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protoss building placement in main?? - Page 2

Forum Index > Brood War Strategy
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Cambium
Profile Blog Joined June 2004
United States16368 Posts
Last Edited: 2009-12-24 01:43:56
December 24 2009 01:43 GMT
#21
On December 24 2009 10:20 Zilver wrote:
This is how i place my gates in every map unless the main is positioned horizontally
p for pylon, g for gateway

(p)(g)(g)
(p)(g)(g)
(p)(g)(g)
(p)(g)(g)

In long rows, it makes for easy macroing and goons always spawn out on the right side because pylons are blocking any other exit point.


You might lose your unit if the buildings are too packed and the exits are blocked.

I usually do


(g)(g)(p)(g)(g)
....(g)(p)(g)
....(g)(p)(g)
(g)(g)(p)(g)(g)
When you want something, all the universe conspires in helping you to achieve it.
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
December 24 2009 01:45 GMT
#22
Just started playing Protoss a few days ago, 1 question in PvT or PvZ, do you need to have gateways placed at your expansions so you can defend against attacks?
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
Shhhhhh
Profile Joined November 2008
Romania81 Posts
Last Edited: 2009-12-24 04:24:07
December 24 2009 04:17 GMT
#23
(G) P........... e t c.......... g........... m
..(G)(G)P .......... RF...CA...P........... m
.......... (G)(G)........CC........N......... m
>= .......... (G)P........................... m
.................. (G)(G)(G)P.....................
...........................(G)(G)(G)...................

try this for pvt great against vulture harass

>= choke
(G) gate
P pylon
m mineral patch
g gas geyeser
N nexus
CC cybernetics
CA Citadel of Adun etc
...........empty space
etc whatever other buildings
Duckvillelol
Profile Blog Joined July 2009
Australia1240 Posts
December 24 2009 05:00 GMT
#24
On December 24 2009 10:45 Xiphos wrote:
Just started playing Protoss a few days ago, 1 question in PvT or PvZ, do you need to have gateways placed at your expansions so you can defend against attacks?


It's not generally how it's done, it can be a bit of a hassle to remember to make sure (in mid game) that this "extra" gateway(s) are producing.

Generally a bunch of cannons should be ok, although sometimes chucking a robo down is also fine.
Former SC2 commentator. youtube.com/duckvillelol
heroyi
Profile Blog Joined March 2009
United States1064 Posts
December 24 2009 05:22 GMT
#25
On December 24 2009 10:45 Xiphos wrote:
Just started playing Protoss a few days ago, 1 question in PvT or PvZ, do you need to have gateways placed at your expansions so you can defend against attacks?

i advise no simply because it makes things complicated. now you gotta remember that those gates have to be producing instead of simply keeping them all in one area so you can just hot key ONE gate to produce all of em (idea of cluster you know).

however ill do that every now and then its really preference (helps keep main have more space).
wat wat in my pants
heroyi
Profile Blog Joined March 2009
United States1064 Posts
December 24 2009 05:24 GMT
#26
On December 24 2009 10:20 Zilver wrote:
This is how i place my gates in every map unless the main is positioned horizontally
p for pylon, g for gateway

(p)(g)(g)
(p)(g)(g)
(p)(g)(g)
(p)(g)(g)

In long rows, it makes for easy macroing and goons always spawn out on the right side because pylons are blocking any other exit point.

i currently follow that and i hate it, thus the start of this thread (no offense to users of this). the main reason i hate it is because if you look at the squished gates you cant make goons (except top and bottom).
wat wat in my pants
Jonoman92
Profile Blog Joined September 2006
United States9103 Posts
December 24 2009 05:38 GMT
#27
On December 24 2009 10:43 Cambium wrote:
Show nested quote +
On December 24 2009 10:20 Zilver wrote:
This is how i place my gates in every map unless the main is positioned horizontally
p for pylon, g for gateway

(p)(g)(g)
(p)(g)(g)
(p)(g)(g)
(p)(g)(g)

In long rows, it makes for easy macroing and goons always spawn out on the right side because pylons are blocking any other exit point.


You might lose your unit if the buildings are too packed and the exits are blocked.

I usually do


(g)(g)(p)(g)(g)
....(g)(p)(g)
....(g)(p)(g)
(g)(g)(p)(g)(g)


Well you should almost always have your production buildings rally pointed somewhere so that shouldn't be an issue.

My only tip for building placement is to try and make your templar archives (in PvZ) in the middle of other buildings or in a protected area because it's the building that hurts the most to lose. Same with your robotics bay.
Piste
Profile Blog Joined July 2006
6174 Posts
December 24 2009 06:11 GMT
#28
On December 24 2009 05:42 RaptorX wrote:
Show nested quote +
On December 24 2009 04:13 CharlieMurphy wrote:
1 pylon is a really bad idea imo. If a good opponent sees that, he might just switch to some kind of tank/vulture sneak/drop to take it out. I think it might even be worth it to take it out every couple of minutes if he loses 2 tanks/shuttle/ and 4 vults.


I was just going to mention that I stopped making 1pylon - 10 gate builds because it is like a big sign flashing "SHOOT HERE" all the time.... I noticed that pylon got targeted very often and it is pretty hard to defend/rebuild when is in the center of your gates....

I would go for the 2pylon build or probably put pylons around my base that makes the whole main be blue... as in build-able area, that way i can build wherever I want.

either way I think the resources here were good, I was wondering this kind of stuff when i was D/D+ player... I just built my own design with playing a lot and experimenting building placements

no don't let it being targeted. -_-
also you always build pylons around the gates unless you are stupido.
neobowman
Profile Blog Joined March 2008
Canada3324 Posts
December 24 2009 06:34 GMT
#29
[image loading]

Works like a charm. Just place all tech buildings away. And don't let it get bigger than this or goons made from middle won't spawn.
RaptorX
Profile Blog Joined July 2006
Germany646 Posts
December 24 2009 15:29 GMT
#30
On December 24 2009 15:11 Piste wrote:
Show nested quote +
On December 24 2009 05:42 RaptorX wrote:
On December 24 2009 04:13 CharlieMurphy wrote:
1 pylon is a really bad idea imo. If a good opponent sees that, he might just switch to some kind of tank/vulture sneak/drop to take it out. I think it might even be worth it to take it out every couple of minutes if he loses 2 tanks/shuttle/ and 4 vults.


I was just going to mention that I stopped making 1pylon - 10 gate builds because it is like a big sign flashing "SHOOT HERE" all the time.... I noticed that pylon got targeted very often and it is pretty hard to defend/rebuild when is in the center of your gates....

I would go for the 2pylon build or probably put pylons around my base that makes the whole main be blue... as in build-able area, that way i can build wherever I want.

either way I think the resources here were good, I was wondering this kind of stuff when i was D/D+ player... I just built my own design with playing a lot and experimenting building placements

no don't let it being targeted. -_-
also you always build pylons around the gates unless you are stupido.


I dont lose the pylon but I have noticed that every time they have the chance they would try to take it down and it would hurt you if it really goes down.

I won
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