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[Q] How to use Force Field properly/effectively?

Forum Index > StarCraft 2 Strategy
Post a Reply
greyfox999
Profile Joined May 2010
42 Posts
May 28 2010 00:09 GMT
#1
So in a lot of replays I watch with protoss players, they use FF to absolutely dominate the other player. But every time I watch it, it's very different in its placement. I tend to use sentry's now more than ever, but when it comes time to using FF, I tend to panic and just kind of throw it about hoping it'll do something lol.

So basically I'm wondering how do I use it effectively? In some videos I see that they place it all along the front of the enemy (usually ranged), so they not all of them can attack and you can outrange them. In others, they place it along the middle so it splits the army into two, so you can focus on two smaller armies than one large one. Is there a better use for it? Does it depend on the unit combo of your opponent? Any advice is much appreciated, thanks! (gold league 1v1 (pre patch 13 silver I guess)).
DrivE
Profile Blog Joined January 2010
United States2554 Posts
Last Edited: 2010-05-28 00:11:41
May 28 2010 00:11 GMT
#2
Orb demonstrates a very effective way of using force field and storm in this video.
[image loading]
LUCK IS NO EXCUSE
clickrush
Profile Blog Joined May 2010
Switzerland3257 Posts
May 28 2010 00:17 GMT
#3
the Z player saw what orb had but didnt spread his army
oGsMC: Zealot defense, Stalker attack, Sentry forcefieldu forcefieldu, Marauder die die
Jacobs Ladder
Profile Joined May 2010
United States1705 Posts
May 28 2010 00:21 GMT
#4
The way I see it there are three basic situations.

1, Heavy Lings (or any heavy melee comp) - Surround your troupes in FF. Sure, you can't move, but the Lings can't attack you anymore. Of course, don't do this against groups with heavy splash or AOE.

2, Ranged- if you know you're going to win, or you have a lot of zlots, FF behind them so they can't run and you can finish them all off.

3, Even fight or outnumbered - Split them, you place it in the middle of the group. After a while you can split it how you want (with the bulk on either side).
Bibdy
Profile Joined March 2010
United States3481 Posts
Last Edited: 2010-05-28 00:27:39
May 28 2010 00:26 GMT
#5
Always depends on the situation.

If there's an opportunity to split their force in half and only take on a smaller fraction? DO IT!

If there's no possible choke point (too much space, or not enough energy), but there's an opportunity to push his ranged units out of range? DO IT!

If there's the possibility of casting it on a ramp to prevent reinforcements helping? DO IT!

If he's retreating and there's an opportunity to catch some of them as they flee? DO IT!

There's almost no wrong way to use Force Field, except when you start blocking your own army's movements.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
May 28 2010 00:31 GMT
#6
Game-breaking vs Z, it's absolutely crazy. Get a few sentries, spam FF ontop (or inbetween) his hydras and roaches/lings, back one step and faceroll with colossus/HT's. Nullifies Z ground army, which is already threatened by colossi/HT.

For timing push, FF to separate his lings/roaches from potential hydras/queens/spines or FF ramp to prevent reinforcements, back one step and move down his lings/roaches with ranged, then continue push.

Imo it's so strong one of the following should preferably be implemented:
--make it unable to be placed ontop of units
--increase cost to 75

Spreading your army helps, but it's just not enough against a few sentries with full energy. No matter how Z splits his army, spam FF and gets tons of free hits, which spells deaths for Z.

Watch the replay IdrA vs WhiteRa, game 5. It's absolutely devastating and is uncounterable untill you get ultra, which is not worth the cost anyway.
England will fight to the last American
Surrealz
Profile Blog Joined May 2010
United States449 Posts
May 28 2010 01:03 GMT
#7
On May 28 2010 09:31 KaiserJohan wrote:
Game-breaking vs Z, it's absolutely crazy. Get a few sentries, spam FF ontop (or inbetween) his hydras and roaches/lings, back one step and faceroll with colossus/HT's. Nullifies Z ground army, which is already threatened by colossi/HT.

For timing push, FF to separate his lings/roaches from potential hydras/queens/spines or FF ramp to prevent reinforcements, back one step and move down his lings/roaches with ranged, then continue push.

Imo it's so strong one of the following should preferably be implemented:
--make it unable to be placed ontop of units
--increase cost to 75

Spreading your army helps, but it's just not enough against a few sentries with full energy. No matter how Z splits his army, spam FF and gets tons of free hits, which spells deaths for Z.

Watch the replay IdrA vs WhiteRa, game 5. It's absolutely devastating and is uncounterable untill you get ultra, which is not worth the cost anyway.



I disagree, I think that if you properly position your troops instead of having a single control group its WAY more easy to get around the FF spam.

just my 2cents
1a2a3a
SureYouCan
Profile Joined May 2010
United States38 Posts
May 28 2010 09:37 GMT
#8
Let's agree to disagree then. There is no way you can position your troops on any map that a protoss player cannot cut off a sizable amount of units with 10+ forcefields. This isn't some super scientific math equation.

The next time you are playing as any race against what you perceive to be a halfway decent player in a game you arent already winning, leave 20-30 supply of your army at your base and attack the other player. That is what forcefield is doing, AT A MINIMUM, to the zerg player. Cutting off 20-30 supply of units from joining the fight. If you are hydra heavy and roach light you can cut off 80+ supply of hydras from backing up the zergs roaches/lings.

Positioning is something I hear all the time from protoss players. Does anyone else think it's odd to bring up positioning against an ability THAT CREATES WALLS AND CHOKEPOINTS ANYWHERE ON THE MAP?
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
May 28 2010 11:26 GMT
#9
The only real crucial change I would like to see happen to FF is, as I mentioned, remove the ability for it to be placed ontop of units. That means more thought has to be made when putting up a FF, instead of simply spamming it into his army while yours A-move
England will fight to the last American
ChickenLips
Profile Blog Joined May 2010
2912 Posts
May 28 2010 11:45 GMT
#10
FF is super useless against mass speedlings.

You can't catch them with it. (never seen a pro do this efficiently) You can stop their movement in one direction, but only until your Sentries run out of energy.
You don't benefit from walling yourself off. The lings just retreat and his ranged units (if he has any) form a big beautiful ark around you or just retreat as well. You may also wall yourself in with some zerglings, so that sucks too.

Anywhere else FF's rock!
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
-Archangel-
Profile Joined May 2010
Croatia7457 Posts
Last Edited: 2010-05-28 13:05:56
May 28 2010 13:00 GMT
#11
I consider this ability overpowered. No Tier 1 or Tier 1.5 unit should decide battles in late game the way FF or Marauder does. Zerglings and Roaches after the supply neft cannot have the same effect if spammed in large numbers as both races have easy counters to both, but Zerg has no easy counter to FF or Marauder.

Personally I would give it Hit Points but not have units attack it automatically. This would make the ability not as damaging to games for pros while still being a danger to people still learning and make those people practice microing more.
Even in pros games focus firing each FF would shave off time from just attacking the enemy and give the toss an edge, just not a stupid OP one.

What I hate the most from this ability is that you can just throw one and close the retreat or reinforcements at the base choke. For Zerg that is usually GG. Toss has blink, terran tanks.
This combined with low mana cost and long duration basically shuts down that pathway for minutes if willing.

Another way to fix it would be to connect each FF to the sentry that cast it (not channeling), but more similar to its barrier. So killing the sentry stops the effect. Units that get to be on the side of the sentry will go after them, but a smart player will then pull them to the back, so there is another option for both learners (bad micro) and pros (good micro). The way it is now is just stupid.
KaiserJohan
Profile Joined May 2010
Sweden1808 Posts
May 28 2010 13:32 GMT
#12
If anything, FF is great versus splings too. FF quickly closes the gap by which your army reaches a critical mass so that spling surround cannot do enough consistent dmg, which makes splings obselete in armies quickly.
England will fight to the last American
rbkl
Profile Joined March 2010
772 Posts
May 28 2010 14:03 GMT
#13
Another good use for them is in combo with collusi, and I am surprised that none of you have mentioned it earlier. I play Z and probably the hardest thing to stop is a mix of sentries/ gateway units/ and collusi.

The forcefields, if you drop them in a manner that will push their units away, will utlimately let your colussi out range most of the opposing army (the front line MAY be in range)

I find this very effective against my roach/hydra unit mix especially. Speedlings dont do much either, and my corruptors get shot down by stalkers.
www.check6gaming.com // www.iugaming.com ** Indiana's Premier Gaming / Starcraft Community **
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