
Question B : If he's coming at you, carpet EMP the whole army and snipe HT. If you're coming at him, try to emp/snipe the templars, then emp the army, then attack.

Questions :

- Make 1 marauder early (so you should have 1 marauder + 2marines in your bunker)
- They won't all-in you early if they take no gas (at least early all-ins such as speedling or speedling/banes all-in are impossible, roach/banes all-in are still possible but at a later stage). You need to check his natural drone count. If he's taking a third, check the third drone count. If there are nearly no drones, it's an all-in.
krooked
Profile Joined May 2011
376 Posts
August 22 2013 18:08 GMT
#3163
Thank you. Just played a game where I obliterated the protoss, tried to not push it and waited for the remax. He was very low on gas and I had like 6-7 orbitals and had given away scv's. I had like 23 vikings because of his high colo count but then got obliterated in the next engagement and died to zealot warp ins. I still don't understand how I'm supposed to react in scenarios where I am the decisive winner in the engagement. I've learned I can't try to kill him, so wat do? Its so hard to make the correct units to counter his specific composition, as I don't know if he has banked a lot and can be hiding 5-6 colossus or if he only goes zealot/HT/archon..
Sajaki
Profile Joined June 2011
Canada1135 Posts
August 22 2013 18:45 GMT
#3164
Hey, a few quick questions about TvT, which im really struggling in atm: Is it possible to use the ForGG build TvT, but transition into bio. (forgg build = 12 rax 15 gas reactor CC fact port)? I really like the opening but I cannot stand mech mirrors..
Secondly, do any masterleague terrans have replays winning with bio or biomech vs mech on a turtle map like Akilon? Were they don't get a build order advantage earlygame?
Inno pls...
Doc Brawler
Profile Joined November 2011
United States260 Posts
August 22 2013 19:59 GMT
#3165
@ Sajaki. It is is possible to do ForGGs build into bio. Polt executed perfect banshee defense using forggs opening on akilon aginst teaja. Basically you just don't make a million hellions out of the factory and instead get some widow mines and use factory to get tanks (bio mech) or make add ons (pure bio). I think it was semi or quarter finals of WCS america Season 2.
I am become Death, the Destroyer of Worlds
Doc Brawler
Profile Joined November 2011
United States260 Posts
August 22 2013 20:21 GMT
#3166
OK guys here is yet another late game TvP question. So assuming the game has stabilized on 3+ bases, and Terran is engaging here and there to free up supply, what are the exact numbers for ideal composition that can stand toe to toe with protoss. I remember the ultra late game where byun starved out hero with 40 vikes 30 ghosts and 20 rines, but that involved carriers and mothership and doesn't really apply to most games.
So i think its accepted that around 20 vikes to insta snipe colossis and ~20 ghosts to have infinite emp, are a ideal. but what should the rest of supply be? hellbats, marines, or marauders? Do ravens or widow mines have a place? i could see a few ravens really supporting the vikings with pdd and detection for obs but then there is that thing called feedback.
I am become Death, the Destroyer of Worlds
wag_
Profile Joined February 2013
88 Posts
Last Edited: 2013-08-22 21:30:59
August 22 2013 21:29 GMT
#3167
On August 23 2013 05:21 Doc Brawler wrote:
OK guys here is yet another late game TvP question. So assuming the game has stabilized on 3+ bases, and Terran is engaging here and there to free up supply, what are the exact numbers for ideal composition that can stand toe to toe with protoss. I remember the ultra late game where byun starved out hero with 40 vikes 30 ghosts and 20 rines, but that involved carriers and mothership and doesn't really apply to most games.
So i think its accepted that around 20 vikes to insta snipe colossis and ~20 ghosts to have infinite emp, are a ideal. but what should the rest of supply be? hellbats, marines, or marauders? Do ravens or widow mines have a place? i could see a few ravens really supporting the vikings with pdd and detection for obs but then there is that thing called feedback.


Since collossi and storm won't hit you that much cuz of mass ghost and vikings, the rest of the supply should mostly be marines with a handfull of marauders. Marines because their dps is higher and marauders for stalkers and more importantly, concusive shells.
mizU
Profile Blog Joined April 2010
United States12125 Posts
Last Edited: 2013-08-22 21:44:29
August 22 2013 21:41 GMT
#3168
Are there any basic guidelines for trying to go marauder/hellbat/viking?
I wanted to try that style but I didn't really know how to get there.
Should I start with a hellbat drop and then gradually add on rax and facts?

also would a tank opening (for defense) while getting blue flame be viable?
if happy ever afters did exist <3 @watamizu_
Marathi
Profile Joined July 2011
298 Posts
August 22 2013 21:41 GMT
#3169
On August 22 2013 07:51 Sajaki wrote:
Show nested quote +
On August 21 2013 15:44 Marathi wrote:/QUOTE]

Please help guys. TvZ and TvP replays with 'breakdown' in replay spoiler. I have 30-35% w/l in these matchups!


I don't have time to watch them all right now, so I'll just break down a bit of game 3.
The reason you lost this game was because you floated 5000 minerals way before maxing. Thats literally a 100 food army of marines. If you had even half of that spent you probably could have just gone and killed him at any time.

So, onto the specifics:
Your 3rd CC is idle for almost 4 minutes. That could have been an orbital dropping mules and building an econ. Instead its a wasted investment.
Grab the gases at your natural at about eight minutes.
Throw down the starport at about 8 minutes as well, you want the medivacs for some pressure/poke.
You get supply blocked a lot in this game, try to have 2 scvs permabuilding depots when your second base is underway.
YOUR EXTRA PRODUCTION IS WICKED LATE, which is why you float 5000 minerals. The moment you begin to float, try to get up to 8 rax 2 fact 1 port asap. money in the bank is like money wasted.
Mine production was very inconsistent, even before switching to tank tech.
When you float a lot of money throw down extra orbitals.
4th CC can be started when you establish your third. ]
get armory upgrades, plating for 4M, attack for bio/tank.
Use one medivac + units to clean creep and stretch his multitasking.
When you scan and see he has that massive army, just gtfo back to base. there's no way youd ever win that fight.

EDIT: Okay game 5.

Aim for 5 barracks ASAP after double ebay. generally around 8ish minutes you want to get them up, you sit on 3 rax for too long and cannot spend your money.
You overcommit heavily to turrets. Generally you can get away with 1 per mineral line, adding more around the outskirts of your base when you want to move out.
Dont double-scan a zerg early game, especially when the first scan reveals a lair. Lair implies no pressure because he cannot afford a big econ and get an army and have lair + lairtech units if its that early in the game. Its a waste of a mule.
More critical supply blocks. Covered this in the previous rep but build depots 2 at a time constantly on 2 base, 3 on 3base, (unless you are like 100/130 for some reason). If this happens just spam depots and production to keep the money low!
Try to secure the third earlier. The thing is, you actually secured yours late and didn't have an army to defend it. Its because you are behind in production and army. So its late, but actually too early given what you had that game -- a testament to how far behind you had gotten (from macro mistakes).
The biggest issue this game was tactics. Drops are used for multiple purposes, mainly:
1) To get an army out of position *so you can push something on the map with your main army*
2) Keep an opponent on the defensive so you can expand or buy time for tech, etc.
In this game, your drops are just aerial attacks, with no other purpose. You did this twice. It would have been better to just move your army across the map and try and pressure something. In that scenario, you could have loaded up a medivac and dropped while your army pressured one of his exposed expansions. Instead, you launched two weak attacks that didn't really benefit you. You lost more than you really got.

A good thing you can do is just mass up and hit at +2 +2. You should be nearly maxed at that point in the game, and can hit zerg when he's trying to get out hive tech. You can opt for a small drop at this point, too, but only do so if it wont do as much damage to your own economy (floating money, forgetting stuff, etc).


Thanks for the response!

So in general the points I probably need to work on most are:
Staying on top of funds (found this really hard with Inno 3CC so much money to spend I am not used to it)
Consistent production cycles
Focus on getting production buildings down faster - 8mins I should be 5rax/1fact/1port
???

eSports tees designed by me - http://tinyurl.com/bqmexd9
mau5mat
Profile Blog Joined September 2012
Northern Ireland461 Posts
August 22 2013 22:06 GMT
#3170
Hey, I'm wondering if anyone has any replays or VODs of high level TvT, where a player goes Proxy Marauder into Mech smoothly? Thanks
iAmJeffReY
Profile Joined August 2010
United States4262 Posts
Last Edited: 2013-08-22 22:13:17
August 22 2013 22:09 GMT
#3171
On August 23 2013 03:45 Sajaki wrote:
Hey, a few quick questions about TvT, which im really struggling in atm: Is it possible to use the ForGG build TvT, but transition into bio. (forgg build = 12 rax 15 gas reactor CC fact port)? I really like the opening but I cannot stand mech mirrors..
Secondly, do any masterleague terrans have replays winning with bio or biomech vs mech on a turtle map like Akilon? Were they don't get a build order advantage earlygame?

Yes, after the 1-1-1 of hellion, or widow mine drop, or marinehellion elevator, or banshee harass, drop 2 more raxes, tech lab fac + starport, swap 2 raxes on both tech labs, get stim and CS and start cranking units.

After CS, reswap fac onto tech lab, get a 3rd at an approp time for the game, after the third, double ebay, 2 more raxes, and 2nd tech lab factory.

5 rax 2 fac 1 port with double ebay is perfect production until your third is saturated, and 4th starts -- then you can add on raxes 6-8, as well as factory #3.


I use 15 gas when I want to play more defensive. I do the 15 gas -> 2 marine -> reactor -> 1-1-1 into marine/hellion raven until I can scout and properly react. That way, it's safe against just about anything, and you still FE at a decent time.

If they do something greedy, it's easy to get 2nd gas, 3rd at natural, and go 1-1-1 marine/tank/banshee push to pressure his expo.

Just my two cents sir.

I have a few reps of bio vs mech, but they're from the name I was leveling and I'm incredibly BM when I level.... lol Lemme get some fresh ones soon and I'll send em your way.

All i do is bio or bio tank vs mech.
Unbiased biased terran abuser Jeffrey. Sorry for the rage, friend!
gillon
Profile Blog Joined April 2010
Sweden1578 Posts
August 22 2013 22:19 GMT
#3172
Am I missing something in TvP?

The way I see it protoss has all the advantages nowadays?

The early game for protoss is either extremely varied and deadly or, if played standard, one of the most cruise control safety net type things ever. The mid game then continues on with drop defense on 2 base (lol) while ignoring taking a third for ages because being a bit behind in eco is irrelevant, apparently. We then proceed to either defending some form of +2 timing from the terran or strolling into the lategame where we throw around warp prisms and 1a + storm in the meanwhile, demanding control from the terran that is so disproportionate to the one protoss does that I find it silly.

Reversing it and looking from the terran perspective it seems to be all uphill. You have a myriad of allins (or what should be allins with their strength considered, anyways) that can come both early and midgame, requiring distinct answers depending on the build you're doing and ending in utter failure from the slightest misstep. You find yourself pigeonhole'd when it comes to your gameplan and the opponent having answers for whatever you might choose to do (from you rather limited options) no matter what tech path he chooses. The lategame, my friends, I won't even go into again.

What am I missing? I've played since early beta, tens of thousands of games, and I consider myself to be at least somewhat proficient in starcraft, yet any advantage/answer/whatever to TvP eludes me.
www.teamproperty.net | "You should hate losing, but you should never fear defeat." - 이윤열
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-08-23 01:48:36
August 22 2013 22:45 GMT
#3173
The way I see it:

0-7 mins - Protoss has advantage because their 1 base all ins are stronger than terrans and they have so many to choose from

7-10 mins - terran has advantage with stim

10-12 mins - protoss has advantage with 2 collosi

12-15 mins - terran has advantage before protoss fully transitions to 3 base collisi / ht

15+ - good luck terrans


Before in WoL protoss had to be weary in the 0-7 mins because of 2 or 3 raxes. With mothership core, not so much anymore. And the mothership core allows protoss to play so greedy that the 10-12 min mark with +1 / combat shield / stim / medivas is no longer terrans domain.
KingofGods
Profile Joined July 2010
Canada1218 Posts
Last Edited: 2013-08-23 08:32:43
August 23 2013 08:32 GMT
#3174
How do you beat proxy thors in TvT? I've never beaten it and I've never lost when doing it myself. I saw Thorzain beat it with banshees on stream one time. Something tells me that isn't the best response and really Thorzain just went with it because he was going gas first into banshee anyway. Even he said Thors hard counter banshee but 3 banshee out dps 1 thor.
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
August 23 2013 09:41 GMT
#3175
On August 23 2013 07:45 KingofGods wrote:
The way I see it:

0-7 mins - Protoss has advantage because their 1 base all ins are stronger than terrans and they have so many to choose from

7-10 mins - terran has advantage with stim

10-12 mins - protoss has advantage with 2 collosi

12-15 mins - terran has advantage before protoss fully transitions to 3 base collisi / ht

15+ - good luck terrans


Before in WoL protoss had to be weary in the 0-7 mins because of 2 or 3 raxes. With mothership core, not so much anymore. And the mothership core allows protoss to play so greedy that the 10-12 min mark with +1 / combat shield / stim / medivas is no longer terrans domain.


Usually stim finishes at 9 minutes at the earliest with any expand build. The main window for Terran is therefore 10-15 mins, and it is crucial to do significant damage or deny third otherwise it's gg.

Pretty dreadful game design to allow a race 5 minute window of advantage, and to make it worst Protoss has over 10 different aggressive options or all ins that hit before 10 mins.
Decendos
Profile Joined August 2011
Germany1341 Posts
Last Edited: 2013-08-23 10:38:51
August 23 2013 10:35 GMT
#3176
is CC first into 1 fac helions into fast 3rd CC into 2 fac BF helion into mech a viable standard opener or is it way behind if scouted early by an overlord?

and is there a viable macro helion opening TvP? love those little cars :D
krooked
Profile Joined May 2011
376 Posts
Last Edited: 2013-08-23 11:31:06
August 23 2013 11:29 GMT
#3177
On August 23 2013 18:41 Lock0n wrote:
Show nested quote +
On August 23 2013 07:45 KingofGods wrote:
The way I see it:

0-7 mins - Protoss has advantage because their 1 base all ins are stronger than terrans and they have so many to choose from

7-10 mins - terran has advantage with stim

10-12 mins - protoss has advantage with 2 collosi

12-15 mins - terran has advantage before protoss fully transitions to 3 base collisi / ht

15+ - good luck terrans


Before in WoL protoss had to be weary in the 0-7 mins because of 2 or 3 raxes. With mothership core, not so much anymore. And the mothership core allows protoss to play so greedy that the 10-12 min mark with +1 / combat shield / stim / medivas is no longer terrans domain.


Usually stim finishes at 9 minutes at the earliest with any expand build. The main window for Terran is therefore 10-15 mins, and it is crucial to do significant damage or deny third otherwise it's gg.

Pretty dreadful game design to allow a race 5 minute window of advantage, and to make it worst Protoss has over 10 different aggressive options or all ins that hit before 10 mins.


What are peoples thoughts on the reaper exp>1:1:1 aggresion-build? I feel that when I do this build I actually win a couple of engagements. I lose the game, of course, but its better than what I manage with cc first / the standard reaperFE>3raxmedivac-timing. I don't understand how to inflict damage without dying and therefore I am at a worse position. I just don't understand this MU

@Decendios:

1:1:1 expand with widowmine/marine-drop and rallying reactored hellions to his mineral line I guess. Maru did it against innovation in OSL, some other pro's have used it as well.
Decendos
Profile Joined August 2011
Germany1341 Posts
August 23 2013 11:48 GMT
#3178
On August 23 2013 20:29 krooked wrote:
Show nested quote +
On August 23 2013 18:41 Lock0n wrote:
On August 23 2013 07:45 KingofGods wrote:
The way I see it:

0-7 mins - Protoss has advantage because their 1 base all ins are stronger than terrans and they have so many to choose from

7-10 mins - terran has advantage with stim

10-12 mins - protoss has advantage with 2 collosi

12-15 mins - terran has advantage before protoss fully transitions to 3 base collisi / ht

15+ - good luck terrans


Before in WoL protoss had to be weary in the 0-7 mins because of 2 or 3 raxes. With mothership core, not so much anymore. And the mothership core allows protoss to play so greedy that the 10-12 min mark with +1 / combat shield / stim / medivas is no longer terrans domain.


Usually stim finishes at 9 minutes at the earliest with any expand build. The main window for Terran is therefore 10-15 mins, and it is crucial to do significant damage or deny third otherwise it's gg.

Pretty dreadful game design to allow a race 5 minute window of advantage, and to make it worst Protoss has over 10 different aggressive options or all ins that hit before 10 mins.


What are peoples thoughts on the reaper exp>1:1:1 aggresion-build? I feel that when I do this build I actually win a couple of engagements. I lose the game, of course, but its better than what I manage with cc first / the standard reaperFE>3raxmedivac-timing. I don't understand how to inflict damage without dying and therefore I am at a worse position. I just don't understand this MU

@Decendios:

1:1:1 expand with widowmine/marine-drop and rallying reactored hellions to his mineral line I guess. Maru did it against innovation in OSL, some other pro's have used it as well.


thanks, gonna try that
KingofGods
Profile Joined July 2010
Canada1218 Posts
August 23 2013 19:26 GMT
#3179
LOL I think TvP is going to make me have to see a psychologist at some point. While watching streams I always winch, like physically convulse, every time I hear the storm animation sound.
Lock0n
Profile Joined December 2012
United Kingdom184 Posts
August 23 2013 20:44 GMT
#3180
So Bomber - probably the best TvPer in the world at the moment - does a 2 or 3 base SCV all in pretty much every game.

Does this mean this is the only way to beat Protoss now, considering the Terran with the best TvP in the world does this every game?

The Terrans who I consider having the 2nd and 3rd best TvP in the world - Innovation and Polt, also got their butts kicked by a mediocre Protoss in Naniwa and First, because they tried to outmicro the protoss which is incredibly difficult now with the MSC, instead of just doing SCV all ins like bomber. Can anyone really say that Naniwa is a better player than Innovation?

Personally I'm gonna do 3 base SCVs all in every single TvP on ladder now, always felt this was my only chance to beat a Protoss. Even hellbats are pretty bad now, so what else can we do?
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