• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 15:34
CEST 21:34
KST 04:34
  • 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
RSL Season 1 - Final Week6[ASL19] Finals Recap: Standing Tall15HomeStory Cup 27 - Info & Preview18Classic wins Code S Season 2 (2025)16Code S RO4 & Finals Preview: herO, Rogue, Classic, GuMiho0
Community News
Esports World Cup 2025 - Brackets Revealed18Weekly Cups (July 7-13): Classic continues to roll8Team TLMC #5 - Submission extension3Firefly given lifetime ban by ESIC following match-fixing investigation17$25,000 Streamerzone StarCraft Pro Series announced7
StarCraft 2
General
Heaven's Balance Suggestions (roast me) Who will win EWC 2025? Esports World Cup 2025 - Brackets Revealed Crumbl Cookie Spoilers – August 2025 The Memories We Share - Facing the Final(?) GSL
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) FEL Cracov 2025 (July 27) - $8000 live event Sparkling Tuna Cup - Weekly Open Tournament RSL: Revival, a new crowdfunded tournament series $5,100+ SEL Season 2 Championship (SC: Evo)
Strategy
How did i lose this ZvP, whats the proper response
Custom Maps
External Content
Mutation # 482 Wheel of Misfortune Mutation # 481 Fear and Lava Mutation # 480 Moths to the Flame Mutation # 479 Worn Out Welcome
Brood War
General
Flash Announces (and Retracts) Hiatus From ASL BGH Auto Balance -> http://bghmmr.eu/ Soulkey Muta Micro Map? BW General Discussion [ASL19] Finals Recap: Standing Tall
Tourneys
[Megathread] Daily Proleagues 2025 ACS Season 2 Qualifier CSL Xiamen International Invitational Cosmonarchy Pro Showmatches
Strategy
Simple Questions, Simple Answers I am doing this better than progamers do.
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread CCLP - Command & Conquer League Project The PlayStation 5
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Stop Killing Games - European Citizens Initiative
Fan Clubs
SKT1 Classic Fan Club! Maru Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Korean Music Discussion Movie Discussion! [\m/] Heavy Metal Thread
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Ping To Win? Pings And Their…
TrAiDoS
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
StarCraft improvement
iopq
Customize Sidebar...

Website Feedback

Closed Threads



Active: 671 users

[H][TvP] How can I punish a greedy opening? - Page 3

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 Next All
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 22 2013 16:45 GMT
#41
On July 23 2013 01:15 Tuffy wrote:
First of all, as a player who used to be beat GM protoss` with my marauder expo, I can say for sure, that marauder expo does not work in HoTs, and if your opponent is paying attention, he can just walk his msc over and start picking off scvs xD.


I dont know how you exactly play the marauder expand, but do it this way:
when the barracks is done: marine, tech lab, marauder+cs, marauder
ill the push with these three units and i can kill every protoss unit that is on the map with some kiting.
after that, ill only build marines until i have medivacs (after expo, additional barracks etc)
i only get into trouble if they rush to the msc and send them over, but then i have 3 units in their base and can kill pylons while i get marines out.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
WonnaPlay
Profile Joined September 2010
Netherlands912 Posts
July 23 2013 10:06 GMT
#42
On July 23 2013 00:08 graNite wrote:
Show nested quote +
On July 22 2013 23:24 WonnaPlay wrote:
On July 22 2013 18:30 graNite wrote:
On July 22 2013 18:21 unknown soldier wrote:
from a low toss point CC first is not a real good opener if he goes for 1 gate fe as he can simply drop the idea of FE and add two gates and go kill your units and it is game over (this is what i do maybe those terrains dont do it right )

that is the problem. and it does not work the other way round beause of the msc...


I feel that you are too much stuck in your head with the Protoss not punishable idea.

It is actually extremely hard to punish greedy terrans.
Alot of the times Terrans have their 3rd CC running (in their base) long before a P even thinks about taking a 3rd base.

First focus on getting a decent, instead of throwing ideas out of the window, because you keep saying your marauder opener is great.
If you truly would open your mind up to other build orders, you would not be so defensive here in this thread.


i am open to other builds, that is why i created this thread. i wanted to know what i can do, how i can open against a protoss who is that greedy.
and as you saw, the general consensus is that the msc makes the protoss so safe for such a long time that there is no way to punish greedy (tech- and upgradewise) play.

i dont think i got into masters because of my other matchups or because i have perfect macro and/or micro to keep up with my bo that is not "decent" in your opinion. of course, like every bo it has its weaknesses.


what i meant in the quoted part is the punishment of the first expanison. a protoss can just go robo/stargate/blink allin and i dont think it is that easy to defend if you expanded as t. but as a terran it is not possible to do that.


Actually there are extremely powerfull 10-11 minutes pushes right now that can easily cripple Protoss players that go too tech heavy.

I understand that you think you can kill any unit on the map with 2 marauders and a marine, however your build as you described it (bar --> marine --> techlab+cs --> marauder, marauder) will 100% asways die to certain early aggressions.
It is impossible to hold proxy Oracle for example.

I think in general you lose to certain aggressive builds because of your opener. Because you focus so heavy on early gas into marauders and cs, your expand itself will be later, your factory will be later, your starport will be later.
Instead of focussing on punishing greedy protoss at the 7 minute mark, you should aim for the 10 minute mark.

You will notice once you change your focus, you will get alot more wins like this.
Killing the first few units on the map doesn't matter much, since alot of P builds do not even sent out units anymore.
TheDwf
Profile Joined November 2011
France19747 Posts
July 23 2013 10:14 GMT
#43
On July 23 2013 19:06 WonnaPlay wrote:
Actually there are extremely powerfull 10-11 minutes pushes right now that can easily cripple Protoss players that go too tech heavy.

Which ones?
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 23 2013 12:00 GMT
#44
On July 23 2013 19:06 WonnaPlay wrote:
Show nested quote +
On July 23 2013 00:08 graNite wrote:
On July 22 2013 23:24 WonnaPlay wrote:
On July 22 2013 18:30 graNite wrote:
On July 22 2013 18:21 unknown soldier wrote:
from a low toss point CC first is not a real good opener if he goes for 1 gate fe as he can simply drop the idea of FE and add two gates and go kill your units and it is game over (this is what i do maybe those terrains dont do it right )

that is the problem. and it does not work the other way round beause of the msc...


I feel that you are too much stuck in your head with the Protoss not punishable idea.

It is actually extremely hard to punish greedy terrans.
Alot of the times Terrans have their 3rd CC running (in their base) long before a P even thinks about taking a 3rd base.

First focus on getting a decent, instead of throwing ideas out of the window, because you keep saying your marauder opener is great.
If you truly would open your mind up to other build orders, you would not be so defensive here in this thread.


i am open to other builds, that is why i created this thread. i wanted to know what i can do, how i can open against a protoss who is that greedy.
and as you saw, the general consensus is that the msc makes the protoss so safe for such a long time that there is no way to punish greedy (tech- and upgradewise) play.

i dont think i got into masters because of my other matchups or because i have perfect macro and/or micro to keep up with my bo that is not "decent" in your opinion. of course, like every bo it has its weaknesses.


what i meant in the quoted part is the punishment of the first expanison. a protoss can just go robo/stargate/blink allin and i dont think it is that easy to defend if you expanded as t. but as a terran it is not possible to do that.


Actually there are extremely powerfull 10-11 minutes pushes right now that can easily cripple Protoss players that go too tech heavy.

I understand that you think you can kill any unit on the map with 2 marauders and a marine, however your build as you described it (bar --> marine --> techlab+cs --> marauder, marauder) will 100% asways die to certain early aggressions.
It is impossible to hold proxy Oracle for example.

I think in general you lose to certain aggressive builds because of your opener. Because you focus so heavy on early gas into marauders and cs, your expand itself will be later, your factory will be later, your starport will be later.
Instead of focussing on punishing greedy protoss at the 7 minute mark, you should aim for the 10 minute mark.

You will notice once you change your focus, you will get alot more wins like this.
Killing the first few units on the map doesn't matter much, since alot of P builds do not even sent out units anymore.



I would like to know the 10-11 minutes builds as well. I have 2 medivacs ready (from a starport with a reactor) at 10 minutes with my build. I dont die to proxy oracle because if i dont see their tech and no expo aftrer scouting 2 gas i get an ebay.

I never said it is a problem that I lose games because of my opener. The marauders dont cost much gas (125 for techlab, 2 marauders and cs).

Did you watch the replay? If I aim for a push at the 10-11 minute mark only to punish what he did, i give him way to much time to get an advantage of that early tech and upgrade.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Sated
Profile Blog Joined March 2011
England4983 Posts
July 23 2013 12:12 GMT
#45
--- Nuked ---
mechengineer123
Profile Joined March 2013
Ukraine711 Posts
July 23 2013 12:20 GMT
#46
I use a widow mine/hellion drop/driveby stuff with delayed CC (transition into normal bio, but they lose like 15+ probes most of the time, so it's no problem anymore), it's pretty gimmicky but a lot of fun and gets me a positive winrate in masters, whereas normal FE had me at like 10% winrate because it feels impossible to do anything as they calmly get deathballs for free.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-07-23 12:54:59
July 23 2013 12:21 GMT
#47
--- Nuked ---
vhapter
Profile Joined May 2010
Brazil677 Posts
July 24 2013 19:25 GMT
#48
The style you're describing isn't necessarily greedy. It's super safe against almost anything, perhaps the only exception would be a blind 2 rax in the hopes the protoss skips both his zealot and stalker to get a faster robo. Protoss can safely get an earlier robo these days, but getting detection asap is a must nowadays. Considering that the fastest robo after nothing but a nexus + msc can be started at 4:40, and that a gas first build for proxy widow mines means 2 widow mines can be dropped at your mineral line before 6:00, even a 4:40 robo isn't fast enough forces protoss to buy time. If we're talking about a single widow mine, you can have one out as early as 4:40 iirc, which is pretty damn early. So, in a way, this style isn't "greedy"... it's actually one of the safest ones out there.

I think one of the most annoying things you can do is ebay block the protoss as early as possible and harass him with a reaper. Kill his probe and keep on kiting his zealot to slow him down as much as possible. If he is not careful enough and blindly cancels his zealot, it will suck for him. Either way, he will need to add a third pylon, change his build, and delay his nexus for quite a bit (like a whole minute) if you started your ebay block early enough.

By the way, have you tried that style where you get a super early ebay for a fast +1atk? Where you only get 2 barracks, but very early medivacs (I think you can hit the protoss at 9:30 or something, which can outright kill him if he gets a delayed colossus, hasn't warped in enough units, and his extra gates aren't up yet) and 1-1 ups by 11:00? It's very strong.
To live is to fight, to fight is to live!
KingofGods
Profile Joined July 2010
Canada1218 Posts
July 25 2013 04:02 GMT
#49
Ebay block usually just means he builds the robo even quicker since protoss like the 2 assimilator 4 miners style. Good or bad? You decide!
tsango
Profile Joined July 2011
Australia214 Posts
July 25 2013 08:31 GMT
#50
IMO with MSC theres very little you can do early game to punish a fast nexus, unless its nexus first then a reaper can do good damage.
Any 2-3 rax builds will see the protoss add another 2 gateways and hold with a little bit of micro and wind up a long way ahead.
If you're not comfortable macro'ing with multi-pronged harass to disrupt his macro through a longer game and want to finish the game earlier, the previously mentioned 10-11min timings with MMM + large SCV pulls are very powerful, hitting just before the protoss takes his 3rd usually with 1 collosus but no range and having a single medivac doing widow mine drops if you scout early immortals (because he'll have probably skimped on observers) otherwise hellions or marines depending on his composition.
Banshee openers are a bit more common now but i dont think they have the same punch/cost effectiveness and utility of factory based harass.
If you dont like something, then that should be reason enough to try and change it
TheDwf
Profile Joined November 2011
France19747 Posts
July 25 2013 09:38 GMT
#51
On July 23 2013 21:12 Sated wrote:
Show nested quote +
On July 23 2013 19:14 TheDwf wrote:
On July 23 2013 19:06 WonnaPlay wrote:
Actually there are extremely powerfull 10-11 minutes pushes right now that can easily cripple Protoss players that go too tech heavy.

Which ones?

Mvp vs. SaSe from WCS Europe last season. That'll do the trick against a Protoss who is too tech heavy on two bases.

Irrelevant since Protoss can scout your Tanks and reactively not go Colossi + HTs on 2 bases; plus it would have to be done blindly before you know what Protoss is doing (Mvp didn't have this problem because he knew how SaSe plays PvT).
graNite
Profile Blog Joined December 2010
Germany4434 Posts
July 25 2013 10:08 GMT
#52
I think we can summarize the thread now:
- Protoss is safe on 2 bases-
- If you want to play standard macro, the way to go is delaying his third with bio while getting a third.
- The own opening doesnt really matter as long as you can scout and identify what he is teching to because is going to be passive for a long time.
"Oink oink, bitches" - Tasteless on Pigbaby winning a map against Flash
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-07-25 11:01:52
July 25 2013 10:49 GMT
#53
--- Nuked ---
TheDwf
Profile Joined November 2011
France19747 Posts
July 25 2013 13:44 GMT
#54
On July 25 2013 19:49 Sated wrote:
I'm pretty sure Mvp's build wasn't intended to be a killing blow, it only turned out that way because SaSe was trying to do absolutely everything on two bases. Against a more standard Protoss opening, I'm pretty confident that Mvp's build would still contain the Protoss and thus significantly delay the timing of the Protoss player's third base. In fact, I've had exactly that happen to me quite a few times; I've even lost a couple of times because I impatiently a-moved into the Tank line when I should waited for another Colossus or another round of units.

Mvp's build was a 2-bases bio/Tanks all-in, against a more standard Protoss opening correctly defending your Marine/Mine pressure and reacting to your Tank production you get completely rolled by his Zealots/Archons/Immortals charge when you first try to set up your contain.

On July 25 2013 19:49 Sated wrote:
I see that not a single Terran has addressed my post about Hellion/Marine multi-pronged pressure. It's really, really effective against me, so I'd love to see a Terran produce replays were such a build doesn't - at the very least - deny the Protoss from mining their expansion for a while. I'd be very surprised if anyone can produce a replay were there aren't any Probe kills, or there aren't any Probes pulled away from mining for a significant amount of time. I actually hope I'm wrong, because I'd really like to know how a single Photon Overcharge and a handful of Gateway units (usually a Stalker and a couple of Sentries) can defend one base from Hellions and another base from Marines. I lose to that sort of stuff so much when I open 20 Nexus MSC Expand

On July 23 2013 21:21 Sated wrote:
If you open with a MSC expand then, even if you constantly make units from the Gateway, the units you'll have by the time Terran attacks are a Stalker and 2/3 Sentries. The scenario that gets me the most is when 4 Hellions are dropped into my main and 8 Marines run into my natural. Your units have to help defend the main because Photon Overcharge won't kill the Hellions quickly enough. Forcefields will have to be used by the Sentries, making them less useful vs. future aggression. This also makes it harder for you to scout with Hallucinations. Furthermore, pulling your units into the main leaves the natural undefended against Marines, which will force you to pull Probes. Ultimately, you're going to lose some Probes at the natural unless you're psychic, and you're going to lose some Probes in the main because 3 Hellions one-shot workers. Any additional damage dealt by forcing Probes to be pulled etc. is just a bonus for the Terran (and you probably will have to pull Probes vs. the Hellions). The amount of disruption caused will make any timing hit by the Terran in the near future very strong.

You should build Stalkers and not Sentries to deal with that kind of attack, this is most likely your problem. There is no Terran timing afterwards before Medivacs come. I don't know if you're talking about Marines/Hellions before or after expand but both can be defended fine with the few units you have when it comes.
Cirqueenflex
Profile Joined October 2010
499 Posts
July 25 2013 14:28 GMT
#55
On July 25 2013 19:49 Sated wrote:
I see that not a single Terran has addressed my post about Hellion/Marine multi-pronged pressure. It's really, really effective against me, so I'd love to see a Terran produce replays were such a build doesn't - at the very least - deny the Protoss from mining their expansion for a while. I'd be very surprised if anyone can produce a replay were there aren't any Probe kills, or there aren't any Probes pulled away from mining for a significant amount of time. I actually hope I'm wrong, because I'd really like to know how a single Photon Overcharge and a handful of Gateway units (usually a Stalker and a couple of Sentries) can defend one base from Hellions and another base from Marines. I lose to that sort of stuff so much when I open 20 Nexus MSC Expand


As someone already pointed out, you should have more than one Stalker. The Nexus cannon is good against slow-moving units, as it gets many more shots out before those units become an actual danger. So it is strong against marines (and marauders to some extend). Your ground units should cover the other possible attacking options for Terran, especially medivacs/hellions, so you should build more Stalkers.

What I am curious about is how good banshee openings (or double starports) fare in the current metagame (with cloak, preferebly, as Nexus cannon + Stalkers will just smash them otherwise). Do they hit too late that the early expand from Protoss already propelled them ahead enough? Why is hardly anyone doing them anymore? Are hellbats and widow mines just too shiny to not build?
Give a man a fire, you keep him warm for a night. Set a man on fire, and you keep him warm for the rest of his life.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
July 25 2013 14:41 GMT
#56
On July 25 2013 23:28 Cirqueenflex wrote:
Show nested quote +
On July 25 2013 19:49 Sated wrote:
I see that not a single Terran has addressed my post about Hellion/Marine multi-pronged pressure. It's really, really effective against me, so I'd love to see a Terran produce replays were such a build doesn't - at the very least - deny the Protoss from mining their expansion for a while. I'd be very surprised if anyone can produce a replay were there aren't any Probe kills, or there aren't any Probes pulled away from mining for a significant amount of time. I actually hope I'm wrong, because I'd really like to know how a single Photon Overcharge and a handful of Gateway units (usually a Stalker and a couple of Sentries) can defend one base from Hellions and another base from Marines. I lose to that sort of stuff so much when I open 20 Nexus MSC Expand


As someone already pointed out, you should have more than one Stalker. The Nexus cannon is good against slow-moving units, as it gets many more shots out before those units become an actual danger. So it is strong against marines (and marauders to some extend). Your ground units should cover the other possible attacking options for Terran, especially medivacs/hellions, so you should build more Stalkers.

What I am curious about is how good banshee openings (or double starports) fare in the current metagame (with cloak, preferebly, as Nexus cannon + Stalkers will just smash them otherwise). Do they hit too late that the early expand from Protoss already propelled them ahead enough? Why is hardly anyone doing them anymore? Are hellbats and widow mines just too shiny to not build?


Banshees builds just seem to be worse than mine builds. Protoss pretty much gets detection every time anyway because it's very safe to go robo and colossi are still really good so banshee's usually just don't end up doing anything. Mines are much easier to mix in your build, are not as risky to tech too (teching to banshee often means you die if they do some gateway timing) and do quite well against no detection either. Sure mines don't do as much damage as banshee's in the absence of detection but overall do better for less cost.
PvT strategically is a total bore at the moment imo. MsC takes away almost any full on early terran aggression, basically there is just the 2-3 rax proxy that's it. Protoss has some all-ins as always which is fine i guess. For the most part it's just both expoing, T harassing with MMM and P defending. It's boring to watch because strategically the differences in PvT are very small compared to other matchups.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-07-25 15:07:06
July 25 2013 15:04 GMT
#57
--- Nuked ---
vhapter
Profile Joined May 2010
Brazil677 Posts
July 25 2013 15:06 GMT
#58
On July 25 2013 19:49 Sated wrote:
[...]
I see that not a single Terran has addressed my post about Hellion/Marine multi-pronged pressure. It's really, really effective against me, so I'd love to see a Terran produce replays were such a build doesn't - at the very least - deny the Protoss from mining their expansion for a while. I'd be very surprised if anyone can produce a replay were there aren't any Probe kills, or there aren't any Probes pulled away from mining for a significant amount of time. I actually hope I'm wrong, because I'd really like to know how a single Photon Overcharge and a handful of Gateway units (usually a Stalker and a couple of Sentries) can defend one base from Hellions and another base from Marines. I lose to that sort of stuff so much when I open 20 Nexus MSC Expand

What kind of opening do you go for? Right after you start your nexus, you can tweak things to be safer. If you open with double gas, you can go sentry --> robo --> stalker --> sentry before wg is finished (sentry before robo delays robo for about 20 seconds). At 6:30, you warp in 2 more stalkers. That's enough for a body block at your ramp, photon overcharge, and possibly 2-3 more units depending on how many gateways you have and when your opponent strikes (if it's not gas first, he probably won't be dropping before 7:00, which means you can reactively warp in 2 more stalkers if need be). I don't even see how you could need 3 gateways considering the fact that you will have at least 3 stalkers for base defense.

If you opened with a single geyser, you probably won't get a sentry before your robo, but you can still go robo --> stalker --> sentry. Then you warp in 2 more stalkers, and at 7:00ish, you can add 1-2 extra sentries depending on your priorities.

If you manage to pull probes away from his stuff without losing too many of them, you should be fine imo. After all, builds like the one you mentioned have to do some damage beacause the terran is sacrificing other things to make this work. Instead of thinking about what he has during this sort of aggression, think about what he probably will not have later because of it.
To live is to fight, to fight is to live!
TheDwf
Profile Joined November 2011
France19747 Posts
Last Edited: 2013-07-25 17:14:07
July 25 2013 16:52 GMT
#59
On July 26 2013 00:04 Sated wrote:
Show nested quote +
On July 25 2013 22:44 TheDwf wrote:
On July 25 2013 19:49 Sated wrote:
I'm pretty sure Mvp's build wasn't intended to be a killing blow, it only turned out that way because SaSe was trying to do absolutely everything on two bases. Against a more standard Protoss opening, I'm pretty confident that Mvp's build would still contain the Protoss and thus significantly delay the timing of the Protoss player's third base. In fact, I've had exactly that happen to me quite a few times; I've even lost a couple of times because I impatiently a-moved into the Tank line when I should waited for another Colossus or another round of units.

Mvp's build was a 2-bases bio/Tanks all-in, against a more standard Protoss opening correctly defending your Marine/Mine pressure and reacting to your Tank production you get completely rolled by his Zealots/Archons/Immortals charge when you first try to set up your contain.

On July 25 2013 19:49 Sated wrote:
I see that not a single Terran has addressed my post about Hellion/Marine multi-pronged pressure. It's really, really effective against me, so I'd love to see a Terran produce replays were such a build doesn't - at the very least - deny the Protoss from mining their expansion for a while. I'd be very surprised if anyone can produce a replay were there aren't any Probe kills, or there aren't any Probes pulled away from mining for a significant amount of time. I actually hope I'm wrong, because I'd really like to know how a single Photon Overcharge and a handful of Gateway units (usually a Stalker and a couple of Sentries) can defend one base from Hellions and another base from Marines. I lose to that sort of stuff so much when I open 20 Nexus MSC Expand

On July 23 2013 21:21 Sated wrote:
If you open with a MSC expand then, even if you constantly make units from the Gateway, the units you'll have by the time Terran attacks are a Stalker and 2/3 Sentries. The scenario that gets me the most is when 4 Hellions are dropped into my main and 8 Marines run into my natural. Your units have to help defend the main because Photon Overcharge won't kill the Hellions quickly enough. Forcefields will have to be used by the Sentries, making them less useful vs. future aggression. This also makes it harder for you to scout with Hallucinations. Furthermore, pulling your units into the main leaves the natural undefended against Marines, which will force you to pull Probes. Ultimately, you're going to lose some Probes at the natural unless you're psychic, and you're going to lose some Probes in the main because 3 Hellions one-shot workers. Any additional damage dealt by forcing Probes to be pulled etc. is just a bonus for the Terran (and you probably will have to pull Probes vs. the Hellions). The amount of disruption caused will make any timing hit by the Terran in the near future very strong.

You should build Stalkers and not Sentries to deal with that kind of attack, this is most likely your problem. There is no Terran timing afterwards before Medivacs come. I don't know if you're talking about Marines/Hellions before or after expand but both can be defended fine with the few units you have when it comes.

Then I'm mistakingly memorising Mvp's build as something that it wasn't. In any case, I've had people do more macro oriented Tank openings against me and they still contain pretty well. They're definitely better than MMM-type contains because those contains can be shut down by good Forcefields and a single Colossus, which isn't true of a Tank-based contain. Of course, you have to commit more into a Tank-based contain, but I think that it can be worth it... and there is always the chance of catching a Protoss off-guard and doing more damage than you intend.

Saying that a flood of Chargelots/Archons/Immortals will be waiting for you is erroneous. If the Protoss doesn't get Sentries early on (which you advise against doing), they won't get to scout your base until after they've chosen to build a Colossus Den. Which is it? Get Sentries for scouting so you don't get contained by Tanks, or get Stalkers so you don't die to Hellions?

EDIT:

Of course, I am very biased because my PvT has an awful win-rate at the moment, so I hate seeing Terrans whine about it. If Terrans are so universally sure that TvP is awful, why can't I stomp everyone? /sadzealot

You can't play Tank contain into a normal third (in his games against SaSe, Mvp built its third at like 13' or 14+' and it was mostly here for the decoration, he had already won before), it just doesn't work; you need to invest everything in the contain to get a strong grip. In macro play Tanks are only used to defend certain all-ins when opening fast expand into 1-1-1.

I didn't say you shouldn't get Sentries, I said you shouldn't have only one stalk when the Marine/Hellion attack hits [edit: reread what I wrote, sorry I worded it poorly]. But what are your Terran opponents doing, 1-1-1 before or after expand? Both variants exist, and obviously you'll have less units against the first one.

Assuming a standard 5'20 robo, you can send your first obs while leaving the second one to defend at home against a possible Mine drop. The first obs you sent will see the first Tanks. Even if you choose the Colossus path, you're not bound to be hopelessly contained, when he moves out you can move out yourself to meet him on the map (slightly ahead of your natural) and slow down his progress by forcing Siege, then you can poke with ranged Colossi to kill SCVs building bunks, etc.

Maybe post a replay if you have one of this kind of loss so we avoid incomprehension issues.
vhapter
Profile Joined May 2010
Brazil677 Posts
July 25 2013 17:28 GMT
#60
^ This is true. It's pretty unusual not to see tanks coming. I think any tank push can be stopped by skipping forges to get gates earlier, slowing down the terran across the map, and maybe using photon overcharge. Immortals are also pretty handy imo. At least that's what I do when I see a tank push, maybe it's not impossible to squeeze in a single forge and/or a twilight in the process... but like TheDwf said, you can't do a tank push and macro behind it like you would with a regular medivac timing.
To live is to fight, to fight is to live!
Prev 1 2 3 4 Next All
Please log in or register to reply.
Live Events Refresh
RotterdaM Event
17:00
$100 Stream Ruble
RotterdaM754
Liquipedia
CSO Contender
17:00
#43
Liquipedia
PSISTORM Gaming Misc
15:55
FSL Team League: PTB vs RR
Liquipedia
Epic.LAN
12:00
Epic.LAN 45 Playoffs Stage
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RotterdaM 754
BRAT_OK 102
JuggernautJason61
CosmosSc2 5
StarCraft: Brood War
Mini 1010
Larva 558
firebathero 205
ZZZero.O 140
TY 107
Aegong 61
yabsab 15
GoRush 13
Stormgate
TKL 120
Dota 2
qojqva4483
monkeys_forever319
League of Legends
Grubby4175
Counter-Strike
fl0m2550
Stewie2K852
Heroes of the Storm
Liquid`Hasu323
Other Games
Beastyqt655
summit1g251
Trikslyr214
Hui .192
ToD184
Skadoodle171
ArmadaUGS105
Sick44
Organizations
Other Games
gamesdonequick2094
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• printf 75
• tFFMrPink 20
• Kozan
• Migwel
• AfreecaTV YouTube
• sooper7s
• intothetv
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 26
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21595
League of Legends
• Nemesis5806
Other Games
• imaqtpie1560
• WagamamaTV172
Upcoming Events
Sparkling Tuna Cup
14h 26m
Online Event
20h 26m
Esports World Cup
2 days
ByuN vs Astrea
Lambo vs HeRoMaRinE
Clem vs TBD
Solar vs Zoun
SHIN vs Reynor
Maru vs TriGGeR
herO vs Lancer
Cure vs ShoWTimE
Esports World Cup
3 days
Esports World Cup
4 days
Esports World Cup
5 days
CranKy Ducklings
6 days
BSL20 Non-Korean Champi…
6 days
BSL20 Non-Korean Champi…
6 days
Bonyth vs Sziky
Dewalt vs Hawk
Hawk vs QiaoGege
Sziky vs Dewalt
Mihu vs Bonyth
Zhanhun vs QiaoGege
QiaoGege vs Fengzi
Liquipedia Results

Completed

CSL Xiamen Invitational: ShowMatche
RSL Revival: Season 1
Murky Cup #2

Ongoing

BSL 2v2 Season 3
Copa Latinoamericana 4
Jiahua Invitational
BSL20 Non-Korean Championship
CSL Xiamen Invitational
2025 ACS Season 2
Championship of Russia 2025
Underdog Cup #2
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
PGL Astana 2025
Asian Champions League '25

Upcoming

CSLPRO Last Chance 2025
CSLPRO Chat StarLAN 3
BSL Season 21
RSL Revival: Season 2
SEL Season 2 Championship
uThermal 2v2 Main Event
FEL Cracov 2025
Esports World Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
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 © 2025 TLnet. All Rights Reserved.