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The LotV Protoss Help Me Thread - Page 9

Forum Index > StarCraft 2 Strategy
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iMrising
Profile Blog Joined March 2012
United States1099 Posts
Last Edited: 2016-01-09 07:44:59
January 09 2016 07:40 GMT
#161
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!
$O$ | soO
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
January 09 2016 08:15 GMT
#162
On January 09 2016 07:50 Hyper1 wrote:
Ok [H] http://ggtracker.com/matches/6386224

So what could I have done to change the outcome of the game?

Generally. you preety good for bronze. And generally, about this game...dont overbuild stalkers, mix them with adepts, so adepts tank and kill zerglings if needed, and your stalkers will care about everything else, and dont forget to build units from your robo (not only observers)...Second tip to have observer not on 3-d, but on the middle route, so you can know when attack is coming.

But now, better focus on mechanics. You need to better use hotkeys. You can check many videos, even mine in the thread http://www.teamliquid.net/forum/sc2-strategy/501305-sc2-lotv-academy-by-tedburtle

There will be few more about mechanics this weekend.
Unbeatable Protoss
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
January 09 2016 08:27 GMT
#163
On January 09 2016 16:40 iMrising wrote:
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!

PvZ - if it's from 3 bases, earlyest will be around 5:10 ~5:30 minutes..And should have minimal of 3 to 4 gases...Smart zergs will make theyr gasses spread aroun all bases...So i guess best solution to just see units poping out from 4:00 to 5:00 and at 4:40 rallying to your 3-d/nat. You should be able to do it with phoenix.

PvT - dont really know, my PvT is 76%...
I play stargate + robo + ~5 gates when im on 3-d.
So 5 phoenix roaming on the most obvious drop spot, 2 observers looking on another drops (this will have your main/nat safe). and main army with adepts,immortals, mb few stalkers and MSC is on 3-d/4-th. + initial oracle many time saves asses with traps..i just use it for scout, mb few worker kills...and then spam traps over all map

PvP: You will have hard times defending all 1 base allins...Like pylon rush or 4wgp or proxy immortals or proxy 3gate or proxy voidrays or proxy2gate to expand...etc.etc...but...it's still possible to defend it sometime.
Stalker disruptor is cool, but immortal-chargelot-archons + few phoenix can fight with them, in my opinion its not determined yet, but stalker disruptor is really beast.
I suggest to open gate-gas-expand-cybernet-gas if you want exp faster, or 2gate-2gas to 2-stalkers+Warp+MSC, if scout greed , pylon rush / cancel msc proxy robo / cancel msc proxy void etc.etc. or 2 more stalkers, 4 stalkers pressure to expand.
Unbeatable Protoss
Hyper1
Profile Joined December 2015
158 Posts
January 09 2016 08:34 GMT
#164
Is there any way to be able to react to mass banshee/liberator? I just faced a 2 base terran, who turtled, walled off, and surrounded himself with turrets so I couldn't get any info at all. So I thought the correct answer was to macro and expand, beat him with economy. I got blink stalkers, kept my minerals low, built tons of probes, got HT's, researched storm, got my upgrades, then he pushed out with mass cloak banshee. I put 2 photon cannons in each of my mineral lines just in case of cloak banshee harass, but they didn't stand up to a ton of bashee's and I lost my detection with that. By the time I got my army there, my base was already gone, plus he had a ton of liberation zones down so even if I wanted to there's nothing I could have done. Even my blink stalkers would have blinked to their death under the banshee/liberator zone before I could get anything done. I knew if I tried to split my army to protect all my bases I'd just lose my army, so I had to try to chase them down, which doesn't work well with ground units chasing down that group. He just kept moving from base to base and destroying my probes and nexus, and cyber. I kept trying to rebuild and kept going, but had no idea how to stop them and just kept running to my death. If I build phoenix his liberators would wipe them out, if I build a ground army, liberation zones and banshee's will destroy it. The only thing that seemed like an option was trying to tech up to carrier, but by the time I found out he was going mass banshee/liberator, there's no way I could have gotten built up to carrier and pump them out fast enough to counter.

So do I just need to tech to the end of every tree when facing turtling terran? Also, what kind of cheap plays to protoss have for easy wins? Zerg can harass with mass zergling while waiting to pump out 16+ muta's and win (I watched replays of pros facing the same thing, they all lost to, doesn't give me much hope). Terran can completely turtle off, prevent scouting, then mass up something and if you guess wrong when building your army, you just lose. So what does terran have to win without much effort so I can try to counter those builds with our own.
Hyper1
Profile Joined December 2015
158 Posts
January 09 2016 08:54 GMT
#165
On January 09 2016 17:15 TedBurtle wrote:
Show nested quote +
On January 09 2016 07:50 Hyper1 wrote:
Ok [H] http://ggtracker.com/matches/6386224

So what could I have done to change the outcome of the game?

Generally. you preety good for bronze. And generally, about this game...dont overbuild stalkers, mix them with adepts, so adepts tank and kill zerglings if needed, and your stalkers will care about everything else, and dont forget to build units from your robo (not only observers)...Second tip to have observer not on 3-d, but on the middle route, so you can know when attack is coming.

But now, better focus on mechanics. You need to better use hotkeys. You can check many videos, even mine in the thread http://www.teamliquid.net/forum/sc2-strategy/501305-sc2-lotv-academy-by-tedburtle

There will be few more about mechanics this weekend.


But if I don't build only stalkers, then there's no way I'll be able to stop the muta ball that's coming. Zealots and adepts don't shoot up. So if I add them to help defend against the zergling, then I lose to muta ball anyway.

I like my robo units, obviously the observer. I'll build a warp prism sometimes to try to harass, but against zerg I saw nothing but zergling, and figured my immortals would just get crushed against them. Plus I was more focused on trying to build up to protect from the muta ball, as that's what I've faced in nearly every match against zerg lately. I'll normally build them against roaches, but that's about the only time I do. It seems like every other unit in the game eats my immortals now. Same with terran and other protoss. Pretty much all the protoss I fight just go Void Rays, and yes I read their terrible and all that, but they pretty much eat everything I can throw at them. Stalkers are the only thing I can build that shoot up, and even in greater numbers still lose pretty fast. Phoenix just feel like they're tickling them while they're destroying my army, it seems like I have to just go void rays myself and try to out-macro them, so building anything from the robo is just a waste, but if I don't go robo then I lose to DT's. Against terran, marines seem to eat my immortals pretty fast, as do liberators, and again it can't shoot up, and I don't go skytoss either because marines eat everything I build really quickly. So in most situations, I'm stuck using only blink stalkers. I want to use higher tech, but it all seems moot. Any advanced unit I build seems either worthless or easily shut down entirely. Then I only build blink stalkers because I need something that can shoot air if they go that route.

I can't find any video's of terran turtling and how to counter the builds they're using and none of the units I have seem like they'll be able to do anything before I've already taken too much damage to recover from. When I watch the pro's play, terran and zerg don't do the crazy crap they do against me. No mass turrets to prevent scouting, No mass banshee/liberator. Which leads me to believe there is a counter to it, and I just can't figure it out.

As far as hotkeys, I pretty much do the same thing every game, I put all my nexus on 1, my advanced production facilities on 2, 3 is reserved if I go for the other route also. 4 is casters, and 5 is my main army. I could probably add 6 but not sure what I'd use it for, and anything past that is harder to actually hit.

Also just to clarify, I'm not complaining, or saying anything is imba or anything like that. I am frustrated that I suddenly began to suck really bad, and can't figure out what to do. I know I need to get better, and faster, and figure out how the hell to harass my opponents because it never seems to work, as well as how to fend off harass as well as they do. However for the most part I can watch my replays and say "Oh I should have done this." or "I forgot about this." but for some things like muta balls and turtling terran, even after watching I can't figure out what I could have done. But I'll watch that video just the same. I never pass up a chance to learn.
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
January 09 2016 12:27 GMT
#166
On January 09 2016 17:34 Hyper1 wrote:
Is there any way to be able to react to mass banshee/liberator?.

Tempest-storm
Unbeatable Protoss
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 09 2016 22:08 GMT
#167
On January 09 2016 17:27 TedBurtle wrote:
Show nested quote +
On January 09 2016 16:40 iMrising wrote:
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!

PvZ - if it's from 3 bases, earlyest will be around 5:10 ~5:30 minutes..And should have minimal of 3 to 4 gases...Smart zergs will make theyr gasses spread aroun all bases...So i guess best solution to just see units poping out from 4:00 to 5:00 and at 4:40 rallying to your 3-d/nat. You should be able to do it with phoenix.

PvT - dont really know, my PvT is 76%...
I play stargate + robo + ~5 gates when im on 3-d.
So 5 phoenix roaming on the most obvious drop spot, 2 observers looking on another drops (this will have your main/nat safe). and main army with adepts,immortals, mb few stalkers and MSC is on 3-d/4-th. + initial oracle many time saves asses with traps..i just use it for scout, mb few worker kills...and then spam traps over all map

PvP: You will have hard times defending all 1 base allins...Like pylon rush or 4wgp or proxy immortals or proxy 3gate or proxy voidrays or proxy2gate to expand...etc.etc...but...it's still possible to defend it sometime.
Stalker disruptor is cool, but immortal-chargelot-archons + few phoenix can fight with them, in my opinion its not determined yet, but stalker disruptor is really beast.
I suggest to open gate-gas-expand-cybernet-gas if you want exp faster, or 2gate-2gas to 2-stalkers+Warp+MSC, if scout greed , pylon rush / cancel msc proxy robo / cancel msc proxy void etc.etc. or 2 more stalkers, 4 stalkers pressure to expand.

So when the terran player begins to make liberators, do you tech to tempests, get more stalkers, or make more phoenix? Also thank you for your comments. They were very helpful.
$O$ | soO
TedBurtle
Profile Blog Joined April 2014
Belarus201 Posts
Last Edited: 2016-01-10 06:20:30
January 10 2016 06:17 GMT
#168
On January 10 2016 07:08 iMrising wrote:
Show nested quote +
On January 09 2016 17:27 TedBurtle wrote:
On January 09 2016 16:40 iMrising wrote:
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!

PvZ - if it's from 3 bases, earlyest will be around 5:10 ~5:30 minutes..And should have minimal of 3 to 4 gases...Smart zergs will make theyr gasses spread aroun all bases...So i guess best solution to just see units poping out from 4:00 to 5:00 and at 4:40 rallying to your 3-d/nat. You should be able to do it with phoenix.

PvT - dont really know, my PvT is 76%...
I play stargate + robo + ~5 gates when im on 3-d.
So 5 phoenix roaming on the most obvious drop spot, 2 observers looking on another drops (this will have your main/nat safe). and main army with adepts,immortals, mb few stalkers and MSC is on 3-d/4-th. + initial oracle many time saves asses with traps..i just use it for scout, mb few worker kills...and then spam traps over all map

PvP: You will have hard times defending all 1 base allins...Like pylon rush or 4wgp or proxy immortals or proxy 3gate or proxy voidrays or proxy2gate to expand...etc.etc...but...it's still possible to defend it sometime.
Stalker disruptor is cool, but immortal-chargelot-archons + few phoenix can fight with them, in my opinion its not determined yet, but stalker disruptor is really beast.
I suggest to open gate-gas-expand-cybernet-gas if you want exp faster, or 2gate-2gas to 2-stalkers+Warp+MSC, if scout greed , pylon rush / cancel msc proxy robo / cancel msc proxy void etc.etc. or 2 more stalkers, 4 stalkers pressure to expand.

So when the terran player begins to make liberators, do you tech to tempests, get more stalkers, or make more phoenix? Also thank you for your comments. They were very helpful.


You dont tech to tempest, if it wasnt your plan (like Ulriena or closeSpawn on Seras build's with 2SG and tempst).
Unless you setted up on 3-4 bases , with good defence. Because when you will have 2-3 tempest out you can be stimrolled by 2 liberators, that was made for harrass/mistake/BO and mass MMM.

So you need good simcity, to defend mineral lines, 5 to 12 stalkers (5 initial without or 12 with blink(or more, depends on style)) and if you opened SG , then you can add few voidrays, they deal with libers much faster..like 4 to 6 voidrays, then tempest should be ok for def...I personally hate dealing vs liberator MMM armys and trying to timing attack with 5 phoenix,3 voidrays, 2 immortals and gateway units if i see he going more liberators than medivacs

P.S. every rule got an exception (i guess it's right word ;/ ) check out this style by TLesports
http://www.teamliquid.net/forum/sc2-strategy/500835-the-turtletoss

Preety tower defence, fun, different Theo shows that it working on the ladder preety ok, but i cant play that turtle style.
Unbeatable Protoss
Icekin
Profile Joined December 2014
88 Posts
January 10 2016 19:12 GMT
#169
What is the ideal composition to deal with roach hydra lurkers composition in mid-late game??
I loose lots of games from this composition even if i'm 2-3 bases more than zerg.
I usually go for chargelot/archon/storms -> i got melted. I manage to storm enemy until the frontal fight is inevitable, then 6+ lurkers melts everthing even if i have more army supply.

Also, my obs get shotted by hydras, and this delay my reinforcement further more (because they cannot see lurkers).

I usually open nexus first into stargate into chargelot/templars

What should I do?
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 10 2016 20:18 GMT
#170
On January 11 2016 04:12 Icekin wrote:
What is the ideal composition to deal with roach hydra lurkers composition in mid-late game??
I loose lots of games from this composition even if i'm 2-3 bases more than zerg.
I usually go for chargelot/archon/storms -> i got melted. I manage to storm enemy until the frontal fight is inevitable, then 6+ lurkers melts everthing even if i have more army supply.

Also, my obs get shotted by hydras, and this delay my reinforcement further more (because they cannot see lurkers).

I usually open nexus first into stargate into chargelot/templars

What should I do?

I usually go double robo for immortal production as well. I'm actually having a lot of success with this style, but it's important to have an arc when you engage. Having clumped zealots will lose you the game.

For observers, don't hotkey them in your army. Make them follow an archon or something that way they don't run into spores and die.
$O$ | soO
HelpMeGetBetter
Profile Blog Joined November 2012
United States764 Posts
January 10 2016 23:50 GMT
#171
So what is the counter do lurkers? No ground units??? The only thing I see people do is disruptors, but I don't understand how they know where to shoot. You just fire it blindly, how do you know where the lurker is??
Is there a nerf of anything coming soon because I find lurkers the most OP thing ever.....
[PkF] Wire
Profile Joined March 2013
France24238 Posts
Last Edited: 2016-01-11 00:24:26
January 11 2016 00:23 GMT
#172
On January 11 2016 08:50 HelpMeGetBetter wrote:
So what is the counter do lurkers? No ground units??? The only thing I see people do is disruptors, but I don't understand how they know where to shoot. You just fire it blindly, how do you know where the lurker is??
Is there a nerf of anything coming soon because I find lurkers the most OP thing ever.....

I thought so too, I was going carriers every game and it didn't work well.

It can look silly, but immortal chargelot archons is actually incredibly good against lurkers if they try to attack you. And if they don't, you harass with chargelots/DTs + WP while building up carriers + HTs. Check Probe's thread on PvZ (basically 5 phoenix harass into chargelot immortal archons) which is pretty awesome : detailed and very well explained.
EatingBomber
Profile Joined August 2015
1017 Posts
Last Edited: 2016-01-11 02:49:33
January 11 2016 02:34 GMT
#173
Against a Roach-Hydralisk-Lurker style that incorporates Zerglings for economic harassment, is it viable to play a strong multi-tasking style involving multiple Warp Prisms and more than 10 Gateways, with no Stargate tech?
Icekin
Profile Joined December 2014
88 Posts
Last Edited: 2016-01-11 19:07:28
January 11 2016 15:43 GMT
#174
Im struggling vs zergs when they play weird builds too

->2 base ling drops into 3rd base from zerg
with PO I can't defend. He just go away from pylon range ad attack other structures. He also attack with drops+front.
At that timing i have 2 bases, 2 adepts and the msc.

->pool first into double hatchery with roach rush
i started 1 base when saw ling first, defended pretty well, then 2 min after the come with 10 roach off 3 base. Killed them, dropped some zealots in his base but i lost anyway to ravager that come 1 min after.

->pool first into proxy hatchery in main base
haven't figured a counter to this

anyone could suggest me what to do? im master and loose by plat zergs who can just abuse their race

Shield
Profile Blog Joined August 2009
Bulgaria4824 Posts
January 11 2016 23:08 GMT
#175
I'm new to LotV but I played before, yet I find liberators too strong. How do you deal with them early? I lose to bad terrans but because of economy damage, they catch up with game.
iMrising
Profile Blog Joined March 2012
United States1099 Posts
January 12 2016 02:03 GMT
#176
On January 12 2016 00:43 Icekin wrote:
Im struggling vs zergs when they play weird builds too

->2 base ling drops into 3rd base from zerg
with PO I can't defend. He just go away from pylon range ad attack other structures. He also attack with drops+front.
At that timing i have 2 bases, 2 adepts and the msc.

->pool first into double hatchery with roach rush
i started 1 base when saw ling first, defended pretty well, then 2 min after the come with 10 roach off 3 base. Killed them, dropped some zealots in his base but i lost anyway to ravager that come 1 min after.

->pool first into proxy hatchery in main base
haven't figured a counter to this

anyone could suggest me what to do? im master and loose by plat zergs who can just abuse their race


For 2 base ling drops, you can scout this if they get an early gas (and maybe 2). Just keep your probe around to see if they get a third. To react, make sure you maintain your wall while keeping your mc core at your main to deal with the drop. Just make sure your pylon placement is good in your main, and chrono out units until warp finishes. This is how i deal with it
$O$ | soO
ThreeLilpigs
Profile Joined January 2016
14 Posts
January 12 2016 06:05 GMT
#177
Hi guys, this is my second time posting... i seem to be having problems remembering my accounts in TL. I have been playing mostly against zergs and i am having problems with all late game compositions. based on all my readings here and the blizzard forums, is it better to just kill the zerg and avoid any late game scenarios? I would also like to ask if nexus 1st openings are still viable since most zergs go for early spawning pool and based on my experience the just spam zerglings till you die.

As far as build orders are concerned i just go for stargate openings for all races... im wondering when you do you suggest i go oracle 1st or just go and mass nixes?
Charoisaur
Profile Joined August 2014
Germany16065 Posts
Last Edited: 2016-01-12 07:57:29
January 12 2016 07:56 GMT
#178
On January 12 2016 08:08 Shield wrote:
I'm new to LotV but I played before, yet I find liberators too strong. How do you deal with them early? I lose to bad terrans but because of economy damage, they catch up with game.

in lategame tempests hardcounter them. Before lategame you want to be aggressive with your gateway + ht/disruptor/whatever
force so the terran can't siege your bases with liberators. Ideally you want to constantly poke him so the terran has to either leapfrog forward or force your army back with a drop. If they do the latter don't send your entire army to deal with the drop because this gives him the opportunity to siege one of your bases. If that happens and you don't have tempests or voidrays you're in a pretty bad spot.
As a terran I haven't found a way yet to beat a protoss who does that

edit: oh didn't see you talked about earlygame. there you just need good coverage with your pylons so you can attack the liberators with pylon cannons
Many of the coolest moments in sc2 happen due to worker harassment
coolprogrammingstuff
Profile Joined December 2015
906 Posts
Last Edited: 2016-01-12 09:01:49
January 12 2016 09:00 GMT
#179
On January 09 2016 16:40 iMrising wrote:
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!


i'll give you pvt tips as a bitter terran ctrl+fing "adept" in disgust.

First point - stalker/disruptor seems very gas heavy from my point of view, and not very intimidating. I think it's essential for killing libs, but early in the game if I'm not attacking you, they're not really good as part of your army composition. I shit myself over adepts - I fucking HATE them. This ties into the next 2 points I think you should try do some sort of harrass early - P can very easily attack early on, and it really stalls the T into delaying his third and defending this attack. If you do warp prism or oracle (I want to personally gas anybody that warp-prism adepts) I will NEVER be able to get in a position to drop until way too late in the game, where it just becomes how you'd normally defend drops in the past 2 games.

As terran, it feels like if you're all over me I'll be having to compensate to fight back, otherwise by the time I have 6 libs you'll already have 3 tempests. Adepts feel like shitting on my rax and it takes so long to get a sizeable number of starport units (say, 6 medivacs 6 libs) that you should be able to cut the map in half and force a macro game if you haven't already killed him.

So basically, I'll never be able to build up a force if you can warp prism harrass, and you'll be able to take a lot of bases. Your harrass will weaken my push, where you can start getting disruptors and kill off my bio, and begin teching to tempests late game to fuck off all my libs.

You need to scout to defend drops.

Edit: I'm a rank 1-5 diamond terran that feels confident in tvz and tvt. If you'd like to practice TvP and see if we can both help eachother out to masters, I'd really, really be keen for that! (although trust me, I think that when you get the hang of the matchup you'll have a much better time doing that )
DanceSC
Profile Blog Joined March 2008
United States751 Posts
January 12 2016 12:57 GMT
#180
On January 12 2016 18:00 coolprogrammingstuff wrote:
Show nested quote +
On January 09 2016 16:40 iMrising wrote:
So I'm Rank 1 Diamond trying to make masters so if anyone knows these answers that would be much appreciated
PvZ: I go 4 phoenix into charge zealot, storm, immortal, archon
- How do you scout for a 3-base roach-ravager timing? Is there a certain amount of gasses they take, late 4th etc?

PvT: I follow the TL standard PvT guide, but I still have a mediocre 48% win rate.
- It seems that terran players often get liberators really late, but I'm told to go stalker-distruptor. I have a had time beating the terran army with this composition, and I'm wondering if its better to go adepts mid-game, and then transition into more stalkers, tempests? I die pretty often to mid-game terran timings.
- How do I defend drops? In a map like Orbital shipyard you have to defend nat+main+ 3rd base entrance, but I need my MC core in the main entrance to defend timings. How do I defend my main/natural?
- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

PvP: 5 gate adept all-in inflated my win rate, but now I'm looking to play standard.
- If I nexus first, what builds should I be wary of from my opponent?
- Is stalker distruptor still the best composition?

I think I might post VODs if I'm not making sense. Thank you!


i'll give you pvt tips as a bitter terran ctrl+fing "adept" in disgust.

First point - stalker/disruptor seems very gas heavy from my point of view, and not very intimidating. I think it's essential for killing libs, but early in the game if I'm not attacking you, they're not really good as part of your army composition. I shit myself over adepts - I fucking HATE them. This ties into the next 2 points I think you should try do some sort of harrass early - P can very easily attack early on, and it really stalls the T into delaying his third and defending this attack. If you do warp prism or oracle (I want to personally gas anybody that warp-prism adepts) I will NEVER be able to get in a position to drop until way too late in the game, where it just becomes how you'd normally defend drops in the past 2 games.

As terran, it feels like if you're all over me I'll be having to compensate to fight back, otherwise by the time I have 6 libs you'll already have 3 tempests. Adepts feel like shitting on my rax and it takes so long to get a sizeable number of starport units (say, 6 medivacs 6 libs) that you should be able to cut the map in half and force a macro game if you haven't already killed him.

So basically, I'll never be able to build up a force if you can warp prism harrass, and you'll be able to take a lot of bases. Your harrass will weaken my push, where you can start getting disruptors and kill off my bio, and begin teching to tempests late game to fuck off all my libs.

You need to scout to defend drops.

Edit: I'm a rank 1-5 diamond terran that feels confident in tvz and tvt. If you'd like to practice TvP and see if we can both help eachother out to masters, I'd really, really be keen for that! (although trust me, I think that when you get the hang of the matchup you'll have a much better time doing that )


Stalker disruptor is very hit or miss, it gets to the point where terran can simply stim and walk away from the disruptor shots and if the disruptor count is too low or there is too big of a gap between shots, the stalkers get ran over way too quickly. I personally prefer to use psionic storm and then add in a disruptor or two for widow mines or forcing your opponent to split later in the game.

If you can't hold the warp prism adept harass then you are probably doing something wrong. If you have even a single liberator at that point you should be focusing down the warp prism, there is no reason why you shouldn't have cyclones or widow mines out, and your army should be located near your mineral lines. I have yet to verse a terran opponent who wasn't fully capable of taking it to the 20 min+ late game, provided they didn't flat out kill me sooner.

To defend drops keep atleast 2 adepts in each mineral line, especially if you suspect or have seen your opponent use widow mines, because 2 adepts can kill a widow mine before it bury's provided they hit it the second it drops from the medivac. Keep your msc positioned between two bases and your army at the other, and use warp in at the farthest located base. For orbital shipyard, your msc patrols between main and safe natural, army sits at third, and you warp in adepts at your hidden nat.

- I'm also having trouble understanding why Terrans are having trouble in matchup. What are the protoss abusing that makes this so skewed?

Protoss have a strength advantage early game, where as terran have the advantage in the mid-late game. If you want to increase your winrate you have to try and end the game before the terran becomes extremely hard to deal with, this means dealing enough damage early game to prevent them from being ahead mid game. It's not that the protoss are abusing anything, it is most terran do not know how to deal with certain threats. Like a single bunker stops a pylon rush, you can salvage a bunker so why even risk it by not placing one? Widow mines do amazing against adepts and a cyclone stops an oracle and warp prism harass.
Dance.943 || "I think he's just going to lose. There's only so many ways you can lose. And he's going to make some kind of units. And I'm going to attack him, and then all his stuff is going to die. That's about the best prediction that I can make" - NonY
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