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Thread: Help - Protoss vs Terran

  1. #11
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    Default Re: Help - Protoss vs Terran

    dont forget psi storm. its great for those mid-late game M&M balls and clumped units in general. Also if you see a ghost start getting the ground armor upgrade to help your units soak up more damage if you get EMPed. Zealots are good units but they need the upgrades first. A handful of upgraded zealots with charge can lay waist to any small and medium sized terran ground army especially with templar support. Also go around the choke. protos units are expensive so you need to know what your getting into so you dont lose your units. With protoss intel is key so build a bunch of observes if you can. Keep one in your base for cloaked banshees and ghosts while you use the rest to scout out expantion sites and the enemy base. Warp prisms are your friends. Load up a couple with immortals and drop them into the enemy base then go pylon mode and warp in the reinforcements. Dont forget that the protoss get six different units from the gate way compared to the four from the barrack. Chrono boost always use it. I've seen a number of replays where a toss player would only use it in the begining to get more probes and zlots but then they get overwhelmed when the terran and zerg macro kick in.

  2. #12

    Default Re: Help - Protoss vs Terran

    I hate how defensive Protoss has to be. Terran are used to turtling, and designed for it, but Protoss should be far more aggressive. Instead of my units determining the battle, I'm constantly trying to make sure I can handle the variety of options "or broken units" the Terran and Zerg have early game.

  3. #13
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    Default Re: Help - Protoss vs Terran

    Dsquid brings up a good point. The protoss have to be agressive especially with the much softer stadic defenses. Marines have a ranged attack and roaches eat Zlots, maruaders pwn everything and stalkers are quite fragile. dragoons did 20dmg stalkers only do 8 thats kinda weak. I've also noticed that some of hte toss units are like glass. teh stalker, pheonix and void ray just to name a few.

  4. #14

    Default Re: Help - Protoss vs Terran

    Quote Originally Posted by whitefire View Post
    Dsquid brings up a good point. The protoss have to be agressive especially with the much softer stadic defenses. Marines have a ranged attack and roaches eat Zlots, maruaders pwn everything and stalkers are quite fragile. dragoons did 20dmg stalkers only do 8 thats kinda weak. I've also noticed that some of hte toss units are like glass. teh stalker, pheonix and void ray just to name a few.
    Dragoons dealth explosive dmg that means 20 to large 15 to medium 10 to small stalkers on the other hand deal 8 +6 vs armored and more important they are more mobile and easy to command than the 'stupid' dragoon(or goliath),But right now there are so many units dealing 'bonus vs armored' i feel that they will be better dealing flat 10 or 11

  5. #15
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    Default Re: Help - Protoss vs Terran

    another good point. blizz is using a different damage system then the old one so naturally units are going to change. the old dmg system didnt make as much sence as the new one but its going to take some getting used to. thats one reasone why people say that this unit or strategy is broken when its not. As far as stalkers go I think they should get a buff. not sure how to give them one though. most toss units have a high mobility and I think that caused them to lose some of their buffness.

  6. #16

    Default Re: Help - Protoss vs Terran

    I'll bring some points in as well. =)

    Stalkers are a bit better than Dragoons. They are quicker, shoot faster, they have Blink and are smaller that Dragoons.
    Static defences are not softened, it's to the contrary. It's just that the overall might of all units has been incresed significantly.
    And Protoss do not have to be defending. Squid, you just don't know yet how to play aggressively. =) When you feel the Flow, your enemies will fall. Even those who usually don't.

  7. #17

    Default Re: Help - Protoss vs Terran

    I can write a wall of text about sentries and their importance in this matchup. I'll simply say skip Zealots as Terran typically doens't do a fast rush as they fear 2GateChronos in silver and below. Go Pylon -> Gateway -> CyberCore -> Assimilator -> Pylon -> Assimilator -> Gateway -> Pylon.

    You should have all this done around 16 probes (assuming you're boosting the nexus) and ensure that ALL of your pylons cover your gateways as the timing pushes that terrans do typically will focus on the pylons if you only have one supporting the gateways. I typically prioritize Sentries unless I have less than 100 gas, then I pop a Stalker. You'll find it very easy to balance them back and forth this way. If you decide to forge, go armor first as it changes the Guardian shield bonus from 1/3rd marine damage to 1/2.

    3 gate works for 1 base fully saturated. If you macro well and keep up with pylons, you can safely expand about the time you get 10+ sentries and Stalkers.

    Just remember that as you get it saturated, go about 6 warp gates minimum. Your options IN ADDITION to those 6 warp gates are involve beyond that:

    - 3 additional warp gates (Sentry/Stalker OR Dark Templar)
    - 4 additional warp gates (Pure Zealots/Charge)
    - 2 additional warp gates (High Templar)
    - 2 robo Collossus
    - 3 robo immortal
    - 2 stargate (Void Ray)

    There is some thoughts.. interesting note about expanding.. if you go hard sentries, the extra minerals you will have work great for an initial cannon defense.
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