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[H] Protoss noobie needs help

Forum Index > Brood War Strategy
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tuukster
Profile Joined April 2010
Finland114 Posts
May 06 2010 23:14 GMT
#1
Hi,

I bought and started playing StarCraft about 3-4weeks ago, so I'm a total n00b. I've played like 17 matches on iccup, so my actual game experience is very low.
Therefore I'm posting here to ask for help regarding timings and overall game sense. The following replay is a PvP I played, but general advice concerning all matchups are also welcome.

http://www.repdepot.net/replay.php?id=35100

I was going for a fast reaver build. I know there were some minor hiccups in my build order and other mistakes, e.g.:
-allowed the enemy shuttle to get to my mineral line, bad goon placement (reaver killed like 8-10 probes)
-suicided my shuttle+reaver, wtf
-didn't tactically position (some of) my goons outside my nat in flank positions in case he attacked me, so when he actually did, my goons ended up in a small ball at my choke and his goons in a nice arc to slaughter 'em
-macro (60APM, what did you expect?)

Those are pretty obvious mistakes and I know how to fix 'em, but what I need help with are as follows, in chronological order:
-should I have reacted somehow when I scouted his base with my probe? At that point I was quite sure he was going for a fast reaver like me (which he did)
-should I have gone poke at his ramp/natural with my first 4/5/6 goons? Is it standard to always go peek a bit with your first goons? I'm kinda lost on the whole "threat/aggression" aspect...
-at what point should I have expanded? after my shuttle+reaver? (as long as I don't suicide it ) I ended up expanding at 64 food...

In Liquipedia, most builds orders are up to just like 17, 20, 33 food, and after that it just says "Transition into this or that." and that's the point were I start to lose it. Expanding/expansion timings especially is an aspect I seem to struggle with.

Thanks in advance!

P.S. If anyone wants to practice with a newbie like me, PM me!
Failing to prepare is preparing to fail.
holyhalo5
Profile Joined October 2009
United States187 Posts
Last Edited: 2010-05-06 23:41:33
May 06 2010 23:38 GMT
#2
i suck really badly but i feel that your problems can be fixed as your game sense gets better, which you can do by just playing more. by the time you've gained enough experience, you'll know what to do when you see a certain build, you'll know when to try and bust the ramp and when not to, you'll know when to expand.

same with transitioning, if you become experienced then you'll know what to transition into.

EDIT: sometimes your own experience is not enough; if you try and try but you still cant beat a strategy or figure out how to do something, that's where VODs and the strategy forum come in. but mostly, it's game sense and experience.
I'm cold as iceeeee
XxDartexX
Profile Joined January 2010
Hong Kong15 Posts
May 06 2010 23:46 GMT
#3
Ok, so I could help with some, but I cant watch the replay right now.

Usually, the standard build for PvP is One Gate Core. This means that in usual PvP matches there wont be any early aggression. As for the Robo Bay, its usual to get reavers. If you already saw that he was going for a reaver shuttle play, you should of positioned some dragoons in your mineral line. This would prevented the loss of probes, unless he risked to lose his shuttle.

Anyways to your questions:
#1 Above (:
#2 Depends which build you went, but in the One Gate Core just scout with your probe
#3 Im not sure about this part, but on my PvT i would expand from a One Gate Core after i have around 3-4 Goons.

For my preference, for PvP, I like to go Dt's, generally just have two gates in the end and pump 2 DT's, go into his base, and during this you should be getting a robo facility incase this isnt a game ender. I would usually go HT's, I prefer Storm over Reavers for me, but thats up to you.

Im still quite new at this game ): I hope i didn't give any misleading pointers.
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
Last Edited: 2010-05-07 00:20:39
May 07 2010 00:04 GMT
#4
I'm gonna watch it now.

edit:
opening build is very tight, good

around 42 production hiccup (idle gateways)

shuttle snipe is almost gg; your whole build evolved around that shuttle with the reaver in it. You shouldnt be contained to your nat, too. Because of supply lines (he has to travel whole map) you will be 2 goons ahead at your nat, you can push him at least till mid map.

his harass wasnt that great, he immidiatly lost reaver. If you still had yours, you could push out now, push him to his choke.

between 42 supply and 65, your average idle production buildings went from about 0 to 2. This means, 2 out of your 5 (3 gates, nex and robo) production buildings where doing nothing, all this time: macro.

Your minerals were quite low though, this is due to the lost 8 probes, and probably one of those idle production buildings was your nexus the whole time: make more probes.

Since your opening build was pretty tight; try this for transitioning. 1) build probes constantly, 2) keep your minerals low, 3) have max 3 gates per nexus (arbitrary, but good enough for you to practice with), 4) take one additional tech level per additional expansion. For example; one base 3 gate reaver, 2 base 6 gate high templar, 3 base 9 gate arbiter, 4 base 12 gate carrier. This is not really good, but if you have no clue yet about transitioning, try it. Expand once minerals allow it (so not at cost of general macro).

Hope this helps!
Crimson)S(hadow
Profile Blog Joined July 2007
Philippines589 Posts
May 07 2010 04:40 GMT
#5
lol dude i'm no P player but i'm pretty sure suiciding a shuttle and a reaver isn't a "minor hiccup". but then again if you have such a resilient attitude that losing a shuttle and reaver is just a minor setback, you should get better very quickly.

i'm pretty sure its a bad idea to go reaver AND temp/storm tech from just one base. i've heard some people say storm tech > reaver tech but storm comes a lot later then shuttle+reaver, so most go 2 or 3gate goon builds with reaver into expand. anyways hotkey your shuttle and reaver on 9 or 0 or something, and constantly check on it as if it were your scouting probe. keep it floating above your goons if your not trying to sneak it on the sides of the map to the enemy's base.
"It's the end of the BW era which i devoted everything to for 10 years. I tried playing sc2, but my BW memories run too deep; I felt like I was playing an entirely different game" -ToSsGirL
tuukster
Profile Joined April 2010
Finland114 Posts
May 07 2010 08:03 GMT
#6
Thanks guys, every post has been very helpful!

That "1 tech per 1 base" seems like a good mindset for a noob like me to start with. Just to check: I'm guessing each of those expansions/bases needs to have gas? So if I take a min only expansion, then it "won't count"
Failing to prepare is preparing to fail.
Navane
Profile Blog Joined February 2007
Netherlands2749 Posts
May 07 2010 15:43 GMT
#7
indeed tuukster. But the mineral-only base does count for your gateways.

Just keep in mind this is just a way to practice.
phyren
Profile Blog Joined October 2009
United States1067 Posts
May 07 2010 17:07 GMT
#8
PvP is really dependent on your ability to scout and then gauge your losses and your opponents losses to know who is ahead by how much. This may sound like a stupid/obvious point, but it is very important for mirror match ups. Going 1 gate robo into fast reavers is pretty versatile, so your tech/expo/aggression choices are pretty open. IMO, if you scout him doing the same, I would always place 2-3 dragoons around the edge of your base through which he could enter, and then either get another gate to really mass goons for a push or (my preference) expand and then get another gate to defend. Of course, theirs also the option of getting shuttle speed and really committing to harassment. This can be very strong, particularly if there is some terrain that makes it difficult to defend the minerals line (i.e. maps like outsider, fighting spirit, etc.)

As for transitioning, this is very dependent on your preferences and on your opponents reactions. Generally, don't try to get high templars off 1 gas. Off 2 base, 6 gates in pvp is pretty standard. Arbs rarely come in to pvp unless you're going to super late game with pretty much the entire map claimed. Even then, dark archon feedback can be way stronger since it counters arbs and high templars.
tuukster
Profile Joined April 2010
Finland114 Posts
May 07 2010 17:25 GMT
#9
Thanks for the tips.
I'll just see how far this "1 tech per 1 base"-strategy can take me. If I feel that I had good macro and micro, but still lost the match, I'll know it's time to try out some new strategies, like 2base arbiters in PvT.
Failing to prepare is preparing to fail.
Gtks
Profile Joined March 2010
Greece135 Posts
May 07 2010 21:11 GMT
#10
Tell hin while he is playing to Put a HOT key for example alt + 4 to the central gateway in order to hit it and return ti his base and with some clicks to start the production faster another hot key alt + 1 to his units to bet back were he was (macro).

3 Protos cannons placed not together side by side (splash damage from siege, reaver can be avoided) and they can protect his base from vultures, wraiths, etc.

You say you are noobe so is not a crime to block your expansion exit with pylons 3 protos canons again may hold the attacer, he will need more time to brake down and enter and this time you can build zelots if you are behind, goons, etc

Upgrade your Protoss shield Firts is better couse is better than upgrate the armour. pylons they have protosh shield.

some litle details can save you from dissaster.
Thessaloniki - Greece
heroyi
Profile Blog Joined March 2009
United States1064 Posts
Last Edited: 2010-05-07 22:25:22
May 07 2010 21:41 GMT
#11
On May 07 2010 09:04 Navane wrote:
3) have max 3 gates per nexus (arbitrary, but good enough for you to practice with),


not arbitrary. it is actually the max one base can support without you breaking the bank.

anyway watched the rep:

1. make constant probe production. you were ok but tighten it up more.
2. supply blocked was bad. but that wasnt your main problem.
3. HOLY SHIT YOU LOSE THE REAVER AND SHUTTLE. yea that was the game breaker really.
4. i suggest making the reaver first THEN make the shuttle. reason for this is you made a shuttle first...yet you werent using it. u didnt try to ferry goons to your opponents base. if you made reaver first, you could have used it to play defensively till your expo and shuttle were out.
5. you didnt use your dt that well. should have used to scout out your opponent more or harass their probes (you did it too late).
6.send out your probe to scout them, to see if he is containing you, and gauge if you should expand or not. always run a probe to the enemies choke at least so you know if he is moving out or not.

in conclusion: you losing that reaver ended the game right there. unless you have some gosu moves. but from what i read you dont have the gosu moves. but yea it would have been an interesting game to see what would have happened if the game expanded outside of you losing the reaver. thats how pvp is really. once a player loses his reaver its kinda game (if the opponent knows what he is doing).

*was a protoss player and prefer the reaver over any unit. yea thats right you dts can suck the reaver's scarab balls
wat wat in my pants
Sakray
Profile Blog Joined December 2008
France2198 Posts
May 07 2010 22:28 GMT
#12
On May 08 2010 06:41 heroyi wrote:
i suggest making the reaver first THEN make the shuttle.


You can start your shuttle while building the robotics support bay too, and you can get your reaver drop few seconds earlier, which can be very important.
Gtks
Profile Joined March 2010
Greece135 Posts
May 07 2010 23:04 GMT
#13
When you are attacting a Terran (i am plaing terran all my life) and he has alote of siege is VERY importan to put your goons in a distance before you try to attact this way they are not geting splash damage. I'm writing this couse when you point them to a place they are getting close and you will need some time to seperate them before the attact.

When you are doing a drop goons, zelots put some dark templars together he will consetrate to the goons and the zelots he need a hot key to scan the area and may not do it couse he see's the damage from the visible units only first the dark templars will make more damage in the end by any unit.

The 3 protoss cannon i wrote you will have to build them near in every expansion nexus and your minerals, they use vulrures to kill your probes, wraiths, etc.
Thessaloniki - Greece
Gtks
Profile Joined March 2010
Greece135 Posts
May 07 2010 23:18 GMT
#14
And before some idiot will say why to put all my goons in some distance, in order the last one to hit the first siege must get them really close THIS exacly is the trick hopfully all his siege will hit only 1 goon and then all of then only 1 goon finaly you have him this way.

if nal_ra, stork, let are chasing ducks as they toled to and they don't have time to help the new kids i can do it.
Thessaloniki - Greece
Gtks
Profile Joined March 2010
Greece135 Posts
May 07 2010 23:42 GMT
#15
I forgot not only the goons and the zelots the trick is based on the siege tanks are fireing all together in the first visible target that 'see' in their distance automatic and then they silence (the need some time to reload a shell) so you need to put your zelots in a line with some infont and some after finaly you will lose only 2 gons and only 2 zelots and you will cover the distance with more fire power than if you send them in luck....
Thessaloniki - Greece
Gtks
Profile Joined March 2010
Greece135 Posts
May 08 2010 00:13 GMT
#16
fanaly the real experinced users they have to stadie the MAP and to choose were the attact can be placed in lines in order to get the maximum effect from the weekness that the siege tanks they have.

Flash all ready doing this you know it ? pay more attention in the line format in the bottom line.
Thessaloniki - Greece
blahman3344
Profile Blog Joined March 2009
United States2015 Posts
May 08 2010 00:18 GMT
#17
Okay so like any new player, you must follow this golden rule:
always be spending your minerals/gas on something

So what liquipedia means by "transition into" is that you should make it when you have the money for it, given that your probe and unit productions are constant. If you find that your money is getting high, and you don't know what to spend it on, ask yourself these questions (from highest priority to lowest):
1. am i making units?
2. am i making workers?
3*. how does my tech look?
4. how many gateways do i have?
5*. have i expanded/how many expansion have i taken?

* = #3 and #5 are interchangeable depending on the situation. If you find that your opponent is ahead in bases, you should try to expand to catch up economically. If your base count makes it so that you and your opponent are even economically, then focus more on tech.

here is a general idea of how the base coutn plays out in each matchup for Protoss:
PvP:
equal number of bases: even
up one base: ahead in eco
behind one base: behind in eco
up more than one base: really ahead in eco

PvT
equal number of bases: behind in eco (once it gets to mid game)
up one base: even
behind one base: REALLY behind in eco
up more than one base: ahead in eco

PvZ
equal number of bases: ahead
up one base: more ahead
behind one base: even
up more than one base: even more ahead

hope i helped, and hope i didn't confuse you ^^;
I like haikus and / I can not lie. You other / brothers can't deny
Gtks
Profile Joined March 2010
Greece135 Posts
May 08 2010 00:18 GMT
#18
The other beautifull effect of the lines in goons is you will see them to hit all togethet to hit only 1 tank first.

In the end YES with a small force of goons you can take oute a big force of siege if the line format is right.

I have to ask sorry from Flash i got pissed.
Thessaloniki - Greece
Gtks
Profile Joined March 2010
Greece135 Posts
May 08 2010 00:35 GMT
#19
I forgot you an point the gournd behind the tanks to attact you and you will see the lines of the goons to move hit on target then to move again hit another target so forget about them, press the hot key that you all ready have in the central gateway (i assume the other gateways are arround the centeral) and start the production wille tha battle is taking place.

The timing is importand then you can press alt + 1 to get back to the battle. and make the corrections if it is need it.
Thessaloniki - Greece
Gtks
Profile Joined March 2010
Greece135 Posts
May 08 2010 02:21 GMT
#20
You can maximize the dissadvandage of the siege using a shuttle with some probes inside get it nearest to the siege as you can couse the fix Tarrent missles golias, etc. if you drop only 1 prob at the right spot all the siege will fire together and kill only 1 prob =;-) You have to be fast in the hot keys to do it and not to loose alote of goons to get in the distance after the first drop of the prob use the hot the key to the goons to get them to move the distance that will fire 1 click a hot key to the shuttle and on other.

Or you may put 3 probes at the begining if the lines they are cheep and easy to build. You can make combinations 1 probe to take the fire from all the siege and then drop the reaver you will have the time to take the reaver back to the shuttle without geting hurt.

USE your mind a little in the end the smarter one always win.
Thessaloniki - Greece
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