[Ladder] How are most TvPs won? - Page 7
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xciLe
Norway213 Posts
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FenneK
France1231 Posts
I think the most viable late game build for T is tank/thor/banshee/marine and some ravens. There is no counter to it (unless you let your banshee energy build up too much and be super vulnerable to Feedback, so get cloak and use it). Too many Ts are just going MMM to the end, maybe with a few tanks, but this just doesn't cut it as chargelots and storm completely rape this comp (along with the Colossi that'll usually be present late game) unless you are perfect about how and where you engage. It's going to take a major change in the TvP standard for their late game to be viable, and I think Mech (after a bio opening to pressure) is the future. | ||
TrickyGilligan
United States641 Posts
Since I've been in Masters, I've been keeping track of my wins/losses with a spreadsheet, in order to see how I need to improve. It led to some interesting things that I was unaware of. For one thing, I was 2W 7L on Delta Quadrant, so that map got deselected. Even more interesting though were the race matchups. I'd felt that I'd been having lots of trouble with Terrans 1-Basing. Thor rush, Marine/Banshee/Raven, any of the strong 1-Base plays were a problem. It turns out that was true, but it also turned out that when T didn't 1-base, PvT was by far my best matchup. PvT "Normal" (mostly barracks play): 15W, 4L PvT "1-Base" (any variety of 1 base play): 1W, 3L PvT "Cheese" (marine/SCV all-in on close positions) 0W, 1L PvT Overall: 16W, 8L 1-Basing is clearly giving me the most trouble, but I had no idea that I did so well in standard play. One thing to keep in mind is that I rarely go Colossus in this matchup, I prefer 1 base chargelot into 2 base templar. I think this build catches Ts off guard, but I have no idea how much or little that contributed to the outcome. Also, results may not be typical, since I don't know of many other players who do this build. Still though, you always hear the complaint that it's impossible to win once P gets Storm and Amulet. While that may not be true, it certainly looks like it's an uphill battle to me. One thing a lot of Ts gloss over though is just how strong some of those early pushes are, and just how hard they are to deal with. tl;dr: please don't 1-base me on ladder, I would prefer to play a long macro game, and 1-basing is far too effective. | ||
emidanRKO
United States137 Posts
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Lurk
Germany359 Posts
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Zarahtra
Iceland4053 Posts
On January 28 2011 05:46 FenneK wrote: I'm P and Polt timing pushes and their like are incredibly tough to hold unless you know the exact response. I think the most viable late game build for T is tank/thor/banshee/marine and some ravens. There is no counter to it (unless you let your banshee energy build up too much and be super vulnerable to Feedback, so get cloak and use it). Too many Ts are just going MMM to the end, maybe with a few tanks, but this just doesn't cut it as chargelots and storm completely rape this comp (along with the Colossi that'll usually be present late game) unless you are perfect about how and where you engage. It's going to take a major change in the TvP standard for their late game to be viable, and I think Mech (after a bio opening to pressure) is the future. As I see it, tanks are rather worthless for this setup. What you are likely going to face mostly with that combination is zlots/immos/hts along with possibly phoenixes/VRs. Tank sucks vs all those(and ontop of that, they splash thors harder than they dmg the zlots). Personally I think rine/thor/banshee with a raven into rauder/thor/banshee with a raven, ghosts and vikings sprinkled in is insanely good and will be the future of TvP. Aslong as you keep your energy low on the banshees and keep them not stacked up, they really are insane, just gotta babysit them a bit. I don't really understand why everyone is so fascinated by forcing the tank to work, Or well atleast I see no advantage in that particular combo of units to waste resources on a unit that is likely dealing more friendly dmg than offensive. | ||
LHUCKS1
United States43 Posts
On January 28 2011 08:48 Zarahtra wrote: I don't really understand why everyone is so fascinated by forcing the tank to work, Or well atleast I see no advantage in that particular combo of units to waste resources on a unit that is likely dealing more friendly dmg than offensive. Agree to an extent, they are best used for defense and cliff drops...but my mech transitions to more thors than tanks once I have my gas 4-6 gas fully going. | ||
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