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This is getting annoying...PvT

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

This is getting annoying...PvT

  1. Solid

    Solid New Member

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    I do not agree with you that Zealots and Sentries will "wipe the floor" with MM:s. It all depends on the composition of units and how good you micro, since strait in it is the other way around.

    However if the MM ball consists of mainly Marines then perhaps it would work. It is the Maruders that are the main problem.
     
  2. RushSecond

    RushSecond New Member

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    From:
    San Diego
    In a straight up fight, with neither party backing up, zealots will beat marauders. The damage output of zealots are just too much compared to a marauders unmodified 10 damage.

    Marauders are only a problem to zealots because they can stim-attack-run-attack-run and kite the zealots with slowing attacks forever. That problem is completely negated with sentries using force fields to cut off escape. Not to mention they can guardian shield to reduce the damage of marauders and marines even further.

    This means that zealots and sentries will handily beat marauders, unless the terran gets so many marauders (50+) that the ratio of how many marauders are attackable by melee becomes so little that they can, for once, fight zealots head on and win. But by then you should have immortals or high templar.
     
  3. Solid

    Solid New Member

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    Well you are pretty much correct in what you say, but I would say that the "magic number" where Mauraders will take out zealots are far less than 50. As long as you can form a ball where not all zealots can attack all units at once then you should be ok on 1 to 1. And also rember that the mauraders can fire a shot before the zealots reach them. Maybe even 2?
     
  4. Vundo

    Vundo New Member

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    MMM sucks I think we all agree, but it only sucks for alittle while if you counter it and stop the massing. If you dont go temps then get that robo asap. From my experience "a lot" of MMM players get confused or just rattled when you send in robo tech and push back. and dont forget shields.
     
  5. Solid

    Solid New Member

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    Lol.. What do you mean that MMM sucks? That statement is kinda unclear. Could you specify a bit more?

    Send in a robotech? How does that work? Hehe.

    Funny post though Vundo.
     
  6. bovineblitz

    bovineblitz New Member

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    don't forget shields, what?

    are you referring to the worst upgrade a toss player can invest in?
     
  7. Hodl pu

    Hodl pu New Member

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    @bovineblitz

    No that's protoss shields silly :D

    Force Field is the free skill that sentries come with.
    Ya know, that blueish blue ball they create that can block units.
     
  8. bovineblitz

    bovineblitz New Member

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    Gotcha.

    Was confused because FF isn't a 'shield' is all.
     
  9. Pnyoman

    Pnyoman New Member

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    the best response against MM is always collosus
    biological stuff really cant go up against the collosus's splash damage
    i would suggest chargelots for the tanks too
    another benefit to using collosus is easy access for counters. you could just ignore your terrans futile blockade and ransack their base. that is, if they are ill-prepared and your well-prepared..
     
  10. boticelli

    boticelli Guest

    My default strat when i see a techlab on the very 1st rax:
    1. gate
    2. c.core.
    3. robotix. start buildin immortal immediatly with boost.
    4. gate.
    5. gate.
    one should have an immortal, a sentry and a couple of stalker's on the ramp when terran comes. force field the ramp to devide the enemy

    gang, or shield if fighting in the open space. micro maradeurs with immo. start expand just after defended this first push. terran should be

    building up MMM ball at that time or gettin an exp. try to make +3-4 gates, zealots speed grade, templar's archive, psi storm and a couple

    of templars. if he comes at this point he'll be just crushed. if he dont, get a next exp and control the map (put lot's of obs patrolin all over

    the map) and just wait for him to come. this is all 'bout the macro. in brief - MM (M) is almost imposible to beat at early game. psi storm IMO

    is the best counter couse of feedbackin Medivacs and stormin the MM ball.

    p.s. i'm 50 in diamond and 4\5 of vs MMM games end like that.
     
  11. fireballw360

    fireballw360 New Member

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    Go for immortal/void rays and mass zealots with charge. Couple stalkers are also nice for the occasional med or banshee.