Hello Everyone,
I recently played a game of PvT, which I lost despite feeling better about how I played than in most of my games. Currently I'm at a pretty low level. After looking at the replay I quickly realized what I did wrong, however I would appreciate others to also analyze my replay.
It can be found here: https://drive.google.com/open?id=0B8h8XZnjdbzOcUhxYkQySEVuNnc
Here is my analysis:
* Initial probe splitting is bad * I think I placed the nexus wrong, however I do like how the build worked up to dragoon range started. * Didn't pressure with initial zealot * I got observers way too late - got caught up with Templar tech * I was way to dragoon heavy, which combined with the poor engagement I ended up loosing a ton of units for nothing. * After third base probe saturation is very poor. I didn't really create extra probes and combined with the harass my economy matched my opponent's. * Didn't get shuttles (I had a feeling that he had that extra base, which was super bad on my part to let it continue especially since I think I had the upper hand for a while) * Arbiter tech was super delayed. * Started to float gas towards the end(I think this was due to lack of mineral saturation)
I didn't get supply blocked this game, which is something I'm proud of... I also felt really good(as mentioned above) and had a pretty good lead for a while at least.
Ultimately I think the main reasons I lost that game was poor economy, scouting and leaving that base alone, an unideal ratio of zealot to dragoon, and that awful engagement. If anyone has anything else to add, all feedback is welcome.
Thanks in Advance!
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I'll take a look at the rep. I'm not the most amazing Protoss so hopefully one of our resident pros can also take a look at the replay.
00:59: I don't really see any real advantage to scouting after building your pylon in PvT. I wouldn't recommend scouting till at least you build your gateway. The main thing that I look for scouting (if I get in their base) is how many scvs are on gas because you can kinda guess what build they are going for. 1 scv on gas after factory starts usually means fd push, 2 usually means siege tank expo, and 3 can mean 2 fact or dropship play or they are just don't care or really bad and don't remove scvs to optimize their build order.
02:32: Your build is a bit weird. I was going to mention that you were really late in taking your gas before i realized that you were going for a 1 gate gasless expand. I would not recommend a build like that especially against a terran in close positions. If his vulture micro is any good, he can really take out your zealot + probes before your 1st goon is out. If you do want to fast expo, I would probably recommend doing something like: 9 pylon, 10 gate, 12 gas, 14 core, 16 pylon, 19 goon + range, 21 (stop probes), nexus @ nat, 21 second gate, 21 second goon, 23 (resume probe production), 24 pylon, 26 two goons, and 31 robo and then go from there.
I went back and re-watched this bit so perhaps, it seems that you saw that the terran delayed his gas so you decided to get a nexus at your natural before gas. If so, then that is something that I might also do if I saw the same from the terran.
02:34: You are right. You did place your nexus a bit to the right of the gas.
3:37: I'm not going to go to heavy on this because you already mentioned it but knowing that he had a delayed factory, I would really recommend pressuring with your first zealot, or at least when you had both to try and determine what he is doing. I think you could've killed his marines and most likely got inside his base and did some scouting + tech up to goons and make probes more comfortably.
4:45: You finally send your zealots to pressure but he had a bunker already up. I probably would've tried to run pass since i think you saw him put marines in the bunker. I'd run into the main to scout and put pressure on the terran.
5:15: Your pylons need to be made a bit earlier and I would advise to place them near the edges of your base. I wouldn't say at the very edge because if the terran chooses to drop on this map (and most do when toss is @ 12 and terran is @ 3), then they can take out some pylons while camping at the island expansion. Just place them a bit more spread out so you have more vision to detect drops.
5:54: You decide to get a citadel before robo which I would almost never advise unless you did some weird expo build and then you thought they were going to skimp on detection for a faster 3rd/4th factory or even a quick third. If he had decided to go vultures with mines and drop them into your main (remember super close by air), you would've been screwed.
6:56: You make 2 forges. You don't need to make forges or get 1/1 at this point. That is usually something you start after making your 3rd and transferring workers and even in that case, i think most protoss start off with 1 forge.
Secondly, if you had a robo then you would see that he only had 1 factory for a while and would be able to take an early 3rd.
Thirdly, I do like that you have a visible map presence with your army outside his base but remember in these positions, until you have some type of detection in his base, it might be wise to keep 2-3 goons in your base in case of drops.
08:21: Good probe scouting. Allowed you to catch the base the terran was trying to sneak @ 6 main. I would only send a few units and keep the rest outside his base and on the map incase he tries to make a push on your nat or something.
12:05: You make your robo @ your new expansion. I would probably advise making it in your main. The terran has the island expansion and is dropping your base with 4 vults which you don't know about cause you dont have pylons around your base and you don't even have observer tech yet.
Also, I think you need to work on probe productions. Yours isn't horrendous or anything like that but it could be better.. Especially leading up into mid-game where you take your 3rd and are working on getting a 4th
You end up losing some probes in your main due to the drop. Also, when you transferred workers to your third, you basically transferred most of the workers in your natural and didn't continue making more probes. For the last 2 minutes, you only have 5 probes at your natural.
13:40: You end up attacking into his natural without any detection or shuttle so you don't know how many tanks he has, or how many he has on high ground, or mine coverage, and you are a bit heavy in goons, but even if you replaced a control group of goons with zealots, that attack into his natural wouldn't have gone much better. In general it was just bad decision making. The good thing is you retreated your goons and didn't lose them all.
13:59: Probes! Probes! More Probes. You still have like 5 probes at your natural and maybe a dozen in your main. I probably would've put a cannon in my main especially in close positions and after knowing he dropped you once.
I would advise you to take a 4th in this position when the terran has 3 bases, but i don't think you have scouted his island expansion and you need to saturate the 3 bases that you already have.
14:26: I missed that you took the natural @ 9. So thats a good thing. I might have taken the top left corner expansion to spread out your bases but taking the natural when you already have the main isn't a bad idea either. The only issue is if the terran comes to kill that expo, he kills both instead of you having them all over the map and still being able to mine and expo while he is killing bases.
17:02: He drops you again. You lose more probes. You need more obs especially on possible flight paths. I still think you don't know about his corner expansion. I guess you had your army just position and not on hold cause a bunch move into tanks (unless you attacked). There are a few small skirmishes between vults and small parts of your army. You don't really have an ob over his army. You attack into 12 siege tanks with a few goons and half your army. The game is basically over by this time especially after the drops and lose of your army.
18:00: He trys to move up to your base and you do a pretty good attack with the small army that you have left killing a bunch of tanks.
19:00: You lose a bunch of probes @ 9 natural because you didn't have 1-2 cannons in place. When you take your 4th, I almost always advise adding a cannon or 2 to deter or stop vult harass or at least minimize the damage.
21:00: Game is over. I think you could've beat this guy. He was floating 4000 minerals 1000+ gas for a long time. One of the main problems is that you lost a lot of probes to harass. You didn't keep making probes all game or re-make the probes you lost. Your army was very small for what it should've been. You had 3-4 base for a while and with somewhat decent probe saturation (even assuming losing some to harass), you should've had way more gateways. I think you just had 5 in your main and 2 at the other main. You should with 3 bases be able to have 10-12 gateways even with arbiter tech and with a 4th base I think you can push it up to 16 gateways. A large part of your problem was probe production which leads to not being able to support more gateway which leads to not enough units. Also, robo before citadel!
I read the reasons that you wrote about why you think that you lost the game and they are pretty spot on.
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