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
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
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.
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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. -
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. -
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.
Thx buddy, I tried to improve my map control and used more run-bys. Worked out well.
Glad to be able to help.
thank you kind sir ![]()
I know you kinda already got an answer, but I had a similar issue specifically with the scouting, I knew that scouting with hallucinations was a thing, and I sometimes did it, but with my build I usually didn’t build a sentry that early. But I tried adding one early sentry, and it helped a lot, plus, in PTR it’s rather helpful to be able to energy overcharge so you can scout earlier, so that’ll also help when/if it becomes live
new (bad) patch, new (bad) map pool, still cant beat terrans, such a joke
That’s the fault of this terrible patch, mostly.
versatile opening + solid midgame marine tank push + best turtling tools + (arguably) worst game manner + largest player base = terran
Perhaps it’s not a map or patch issue, perhaps it’s, a different issue. Maybe you just need to learn how to counter it?
If you have trouble PvX where X is not P for this patch, it means 100% a lack of skill.
That’s mean, and completely untrue
The map pool is terran favored. Every map pool for the past several years has been amazing for medivacs and liberators and tanks with rare exceptions. Rather than creating new maps, the map makers took old maps from WoL and HotS and remixed them.
They could have fun designing interesting maps but they keep playing it safe. Here is a main base mineral layout that would provide different mine out conditions:
https://i.imgur.com/RNIAD0T.png
https://i.imgur.com/DZP5pvg.png
Blue terrain being unbuildable terrain. Back minerals are inaccessible until the ones in front are mined out.
How about a map with mineral patches you share with the opponent?
https://i.imgur.com/MBNuHGw.png
What about bases with messy mineral layouts?
https://i.imgur.com/FcYH68R.png
Etc. There are loads of things they could do but it would cause the 80iq apm spammers in the pro scene to have an aneurysm because they don’t get super simple build orders optimized for target worker counts. They can’t just memorize build orders and spam apm and win tournaments. They’d actually have to think about the situation they are in.
What about super rich bases that can only be reached by workers? Are you ready for drones and probes duke it out one on one?
https://i.imgur.com/F8AxYST.png
The maps are always symmetrical: https://i.imgur.com/5pyhsMz.png
Why not make them asymmetrical: https://i.imgur.com/kIZnoNG.png
So on and so forth. Sc2 maps are extremely boring. Asymmetrical maps would be super interesting because it’s basically a different map depending on spawns and matchup. Furthermore, why not randomize the starting locations? Why not have 4 or 8 different spawn locations? Why do we always spawn in the most defendable location? Etc.
Why are the only win cons the elimination of enemy buildings? Why not waypoint control or capture the flag or first one to 10k bank? First to 10k bank would be interesting because you could attack the opponent to reduce their bank. There are loads of interesting things that can be added to the RTS genre, but sc2 isn’t going to get those features because it’s a daed gaem. Apm spammers have complete control over the game’s future and so it’s going nowhere and it’s going there fast.
Wouldn’t it be hilarious if there were a map with regions completely filled with grass, which reduces visibility to zero when in that region? Combine that with the worker-only bases that are shared between players and things could get really interesting.
How about regions of terrain that can technically be crossed but units take damage while crossing? This would make for an interesting expansion mechanic because you could make it so the command center takes damage over time while landed.
How about gates that open and close by pushing a button? A base that is accessible only through a gate, but the button is in a different location.
What about one way gates? You can push a button to get through but there is no button to get out.
What about vespene geysers that have pre built refineries that are neutral, so anyone can mine from them? What if these are only accessible via worker only paths?
What about portals? If you stand still in a region for 5 seconds, it teleports a small cluster of units to another region.
What about fast lanes? Like in mario cart where if you drive on top of an arrow it gives you a speed boost. If a unit walks onto it, it pushes the unit that direction.
What about lift gates that periodically elevator units standing there up or down a cliff?
Etc etc.
Apm spammers when they actually have to use their brain (audio on):
https://youtu.be/3BXyEUOuNds?t=417
Imagine this game, but in real time format: https://youtu.be/7zLwa4bztWs?t=61. Perfection. Absolute perfection.
Thank you for making it 100000x easier to harass a mineral line with liberators and widow mines.
You want mutas to be good? This is how you make mutas good. Libs over top of large unwalkable areas wouldn’t have thor or widow mine or marine support. Only units that could support would be vikings. Mutas would dominate this style of mineral patch.