A protoss perspective on playing terran

Discussion in 'General StarCraft 2 Discussion' started by Ste, Jan 16, 2011.

A protoss perspective on playing terran

Discussion in 'General StarCraft 2 Discussion' started by Ste, Jan 16, 2011.

  1. Ste

    Ste New Member

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    http://us.battle.net/sc2/en/profile/511106/1/Snarkles/
    Now you can see that my most played race is protoss, but I have recently switched to Terran. I have been playing terran for like 75+ games now.

    So I would just like to talk about a few things that you "may" find interesting

    It is true that as terran we have really good early units, but we have to be highly agressive with them early game to ensure that protoss does not take and expo or go right to thier higher tech units.

    It is true that stalkers and zealots are weak to MM, when the MM have all their upgrades, but once protoss gets stalker blink and zealot charge, it is a hell of alot harder to A move stim and take your units out. MM becomes almost worthless if you make good use of forcefields and guardian shield. On the whole I think Terran require alot more precision micro to win vs protoss early to mid game. Unless the protoss player is plan bad we can't just stim a move. Kitting is pretty easy with stim pack but chargelots pretty much nulifiy kitting with thier huge health tanks.

    Case and point here, from a protoss perspective, get zealot charge asap, by the 8 minute mark and unless they are marine rushing get 2-3 sentrys before stalkers zealots so they can build up energy. I can't tell you how many times Ive beaten terran early game just by getting charge for the zealots fast.

    From a terran perspective if you chose to do a 2-3 rax early agression build vs protoss you better have damm good unit micro, its not even kitting with your entire army so much as it is pulling the 1-2 units back that the zealots are after. Because if you do kite with your entire mm group your units will be taking free hits from the stalkers or sentrys the protoss player should have. This is similar to spliting your force if vs zerglings or bangelings, don't move you entire army, be very attentive and just move the few units that are in direct danager at that given moment.

    Many people forget that while marines are cheap and build realtively fast, they are still glass cannons, don't forget this when u control your units, even saving 1-2 marines in any given battle by good micro can be the difference in winning.

    I also want to point out from a protoss perspective that many terran players are kinda lax in getting units at the 2-3 minute mark, so a fast harasment/zealot rush with 2-3 zealots can really throw terran off their game. At this time most terrans may only have 1-3 marines, and 2-3 zealots are definitely better than that. Even if they have decent kitting micro, at this point terran won't have stim so you can manually tell one zealot to go after thier marines and the other 1-2 go right to the mineral line.

    Protoss: Don't underestimate the power 4 gate pylon, if the terran doesn't wall off you can easily get a pylon in or near thier base, it can be on the lower ground and all you need is site with a probe or other unit to warp them in. The speed at which you can warp in units with chrono boost is far greater/stronger than 2-3 rax at this point in the game.

    Terran believe it or not are extremely weak in the first 4 minutes, especially if they do not wall off. Stim pack and marine shield usually are not done before the 4 minute mark, so take advantage of this.

    just like vs zerg, after the 5 minute mark you can pretty much deny terran from even getting close to your base with 2-3 sentrys using forcefield at ramp.

    Terrans economy is also extremely fragile in comparison to a protosses, if we are using our energy quickly we will only have 1 mule at a time early game, chrono boosting probes consistently early game is far superior to just one mule. And our scvs mine slower. So can probe harashment or making us pull scvs off mining for any reason is alot worse for us than it is for zerg or protoss.

    Also, as a terran I think MMM is highly overrated, the time and resources spent into making medivacs can much better be spent on making seige tanks, banshees or ravens, these units mixed into MM are far scary then just having medivacs heal and bring up the rear. MMM is easily counter with psi storm, but MM + seige tanks and a raven or two is far less likely to crumble to even colusi or ht's. Plus ravens and banshees are alot better to scout with and do harashment than medivacs..

    Also: opting for ravens over medivacs decreases protoss scouting and possible DT play because it is a detector, now that observers for protoss are cheaper it is even more important to make sure they are not following or seeing your main force.

    Terran players: Please also do not rely on scan for scouting or detection, every time you scan your hurting your enconomy. Scouting can much better be accomplished with a single marine or helion or single flying unit like a raven, cloaked banshee or even a viking. Yes it is true that this requires more apm and mini map awareness but you should have this anyways if you really care about winning. In base detection can be done by a few turrets and you should have 1-2 ravens out by the time they get dts. Of course a protoss going right for dts means this is easily scoutable and it means they will have less to protect their front, so if you think they are going right for dts be highly agressive in MM attacks.

    terran vs zerg: Ghosts are almost never seen vs zerg, and this is because terran players have not yet discovered how awesome ghost sniping is: I think it only costs 25 energy to do 45 damage. But the marine ghost combination can be a very powerful and unexpected 12-15 minute timming attack.

    In short: Protoss players overall have gotten pretty good at expecting and playing vs MMM, so switch it up and do marines, tanks raven and or banshees.

    terran vs zerg, Hellion maruder is an insanely good mid game unit combination vs zerg. If nothing else the maruaders can discourgae further roach production and the hellions can be used for scouting and annoying the hell out of zerg drones.


    Don't underestimate the power of an mm attack even before they have their full upgrades, most opponents don't expect a terran to attack before they have stim+shells+marine shield so its very possible their build has no units before that time.

    terran players, please start going mech more often, its far scarier than just mmm.

    Post was mostly done out of boredorm.
    And it mostly focused on early to mid game, which is where most TvX games are completed in the lower leagues.
    Edit: 2 rax vs protoss is far safer and much easier to expand if the early timming attack with MM does not out right win.
     
    Last edited: Jan 16, 2011
  2. Stirlitz

    Stirlitz Member

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    There's a greek proverb that in english can be loosely translated to "Ultimate{as in final/last} knowledge, wish I had you sooner", and it doesn't rhyme in greek either, mind you...

    Just pointing out a tiny controversy to these:
    http://www.starcraft2forum.org/forums/showthread.php?t=26126 and
    http://www.starcraft2forum.org/forums/showthread.php?t=27186


    Just sayin'...

    Still, good post, one of the few of yours I've agreed with...

    Also funny how well dialectics work... You see a matter under a different angle and up pops a whole new approach...
     
  3. Ste

    Ste New Member

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    Lol yea but those were just troll threads, not one thing I said in them was serious.

    :D
     
  4. Stirlitz

    Stirlitz Member

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    Still, even a troll's doing usually come from something deeper... Good to see such a post for a change ;)
     
  5. Ste

    Ste New Member

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    They came from a deep feeling that the forum was dieing and it needed some excitement. :p

    :)
     
  6. Heidegger

    Heidegger New Member

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    Eventually...
    If only all "terra so imba at all levels [which is clearly contradicted by the stats anyways]"-QQers would just use the race for a few games...