This is getting annoying...PvT

Discussion in 'StarCraft 2 Strategy Discussion' started by ranshaked, Aug 16, 2010.

This is getting annoying...PvT

  1. ranshaked

    ranshaked New Member

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    I cannot seem to beat a terran player. It's driving me insane. They always go MM with a tank if the game goes on. My last game I played I won several battles, but in the end his mass units just outnumbered mine. I went zealot with charge, stalkers in the back, and 3 void rays. He still destroyed me. I came back with more stuff...What can counter that other than crying?


    I attached the video. I honestly don't know what I did wrong. My resources never got super high...But I also couldn't expand. I just am lost.
     

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  2. kuvasz

    kuvasz Corrections Officer

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    Watched it and ... well, you're in no position to say that Terran is OP. This replay is not proof of that, this replay is proof of skill being above all that matters. You chrono boosted a gateway when you were supply blocked... and not only did you give up your choke when you saw the Terran outside your ramp (and had about 60 energy when FF costs 50), but you put down a force field which only made things harder for your zealots and easier for the ranged marines and marauders.

    Improve your play and you'll see more there is to balance.
     
  3. ranshaked

    ranshaked New Member

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    well the chrono was a mistake, that was just a silly one, and as for the ff..that was like a last resort **** up.

    But honestly, aside from that...how would I have beat them? The range is just too much for the zealots and the marauders destroy my stalkers :(
     
  4. kuvasz

    kuvasz Corrections Officer

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    Well firstly, create more probes. Secondly, create twice as many gateways. Thirdly, create sentries to guardian shield you and FF your choke until you have enough stalkers to deal with the mob. For example if you FF your choke when he's closing in then you can use high ground to get free hits. Then scout with observer and counter tanks with immortals and speed zealots for the rest. You could also throw in colossi but they can easily become useless if they go air and mech heavy, so HTs can act as wildcards.
     
  5. ranshaked

    ranshaked New Member

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    sounds incredibly expensive....pretty sure at no point in the match i would have ever had enough :( guess it's back to practice. I like 4v4 because usually it gives me time to set up
     
  6. kuvasz

    kuvasz Corrections Officer

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    But you'd have about 50% more probes than what you had in that replay... you could pay for it easily, and the FF would buy you time.
     
  7. ranshaked

    ranshaked New Member

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    Okay, so go more probes. And if he marine rushes me in the beginning? Less buildings...more probes?
     
  8. kuvasz

    kuvasz Corrections Officer

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    If you scout it in time then you can adjust. In that case you would create fewer probes and would chrono boost your gateways instead of your nexus. Do not create chokes... take the battle away from your ramp, preferably behind it so you can pull probes off the line if need be. You also have the added bonus of buildings - whether they misclick or have bad priorities, they can take fire off of your units.
     
  9. ranshaked

    ranshaked New Member

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    Thanka man ill take everything into consideration and definitely attempt to do better
     
  10. Sigoth

    Sigoth New Member

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    the only way i beat MM is to do somthing cheesy, Make about 7-8 zealots dont upgrade, but rush void rays, when u have 3 send ure zealots to there choke and make sure there MMM ball is focussed on the zeals, then destroy the command center with voids, it cuts off there income and i can usually turn it around from there, but tbh a good player will counter this easily, i do it when im fustrated with the MMM ball.

    Ive tried everything to beat it, Templars are good, but by the time i have them terran has thors, carriers are to easily killed by mass marines, stalkers and zealots just get raped no matter how good i micro... im like you.. i know its my bad for not being skilled enuff it annoys me how easy it is to faceroll with mmm...
     
  11. Neo337

    Neo337 Guest

    i have posted about this matchup too, b/c it seems so impossible. but alot of the time you can get a quick robo and start pumping out immortals and then colossi. once you saw he was all ground, i wouldn't have made the stargate, but a robo. thats your best counter to the ground units. void rays are fine with time, but since he kept hassling you, you didnt have that time and one colossi would have really hurt his whole army. thats what i started doing, skipping the forge and temple and going straight for the robo, if they are going ground.
     
  12. MicroUrMacro

    MicroUrMacro Guest

    i feel the pain of the mmm =[
     
  13. Solid

    Solid New Member

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    Hi,

    I was just watching a casting from Husky on this matter. I can highly recommend it. It's called :

    "Stopping Marauders PvT Starcraft Tutorial" :)

    It requires a bit of timing FF though. As you'll see in the video the Protoss aims for colossi but after getting 2 Immortals.

    I want to add that I also whatched a demonstration from Husky showing that Marauders actually counters all gateway units which can also be seen in this video. So Sentry, Immortals, Colossi.

    :)

    Yey... my first post.
     
  14. bovineblitz

    bovineblitz New Member

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    My method to stopping the MM is rush stalker, rush 2 sentries, get 3 zealots and then pump stalkers... by the time he comes with MM I usually have about 2 stalkers, 3 zealots, and 2 sentries. Arrange your units so that the stalkers can get free hits the sentries are a bit back, and the zealots are a bit off from the ramp. When he charges up the ramp force field so that you trap 2-3 marauders INSIDE your base, focus them down, then score free hits on the rest of the marauders when his initial ones die. Keep warping in stalkers in the meantime and replace any zealots you lost.

    Repeat this as many times as necessary until you can get a void ray, then go harass his main with the void, forcing him to go marine. If I feel I have time I'll try and tech to high temp, if not I'll get zealot charge while harassing and keeping my voids alive.

    The key to this strategy is keep your sentries alive and be sure you have enough for at least one force field all the time, if not warp in another sentry. And of course, PAY ATTENTION TO YOUR RAMP.

    It seems ridiculous that this is the only way to stop marauders, but it really is.
     
  15. RushSecond

    RushSecond New Member

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    It's not that hard to beat an early MM push. Just get zealots and sentries, with only a few stalkers. Use sentries to trap the entire marauder force with a force field wall, then zealots can easily close the distance and slaughter everything, without having to worry about being kited by the marauder's slowing attack.

    Don't reject this as too much micro... it's not really any more than the terran player has to micro to use marauders to kite zealots.
     
  16. Solid

    Solid New Member

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  17. RushSecond

    RushSecond New Member

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    ^ That's actually a rather bad example. That video is more of a "how to hold off MM while rushing colossus" which is far harder to pull off than a simple 3-gate zealots and sentries.
     
  18. Solid

    Solid New Member

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    Why is it a bad example? The point of it is to hold of the MM while you tech since you can't beat them with only gateway units. In this example Ziddy techs for Colossi.

    I agree it doesn't work on every map but in this one it does.

    And wasn't your own suggestion to hold the MM:s off while you teched?
     
  19. Zargon

    Zargon Guest

    well, I am an old starcraft player, but hadn't played in years and just got into SCII. I am still developing my 'toss strategies. I'm only a Bronze League newbie atm, but i may have stumbled across a strategy against Terran, especially if they don't turtle in asap. I started off with a 2-gate ish strategy that transitioned into a DT rush.

    My BO:
    9 Pylon (place by ramp;scout with probe )
    10 Gate
    10 Gate (make 2 Zealots at each gate for a total of 4; Chronoboost both)
    12 Probes (2)
    14 Pylon | Push with first 4 Zealots to their mineral line; ignore Marines, go for SCV blood (don't hesitate if T wall isn't up) | Chronoboost 4 more Zealots (2 on each Gate)
    14 Assimilator | probes

    After this point, i timed it to have a wave of 4 zealots attacking Command Center/SCVs, 4 zealots on the way, 4 zealots being made @ 2 gateways and leveled off at 18-19 probes. My goal was to delay him enough to Make a single-deadly wave of 4-8 Dark Templars. He eventually walled my Zealots out and destroyed them but by this time i had about 5 additional warpgates and my wave of DTs en route. I used 1 DT as a decoy to make him waste an orbital scan and while he did this I attacked a blocking supply depot with 4 DTS, in no time i was in his base assassinating Marines.Marauders. He didn't have time to make MMM. If your probe sees reapers, i would prolly go 10 Forge --> Gate, then 2 cannons, one on each side of mineral line asap.

    I watched replays and noticed i was sloppy. This takes lots of Micro.
     
  20. RushSecond

    RushSecond New Member

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    Wrong. Zealots and sentries can and will wipe the floor with MM for the first half of the game. That's more than long enough to grab your natural and tech up to high templar or colossus.