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On February 19 2010 02:27 aLt)nirvana wrote: i agree, maruders are so tough
oot> do any protoss players have problems with anti air? i had the hardest time just killing 4 mutalisks
I also had some Protoss AA issues. Some folks have said mass stalkers.
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Answer to M/M is sentries.
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On February 20 2010 01:10 Zato-1 wrote:Show nested quote +On February 19 2010 20:33 mahnini wrote: i think immortals are the key to beating marauders they do sick damage vs marauders and marines and they dont seem too inaccessible. early game pvt seems like a complete role reversal from sc1 where terran has map control and mobility early game. i'm thinking if you can find the critical mass of immortal/zealot you can contend quite easily. i have a rep where some guy went 1 gate dual robo immortal and did pretty well vs 3rax xxc addons constantly pumping marauders/rines. i think the main difficulty is dealing with the slow down they have vs zealots but making immortals gives a higher priority target (for the player i dont know about the AI) so you either target the immortals and get rolled on by zealots or target the zealots and get blasted on by immortals. Let me nitpick a few points here: - Immortals do WAY more damage vs. Marauders than they do against Marines (they deal 20 damage per shot, +30 vs. Armored targets). I doubt many people would contend that Immortals' damage vs. Marauders is pretty sick, but against Marines? Not really. It takes a Zealot 9 hits to kill a Marauder. It takes an Immortal 3 shots to kill a Marauder. It takes a Zealot 3 hits to kill a Marine. It takes an Immortal 3 shots to kill a Marine. (note that this makes some assumptions on upgrades, those numbers will vary in the Immortal's favor with higher upgrade levels) - Immortals are cool, but they're a midgame unit. They can't save you from an early M&M push. - Be careful to scout the Terran's base if you choose to go Zealot / Immortal. As it is a strictly ground-to-ground army, getting caught off-guard by a bunch of Banshees could turn really ugly really fast.
well if you want to put it that way: it takes a marine 23 hits to kill a zealot it takes a marine 50 hits to kill an immortal it takes a marauder 14 hits to kill a zealot it takes a marauder 15 hits to kill an immortal
looks like you should be winning! 3 hits to kill any barracks unit sounds pretty good to me
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I rarely have any real problems vs marauders. Are you using sentries and spamming guardian + using force fields tactically? Are you getting charge promptly? I defend hardcore stimmed marine/marauder rushes regularly with a mix of zeals, sentries and stalkers. Marauders are armored and stalkers pop them fast as long as they have zeals + guardian around to make them hard to pick off.
Early on just open pylon gas gate pylon core (roughly), using chrono boost intelligently on your nexus. Never use it if you can't dedicated 150 to probes in the next 20 or so seconds. Get 1 zeal to chase their SCV then 3 sentries, while adding 2 more gates. Chrono boost the gate while building the sentries to get them out ASAP so they can start saving energy. Then go 3 gate stalker/zeal, using all your gas on stalkers, until you have about 8, then build a robotics. By this point the T would likely have attacked you either with an early reaper harass, which you'd stop easily with the stalkers, or with a marine/marauder rush, which you can beat back with a little micro + guardian shield.
Once your robo is coming, work in a twilight council asap for charge, get an ob when robo is up, switch to making zeal so you can use gas for charge and immortals and support bay. Keep your robo boosted at all times. After 3-4 immortals start on cols. Replace non-zeal ground units accordingly - you always need 3-4 sentries, and about 1.5 times the zeals you have stalkers (this works for me mostly, though I don't stick to any of these rules precisely).
Usually T will try to expand behind that rush so make an obs first out of robo and watch their base, then make a few immortals, and then start on colossues. They lowered the cost on cols to 200 gas today so they're way faster getting out on 1 base. You can easily 3 gate, chrono boosted robo building cols on 1 base, nonstop, with around 34 probes on minerals.
Anyway... the only really hard pvt I have are when they go marauder/tank. That's tough. You fight it basically the same way, but you have to get more obs and gank them while they move about the map.
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Dominican Republic825 Posts
On February 19 2010 03:02 Amber[LighT] wrote: Blink Rush + 3 zealots has worked vs. every Terran so far. You need to rush to keep them busy defending. Don't try and be cute with using later tier armies.... instead use the sentry's (only get 1 maybe 2) to block passageways so your stalkers can deal the most damage and you can reinforce quickly. Keep pylons at a close distance to your chokes to utilize warp gate as well. Maybe even make a couple of photon cannons. God I just want to play is it 4 PM yet? >:O
And for the love of god MAKE UP TO 3 GATEWAYS ON 1 BASE... you can macro correctly like this!
replays pls?
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On February 20 2010 09:05 Louder wrote: I rarely have any real problems vs marauders. Are you using sentries and spamming guardian + using force fields tactically? Are you getting charge promptly? I defend hardcore stimmed marine/marauder rushes regularly with a mix of zeals, sentries and stalkers. Marauders are armored and stalkers pop them fast as long as they have zeals + guardian around to make them hard to pick off.
Early on just open pylon gas gate pylon core (roughly), using chrono boost intelligently on your nexus. Never use it if you can't dedicated 150 to probes in the next 20 or so seconds. Get 1 zeal to chase their SCV then 3 sentries, while adding 2 more gates. Chrono boost the gate while building the sentries to get them out ASAP so they can start saving energy. Then go 3 gate stalker/zeal, using all your gas on stalkers, until you have about 8, then build a robotics. By this point the T would likely have attacked you either with an early reaper harass, which you'd stop easily with the stalkers, or with a marine/marauder rush, which you can beat back with a little micro + guardian shield.
Once your robo is coming, work in a twilight council asap for charge, get an ob when robo is up, switch to making zeal so you can use gas for charge and immortals and support bay. Keep your robo boosted at all times. After 3-4 immortals start on cols. Replace non-zeal ground units accordingly - you always need 3-4 sentries, and about 1.5 times the zeals you have stalkers (this works for me mostly, though I don't stick to any of these rules precisely).
Usually T will try to expand behind that rush so make an obs first out of robo and watch their base, then make a few immortals, and then start on colossues. They lowered the cost on cols to 200 gas today so they're way faster getting out on 1 base. You can easily 3 gate, chrono boosted robo building cols on 1 base, nonstop, with around 34 probes on minerals.
Anyway... the only really hard pvt I have are when they go marauder/tank. That's tough. You fight it basically the same way, but you have to get more obs and gank them while they move about the map.
that is sick. Please post a replay!
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immortals are the key to beat any marauder army
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zealots w/ charge are a soft counter to marauders. Back it up with a few immortals and you should be fine.
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On February 20 2010 09:05 Louder wrote: I rarely have any real problems vs marauders. Are you using sentries and spamming guardian + using force fields tactically? Are you getting charge promptly? I defend hardcore stimmed marine/marauder rushes regularly with a mix of zeals, sentries and stalkers. Marauders are armored and stalkers pop them fast as long as they have zeals + guardian around to make them hard to pick off.
Early on just open pylon gas gate pylon core (roughly), using chrono boost intelligently on your nexus. Never use it if you can't dedicated 150 to probes in the next 20 or so seconds. Get 1 zeal to chase their SCV then 3 sentries, while adding 2 more gates. Chrono boost the gate while building the sentries to get them out ASAP so they can start saving energy. Then go 3 gate stalker/zeal, using all your gas on stalkers, until you have about 8, then build a robotics. By this point the T would likely have attacked you either with an early reaper harass, which you'd stop easily with the stalkers, or with a marine/marauder rush, which you can beat back with a little micro + guardian shield.
Once your robo is coming, work in a twilight council asap for charge, get an ob when robo is up, switch to making zeal so you can use gas for charge and immortals and support bay. Keep your robo boosted at all times. After 3-4 immortals start on cols. Replace non-zeal ground units accordingly - you always need 3-4 sentries, and about 1.5 times the zeals you have stalkers (this works for me mostly, though I don't stick to any of these rules precisely).
Usually T will try to expand behind that rush so make an obs first out of robo and watch their base, then make a few immortals, and then start on colossues. They lowered the cost on cols to 200 gas today so they're way faster getting out on 1 base. You can easily 3 gate, chrono boosted robo building cols on 1 base, nonstop, with around 34 probes on minerals.
Anyway... the only really hard pvt I have are when they go marauder/tank. That's tough. You fight it basically the same way, but you have to get more obs and gank them while they move about the map.
Thanks a ton for this. I'm definitely going to give this a try. I have been at a complete loss how to handle the MM army.
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