On August 16 2010 03:30 zer0das wrote:
I generally try not to build immortals against bioballs, but they're really good for cleaning up when the numbers on both sides get low- since they can actually dish out a lot of damage without dying instantly.
Also, I find stalkers are somewhat indispensable against maurders... granted you shouldn't mass them (generally speaking), but if they try to pull off some early aggression he can kite your zealots for all eternity if you don't have something to keep him a bit honest. Force field doesn't really work too terribly well when numbers are small.
And I generally have a decent number of stalkers midgame, but start warping in almost exclusively sentry/zealot once I get charge.
Also, yeah, Protoss early game scouting really sucks. Given how small the maps are, I feel like it's a bit of crapshoot. I almost always think to myself "Well... he's got a couple of raxes with tech labs. He's probably going to get banshees because I'm getting my robo late, but I can probably defend those by running around, so I'll make sure I don't die to a bioball... great, time to run around before the banshee rapes all my probes."
I generally try not to build immortals against bioballs, but they're really good for cleaning up when the numbers on both sides get low- since they can actually dish out a lot of damage without dying instantly.
Also, I find stalkers are somewhat indispensable against maurders... granted you shouldn't mass them (generally speaking), but if they try to pull off some early aggression he can kite your zealots for all eternity if you don't have something to keep him a bit honest. Force field doesn't really work too terribly well when numbers are small.
And I generally have a decent number of stalkers midgame, but start warping in almost exclusively sentry/zealot once I get charge.
Also, yeah, Protoss early game scouting really sucks. Given how small the maps are, I feel like it's a bit of crapshoot. I almost always think to myself "Well... he's got a couple of raxes with tech labs. He's probably going to get banshees because I'm getting my robo late, but I can probably defend those by running around, so I'll make sure I don't die to a bioball... great, time to run around before the banshee rapes all my probes."
I've seen Huk (to be exact it was Huk vs Qxc) go 1gate robo with chronoboosted immortal first then observer right after. I guess it works for him (granted he onyl really used it on 4 player maps (non close positions, ex. 9 vs 6 on Metalopolis). He defended against an early marauder push (standard 1rax 1marine 2-3 marauders poke at the ramp). He just pulled back a bit and micro'd his immortal with probe surround. It was really close so 2gate robo is probably much safer than 1gate robo. I've seen Whitera go 1gate robo sometimes too.