thanks,
Map Control (Protoss)
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SurtiC
Canada43 Posts
thanks, | ||
Kratisto
United States199 Posts
For Zerg, map control also means spreading creep everywhere, keeping overlords all over the place as scouts, and such. For Terran, certain map locations are extremely favorable for Siege Tanks. For Protoss, having a handful of proxy Pylons to use with your Warp Gates can be extremely useful. Every race should keep scouts on the map so that you don't get dropped with Medivacs or whatever, and controlling the Xel-Naga Watch Towers is always a nice bonus. Maintaining good map control also lets you expand more safely and to choice locations like the high yield minerals. If you have absolute control over the map, you're "containing" your enemy in his base. | ||
teekesselchen
Germany886 Posts
![]() Map controll for a macro game, well I'ld choose observers then although I'm not a protoss. Make sure you constantly check the expansions close to his mainbase and controll other expansion possibilities from time to time. You will need one or two anyways mostly. Other builds like 5 gate or fast Voidrays are agressive enough to keep an eye in your opponents base. | ||
Morayfire73
United States298 Posts
Thats just my opinion but do whatever you feel works best. | ||
threehundred
Canada911 Posts
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KnightOfNi
United States1508 Posts
On May 11 2010 09:52 Morayfire73 wrote: well as toss, dark templars work great for denying expansions. You can also gain a lot of map control with a robo bay build by having observers all over the map to know where the opponent is expanding and when they are moving out, and when you need to be aggressive. Thats just my opinion but do whatever you feel works best. Robo builds are great except against terran you need that robo to be constantly making collossi... which means no obs for you. (well you get 1 early) | ||
DamageInq
United States283 Posts
Pylons - Having a pylon in 2-3 possible expansion areas is very effective, especially against Zerg players. You deny the expo until he gets units there. If he sends only 3-4 lings to take out your pylon just warp in a zealot. If he proceeds to bring a large portion of his army to far from his main, take advantage of that time to poke at another exp or his main. Possibly a drop or some sort of harrass. Probes - Send a probe to patrol between other possible areas just to be safe. Often times Zerg players will grab an expansion on the opposite end of the map. Phoenixes - Zergs have overlords and creep to make sure they have vision all over the map. Phoenixes push overlords back into the safety of his base, allowing you to deny his ability to generate creep. This allows the Phoenix to roam around giving you the map control. Observers - Vision is the most important part of map control. Obs can scout around with little risk. They also uncover creep tumors, helping deny Zerg map control. | ||
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