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[–]Vanchen998 12 points13 points ago

Good post, I think you have to also look at how effective terran armies in small numbers though. Even if they can destroy drops in however many ways (HTs, DTS, 10+ warpins, etc) splitting your army to toss expos can be very profitable because they can be very cost efficenct vs low numbers of gateway

[–][deleted] 1 point2 points ago

That is true, if you can get past the outer defenses drops can deal a good amount of damage, especially with upgrades. It's a medium risk high reward scenario

[–]Servalpur 13 points14 points ago

I feel that lategame PvT is almost always a game of "who fucks up first", and very rarely a game of "he pulled off this brilliant tactic". Just a short list of what can end the game:

  • If I let my HTs clump and you emp or snipe them.
  • If you get too aggressive with ghosts and my colossi kills them
  • If you blanket emp my zealots and I choose to engage (this one is a bit trickier and more dependent on positioning, but I still think it's relevant)
  • If I let my colossi get too far forward
  • If you let your vikings get into stalker range

I could go on and on, and these were all examples from just the large final battle so often seen in PvT lategame. The Protoss generally has the advantage in this situation because of two main reasons: Splash damage and warpgates.

We all know P has weak gateway units initially because if they were on par with the other races tier 1/2, Toss timing attacks would be unstoppable. It's because of this that P is so reliant on splash damage, specifically colossi and HT.

Terran doesn't have to worry about that. The combined DPS on an MM ball is huge, and so most T players just go Bio against protoss, which generally works fine.

However in a situation where Terran is slightly ahead after a large battle, lategame it favors Protoss because warpgate allows near instant regeneration of some forces (generally zealots and HT). The zealots tank and do some damage to the approaching forces, while the HT gather energy (and often a good Toss will leave one or two HT behind before a battle anyway).

One or two HT can shut down a small attack if the Terran fails to micro correctly, so they're a very potent force, often enough to give a Toss enough time to build a second army and be ready to fight another battle again.

tl;dr? Toss often has the advantage lategame in the situation you described, because of the very reason Toss is so weak early game. Being reliant on splash damage to supplement weaker tier 1/2 units means those splash units need to be very strong. One or two splash damage units can be enough to turn the tide against the Terran.

Hope this doesn't come out as garbled as it does in my head, just took some percocet =/.

[–]arkain123 0 points1 point ago

Yeah I agree that it's usually about who fucks up. That kinda sucks, since a back-and-forth battle would be much cooler, but it's almost always decided by the first two seconds of battle.

[–]PrinceMongo 0 points1 point ago

I agree with you on all points. However, I would like to mention that typically in such a late game scenario, Terran will generally have a larger army food. This is of course due to mules, and the Terran's need to deal with an immediate late game warp in (generally chargelots), which will generally be upwards of 12 gates, often several more. A terran needs to have units left over to deal with this, and as such needs 65-70 workers to the protoss' 80. Not that this changes any of your points or OP's points. I just like a situation where mules are unarguably balanced :O

[–]Nadril 16 points17 points ago

It's an interesting discussion. Few comments though:

Let’s start with micro, once toss has the deadly double tech tree composition, all he needs to do is put his main army in a good position and 1a leaving him relatively free to storm at will while his zealots tank and colossus do their thing. You should target down vikings with stalkers, but in my opinion just putting your stalkers in a good position is good enough if in return you can get one or two good storms off (even if you don't keep all your colossi alive it's not game ending).

Sometimes you can get away with this. You are ignoring the fairly prevalent "dance" that goes on between the high templar's and ghosts though.

Given it's a bit more dangerous for the Terran but on the other side if the protoss doesn't split and use his high templar's well than you are missing out on a very important part of your composition.

Finally coming to my last major point now, the ability to deny drops late game. One of Terran’s greatest strengths is the relative ease of dropping and splitting a slow moving toss army. Late game however, most good Toss’ leave a HT few cannons at each expansion which all but neuter drops. In order for drops to be effective Terran needs to commit a good amount of his army to drops, in response Toss can simply force the large engage and roll.

I used to have a lot of issues with drop play myself. These days the hardest part is when you get to a 4+ base situation as protoss. Since many times you are maxed out on units (or close) you can't really warp in units for defense in outer bases.

It takes a bit more to drop outer bases (gotta watch out for cannon/HT combo) but a medvac of marine/marauder can destroy a nexus pretty fast.

I feel like the match up is just way too focused on that one large engagement right now. You miss an emp, you lose. You get your HT's emp'd, you lose. You fight into a slightly poor position, you lose.

As a protoss I'm not sure what could be changed to the match up. Right now it is my best match up but a few months ago it was my worst. I feel like the match up is difficult to balance because of how easily one side can just roll over the other if you don't have a perfect unit composition or control.

I do feel like Terran need to play TvP like a lot of protoss currently play PvZ. Granted protoss do it for a different reason (worried of just letting zerg get to mutalisk harassment) but the idea is similar. You need to put on early pressure because if you let your opponent do whatever they want they will just roll over you.

Much like PvZ I feel like in TvP the burden of harassment is on the Terran. If you just "let" the protoss get double upgrades, an early third and strong tech you get yourself in trouble. Likewise in PvZ if you just "let" the zerg get a lot of mutalisks (in which case they just contain you) the game becomes much more difficult.

And it's not even that it is impossible to win a macro game (in either match up) but more that it is just much more difficult to control it. In PvZ defending against mutalisk is much more difficult than mutalisk harassment. In TvP dealing with a late game engagement is much more difficult than a protoss dealing with the engagement.

[–][deleted] 7 points8 points ago

I agree that the matchup should be played in a current PvZ style, in fact I believe almost every matchup should be played with a mixture of agression and economy. That is the only true way to control a match, when both players just sit and max out it definitely becomes much more of a coin flip (like you said).

[–][deleted] 2 points3 points ago

I don't know what dance between High Temps and Ghosts you talk about, maybe I have to get Master to know for sure, but as I understand it, Ghosts need to be up front, High Templar need to be in the back of your army. No matter how this dance ends, EMP vs Feedback is not the fight I am concerned with. It's EMP vs the energy of all your Templar. If a single one survives, Terran has a massive disadvantage in the fight.

I think the idea that if we take the brunt of 2 Psi Storms a bio army is basically doomed no matter what is a pretty big deal.

[–]LXj 0 points1 point ago

What good are templars for if they are in the back? Zealots charge away, then MMM kites them even farther, so if templars are behind, they can't storm MMM, and will most likely storm zealots! You need to storm behind MMM, which means templars have to be in the front lines (where their estimated time to leave is about 0.1 seconds)

[–][deleted] 0 points1 point ago

The the high templar make their way up and psi storm. If you open with psi storm its easier for him to get away / emp you.

[–]BratalixSC 0 points1 point ago

I dont think you realize how slow a templar is. He wont catch up to your MM ball kiting away those zealots.

[–]arkain123 0 points1 point ago

Yeah, I do think you need some masters games to get what he means by dance. Right before the engagement, it's pretty common that the terran will run forward with the ghosts, usually trying to flank, and try to snipe or EMP HTs (which ends up being pretty much the same, since making archons vs an army with ghosts is dumb, and empty HTs are as useful as automaton 2000s). If you spot it (and if they're not cloaked, or if they are and you have a well positioned obs) you get to do it before through feedback, but it's not easy to do, since ghosts move much, much faster than HTs. If your HTs were clumped together, you're almost certainly dead.

[–]simplelessons 0 points1 point ago

Archons are actually quite good even against armies with ghosts. Especially if I spent all my emp energy on your HTs. EMP only removes 100 shields which is barely 25% of the archon's total heath.

[–][deleted] ago

[deleted]

[–]simplelessons 2 points3 points ago

Aren't archons massive and thus not effected by conc shell?

[–]roedtogsvart 0 points1 point ago

Correct.

[–]arkain123 0 points1 point ago

So they are. I guess the range always made me think they were slowed down. I can never hit more than two marines at a time with the splash before they're pulled back.

[–]SenorJiang 5 points6 points ago

I fully agree with this, as I have come back to steamroll a Terran despite being down a base and 40 supply. Large collosus counts can become a pain for Terran as they must commit time, and supply, to building vikings instead of medivacs and more units. Like you said, after Vikings deal with the Collosus, they are relatively useless, although they can land. Collosus have huge DPS and with storm and archons the Terran army is usually too small to really stand a chance.

[–]NoseKnowsAll 5 points6 points ago

The only true way to take advantage of this however (in the late game - because that's where we are restricting our attention in this post), is to multi-drop everywhere. One drop will get destroyed by a default toss warpin. But one drop in the main, one drop at the natural, and one drop at the third together will reign havoc on a toss player who sees a drop and thinks to kill it by warping in a round of units.

The problem with this tactic is that it leaves you very vulnerable to counter attack because you're now down 3 medivacs worth of units plus those medivacs and most likely one medivac will get sniped instantly anyway. I would suggest then that as soon as any mid map epic battle happens and terran comes out ahead, your first instinct should not be to try to attack into a rebuilding toss ball, but to attempt a triple to quadruple drop of sorts. This appears to me to be the only way to take advantage of a "won"-ish battle.

Regardless, I agree with all points you've made except the fact that drops will be sniped by cannons. A toss will not build cannons until maxed, and if their maxing at the same time as toss, then this won't happen. Late game terran players should not sit at home once maxed in order to let a toss do this as well as build 25+ gateways. You should attack as soon as you're maxed because a bank will only help toss - not you.

[–][deleted] 4 points5 points ago

I would suggest then that as soon as any mid map epic battle happens and terran comes out ahead, your first instinct should not be to try to attack into a rebuilding toss ball, but to attempt a triple to quadruple drop of sorts. This appears to me to be the only way to take advantage of a "won"-ish battle.

I think that is a good way to look at things, I'll try that in the future

[–]NoseKnowsAll 1 point2 points ago

I'm mid masters too and have never really thought about this until you mentioned it (thus, I have no actual experience testing it out in the field), but from the points that you've brought up, I think it is the smart thing to do when you've barely won a battle.

Unfortunately, however, once you've barely lost a battle or definitely lost a battle - it's game over. Remaxing via a warp prism or proxy pylons PLUS having an army that has some leftover units will easily topple your terran reinforcements.

[–]joedude 2 points3 points ago

The only "problem" i see is that protoss have a MUCH easier time recovering/retreating out of a bad engagement.

[–]arkain123 2 points3 points ago

Only in terms of gateway units. The actual DPS (colossi, hts with energy to storm) is gone once your army dies. If the engagement ends with the terran with a decent chunk of his army, you're dead meat.

[–]joedude 1 point2 points ago

yea there are tons of factors but I find personally that if i catch a protoss off guard he can still FF and blanket storm, but if i get jumped on its storms city all over my entire army.

[–]arkain123 -1 points0 points ago

And if you get the jump on protoss, you can smoke his hts and colossi before the battle even begins. Positioning is important.

[–]andord 1 point2 points ago*

How exactly when Bio can stim away with ease?

Protoss will have already lost the majority if not all of their zealots as they are the first to die in an engagement because they are kited away. Stalkers can blink away and retreat. However, the very valuable and expensive Colossi/Templar are slow and lag behind, making them easy to get picked off by the fast stim bioball+vikings.

The only way they can potentially be saved is if enough reinforcements can be warped in and regroup to challenge the Terran and make him back off.

[–]Odinsama 2 points3 points ago

I think Terran has the advantage in the lategame theoretically, but not in practice. If played perfectly your ghost will always emp his templars before they can feedback/storm, your vikings will always take down the collosus before they can do significant damage because the protoss needs to be low on stalkers, and if he isn't low on stalkers the maurader medivac of the terran is going to roll the protoss. the problem is that nobody is perfect and the storms will hurt and the feedbacks will kill and the vikings wont always be in perfect position.

[–]Drizzteh 1 point2 points ago

I feel like the true problem is that when both are 3/3 you really can't have too many marines, otherwise storms Colo and Archons decimate you. Marauders can partially kite zealots, but they barely dps them. You're almost forced to go down a counter productive army composition. When toss gets to 4-5 base they also get a lead, because of lean zealots and ht. Being a very solid gas dump. Marauder hellion works decently, but you'd need to upgrade mechanical all game. What they need to do is make tanks do more damage to light, but only with scaling upgrades, so early tank pressure doesn't become even better. /rant

[–]kenkaze 2 points3 points ago

Marauders with ghosts actually can deal with it very well. I was watching HerO streaming vs puma where puma was basically just going mara ghost viking late game, was down 2 bases and was coming out ahead in battles and eventually winning the game.

[–][deleted] 0 points1 point ago

Was his opponent doing the standard diamond level chargelot/collosus/hightemplar army?

[–]kenkaze 0 points1 point ago

uhh HerO is GM in korea...but he was going chargelot stalker colo HT archon ya

[–][deleted] 0 points1 point ago

I know that I am not trying to say he is below Diamond. I am saying at Diamond level there are plenty of micro-free compositions.

[–]necrois 0 points1 point ago

Any chance you'd have a link to the VoD with this game on? Thanks.

[–]kenkaze 0 points1 point ago

http://www.twitch.tv/liquidhero/b/305606690 start at 1hour 10 mins and goes onto the next part they played a string of practice games between each other, I think the specific game I was talking about was on Taldarim which was one of the last games, but I enjoyed all of them.

[–]abrakasam 1 point2 points ago

Also, I think this comes down to terran being the one who has to be aggressive during the mid game, the terran needs to do some damage to stop the protoss from getting his collosus, HT, archon, etc deathball. Timing attacks when trying to go up the other tech tree (collasi vs HT) do wonders

[–][deleted] 1 point2 points ago

Much like Terran having to stop Zerg from getting a free 8 minutes to get enough drones to last all game. But Blizzard keeps nerfing our harassment. It is assumed that an early game, game changing harassment is overpowered, but a lategame stronger unit composition, is a sign of bad harassment. Not a fan of that assumption at all.

Stopping High Templar is hard. I try doom drops, double drops with agression at the front. Hell I even often lose after forcing a cancel on, and then killing their expansion nexus while taking my third base first...

[–]DarthCaesar 1 point2 points ago

Very good analysis, pretty much spot-on. I've reviewed some of MMA's games TvP because this matchup is very difficult and he typically makes a maximum of around 55 SCVs because TvP is often a one-engagement matchup so a bigger army is, needless to say, better.

[–]sushicakes 3 points4 points ago*

I would also add that terrans have a hard time dealing with late game warp prism warping in mass chargelots (oftentimes with an upgrade lead) to abuse terran immobility and unit spawning mechanic.

That being said, terran advantage in the mid-game is arguably bigger than protoss late game advantage.. One missed crucial forcefield = gg. Stalkers slightly out of position to defend drop = gg. Don't have enough AOE units out in time for big bio push = gg.

Lastly, I think this is the most significant terran early-mid game advantage at masters level: If terran scouts protoss 1 or 2 base all in, there is no reason the terran shouldn't crush the all in (7 gate, void ray, dts, 1 base mass immortal, etc.). If protoss scouts a properly executed 111 or marine/tank/scv all in, then protoss STILL has a win/loss coinflip even if protoss reacts properly.

TL;DR: the game is asymmetrically balanced across early/mid/late game.

[–]sheerstress -2 points-1 points ago

hmmm i think that protoss 1 base 2 base all ins can be very deadly as well. I ve lost to 7 gates where i scouted that it was a 2base gate all in. They trade all their zlots for my bunkers and 70% of my repairing scvs. Pull back for more zltos and a move in. 7 Gate is actually super hard to hold.

1-1-1s are holdable if the protoss knows which 1-1-1 it is, so it they react Properly then its not a coinflip, it is if they know its 1-1-1 but not which variant and timing.

I would disagree mid game terran advantage is greater than late game advantage especially since mid game is like 5-10 minutes past the 8 min mark. while late game is anything past that.

[–]sushicakes -1 points0 points ago

at masters level, terrans who lose to a 7 gate are being too greedy or "scouted" the 7 gate when it is already at their base. if you are rushing 3 command centers, +1 attack, stim, and fast medivacs at the same time, then you deserve to lose to a 7 gate. if you are playing safe/standard and lose to a SCOUTED 7 gate, then you are just bad. note that for protoss there is NO transitioning out of a 7 gate; you have zero tech out and will get steam rolled by bio if they terran holds.

as to 111 coinflip, there is a REASON puma says that this build is an auto win for him regardless of what protoss does.. try playing against a masters level 111 as toss. you actually pointed out the exact reason it is so hard to hold is BECAUSE there are so many variants. observer out of position for the cloaked banshee version = gg, create 2 more OR less stalkers than necessary = gg, allow bunkers to go up = gg, lose too many units trying to snipe scv building bunker = gg, allow a good PDD to go up = gg, get observer sniped by scan or raven = gg.

As to your last point, 5-10 minutes is not the mid game. 8:30 minutes is the START of the mid game. What the OP is addressing is when protoss has their FULL colossus AND templar tech out. At masters level, it is impossible to get both fully tech'ed colossus and templar out before 20 minutes without dying; going both colossus and templar off of 2 base is super all in.

[–]sheerstress 0 points1 point ago

ummm, no 7 gate is not easy to hold. I wasnt being greedy, i specifically remember i saw no gas at his nat so i knew it was a 2 base gate all in. I had 5 rax only teching to ghosts (ghosts were late though). yes there is no transition out of 7 gate, but it is incredibly strong. even the toss who beat me with it said he was basically winning every game he did a 7 gate on wide ramp naturals.

Pumas 1-1-1 is not a masters 1-1-1. I am a masters player, i have done 1-1-1 and had it held. Most variants are held with FE then 5 gate robo. Thats why i said if you scout which variant, it is easily holdable. Lol out of position obs doesnt lose you the game, just puts you behind.

Going both colossi and HT off 2 base is not all in, it is a risk, how is that all in. lololol you just take a third with both tech if you dont get hit with a timing?

so when you say at masters level you should know i m ranked 4 masters on NA and top diamond protoss (sub 50 games) as well.

[–]Bennetting 2 points3 points ago

Although I agree with your assertion that Protoss is easier to micro, i think you fail to grasp why Protoss micro is easier. It's a little more difficult to micro your army as protoss because warping in reinforcements, especially in offensive situations takes a great deal of your attention away from your army.Terran can still produce while keeping a full eye on their army.

[–]aoserc 3 points4 points ago

Protoss micro is easier because their main damage dealers are relatively slow (colossus/ht) or melee (zealots). More APM micro is not going to save your colossus against faster counter units (vikings). More APM are not going to save your zealots against faster counter units (stutter stepping bio). The only thing toss can really actively micro in the matchup is HT and sentry spells. Arguably, you can place blink stalkers in the APM category, but in a large battle, you're only going to group blink, and not individual blink since the zealots are the meatshields and the stalkers generally only get hit once the zealots are dead. And thus, the micro with stalkers are fairly minimal.

Contrast that with terran, where they have faster counter units (vikings vs colossi, ghost vs HT, stimmed bio vs gateway). Add to that range advantage of bio vs zealots and that means maximizing terran army is all about kiting, which is heavily micro intensive.

[–][deleted] 3 points4 points ago

The Protoss gets their reenforcements faster, and gets to pick which units they get and recieve them instantly. I consider that an advantage, not a disadvantage justifying easymode micro.

Also, I made a post asking if people who play Protoss at the high level struggle with that dynamic. Most of them said something along the lines of "stfu Terran noob, warpins are easy and you'd know that if you played a real race", no joke.

[–]G_Morgan 0 points1 point ago

I also think Protoss micro is easier because there is less they can do. It is like arguing a Mini is easier to drive than a Dodge Viper. Yeah it is true but you won't win that race.

[–][deleted] ago

[deleted]

[–]ashent 5 points6 points ago

This isn't actually correct. It's a pretty common misconception though so to explain: warp gates do not begin to c/d until you have used them, so missing a round of warp ins will ensure that you are a round of production behind a terran who might have missed their macro for a second, but still had units queued up in their facilities. It's forgiving in that you can warp in 8 units when you realize you were late, but unforgiving in the fact that the terran had 4 marines per rax queued up that entire time and didn't miss a second of production.

[–]THeGaME41 0 points1 point ago

If toss makes enough gateways is doesn't matter.

[–]kenkaze 1 point2 points ago

Making more gateways is cutting your income into other things like economy and army. Toss shouldn't be making extra gateways that he can't afford to produce off of either until hes maxed or if hes going for a very strong timing where his resources are piled and just waiting for warpins.

[–]peateargriffon 1 point2 points ago

And likewise, Terran shouldn't be queuing up units to ensure constant production. That's money that could have been spent elsewhere.

[–]LXj 2 points3 points ago

You can queue marines 3-5 seconds before the previous finish. Protoss can't do that with WG

[–]AveSharia 0 points1 point ago

I upvoted you for being generally right that warpgates do not make macro more forgiving, but I'm replying to make the point that monitoring rax is a lot more intensive than monitoring warpgates, which makes it very difficult to constantly queue units 3-5 seconds before the previous finishes.

With warpgates, you get a few visual feedback as to the cooldowns: the idle warpgate indicator, and the cooldown "clock" on units when warpgates are selected. In addition, you're almost always warping from all gates simultaneously, and there is no danger to "over-warp," because units can't queue.

With barracks/factories/starports, there is no easy way to tell when a unit will finish. There is no idle barracks icon, and selecting a group of barracks (because you never have just one) doesn't give any visual indication of the progress of the units queued- it only shows how many units are queued. So if I see one dot for a marine queued up, I can't know whether it was recently queued, or almost done, unless I manually click each barracks to see.

I don't see this as imbalanced, particularly since Protoss have all the same issues with robos and stargates. But it is a pain.

[–]m_darkTemplar 1 point2 points ago

You should play the Protoss side of it more, there's a huge Terran bias on this. Specifically on what you think the Protoss has to do during the game.

During a battle, it's hard to get a storm off, templar are ridiculously slow, 1aing into a bio force will actually generally go very poorly, a kiting marine marauder force will be far more cost effective than a Protoss army. You need guardian shields, force fields, good spreading, blink your stalkers, target fire the vikings, avoid the ghost EMPs, feedback, storm, pull back at intelligent times, etc.

[–]gringosucio 3 points4 points ago

Protoss micro is not that demanding. Terran requires more micro to be effective in tvp. It's not hard to have everything in one control group. Here is an example: 1 A G FFFFFFF (tab) (optional TTTT) 1A W ZZZZZZZZZZZZZZZZZZZZ 1A f10 s

Sincerely, an unbiased random player

[–]greg19735 -1 points0 points ago

i agree that terran micro is harder but i'd also argue that its more rewarding. In a big battle positioning and movement is important but once you get in there isn't THAT much that a protoss can do to improve their odds.

let's say protoss micro might make a fight 15% more effective while the terran micro makes them 80% more effective.

[–]gringosucio 1 point2 points ago

The thing is...at masterish level, and probably lower too, the terran needs to micro more effectively to even break even. While maybe at GM/Pro level, engagements can be more terran favored, because the terran player is capable of the crazy level of micro required to give him an advantage.

[–]greg19735 0 points1 point ago

apart from stutter stepping and ghost EMPs what micro is there? Stutter stepping bio isn't really a difficult task. I think the hardest part is multi tasking that with ghost and macro at the same time.

also that's a legitimate question. Except for including general army positioning i don't know what other micro there is. i'm not trying to be a dick.

[–]gringosucio 0 points1 point ago

You're not being a dick, it's a valid question. While stutter stepping is very easy to do, it's pretty apm intensive and demanding.I's not easy to do other things while doing this. (As a side note, I hardly even bother with it in many situations). Also, kiting/focus firing with vikings while keeping up with macro(Sure you can queue up during a fight, no biggie)

[–][deleted] 1 point2 points ago

First of all, very well written I'm glad you took the time to do this its a great post!

The hard part of in TvP you explained(colossus + templar) I see being fixed by adding in siege tanks instead of vikings to keep the colossus back while you emp or to target down colossus in major engagements. Siege tanks do lack the sniping power that vikings have but as time goes on and protoss players get better at keeping their colossus safe it seems unnecessary to me.

Supernova is a good example of this

[–][deleted] 1 point2 points ago

Unfortunatly Seige tanks in SC2 are terrible. They got away with being so conditional and being such crap out of position in BW because they did 70 fucking damage. Nobody else notice that being run into by a Deathball (Zerg or Protoss) can kill half your army in the time it takes tanks to seige, especially the tanks, and of course, Splash is useless once they fan out, or get underneath the tanks. Terran needs absolute and guarenteed map control to use tanks. Worst part about using Tanks against Zerg is even when I see their army incoming, I can seige in a clump and lose, or try spread at breakneck speed and not get seiged in time at all.

[–]bobide 0 points1 point ago

I've had success in the midgame mixing in tanks as well, however I find it is very fickle and works best against collosi/robo play. The tank line needs to be handled almost like in a TvZ where you focus fire tanks on the splash damage threat, banelings-or in TvP collosi. Additionally you can't just engage and THEN seige, you won't deal enough damage.

Using ghosts along side the bio/tank play has really helped to improve the effectiveness of tanks in TvP for me. I'm still not fully sure on how it works against certain plays the toss can do, but overall I feel there is room to explore here. It is also much easier to pull off then pure mech TvP style.

[–]Echo_ 1 point2 points ago

I was a Masters Random player until a couple weeks ago when I finally chose Terran (technically on the ladder I'm still listed as Random).

I chose it because it was fun, had the best matchups IMO and was very micro-intensive which I really liked. I say this because I think it gives me a little credibility and also shows that I've been on both sides of this.

TvP is the biggest heartbreaker of them all. Warp-in. Storm. Colossus and Chargelots a-moving. Warp Prism at 200/200.

The bottom line is, Terran bio micro is harder than any Protoss micro.

Yes, my MMM has a lot of DPS. Your storm kills any marines in its radius in just short of 3 seconds, and my marauders are left with 25 health if they sit in it for 4 seconds (4 seconds = ~2 seconds real-life time). I don't know what to tell you if you don't think anti-Storm micro is the hardest micro in the game.

I'm also curious why people think that the "early game T advantage" is significant at all, or has anywhere near the same advantages as P in the late-game. My PvT winrate was about 90%. I used force fields. If you are dying to a stim/medivac timing I'm sure it is you mis-playing or not paying attention. A ton of Protoss, even mid-high masters, think they are FF'ing correctly. They aren't.

All of this builds to frustration. I honestly want to know what I can do vs. Protoss. I know multi-pronged drops are a good way to brute-force a win, but that seems like a temporary relief, especially since HT and warp-ins are very good at stopping drops. I honestly pray that someone will read this post and tell me what to do. It is my belief pure-mech won't work, especially Siege tanks. Maybe Thors?

I really don't want to go into balance too much because I honestly don't know how to fix it, and don't want to pretend like I do. Increase P upgrade cost? Ghost EMP radius increased? I'll let someone else go into the analysis for me.

Sorry for the "rant," but it felt good to type out my frustration.

Good post BTW. I don't think it was too biased at the core of it.

[–]arkain123 -1 points0 points ago

my marauders are left with 25 health if they sit in it for 4 seconds

This has never happened in a masters+ game. Ever.

[–]Echo_ 1 point2 points ago

I was simply addressing how much damage a storm does. I don't sit in storms for all 4 seconds, but it is impossible to be in them any shorter than 1-2.

[–]arkain123 -1 points0 points ago

[–]Echo_ 1 point2 points ago

He was in a perfect position. The main army of the Protoss did nothing.

That's nice to look at, but it comes down to positioning and luck. That Protoss was bad.

[–]arkain123 -1 points0 points ago

You asked what you can do vs storm. This is the answer. Micro away, position better.

That had zero to do with luck. Literally nothing. The opponent was a high masters korean. You are not better than him, and you're not facing protoss players that are.

[–]Echo_ 1 point2 points ago

So where do I position on a map like Metalopolis? Every attack path is pretty choked and the only real open area is the Gold.

Every time I attack on that map it seems like I get FF'd and stormed to death.

And dodging storms is part luck. You have no idea where they are going to go (besides the obvious: in a "meaty" part of your army). Spreading out helps, but in my experience, because I lack positioning, it is extremely difficult.

P.S. I'm sorry for calling the Protoss bad but you have to admit that his positioning was the worst it could have been.

[–]arkain123 -1 points0 points ago

How you do it is different from map to map, and I don't presume to know exactly the best way to position a terran army - I've been playing protoss only for a long time. I do know that you need to force the engagement in an open area. If you can't, you should probably wait and make more buildings for re-maxing (Im assuming the protoss has HTs and cannons, so dropping would be hard. If not, that's the answer. 3-3 marauders demolish buildings). If you manage to take out enough dps units (hts and colossi mostly), you should have the leg up when you're remaxing, since you can churn out dps units from your rax. In my experience, as long as you can keep some ghosts around and your medivacs don't all die, your remaxed army will be much better than the protoss.

[–]Echo_ 1 point2 points ago

200/200 Terran better than 200/200 Protoss? What?

And what I was trying to say is that it seems like there is nowhere to position that is advantageous for me on some maps, really Metalopolis in mind.

I move to attack, I get FF'd out of nowhere, suddenly Colossus, HT, Chargelots and Archons reign hell on me.

Metalopolis is one of the easier maps to snipe Colossus on, but that's about all it has going for it.

Yes, drops are extremely hard against Protoss. HT+Cannon+Warp-in means drop proof. Like the OP said, you have to devote a ton of your army, and then he can just attack your main army.

Whatever... I'm just going to keep practicing and probably try out mixing in some Thors. Although, I just remembered they can get Feedback'd. sigh

Thanks.

[–]arkain123 0 points1 point ago

I never said 200/200 protoss was worse. I said remaxed. If you can take out the colossi and take out hts, he can only remax through warpgates, and a warpgate army crumbles before MMM, specially if you have some ghosts. But it really is all about positioning.

[–]andord -4 points-3 points ago*

"I don't know what to tell you if you don't think anti-Storm micro is the hardest micro in the game."

I don't think you play in masters league, or are at least very low masters, because any half-decent Protoss will have many Chargelots which forces you to always kite backwards; this in turn is always moving you out of storms. Furthermore, if you are a half-decent Terran player (masters) you shouldn't allow all but very few storms to go off considering how easy it is to emp Templars.

The hardest micro in the game is pure marine splitting vs pure banelings (extremely rare). Other then this, Terran has very simplistic unit control/micro, almost entirely stutter-stepping. Protoss has always been designed to require more micro, but less multi-tasking/macro then Terran.

I play Protoss/Terran at a high master level.

[–]Echo_ 0 points1 point ago

You're correct about the Ghosts EMP'ing, but that's it. I should have mentioned that, but if I can EMP every HT before the fight, I'm in Platinum.

Banelings are a cakewalk compared to storms. You know where they are. They have less AoE, and realistically, you can kill a lot of them off by focus firing with tanks.

Just because they have Chargelots doesn't mean they can't storm. Also, forcefields. It is as simple as that.

If I have to kite forever, I lose. It is impossible to kill off a mass chargelot army within any reasonable kiting-area. The Colossus kill me. I would need 20 vikings to kill off the Colossus before they die to Stalkers, and that means I'm left with very few marines to kill the Chargelots, not to mention Archons doing damage from behind. Archons are fast.

"blah blah I don't think you are Masters." That's fine. There's really nothing I can say directly to that that isn't condescending or turn into a personal thing. I merely brought it up so people aren't like "omg bronzer thinks this lolol."

It is an objective statement that Terran micro is harder than Protoss in the late game scenario, especially with the specific instances you are talking about.

[–]andord -1 points0 points ago

I think you misunderstood my point; because of the fact that you're kiting your army away from the chargelots, you're also moving away from any storms the Protoss manages to cast. You won't be standing still for more then a second at a time, so you will take minimal damage.

[–]G_Morgan 0 points1 point ago

I spend a few months playing Skyrim and suddenly Terran can't beat Protoss?

Did they remake the game? Or is this all down to the EMP nerf?

[–]Rebarbative_Sycophan 0 points1 point ago

No, it's because toss aren't just making mass colossi now. They will have a 3rd up around 12-15 minutes. Make 3 colossi to force vikings, while switching to templars. Once maxed the toss can do a few things, add a few more robos, or more gates. Or a few gates and 1-2 more robos.

[–]FrailAndBedazzled -1 points0 points ago

Eventually terran will discover that their factories can in fact still produce units past 10 minutes, and starports can produce non-reactored units. Then I guess we'll see.

[–]G_Morgan 1 point2 points ago

Factories are too valuable as scouts and for trolling the opponent.

[–]Servalpur 0 points1 point ago

Yeah, did you happen to see Naama at HSC4? He had this really amazing mmtank push against MC that really reminded me of Dreamhack winter 2010. If he had microed just a bit better, he would have won the game.

I really think eventually tanks will see a comeback in lategame TvP. At least on some maps where narrow chokes and flanks/space control make tanks very powerful.

[–]Bergys -2 points-1 points ago

Meh. It's just standard whine. Terran is more than fine if you're very good. There's a reason there's 50% terran in code S and has been for 2-3 seasons, they're the strongest race if you excel at it.

[–]ssoda 0 points1 point ago

I think TvP is very balanced mu currently and that people are over reacting a little bit with the whole "late game toss is unbeatable" thing. The only problem i have with the mu is where the fight itself takes place. If I fight near my base and I lose barely, he floods with zealots and a lot of the time, I lose right there. If I fight near his base and barely win, I can't really do anything because 20 chargelots come out of no where and clean up my army. So I've found that whenever I win an engagement I do a couple of things.

  1. This is really important! SCAN robo to see if hes still building/continuing colossi production. This will let you know if you need more vikings because usually they die every fight
  2. Take back map control/xel nagas and drop exterior bases. If you win a fight heavily enough, you can go around killing bases but drops are still annoying for toss to deal with if you don't feel confident with your leftover army.
  3. Secure your own expansions
  4. But the most important thing is to not throw away your army after you win a fight. There is nothing wrong with winning a fight and not counter attacking. Sit back, expand everywhere and build up another max army.

There comes a point where you just can't counter attack toss anymore because they have a sick bank and production. But I really feel that a 200/200 terran deathball should beat toss 200/200 every time, so you have to start harassing their expansions and keep winning fights until they have no more money to support re maxing. Nuke drops become really effective at this time because ghosts can cloak and regular drops can just get cleaned up by warp ins. Of course all of this is assuming you don't just steam roll their army, I'm only talking about close engages.

Revsoda-1100 point master just for anyone wondering.

[–]DarKcS 0 points1 point ago

I'm a masters Zerg that just switched to Terran for a change. And I've been focusing on learning TvP the last two days. After a mere couple days, I've already come to the 99% the same conclusion that the OP has dicussed. Dealing with the dual tech tree with the right units is basically the decider. IF you drop the second you get medivacs and the toss pushes, it becomes a base race/insta-lose situation, because you have no MMM ratio, ofc we see an equal amount of Protoss's (specially in GSL) lose if they don't timing push to double drops, even without army engagements, and then finally double drops + army engagements, because they get split, but if we are talking about that very fine timeline where Terran CAN drop and the Toss can deathball push before it, it's a very volatile outcome. But hey, if anyone has any suggestions to alter the matchup, feel free to post them.

[–]Knocker456 0 points1 point ago

I agree with most of what you've said and I have something to add.

I think with any army comp there should be a trade-off between mobility and power. I think it's fair for the Terran bio ball to be more mobile but less powerful than the Protoss collo/storm death ball. I think the answer should be that Terran have an alternative composition that is also slow and powerful, perhaps even slower and more powerful. Hmmm...what could that be? Duh, mech.

I'm not saying mech is viable, slower and more powerful. I don't think there's been enough experimentation on the subject to find out. I don't know if there's any viable way to open mobile bio and then switch into powerful mech, but that's how I would like to see the matchup played: You're either going bio for mobility, mech for power, or one into the other.

This is how I play ZvP (I'm masters random, btw). I like to open with roaches / mutas for mobility attacking and attacking opportunities. I try to keep the Protoss busy whilst I tech to slow and powerful brood lords so that I may be capable of engaging a Protoss death ball directly.

I just feel the terran bio ball has been so effective for so long we've forgotten the factory can be useful for things other than a scout :)

[–][deleted] 0 points1 point ago

I would just mention that scanning for observers following your army is incredibly crucial, at least from my standpoint as a Protoss player. Often when I'm facing Terrans in the late game, if I have an observer following their army around I can get a good idea on their positioning and their ghost count, plus it also allows me to be able to send individual templars up to feedback the ghosts.

[–]Giblaz 0 points1 point ago

As a high diamond Terran who switched to Toss and am basically around the same ranking, I can't agree with this more. I used to QQ a shitload about late game Toss deathballs as Terran, and now I'm losing against Terran late game as Toss. It's pretty fucking frustrating and this one matchup has held me back from Masters for months...

[–]VIPriley 0 points1 point ago

I feel like this post makes some really good points about the current matchup. On the other hand I think this post completely ignores different unit comps that we don't see from terran, that I think could increase the viability in the match up. While I'm no expert I think terrans can sometimes forget to try more late game tech that they have. Specifically I think BC's with yamato cannons could be more cost efficient in taking down colossus then vikings. In addition the BC is a much more useful unit after the fact and creates quite the disturbance on the battlefield in terms of being focused fired. In addition ravens and banshees may also be useful late game against toss. I just don't think ghost, viking and mmm is the best unit comp a terran can use versus toss. The toss player has archons, templar, colossus in addition to the basic gateway army and therefore has a lot more tier 3 tech that can be countered more effective if ball is allowed to shrink in place of more air units.

[–]invisibleman4884 0 points1 point ago

No matter what race I play as I always feel like my units are made of paper and the other guys units are made of steel. I am a dedicated protoss player, so my view is that zerg and terran are op. ;).

[–]mmkramer 1 point2 points ago

Hey Default,

I already spoke with you briefly about this on facebook but here are my thoughts about Terran's issues in macro TvP:

  • Double tech tree Protoss is very strong, definitely, but part of what makes that so strong is that it's quite often two tier 3 vs only one tier 3 for the terran. Colossi + HTs vs just MMM + vikings? Protoss will win that easily with storms DPS. Or MMM + ghost and no vikings? Same thing, the colossi will do far too much splash damage for the Terran to have any hope of winning.

So why is it so frequently 2x tier 3 vs single tier 3? Simple - many Terrans are getting their second tier 3 too late. A ghost academy costs 150-50 - that's basically a marauder and a marine, which is very cheap. Mobius reactor? 100-100. A Protoss usually starts his second tech around the 12:00 mark, yet many Terrans don't start ghost production until WAY later - like the 15:00 mark. If you start your ghost production earlier, then you are pretty much guaranteed a few ghosts with energy at the time he could have storm. What if he's not going HTs + storm? Well, that's even better for you - ghosts are never going to make your army worse vs Protoss. Even producing ghosts 1 at a time, you can have 3 ghosts at the 14:00 mark with enough energy for around 4-5 EMPs. That's an entire row of Protoss units!

What about 2x forge? Well, qxc said it better than I can:

http://www.reddit.com/r/starcraft/comments/o6v66/good_post_by_qxc_about_the_protoss_double_forge/

The problem Terrans have in macro games is not related to balance, simply timings - Protoss have things a little more figured out, and are generally not missing a beat with upgrades, tech switches, and production. Terrans just need to make sure that they are keeping up with that by doing them on their own at an appropriate time. Ghost academy should go down at 12 minutes, second starport + reactor on factory shortly after the 3rd, etc

[–]oOOoOphidian 3 points4 points ago

You fail to realize it takes roughly 3 vikings per colossus, so if you actually make all those when your opponent isn't making colossus, your army is god fucking awful. Yes, you can make ghosts blindly, but if your opponent makes colossi you still need 3 vikings per or you die. It's also easier for someone to switch into colossi when they have 3/3 than it is for you to making vikings when they are 0/0, as you are already massively behind if that's the case, yet it can happen unless you were arbitrarily upgrading air attack.

[–]mmkramer -2 points-1 points ago

What? No, I realize that it takes equal food of vikings to counter colossus. You shouldn't be blindly making vikings, I didn't say that you should. Colossus shouldn't be a huge surprise, if he opens colossus then it's easy enough to go vikings into adding ghosts, if he doesn't open colossus, then you should already have at least 1 reactor starport and most of the good terrans I play have 2. Colossus tech switch takes longer than templar tech switch as well - robo build time, robo bay build time, then colossus build time.

The point about upgrades is relevant, but at the same time, in a macro late game TvP, you should have air upgrades +1 at the minimum by the time the protoss has 3-3. It's a very trivial investment, and adding in colossus is a very predictable move.

One other thing I didn't discuss that I meant to is that in a macro game, Terran's goal should be to get up to 4-5 orbitals quickly so they can start sacking SCV's. At the 4-5 orbital point, you can sack 20 SCVs or so and make your army that much stronger (40-50 SCV's total). If you get up to 7-8, you can sack another 20 and make an even stronger army.

[–]pugwalker 1 point2 points ago

Ghost are extremely expensive and I feel are no longer very cost efficient unless the toss has made high templar. The emp nerf has made it so that ghosts are only supply effective against protoss armies and not cost effective against colossus based armies.

[–]oOOoOphidian 0 points1 point ago

That's true about sacrificing scvs/staying under 60 and I agree about double port and +1 air attack being reasonable.

The main difficulty is that those protoss transitions don't take extremely long before they become dangerous (for example, 3~ colossus can easily kill you if you spot it after that point) and it's difficult to scout protoss, especially when they make an effort to hide things, so it's really easy to just lose to things you aren't expecting. On the other side, terran has nothing equivalent that they can just hide and kill you, which adds to the perceived difficulty of the matchup.

[–]mmkramer 3 points4 points ago

This is why one can't have discussions about actually playing the game on SCReddit, biased people from both races just downvote and upvote something based on which "side" it supports. Everything in your post is right and reasonable, yet you're being downvoted harshly by Protoss fans for implying that there are things difficult in the matchup :3

[–]discretelyarobot -3 points-2 points ago

You can summarize your post with "Terrans just don't know how to play the matchup as well as Protosses". Not true.

"40-50 SCV's total" You need almost constant scans to match the Protoss's tech. Meaning less mules.

I play about %50 mech and %50 bio. Im mid masters but beat top masters with mech. I can lose to diamonds with bio. Protoss is far and away heavily favoured in the lategame at all but the pro level. At the pro level, Terran is favoured at all stages of the game until the very lategame, and it's rare that the P and the T go into the lategame on even footing at the pro level. The reason for the discrepency between Korean pro terrans, foriegn pro terrans and noob terrans is all in the micro. Almost any masters player can micro Protoss near their fullest potential, but I can only think of 2 foreign terrans (select, qxc) who even come close to microing Terran to the same degree of perfection. Stutter step requires more APM than every single task a protoss player has to do in a battle.

[–]mmkramer 0 points1 point ago

I must be doing something horribly wrong then, because I have around 350~ apm during battles and my Terran opponents who are stutter-stepping have way less.

I play at the top masters level on NA, I've played a TON of random top masters Terran players and a lot of professional terran players. Professional terran players do all the things I said that these top masters player do not. I've watched my replays a lot of times trying to identify these differences and why some games feel pretty straight forward and others do not. Those things I mentioned above about tech timings, upgrade timings, and not missing any beats are all things the pros do that other players do not. Even something as simple as starting your armory on time so that you can start +2 / +2 the instant +1 finishes makes a huge difference. I even watched the replays from their perspective to see what information they were playing with and how they made decisions, and 90% of the time they simply added the ghosts in blindly.

You could dismiss what I'm saying as an insult to Terrans and that Protoss is easy / OP, or you could interpret it as good advice. It's all the same to me :)

[–]andord -1 points0 points ago*

How is Terran micro harder?

  • You start off by using an instant area spell, EMP, with focus on High Templar/Sentry.

  • You target fire 4 of the biggest ground units (colosi) with vikings.

  • You stim and do the most basic micro with your bio ball, stutter step, to simultaneously kite chargelots and storms.

Protoss

  • Pre-engagement spreading your entire army, that continuously clumps up while moving, with focus on spreading High Templars to minimize EMP damage. This alone is more demanding then anything the Terran has to do, if you don't think so, go try it with a 200/200 army while moving around. It has a very high skillcap considering you could potentially, but unrealistically, reduce emp damage one to one. How good you can do this can have a dramatic impact on the fight.

  • Guardian shield and positioning the sentries so as much of the army as covered as possible.

  • Storm

  • Feedback (requires you to click on small units that are clumped up in a ball with MM)

  • Target Fire Vikings with stalkers.

  • Kite back the Vikings with Colossi to minimize damage and allow stalkers to blink underneath them/target fire.

  • Blink Micro

  • Turn Templars into Archons when energy is depleted.

"1a"

Good Protoss have their Zealots/Archons/Sentries on one hotkey, Stalkers on one hotkey, Collossi on one hotkey and Templars on one hotkey.

The reason being is to keep the positioning of the different units in the army in accordance with their role/unique abilities:

  • Zealots, Archons are short range tanks and forcefield needs to be casted as early as possible.
  • Stalkers go behind as they're the medium range damage dealers and weaker then Zealots.
  • Templars are near the back as they are priority targets.
  • Collosi stay at the back because of their superior range and priority.

Abilities: Guardian shield, Force field, Hallucination, Blink, Storm, Feedback.

Now compare this to Terran:

  • One big ball that can go on 3 hotkeys (mmm, ghost, viking). Terran can get away with this because of how easy it is to nullify storms through emp/snipe and even if few go off, they can be moved out of.

Abilities: Stim, Emp, Snipe.

"I welcome all constructive criticism and am open to the possibility of me being wrong. I am also worried about me being possibly-Terran biased."

I think you are very wrong and biased because you only play Terran. I'm a high masters Protoss/Terran/Zerg player and I do sound protoss-biased in my post because Protoss units/army do actually need more control and management then Terran units/army.

Terran don't generally need a lot of micro, the hardest it gets is splitting against banelings (which is indeed hard). But they have harder macro and potential need for mutli-tasking. This is intentional by design, trying to argue otherwise is simply biased/elitist, which is very common among Terran players it seems and I expect a lot of downvotes because of this.

[–]klika 5 points6 points ago

You are protoss biased. I'm not gonna go into detail but the fact that you mentioned Hallucinate as something Protoss has to do shows that. Further you said Colossoi need their own control group. Then you say you have to micro them back. You only micro one at a time (the one thats being focused) so why make an additional control group?

On the Terran side you say that splitting against banelings is hard but you don't seem to split versus Protoss - splitting versus Protoss is just as important since you take much less splash. This leads to spreading your army before fights so that you don't get EMPed - or should I say stormed?

TL;DR: This thread is full of: "Writes the most biased shit but says how he's not biased at end of post!"

[–]andord -3 points-2 points ago*

I mentioned what I do when I play Terran/Protoss, which is basically trying to do everything to make the engagement favorable for me.

Hallucination is an amazing spell that is so underused, you can morph some archons to soak up damage and Templars to divert EMPs. I try to always have 4 sentries for guardian shield/hallucination and I keep them in my Colossi control group in lategame engagements so they can't be EMP'd before I can cast.

Splitting is completely unnecessary as Terran, it will just reduce the damage output because less units can fire. EMP's reduces the amount of storms that are cast to a bare minimum and because I'm always kiting chargelots backwards, any that do land do hardly any damage (20 for 1 second). Chargelots cause Bio to arc automatically as you stutter-step backwards, as units out of range try to get in range.

Protoss HAS to pre-split because EMP does far more damage to Protoss because the minimum shield damage per unit it hits is 40 (templar/sentry). The majority of the Protoss army will be taking more damage: 80 per stalker, 50 per Zealot and so on. Again, the few storms that are casted will be doing a measly 20 area damage to stutter-stepping bio.

I stated "I sound biased" because I know Terran plays will think I am biased, when I'm simply stating that when you play both at a fairly high level it's easy to see that Terran micro is easier than Protoss: emping/stutterstep/target fire colossi is not demanding.

The only people who are biased are those who have experience playing just Protoss or just Terran and come to conclusions without knowing the full picture.

[–]ckcornflake 6 points7 points ago*

You are comparing micro that is REQUIRED for the Terran to do to micro that Protoss can do, but doesn't necessarily have to do without worrying about having their army melt away in a matter of seconds.

Once you lose a Starcraft 2 unit, it's gone for good. If I get good EMP's on your HT that's great for me, but in lots of situations that just means you delay the battle, and wait until you get energy again. However, if you get good storms on me, practically all of my units die and it's game over. Bio units have way less HP then protoss units, and Medivacs can only heal one unit at a time. Also, if my viking composition is off just by the slightest, or I lose them at any point my army just simply melts to the colussus.

I don't know why people think that stutter stepping easy. It's a simple idea, but stutter stepping correctly to maximize DPS requires your full attention, tons of APM, and it's hard to perfect. Guardian shield, blinking, kiting hurt colussus back, all this requires a single action. Stutter stepping requires many, many actions.

I think when you get to high levels, where Terran gets really good at spreading his army, stutter stepping, and positioning, it forces Protoss to micro better. But for lower levels, it is soooooo much easy to micro a deathball.

[–]andord -1 points0 points ago*

EMP and Snipe out range Storm/Feedback. Terran always has the caster upper-hand. EMP is a multi-use spell; both nullifying Storms and doing superior damage to Protoss.

Vikings just need to be positioned to the flank of your army and then target fire once both players commit to the engagement.

Stutter stepping takes a little bit of experience and then it comes completely naturally. Any time you need a few seconds to do something else, you don't attack move after you move command.

I agree, some of the things I do as Protoss may not lose me the engagement if I don't do them. The absolute minimum is to spread the Protoss army as best you can, this alone is harder then Terran micro in the engagement. I implore you to go test this on a custom map with a friend and try keep your army well splits, especially templars, while on the move. Almost every TvP engagement has a ton of back and forth movement between the armies before they engage, it's an absolute nightmare to keep your units from clumping up.

Both are deathballs.

[–]Bergys -4 points-3 points ago

Obviously we're talking about higher levels. Who cares if terran needs to micro more to win battles in gold league?

[–]vigothia 2 points3 points ago

You're neglecting the fact that whenever the Terran army is clumped into one big ball they will actually get raped by a Protoss army, 200 slupply vs 120 supply raped after an engagement.

Having ghosts and vikings in the same control group will make it even harder to have your bio properly split (different parts of the bio army have to be continuously microd during an engagement or more than 1 collusus or 1 good storm will swing the battle in protoss favor immensely). Your ghosts will be clumped up after a few emps losing an insane amount of army value to a few collossus hit within seconds (after which the protoss could just retreat with hardly any losses, but why would they), and your vikings won't be wiring if you're trying to properly micro the bio army without having vikings on a different control group to focus fire. I'm not saying Protoss has it any easier but you're sounding pretty biased in my opinion.

[–]andord -1 points0 points ago*

Like I said, this is based on my experience of playing both for quite a long time. I stated I expect Terran players who don't have much Protoss experience at a decent level to feel I'm biased.

I stated "I sound biased" because I know Terran plays will think I am biased, when I'm simply stating that when you play both at a fairly high level it's easy to see that Terran micro is easier than Protoss: emping/stutterstep/target fire colossi is not demanding. The only people who are biased are those who have experience playing just Protoss or just Terran and come to conclusions without knowing the full picture.

[–]Bergys -4 points-3 points ago

Exactly this. Most terran players don't realize how insanely hard templar spreading is. Well it's easy if you don't move your army, but if a toss is camping his army in one spot you can just attack another location and make him fuck up.

[–]Lewan72 -3 points-2 points ago

Although you bring out some good points, there is a bit of bias. Never ever say "all he has to do then is 1a", this is such an ignorant and false statement.
1. you are forgetting the power of the orbital command. I don't think its needed to explain how good mules are especially late game. Also in late game where you have extra energy to spar scans can keep track of the enemy positions easily, while observers take up robo time, food, some gas, and is easily killable by one scan. 2. About the deniability of drops. First off, Why don't any terran users use PDD to attract cannon shots and then drop? This is used in TvT, why not TvP? 3. Ghost>Templar. EMP does its effect instantly, while storms you can move out of to avoid full damage. Along with that, Ghosts are faster, have more range, and can cloak which provide a great advantage over the templar. 4. Why doesn't Terran tech switch too? Protoss can't build immortals and collosis at the same time, so if protoss is forced into building immortals to counter thors or some tanks that means he can't build collosiss, and you won't have to build so many vikings and whatnot. BTW I think people give terran too much credit for being "well developed". I don't doubt that they aren't, but how long did it take for them to realize Ghost were good, or hellions or Ravens. How long have they been doing MMMV? I still think Ravens, thors, and banshees have more to figure out.

[–]oOOoOphidian 0 points1 point ago

Protoss doesn't have to build immortals to beat tanks or thors. That's an incredibly ignorant statement. A better idea is to make Battlecruisers, which force a higher stalker count, making marauders better. That is something that players who are the best at TvP in the world are doing now, but it's still being figured out (and BCs aren't really that good against stalkers/archons/HT anyway, making this harder).

[–]kenkaze -1 points0 points ago

I agree with what you said about how ravens should be used more. PDD would effectively stop stalker fire for enough time to negate damage as well as a possible seeker missile into the zealots that are charging in? Also building a couple extra OC allow T to be able to reach a true max by sacrificing scvs and allowing a larger army supply. I also agree with how ghosts > templar but it is a very delicate dance that both the P and T have to play with in deciding when to engage. As for the terran tech switching, I'm not so sure if this would be a good idea because or the infrastructure required to do this while P will have his robo and gateways with templar tech already available to them. Terrans also haven't seemed to try other unit compositions very much, such as marine tank or even mech (which day9 did a daily upon and found that it should be tested more). Although terrans are pretty "well developed", it seems like they're only developed in primarily bio as mech in TvT hasn't even fully been flushed out, let alone in the other matchups as well.

[–]amateurtoss -2 points-1 points ago

This is the type of "strategy" post that makes it to the front page of r/starcraft? A serial of complaints?

This is not a "strategic analysis". It doesn't talk about any strategies Terran should employ at all.

[–]Sabu113 -2 points-1 points ago

Well you keep playing the harder race and beating those ezpz 1a Toss bro!

A lot of these assumptions are simply false. There's a reason why win rates are how they are. It's not because terran players are mechanical superstars.

Drops can still be super effective because that army is maxxed out and takes forever to get back into position. Because you still can force favorable trades for yourself.

The HT comments are interesting because you ignore how without those storms going off you will role that engagement /hard/. When toss rant that emp is better than storm, take a moment to shake that fist of yours and then take the bit of truth that emp is your storm and with mobius there's no reason you should be engaging without giving the opposing army a nice emp wash.

Lastly, there's something to be said for having a few spare bunkers lieing about if you're at that 200/200 point. That toss army is extremely expensive. Depending on how you trade you can actually be ahead on the remax.

After watching months of good or even better toss being rolled, the mythos and tone in the op is irritating.

[–][deleted] 5 points6 points ago

There's a reason why win rates are how they are. It's not because terran players are mechanical superstars.

Winrates don't record the stage at which the game ended, therefore it is my opinion that they encompass too much data to much a conclusion based soley upon.

When toss rant that emp is better than storm, take a moment to shake that fist of yours and then take the bit of truth that emp is your storm and with mobius there's no reason you should be engaging without giving the opposing army a nice emp wash.

The only person getting mad here is you, also EMP is a useful spell but can only at most take down shields

[–]Sabu113 -1 points0 points ago*

"The only person getting mad here is you, also EMP is a useful spell but can only at most take down shields"

This is emblematic of my general frustration with Terran players. The thought process that results in an answer like that and the cop out about winrates. You have a very cheaply available option that is comparable to storm. An option that wherever directed will instantly wipe out shields (typically 1/3-1/2 the health of any toss units) and you complain that it only takes down the shields of an army that now can't quite retreat from your force and whose shields take time to regenerate.

I think the myth of the uncompetitive lategame spawned out of the general backlash and hatred towards Terran players. That was best shown by the spate of threads in Nov arguing that the race is the most technically difficult. The hate may or may not have been justified by T dominance in Korea or the 1-1-1 or a failure to admit obvious failings in game balacne but either way some might have felt victimized by the ostracization. (When I offraced for awhile every toss I talked to urged me to return). Additionally, I think some of the myth came from the fact that most toss kill moves come in the late game. A lot of the toss allins seems simply less resilient than terran ones and more iffy. 6 gate is very potent but more of a commitment than various stim or rax pressure timings.

We have seen cases in which terrans dominated and won late game scenarios.September- November are chockfull of matches where Terran players won in the late game. The vikings neutralized the collosi quickly and the extra large emp immediately neutralized the hts (which are incredibly difficult to spread) and had the side effect of weakening an army that wouldn't win in a direct fight anyway. I think there are other examples which less prominent players which might illustrate the point more simply but Jijjakji's game on Belshire is a lovely case in point.

Direct confronations can and do work. The cost of the remax will likely favor you. Jijjakji's mech style is also something that I personally think is awesome and potentially a bit broken. (Thor banshee obs sniping. I think any obs sniping strat should be explored a bit more. Sooo cool if gimmicky and costly) Admittedly right now there's the issue of when one or the other race trades too efficiently. No splash and the toss army will be gone and it's impossible to recover. Don't kill off enough toss stuff and you don't have the mass to neutralize zealots in the open field and certain areas are temporarily indefensible against collosi.

SC's multidrop strategy is another viable late game strategy. The toss can't warp in troops to respond and has to move his immobile force to respond (atleast efficiently pure stalks will bleed). Smart drops against a maxxed army will get you good trades. Against warp ins it's likely that a heavier investment will be necessary. Compared to BW, a lot of sc2 drops are lazy and don't do the homework of making space for the drop to work. With 200/200 armies you can and should be able to get some purchase with drop play.

There's a very good reason why Terran has been dominant. If you look past your pride there are edges you can still exploit. I personally think there are mechanical difference between toss and terran players that explain a great deal about recent results and late game play at the pro level. At the same time there's a great player in MMA who looks absolutely hopeless when he PvTs despite having gorgeous multitask. Whatever my pessimism about the game it takes skill to execute and take advantage of the way certain features play out.

blargh TLDR: Observation from the last 12 months leads on to conclude racial design offers many awesome assymetric advantages. EMP is storm. Think of it as such with slight modifications. Drop play is very viable either at the super late game or with a greater commitment. Direct confrontations can be won.

[–]OneBigFish -2 points-1 points ago

Silly. terran op...

[–]noscoe -3 points-2 points ago*

This is pretty accurate, the part about rogue tier 3 units is not however imo--seems a very small factor since the removal of amulet. A stray HT just warped in cant storm, and a stray collossus gets stimmed down very quickly without gateway support.

It is the difficulty of re-making terran tier 3 units (medivacs and vikings) and lack of static defense late game on the terran side. The remax vs remax is not as much as an issue because terran can also redesign their army slightly with the correct balance of marine vs marauder vs ghost vs viking vs medivac. The mid sized army remake is when things are really difficult for terran IMO. fighting a 50 supply army of the bare minimum gateway units to soak damage and the rest a variety of splash damage (archons, hts, colossus) is brutal, ghosts or not (also, vikings to confront collosus take as much money and supply as the collosus themselves, but have no utility outside of it unupgraded vikings landed vs 3/3 archons and zealots? lol). Have you ever tried fighting a few archons with a small group of units?

Protoss have learned how amazing lategame warp prisms and spread out pylons are, and planetary fortress or not a big swell of basic units at each expansion and in the main can stretch a terran as much as medivac drops--except terran doesn't have warp ins, feedback, and the mineral dump of cannons to assist.

For players of our level / not fucking gsl code S terrans, even in masters, the level we are "supposed to" snipe/emp HTs is fucking hard and leads to a HUGE advantage to protoss-- simply due to lack of required micro in order to not be at a disadvantage.

edit: and warping in a handful of dts and killing a planetary is pretty fucking ridiculous.

I would love to see a lategame available static defence for terran. upgrade to bunkers so it doesn't have to be manned and is more expensive (and only available far down the tech tree) is an example of something to address this, as bunkers work in the early game but are 100000% useless lategame outside of the occasional one at a stray orbital.

[–][deleted] 2 points3 points ago

This is pretty accurate, the part about rogue tier 3 units is not however imo--seems a very small factor since the removal of amulet.

When I was talking about rogue tier 3 units, I was thinking about the HT's Toss' like to leave at bases that tend to gain enough energy for a surprise storm or two assuming they haven't feedback'd a medivac

[–]noscoe 0 points1 point ago

pretty easy to dodge a storm or two with a small group of units, especially without supporting gateway units interfering. medium to large groups are the difficult part

[–]ashent -1 points0 points ago

Yeah but the HT isn't there for storm. If you bring a medivac into a protoss base and he storms you as you get out of the medivac, it's because he missed his feedback before you could unload and is trying to make the best of it.

[–]noscoe 0 points1 point ago

we are talking about post large battle with heavy losses. this is when you are stimming forward chasing units, and trying to take out expansions and tech before he can warp in enough defenses. not dropping next to heavy energy hts