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Posted: Mon Nov 12, 2012 1:14 pm
Seriously, ever time, I get completely stomped by a two base+ protoss, the only time I can win is if they try some sort of 1 base air opening or a 4 gate or something. But these two base immortal pushes kill me every time and it's like there's nothing I can do about it, I've tried hit and run with lings when they push out, to cripple their economy and keep them locked up in their bases, but then they just warp in a few zealots, and all in with their retarded strong army and win anyways.
I've had perfect fungals, in a choke, with a better arc with roaches and spines, and they just forcefield back the roaches, guardian shield and tank the damage then run over my whole army. I've tried, mutas which get destroyed by the stalkers, I've tried three basing, but then they just push earlier and kill my third before I have an adequate army to protect it with, or they split me up using warp prism drops. Or they just sit back, take their own third and get cannons to defend themselves with until they have the collosus and archon tech to stomp me down with.
I've tried to engage their max 200/200 of archon, collosus, stalkers etc, with roaches, infestors, broodlords, spines and even a few ultras from time to time, and I just get s**t on, the graph at the end shows me with a massive army lead and then breaks off like a step function every time.
It's so hard to be aggressive against protoss, I feel like mutas are about the only option, but they are easily thwarted by a few cannons, or stalkers, and if you over invest they become dead weight against the deathball. But if you leave protoss alone past the 10 minute mark, they can build up such an impossible to kill army, and you lose anyways. I ******** hate this game.
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Posted: Mon Nov 12, 2012 4:36 pm
C4D immortal pushes kill me every time and it's like there's nothing I can do about it Probably has something to do with the fact we (Zerg) don't have anything resembling anti-armor until the Ultralisk. Our only anti-armor unit is T3. The Hydra at least should be anti-armor since it says in the description that the spines are armor piercing.
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Posted: Mon Nov 12, 2012 5:46 pm
Immortal Nobodii C4D immortal pushes kill me every time and it's like there's nothing I can do about it Probably has something to do with the fact we (Zerg) don't have anything resembling anti-armor until the Ultralisk. Our only anti-armor unit is T3. The Hydra at least should be anti-armor since it says in the description that the spines are armor piercing.I know you can really smash a lot of big immortal gateway pushes with hydras, but the thing is, it's so easy for them to throw down forcefields, pull out and begin collosus production, at which point, hydras are now dead weight, with once again zero ability to be aggressive with without like a nydus network or something.
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Posted: Mon Nov 19, 2012 8:15 am
as a protoss player i can rarely win against terran. i would definitely say that i can often win against zerg cause of their lack of anit-armor early-mid game, which allows me to either spam immortals or voids after a 2 base. with terrans they either all in or fast expand and spam rines, rauders, and medivacs.
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Posted: Mon Nov 19, 2012 4:09 pm
realmcutter as a protoss player i can rarely win against terran. i would definitely say that i can often win against zerg cause of their lack of anit-armor early-mid game, which allows me to either spam immortals or voids after a 2 base. with terrans they either all in or fast expand and spam rines, rauders, and medivacs. Yeah, I feel a lot of players feel like sc2 has become somewhat of a rock paper scissors game almost. Terran > Protoss Zerg > Terran Protoss > Zerg Which is a pretty lame design for an rts in my opinion. Worst part is, I can't even think of a way to change anything that currently exists, I think it has a lot to do with the way tech paths work, and how they naturally develop in game, in particular, the transition from gateway to robo, and how zerg is build to counter those things.
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Posted: Tue Nov 20, 2012 9:25 am
C4D realmcutter as a protoss player i can rarely win against terran. i would definitely say that i can often win against zerg cause of their lack of anit-armor early-mid game, which allows me to either spam immortals or voids after a 2 base. with terrans they either all in or fast expand and spam rines, rauders, and medivacs. Yeah, I feel a lot of players feel like sc2 has become somewhat of a rock paper scissors game almost. Terran > Protoss Zerg > Terran Protoss > Zerg Which is a pretty lame design for an rts in my opinion. Worst part is, I can't even think of a way to change anything that currently exists, I think it has a lot to do with the way tech paths work, and how they naturally develop in game, in particular, the transition from gateway to robo, and how zerg is build to counter those things. Zerg - Make Hydra anti-armor and give it more health and/or armor, reduce Fungal Growth from a root to a slow.
Terran - Dramatically reduce cost of the Raven (reduce spell potency to compensate), remove Stim from Marauders.
Protoss - Increase move speed and firing rate of Carrier Interceptors.
Implement, see what happens, adjust.
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Posted: Tue Nov 20, 2012 4:45 pm
Immortal Nobodii C4D realmcutter as a protoss player i can rarely win against terran. i would definitely say that i can often win against zerg cause of their lack of anit-armor early-mid game, which allows me to either spam immortals or voids after a 2 base. with terrans they either all in or fast expand and spam rines, rauders, and medivacs. Yeah, I feel a lot of players feel like sc2 has become somewhat of a rock paper scissors game almost. Terran > Protoss Zerg > Terran Protoss > Zerg Which is a pretty lame design for an rts in my opinion. Worst part is, I can't even think of a way to change anything that currently exists, I think it has a lot to do with the way tech paths work, and how they naturally develop in game, in particular, the transition from gateway to robo, and how zerg is build to counter those things. Zerg - Make Hydra anti-armor and give it more health and/or armor, reduce Fungal Growth from a root to a slow.
Terran - Dramatically reduce cost of the Raven (reduce spell potency to compensate), remove Stim from Marauders.
Protoss - Increase move speed and firing rate of Carrier Interceptors.
Implement, see what happens, adjust.The biggest problem I have with the hydra in zvp is that it's a great unit already for dealing with gateway units, void rays, and immortals, but it's too easy to transition into collosus from there, which fry hydras too easily, often times you see protoss manipulate zerg composition by forcing them to make hydras to deal with a lot of their earlier game units, and then tech swapping to collosus, and then destroying them, or the other way around, force them to make corruptors to deal with collosus, and then make nothing but immortals and gateway units, really easily, making the corruptors useless. Also I'm not sure about the carrier thing, if it would help against terran to begin with, as air openings in PvT are so uncommon and weak due to the effectiveness of marines, it'd be really hard to make both collosus AND carriers to deal with marines, plus you have vikings, which would be effective against BOTH late game protoss units. Aren't the templars the more common choice for PvT? I thought the marauder was more of an old problem for protoss, that they've learned to deal with, through use of immortals and forcefields, and that the new problem comes a lot from ghosts. Maybe give feedback a very slightly longer range than snipe? I dunno, I just don't see the carrier being the right unit to manipulate for TvP balance.
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Posted: Tue Nov 20, 2012 4:48 pm
C4D The biggest problem I have with the hydra in zvp is that it's a great unit already for dealing with gateway units, void rays, and immortals, but it's too easy to transition into collosus from there, which fry hydras too easily, often times you see protoss manipulate zerg composition by forcing them to make hydras to deal with a lot of their earlier game units, and then tech swapping to collosus, and then destroying them, or the other way around, force them to make corruptors to deal with collosus, and then make nothing but immortals and gateway units, really easily, making the corruptors useless. Also I'm not sure about the carrier thing, if it would help against terran to begin with, as air openings in PvT are so uncommon and weak due to the effectiveness of marines, it'd be really hard to make both collosus AND carriers to deal with marines, plus you have vikings, which would be effective against BOTH late game protoss units. Aren't the templars the more common choice for PvT? I thought the marauder was more of an old problem for protoss, that they've learned to deal with, through use of immortals and forcefields, and that the new problem comes a lot from ghosts. Maybe give feedback a very slightly longer range than snipe? I dunno, I just don't see the carrier being the right unit to manipulate for TvP balance. lol Dammit. I was supposed to come up with a Protoss change for PvT, not PvZ. xD
Edit: It's really hard to come up with a Protoss change that doesn't completely screw up PvZ. Especially since pretty much whatever is anti-Marine is anti-Zerg. Maybe Protoss needs something new instead of a manipulation of the numbers.
As for your concerns about the Hydra, my change would let them gain a little survivability and stopping power against Colossi. They have a little more health and/or armor so they don't fry as quickly and they are now anti-armor which helps bring those things down. A group of Hydras should now shred through a single Colossus with micro but they still lose cost to cost.
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Posted: Wed Nov 21, 2012 5:30 pm
Immortal Nobodii lol Dammit. I was supposed to come up with a Protoss change for PvT, not PvZ. xD
Edit: It's really hard to come up with a Protoss change that doesn't completely screw up PvZ. Especially since pretty much whatever is anti-Marine is anti-Zerg. Maybe Protoss needs something new instead of a manipulation of the numbers.
As for your concerns about the Hydra, my change would let them gain a little survivability and stopping power against Colossi. They have a little more health and/or armor so they don't fry as quickly and they are now anti-armor which helps bring those things down. A group of Hydras should now shred through a single Colossus with micro but they still lose cost to cost. I know what you mean, I read an article on TL about a month ago, from a Grand Master Terran player, who talked about how the biggest problem for SC2 balance right now comes from the marine. The problem with the marine is it is just so ridiculously overpowered, that blizzard had to nerf everything else terran has to balance it, thus REALLY limiting terran's choices in composition. Because marines are so strong, they've had to balance most of the other races specifically to deal with them, which creates really ******** up situations in match ups, NOT involving the marines. Also, I don't think Hydra survivability against collosi is really the answer, as once you make hydralisks effective against collosi, you make them effective against just about everything protoss builds, aside from perhaps templar storms. Also hydras weakness comes more from mechanics I feel rather than stats. The problem with hydras is they're not very good offensive units, as they need creep to do any sort of significant manoeuvring against collosi which are brilliantly easy to micro, also the way hydras arc out, makes collosi spread extra effective. They're also just as susceptible to force fields as roaches would be, mind you with the extended range they're a little bit more effective, but not effective enough to deal with collosi range. I feel like the change for ZvP would have to be more from a strategy change, a meta game development, perhaps I need to analyze some Life games to figure it out, but I feel like the problem for me anyways, is the inability to be at all aggressive against protoss, without some ridiculous roach all in.
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Posted: Fri Nov 23, 2012 8:38 am
can't tell you how many times i've melted hydra congo lines with my collosi and whenever i see a roach all in coming i get 3-5 voids by then. my problem is that i cant be aggressive at all against terran, specially when the bunkers fly down early game
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Posted: Fri Nov 23, 2012 10:59 am
Protoss is in a unique situation. I'm not sure what can be done with them without completely rebuilding them. :/
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Posted: Fri Nov 23, 2012 4:44 pm
Immortal Nobodii Protoss is in a unique situation. I'm not sure what can be done with them without completely rebuilding them. :/ There's a way to beat them without all ins, I know there is because Life is destroying everyone, DRG has done it, Losira too, the problem is, I'm afraid it comes down the zerg player needs to be leaps and bounds better than their protoss player. An equally skilled protoss vs an equally skills zerg has the advantage, seems to come down to, hitting every single larva inject, having perfect control of your units, keeping control of centre map, to force protoss into unfavourable positions where forcefields are inneffective and insanely good macro. I just think it's kind of stupid that zerg needs to work so hard against protoss who have it so easy in the match up. I believe in a pay off that is equal to the difficulty of the manuever. Properly controlling your infestors the same time as your main ground army, and the brood lords all separately, whilst dodging storms = hard as ******** = should be a HUGE pay off, but instead appears to be the bare minimum requirement to surviving the big protoss pushes. 1Aing your collosus, stalker, sentry, archon army = pretty damn easy = shouldn't pay off the same way.
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Posted: Sat Nov 24, 2012 8:31 am
i say not enough ultras are being used, in my games that long last enough for them to be gotten out and upped, never see any. a surround or even partial surround by ultras could allow the rest of an army to tear apart the death ball, or even just one or two to smash forcefields and push in.
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Posted: Sat Nov 24, 2012 3:12 pm
Ultras do seem to the be the one thing that can break a Protoss deathball. Unfortunately the economy that's needed to support them is a challenge by itself given how quickly Protoss can amass the army needed to crush you.
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Posted: Sat Nov 24, 2012 4:24 pm
pretty much what i do is harrass with bane drops. and use ling winfestors to by time for my tier 3 units. usually i hit the timing at 13-14 min and they dont have the Deathball.
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