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Old 09-21-2010, 11:49 AM   #601
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I've been Protoss since SC1 and I'm currently Plat/Plat/Diamond/Plat and after this as well as seeing that they haven't address Marauders whatsoever, I'm pretty confident that I'll be switching to Terran as this has become Terrancraft essentially.

/rant
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Old 09-21-2010, 12:07 PM   #602
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marauders arent really a problem against toss.. but maybe vs zerg lol. Terran is only imba vs zerg.
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Old 09-21-2010, 12:11 PM   #603
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Originally Posted by Kaolinite View Post
marauders arent really a problem against toss.. but maybe vs zerg lol. Terran is only imba vs zerg.
And what's your counter to MMM as toss? I've played numerous PvT MMM and you have to either tech higher to colossus/HT and risk early game pressure or just go gateway units and still get owned.
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Old 09-21-2010, 02:31 PM   #604
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lots of sentries and immortals + gateway units to FF and guardian shield. use immortals and focus fire marauders.

just played a couple gamse vs zerg with the new patch and i find it imba.. zealots take longer to build and now zergling rushes early game are harder to defend nuuuuuu
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Old 09-22-2010, 01:36 PM   #605
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LOL....ultralisk bug..
abuse it while you can
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Old 09-22-2010, 03:20 PM   #606
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http://www.youtube.com/watch?v=Px0zB...layer_embedded
LOL....ultralisk bug..
abuse it while you can
^ holy shit!
that's some splash range there
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Old 09-22-2010, 05:29 PM   #607
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that aint splash. Thats the new Ultralisk earthquake ability lol
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Old 09-22-2010, 10:14 PM   #608
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wow.. massive area damage.

all those scvs on the other side of the command center got ownd.
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Old 09-24-2010, 06:08 PM   #609
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Return of the Lurker! lol

Can anyone explain how to go up a leauge.
I'm #1 rank in Bronze right now, and trying to move up to Silver...
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Old 09-24-2010, 06:11 PM   #610
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They randomly give you opponents from other divisions ie silver gold. If you do well you get moved up.

So if it doesnt matter if you keep winning against bronze players and losing against silver you will never move up LOL
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Old 09-24-2010, 06:35 PM   #611
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They randomly give you opponents from other divisions ie silver gold. If you do well you get moved up.

So if it doesnt matter if you keep winning against bronze players and losing against silver you will never move up LOL
Oh okay. I just started playing 2v2 against other people after the 1.1 patch.
Kept sticking us with people better than us. I don't think any of them were
even bronze

I only played 16 games so far though. I lose like -2 or -1 when we lose. Then gain +30 or +40 when we win.
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Old 09-24-2010, 07:37 PM   #612
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if you just started there wont be anyone lower than you in 2v2 so you always play someone at a higher rank. you lose -2/-1 because the other team is favored
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Old 09-25-2010, 12:31 AM   #613
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i rather play favoured teams because when we lose we only lose 3 or 4 points
but when we win theres a huge bonus
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Old 09-25-2010, 12:32 AM   #614
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Regarding Mauraders there are a lot of counters for protoss.
Zealots with legs. When u have alot of units and the big battle commences. zealots own maraus because they dont get microed enough.
Combined with immortals and col. GG terrans.
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Old 09-25-2010, 04:24 PM   #615
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If you're Toss VS Terran..
2 Gate Robo into Colossi.
It's a gas heavy build, so:
- 9 Pylon
- 13 Gate
- 13 Gas
- 15 Pylon
- 16 Gate
- 16 Gas
- 17 Cyber
-20~ish Robo. Pump out a Observer while your Robo Bay is building.

Macro well, and you should have a decent army to defend. Get a Sentry at least before he pushes. It takes alot of energy so get it early.

KEEP MAKING PROBES! Chrono boost them.

Remember to scout though.

If you survive a push, expand.
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Old 09-25-2010, 05:05 PM   #616
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thats such a fail build lol.
Its better to go 1 gate + a robo then throw your second gate way and robo bay
If your opponent is any good and scouts you. They see 2 gates then there gonna macro a huge army b4 you do.
This way you can hide your robo bay and surprise em wit col.
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Old 09-25-2010, 05:37 PM   #617
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i rarely make collo xD i find that M&M bio builds are marauder heavy so i just get immortals + good mix of gateway units + charge =D.
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Old 09-25-2010, 07:36 PM   #618
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Quote:
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thats such a fail build lol.
Its better to go 1 gate + a robo then throw your second gate way and robo bay
If your opponent is any good and scouts you. They see 2 gates then there gonna macro a huge army b4 you do.
This way you can hide your robo bay and surprise em wit col.
Wall + block off scouting.
A competent player would kill off the scout before dropping the second gate.

If they see 1 gate, they'll just mass up marines and kill you early because they know that you won't have anything. Colossi take a long time to build. You're safer with 2 gates instead of one early on against rushes. Even if you get immortals, which suck against mass marines.

Or lets assume you get a good combo like Zealots/Stalker/Sentries. Zealot takes the heat while Sentry FF's with Stalker just shooting. The Terran can back off, and just let you waste your energy with your low amount of units. Now the Terran player controls the map, and you can't expand until your Colossi or Immortal pops out to fight them back.

If you're macro-ing properly, you can afford 2 gate to robo really early.

2 Gate Robo works. It's safe.

And there's no way to "hide your robo bay" against Terran. They have something called Scan. The only time they don't scan it is if you're playing low level games.
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Old 09-25-2010, 09:11 PM   #619
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1 gate can hold off early game pressure from a terran player. Deciding to throw down the 2nd gate or robo depends on the map..(wide ramp, long/short distances). Also, you can hide your buildings..a terran player most likely will scan near your nexus or where your first gate is.. if u build a robo in the corner chances of him scanning in the corner are slim... but who hides a robo bay.. lol more like hide your dark shrine. =D
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Old 09-25-2010, 11:58 PM   #620
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Wall + block off scouting.
A competent player would kill off the scout before dropping the second gate.

If they see 1 gate, they'll just mass up marines and kill you early because they know that you won't have anything. Colossi take a long time to build. You're safer with 2 gates instead of one early on against rushes. Even if you get immortals, which suck against mass marines.

Or lets assume you get a good combo like Zealots/Stalker/Sentries. Zealot takes the heat while Sentry FF's with Stalker just shooting. The Terran can back off, and just let you waste your energy with your low amount of units. Now the Terran player controls the map, and you can't expand until your Colossi or Immortal pops out to fight them back.

If you're macro-ing properly, you can afford 2 gate to robo really early.

2 Gate Robo works. It's safe.

And there's no way to "hide your robo bay" against Terran. They have something called Scan. The only time they don't scan it is if you're playing low level games.
What are you talking about low level don't scan. Its the complete opposite.
To a terran player its either a MULE or a scan. A mule is around 300+ minerals. Which benefits a player more then a scan ever can.
High level games you only see scans very late in the game.

There are tons of ways to hide your tech.
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Old 09-26-2010, 01:04 AM   #621
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im going to have to say a scan is much more beneficial than that 300+ minerals. a scan can reveal info to you and allows you to adjust your build accordingly. building in the dark is either going to be a hit or miss and that will cost you your game. what good is that 300+ minerals if you are building the wrong things.
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Old 09-26-2010, 02:19 AM   #622
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Quote:
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If you're Toss VS Terran..
2 Gate Robo into Colossi.
It's a gas heavy build, so:
- 9 Pylon
- 13 Gate
- 13 Gas
- 15 Pylon
- 16 Gate
- 16 Gas
- 17 Cyber
-20~ish Robo. Pump out a Observer while your Robo Bay is building.

Macro well, and you should have a decent army to defend. Get a Sentry at least before he pushes. It takes alot of energy so get it early.

KEEP MAKING PROBES! Chrono boost them.

Remember to scout though.

If you survive a push, expand.
lmao 17 cyber?? you are suppose to make a stalker that is chronoboosted, not a late cyber

13 + 16 gas really? have fun with your income being shitty

looks like a silver - gold build

Quote:
Originally Posted by Kaolinite View Post
lots of sentries and immortals + gateway units to FF and guardian shield. use immortals and focus fire marauders.

just played a couple gamse vs zerg with the new patch and i find it imba.. zealots take longer to build and now zergling rushes early game are harder to defend nuuuuuu
Get high templars and storm or zealots with charge
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Old 09-26-2010, 05:16 AM   #623
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Quote:
Originally Posted by SpuGen View Post
If you're Toss VS Terran..
2 Gate Robo into Colossi.
It's a gas heavy build, so:
- 9 Pylon
- 13 Gate
- 13 Gas
- 15 Pylon
- 16 Gate
- 16 Gas
- 17 Cyber
-20~ish Robo. Pump out a Observer while your Robo Bay is building.

Macro well, and you should have a decent army to defend. Get a Sentry at least before he pushes. It takes alot of energy so get it early.

KEEP MAKING PROBES! Chrono boost them.

Remember to scout though.

If you survive a push, expand.


you'd be scouted at 13, see two gas, obvious "tech" and they'd do early game pressure with rines/marauder for an all-in, that is unless you pressure first with your zealots. and it'll be zealots only because your first stalker will come out around 23 food. which may be a bit too late since he'd have a handful of rines and a marauder or maybe even two.

Last edited by illicitstylz; 09-26-2010 at 07:47 AM.
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Old 09-26-2010, 04:43 PM   #624
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Spugen fail
Guess everyone agrees with me your strat sucks
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Old 09-26-2010, 05:31 PM   #625
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I find the typical 4 gate toss build works well vs MMM... a good mix of Zeos (with leg speed), Stalkers and Sentries seem to handle the ball quite well.

The problem I see with most Toss players is they make to many stalkers (which have low DPS and get eaten by Maurders) and not enough zeos/sentries to back them up...
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