The Protoss Help Me Thread - Page 8
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AbsoluteZeroo
United States2 Posts
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sam!zdat
United States5559 Posts
On August 07 2011 11:07 Anihc wrote: The only other alternative is to start getting voids. Especially if you can hide your stargates and avoid an engagement until you can amass a few, your ideal late game PvP army is just mass void rays with a few colo or whatever leftover colo you have. It's a gamble (hoping that your opponent doesn't attack when you're just starting to get voids) though. I've been having a lot of success using void rays along with chargelots as a late game pvp army. I generally transition to it out of phoenix play. If he is going twilight tech as well then the voids can focus down his archons fairly quickly, and obviously they are good against mass colossi. edit: My maxed army will generally consist of a bunch of voids, a bunch of chargelots, a handful of immortals left over from the early game, and a couple of archons (the rest leaves a lot of gas). | ||
fadestep
United States605 Posts
On August 07 2011 11:34 AbsoluteZeroo wrote: Diamond Toss here. Ive been having so many problems pvz. Any tips i usually 3 gate sentry expand but i dont know when to pressure or not. Also dealing with infestors is hard. You might want to make a separate thread with a replay for this, but if you just want to give some other styles a try you should browse back to pages 1-4 where there are several descriptions of various FFE expands and followups against Zerg. For infestors, Archon + Chargelot with Attack Upgrades is currently very strong against 2-3 base Zerg running infestor/ling. However, there's no doubt that dealing with Infestors is hard and there's a range of things you can work on (Feedback, Blinking small groups of stalkers to pick them off, picking them up with Phoenix, controlling Colossus/Stalker/Sentry balls well) as the game matures into the later stages and you and the Zerg begin diversifying your compositions and tech. I have always found Obs speed very helpful in lategame against Zerg and its a small recommendation I always make to people struggling with infestors. Obs speed allows you to easily keep tabs on the infestors, and makes it much simpler to Feedback, Graviton Beam, FF away, or Blink at them. | ||
FistofKhala
United States35 Posts
On August 07 2011 04:29 CecilSunkure wrote: If you could kill someone with a fast Blink going for Immortals like that, consistently, then everyone would be opening Blink. So...this means that there isn't a timing attack with blink against robo builds I'm guessing....well that's one strat I won't be trying again PvP, Guess I'll be sticking with SG strats against robo builds. | ||
Amui
Canada10558 Posts
On August 07 2011 15:51 FistofKhala wrote: So...this means that there isn't a timing attack with blink against robo builds I'm guessing....well that's one strat I won't be trying again PvP, Guess I'll be sticking with SG strats against robo builds. A blink RUSH does have timings where it can kill most robo players. I define rush in this case as TC placed before 6:00 minutes(note this coincides with about 10 secs after a 4wg could hit your ramp), and in most cases isn't going to be safe against 4wg. The goal of this is to push up the opposing players ramp right as blink finishes with a fresh round of warpins. You shouldn't be scared of moving out on the map with lots of stalkers, their fast enough to get away in most cases. A blink TRANSITION can straight up kill a robo player in 2 scenarios. 1. Robo player tries to attack up your ramp or aggressively on even ground. With proper blink micro you can win this. 2. Robo player went 1/2 observers before immortal, and only has 1 immortal out when you attack. Otherwise you are going to be stuck playing a basetrade style. | ||
whistle
United States141 Posts
Unfortunately, my minimap awareness is very bad (only been playing since Season 3, stream watching does not require minimap awareness lol). I only notice my probes are getting massacred from dropped hellions when the alert sounds. I'm working on increasing watching the minimap, but that's something that takes a long time to develop... are there any dirtier and quicker fixes I can use to minimize the number of games I lose in the meantime? I feel like there are three things I can do: (1) minimap (2) simcity (3) intercept drop/runby with units... am I missing anything? Or is it simply a question of doing these three better? | ||
Slunk
Germany768 Posts
On August 07 2011 17:29 whistle wrote: I'm having trouble dealing with blue flame hellions drops in the early game in PvT (Diamond level). Usually I 1 Gate FE with some simcity around my main. When I get lucky and feel confident in a tech read with my poke at his ramp, I leave a stalker in each mineral line. If the medivac unloads on top of my stalker, the hellions can get at the probes even if the medivac is destroyed. Not to mention I never have a simcity at my natural at the blue flame hellion timing (if the one in my main is even finished). Unfortunately, my minimap awareness is very bad (only been playing since Season 3, stream watching does not require minimap awareness lol). I only notice my probes are getting massacred from dropped hellions when the alert sounds. I'm working on increasing watching the minimap, but that's something that takes a long time to develop... are there any dirtier and quicker fixes I can use to minimize the number of games I lose in the meantime? I feel like there are three things I can do: (1) minimap (2) simcity (3) intercept drop/runby with units... am I missing anything? Or is it simply a question of doing these three better? Early game protoss army deals so little damage to hellion that once the hellions are unloaded, the drop usually allready has paid for itself. The best thing to do is obviously to kill the medivac, but if it does not work you have to try to pull away your probes without lining them up. Simcity is pretty useless in my oponion. If you go for 1g expo and the terran drops you off 1 base you have to keep in mind that you are free to lose probes without getting behind economically. | ||
L3g3nd_
New Zealand10461 Posts
On August 07 2011 11:34 AbsoluteZeroo wrote: Diamond Toss here. Ive been having so many problems pvz. Any tips i usually 3 gate sentry expand but i dont know when to pressure or not. Also dealing with infestors is hard. High Master toss here: just push forward with your first warp in round, so should be 1 zel 5 or 6 sentry (depending on how you spend your chrono) and one stalker. take the tower, see if theres an ovie you can pick off, then pulll back, get 2 more gates, scout with hallucination, push forward if he isnt doing a 2base all in, dont attack unless he is being drone greedy, deny a 3rd if hes being greedy, take towers, deny him vision, if he is getting a spire, hit at 75% off your 5gates, if not add a robo and get collosus, get 2 collosus and push, warp in a round of reinforcment,s then take your 3rd. add a twilight when you get your 5th/6th gas going, and get blink and +2 attack. add a few more gates, going up to 8or 9, go up to 12 or 13 once your on 4 base. your end game is to max on about 6 collosus, blink stalkers and a few sentry, and maybe an immortal. blink to pick off broods or infestors (blink 5-6 to kill infestors, but only if they try and nural parasite) add 3stargates when youre maxed with lots of money, and a 2nd robo, and 4-5 gates. Obviously this isnt the only way to play, and you will need to adjust to what you scout. and you may want to get a shirne to harras, and getting some warp prism is always a bonus. also when you attack say the nat, send a warpin round of zealots and a DT to his 4th/5th. | ||
TheResidentEvil
United States991 Posts
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Pheint
United States73 Posts
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sleepingdog
Austria6145 Posts
On August 07 2011 17:29 whistle wrote: I feel like there are three things I can do: (1) minimap (2) simcity (3) intercept drop/runby with units... am I missing anything? Or is it simply a question of doing these three better? This exactly, it seems you got the theory down, therefore only a matter of practice At the main: ideally you want to have only one "entrance" to your probe-line, this is where you place your stalkers. If he drops hellions inside the mineral line, mineral-walk probes out and hellions should be trapped. If other way round hellions shouldn't get in. At the natural: since it's impossible to get a simcity there (in time at least) - get familiar with the concept of splitting probes up in different directions. What you have to do is: select all probes and press s (stop). Then these probes will be "idle" and can be selected with F1. Now either hold F1 and spam rightclicks or press F1 and rightclick in different direction. Each rightclick will only count towards "one" probe, therefore if you do this extremely quickly all probes will start running around in completely different directions. This will decrease the effectiveness of the hellion-harass. Most important thing: don't rage if you lose many probes, you have two base compared to one and he has pretty much no useful units (only marines and hellions). Just spend all chrono-boosts on your Nexi and continue playing standard. | ||
monk
United States8476 Posts
On August 08 2011 00:08 TheResidentEvil wrote: I am having a hard time with Terran lately. I just don't know what they are doing. Once the scouting probes leaves, I don't know whats coming and its usually walled off. Generally i am just guessing each game. I tried 1 gate FE, then the guy ran me over with 3 rax. This is what i get. I see 1 barracks and 1 gas. No add on. I get kicked out by the marine and then the terran either expands or rushes me. What do you do next? 1 gate fe is a build that requires that you make good reads or you will die to a large variety of builds. Therefore, if you plan to do that build, you must rely on good reads. If you do not feel comfortable and don't want to lose a lot of games, I recommend a safer build. You will get better at making reads as you get more experience, but here's a few tips to start you off. Firstly, you want to identify all the builds your opponent can do with a gas. The prominent ones include 1 rax fe, 2 rax with reactor/tech lab, 3 rax, or a factory/tech build. These factory/tech builds could include cloaked banshee, marine tank allin, thor allin, or some type of hellion build. I'd say these are the primary builds you want to look out for. Now with every little piece of information you get, you want to cross off possibilities based on this information. For example, if you see a maunder, you will most likely want to cross off all the tech builds. Now for actual scouting tips. The first thing you want to look for is whether he builds a rax or a depot after his first marine. The standard 2 rax build builds a rax before a 2nd depot, so if you see a depot being built, 2 rax will be less likely. Keep in mind, however, that your opponent can still cancel the depot. Next, the most important part is that you want to keep your initial scouting probe alive as he can get you a lot of information. Poke around his ramp and see what's guarding the bottom of the ramp. If you see a marauder, then you know it's a tech lab build, most likely 1 rax fe, but could be 3 rax. If you see 2 marines early, you know it's a tech build, because every other build adds an addon immediately. This also tells you that you can poke around with your initial stalker and harass him. If you see just one marine, you can choose to run past the marine and either see what addon he has on his barracks or what other units he has on the top of his ramp. If he has no units at the bottom of his ramp, feel free to poke up and have a look and make a judgement call off of that. Even if you see just marines, you can get a lot of information from that, because tech builds go for factory and then reactor later on the rax while a standard 2 rax gets the reactor right after the first marine. Thus, a tech build will have a gradual build up of marines while a 2 rax will just have one early and then 2 at a time. Hope this helped. | ||
xmikeyy17x
United States92 Posts
So. dooes any of you toss's ever tried to force field but missed it because the screen centered to your units? how do i fix that? | ||
Deleted User 108965
1096 Posts
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whistle
United States141 Posts
+ Show Spoiler + I bet there's another important reason but that's my impression of it. | ||
xmikeyy17x
United States92 Posts
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Snaphoo
United States614 Posts
On August 06 2011 08:00 FrankWalls wrote: around what time is the ffe -> 7gate +2 blink stalker push vs zerg supposed to hit? I recently have heard an enormous amount of hype about this push, where was it revealed? A GSL game? Does anyone have a VOD or know which match it was? Would VERY much appreciate, it seems like a metagame-changing build. | ||
L3g3nd_
New Zealand10461 Posts
On August 08 2011 12:52 Snaphoo wrote: I recently have heard an enormous amount of hype about this push, where was it revealed? A GSL game? Does anyone have a VOD or know which match it was? Would VERY much appreciate, it seems like a metagame-changing build. its not really that good. basically you FFE then get 7 gates +2 attacl and blink, then the zerg has 3 saturated base with ling festor and you look like a complete fool and go search for another game | ||
Omeze
United States11 Posts
Should I just cancel the expo and go one base collosus? do i need more cannons? should I add more sentries to FF and stall for longer (probably not this...)? | ||
monk
United States8476 Posts
On August 08 2011 16:20 Omeze wrote: This may seem dumb/obvious to some, but bear with me: Gold toss struggling to beat plat opponents, usually because of poor army comp/decision making as I feel my macro simply outpaces my gold/plat peers. My main problem is PvT against 3rax builds with 1reac 2tech. I always open 2 gate robo and get a fast obs to scout him unless i spotted 2 barracks with my initial 9/12 scouting probe. After 2gate robo, I expand, and then am completely lost as to what do to. I usually add a 3rd gate and a forge after expanding and add on an immortal so my army looks something like 4-5 sentries, 1-2 zealots, and a few stalkers + an immortal or two. I start +1wep or +1 armor (I'm actually not sure if I should start with +1wep or armor, either...) and then add 1-2 cannons at my natural in anticipation of the push from T, but when it hits, even if I FF to split his forces in two, I just lose. Should I just cancel the expo and go one base collosus? do i need more cannons? should I add more sentries to FF and stall for longer (probably not this...)? Unless the map is something like shakruas plateau and you can force field your natural expansion ramp off well, you will not be able to survive a 3 rax push with pulled scvs if you opened 2 gate robo with an expansion. Just go for one base collosi. | ||
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