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[R] PvZ Replay - Any advice?

Forum Index > Brood War Strategy
Post a Reply
Fenneth
Profile Blog Joined April 2007
Australia354 Posts
Last Edited: 2009-12-07 17:19:03
December 07 2009 17:01 GMT
#1
Just played a PvZ, and despite feeling like I was playing one of my better games and was probably winning at some point I eventually got overwhelmed. I know my macro fell flat on its face and I'm pretty sure I needed more gateways, but that always happens and I'm hoping it will correct itself with practice. I'm wondering if there are any deeper strategical/micro mistakes I am making that I can fix easily, if that's possible.

It's a fairly long replay, feel free to 16x through it or whatever. Any advice at all would be much appreciated. Thanks.

EDIT: http://www.repdepot.net/replay.php?id=25887

derrrrrrrr
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
Last Edited: 2009-12-07 17:21:58
December 07 2009 17:20 GMT
#2
You didn't link any replay. But if you cant macro, it doesnt matter if you pull off the craziest moves and kill a whole bunch of units and play really great strategic play, you will pretty much lose anyway.
Especially against zerg, since Z macro is a lot more forgiving, meaning that even at similar macro "ability" he will probably win since he can pump out more units. This, along with bad sim-city in the FE is the most common reason D/D+ toss fail against zerg.
Fenneth
Profile Blog Joined April 2007
Australia354 Posts
December 07 2009 17:29 GMT
#3
On December 08 2009 02:20 Catch]22 wrote:
You didn't link any replay. But if you cant macro, it doesnt matter if you pull off the craziest moves and kill a whole bunch of units and play really great strategic play, you will pretty much lose anyway.
Especially against zerg, since Z macro is a lot more forgiving, meaning that even at similar macro "ability" he will probably win since he can pump out more units. This, along with bad sim-city in the FE is the most common reason D/D+ toss fail against zerg.


Yeah, I realised too late I didn't link to the damn replay. Sigh.

Is there any way of learning to macro quickly that doesn't just involve playing a bunch of games and trying to work on it?
Tuke
Profile Joined January 2009
Finland1666 Posts
December 07 2009 17:38 GMT
#4
On December 08 2009 02:29 Fenneth wrote:
Show nested quote +
On December 08 2009 02:20 Catch]22 wrote:
You didn't link any replay. But if you cant macro, it doesnt matter if you pull off the craziest moves and kill a whole bunch of units and play really great strategic play, you will pretty much lose anyway.
Especially against zerg, since Z macro is a lot more forgiving, meaning that even at similar macro "ability" he will probably win since he can pump out more units. This, along with bad sim-city in the FE is the most common reason D/D+ toss fail against zerg.


Yeah, I realised too late I didn't link to the damn replay. Sigh.

Is there any way of learning to macro quickly that doesn't just involve playing a bunch of games and trying to work on it?

Hot_Bid wrote guide on protoss macro in this thread, you could check it out.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=107212
TeamLiquid CJ Entusman #42
yarkO
Profile Blog Joined September 2009
Canada810 Posts
December 07 2009 17:38 GMT
#5
just make it your #1 focus to spend spend spend (effectively)

make units out of all gates. hotkey them so you can constantly check to see if it's time for another round. if you set up 1 unit in each gate and have money left, add more gates. the only micro you really need at low-level PvZ is your templar (keeping them alive and using storms). if you make your priority to spend your money you will be amazed at how many more units you will have.

just follow these steps:

1) look at your nexuses. are they making probes? if not, BUILD PROBES!
2) look at your gateways. are they making units? if not, MAKE UNITS!
3) look at your supply. will you have enough room for another round of production? if not, ADD PYLONS!
4) look at your money. are steps 1 through 3 happening? if not, return to step 1. if they are, and you have money left, ADD GATEWAYS!

when you have enough army that you feel comfortable attacking, move out. while moving towards his base, check steps 1-4. if all is well and you STILL have money, look to expand!

Just prioritize your macro and you will see a big improvement in all matches.
When you are prepared, there's no such thing as pressure.
Catch]22
Profile Blog Joined July 2009
Sweden2683 Posts
December 07 2009 17:39 GMT
#6
Yeah, watch progamer reps/vods on the maps you play alot and learn how they place their building (usually they do it so that their gateways are close together).

Then hotkey a location to that gateway cluster (Shift + F4 locks a location, press F4 to go to that location) and you should be able to macro faster.

The rest is pretty much remembering to macro and doing things a bit faster.
coltrane
Profile Blog Joined June 2008
Chile988 Posts
December 07 2009 17:55 GMT
#7
On December 08 2009 02:20 Catch]22 wrote:
You didn't link any replay. But if you cant macro, it doesnt matter if you pull off the craziest moves and kill a whole bunch of units and play really great strategic play, you will pretty much lose anyway.
Especially against zerg, since Z macro is a lot more forgiving, meaning that even at similar macro "ability" he will probably win since he can pump out more units. This, along with bad sim-city in the FE is the most common reason D/D+ toss fail against zerg.


This is not true. Zerg macro is not more forgiving than Protoss macro. Protoss units lives longer and have slower building times, you can intuitively add gateways as you have minerals to do so and you can afford to constantly make proves. Zerg macro is way more complicated than that, you have less drones than you should and you start stacking larvae, you have more drones and you get rolled over.

@op: If you think your macro is bad just aim for drones. You can rvr drop, ht drop dt map control, etc. I think you should focus on your macro, but if you dont want to right now, then learn propper harass.


NOw, about the replay.

Ok, first of all, you must cancel third if you cant defend it.
You are staying way too long in 4 gates. You have plenty of money, add gateways as you can afford them

I dont get it why you make archoons, you needed storm and goons. You need range to fight lurkers. Look at your simcity, isnt your core blocking the goons?
You need to move obs with army, obs speed is a good invest

You stay in 6 gates way too long.
You need goons to fight lurkers.
Is never wrong to make a couple of dts, they scout, 1-hit drones, and delay expansions.

If you can afford it, cannon before nexus is not a bad idea for a high ground fourth.

MAP CONTROL MAP CONTROL MAP CONTROL
you need more obs, you need your army moving instead of camping, you need to know where is he going next, you need to foresee the zerg army, because you are slower.

Cant see more, going to lunch, after i see the rest and edit.
Jävla skit
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 08 2009 00:30 GMT
#8
On December 08 2009 02:29 Fenneth wrote:
Show nested quote +
On December 08 2009 02:20 Catch]22 wrote:
You didn't link any replay. But if you cant macro, it doesnt matter if you pull off the craziest moves and kill a whole bunch of units and play really great strategic play, you will pretty much lose anyway.
Especially against zerg, since Z macro is a lot more forgiving, meaning that even at similar macro "ability" he will probably win since he can pump out more units. This, along with bad sim-city in the FE is the most common reason D/D+ toss fail against zerg.


Yeah, I realised too late I didn't link to the damn replay. Sigh.

Is there any way of learning to macro quickly that doesn't just involve playing a bunch of games and trying to work on it?


actually mass gaming is a terrible way to improve your macro. you will get better eventually but its not efficient. probe production is very key and the only way you will get good at that is mass gaming. the other aspects of protoss macro can be improved much more theoretically. you need to be able to answer questions such as: when should I start building a gateway in relativity to starting a unit or another building? dragoons and gateways take the same amount of time to build roughly so you should add gateways from say 1 to 3 or 2 to 4 (very important numbers in pvt and pvp in a lot of build orders) when a dragoon is just about complete. this allows you to start production from all gateways at the same time. also templar archives and gateways take the same amount of time to build, nice tip for PvZ.
staying on the theoretical aspect, analyze pro vods and figure out a strategy you like. dont wing it every game its really hard to macro. also figure out optimal building placement in single player or from vods too. a cluster of gateways in the same place makes things much easier than having them all over the place.

your gateway count will be based on the strategy you have picked, once again dont wing it.
also figure out when to add pylons at proper timings (i guess you just need to practice that) and based on your strategy you should never be late on adding your gateways or expos or whatever at the proper timing. being 300 minerals late on gateways or a nexus is a HUGE deal in keeping your money down over the long term.
i can take you
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