it was already bumped you noob, also in regards to 1/1/1 it hits just before 8 mins right? obs stalker kill banshee if he is going hellion drop not much trouble first tank will be popping from memory pretty good
yeh 1/1/1 guys cant leave their base. + u have an obs and blink stalkers vs banshee's............ at most the tanks help to defend, but then protoss can just expand and do whatever coz they SHOULD be completely contained, if they try move out they would get kited to hell and back
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Blink is the future of not having dry eyes.
You know, I'm just theorycrafting right now, but I think I just found a "counter" to this build, which is a relatively overshadowed unit.
The Raven.
For the stalkers to blink up to the high ground, there has to be some sort of unit that can give vision to the high ground so that the stalkers can just blink up and kill everything. In this case; the Observer. The Raven can detect the observer and then you can kill it with a couple of marines.
Another use for the ravens is that when you are forced to engage the protoss head on, you can just summon a PDD and block the stalkers's projectile.
Still, I haven't tried it yet, since I never faced this build on ladder before.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
I'm only a diamond terran. but if i were to see this build (great share btw) i would have probally opened gas 1rax FE. to start with. if i noticed what he was doing i would place a couple bunkers at my expo ramp for early pressure before blink is done. and after i have gone into 3 rax start building mauraders and get conc / stim. and when conc is done. i would just start playing aggresivly around my base looking for proxys and engaging the protoss as much as i could trying to not let him blink up top. if he did it would probally be gg. i havent seen this build on the ladder yet. so i cant give a definate answer as to how to counter. but thats probally what i would do anyway.
although i would probally fail
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Previously known as FSQwerty
Pixel.709 - -
to counter you need to lift your nat cc into your main and get stim then win stalkers are pretty useless vs bio also take note that there is a 3 gate blink expo so watch for that.
to counter you need to lift your nat cc into your main and get stim then win stalkers are pretty useless vs bio also take note that there is a 3 gate blink expo so watch for that.
Stalkers can just blink up to your main and slaughter everything.
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Formerly known as neozxa
Instead of complaining about balance, try, try again.
Earlygame ZvZ is basically a knifefight with suicide bombers.
You defend this build by doing what Light said. You float your natural into your main. You pull a bunch of scvs to deal with the initial attack because you won't have enough bio yet and then you hold on for as long as you can until he's defeated. There's no obvious timing for when this is, but trust your 1.5 base Terran to outproduce a 1 base Protoss eventually. After he has expended himself it's a casual walk across the map to go end his shitty stalker army with your medivac + bio. Some Protoss might try to just expand instantly and pretend to be going full all in so keep tabs on just how many units he does have, try to build a sense for it.
Smaller tricks include:
1) when you scout 2 gas and a few stalkers early, strongly suspect this opening. Keeping scouts near the cliff can be one way to confirm it. Most protoss will only build stalkers early if they are doing this build as sentries cost precious gas and zealots do nothing.
2) scan and pick off observers whenever you can. Every observer you snag kills 1.5 stalkers that he wants to make instead and buys you more time.
3) Prioritise building marauders. Stim marauders rip stalkers up, and concussive shell is very useful when chasing the speedy bastards
4) keep your buildings away from cliffs. Your tech lab for stim must be in a safe place deep in your main and close enough to pull scvs for quick repair. If he snipes your stim research then you're going to have an extremely hard time beating his attack.
5) bunkers don't do anything. Salvage them/don't bother.
6) this is a big one so it gets put in all caps and bold FOR THE LOVE OF GOD BE CAREFUL WITH HOW YOU STIM AND DO NOT PURSUE!. So many times a terran will be in a great spot vs this and he fucks it up by killing 20% of his army with stim and chasing a protoss who just "LoL Blinku!" and loses nothing. Stim is great for punishing shitty blinks but it's never something you just throw out. Also, chasing blink stalkers before you have an overwhelming amount of units is fatal. He just blinks away, warps in another round of stalkers and then jumps on you once stim wears off. Stim again? Great! That's 40% of your army you just killed before a stalker fired a single shot. Cool.
If you're playing a 1/1/1 style and your opponent opens these then you have to decide whether you want to all in and risk getting backstabbed and playing that horrible game or trying to expand and try to avoid losing anything to random blink pokes. I dunno it's fairly miserable.
You defend this build by doing what Light said. You float your natural into your main. You pull a bunch of scvs to deal with the initial attack because you won't have enough bio yet and then you hold on for as long as you can until he's defeated. There's no obvious timing for when this is, but trust your 1.5 base Terran to outproduce a 1 base Protoss eventually. After he has expended himself it's a casual walk across the map to go end his shitty stalker army with your medivac + bio. Some Protoss might try to just expand instantly and pretend to be going full all in so keep tabs on just how many units he does have, try to build a sense for it.
Smaller tricks include:
1) when you scout 2 gas and a few stalkers early, strongly suspect this opening. Keeping scouts near the cliff can be one way to confirm it. Most protoss will only build stalkers early if they are doing this build as sentries cost precious gas and zealots do nothing.
2) scan and pick off observers whenever you can. Every observer you snag kills 1.5 stalkers that he wants to make instead and buys you more time.
3) Prioritise building marauders. Stim marauders rip stalkers up, and concussive shell is very useful when chasing the speedy bastards
4) keep your buildings away from cliffs. Your tech lab for stim must be in a safe place deep in your main and close enough to pull scvs for quick repair. If he snipes your stim research then you're going to have an extremely hard time beating his attack.
5) bunkers don't do anything. Salvage them/don't bother.
6) this is a big one so it gets put in all caps and bold FOR THE LOVE OF GOD BE CAREFUL WITH HOW YOU STIM AND DO NOT PURSUE!. So many times a terran will be in a great spot vs this and he fucks it up by killing 20% of his army with stim and chasing a protoss who just "LoL Blinku!" and loses nothing. Stim is great for punishing shitty blinks but it's never something you just throw out. Also, chasing blink stalkers before you have an overwhelming amount of units is fatal. He just blinks away, warps in another round of stalkers and then jumps on you once stim wears off. Stim again? Great! That's 40% of your army you just killed before a stalker fired a single shot. Cool.
If you're playing a 1/1/1 style and your opponent opens these then you have to decide whether you want to all in and risk getting backstabbed and playing that horrible game or trying to expand and try to avoid losing anything to random blink pokes. I dunno it's fairly miserable.
Nirvana you are protoss right? DELETE THIS POST!
But whatever iaguz said is totally good to defend against blink obs.
Just my 2 cents. I've seen GM Terrans held
this off before. Lift CC at nat to main. Throw down a fourth barracks just to get the quantity up. Pull a couple of SCVs (5-6) during the first engagement to stall time and accumulate your bio ball. Try to keep your production buildings as inward to your main CC as possible. Build one or two bunkers inside your main. Save scans! Pre empt it either just before the stalkers blink up(ideal if you are certain your marines are in range to snipe
It) or right at the start of the engagement(good tosses will withdraw the observer once the staplers blink up so you gotta be fast). Push out with your bio ball and first 2 medivacs. Remember to scout around your base and destroy the proxy pylon(s) before doing so. Props to Light and Iaguz for the initial tips!
Hero just used this in GSL against MVP, but MVP had a money scan so hero expanded whilst pressuring with obs/stalkers.
A small extra tip for terrans out there, before you move out you want an army twice as good as his stalkers are, so that can engage him with half his army and then if he blinks into your main you have the other half there to destroy him and win the game.
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