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When to expand as Protoss?

Forum Index > StarCraft 2 Strategy
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nomatchh
Profile Joined February 2010
Belgium30 Posts
Last Edited: 2010-03-24 01:32:14
March 23 2010 15:54 GMT
#1
Hello ,

I have some trouble with protoss @ when to expand

I usually expand at 65 psi vs all 3 races but i feel that it's a little bit too late And if I expand earlier,my opponent's unit roll over me !

Thx


User was warned for this post.
LF9
Profile Joined November 2009
United States537 Posts
Last Edited: 2010-03-24 01:30:31
March 23 2010 15:57 GMT
#2
Never.

User was temp banned for this post.
Knutzi
Profile Joined July 2009
Norway664 Posts
Last Edited: 2010-03-24 01:31:18
March 23 2010 16:41 GMT
#3
when you have the advantage, so yeah.. never as protoss

User was temp banned for this post.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
March 23 2010 16:43 GMT
#4
fast counter-exe vs all races....
https://soundcloud.com/thesamplethief
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
March 23 2010 16:46 GMT
#5
Try these for starters.. expand while you push with 2 immortals vs z that made roaches and expanded. Or expand while you push terran that made mm with a colossus or 2.

it's not a specific psi you go after. It's how your build relates to his and when you can afford 400 minerals and still be able to hold the expansion.
Ideas
Profile Blog Joined April 2008
United States8171 Posts
March 23 2010 16:52 GMT
#6
i always try to FE vs zerg lol

it actually works a lot
Free Palestine
LF9
Profile Joined November 2009
United States537 Posts
March 23 2010 16:54 GMT
#7
Nah honestly, it really depends on the matchup and your opponent, what he is doing, etc. Expanding it harder to do in SC2 because of the cap on how many workers saturate your main field. In SC1, every worker you build at your main gave you a small advantage in amount of minerals gathered, and you could keep building workers until your expansion was up without wasting money because they still gave you a return. Now in SC2, maximum mining efficiency is reached much sooner at something like 2 workers per mineral patch, so if you keep making workers beyond this in anticipation of an expansion, you get NO return on the investment until the expansion goes up. The result of this change is that all workers you make beyond saturation are a sort of "investment" in your expansion, in that they give you no increase whatsoever in mining efficiency until the expansion is complete. I hope that makes sense.

This means that if you decide to expand, you have two options; (1) you can continue making workers beyond saturation, knowing that they won't earn you a single mineral until your expansion is up, and that every 50 minerals you spend on one of these workers is 50 minerals you can't spend on units, or (2) you can stop at saturation, make only units as you prepare to expand, throw down your expo, and then when it's done, make workers from scratch using both of your CC/Nex/Hatches.

In EITHER scenario, you are at a more severe disadvantage for expanding than you would be in SCBW because of the cap on mining. With option (1), you are at an even bigger disadvantage BEFORE you make the expansion and WHILE it is going up, because you are making extra workers too which means less units to defend yourself, but AFTER the expansion goes up, you will get a return on your investment a lot quicker than you would with option (2). Option (2), on the other hand, makes it a bit easier to defend your expansion while it goes up (remember you are still at a disadvantage because you shelled out 400 minerals) because you aren't spending money on extra workers that are useless for now, but once it goes up, it takes a while for you to feel the effects of the extra cash flow, and somewhere in this period you are probably going to get killed.

My advice is that if you are having trouble as Protoss, be patient. Patient in game and out of game. First, Protoss is having a little trouble early game at the moment, making it harder to defend vs rushes, harder to get the first expansion up, harder to do pretty much anything in the early parts of the game. Once economies kick in, Protoss does get a lot stronger because their higher tech units cost a LOT of money, but are very powerful, like ranged Colossus and Immortals. Be patient and do what you can until patch. But for now, the first thing you need to change about your game is to scout more. Every second of the game you should be trying to guess what your opponent is doing and what he is going to do. These should NOT be blind guesses. If you ever have no idea what units he has, how many he has, etc., then it was time to scout like 60 seconds ago. It's worth the money. Scouting will tell you if he has a lot of units or not, if he is preparing an attack or if he is trying to boom economy and defend, or if he is trying a sneaky tech. If you scout a lot more, it's like a maphack. And if you maphacked, you would ALWAYS know when to expand, wouldn't you? Trust me, even if that probe dies in 5 seconds to 6 speed Zerglings, it more than paid for itself because you now know that he has no expansion because you went by his natural on the way to his main, and you can guess that his army isn't massive because he only attacked you with 6 lings that had speed. Of course it could be a trick, but the assumption is that he researched speed with the purpose of hard anti-scouting in mind, and only built 6 lings because this is all he planned on using them for. From this, you can guess that he is doing some sort of tech; fast Roach, fast Muta, something like that. Not 100%, but it sure is narrowed down a lot; you know he isn't expanding, but you can't see exactly what. Now is not a good time to expand.

So after you start scouting more (keep trying to get probes in, and once you get to Robo, get an obs in there. I like 2; one to keep an eye on his base, and one to tail his army so I can react to what it does and where it goes) you will have a better idea of what he has on the field at any given time. The best time to expand is when you are pretty sure that if he attacked you, you would be able to successfully defend, and equally sure that if you tried to attack him, he would be able to defend as well. Before you expand, do one last preliminary scout run to make sure nothing is coming. An expansion is the single largest investment you can make in the entire game in terms of sheer mineral cost, so if you don't check out the situation before you expand you could be in a heap of trouble. His army will be 400 minerals larger than yours (in theory) and in the early stages of the game, this more than accounts for travel time. After you check to make sure it's safe, put the expansion down and decide what you want to do before it goes up. Some people like to move their army closer to the enemy and fake an attack, but I don't like doing this. This tricks them into thinking you are attacking rather than expanding, but with unintended consequences; he builds lots of units to respond, and if he realizes you are expanding, all the more units to crush you with. I prefer to hold my army back a bit and set ONLY enough up front to anti-scout, and try to keep him in the dark so he has to blindly guess whether you are teching to something, massing earlygame units, or expanding. Nothing costs more money than being in the dark, because then you need to prepare for all of the unknown.

So using scouting to get some information, intuition to extrapolate from that information, and some knowledge of the game so you know what actually is viable, you will be able to tell when he is in a position to attack you and when you are relatively safe. Expanding doesn't always have to be done at a set time, though. It can be done after a successful attack, after a semi-successful harass, or during a standoff. It is always a good idea to consolidate your lead by expanding after getting an advantage in a battle but being unable to finish him off. A lot of this is basics, but it helps to go back to basics sometimes because things are confusing in a new game.

I can't stress it enough, though; as Protoss, BE CAREFUL with expanding. More often than not it will get you killed, because P has some trouble early game vs any number of things; Marine + SCV rush, Marines + Marauders, Speedling runbys, and Speedling into Muta. It's better to try something fairly aggressive to even the playing field out, and once you have the advantage, try to expand to solidify it. Expanding before gaining any kind of advantage is very dangerous as P in the current build, because P low tech units suck and P isn't powerful until it gets tech; you obviously can't defend, expand, econ boom, and tech at the same time, so you need to pick what will give you the most benefit. Expanding and booming will give you more money, but without tech, what are you going to spend it on? Crappy units? It doesn't matter if you have 5 Zealots or 15 Zealots, Roaches are still going to kill them, Mutas are still going to ignora them and rape your workers, and zerglings are still going to run around and by them unless they sit on a ramp forever. Basically you want to defend with early games units for dear life while you tech to something tough, then get your army together once your tech hits and attack, do some damage but don't get greedy, pull back with your advantage and your army intact, and THEN expand. Don't just sit there rallying units to your ramp for a few minutes and then decide to expand because you accidentally saved up 400 minerals by not spending your shit properly. I see so many people do this!
djWHEAT
Profile Blog Joined October 2005
United States925 Posts
March 23 2010 21:02 GMT
#8
@LF9 - Some great tips in there... esp for newbs like me that didn't PLAY much SC:BW. It seems to be that expanding is sort of like a "gut feeling". But I'll definitely take your tips to heart.
OneMoreGame.tv // Weapon Of Choice // Kings Of Tin // Inside The Game // Live On Three
Icx
Profile Blog Joined November 2009
Belgium853 Posts
March 23 2010 23:25 GMT
#9
I haven't read every single thing of that post, because that was a immense wall of text.

I just wanted to add, for people that are newer to the game.

Watch replays, the moment someone expands, ask yourself : "why did he expand, wich advantage did he gain to do this, what is the reasoning behind him expanding"

Watch your own replays and do the same, after an attack for example ask yourself "why didn't I expand, if I had expanded what would I have done afterwards to not lose that, what would the implications on the game have been if I had expanded".

Or just when your playing a game, just expand, and see how it turns out (expansions will fall, etc), if it turns out good, have a look at the replay again and figure out if and why it was a good move.
If it didn't turn out well, then okay, you tried it, but by doing it youll start to get that feeling of when and how and where to expand.

Ofcourse this may not be the best way to get the concept of expanding down, but it helped me.
zealing
Profile Blog Joined January 2009
Canada806 Posts
March 23 2010 23:34 GMT
#10
you don't "just expand" when you have like 65 psi or when you get 2 zelots or your cat came in the room, you need to either plan or react to what your opponent is doing. Learn a expansion build like forge fe or when you see he's expanding you get yours down asap or attack.
Think you got lag? It took Jesus 3 days to respawn.
Mystlord *
Profile Blog Joined July 2008
United States10264 Posts
March 23 2010 23:41 GMT
#11
As a general rule of thumb, you can expand when you're attacking/pushing out. Don't use supply timings, especially something as late as 65 psi as a marker because it doesn't account for the opponent's build at all.

Protoss is having a bit of trouble right now in terms of how everything works, and the best advice I can give you is to play off of one base until you have a decisive advantage in tech. This means something substantial (i.e. Colossi or Templars). However, scouting is key. If you see that your opponent is going for some sort of heavy 1 base play, obviously you can't expand. Get an observer out or something, and check their worker count. That's usually a solid indication of what sort of strategy he's going for.
It is impossible to be a citizen if you don't make an effort to understand the most basic activities of your government. It is very difficult to thrive in an increasingly competitive world if you're a nation of doods.
3FFA
Profile Blog Joined February 2010
United States3931 Posts
March 24 2010 00:59 GMT
#12
@LF9- you've just made a guide of advice (ITS THAT LONG!) congrats man! =D Great info there. basically, do what everyone else said.
"As long as it comes from a pure place and from a honest place, you know, you can write whatever you want."
rackdude
Profile Blog Joined January 2010
United States882 Posts
March 24 2010 01:16 GMT
#13
On March 24 2010 01:54 LF9 wrote:
Nah honestly, it really depends on the matchup and your opponent, what he is doing, etc. Expanding it harder to do in SC2 because of the cap on how many workers saturate your main field. In SC1, every worker you build at your main gave you a small advantage in amount of minerals gathered, and you could keep building workers until your expansion was up without wasting money because they still gave you a return. Now in SC2, maximum mining efficiency is reached much sooner at something like 2 workers per mineral patch, so if you keep making workers beyond this in anticipation of an expansion, you get NO return on the investment until the expansion goes up. The result of this change is that all workers you make beyond saturation are a sort of "investment" in your expansion, in that they give you no increase whatsoever in mining efficiency until the expansion is complete. I hope that makes sense.

This means that if you decide to expand, you have two options; (1) you can continue making workers beyond saturation, knowing that they won't earn you a single mineral until your expansion is up, and that every 50 minerals you spend on one of these workers is 50 minerals you can't spend on units, or (2) you can stop at saturation, make only units as you prepare to expand, throw down your expo, and then when it's done, make workers from scratch using both of your CC/Nex/Hatches.

In EITHER scenario, you are at a more severe disadvantage for expanding than you would be in SCBW because of the cap on mining. With option (1), you are at an even bigger disadvantage BEFORE you make the expansion and WHILE it is going up, because you are making extra workers too which means less units to defend yourself, but AFTER the expansion goes up, you will get a return on your investment a lot quicker than you would with option (2). Option (2), on the other hand, makes it a bit easier to defend your expansion while it goes up (remember you are still at a disadvantage because you shelled out 400 minerals) because you aren't spending money on extra workers that are useless for now, but once it goes up, it takes a while for you to feel the effects of the extra cash flow, and somewhere in this period you are probably going to get killed.

My advice is that if you are having trouble as Protoss, be patient. Patient in game and out of game. First, Protoss is having a little trouble early game at the moment, making it harder to defend vs rushes, harder to get the first expansion up, harder to do pretty much anything in the early parts of the game. Once economies kick in, Protoss does get a lot stronger because their higher tech units cost a LOT of money, but are very powerful, like ranged Colossus and Immortals. Be patient and do what you can until patch. But for now, the first thing you need to change about your game is to scout more. Every second of the game you should be trying to guess what your opponent is doing and what he is going to do. These should NOT be blind guesses. If you ever have no idea what units he has, how many he has, etc., then it was time to scout like 60 seconds ago. It's worth the money. Scouting will tell you if he has a lot of units or not, if he is preparing an attack or if he is trying to boom economy and defend, or if he is trying a sneaky tech. If you scout a lot more, it's like a maphack. And if you maphacked, you would ALWAYS know when to expand, wouldn't you? Trust me, even if that probe dies in 5 seconds to 6 speed Zerglings, it more than paid for itself because you now know that he has no expansion because you went by his natural on the way to his main, and you can guess that his army isn't massive because he only attacked you with 6 lings that had speed. Of course it could be a trick, but the assumption is that he researched speed with the purpose of hard anti-scouting in mind, and only built 6 lings because this is all he planned on using them for. From this, you can guess that he is doing some sort of tech; fast Roach, fast Muta, something like that. Not 100%, but it sure is narrowed down a lot; you know he isn't expanding, but you can't see exactly what. Now is not a good time to expand.

So after you start scouting more (keep trying to get probes in, and once you get to Robo, get an obs in there. I like 2; one to keep an eye on his base, and one to tail his army so I can react to what it does and where it goes) you will have a better idea of what he has on the field at any given time. The best time to expand is when you are pretty sure that if he attacked you, you would be able to successfully defend, and equally sure that if you tried to attack him, he would be able to defend as well. Before you expand, do one last preliminary scout run to make sure nothing is coming. An expansion is the single largest investment you can make in the entire game in terms of sheer mineral cost, so if you don't check out the situation before you expand you could be in a heap of trouble. His army will be 400 minerals larger than yours (in theory) and in the early stages of the game, this more than accounts for travel time. After you check to make sure it's safe, put the expansion down and decide what you want to do before it goes up. Some people like to move their army closer to the enemy and fake an attack, but I don't like doing this. This tricks them into thinking you are attacking rather than expanding, but with unintended consequences; he builds lots of units to respond, and if he realizes you are expanding, all the more units to crush you with. I prefer to hold my army back a bit and set ONLY enough up front to anti-scout, and try to keep him in the dark so he has to blindly guess whether you are teching to something, massing earlygame units, or expanding. Nothing costs more money than being in the dark, because then you need to prepare for all of the unknown.

So using scouting to get some information, intuition to extrapolate from that information, and some knowledge of the game so you know what actually is viable, you will be able to tell when he is in a position to attack you and when you are relatively safe. Expanding doesn't always have to be done at a set time, though. It can be done after a successful attack, after a semi-successful harass, or during a standoff. It is always a good idea to consolidate your lead by expanding after getting an advantage in a battle but being unable to finish him off. A lot of this is basics, but it helps to go back to basics sometimes because things are confusing in a new game.

I can't stress it enough, though; as Protoss, BE CAREFUL with expanding. More often than not it will get you killed, because P has some trouble early game vs any number of things; Marine + SCV rush, Marines + Marauders, Speedling runbys, and Speedling into Muta. It's better to try something fairly aggressive to even the playing field out, and once you have the advantage, try to expand to solidify it. Expanding before gaining any kind of advantage is very dangerous as P in the current build, because P low tech units suck and P isn't powerful until it gets tech; you obviously can't defend, expand, econ boom, and tech at the same time, so you need to pick what will give you the most benefit. Expanding and booming will give you more money, but without tech, what are you going to spend it on? Crappy units? It doesn't matter if you have 5 Zealots or 15 Zealots, Roaches are still going to kill them, Mutas are still going to ignora them and rape your workers, and zerglings are still going to run around and by them unless they sit on a ramp forever. Basically you want to defend with early games units for dear life while you tech to something tough, then get your army together once your tech hits and attack, do some damage but don't get greedy, pull back with your advantage and your army intact, and THEN expand. Don't just sit there rallying units to your ramp for a few minutes and then decide to expand because you accidentally saved up 400 minerals by not spending your shit properly. I see so many people do this!


Link this in the liquipedia II strategy section. Good job, I appreciate you.
Sweet.
s2pid_loser
Profile Joined March 2010
United States699 Posts
March 24 2010 03:26 GMT
#14
On March 24 2010 01:54 LF9 wrote:
Nah honestly, it really depends on the matchup and your opponent, what he is doing, etc. Expanding it harder to do in SC2 because of the cap on how many workers saturate your main field. In SC1, every worker you build at your main gave you a small advantage in amount of minerals gathered, and you could keep building workers until your expansion was up without wasting money because they still gave you a return. Now in SC2, maximum mining efficiency is reached much sooner at something like 2 workers per mineral patch, so if you keep making workers beyond this in anticipation of an expansion, you get NO return on the investment until the expansion goes up. The result of this change is that all workers you make beyond saturation are a sort of "investment" in your expansion, in that they give you no increase whatsoever in mining efficiency until the expansion is complete. I hope that makes sense.

This means that if you decide to expand, you have two options; (1) you can continue making workers beyond saturation, knowing that they won't earn you a single mineral until your expansion is up, and that every 50 minerals you spend on one of these workers is 50 minerals you can't spend on units, or (2) you can stop at saturation, make only units as you prepare to expand, throw down your expo, and then when it's done, make workers from scratch using both of your CC/Nex/Hatches.

In EITHER scenario, you are at a more severe disadvantage for expanding than you would be in SCBW because of the cap on mining. With option (1), you are at an even bigger disadvantage BEFORE you make the expansion and WHILE it is going up, because you are making extra workers too which means less units to defend yourself, but AFTER the expansion goes up, you will get a return on your investment a lot quicker than you would with option (2). Option (2), on the other hand, makes it a bit easier to defend your expansion while it goes up (remember you are still at a disadvantage because you shelled out 400 minerals) because you aren't spending money on extra workers that are useless for now, but once it goes up, it takes a while for you to feel the effects of the extra cash flow, and somewhere in this period you are probably going to get killed.

My advice is that if you are having trouble as Protoss, be patient. Patient in game and out of game. First, Protoss is having a little trouble early game at the moment, making it harder to defend vs rushes, harder to get the first expansion up, harder to do pretty much anything in the early parts of the game. Once economies kick in, Protoss does get a lot stronger because their higher tech units cost a LOT of money, but are very powerful, like ranged Colossus and Immortals. Be patient and do what you can until patch. But for now, the first thing you need to change about your game is to scout more. Every second of the game you should be trying to guess what your opponent is doing and what he is going to do. These should NOT be blind guesses. If you ever have no idea what units he has, how many he has, etc., then it was time to scout like 60 seconds ago. It's worth the money. Scouting will tell you if he has a lot of units or not, if he is preparing an attack or if he is trying to boom economy and defend, or if he is trying a sneaky tech. If you scout a lot more, it's like a maphack. And if you maphacked, you would ALWAYS know when to expand, wouldn't you? Trust me, even if that probe dies in 5 seconds to 6 speed Zerglings, it more than paid for itself because you now know that he has no expansion because you went by his natural on the way to his main, and you can guess that his army isn't massive because he only attacked you with 6 lings that had speed. Of course it could be a trick, but the assumption is that he researched speed with the purpose of hard anti-scouting in mind, and only built 6 lings because this is all he planned on using them for. From this, you can guess that he is doing some sort of tech; fast Roach, fast Muta, something like that. Not 100%, but it sure is narrowed down a lot; you know he isn't expanding, but you can't see exactly what. Now is not a good time to expand.

So after you start scouting more (keep trying to get probes in, and once you get to Robo, get an obs in there. I like 2; one to keep an eye on his base, and one to tail his army so I can react to what it does and where it goes) you will have a better idea of what he has on the field at any given time. The best time to expand is when you are pretty sure that if he attacked you, you would be able to successfully defend, and equally sure that if you tried to attack him, he would be able to defend as well. Before you expand, do one last preliminary scout run to make sure nothing is coming. An expansion is the single largest investment you can make in the entire game in terms of sheer mineral cost, so if you don't check out the situation before you expand you could be in a heap of trouble. His army will be 400 minerals larger than yours (in theory) and in the early stages of the game, this more than accounts for travel time. After you check to make sure it's safe, put the expansion down and decide what you want to do before it goes up. Some people like to move their army closer to the enemy and fake an attack, but I don't like doing this. This tricks them into thinking you are attacking rather than expanding, but with unintended consequences; he builds lots of units to respond, and if he realizes you are expanding, all the more units to crush you with. I prefer to hold my army back a bit and set ONLY enough up front to anti-scout, and try to keep him in the dark so he has to blindly guess whether you are teching to something, massing earlygame units, or expanding. Nothing costs more money than being in the dark, because then you need to prepare for all of the unknown.

So using scouting to get some information, intuition to extrapolate from that information, and some knowledge of the game so you know what actually is viable, you will be able to tell when he is in a position to attack you and when you are relatively safe. Expanding doesn't always have to be done at a set time, though. It can be done after a successful attack, after a semi-successful harass, or during a standoff. It is always a good idea to consolidate your lead by expanding after getting an advantage in a battle but being unable to finish him off. A lot of this is basics, but it helps to go back to basics sometimes because things are confusing in a new game.

I can't stress it enough, though; as Protoss, BE CAREFUL with expanding. More often than not it will get you killed, because P has some trouble early game vs any number of things; Marine + SCV rush, Marines + Marauders, Speedling runbys, and Speedling into Muta. It's better to try something fairly aggressive to even the playing field out, and once you have the advantage, try to expand to solidify it. Expanding before gaining any kind of advantage is very dangerous as P in the current build, because P low tech units suck and P isn't powerful until it gets tech; you obviously can't defend, expand, econ boom, and tech at the same time, so you need to pick what will give you the most benefit. Expanding and booming will give you more money, but without tech, what are you going to spend it on? Crappy units? It doesn't matter if you have 5 Zealots or 15 Zealots, Roaches are still going to kill them, Mutas are still going to ignora them and rape your workers, and zerglings are still going to run around and by them unless they sit on a ramp forever. Basically you want to defend with early games units for dear life while you tech to something tough, then get your army together once your tech hits and attack, do some damage but don't get greedy, pull back with your advantage and your army intact, and THEN expand. Don't just sit there rallying units to your ramp for a few minutes and then decide to expand because you accidentally saved up 400 minerals by not spending your shit properly. I see so many people do this!


can you summarize this or bullet point the main ideas? i dont wanna read all of that
id rather just type gg
Et Ducit Mundum Per Luce
hifriend
Profile Blog Joined June 2009
China7935 Posts
March 24 2010 04:00 GMT
#15
On March 24 2010 12:26 s2pid_loser wrote:
Show nested quote +
On March 24 2010 01:54 LF9 wrote:
Nah honestly, it really depends on the matchup and your opponent, what he is doing, etc. Expanding it harder to do in SC2 because of the cap on how many workers saturate your main field. In SC1, every worker you build at your main gave you a small advantage in amount of minerals gathered, and you could keep building workers until your expansion was up without wasting money because they still gave you a return. Now in SC2, maximum mining efficiency is reached much sooner at something like 2 workers per mineral patch, so if you keep making workers beyond this in anticipation of an expansion, you get NO return on the investment until the expansion goes up. The result of this change is that all workers you make beyond saturation are a sort of "investment" in your expansion, in that they give you no increase whatsoever in mining efficiency until the expansion is complete. I hope that makes sense.

This means that if you decide to expand, you have two options; (1) you can continue making workers beyond saturation, knowing that they won't earn you a single mineral until your expansion is up, and that every 50 minerals you spend on one of these workers is 50 minerals you can't spend on units, or (2) you can stop at saturation, make only units as you prepare to expand, throw down your expo, and then when it's done, make workers from scratch using both of your CC/Nex/Hatches.

In EITHER scenario, you are at a more severe disadvantage for expanding than you would be in SCBW because of the cap on mining. With option (1), you are at an even bigger disadvantage BEFORE you make the expansion and WHILE it is going up, because you are making extra workers too which means less units to defend yourself, but AFTER the expansion goes up, you will get a return on your investment a lot quicker than you would with option (2). Option (2), on the other hand, makes it a bit easier to defend your expansion while it goes up (remember you are still at a disadvantage because you shelled out 400 minerals) because you aren't spending money on extra workers that are useless for now, but once it goes up, it takes a while for you to feel the effects of the extra cash flow, and somewhere in this period you are probably going to get killed.

My advice is that if you are having trouble as Protoss, be patient. Patient in game and out of game. First, Protoss is having a little trouble early game at the moment, making it harder to defend vs rushes, harder to get the first expansion up, harder to do pretty much anything in the early parts of the game. Once economies kick in, Protoss does get a lot stronger because their higher tech units cost a LOT of money, but are very powerful, like ranged Colossus and Immortals. Be patient and do what you can until patch. But for now, the first thing you need to change about your game is to scout more. Every second of the game you should be trying to guess what your opponent is doing and what he is going to do. These should NOT be blind guesses. If you ever have no idea what units he has, how many he has, etc., then it was time to scout like 60 seconds ago. It's worth the money. Scouting will tell you if he has a lot of units or not, if he is preparing an attack or if he is trying to boom economy and defend, or if he is trying a sneaky tech. If you scout a lot more, it's like a maphack. And if you maphacked, you would ALWAYS know when to expand, wouldn't you? Trust me, even if that probe dies in 5 seconds to 6 speed Zerglings, it more than paid for itself because you now know that he has no expansion because you went by his natural on the way to his main, and you can guess that his army isn't massive because he only attacked you with 6 lings that had speed. Of course it could be a trick, but the assumption is that he researched speed with the purpose of hard anti-scouting in mind, and only built 6 lings because this is all he planned on using them for. From this, you can guess that he is doing some sort of tech; fast Roach, fast Muta, something like that. Not 100%, but it sure is narrowed down a lot; you know he isn't expanding, but you can't see exactly what. Now is not a good time to expand.

So after you start scouting more (keep trying to get probes in, and once you get to Robo, get an obs in there. I like 2; one to keep an eye on his base, and one to tail his army so I can react to what it does and where it goes) you will have a better idea of what he has on the field at any given time. The best time to expand is when you are pretty sure that if he attacked you, you would be able to successfully defend, and equally sure that if you tried to attack him, he would be able to defend as well. Before you expand, do one last preliminary scout run to make sure nothing is coming. An expansion is the single largest investment you can make in the entire game in terms of sheer mineral cost, so if you don't check out the situation before you expand you could be in a heap of trouble. His army will be 400 minerals larger than yours (in theory) and in the early stages of the game, this more than accounts for travel time. After you check to make sure it's safe, put the expansion down and decide what you want to do before it goes up. Some people like to move their army closer to the enemy and fake an attack, but I don't like doing this. This tricks them into thinking you are attacking rather than expanding, but with unintended consequences; he builds lots of units to respond, and if he realizes you are expanding, all the more units to crush you with. I prefer to hold my army back a bit and set ONLY enough up front to anti-scout, and try to keep him in the dark so he has to blindly guess whether you are teching to something, massing earlygame units, or expanding. Nothing costs more money than being in the dark, because then you need to prepare for all of the unknown.

So using scouting to get some information, intuition to extrapolate from that information, and some knowledge of the game so you know what actually is viable, you will be able to tell when he is in a position to attack you and when you are relatively safe. Expanding doesn't always have to be done at a set time, though. It can be done after a successful attack, after a semi-successful harass, or during a standoff. It is always a good idea to consolidate your lead by expanding after getting an advantage in a battle but being unable to finish him off. A lot of this is basics, but it helps to go back to basics sometimes because things are confusing in a new game.

I can't stress it enough, though; as Protoss, BE CAREFUL with expanding. More often than not it will get you killed, because P has some trouble early game vs any number of things; Marine + SCV rush, Marines + Marauders, Speedling runbys, and Speedling into Muta. It's better to try something fairly aggressive to even the playing field out, and once you have the advantage, try to expand to solidify it. Expanding before gaining any kind of advantage is very dangerous as P in the current build, because P low tech units suck and P isn't powerful until it gets tech; you obviously can't defend, expand, econ boom, and tech at the same time, so you need to pick what will give you the most benefit. Expanding and booming will give you more money, but without tech, what are you going to spend it on? Crappy units? It doesn't matter if you have 5 Zealots or 15 Zealots, Roaches are still going to kill them, Mutas are still going to ignora them and rape your workers, and zerglings are still going to run around and by them unless they sit on a ramp forever. Basically you want to defend with early games units for dear life while you tech to something tough, then get your army together once your tech hits and attack, do some damage but don't get greedy, pull back with your advantage and your army intact, and THEN expand. Don't just sit there rallying units to your ramp for a few minutes and then decide to expand because you accidentally saved up 400 minerals by not spending your shit properly. I see so many people do this!


can you summarize this or bullet point the main ideas? i dont wanna read all of that
id rather just type gg

He's banned, but that post is worth reading imo.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 24 2010 06:20 GMT
#16
Since a lot of maps that are currently in the map pool have island expansions, I found that sometimes you can trick your opponent into thinking you're still on one base by building a warp prism and load it up with one probe, then FE at an island. Because they think you're still on one base, they may be less likely to attack your main. Also, a proper wall-in with one or two cannons can hold off most rushes provided that you have good micro. However, this is very risky as if it's scouted any competent player will attack you or otherwise try to debilitate you. In addition, if you choose to hidden FE at the wrong timing, you'll get utterly destroyed by a good timing attack.

As Protoss, it's often better to build more zealots with the extra minerals you're accumulating than to expand. Protoss is currently quite weak in early game so I find that waiting on one base is often the safest route. The general rule of thumb for expanding is after you've done some kind of attack and came out on top, when you're doing a timing attack and you know they can't counter, or when you've had adequate tech or numbers on the field to hold off a 400 mineral deficit in your army. That last one usually means when you have good AoE on the field, such as HT or range Colossi. Another time when you should expand is when your opponent, regardless of what race it is, has 2 or more bases than you. That's panic time and you should expand or take out one of their expos asap. SC2 is much different than SC1 in that all races are pretty much equal on the same number of bases, which means being down 2 bases is a huge disadvantage. Being down 1 base is still somewhat manageable with Protoss, however.
cartoon]x
Profile Joined March 2010
United States606 Posts
March 24 2010 06:56 GMT
#17
vs. zerg I've seen some people opening with 2 gates zealots and then creating sort of a wall in front of their natural then transitioning into forge cannons. cannons have longer range then roaches so if you place the cannon right the roaches can't hit them. vs. terran i thik it's more of a midgame / advantage thing. vs. protoss i dont think an expand is typical unless it's a pretty big map.
It is not enough to conquer; one must learn to seduce.
Yamoth
Profile Joined February 2009
United States315 Posts
March 24 2010 06:56 GMT
#18
Against Terran, I expand when they do if I don't think my force is large enough to take them down. Against Zerg and Protoss, I usually expand when I do an early game push to punish the other player for expanding or else I would expand after I get 1 collosus.
Ryuu314
Profile Joined October 2009
United States12679 Posts
March 24 2010 07:01 GMT
#19
On March 24 2010 15:56 cartoon]x wrote:
vs. zerg I've seen some people opening with 2 gates zealots and then creating sort of a wall in front of their natural then transitioning into forge cannons. cannons have longer range then roaches so if you place the cannon right the roaches can't hit them. vs. terran i thik it's more of a midgame / advantage thing. vs. protoss i dont think an expand is typical unless it's a pretty big map.

The problem with forge cannon and unit walls is that they don't protect your bases very effectively in 2 out of the 3 matchups. The only matchup where unit walls/cannons are really able to prevent early game harassment of your main is in PvP.

In PvT, reapers are a constant threat so walling and cannons aren't as useful. As a result, expo-ing early opens you up to a lot more harassment. In PvZ, zerglings can run through unit walls as if they weren't even there. Even if you use force field, the zerg can just wait it out and then run through once the force field expires. By expanding early, Protoss has to defend a lot more area with a small force, makign it a lot less viable early game.
Antpile
Profile Joined March 2009
United States213 Posts
Last Edited: 2010-03-24 07:15:56
March 24 2010 07:12 GMT
#20
On March 24 2010 01:54 LF9 wrote:
Now in SC2, maximum mining efficiency is reached much sooner at something like 2 workers per mineral patch, so if you keep making workers beyond this in anticipation of an expansion, you get NO return on the investment until the expansion goes up. The result of this change is that all workers you make beyond saturation are a sort of "investment" in your expansion, in that they give you no increase whatsoever in mining efficiency until the expansion is complete. I hope that makes sense.



Except that this part is dead wrong, and this is what he bases most of his post around. Many people have run the math and you start seeing a small dropoff in mineral return per worker past 2 drones per patch (16 drones on minerals usually). From what I've ready, you don't start seeing a serious decline until about 25 drones on minerals and anything past 30 drones being pretty much a waste.

So that means you CAN make almost twice as many drones as that guy suggested and see a return on your investment pre-expansion. Once you expand it is worth doing a Maynard with all your drones past 16 to your new expo. There is much debate on whether or not maynarding is worth it when you haven't reached 16 drones on your main yet (happens in many games involving zerg FE). Still, the top zergs seem to maynard anyway, so perhaps there is something the math is missing. Although, expanding before you have at least 16 on minerals will probably never be an issue for you as a toss player, so always maynard any probes past 16 on your minerals.

I know this post doesn't help you decide when to expand as toss, but I thought i'd clear up the fallacy that you should stop making probes at 16 on minerals.
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