where did protoss go wrong in battle report 1?

Discussion in 'General StarCraft 2 Discussion' started by fordinski, Dec 24, 2008.

where did protoss go wrong in battle report 1?

  1. fordinski

    fordinski New Member

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    the terran reigned victorious over the protoss in the battle report, but what could the protoss have done to make a more even match?

    the terran had the early advantage of expanding with the command center and loaded scv's to the more isolated expansion, but the protoss put some serious pressure on him throughout early to mid game.

    i think using those colossi the way he did was a big mistake. theyre not meant to be used alone but as a support unit for larger groups of zealots and such.

    my biggest question is, where the hell did that whole terran army come from? the terran player amassed such a large army compared to the protoss player, even after his economy was damaged so bad by zealots n such.

    anyone wanna add anything about what the protoss player coulda done or shoulda done to even out the match??

    P.S. does anyone know how often were gunna get battle reports?
     
  2. overmind

    overmind Active Member

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    Unit choice was a major factor, protoss player just didn't use the right units for the job, not to mention not once using blink (which i take it means its researchable?), it just seemed to have gotten out produced aswell.
     
  3. lurkers_lurk

    lurkers_lurk New Member

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    Protoss got overconfident at the beginning, thinking he had a econ advantage, as well as that he didnt produced enough Zealots to counter the Marauders at the later part of the games, getting Colossus against a mass of units that did good damage vs Armored units was a mistake. he didnt get blink, it might have help him. and could have gotten Void ray to take on those tankish Marauders.

    @ overmind, yes Blink must be researched, has been like that for a long while.
     
    Last edited: Dec 24, 2008
  4. UziSuicide

    UziSuicide New Member

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    I agree with lurkers_lurk completely. The protoss needed more zealots, he shoulda researched blink and also either massed more collossi or use the few he had more carefully(better micro).. Dark templar definitely woulda cramped the marauders style as well.. and void rays could have also helped vs the banshees. He already had at least one one observer, but 1 or 2 more couldn't have hurt, for that detection convenience. I'm hoping they post up a few more of these fairly quick... I mean after all, didn't blizzard say they'd have substantially more to show by the end of the year... I don't know if anyone's paying attention but that's just a week away. I hope they don't count that one game as "substantially more". I did enjoy that though, thoroughly.
     
  5. AcE_01

    AcE_01 Active Member

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    immortals would have been helpful.
    And a couple of HT and Nullifiers.
     
  6. fordinski

    fordinski New Member

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    definitely high templar and at least using nullifiers for more than shooting laser beams for 5 damage lol, but i respectfully disagree about the immortals. i heard that marauders grenades actually bypass the immortals hardened shields even though they do over 10 damage vs armored. i dont know if thats exactly true, but maybe ur right immortals may have been the better choice regardless.
     
  7. overmind

    overmind Active Member

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    Hope not, sorta nullifies the purpose of the immortal then doesn't it?
     
  8. AcE_01

    AcE_01 Active Member

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    are you fo shizzel!!! lol
    naa that cant be possibly right. Immortals are meant to withstand anything that does 10+ damage.
    How much damage does marauders do btw?
     
  9. Kimera757

    Kimera757 New Member

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    Immortals pwn marauders, not the other way around. Immortals will only take 10 damage, and slowing a ranged unit makes little difference if you're not kiting it.

    Both players stuck to simple unit combos without variation; the terran chose a good combo (marauder + hellion). Zealots are good against, well, everything, so I don't see why the protoss player stopped making them, especially before the hellions came out. In fact, at the end, the protoss player had so few units (despite decent econ) that I think he just forgot to use MBS once his proxy pylon was destroyed.

    Also, banshees rock when your opponent has little to no GtA.

    The terran player didn't seem to expand much, but at least he defended the first expansion properly. (He would have been smarter to have shattered the rocks between his base and that expansion right away, instead of waiting ... although that would have cost unit time.)
     
  10. overmind

    overmind Active Member

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    He didn't kill the rocks as to not give away that he made the expansion.

    on that note, the protoss player should have walked the colossus to the expansion and possibily blinked stalkers in for the raid before he gave away the attack by destroying the rocks.
     
  11. lurkers_lurk

    lurkers_lurk New Member

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    except for the fact that he didnt even try to research Blink, so all he had was the colossus that could cliff walk.
     
  12. overmind

    overmind Active Member

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    which he still could' have got a more of a surprise hit with the colossi.

    Blink would've helped emensly in some of the skirmishes, i reckon, even is only retreating from those slowing marauders.
     
  13. Zerks

    Zerks New Member

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    the protoss player did well at the start, but unfortunately he didnt get the drift to change his unit combos when the maruaders came and wiped out his stalkers, and having colossus without support sortave made the colossus useless.

    as karune said in one the the Q and A, that colossus should be used as support units, not as spearhead units.

    Zerks
     
  14. wodan46

    wodan46 New Member

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    The Protoss picked the wrong units, didn't give them the upgrades they needed, and didn't use them properly.

    He had the perfect chance to obliterate all those SCVs by using cliff-climbing and blinking to get his whole army into their base. By the time the Marauders would have broken through, the SCVs would've been wiped out, and the Stalkers and Colossi could've retreated over a ledge to quickly evade battle.

    Speaking of, Marauders slow down biological units, NOT mechanical ones. The Stalkers could've easily retreated even without blink. Even with the slowing, Zealots were visibly beastly against them, thanks to them having charge, and taking 30% less damage due to them being light.

    The Protoss would've done better if they had just massed Zealots, with the Colossi for support and Stalkers for AA.

    I'm getting really tired of players throwing Colossi into combat alone, with little or no backup, and with no attempt to use terrain. The Colossi is not a bruiser like the Archon or Ultralisk or Thor, it is more like a Siege Tank or Lurker, both of which are best in numbers, with backup, and on good terrain.
     
  15. ... ehem ... Where's the spoiler warning?

    But, back on topic, the Protoss was pretty bad.. That's where he went wrong. He didn't have much skill.
     
  16. teraformer

    teraformer New Member

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    What are Marauders? I didnt see them on the Terran unit list.
     
  17. EonMaster

    EonMaster Eeveelution Master

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    Terran infantry unit, slows enemies down so they cannot retreat easily.
     
  18. overmind

    overmind Active Member

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    You'll have to get information from other places (like here! :)) as blizzard hasn't updated the site in ages.

    You'll seem them in action in the battle report.
     
  19. wodan46

    wodan46 New Member

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    I've noticed that in SC2, each side's most basic unit has received upgrades(Baneling Morph, Riot Shield, ChargE), while each side's second most basic unit has been replaced(Roach for Hydra, Marauder for Firebat, Stalker for Dragoon), though the old unit's niche has been transferred to a second tier unit (the bigger Hydra still does AA, the Hellion does AOE, and the Immortal does tanking).

    Roaches, Marauders, and Stalkers are each nifty units that serve as effective support units/early tanks. The Roach has super regen/burrow, the Marauder has slowdown, and the Stalker has blink/shields.
     
  20. Space Pirate Rojo

    Space Pirate Rojo New Member

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    Canada, eh?
    I've actually noticed that too, and although I haven't played 2 yet, like millions of others, I find this a new and welcome change.