Problems regarding PVT matchups

Lately I’m having a lot of trouble playing against Terran. They have the most versatile openings (mine drop, cyclones, 3rax, etc.) in this game and can easily block any form of early scouting to their main base once the Reaper is out. The Marine + Tank push at the 6-minute mark is also very hard to hold against (it requires a lot of effort in map control on the protoss side). Additionally, in late games, compositions with Ghosts, Liberators, Vikings, and Marines seem to counter every single unit Protoss has. Please provide some insight. Thanks.

My MMR ranges from 3700 to 4000 on both the NA server and the KR server, depending on my mindset. Losing to terrans really triggers me (I know it is not healthy but I cant help it).

Im high gold playing mostly plats and diamonds on the ladder. PVT is by far one of the match ups I feel is the most fun. Because when I lose I miss clicked or flat missed scouted. But the push you are talking about I hve found a couple of disruptors at my level really helps more than anything because if they clump and I dont miss there army pops pretty fast or they have to scatter and it gives me a better engagement.

As far as ghost I have terrans rushing them out and its rough to hold but playing more of a robo opening into HT I have had the most success

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If you are protoss and having problems with facing terrans, then maybe SC2 is not for you, or you could try another race.
PvT is by far the easiest match up, if you put any efforrt you suppose to have better economy, better macro, and better map control, and easier to micro the fights.

If you really jsut on heavy gate style of play, and not use enogh core units like: archons, HT storm, disrupters, sky toss, dts, than that is the only way you can have a hard time in PvT.

i dont think that is true

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Well try to play as Terran vs Protoss, and see how it goes!

Okay, so hear me out for a moment, because I’m speaking from a Terran point of view, which I realise is quite unpopular.

TvP is by far my worst matchup; last season it was around 37% while TvT was 60%+ and TvZ was around 55%. I’m around 37-3800 on average currently.

I generally find that the three things I struggle with when playing against Protoss.

  1. Phoenix openers (limiting drop play and harassment from things like liberators). In particular, players who are active with their Phoenixes are often very difficult to face; they require a lot of work to use, but they’re one of the units that I find to be very, very strong and very underutilized in the matchup.
    This is particularly effective against Tank openers as well since you can effectively negate tanks and ravens alike. It also provides decent scouting due to phoenixes both being able to survive a widow mine shot to get in and out of a base during the early and mid-game. Most importantly, they’re brilliant for shutting down drops and harassment from the Terran.
    The main thing to consider with them is that you have to be careful with energy usage - if there’s a push coming, you need to save your energy for dealing with that push rather than using it on picking up workers. Learning to recognise which pushes are dangerous to you and which ones aren’t will be one of the biggest teething issues you have. As a general rule of thumb, early 3 rax stim/combat shield pushes are probably the most dangerous for phoenix openings. Beyond that maybe early cyclone pushes, but they can generally deal with them reasonably well as long as you don’t lose your first few phoenix.

  2. Gateway heavy styles - this one might sound weird, but it’s actually very, very effective if you can pull it off.
    Gateway heavy styles rely on large gateway counts that you can use to swarm your opponent. Blink and charge are your best friend in this style, as is the Warp Prism. The idea is that you’re sinking money into gateways, expanding rapidly and effectively Zerging the opponent.
    Ideally you’re abusing warp-gate to hit multiple locations with runbys and forcing your opponent to pick a location to defend, since bio becomes less effective when it’s forced to split into smaller unit counts; the Terran can’t micro everywhere at once, and Chargelots in particular are generally send and forget units, while you try to retain Stalkers and Templar in particular. If you have a lot of money in later game, you can add DTs to the chargelots to add a LOT of damage output.
    Storm is your primary means of splash, but really only becomes necessary as the army sizes get really big.

  3. Late-game - this is contingent entirely on how much damage I get as a Terran; if the Protoss manages to survive with only a little damage, then they’re almost always going to win past 8-10 minutes into the game, especially if they hit their late-game tech before I can. Transitions to carriers are very difficult to deal with (doable, but very, very difficult) and it’s very dependent on my own econ as to whether I can. Getting past 3-4 bases as Terran is very difficult in Zerg and Protoss matchups, and as a general rule of thumb both Zerg and Protoss statistically have a much higher win-rate at this stage of the game.
    For Protoss specifically, Disruptors, Storm and 2-3 Colossus; the sheer amount of aoe that the Protoss has at their disposal is incredible, and incredibly difficult to deal with. Tanks have long fallen off by this time (and are generally terrible vs Protoss past their initial timing, and holding blink pushes specifically), so your main splash as Terran is going to be EMP/Mines, the latter of which is easily abused against Terran in a fight.
    The Colossus provide consistent splash, while Disruptors and Storm both force Terran to split and evade fairly consistently even if they don’t take much/any damage. Zealots are your gateway sink, Storm and Stalkers provide some anti-air as a stop-gap until you can get Carriers out.