Brag if you got into the SC2 beta

Page 38 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

Xylitol

Diamond Member
Aug 28, 2005
6,617
0
76
Vikings on the offensive (i.e. not while the Void Rays are attacking a base) generally tear through Void Rays. If Void Rays are powered up, hitting a base... god help you. Otherwise, Vikings are very very dominant in the air. I've found that my protoss has a hard time dealing with mass mass vikings. Stalkers are pretty good against them but T usually has tanks and MMM dominating ground...

P shouldn't have a problem against Mutas, what with stalkers and the now extremely buffed Phoenixes (which destroy Mutas due to extra light damage).

vikings attack too slow in air-mode. it gives void rays enough time to charge up and destroy them all. for their cost, vikings are a bad counter vs voidrays
 
Jul 10, 2007
12,041
3
0
You need to have seen the high ground first (i.e. cleared the map shroud, NOT the fog of war, which doesn't matter). Once you've had a unit "see" the high ground at some point in the game, you can blink to it. Either that, or the range of the high ground is too far for Blink.

hmm... i thought i already discovered that area so i'm not sure if it's the fog.

it's definitely not the distance thing because the stalkers are basically standing directly underneath it. when i try to blink up, they just disappear and reappear, though scattered differently.
 

JJChicken

Diamond Member
Apr 9, 2007
6,165
16
81
Do you guys have any ideas how I can beat my friend? He plays turtle and farms/turtles like a bitch. I can beat him in small maps with a Zealot rush, but I would like to beat him in a long match.

I'm playing Protoss btw. Should I get immortals? How should I attack him cause he has towers in all the high grounds and heaps of tanks and towers so its impossible to enter his base. And then he goes builds battlecruisers...
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
Do you guys have any ideas how I can beat my friend? He plays turtle and farms/turtles like a bitch. I can beat him in small maps with a Zealot rush, but I would like to beat him in a long match.

I'm playing Protoss btw. Should I get immortals? How should I attack him cause he has towers in all the high grounds and heaps of tanks and towers so its impossible to enter his base. And then he goes builds battlecruisers...

expand
 

Maximilian

Lifer
Feb 8, 2004
12,604
15
81
Do you guys have any ideas how I can beat my friend? He plays turtle and farms/turtles like a bitch. I can beat him in small maps with a Zealot rush, but I would like to beat him in a long match.

I'm playing Protoss btw. Should I get immortals? How should I attack him cause he has towers in all the high grounds and heaps of tanks and towers so its impossible to enter his base. And then he goes builds battlecruisers...

Try an immortal/colossus combo vs the tanks, the immortals can soak up damage and the colossus's can destroy the tanks, give the colossusss range upgrades. Also vs battlecruisers i dont know maybe try massing a few phoenix's? I gather they are good AA units, maybe throw in a carrier or two to try and make him ignore the phoenix's and chase the carrier/s.

Im a bit of a newb though i dont really know what im doing long games lol.
 

AyashiKaibutsu

Diamond Member
Jan 24, 2004
9,306
4
81
Try an immortal/colossus combo vs the tanks, the immortals can soak up damage and the colossus's can destroy the tanks, give the colossusss range upgrades. Also vs battlecruisers i dont know maybe try massing a few phoenix's? I gather they are good AA units, maybe throw in a carrier or two to try and make him ignore the phoenix's and chase the carrier/s.

Im a bit of a newb though i dont really know what im doing long games lol.

Phoenixes would be terrible vs BCs. Void rays are the way to go.
 

JJChicken

Diamond Member
Apr 9, 2007
6,165
16
81
Thanks guys, I'll try the immortal/colossus combo and get some void rays. Gahhh, its so annoying, he just farms and farms and farms and turtles.

On another point, is Terran superior to Protoss late game? Cause it seems that Protoss is focused around mobility (with the warp thingies) and with deception/tactics (with the sentries) whereas Terran has so many strong machines.
 

Fenixgoon

Lifer
Jun 30, 2003
33,332
12,915
136
played a little this morning - lost TvT when i could have won :| - my marines/marauders got separated from my tanks (tanks couldn't get past my bunkers, woops) otherwise i would have had that game EASILY.

then some toss decided to 2gate proxy me (which i scouted). i walled in, held off his cannon warping and zealot rushing, harassed a little with vikings, then moved in for the kill with marauders/tanks and vikings. i pity the fool ;) :p
 

nanobreath

Senior member
May 14, 2008
978
0
0
played a little this morning - lost TvT when i could have won :| - my marines/marauders got separated from my tanks (tanks couldn't get past my bunkers, woops) otherwise i would have had that game EASILY.
Ahhh, I hate it when I forget to lower my depots and let my tanks out! I've started to learn when moving a tank to make sure he can get outta my base!

Thanks guys, I'll try the immortal/colossus combo and get some void rays. Gahhh, its so annoying, he just farms and farms and farms and turtles.

On another point, is Terran superior to Protoss late game? Cause it seems that Protoss is focused around mobility (with the warp thingies) and with deception/tactics (with the sentries) whereas Terran has so many strong machines.

I LOVE it when somebody turtles, they are a piece of cake to deal with. First and formost, you want to make it so that they cannot LEAVE their base. Control their exit points, don't allow them to even get to their first expansion. Sometimes it is too easy for them to defend the expansion with the base, but do NOT let them out any further.

Second EXPAND yourself. If somebody is turtling in with towers and tanks, it leaves you the ENTIRE remaining part of the map. Keep at least 3 bases running and harvesting, preferably on the rich veins(Yellow crystals). And PLEASE build enough gateways/stargates to USE those resources as fast as they come in.

Next, you need to build units that will be able to attack towers while staying outside of range. Generally as protoss this means void rays and carriers. A turtle is generally very immobile. Use this to your advantage by harassing his ass. Because he is turtleing, and you have more expansions than him, you can afford to lose more units too! The worst thing that happens is that you cannot break his turtle and you have to wait for him to run out of resources. Time is a turtle's enemy!

To effectively attack a turtle, remember that a lot of his defenses are towers, and as such cannot move. You can usually flank his defenses. Or at the very least only have to deal with a small portion of them at a time. As YOU get to pick when to attack, do NOT fight on his terms. Pick places he is weak. Use decoy attacks. Hit and run.
 

Lonyo

Lifer
Aug 10, 2002
21,938
6
81
are the gold mineral patches worth more than the blue ones?

Workers carry more minerals per trip (7 vs 5) so you mine them quicker. The actual patch has the same amount, but you get it quicker.
Geysers at high yields are the same as regular geysers.
 

Lonyo

Lifer
Aug 10, 2002
21,938
6
81
vikings attack too slow in air-mode. it gives void rays enough time to charge up and destroy them all. for their cost, vikings are a bad counter vs voidrays

Depends. Vikings move faster than Void Rays without the upgrade, so if you micro them, you should be able to destroy the VRs without many losses. Plus bonus damage to armoured air.
Since VR damage increases over time with focus fire, moving out of range means that they lose part of their effectiveness as well.
 

Morgot

Senior member
Mar 3, 2009
933
0
71
Vikings are a good counter to rays, but like it was previously said...you need to micro/focus fire. I've found that with terran, a good combo of marines/mauraders/dropships/vikings will pretty much take out anything you can throw at them, short of mass carriers or bcs. If you let the game go on long enough for them to mass up bcs/carriers, you've lost no matter what.
 

Maximilian

Lifer
Feb 8, 2004
12,604
15
81
What can zerg do vs an army of immortals + colossus's + phoenix's? Do they have any actual counter to that?
 

skace

Lifer
Jan 23, 2001
14,488
7
81
What can zerg do vs an army of immortals + colossus's + phoenix's? Do they have any actual counter to that?

Rush 900 zerglings in as a decoy and then micro an army of mutas, taking out the colossus first and then dragging the pheonix away from the rest of the force.
 

jinduy

Diamond Member
Jan 24, 2002
4,781
1
81
What can zerg do vs an army of immortals + colossus's + phoenix's? Do they have any actual counter to that?

maybe an army of hydras (counter to immortals), cracklings (for immortals and colossi) and corruptors (for phoenix's and colossi)
 

NYHoustonman

Platinum Member
Dec 8, 2002
2,642
0
0
What can zerg do vs an army of immortals + colossus's + phoenix's? Do they have any actual counter to that?

Corruptors/Brood Lords would be very tough to handle with that build. Phoenixes do almost nothing to these units, Corruptors would destroy the colossi (?), and the Brood Lords' spawn should be able to overwhelm Immortals.

EDIT: Third straight reply to this... Didn't see anything before posting o_O
 
Last edited:

Soccerman06

Diamond Member
Jul 29, 2004
5,830
5
81
Is there a patch recently cuz it says invalid version but when I go to the sc updater, it says no update.
 

Pia

Golden Member
Feb 28, 2008
1,563
0
0
What can zerg do vs an army of immortals + colossus's + phoenix's? Do they have any actual counter to that?
If you want to go in with a ground army, you want a mix of everything (ling/roach/hydra). It will result in his specialized units shooting at wrong targets unless he microes well, and also automatically spread out your troops over a larger area so colossi don't do as much damage. Also do attack from multiple directions at once, don't let the toss force you into a choke because that loses you the game. After he reaches critical mass, a basic ground army isn't likely to work anymore so then you want air or infestor.

A decent amount of corruptors and nothing else would destroy that army with an attack-move taking little to no casualties, leaving a bunch of lonely immortals standing in the field. This is the KISS solution if you have a spire and can afford it. Also good as support for your ground forces vs a colossus-heavy army. In very late game when you have the tech you would morph some broodlords as well.

Infestors are obviously a good idea combined with either of the above. They are pretty fragile, though, and the toss can snipe them pretty well with colossi and phoenix' graviton beam. You really need your regular army in the middle buffering the toss army, and you want to parasite everything immediately. If you don't plan far ahead it might be hard to get enough infestors with enough energy and complete parasite research.
 

Maximilian

Lifer
Feb 8, 2004
12,604
15
81
If you want to go in with a ground army, you want a mix of everything (ling/roach/hydra). It will result in his specialized units shooting at wrong targets unless he microes well, and also automatically spread out your troops over a larger area so colossi don't do as much damage. Also do attack from multiple directions at once, don't let the toss force you into a choke because that loses you the game. After he reaches critical mass, a basic ground army isn't likely to work anymore so then you want air or infestor.

A decent amount of corruptors and nothing else would destroy that army with an attack-move taking little to no casualties, leaving a bunch of lonely immortals standing in the field. This is the KISS solution if you have a spire and can afford it. Also good as support for your ground forces vs a colossus-heavy army. In very late game when you have the tech you would morph some broodlords as well.

Infestors are obviously a good idea combined with either of the above. They are pretty fragile, though, and the toss can snipe them pretty well with colossi and phoenix' graviton beam. You really need your regular army in the middle buffering the toss army, and you want to parasite everything immediately. If you don't plan far ahead it might be hard to get enough infestors with enough energy and complete parasite research.

Cool, i was the toss player with the army though, i slaughtered two zerg players and wondered what they couldve countered with if anything. Zerg seem a lot more micro intensive than before, at least in large battle maps like twilight fortress.
 

mav451

Senior member
Jan 31, 2006
626
0
76
If you want to go in with a ground army, you want a mix of everything (ling/roach/hydra). It will result in his specialized units shooting at wrong targets unless he microes well, and also automatically spread out your troops over a larger area so colossi don't do as much damage. Also do attack from multiple directions at once, don't let the toss force you into a choke because that loses you the game. After he reaches critical mass, a basic ground army isn't likely to work anymore so then you want air or infestor.

A decent amount of corruptors and nothing else would destroy that army with an attack-move taking little to no casualties, leaving a bunch of lonely immortals standing in the field. This is the KISS solution if you have a spire and can afford it. Also good as support for your ground forces vs a colossus-heavy army. In very late game when you have the tech you would morph some broodlords as well.

Infestors are obviously a good idea combined with either of the above. They are pretty fragile, though, and the toss can snipe them pretty well with colossi and phoenix' graviton beam. You really need your regular army in the middle buffering the toss army, and you want to parasite everything immediately. If you don't plan far ahead it might be hard to get enough infestors with enough energy and complete parasite research.

Agreed on corruptors - I keep thinking if Toss has a good counter for mass corruptors (who can change to Brood Lords when needed), and I'm just not really sure. Phoenix and VR's are both countered, HARD, by the corruptor. The Corruptor's movement speed buff in Patch 11 is probably something to do with this too. In the same way, taking roach/ling/hydra against mass stalker/collossus is asking for a total slaughter. I feel that SC2 has a strange air vs. ground weapons race dynamic, based on racial matchup.