How does terran beat protoss
Protoss is way over powered. Im sick of losing to sorry Protoss players over and over again. WTF Blizzard, when are you going to change this balance??? You just hit a wall. You just need to find a way to surpass that limit. Either you refuse to try other paths to improve, or you prefer not to try other methods. Remember, at any point you get lost or stuck, remember to stick with the basics. Review your matches, see what went wrong.
Did you forget upgrade timings? Did you forget to expand when you were ahead? Was the protoss really that overpowered? If you had a second chance, do you think you can beat them?
With Guardian Shield, this means that the Marine's damage is cut in half, from 6 to 3 per shot. Due to the strength of armor upgrades versus Infantry, you need to be very diligent about getting out your upgrades if you are going bio. Build two Engineering Bays once you get your natural expansion up and running and work on getting out Infantry Weapons and Armor at the same time. While Marines, Marauders, and Medivacs with equal upgrades can handle most Protoss units, there are 5 units which the Terran player has to watch out for: the Zealot, the Archon, the High Templar, the Colossus, and the Carrier.
Prior to charge, Zealots are very easy for Terran players to handle. Between Concussive Shells and Stimpack, bio forces can stim, shoot the Zealots for a second, move, shoot again, and so on, stutter-stepping their way to a flawless victory.
However, once Zealots get charge, they are a bit more difficult to avoid. Even with Charge, good stutter-step micro can significantly reduce Zealot damage output. However, a good Protoss player will try to use Force Field to prevent you from stutter-stepping against their Zealots. Additionally, kiting Zealots becomes less appealing once the Protoss player has out High Templar, Archons, or Colossi.
Once these Protoss units appear on the field, kiting Zealots may not be at the top of your priority list as you try to control your Ghosts and Vikings to counter higher threat units. One easy way to counter large quantities of Zealots with your bio forces is by introducing a few Hellbats to your army. You only need to use Hellbats and you can significantly reduce the effectiveness of any number of Zealots. There is only one unit as bio that can handle the Archon and High Templar - the Ghost.
Failure to add on Ghosts as a bio Terran versus a good Protoss that is making use of Archons and High Templar will result in a swift death for your army. Players resist adding on Ghosts since it is a pain to build a Ghost Academy and research cloaking, but this laziness may result in many painful losses to Archon and High Templar builds. Since an Archon has mostly shields, an Archon hit with 4 EMPs will be drained down to virtually no health.
The key is casting EMP multiple times on the same Archon to continue the drain. The Ghosts will fire off multiple EMPs virtually simultaneously provided they have energy for the cast. Your Marines or Marauders will take out these weakened Archons in a few hits.
High Templar are biological and Psionic units, which means they can be hit by Snipe and take bonus damage from this ability. Two Snipes can take out a single High Templar for the low cost of 50 energy 25 per Snipe.
To get the same Ghost to use Snipe twice on a High Templar quickly, you can use the same hotkey controls you used for EMP - select the Ghost, hold shift, press "R" for Snipe, then double click quickly on the High Templar you want to take down. Repeat this process for all the enemy's High Templar. Ideally, you want to take out High Templar before they have a chance to use Feedback or Psionic Storm on your units. Cloaking a few Ghosts and sneaking them into the Protoss' army can help immensely if you can take out the enemy's High Templar and then follow it up with a major attack.
Even if the Protoss player warps in new High Templar, these new High Templar will be low on energy and not able to use Psionic Storm right away. Once the Protoss researches Extended Thermal Lance, the only logical unit to add to your bio army for support is the Viking. Colossi are considered an air unit, so Vikings can hit them with their anti-air attack. Vikings do bonus damaged to armored units, so they deal bonus damage to the Colossus. The Colossus of course can only attack ground units, making the Viking immune to its attacks.
The Viking is the natural counter to the Colossus. The most important thing about using Vikings against the Colossus is producing the perfect amount of Vikings.
If you build too few Vikings, the Protoss player may try to use Blink Stalkers or Psionic Storm to kill off your Vikings before you can kill their Colossus. If you get too many Vikings, the Protoss player may cut Colossus production and switch into heavy Archon or Blink Stalker play. If you have too many supplies tied up in Vikings, your army may suffer against a larger force of Zealots, Blink Stalkers, Sentries, Immortals, and Archons.
A good number of Vikings to shoot for is 3 Vikings per Protoss Colossus. It is better to err slightly on the safe side by overproducing Vikings than it is to not get enough Vikings. Carriers are a real pain for the Terran army no matter what unit type you get. You need to overproduce Vikings if the Protoss player gets out Carriers. Carriers are slow and expensive and can be kited by well-microed Vikings. Do not even try to expose your MMM ball to Carriers.
Carriers destroy Marines and Ghosts while Marauders and Medivacs cannot even fight back. If you get surprised by Carriers and need time to build up Vikings, it is best to load up your Marines and Marauders into a Medivac and try to perform a large drop in the enemy's base. You can get a lot of damage done before the Carriers finally get back in defensive position. Once the Carriers get close, you can just scoop up all your units and use Ignite Afterburners to get to safety.
Carriers are very slow, so drop play becomes very effective against Protoss players who are opting for this technology route. While not as popular as bio, the release of Heart of the Swarm has made full mech strategies viable against Protoss players.
The Hellbat and Thor alone can take down most Protoss ground combinations. Hellbats are great against Zealots and fair okay versus Sentries, Stalkers, and Immortals.
Thors on the other hand are strong versus Sentries, Stalkers, Colossi if they can get in range , Archons, and High Templar. Siege Tanks are great versus everything on the ground except Immortals, Archons, and Zealots. When playing as full mech, you can use Hellbats to take down the Zealots, Thors to take out Archons, and Siege Tanks to provide support for everything else on the ground. Hellbat drops should also be performed regularly to keep the pressure up on the Protoss player.
As a result, a balanced combination of Thors, Siege Tanks, and Hellbats works well against most Protoss combinations.
The most dangerous Protoss ground unit for mech players is the Immortal, while mech also has a general weakness against air units. Retreat, and combine all of your forces roughly Medivacs and Marines and Marauders at this point for a frontal attack against the weakened enemy while expanding to a third base, adding a billion more Barracks, and going into double-upgrades.
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The goal of this push is to do insanely high damage. This build gives you access to all tech choices in the game and so you can have any follow up you want. One of the great things about this build is that it also deals with so many different protoss timing pushes. With the massive tank damage there is no ground force that can hit a terran hard. This build was all the rage last season and Protosses became so comfortable defeating it that people stopped doing it… which makes it strong again.
You CC or 1-rax Expand and just continue laying down barracks as you can afford them until you can 6 barracks. Once you have your sixth barracks you start getting gas and you get one more round of units and then push. While you are pushing you will have production of tech labs and reactors two tech labs and four reactors so that you will hit high production. In your attack you do not want to A-Move up the ramp. Instead what you want to do is just move up the ramp with your units and attack.
This will make it so you can skip passed force fields if the protoss is not paying attention. If you do this any force fields he gets off will probably be used to get past him.
If he has enough units to hold this off go for the sentries. Sentries are gas each meaning that the protoss is less likely to re-make them. By having less sentries to deal with in the next upcoming battle you can rule out any powerful 6-rax timings or anything of that sort. From here it transitions into a mostly normal game. You will have more units but your stim and combat shields will come out much slower. Most people from here will continue pumping out naked marine and marauder and constantly attacking into the protoss until the first colosssus pops out.
At this point the terran will take his third and create an arch of attack while slowly teching up to vikings. Colossus do not become an issue until there are of them.
What a lot of players will do is get 2-starport production at this point, both initially making vikings and as the viking number evens out have one building medivacs. If you push up the ramp and see high templars it becomes important to know how to Dodge a Psi Storm.
You can actually still use this exact group of units against a 2-base protoss who goes psi storm as he will not be able to pump out the insane late game numbers of psi storms he could. It becomes essential to dodge psi storms watch the video and also target down archons.
Archons do too much damage and keeping them alive is bad. It is in my humble opinion that it is much easier to deal with this kind of unit makeup than one with stronger units like colossus. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account. You are commenting using your Facebook account. Notify me of new comments via email.
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