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The PvT Problem

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Ascendant13
Profile Joined August 2010
66 Posts
August 21 2010 22:07 GMT
#1
Hi. Long time reader, first time poster. I am a 600+ Diamond protoss player, hardly a pro but I've played probably 600 games counting beta.

I greatly enjoyed MasterAsia's ZvT thread, highlighting some of the issues faced there. I'm going to try to do something similar to PvT, although I am in no way in his league. Would love it if a pro Toss could do so, but I'll just have to try and fill in.

This matchup is NOT as bad a ZvT from what I can see, but it is very defintely skewed in the Terran's favor.

1 - Gateway Units
Terran gateway units are generally dominant over Toss early. The zealot is extremely slow, and the stalker is destroyed by the cheaper marauder. This allows Terran to apply early pressure very easily. Conversely it is very hard to pressure the terran much, outside of a very very brief window when stalkers can harass marines before marauders with concussive shell come out.

2 - Stim
This changes the dynamic again, for a small hp hit terran gateway units are suddenly doing 50% more damage. What is often worse I think is the speed, it allows them to kite even chargelots, and run out of psi storms.

3 - EMP
I could write for days on this ability, lol. Suffice it to say that for the cost of a ghost academy, 150m 50gas, you can produce an emp machine with a lot of hp that also does decent dps. Ghost emp is a fairly hard counter to EVERY single toss unit, stripping on average 40% of their health. It also instantly cripples sentries and high templars.

4 - Medivacs/Vikings
The starport gives terran access to these two units at once, including the option to put on a cheap reactor to double their production. The medivacs are brutally effective, while also giving the terran the option to make drops at no extra cost. The funny thing is terran players would still make medivacs EVEN IF THEY COULD NOT ACT AS TRANSPORTS. They are that effective. And vikings hard counter colossus, one of the two possible counters to the MMM ball.

5 - Planetary Fortress
The only expansion in the game that can defend itself. When repaired, this thing can be a monster to take down. Particularly as the SCV targetting priority is screwy. You have to manually target the repairing SCVs or your zealots will circle for ages getting killed. And stalkers do poor damage to the fortress and take a ton.

6 - Tech Costs
Terran's tech the cheapest and have full access to their full range of units cheaply.

To sum up, the following are the results

A - Protoss can not effectively fight with equal cost of gateway units to barracks units

B - Our counters to this are much higher tech, Colossus and High Templar. However Terran has hard counters to our counters that are much lower tech and easier to get. I.E. Vikings and Ghosts

C - Toss can not effectively counter attack. Losing a big fight with a terran means he will roll right over you. However unless you win with very few losses, Terrans can effectively defend against your remaining forces.

D - Terrans are largely unscoutable, and have a variety of effective attacks, all of which require different counters. However they can scout you, and you can not prevent it.

E - Terrans can control when they engage. They are extremely mobile, can outrun your force, and chase it down.

F - There are several effective timing pushes (detailed in other's posts) where the terran has the tech he needs and toss does not have his, that are devastating if executed right.


Comments are appreciated. I am not trying to make a whine thread, just pointing out that there is a very real imbalance in the current state of the game. Thank You
TrueSyzygy
Profile Joined August 2010
60 Posts
August 21 2010 22:16 GMT
#2
I'm a protoss player. You're not pointing out ANY advantages that Protoss has against Terran. High Templars, with an easily attainable level of micro, cripple the piss out of any bioball that Terran can throw at us. Charge on your Zealots with 2 storms will make the biggest bioball fall to its knees. A 2:1 ratio of CHargelots and stalkers, throw in 2 or 4 templars and 3 sentries and you can melt any bioball. Forcefields can hold off forces if used correctly, theyre your friend and help short the time the Terran have to take advantage of the Tier 2 advantage. When Protoss reaches tier 3, and storm or Collossi is out, the Terran are no longer in the "GG lawl 1a gogogo win" mode. Sure Planetary forces are lame, but nothing too unbelievably powerful. Over all, it might be a little imbalanced, but not unbelieveably so. It's winnable.
Tall, dark, and... Well, two out of three ain't bad.
Ascendant13
Profile Joined August 2010
66 Posts
August 21 2010 22:18 GMT
#3
I didn't say it wasn't winnable. Skewed, but winnable.

And I do agree that once tier 3 is reached things become better. The problem is surviving till tier 3 on equal footing.
ellep200
Profile Joined May 2010
Sweden24 Posts
August 21 2010 22:20 GMT
#4
TrueSyzygy, you are completely missing the point here.

You're basically saying "tech t3 and then there is no problem" instead of looking at the bigger picture. While I do not know if you can instantly throw out chargelots/HT's out of your gateway as soon as it is built I (and most others) have to go a pretty long tech pattern to get there.

Of course P has a chance of winning, but the edge terran has against P is as real as the one they have against Z.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2010-08-21 22:29:24
August 21 2010 22:25 GMT
#5
I want to go through the gateway unit composition, but chargelots are a solid unit against all of the terran barracks units. (and I'm only making this post because you mentioned marauders can kite them as well)

For the same food, a-click chasing chargelots will smash stimmed and conc shell kiting marauders, because of several mechanical reasons, and they do even better against the marauder if there is limited kiting room (and of course worse if the marauders can funnel the zealots.)

EMP also only has half the effectiveness against zealots, since they only have 50 shields, and most of their survivability comes from their health, and if you're going with HTs, it'll force the ghosts to either EMP the HTs (which should be quite far away), or go for the toss for their shields.

I think protoss go with to many stalkers against terran bio, and that a heavier mix of zealots with some stalkers in the back to provide constant DPS while the marauders do their kiting thing, while having 2-4 sentries to provide the guardian shield and wall off as best they can should be their main priority for their earlygame until they get charge and eventually storm.

For terran bio to get all the upgrades (and the ghosts add more on top of that), they need to invest a decent bit of minerals into research, those minerals could be used by the protoss to either fast tech zealot speed or get more sentries.

The reason chargelots kill the stimmed conc shell kiting marauders is because they only take 10 damage/shot from a marauder, requiring 10 individual shots before they're taken down. The zealots don't all charge in at the same time as well, but come in waves, i.e the closest zealots charge in, get some hits off, get shot by the marauders and slowed, the other zealots further back come closer and charge in to get some hits of, rinse repeat. This way the marauders are forced to spread their damage out on all the zealots since they keep overtaking each other because of charge cooldown and the front line of lots being slowed by conc, while the zealots constantly hammer the closest marauder units with each charge, and thus wither down their armies by auto-focusing the weakened units. The fact that lots take a lot of hits to die, and that the damage is spread out among them will force the marauders to stim multiple times, and each stim wears down on every single one of them until they're all in the lower HPs.

Of course with different unit compositions this can change a bit, but the general principle stays true. Higher emphasis on lots of zealots with a small force of stalkers in the back constantly shooting, and some sentries for guardian shield+some good force fields works well against terran bio, until you can get charge, at which point zealots+HTs become extremely strong against any bio composition.

I understand it takes a decent bit to get charge, but as I said with the upgrades section. Marine health, conc shell and stim costs 250/250 (or 150/150 if you don't get marine health). You could invest those 250/250 in a larger size army or even sentries (think of the sentries as your early game upgrades) to stop or delay him until you get charge, in which case your ground army does start smashing his.
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 21 2010 22:34 GMT
#6
"A - Protoss can not effectively fight with equal cost of gateway units to barracks units"

Well, I guess this is true later in the game. If the bio ball becomes too big, standard gateway units just won't do. However, a protoss player can pick the fight where his units will come of more use. Such as if a terran player applies early pressure, don't meet him in the open. You can easily hold your ramp, making his push much less effective. Also, chargelots are dangerrous up to that point where he has too many units to surround.

"B - Our counters to this are much higher tech, Colossus and High Templar. However Terran has hard counters to our counters that are much lower tech and easier to get. I.E. Vikings and Ghosts"

Truth be told, if Terran didn't have this, any mid- or lategame fight would be a breeze for the protoss. It's as easy as that. Storm is ridiculously good vs pretty much anything except units with very high HP (Thors, Battlecruisers), and the firepower of the Colossus combined with storm can incinerate any ground army in seconds if there are no effective counters out.

"C - Toss can not effectively counter attack. Losing a big fight with a terran means he will roll right over you. However unless you win with very few losses, Terrans can effectively defend against your remaining forces."

This is true. So...what to do instead? How about expanding and teching up? His army can't do crap to you while it is in his base? Take advantage of that! Keep in mind that if the terran loses a major battle, it's pretty much game over for him. If you don't push into his main, you can for sure rip his expansions apart.

"D - Terrans are largely unscoutable, and have a variety of effective attacks, all of which require different counters. However they can scout you, and you can not prevent it."

In my opinion, observers are the best scouters in the game. Sure, turrets prevent observers from seeing too much of his base. Instead, you can however tell where is army is, when it is there, where it will move next, and when he expands to pretty much any point on the map. You could also sacrifice a Phoenix if he's got alot of turrets as they can soak up some damage and costing less than a ton of terran defensive structures.

"E - Terrans can control when they engage. They are extremely mobile, can outrun your force, and chase it down."

The bio ball is highly mobile. His mech units are not. And although his static defenses are very powerful, most of the higher tech units require a small gap of time before they can do much. If you catch a terran army out of position as a protoss, he's toast. Just as dead as if he was to catch your army out of position.

"F - There are several effective timing pushes (detailed in other's posts) where the terran has the tech he needs and toss does not have his, that are devastating if executed right."

Yes, this is absolutely true. Terran has some powerful timing pushes. Most of them include the fact that protoss tech units take quite some time to get out. However, a protoss who defends correctly can still vanquish a timing attack from a terran player, as standard gateway units can hold their ground for quite some time until the more important units arrive. It's sad, but it's just something us protoss players must live with : an early pressuring terran is best handled by defending properly while getting out the appropriate counter.

I'm a diamond protoss player myself, and PvT used to be my worst matchup because of stuff you list up here, so I know how you feel. However, once you play alot more of it, you'll see that terran ain't that strong as it first seems. By now PvT is my best matchup, and although I often have to be defensive in the early stages of the game, a terran player usually lose if his initial push fails (which it usually does if I'm prepared and me and the terran are about equal in skill level).
BADSMCGEE
Profile Joined March 2010
United States94 Posts
August 21 2010 22:37 GMT
#7
great post...was just thinking about all of this stuff today...

dalavita i dont know what level you are playing at...but the main problem are marines...so much dps...the concussive shell is really the best part about a marauder...besides the fact they hard counter stalkers and render zealots useless...

my biggest problem with the matchup is that terran controls the ENTIRE game. top level pvts consist of the toss player sitting back scouting and trying to expand enough to hold the next attack...it is impossible to be aggressive.

my question is, it seems that concussive shells were put in the game not only as a cool ability...but to serve a role...what role is this? why does the marauder need concussive shells? it already costs half of a stalker and beats it 1v1...am i forgetting something?
red_hq
Profile Blog Joined April 2010
Canada450 Posts
August 21 2010 22:42 GMT
#8
I prefer a Sentry Charglot build vs terran with few stalkers because they are both light andf take few damage from the maurders (it cuts the DPS nearlly in half). I like to sit by their ramp and whenever they try to push out just cut the first quarter of the army off and ROFTL stomp it. Making it essencially with good reflexes impossible to move out with out medivacs. Use their ramp against them. Ok so now they have tanks get a robo bay and chrono a warp prism out, because of your heavy army they will most likely have high armour units so after the first prism keep getting Imortals. While your waiting for a decent number of immortals (3-4) zeralot bomb the crap out of them. YES IT STILL WORKS. So many terrans just go maurder tank and you can either go zealot + sentry Hallu + immortal back up or Zealot VR. Zealot bombing (esp wiith charge up) works wonders.
Get some 'good' Dota 2: twitch.tv/redhq
Chronopolis
Profile Joined April 2009
Canada1484 Posts
Last Edited: 2010-08-21 22:48:29
August 21 2010 22:43 GMT
#9
On August 22 2010 07:25 Dalavita wrote:
I want to go through the gateway unit composition, but chargelots are a solid unit against all of the terran barracks units. (and I'm only making this post because you mentioned marauders can kite them as well)

For the same food, a-click chasing chargelots will smash stimmed and conc shell kiting marauders, because of several mechanical reasons, and they do even better against the marauder if there is limited kiting room (and of course worse if the marauders can funnel the zealots.)

EMP also only has half the effectiveness against zealots, since they only have 50 shields, and most of their survivability comes from their health, and if you're going with HTs, it'll force the ghosts to either EMP the HTs (which should be quite far away), or go for the toss for their shields.

I think protoss go with to many stalkers against terran bio, and that a heavier mix of zealots with some stalkers in the back to provide constant DPS while the marauders do their kiting thing, while having 2-4 sentries to provide the guardian shield and wall off as best they can should be their main priority for their earlygame until they get charge and eventually storm.

For terran bio to get all the upgrades (and the ghosts add more on top of that), they need to invest a decent bit of minerals into research, those minerals could be used by the protoss to either fast tech zealot speed or get more sentries.

The reason chargelots kill the stimmed conc shell kiting marauders is because they only take 10 damage/shot from a marauder, requiring 10 individual shots before they're taken down. The zealots don't all charge in at the same time as well, but come in waves, i.e the closest zealots charge in, get some hits off, get shot by the marauders and slowed, the other zealots further back come closer and charge in to get some hits of, rinse repeat. This way the marauders are forced to spread their damage out on all the zealots since they keep overtaking each other because of charge cooldown and the front line of lots being slowed by conc, while the zealots constantly hammer the closest marauder units with each charge, and thus wither down their armies by auto-focusing the weakened units. The fact that lots take a lot of hits to die, and that the damage is spread out among them will force the marauders to stim multiple times, and each stim wears down on every single one of them until they're all in the lower HPs.

Of course with different unit compositions this can change a bit, but the general principle stays true. Higher emphasis on lots of zealots with a small force of stalkers in the back constantly shooting, and some sentries for guardian shield+some good force fields works well against terran bio, until you can get charge, at which point zealots+HTs become extremely strong against any bio composition.

I understand it takes a decent bit to get charge, but as I said with the upgrades section. Marine health, conc shell and stim costs 250/250 (or 150/150 if you don't get marine health). You could invest those 250/250 in a larger size army or even sentries (think of the sentries as your early game upgrades) to stop or delay him until you get charge, in which case your ground army does start smashing his.


As you are probably aware, chargelots do quite well in the mid-game, but once the bio balls get larger and are accompanied by medivacs, the zealots dps isn't enough. Terran infantry upgrades stack better than protoss ones because of shield armor being a seperate upgrade. Against a 80+ food bio ball, zealots get focused down extremely quickly.

Ht's have their own set of problems. One emp on the majority of your templars will spell an almost certain loss, a bio ball can chase down a fleeing protoss army like nothing.

On August 22 2010 07:07 Ascendant13 wrote:
5 - Planetary Fortress
The only expansion in the game that can defend itself. When repaired, this thing can be a monster to take down. Particularly as the SCV targetting priority is screwy. You have to manually target the repairing SCVs or your zealots will circle for ages getting killed. And stalkers do poor damage to the fortress and take a ton.


Out of all the pvt problems, I think this one is the most clear-cut case with tangible evidence. The planetary fortress takes highest attack priority. Zealots end up pointlessly circling the PF, unable to find a place to attack among the ring of scvs. It is extremely difficult and arguably unfair that the protoss must target fire every single scv in an effort to reduce the PF to mortal levels of durability. It is pretty absurd that 20-30 stalkers can not kill a planetary fortress.
ibreakurface
Profile Joined June 2010
United States664 Posts
August 21 2010 22:43 GMT
#10
On August 22 2010 07:20 ellep200 wrote:
but the edge terran has against P is as real as the one they have against Z.

Oh god this makes me want to rage.

Toss winrate is 49% atm.

Zerg is 40%

You could not be more wrong, I'll leave it at that.
:) I play zerg. FOX AND KT ROLSTER COASTER FAN! Because I love everyone. Except bisu.
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 21 2010 22:46 GMT
#11
On August 22 2010 07:37 BADSMCGEE wrote:
great post...was just thinking about all of this stuff today...

dalavita i dont know what level you are playing at...but the main problem are marines...so much dps...the concussive shell is really the best part about a marauder...besides the fact they hard counter stalkers and render zealots useless...

my biggest problem with the matchup is that terran controls the ENTIRE game. top level pvts consist of the toss player sitting back scouting and trying to expand enough to hold the next attack...it is impossible to be aggressive.

my question is, it seems that concussive shells were put in the game not only as a cool ability...but to serve a role...what role is this? why does the marauder need concussive shells? it already costs half of a stalker and beats it 1v1...am i forgetting something?


If the Marauder had no concussive shells, Chargelots would be way too powerful against them, in my opinion. And yes, you are correct about the part where protoss has to be defensive. However, terran is very very badly screwed if his attack fails as that means you can either contain him or eventually destroy his expansions. A terran can basically do the same, but FF on ramp combined with stalkers and eventually some immortals can be very hard for an early pressuring terran to break as well.

Marines are strong. With stim, they own. Alot. But they are fragile. Sure, in the open field, they would destroy the protoss. However, if their retreat is cut, or if they get flanked, they're toast. A protoss needs more control and to think somewhat ahead, I'll agree. But I wouldn't express it as bad as this.
Dalavita
Profile Joined August 2010
Sweden1113 Posts
Last Edited: 2010-08-21 22:51:22
August 21 2010 22:48 GMT
#12
As you are probably aware, chargelots do quite well in the mid-game, but once the bio balls get larger and are accompanied by medivacs, the zealots dps isn't enough. Terran infantry upgrades stack better than protoss ones because of shield armor being a seperate upgrade. Against a 80+ food bio ball, zealots get focused down extremely quickly.

Ht's have their own set of problems. One emp on the majority of your templars will spell an almost certain loss, a bio ball can chase down a fleeing protoss army like nothing.


By the time medivacs come out I'm hoping the protoss has gone beyond his standard gateway opening of course. HTs having their problems a matter of course, they need weaknesses. One EMP after they get their storm off is a wasted EMP. It's a matter of who can get their spell off first and the best way, which I guess is obvious. Spreading your HTs out even slightly will ensure multiple EMPs are needed to get rid of all the storms.

The Storm vs EMP battle I believe is one that's actually quite balanced, since both casters can take each other out. I even saw an observer HT feedback snipe on an enemy ghost a couple of days ago in some stream, I believe it was Huk playing but I'm not sure.
TedJustice
Profile Blog Joined June 2010
Canada1324 Posts
Last Edited: 2010-08-21 22:53:47
August 21 2010 22:51 GMT
#13
One thing that's incredibly underused is feedback. Almost all of Terran's units have energy. Medivacs, Ravens, Thors, Banshees, Battlecruisers and Ghosts. Feedback instantly kills medivacs, ravens, and banshees. And most of the time you'd be getting Templars anyway, for storm.

Obviously they can EMP your templars, but it's still food for thought. Leaving a templar at your mineral line to stop a banshee rush, etc.
Yaotzin
Profile Joined August 2010
South Africa4280 Posts
August 21 2010 22:52 GMT
#14
On August 22 2010 07:37 BADSMCGEE wrote:
my question is, it seems that concussive shells were put in the game not only as a cool ability...but to serve a role...what role is this? why does the marauder need concussive shells? it already costs half of a stalker and beats it 1v1...am i forgetting something?

Well, marauders would suck without shells. It's there as a researched ability rather than innate so Blizzard can mess around with cost and time and such if need be (iirc they needed to in the beta, it used to be innate).

Marauders are annoyingly overrated. It's the marines that kill you, the marauders just slow you down (literally and via being high-hp meatshields).


Comments are appreciated. I am not trying to make a whine thread, just pointing out that there is a very real imbalance in the current state of the game. Thank You

I'm a toss and this sounds like, well, whining TBH. PvT is possibly the most balanced matchup. If there is a balance issue it is a small one affecting only the very highest level. And things can of course change rather quickly. ZvT doesn't look nearly as bleak today as it did a week ago.
morimacil
Profile Joined March 2010
France921 Posts
Last Edited: 2010-08-21 23:08:57
August 21 2010 22:52 GMT
#15
About the early pressure thing and gateway vs barrack units:
Its not really true. It depends mostly on where you engage the fight, and micro.
Gateway units, zealots mostly, actually rape barrack units, if both 1a into each other.
If you 1a, and the terran is stimming, and kiting, then ofc you lose as toss, but then again, he is greatly out-microing you.
If you split his army in half at chokes/ramps with a few forcefields, then again, the advantage is for protoss.

Now ofc, if you engage in the open, and he is kiting, and you are attack moving, then yeah, he wins. That is not unfair, imbalanced, or anything like that, that is you engaging in the wrong place, and him having superior micro.
Zealot sentry with forcefields to stop retreat/split the army in half, and guardian shield to reduce marine dps by 33% and marauder dps by 20%, is incredibly good, and will easily beat any equal amount of marine marauder, at least before the numbers get too big.

Protoss can do a lot of fun stuff, like making void rays to force terran to make marines, while chronoboosting charge, or micro stalkers to kill marines and supply depots, forcing marauders, and then coming in with stargate units, for example. You dont have to just sit back passively.

[edit] Actually, nvm, its 40% less damage from marines, and 22% less from marauders, forgot to take base armor into account
marines have 5.8 dps vs zealot sentry, 8.7 with stim. By using guardian shield, you bring it down to 5.2 (stimmed). Using guardian shield more than counters stim from marines.
But while all terrans stim, it is rare to see a protoss player put up 4-5 guardian shields.
SirNeshorn
Profile Joined August 2010
Norway66 Posts
August 21 2010 23:08 GMT
#16
On August 22 2010 07:52 morimacil wrote:
About the early pressure thing and gateway vs barrack units:
Its not really true. It depends mostly on where you engage the fight, and micro.
Gateway units, zealots mostly, actually rape barrack units, if both 1a into each other.
If you 1a, and the terran is stimming, and kiting, then ofc you lose as toss, but then again, he is greatly out-microing you.
If you split his army in half at chokes/ramps with a few forcefields, then again, the advantage is for protoss.

Now ofc, if you engage in the open, and he is kiting, and you are attack moving, then yeah, he wins. That is not unfair, imbalanced, or anything like that, that is you engaging in the wrong place, and him having superior micro.
Zealot sentry with forcefields to stop retreat/split the army in half, and guardian shield to reduce marine dps by 33% and marauder dps by 20%, is incredibly good, and will easily beat any equal amount of marine marauder, at least before the numbers get too big.

Protoss can do a lot of fun stuff, like making void rays to force terran to make marines, while chronoboosting charge, or micro stalkers to kill marines and supply depots, forcing marauders, and then coming in with stargate units, for example. You dont have to just sit back passively.


I think the main reason people hate barracks units is because stimmed units are so easy to control and to dish out damage with. Although I completely agree with you, you just have to control your units well (easier said than done, but it's still possible). As you say, FF and flanks combined with zealots (especially if charge is in the picture) are very deadly to any barracks unit terran has to offer.
Benzooka
Profile Joined January 2010
Canada13 Posts
August 21 2010 23:08 GMT
#17
Granted I'm a terran player, I feel like the mentality of most mid level diamond players(my neighborhood ) looks to beat terran the wrong way. We're immobile, but strong. So protoss shouldn't bang their heads against our brick wall. I have a lot of difficulty when the game gets to the late stages and the protoss is warping in units at several different fronts(even using warp prisms to create new openings in the back of my base). I can't slow push because by the time I reach your base I've been crippled by your harass, and I can't sprint up because I'll likely be caught in poor positioning by a flank while unseiged, AND it's too tough to feel safe controlling space to expo because I've got to bounce my army around to deal with your warps. The idea is a lot stylistically like the way PvT was in BW, and I think it's how the matchup will evolve.
Therealdevil
Profile Joined May 2010
Netherlands1021 Posts
August 21 2010 23:12 GMT
#18
what you can rush a voidray while chrono boosting charge, impressive.
My real problem lies with ghosts, Terran gets them before you get high templars (AND FORCE YOU TO GET HIGH TEMPLARS) and can just remove 40% of your armies survivability without any actual effort cause its the only spellcaster in your bioball and is automaticly selected, and to make it even easier for you emp is instant, cannot be dodged and has a radius the size of your entire frigging natural.

Not to mention if you go voidray and he goes banshee rush he can easily counter your voidray with some extra marines while you die because you have no observer WHICH EVERY PROTOSS also needs or they die to any invis hero or get crappy scouting (phoenix is a choice but hey, a phoenix won't own that invisible banshee for you)

oh and we can't go dark templars because the terran that should be getting his ghosts either can emp it, or just use his scan because hey, if you forget to use a mule you actually get rewarded.

What would be awsome was if the shield upgrade would remove the emp effect partially like upgrade 1 33% less dmg from emp , upgrade 2 66 and upgrade 3 negate emp's shield effects maybe even energy, because no one actually gets shield upgrades anyways because they're so expensive, and most of terrans units deal to much dmg to even care about that -1 dmg.

And the part about Terrans tech tree, couldn't agree more. They finish their entire techtree so easily while we have to choose 1 of 3 techtrees and if we wanna get another we have to pay more then terrans single tech tree. And you could argue that their units arn't as strong as ours well, they're also not as expensive.
Counterfeiter
Profile Joined February 2010
United States26 Posts
August 21 2010 23:21 GMT
#19
So i'm a terran player and once high templars are out its a who can hit the other first. emp vs storm/feedback. a raven gets 1 shotted by a feedback if there's enough energy. stops the pdd from coming down. medivacs can go down very quickly too. then you can guardian shield which reduces damage taken.. i dont think many people realize that as its VERY underused. I think sentries in general are underused... with both ff and gs they can be a game winning unit imo. if a terran doesnt have ghosts out early game you can also harass depots that block the ramp as well.. your shields recharge up and unless they have concussive shells to slow u down you could pick a depot off or even ff the units so they are out of range and u can harass the wall. dont forget dt's. as a terran my raven comes out lategame... if we dont have an engy base up you could fast dt and spread them so they all dont die in 1 scan as most terrans dont save up 200 energy b4 muling and scanning so 1 scan no missile turrents and your good to go. use dt's to harrass b4 getting your ht's and storm researched.. slows them down so we can't be agressive during the time your tech'ing up.. now i'm not a pro player or anything ;p but hopefully this helps a bit
proxY_
Profile Joined July 2010
United States1561 Posts
Last Edited: 2010-08-21 23:39:06
August 21 2010 23:22 GMT
#20
I'm a mid diamond protoss and I generally agree with most of what you're saying. Nothing on your list is that outrageous in and of itself but they all collectively compound on each other.

As far as barracks vs gateway units go, i actually think the protoss has the advantage before stim and medvacs come out, and the reason why is forcefields. I think most protoss tend to fight the early mm ball with a stalker heavy combo and that's a mistake, if you attack with about a 50% zealot, 30% stalker and 20% sentry ball and get some good forcefields you can obliterate the terran. Obviously the terran can wall and bunker their ramp to hold the push but you have the advantage in the open.

The real problem with this matchup is tier 2 terran compared to tier 2 protoss. Once stim and 2 or 3 medvacs as well as possible ghosts come out the protoss is pretty much forced to tech to tier 3 either colossus or high templar to try to deal with it as nothing they have tier 2 (pheonix, vrays, immortals, chargelots) can deal with the tier 2 terran. This is also coupled with the fact that terran has so many options and most terrans wall their ramp and bunker up so the protoss is pretty much forced into a 3 warpgate + early robo build because they need to get the observer in the base.

If the protoss can last from tier 2 into tier 3 and the game goes long I think there's a strong argument to make that the advantage swings back into the protoss favor mainly because high templar are so versatile and strong. Yes, ghosts can emp them but with the ht energy upgrade you can warp in ht's that storm immediately and the storms just annihilate the mmm balls. Plus a lot of the higher terran tech (bcs, banshees, ghosts, thors) are all extremely vulnerable to feedback. Archons are also very strong against terran since none of the terran units get any kind of damage bonus against them (sans emp). Blink stalkers with some stargate support can absolutely wreck tank lines and the mothership being able to vortex and mass recall is really strong and underused.

As for balancing the matchup, I think some of the terran tier 2 advantages need to be mitigated and I wouldn't be that opposed to slightly raising some of the ht's energy requirements. Bunker salvage is one thing that bothers me, it should only recoup 50% of the res cost, not the full amount so terrans can't just blindly make some when they're teching and then recoup the full cost when they move out. The medvac healing rate is, I believe, 13 or so hp per second. I would try lowering it a bit to 9 or 10. Stim needs something, make it take away more hp than it does, remove marauders capacity to use it, something along those lines. I would also consider reducing the damage emp does to shields from 100 to either 50 or 75.

Lastly I just want to say that PvT is much more balanced than TvZ. It really isn't that bad once you play a lot of it.
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