im a zerg player who recently switched to p and have been doing really well. I love it but the one strategy i cant stop is baneling bust. they run like 4 banelings at my zealot explode him and send in 10 speedlings and devastate my economy. I always did this against t as z but never thought it to be a viable strategy for protoss. so how do you guys stop it?
How to stop baneling bust as p?
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Tookie22
United States187 Posts
im a zerg player who recently switched to p and have been doing really well. I love it but the one strategy i cant stop is baneling bust. they run like 4 banelings at my zealot explode him and send in 10 speedlings and devastate my economy. I always did this against t as z but never thought it to be a viable strategy for protoss. so how do you guys stop it? | ||
morimacil
France921 Posts
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dj.ricecakes
United States252 Posts
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JaspluR
Australia174 Posts
since you were a zerg player you will know the build orders pretty well if you see a baneling nest you should chrono a sentry and maybe a stalker (its pretty standard for toss to chrono their first zealot then make 1sentry or stalker anyway) if they have more banelings making the forcefield delay not enough you can wall off with another pylon for the time being and that will force the banelings to attack a buliding (more banelings to waste on a building rather than the zealot) if he uses lings to attack your building you will have the sentry and stalker there | ||
youngminii
Australia7514 Posts
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EssayReader
Korea (South)127 Posts
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0mgVitaminE
United States1278 Posts
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Xapti
Canada2473 Posts
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prochobo
United States232 Posts
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sinn
United States132 Posts
The key to preventing the baneling bust as protoss is base layout. Block the ramp with your cycore,a gateway, and a pylon (not fully). Leave a small path one space wide that leads out. Along this path, you can prevent the baneling bust with a simple TWO zealots - the trick is to SPACE THEM OUT very slightly so that if they pop one with banelings the other isn't touched by the splash. Also, make sure you have them hold position or they'll give ground | ||
LastTemplar
Argentina1 Post
excuse my english, i'm from argentina. Thanks | ||
SouthRawrea
Canada608 Posts
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Apollys
United States278 Posts
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sexualSCV
8 Posts
the zealot almost always dies, you can easily just wait out the sentries, and their pylon is usually available as well gg probes | ||
FortuneSyn
1826 Posts
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omedius
United States98 Posts
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Thrasymachus725
Canada527 Posts
Also, if you have Zerglings in your economy, any combat units (Stalkers, Sentries, Zealots) nearby will draw attention from your probes. As long as you don't attack the Zerglings with your probes, they will ignore them unless they make a deliberate effort to focus fire them. | ||
Champi
1422 Posts
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LF9
United States537 Posts
On August 05 2010 10:11 LastTemplar wrote: hey sinn hi, but how do you leave out of your base with the stalkers? blink? another opcion? excuse my english, i'm from argentina. Thanks You research Warp Gates ASAP. Most Protoss players should be doing this anyhow. If you get beyond 2 gateways, you need to have warp gates. Any yea, baneling busts aren't really viable against a good Protoss who is paying attention. Proper building placement and sticking units in the hole at your choke is almost always sufficient; add a sentry into the mix, and it's easy as pie. | ||
sl0w
United States447 Posts
On August 05 2010 12:14 LF9 wrote: You research Warp Gates ASAP. Most Protoss players should be doing this anyhow. If you get beyond 2 gateways, you need to have warp gates. Any yea, baneling busts aren't really viable against a good Protoss who is paying attention. Proper building placement and sticking units in the hole at your choke is almost always sufficient; add a sentry into the mix, and it's easy as pie. But assuming it's a tight block (nothing gets in or out), how do you get your probe out to expand? Or should you always leave a little leeway for a probe to fit through and use a zealot to block it? | ||
charlie420247
United States692 Posts
i actually really like doing this in response to a 2 gate rush. when i scout the 2 gate i stop drone production completely favoring lings and getting speed. when the zealots arrive i fight with everything i can to hold it off while making a baneling nest. if the protoss waits and builds up like 5 or 6 zealots befor attacking he risks losing all his zealots to bling sling which completely dominates any kind of pure zealot build. either way the follow up is to send 2 slings up the ramp followed by four or five banelings to wipe out any zealots that may have been positioned on the ramp after the rush got killed off. followed by non stop speedling macro rallied to the main. i prefer to target pylons and buildings in the choke over probes unless the chance really presents itself. obviously im not gonna ignore the probes if i can totally trap and kill them all, but with a smaller number of lings they can just run the probes away costing you valuable time you could be attacking somthing... or even worse surrounding your small number of lings with probes and killing them. on to the op!!!! i think the best way to deal with this if you lose your early zealots from your 2 gate is to 1. micro your zealots so that only one takes dmg from banelings. balled up zealots get raped by splash damage. 2. remember that gateways hp triple that of a pylon, favor protecting your pylons over gateways since pylons are gonna be the second choice for banelings. 3. get your core up after your first or second gateway to insure a stalker. stalkers take much much less damage from banelings and can really shut a bust down big time. the white ra v tester game in the kotb was fucking epic. i have been playing around with that sort of zerg play as well with mixed results. | ||
Chairman Ray
United States11903 Posts
You need to double gate at the start, and pump out mass zealots. Banelings are almost never resource efficient vs zealots since zealots have so much HP and are easy to spread. | ||
cerebralz
United States443 Posts
If you 2gate'd you must throw up a cyber core and chrono boost a sentry and/or chrono boost warp gate immediately. What you have to do is force the zerg to reveal how many banelings he will make. 5 banelings will kill 3-5 zealots and the pylon wall so you need to be careful. If you show sentry/stalker, he won't make as many banelings and try to power through you with speedling. Once he does that warp in zealots and block his escape route. Poke him camping right outside your base with a stalker. If you see lots of banelings just more sentry stalker, you must force field well. Other than that, retreat and dance your zealots around as much as possible. It may be that he miss clicks and explodes his banes doing minimal damage. If he wastes banelings on buildings without killing zealots you're in good shape. If you 1 gate cyber core'd, it's much easier to stop. Sentry's can buy enough time to get 1-2 cannons at your choke. Block the cannons with stalkers and the bust is pretty much dead. What i don't recommend toss doing is using pylons as part of the wall if its the only pylon powering your gateways. It's a recipe for disaster as all of a sudden you can't make units because 5 banelings took out your zealots AND production buildings. Hide one or maybe 2 pylons behind to power your structures, ensuring you will have them operational. | ||
CuChullain
Switzerland85 Posts
As your scout sees early pool or baneling, go for early forge and build 1-2 cannons behind the buildings. Go for early sentry with chrono boost and stalkers. I know that you have to build an extra building and the core, but Z can't go for Baneling that fast as well. Use a group for the cannon! to snipe banelings. Use the channel you've built with the buildigns to snipe of banelings, and walk back, snipe, walk back. | ||
Scorpius2501
Australia7 Posts
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divinesage
Singapore649 Posts
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Deleted User 39582
317 Posts
Keep in mind, when zerg does a baneling bust, they usually pool around 12, and stop pumping drones at all once it finishes, which means, if you survive at all, you've pretty much won the game right there. Hope that helped ![]() | ||
Sentenal
United States12398 Posts
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comis
United States333 Posts
1 sentry nullifies the strategy and wins you the game due to econ advantage. | ||
Sentenal
United States12398 Posts
On August 08 2010 01:06 comis wrote: Friend of mine has gotten to top of his Diamond league by nothing but 9 pool / baneling busts. It's embarrassing that P players lose to this so consistently. 1 sentry nullifies the strategy and wins you the game due to econ advantage. 1 sentry? You don't know what you are talking about. Your first sentry would have enough for 1 Force Field, and assuming you weren't able to scout it (which is likely), that would be your one and only Force Field during this time period. And one Force Field won't save you, when they can just wait out the Force Field, and then go up your ramp. | ||
comis
United States333 Posts
On August 08 2010 01:31 Sentenal wrote: 1 sentry? You don't know what you are talking about. Your first sentry would have enough for 1 Force Field, and assuming you weren't able to scout it (which is likely), that would be your one and only Force Field during this time period. And one Force Field won't save you, when they can just wait out the Force Field, and then go up your ramp. 1 forcefield is enough time to chrono another sentry. And then another. And then another. | ||
mrfixij
United States18 Posts
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Sentenal
United States12398 Posts
On August 08 2010 01:39 comis wrote: 1 forcefield is enough time to chrono another sentry. And then another. And then another. A Force Field lasts for 15 seconds. It takes a Sentry like 40 seconds to be produced. Are you telling me that you can Chrono Boost a Sentry and get it out in under 15 seconds? | ||
comis
United States333 Posts
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Deleted User 3420
24492 Posts
On August 08 2010 01:43 Sentenal wrote: A Force Field lasts for 15 seconds. It takes a Sentry like 40 seconds to be produced. Are you telling me that you can Chrono Boost a Sentry and get it out in under 15 seconds? if you really want to nitpick, if u make a zealot and then a sentry I think you're gonna be able to do 2 forcefields by the time banelings come, not 1 | ||
SC2Phoenix
Canada2814 Posts
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Bibdy
United States3481 Posts
Not normally worth it early in the game, if you're playing on a map with a tight choke point and you're playing a Protoss with some level of competance, but they're a fucking nightmare to deal with on maps with large choke-points (Scrap Station). Speedling/Baneling is like an instant win there, just like Marine/Ghost. | ||
Sentenal
United States12398 Posts
On August 08 2010 01:48 comis wrote: Nickel and dime me over a couple seconds if you want but my point is any P player above silver league will be able to counter this with a minimal amount of scouting and 1 sentry (unless as you pointed out he for some reason made 0 sentry before seeing baneling and is still only on 1 gate - aka: below silver league). Unless as I pointed out? I know you want to try and make me look dumb, or bad, or whatever, but please don't intentionally mis-represent what I said. It is very normal for a Protoss to go zealot, and then 1 sentry in PvZ. And this is what I do. And then banelings get there, and you only have that 1 Sentry. I don't believe you would normally have enough energy for 2 Force Fields with that first one by the time Banelings arrive. In my most recent encounter with this, my Sentry didn't have enough for a second one. And "nickel and dime over a couple of seconds"? At best, there is a 5 second window, possibly even more depending in reaction time and if you even have an available chrono boost. And 5 seconds is plenty of time to run banelings up a ramp. | ||
ChaosWielder
United States166 Posts
Sentries, in a way, hard counter blings. FF stops the bust, and hallucinations--you can probably tech to it before pushing out--trick the blings into detonating early. Have good control, and you should be okay. If they move their blings instead of A+move, to dodge the hallucinations, then they'll get too many cheap shots thrown on them by stalker/sentry. Watch out for burrow, though, if he goes lair. 3 blings will crush your sentries. | ||
comis
United States333 Posts
On August 08 2010 02:02 Sentenal wrote: Unless as I pointed out? I know you want to try and make me look dumb, or bad, or whatever, but please don't intentionally mis-represent what I said. It is very normal for a Protoss to go zealot, and then 1 sentry in PvZ. And this is what I do. And then banelings get there, and you only have that 1 Sentry. I don't believe you would normally have enough energy for 2 Force Fields with that first one by the time Banelings arrive. In my most recent encounter with this, my Sentry didn't have enough for a second one. And "nickel and dime over a couple of seconds"? At best, there is a 5 second window, possibly even more depending in reaction time and if you even have an available chrono boost. And 5 seconds is plenty of time to run banelings up a ramp. Yea and as I said, if you're bad enough to have 1 gateway by the time your first sentry is out then baneling bust might work on you. Even then it's a big *might*. | ||
Sentenal
United States12398 Posts
On August 08 2010 02:14 comis wrote: Yea and as I said, if you're bad enough to have 1 gateway by the time your first sentry is out then baneling bust might work on you. Even then it's a big *might*. So you think that any Protoss who doesn't 2gate is bad? | ||
RyanRushia
United States2748 Posts
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comis
United States333 Posts
On August 08 2010 02:19 Sentenal wrote: So you think that any Protoss who doesn't 2gate is bad? No, I'm saying by the time your sentry is done you should have a second gate. Unless you're doing what? 1 gate 3 robo? 1 gate 2 stargate? What strategy are you doing that involves a single gateway by T2? | ||
Sentenal
United States12398 Posts
On August 08 2010 02:25 comis wrote: No, I'm saying by the time your sentry is done you should have a second gate. Unless you're doing what? 1 gate 3 robo? 1 gate 2 stargate? What strategy are you doing that involves a single gateway by T2? 1gate robo, add 2 gates, do an Immortal push. Or at least, that was the plan. Banelings arrived around the time I would generally start my robotics, which means that I'm still on 1gate at the time. | ||
TrueIsAwesome
Finland160 Posts
Don't use your pylon as a wall, build it a bit further from the ramp, then either use 2 gates or gate + cybernetics to make a 1 hex (or whatever you call them) wide entrance, which you then block with a zealot or stalker. You will probably lose the Z/S if he still tries to bust it, but since you will have 3-4 gateway units of your choosing at the moment he's busting (Unless you were afk for 2 minutes or something), you're in no trouble. Replace the blown up unit the moment it's gone and you're fine. | ||
mkfk1
United Kingdom153 Posts
it takes 9 to kill 1 stalker. remember that and have 1 stalker in the Sparta gate while the rest of ur unit 2-3 range back from that stalker. if the zerg is stupid enough to waste 9 banlings on 1 stalker, than he already lost the eco game. Do not block the front with a group if zealots. do not leave ur ramp while open. thats all u need to know. | ||
JudgeDred
United States1 Post
If you have at least 1 Sentry and 1 Stalker at your front door, Banelings are pretty much worthless. You should also have some buildings blocking your ramp just in case. After the Zerg player's attempt, they will be so short on resources your swift counter attack will pretty much end the game. Of course, this is only if they don't go roaches or lair tech during their initial attack. | ||
Cerion
213 Posts
On August 08 2010 02:37 TrueIsAwesome wrote: You don't even need sentries. Don't use your pylon as a wall, build it a bit further from the ramp, then either use 2 gates or gate + cybernetics to make a 1 hex (or whatever you call them) wide entrance, which you then block with a zealot or stalker. You will probably lose the Z/S if he still tries to bust it, but since you will have 3-4 gateway units of your choosing at the moment he's busting (Unless you were afk for 2 minutes or something), you're in no trouble. Replace the blown up unit the moment it's gone and you're fine. This is accurate. If you're worried more about 6/8 pool, using the pylon to ramp block can help, but it becomes a liability against banelings much like terran supply depots. | ||
FoUsTy
France45 Posts
On July 10 2010 23:56 kzr22 wrote: hi, im a zerg player who recently switched to p and have been doing really well. I love it but the one strategy i cant stop is baneling bust. they run like 4 banelings at my zealot explode him and send in 10 speedlings and devastate my economy. I always did this against t as z but never thought it to be a viable strategy for protoss. so how do you guys stop it? I got the same problem when i begin... Pylon 9 like all the time send the probe at base scooted, if you see zerg taking a gaz you can suspect he goes on ling roach or ling baneling. So you go gate 12 gaz 14 core 15 pylon 16. And take warpgate as soon as core is done and chronoboost first zealot then pump 2 sentry then stalker. You neeed 2/3 sentry for FF your choke and one zealot too bloke with stalker for damage. If you want i can upload one rep which on i trani this. Now i never lose against this. | ||
Aeneas_
United States23 Posts
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FoUsTy
France45 Posts
But when i make a game like this i will upload you one no prob! | ||
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