04-12-2010, 07:37 PM
#81
04-12-2010, 07:48 PM
#82
04-12-2010, 08:58 PM
#83
- The standard build order is 9 depot and 12 barrack. You went 10 depot and 13 barrack. Delaying the depot is ok but delaying the barrack is not. The more you delay it, the more you delay your OC. Also, I personally prefer scouting with the scv building the depot at 9 once he's done than taking a scv at 13. It gives you the possibility of early harass and such.
- Your CC was left in your base for a while and you made your OC in your base instead of lifting and then making an OC. You should lift it first because once it gets there, you can split your workers between your main and your natural to increase your income. Also, I have no idea why you lifted to the front of your base instead of the hill expo. The hill expo is easier to defend. This is probably one of your biggest mistake.
- The other big mistake that you made is that you were teching to medivac/expanding and pumping units all at the same time while the Protoss was strictly pumping units. He was on 3 gate plus one robo vs you with 3 rax and eventually 5 gate 1 robo vs you with 3 rax 1 unfinished starport. You can't do all those at the same time. I suggest waiting for your first expo before teching to starport and instead make more rax.
- You could have won this game easy if you didn't pursue his army into his base because you were gonna get the economic advantage. Also, you should micro to kill the zealots before the focus fire on the immortals.
- Get stim before slow effect. Slow doesn't change anything much when you're fighting an army of stalkers/immortals/sentry. It only matters if he's getting a lot of zealots and even then, you can micro them with stim.
04-12-2010, 09:05 PM
#84
04-12-2010, 09:12 PM
#85
This is the mistake your making. The Immortals' counter isn't the marine.I personally feel immortals are just too strong vs terran...they wipe out marauders/tanks/hellions in seconds, yet their counter, the marine, is in turn hard countered by zealots, sentries, colossi and HTs.
The Immortals' counter is anything that can bring down it's shields.
Stimmed marauders, EMP, tank-mode tanks (which do OKAY), the Thor's cannon ability does well also.
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04-13-2010, 05:27 AM
#86
04-13-2010, 08:57 AM
#87
Do you know that Thor's main attack deals more dps than the special ability? So i think the only advantage is the stoping of movement and attack for 6 seconds...,I got really dissapointed when i tested it yesterday...
04-13-2010, 09:21 AM
#88
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04-13-2010, 12:42 PM
#89
I'm pretty sure that's not true. Maybe after some upgrades, but two Thors using their Strike Cannons will kill a Hatchery faster than two Thors shooting at it.Do you know that Thor's main attack deals more dps than the special ability?
Also, because of the way it deals damage, the Hardened Shields of an Immortal aren't enough to stop it.
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04-13-2010, 01:01 PM
#90
And i'm prettier sure it IS...The thor without 250mm strike cannon took out 590hp out of a rax in 6 seconds,that is of course with upgrades,without upgrades is exacly the same....
Immortals are an other issue,of course you will use special damage vs them,rather than a measily 20....