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[H] [D] Terran has too many options early PvT? - Page 2

Forum Index > StarCraft 2 HotS
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EuSpex
Profile Joined April 2011
Germany73 Posts
February 04 2013 10:21 GMT
#21
In the other hand, terran have strong aggression too. For people that says reaper is crap vs Protoss i would say it's better vs Protoss than vs T or Z in my opinion. and it's pretty good. So plz really test unit before saying it's crap.


I wont say the reaper is bad as a unit. For me the reaper is bad because it blocks my 1 barracks production for .. is it 45 seconds? 45 seconds to generate 1 supply?
The problem is not the reaper the problem is, that by building the reaper, and maybe you also want a techlab for stim, you cant get enough marines out to efficiently defense against early oracles or a msc / stalker push at the same time.

If the protoss player doesn't care about your reaper and just goes straight up to your base and kills the reaper with probes or reinforcement you maybe just outright lose.
YyapSsap
Profile Joined September 2010
New Zealand1511 Posts
February 04 2013 10:33 GMT
#22
Its so frustrating the number of times where I skipped on turrets and suddenly 1~2 oracles scoop in to vaporise the entire mineral line.. underestimating voidrays where turrets/thors/vikings all just fall like flies.. thinking oracles yet being proxy immo all ined etc etc.

I can't for the life of me remember the last time I had something that P would be scared of or atleast make them play safe.. Everything early game is in the Ps favor completely.
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2013-02-04 10:46:19
February 04 2013 10:44 GMT
#23
So I know you are a full time player but I also know that there are a lot of Pros out there that are incredibly biased. What you wrote here seems wrong to me. I don't know how much HotS you play and I know that the lagg and the fact that even after a thousand games you can die to something new sometimes gets the better of me. I think the same happened here to you.

On February 04 2013 16:24 avilo wrote:
New mothership core = free scout, free SCV kills, Terran has to have marines, can sometimes even die to 1 zealot 2 stalkers MSC hitting depot wall.


100-100 is free? Well then you got Bunkers and Marines that even generate money for you, make those.
Also I see a lot of Terrans that die to this flame how imba Protoss is!
Protoss delays tech (even warpgate) for this attack and Terrans only ever die if they go for fast 3CC and double gas. In my eyes Terran should always die to every aggression when opening this way, as it forces Protoss into an all-in by the time they discover it, since it is usually to late to catch up in economy.
That is in WoL. In HotS opening up that greedy will either get you a fast loss or Protoss scouts it a lot more early and can react without being forced all-in. This removes a gamble aspect and I think that is always good.
Fast 3CC + fast tech against a safe Protoss is pretty much a freewin as it is a defenite loss against any one-base all in.


Faster DT shrine, now DT freewins are more available, as well as DT drops. Same thing with archons are easier to get.

Building time has not changed at all, the difference is mainly that you are a bit safer against early agression because you can afford an extra Sentry.
It is not FASTER. Protoss didn't finish the Twilight Council and then wait for an extra 100 Gas...

Oracle is essentially a flying DT in the way it's possible to get a freewin by killing ~8-10 scvs with this, Terran has to have marines off a 1 rax FE or they have to go 1/1/1 with viking/mine. Detection on oracle also means Protoss is completely safe from any cloak banshee type of follow up.


Terran has to have Marines after scouting double Gas? So what, double Gas means Tech, Tech means a lot less economy, Terran can afford to make more Marines and one or two extra Bunkers and still be ahead.
An Oracly killing 8-10 SCVs actually somewhat evens the scores due to the way later Nexus. The Nexus will be at least 2 minutes delayed and that means roughly 10 Probes worth of production (with Chronoboost).

Oracle detection is really nice but it also means that the Oracle will not be able to participate in a following battle. Also you can see the Oracle a lot better and just retreat, come back 15 seconds later and if the Oracle doesn't have another 50 energy, there is no detection. It's not as great as it sounds to have a unit that is only capable of detecting OR fighting and has somewhat short detection time.


New void ray makes old void ray all-in still possible and more deadly.

No more high-ground warpins mean that at least some variants of the VR allin are non-existent anymore.
Yes, the new Void Ray is really strong against Bunkers and Missile Turrets but it is way worse against Marines as you can not charge it up on rocks beforehand as you would have with the old one. It is stronger and weaker at the same time. I don't play it though, I could be wrong on this one and maybe it is broken.


Blink stalker all-in...now more powerful with a mothership core.

Blink now takes 20 more seconds to research. High Ground warpins are no longer an issue. I doubt that it is that much stronger now..

New tempest added into standard P deathball = stronger deathball at no cost.

Stargate; Fleetbeacon; Tempest has no cost? Also Tempests are terrible against Bio, which got buffed a lot.

Aside from all of the above new things (and i probably missed a few more) all of the old builds still work, such as standard 3 gate robo expand, not to mention all of the other all-ins like immortal allin, 4 gate warp prism, 3 gate pressure with FF on bunker...the list goes on for Protoss.

Yep! Protoss has a lot of different options. So does Terran, sounds pretty ok to me.

Terran has no new options that have the potential to outright end the game that are as strong as the new Protoss options. A DT rush, or an oracle, or killing depots for free at the Terrans wall, or blink stalker with MSC...these all outright can 100% win games.

So can a single Widow Mine hit, dropped from an incredible fast Medivac.
Or a Hellbats in a mineral line.
Or Hellion drop + 8 Marine push
Or a cloaked Banshee vs Stargate and low energy Oracles (not likely but happens)
The list goes on for Terran.

Widow mines/hellbats from Terran...widow mines vs good Protoss are mostly used for defense or gimmick drops (the only new thing we have) and same thing for hellbats. But both of these are the only new gimmick options which involve 1/1/1 type of builds which are easily predictable.

You can also open up this way and get into mech, also you just wrote how Terran has no new options.
If Protoss reacts just a second too late vs those incredibly fast Medivacs a single Widow Mine hit can easily kill 8-10 Probes when pulled. Maybe not at the top top top level but below that certainly.


The only thing I think a case could be made for here that can outright end the game is a 4 hellbat drop with speed medivacs, but even that is easy to scout and stop and leads Terran down a pretty linear path build order wise.

Well, same thing for every single Protoss opening you described, they are all easy to scout and lead Protoss down a pretty linear path build order wise.

Basically OP you have no clue what you're talking about or haven't explored the 50 different things you can do PvT, maybe it's just a lack of experience! I'd suggest you enhance your perspective and play some Terran on ladder and it will help out your Protoss play.

It'd be nice if other expert Terrans chipped in their opinions on the forums every now and then, but no one wants to be labeled as a "balance whiner" so they usually let me take the flames from everyone while they sit in their caves and then 8 months from now they'll say the same exact thing I just said and people will applaud them for it :D


Possibly, but I am pretty sure the Oracle openings will disappear and only be used in one ot of three tournaments since it is a complete coinflip. For example if Terran opens with a fast factory and has a Widow Mine that kills the Oracle, Protoss will be forced to get at least another Oracle for detection (or a Robo and an Observer which takes long) leaving almost no Gas for fighting units, meaning a counter attack can be deadly.
avilo
Profile Blog Joined November 2007
United States4100 Posts
February 04 2013 11:08 GMT
#24
Planetary nexus is same range as a siege tank in siege mode. Rofl.
Sup
Unsane
Profile Joined September 2010
Canada170 Posts
February 04 2013 11:23 GMT
#25
Wait, this sort of player is higher than me on the ladder? wow, just wow.
"What is the plural of y'all? All y'all." -Day9
rEalGuapo
Profile Joined January 2011
Germany832 Posts
Last Edited: 2013-02-04 11:31:45
February 04 2013 11:28 GMT
#26
On February 04 2013 20:08 avilo wrote:
Planetary nexus is same range as a siege tank in siege mode. Rofl.


Yeah the range seems kind of excessive. The main intent was for it to hit air units above and behind the Mineral Line I guess, being able to hit sieged tanks when they are in range seems stupid though.. Hopefully they make it 10 range vs. ground and 13 vs. air at some point...
I think that would defend against drops and air play but not against tanks.
Anyway EG-TL FIGHTIIIIING!
kyllinghest
Profile Joined December 2011
Norway1607 Posts
February 04 2013 11:42 GMT
#27
I would have expected this thread to be the other way around, protoss has so many new both safe and dangerous openings that terran cannot scout unless he dumps gas in reapers.
"NO" -Has
Lyyna
Profile Joined June 2011
France776 Posts
February 04 2013 11:43 GMT
#28
On February 04 2013 20:42 kyllinghest wrote:
I would have expected this thread to be the other way around, protoss has so many new both safe and dangerous openings that terran cannot scout unless he dumps gas in reapers.

...reapers, which delays answers to these dangerous openings so much that you still die to these
http://www.teamliquid.net/forum/sc2-strategy/459600-how-to-mech-them-cry-lyynas-mech-in-hots - The 2014 Mech guide ! http://www.twitch.tv/lyyna for stream and contact infos
DeathScythe
Profile Joined February 2012
United States15 Posts
February 04 2013 13:45 GMT
#29
I think the biggest issue is, T (and i am one) seem to have a substantial amount of diversity in possible openings the thing that all of our openings have to do:

1.) be able to effectively deny scouting to some degree. (cc 1st becoming very lackluster)

2.) Defend a Zealot/2 stalker MSC push.

3.) Not lose an entire mineral line to 2 oracles/ oh and then there's also the 4gate/void allin/ blink allin/ 3 gate robo/DT rush.....

any opening that terran has thats not a 1Rax FE or possibly CC first, seems to leave the T open to a multitude of punishment. I have yet to see any opening that is practical. IE, you have to do a significant amount of damage to come out ahead. I think the biggest dynamic we have to keep in mind is that the P is able to chrono boost probes faster then T can create SCV. The window of opportunity, 10-13 minutes (before colossus/HT begin to reach critical mass) seems to be even more stringent with the increased defensive capabilities of P.

MiCroLiFe
Profile Joined March 2012
Norway275 Posts
February 04 2013 13:49 GMT
#30
On February 04 2013 19:44 rEalGuapo wrote:
So I know you are a full time player but I also know that there are a lot of Pros out there that are incredibly biased. What you wrote here seems wrong to me. I don't know how much HotS you play and I know that the lagg and the fact that even after a thousand games you can die to something new sometimes gets the better of me. I think the same happened here to you.

Show nested quote +
On February 04 2013 16:24 avilo wrote:
New mothership core = free scout, free SCV kills, Terran has to have marines, can sometimes even die to 1 zealot 2 stalkers MSC hitting depot wall.


100-100 is free? Well then you got Bunkers and Marines that even generate money for you, make those.
Also I see a lot of Terrans that die to this flame how imba Protoss is!
Protoss delays tech (even warpgate) for this attack and Terrans only ever die if they go for fast 3CC and double gas. In my eyes Terran should always die to every aggression when opening this way, as it forces Protoss into an all-in by the time they discover it, since it is usually to late to catch up in economy.
That is in WoL. In HotS opening up that greedy will either get you a fast loss or Protoss scouts it a lot more early and can react without being forced all-in. This removes a gamble aspect and I think that is always good.
Fast 3CC + fast tech against a safe Protoss is pretty much a freewin as it is a defenite loss against any one-base all in.


Show nested quote +
Faster DT shrine, now DT freewins are more available, as well as DT drops. Same thing with archons are easier to get.

Building time has not changed at all, the difference is mainly that you are a bit safer against early agression because you can afford an extra Sentry.
It is not FASTER. Protoss didn't finish the Twilight Council and then wait for an extra 100 Gas...

Show nested quote +
Oracle is essentially a flying DT in the way it's possible to get a freewin by killing ~8-10 scvs with this, Terran has to have marines off a 1 rax FE or they have to go 1/1/1 with viking/mine. Detection on oracle also means Protoss is completely safe from any cloak banshee type of follow up.


Terran has to have Marines after scouting double Gas? So what, double Gas means Tech, Tech means a lot less economy, Terran can afford to make more Marines and one or two extra Bunkers and still be ahead.
An Oracly killing 8-10 SCVs actually somewhat evens the scores due to the way later Nexus. The Nexus will be at least 2 minutes delayed and that means roughly 10 Probes worth of production (with Chronoboost).

Oracle detection is really nice but it also means that the Oracle will not be able to participate in a following battle. Also you can see the Oracle a lot better and just retreat, come back 15 seconds later and if the Oracle doesn't have another 50 energy, there is no detection. It's not as great as it sounds to have a unit that is only capable of detecting OR fighting and has somewhat short detection time.


Show nested quote +
New void ray makes old void ray all-in still possible and more deadly.

No more high-ground warpins mean that at least some variants of the VR allin are non-existent anymore.
Yes, the new Void Ray is really strong against Bunkers and Missile Turrets but it is way worse against Marines as you can not charge it up on rocks beforehand as you would have with the old one. It is stronger and weaker at the same time. I don't play it though, I could be wrong on this one and maybe it is broken.


Show nested quote +
Blink stalker all-in...now more powerful with a mothership core.

Blink now takes 20 more seconds to research. High Ground warpins are no longer an issue. I doubt that it is that much stronger now..

Show nested quote +
New tempest added into standard P deathball = stronger deathball at no cost.

Stargate; Fleetbeacon; Tempest has no cost? Also Tempests are terrible against Bio, which got buffed a lot.

Show nested quote +
Aside from all of the above new things (and i probably missed a few more) all of the old builds still work, such as standard 3 gate robo expand, not to mention all of the other all-ins like immortal allin, 4 gate warp prism, 3 gate pressure with FF on bunker...the list goes on for Protoss.

Yep! Protoss has a lot of different options. So does Terran, sounds pretty ok to me.

Show nested quote +
Terran has no new options that have the potential to outright end the game that are as strong as the new Protoss options. A DT rush, or an oracle, or killing depots for free at the Terrans wall, or blink stalker with MSC...these all outright can 100% win games.

So can a single Widow Mine hit, dropped from an incredible fast Medivac.
Or a Hellbats in a mineral line.
Or Hellion drop + 8 Marine push
Or a cloaked Banshee vs Stargate and low energy Oracles (not likely but happens)
The list goes on for Terran.

Show nested quote +
Widow mines/hellbats from Terran...widow mines vs good Protoss are mostly used for defense or gimmick drops (the only new thing we have) and same thing for hellbats. But both of these are the only new gimmick options which involve 1/1/1 type of builds which are easily predictable.

You can also open up this way and get into mech, also you just wrote how Terran has no new options.
If Protoss reacts just a second too late vs those incredibly fast Medivacs a single Widow Mine hit can easily kill 8-10 Probes when pulled. Maybe not at the top top top level but below that certainly.


Show nested quote +
The only thing I think a case could be made for here that can outright end the game is a 4 hellbat drop with speed medivacs, but even that is easy to scout and stop and leads Terran down a pretty linear path build order wise.

Well, same thing for every single Protoss opening you described, they are all easy to scout and lead Protoss down a pretty linear path build order wise.

Show nested quote +
Basically OP you have no clue what you're talking about or haven't explored the 50 different things you can do PvT, maybe it's just a lack of experience! I'd suggest you enhance your perspective and play some Terran on ladder and it will help out your Protoss play.

It'd be nice if other expert Terrans chipped in their opinions on the forums every now and then, but no one wants to be labeled as a "balance whiner" so they usually let me take the flames from everyone while they sit in their caves and then 8 months from now they'll say the same exact thing I just said and people will applaud them for it :D


Possibly, but I am pretty sure the Oracle openings will disappear and only be used in one ot of three tournaments since it is a complete coinflip. For example if Terran opens with a fast factory and has a Widow Mine that kills the Oracle, Protoss will be forced to get at least another Oracle for detection (or a Robo and an Observer which takes long) leaving almost no Gas for fighting units, meaning a counter attack can be deadly.



bio got buffed? no it didnt.
Im Terran. Yes i will balance whine somethimes. And thats how we terrans survive, Hoping for balance patches<3
DeathScythe
Profile Joined February 2012
United States15 Posts
Last Edited: 2013-02-04 13:51:42
February 04 2013 13:50 GMT
#31
On February 04 2013 20:43 Lyyna wrote:
Show nested quote +
On February 04 2013 20:42 kyllinghest wrote:
I would have expected this thread to be the other way around, protoss has so many new both safe and dangerous openings that terran cannot scout unless he dumps gas in reapers.

...reapers, which delays answers to these dangerous openings so much that you still die to these



Chrono out an extra stalker, gg reapers. T cannot have more then 6-8 reapers, and if they do they are 1 basing, so just warp in the appropriate units at the appropriate times, seems like it would be very easy to shutdown.
MilesTeg
Profile Joined September 2010
France1271 Posts
February 04 2013 14:04 GMT
#32
On February 04 2013 16:10 DemigodcelpH wrote:

Avilo is a high grandmaster player, and according to your post you're high-diamond; I recommend respecting your elders and not dismissing valid posts simply because you can't control your emotions.


The problem with that reasoning is that a lot of players who are much better than avilo think he is a complete clown.
Zorgaz
Profile Joined June 2010
Sweden2951 Posts
February 04 2013 14:06 GMT
#33
Really confused about this topic. If anything i think Protoss has gotten much better in the early game, The MC gives them much stronger pressure early and also much better defense, and the new reapers suck. What game are you playing dude?
Furthermore, I think the Collosi should be removed! (Zorgaz -Terran/AbrA-Random/Zorg-Dota2) Guineapigs <3
Aquila-
Profile Blog Joined April 2011
516 Posts
February 04 2013 14:09 GMT
#34
WTF srsly the only option terran has in hots is 1 rax fe since reapers suck and the nexus fortress can defend and kind of push or allin so the 6 rax, 1,1,1 and other stuff you listed are rendered useless, also stalkers outrange widow mines and oracles can detect. Use your FREE hallucination to get a FREE scout.
On the other hand terran has to deal with way more stuff in tvp that in wol. Protoss takes 2 gas and has unlimited options. Proxy oracle? DT? Blink? 3 gate robo? Voidray allin? Or just a FE with mothership core? Lets play the guessing game. Oh hey I guessed wrong, the oracle oneshotted all my scvs...
DeathScythe
Profile Joined February 2012
United States15 Posts
February 04 2013 14:14 GMT
#35
On February 04 2013 23:06 Zorgaz wrote:
Really confused about this topic. If anything i think Protoss has gotten much better in the early game, The MC gives them much stronger pressure early and also much better defense, and the new reapers suck. What game are you playing dude?


Dont shortsell the content. I think that the OP brought about some good points. We really don't know what the viability of these early game protoss units really are. From my experiences.

The MSC has a lot of utility but has to be used at the right time. A standard MKP 2 rax aggression (not allin) will almost outright kill a Toss that rushes MSC. However, I think that you can pull off some really really greedy builds with MSC.

Reapers have a place, just don't know where yet. I think Day 9 got it right when he compared them to Helions in TvZ. The idea is not to lose your reapers, but to take advantage of their utility and constantly keep the Protoss off balance. Since it is such a fast and cheap unit.

My personal opinion is that Protoss are having problems with Mech pushes, Mid/early game Hellbat drops seem almost broken atm.
DeathScythe
Profile Joined February 2012
United States15 Posts
February 04 2013 14:17 GMT
#36
On February 04 2013 23:09 Aquila- wrote:
WTF srsly the only option terran has in hots is 1 rax fe since reapers suck and the nexus fortress can defend and kind of push or allin so the 6 rax, 1,1,1 and other stuff you listed are rendered useless, also stalkers outrange widow mines and oracles can detect. Use your FREE hallucination to get a FREE scout.
On the other hand terran has to deal with way more stuff in tvp that in wol. Protoss takes 2 gas and has unlimited options. Proxy oracle? DT? Blink? 3 gate robo? Voidray allin? Or just a FE with mothership core? Lets play the guessing game. Oh hey I guessed wrong, the oracle oneshotted all my scvs...


TBH, all of the tech attacks you mentioned are very easily scouted and shut down. Double gas is a huge giveaway, Most T will just blindly build a turret if Toss hasn't expanded by 5:00 but took double gas. 1 Rax FE has so many variations right now, you can either completely shut down a harass, or get murdered by it depending on your build order/decision making.
SpecKROELLchen
Profile Joined August 2011
Germany151 Posts
February 04 2013 14:42 GMT
#37
well this thread turned into a "protoss player say that they do not have too many or strong allins. But please tell me, what are the openings and allins terrans throw at you that you lose? Because i would like to know some of these allins so i dont have to play 1rax fe always. (It should work in the masterleague)
Olli
Profile Blog Joined February 2012
Austria24422 Posts
Last Edited: 2013-02-04 15:00:13
February 04 2013 14:51 GMT
#38
Well, chronoboosted stalker seems to be the way to go if you scout a gas. If it's a reaper, you'll know because it will try to enter your base. Sentry followup + stalker pokes (if you got rid of the reaper) should give you enough scouting in time to hold most things + hold off 2 rax aggression for example. What might be adjusted now that high ground warpin is gone is warpgate research timing if some timings really need to be tweaked. What that'd do is give protoss that first warpin round earlier. The warpgate timing was basically only messed with because of 4gate which overall seems pretty damn useless in HotS except maybe vs a not scouting gasless 1 rax FE terran.
Stargate openings are now extremely potent if you scout a gas since oracles can be used both offensively and defensively and also have detection which means that stargate alone will counter banshee builds and will also do fairly well vs hellbat drops (which I expect will get nerfed in one way or another because they're currently too strong) as well as some kind of widow mine push.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Novacute
Profile Joined September 2011
Australia313 Posts
Last Edited: 2013-02-04 15:18:02
February 04 2013 15:03 GMT
#39
On February 04 2013 23:14 DeathScythe wrote:
Show nested quote +
On February 04 2013 23:06 Zorgaz wrote:
Really confused about this topic. If anything i think Protoss has gotten much better in the early game, The MC gives them much stronger pressure early and also much better defense, and the new reapers suck. What game are you playing dude?


Dont shortsell the content. I think that the OP brought about some good points. We really don't know what the viability of these early game protoss units really are. From my experiences.

The MSC has a lot of utility but has to be used at the right time. A standard MKP 2 rax aggression (not allin) will almost outright kill a Toss that rushes MSC. However, I think that you can pull off some really really greedy builds with MSC.

Reapers have a place, just don't know where yet. I think Day 9 got it right when he compared them to Helions in TvZ. The idea is not to lose your reapers, but to take advantage of their utility and constantly keep the Protoss off balance. Since it is such a fast and cheap unit.

My personal opinion is that Protoss are having problems with Mech pushes, Mid/early game Hellbat drops seem almost broken atm.


I find medivac drops, especially the early stages relatively easy to stop. If i scout T going gas first, i'd just position my MSC near my main nexus,cast purify and focus the medivac as soon as it's near my nexus. The medivac should be destroyed quickly while the few stalkers and msc + purify should mop up the rest. At that point i should be economically ahead.

Also, i agree with the notion that MSC has provided a large portion of safe play for protoss in general. Random marine run by while my stalkers are pressuring their natural through recall is completely shut down. Even the 1 1 1 has issues dealing with purify and buys time for up to 2 immortals to be produced. Overall i feel that Protoss have an easier time defending than ever, especially versus Zerg. Terrans have their own timings, but any decent scouting will and should eliminate quite a number of pressures.
BoggieMan
Profile Blog Joined August 2011
520 Posts
February 04 2013 16:02 GMT
#40
I think protoss will need to get both 1 fast stalker and a msc early if he is playing blind, which is nothing compared to being forced to open 2 gate robo blindly in case of banshees or whatever.
you can scout with the msc long before a viking or stim is done, so you will be able to see whats cooming alot easier, also hallus no longer require an upgrade.
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