• Starcraft! Strats
    17 replies, posted
Well my buddy recently went to korea, yes he is korean; and he got really into starcraft while he was over there. Now he has come back to the states claiming that he is sooo pro. Challenging me, and i accept his challenge; i haven't played starcraft in years and i'm really rusty. So i was wondering does anyone have any good protoss vs. terran strats i could use, and just overall hits to help me out and beat my friend?
You're gonna get your ass owned. Those Koreans are fucking crazy.
Construct additional pylons.
Go zerg.
Terran, good allround.
You're fucked.
Buff your pylon!
Zerg rush while constructing additional pylons.
large groups of carriers are very powerful, but keep an Observer with your large Carrier groups so you can spot cloaked wraiths. Be ready for firebat rush. A combination of Zealots, Dragoons and Photon Cannons are your best defence early on. Zealots alone are not enough. Use Zealots against Goliaths, but make sure to get there speed upgrade first. Beware of Science Vessels, an EMP blast can rob of you of your shields. Use carrier scout combinations to take down battle cruisers. If you can, get an arbiter to cloak them. Have a few Observers patrolling your base perimeter to check for cloaked wraiths or ghosts attempting to nuke you.
Firebats are Zealot rapists while marines are able to take care of Dragoons (if there's enough Marines mind you). Medics just make the lifespan of your squad that much longer. Ghosts are good at getting inside their base and attacking gatherers and important base structures and they also have the capability to launch nukes if you get the command center upgrade. Bunkers should be used in the base, especially at the entrance as that will give that much more to your defense, and the turrets should be placed all around as they are able to take care of air units, but will also reveal cloaked units. Goliaths are good offense bots and useful to accompany your infantry, Siege tanks are good at picking off reavers and other land units that could rip through your base if they get close, and the Vulture's proximity mines are useful for ambushing or again for base defense. Wraiths are a good air offense, balanced on air to air and air to ground, Battlecruisers are slower base rapists with their charge beam able to deal tons of damage. Science vessels (at least one) should accompany your air and ground assets as they are effective detectors and will reveal cloaked units that the Arbiter might bring along. And Valkyries should be used indefinitely as their air to air capabilities are quite strong and could easily take on carriers and corsairs if there's a good enough amount of them.
Construct additional vespene gas.
Just dt rush him :D
[QUOTE=The Epidemic;17159829]You're gonna get your ass owned. Those Koreans are fucking crazy.[/QUOTE] i know, i played a practice game with him and his 10 year old cousin who is also korean and is apparently "not good" he was amazing. We 2 v 1 my friend and my friend still beat me and his cousin who was pretty good.
I honestly thought Fender was releasing a Korea only Zerg themed Stratocaster. Oh well :frown:
You can't defeat Protoss. They are called auto-win-toss for a reason you know.
When Zerg, just get mass amounts of Mutalisks, then get at least 1 Overlord so you can group them all together, and just go over to enemy base, attack BEHIND you, so that you attack once and you run away. Rinse and repeat. Be Zerg. No Terran or Protoss, since those are for fucking pro as shit people.
[QUOTE=Whats This?v4;17160310]large groups of carriers are very powerful, but keep an Observer with your large Carrier groups so you can spot cloaked wraiths. Be ready for firebat rush. A combination of Zealots, Dragoons and Photon Cannons are your best defence early on. Zealots alone are not enough. Use Zealots against Goliaths, but make sure to get there speed upgrade first. Beware of Science Vessels, an EMP blast can rob of you of your shields. Use carrier scout combinations to take down battle cruisers. If you can, get an arbiter to cloak them. Have a few Observers patrolling your base perimeter to check for cloaked wraiths or ghosts attempting to nuke you.[/QUOTE] 1. Carriers are very powerful but it depends a lot on what map it is and how prepared the enemy is. Carriers are not insta-win buttons unlike popular belief. The Terran can easily tech switch to Goliaths and pwn the Carriers. 2. Firebat rush will not ever work vs a Protoss who knows what he is doing. All you need is goons. 3. Zealots do not counter goliaths. Dragoons do. 4. Scouts suck and should never be built unless you're proxy rushing with them in PvT. Battlecruisers are a joke in TvP. All you need vs them is goons. Carriers also aren't that good vs Battlecruisers. [QUOTE=Leintharien;17160420]Firebats are Zealot rapists while marines are able to take care of Dragoons (if there's enough Marines mind you). Medics just make the lifespan of your squad that much longer. Ghosts are good at getting inside their base and attacking gatherers and important base structures and they also have the capability to launch nukes if you get the command center upgrade. Bunkers should be used in the base, especially at the entrance as that will give that much more to your defense, and the turrets should be placed all around as they are able to take care of air units, but will also reveal cloaked units. Goliaths are good offense bots and useful to accompany your infantry, Siege tanks are good at picking off reavers and other land units that could rip through your base if they get close, and the Vulture's proximity mines are useful for ambushing or again for base defense. Wraiths are a good air offense, balanced on air to air and air to ground, Battlecruisers are slower base rapists with their charge beam able to deal tons of damage. Science vessels (at least one) should accompany your air and ground assets as they are effective detectors and will reveal cloaked units that the Arbiter might bring along. And Valkyries should be used indefinitely as their air to air capabilities are quite strong and could easily take on carriers and corsairs if there's a good enough amount of them.[/QUOTE] 1. Do not listen to this man. Infantry in TvP are far inferior to mech which is why no one ever uses them apart from in early rushes. 2. Ghosts are not used in any other way other than nuking. Never ever does anyone use them to kill peons or structures (wtf, kill structures with ghosts?) 3. Goliaths should only be built in TvP if the enemy has air units, there is no reason to build them vs ground units. You have vultures and tanks for that purpose. 4. Again, Battlecruisers suck. Base rapists my ass. Also, Yamato costs 150 energy. 5. Valkyries are not good air to air units. Only versus mutas in certain builds. They should never ever be used outside of TvZ. They are also extremely expensive. [QUOTE=gReplay;17161562]When Zerg, just get mass amounts of Mutalisks, then get at least 1 Overlord so you can group them all together, and just go over to enemy base, attack BEHIND you, so that you attack once and you run away. Rinse and repeat. Be Zerg. No Terran or Protoss, since those are for fucking pro as shit people.[/QUOTE] Mass mutas fail versus SK terran and most likely to mech too. _ Don't listen to what people have to say about SC strats in Facepunch. There are no experienced players in this forum. Most people here are probably just b.net noobs or only play versus computers. I suggest looking at [url]www.teamliquid.net[/url] for advice and stuff. It is quite late to start playing Starcraft though. Starcraft takes months and months to get good at. If you're playing this just to beat your korean friend, give up. You won't win. [url]http://www.teamliquid.net/forum/viewmessage.php?topic_id=60601[/url] I love it how people rate me dumb without commentating my post. Insecure idiots : )
Team up on people like I did with my friends. [media]http://www.youtube.com/watch?v=Ugu0mkIDAMo[/media] It works.
Sorry, you need to Log In to post a reply to this thread.