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 Terran Strategy discussion V 1.0, The Last Mankind on Galaxy

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tjinn
post Nov 11 2010, 03:16 PM

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Well to b fair. I had lots of marines fr support as well. And ur nt nexgenius. wink.gif
evofantasy
post Nov 11 2010, 03:19 PM

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QUOTE(tjinn @ Nov 11 2010, 03:16 PM)
Well to b fair. I had lots of marines fr support as well. And ur nt nexgenius. wink.gif
*
cry.gif

i thot my vr micro that day vs u was good =(
gladfly
post Nov 11 2010, 03:22 PM

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Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
tjinn
post Nov 11 2010, 03:23 PM

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Ok laaa tongue.gif
it was good la. Bt it didnt really set me bck la. The hellion drop did. Lol
Quazacolt
post Nov 11 2010, 03:24 PM

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get a room YOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
evofantasy
post Nov 11 2010, 03:27 PM

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QUOTE(gladfly @ Nov 11 2010, 03:22 PM)
Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
*
hmmm to be frank the best way is to keep up ur aggression...
terran's early game advantage vs toss should not be overlooked...
keep pushing with some bio ball (bio ball are better in small numbers vs small numbers - QXC), threaten an attack and prevent him from teching to colossus that early (if he does its an auto win)...

once they get their big ball of doom, that ball is really really immobile...
doing 1-2 drops would keep the toss in his base due to their immobility allowing u to get vikings for the colossus...

u can try ghost for emp but i still think pressuring and constant attacking is the way to go...
as for me, i would prefer getting banshees now...


Added on November 11, 2010, 3:28 pm
QUOTE(tjinn @ Nov 11 2010, 03:23 PM)
Ok laaa tongue.gif
it was good la. Bt it didnt really set me bck la. The hellion drop did. Lol
*
VR are good way to handle drop as they can pew pew the medic as they are running or trying to land...
pretty much learnt this from inca...


Added on November 11, 2010, 3:31 pmoh ya dun be afraid to pull scv to tank for ur MM ball...
ur eco wont be affected as u have mules and they complement MM balls well (45 hp for 50 minerals and melee range + the AI of attacking scvs)

This post has been edited by evofantasy: Nov 11 2010, 03:31 PM
tjinn
post Nov 11 2010, 03:52 PM

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QUOTE(gladfly @ Nov 11 2010, 03:22 PM)
Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
*
i agree with aeco on the agression part. if toss goes in to mid late game. its difficult for us.
u could just do a variation of polt actually. just add some hellions with preignitor upgrade into the mix. pressure collosus with banshees, the toss WILL micro it back. marines focus fire on immortals and hellions burn away zealotz.
tatyinw
post Nov 11 2010, 04:04 PM

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QUOTE(tjinn @ Nov 11 2010, 03:52 PM)
i agree with aeco on the agression part. if toss goes in to mid late game. its difficult for us.
u could just do a variation of polt actually. just add some hellions with preignitor upgrade into the mix. pressure collosus with banshees, the toss WILL micro it back. marines focus fire on immortals and hellions burn away zealotz.
*
That's so much micro until I felt dizzy thinking about it. sweat.gif
I might be able to get the banshees on the collosus since they are so big.
Marines on Immortal should be no problem too, albeit some miss clicks but still manageable.
I think the hellions would probably be free firing by then or probably getting stuck behind my marines. tongue.gif
Yea my apm and micro kinda sucks... I always end up focus firing my own units by mistake a lot of times... sweat.gif
In this case I might end up shooting down my own banshees. tongue.gif
edmundsiew
post Nov 12 2010, 07:15 AM

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QUOTE(gladfly @ Nov 11 2010, 03:22 PM)
Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
*
Get your bio ball (upgraded with stim + concussive shells) up as soon as possible. Also, check what units opponent is concentrating on. You wouldn't want too many marauders against zealots.

If there's only one Collosus, you'll still manage. If you see 2 or more, then back off and build a couple of vikings. Starport with reactor is essential for quick switching between Medivacs and Vikings.

When you're approaching mid-game, get your ghosts (that said, it's better if you get it out as soon as possible to allow energy charging) to accompany your bio ball + vikings.

Last but not least, please remember to upgrade your units whenever possible.
flex.gif



tjinn
post Nov 12 2010, 07:18 AM

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QUOTE(Rashid85 @ Nov 11 2010, 06:44 PM)
it's easy. jsut mass marines and marauders and vikings. the vikings will easily counter the colossus due their long range, and they'll make storming up ramps a bit easier since they can see over cliffs.

or u can just try the strat i posted on the other page and get easy wins 80% of the time.
*
ull hv to micro ur ground army well so it doesnt get taken out by the zealots sentries n immortals though. However if u go with the strat i recommended. In the event of mismicro n ground army diminishing. U cn still cloak ur banshees n continue pressuring toss opponent. Just remember to snipe sentry b4 ur rines go down.
evofantasy
post Nov 12 2010, 01:23 PM

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QUOTE(tjinn @ Nov 12 2010, 07:18 AM)
ull hv to micro ur ground army well so it doesnt get taken out by the zealots sentries n immortals though. However if u go with the strat i recommended. In the event of mismicro n ground army diminishing. U cn still cloak ur banshees n continue pressuring toss opponent. Just remember to snipe sentry b4 ur rines go down.
*
^ this

even when there's chargelot as long as ur position are good u can kite all of them with marauders and retreat safely...
if u managed to snipe sentries before that. that is a big big advantage u are getting...
depending on ur position be bold to snipe down some colossus...

the magic number for colossus is 4 and anything above would be dealing srz damage...
so its actually ok to sac some marauders and snipe down the colossus to keep their count low =p
tjinn
post Nov 12 2010, 01:33 PM

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QUOTE(evofantasy @ Nov 12 2010, 01:23 PM)
^ this

even when there's chargelot as long as ur position are good u can kite all of them with marauders and retreat safely...
if u managed to snipe sentries before that. that is a big big advantage u are getting...
depending on ur position be bold to snipe down some colossus...

the magic number for colossus is 4 and anything above would be dealing srz damage...
so its actually ok to sac some marauders and snipe down the colossus to keep their count low =p
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i think as gladfly mention bout usin tanks. U cn fortify ur position against the toss by building a couple of turrets as well. Its quite anti collosus. As tank play is all bout positioning. Turrets will give u the perimeter u need to maintain ur tank positions.
evofantasy
post Nov 12 2010, 03:07 PM

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QUOTE(tjinn @ Nov 12 2010, 01:33 PM)
i think as gladfly mention bout usin tanks. U cn fortify ur position against the toss by building a couple of turrets as well. Its quite anti collosus. As tank play is all bout positioning. Turrets will give u the perimeter u need to maintain ur tank positions.
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chargelots will let u friendly fire too much to worth using tanks imho...
1-2 tanks is fine though...
Laguna
post Nov 12 2010, 03:20 PM

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QUOTE(gladfly @ Nov 11 2010, 03:22 PM)
Anyone here has any good idea how to break colo/zealots and immortal combo..

I find it freaking hard...!!! My bio just die and my tanks dont do enuff damage to the colo..on a losing streak oo..against toss.

I find TVP ..damn hard from mid game onwards.
*
You need to incorporate special forces into your unit composition such as the ghost they have skills such as emp to take out the enemy shields and you can say good bye to collosus easily and I recommend adding siege tanks too into your war machine . Siege tanks range are good to take out collosus from a far distance.
tjinn
post Nov 12 2010, 03:26 PM

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QUOTE(evofantasy @ Nov 12 2010, 03:07 PM)
chargelots will let u friendly fire too much to worth using tanks imho...
1-2 tanks is fine though...
*
owh... Thx fr tht. I just. Remembered a really bad game where my tanks gt raped by chargelotz. Tramatized till nw.
gladfly
post Nov 12 2010, 03:29 PM

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QUOTE(Laguna @ Nov 12 2010, 03:20 PM)
You need to incorporate special forces into your unit composition such as the ghost they have skills such as emp to take out the enemy shields and you can say good bye to collosus easily and I recommend adding siege tanks too into your war machine . Siege tanks range are good to take out collosus from a far distance.
*
Problem with tanks is that unless you micro them they wont overkill. They tend to whack the chargelots first while colo "przzzzzzz...." all your bio units plus tanks splash ...makes it even easier for colo to "przzzzzzz..."
Ghost is always best for emp but.... tanks..marauders..medivac...= heavy gas.. hard to get more gas from 2 exp only

I played yesterday and and my opponent went 2gate robo. Tried going thors..surprise surprise..Thor actually pawns the colo..2 thors focus fire..against 2 colo focus fire..thors win...hmmmm...can work meh this? Always thought that colo stops thors...
tjinn
post Nov 12 2010, 03:46 PM

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QUOTE(gladfly @ Nov 12 2010, 03:29 PM)
Problem with tanks is that unless you micro them they wont overkill. They tend to whack the chargelots first while colo "przzzzzzz...." all your bio units plus tanks splash ...makes it even easier for colo to "przzzzzzz..."
Ghost is always best for emp but.... tanks..marauders..medivac...= heavy gas.. hard to get more gas from 2 exp only

I played yesterday and and my opponent went 2gate robo. Tried going thors..surprise surprise..Thor actually pawns the colo..2 thors focus fire..against 2 colo focus fire..thors win...hmmmm...can work meh this? Always thought that colo stops thors...
*
Thors do ok against colo. Bt then again very susceptible to chargelot n immortal. Aeco says tht d 250mm cannon cn 1 shot immortals. Bt i havent tried it myself
gladfly
post Nov 12 2010, 04:03 PM

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Hmm will try more if thors+ marines can stop colo/immortal/chargelots
I think can...stim rines at back to take out lots/immortal.. and let thors hammer it out with the colos. and drop mule for repairs...hmmmm

Will try and see...
westley0214
post Nov 12 2010, 04:32 PM

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QUOTE(gladfly @ Nov 12 2010, 04:03 PM)
Hmm will try more if thors+ marines can stop colo/immortal/chargelots
I think can...stim rines at back to take out lots/immortal.. and let thors hammer it out with the colos. and drop mule for repairs...hmmmm

Will try and see...
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Rines has the same range 5 with Immortals. Normally a good Toss will put his Immortals at the back, and focus fire on your Thors. Thors will die in no time.
evofantasy
post Nov 12 2010, 04:45 PM

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QUOTE(tjinn @ Nov 12 2010, 03:26 PM)
owh... Thx fr tht. I just. Remembered a really bad game where my tanks gt raped by chargelotz. Tramatized till nw.
*
lol when there's storm it get worse...
they removed halucinated zealots having charge (if u research charge) else it was better...
used to halucinate chargelots + real chargelots + storm against tanks...

QUOTE(gladfly @ Nov 12 2010, 03:29 PM)
Problem with tanks is that unless you micro them they wont overkill. They tend to whack the chargelots first while colo "przzzzzzz...." all your bio units plus tanks splash ...makes it even easier for colo to "przzzzzzz..."
Ghost is always best for emp but.... tanks..marauders..medivac...= heavy gas.. hard to get more gas from 2 exp only

I played yesterday and and my opponent went 2gate robo. Tried going thors..surprise surprise..Thor actually pawns the colo..2 thors focus fire..against 2 colo focus fire..thors win...hmmmm...can work meh this? Always thought that colo stops thors...
*
actually the siege tanks in sc2 != sc1...
the siege tanks in sc2 wont overkill actually...
their AI has been upgraded that's why blizz nerfed their damage twice...
just that u need to make sure they dun fire their own units...

thors > colossus as long as the thors spread out...


Added on November 12, 2010, 4:48 pm
QUOTE(westley0214 @ Nov 12 2010, 04:32 PM)
Rines has the same range 5 with Immortals. Normally a good Toss will put his Immortals at the back, and focus fire on your Thors. Thors will die in no time.
*
for the immortal to fire at the thors, ur marines would hit em...
to be frank toss wont put immortals behind as: -
1. u want their hardened shields
2. stalkers have range 6 so they cant really be behind
3. the pathing issues of immortals when they are behind is horrible to get a good concave

being a random played (main sitll toss) i think i would understand this matchup pretty well...
immortals work well in small scale battles as well, the bigger the battle, the worse they'll be...

and again dun be afraid to pull scvs with ur army as they complement the terran army very well either as meatshields/ repairbots as ur army are range...

This post has been edited by evofantasy: Nov 12 2010, 04:48 PM

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