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hey, I'm a gold protoss and I was wondering if someone could address my concerns or give me some pointers.
So in the early game, I know I either need to harass or take a fast expo. But I have trouble sending in a good harassment force. The zealot:stalker ratio depends on how much zerglings and roaches he has, and the zerg can just build the appropriate counter units to whatever you send. Because of this, I almost always open with a fast expo and then build cannons.
In the mid game, the zerg can either go hydras or mutas. the protoss has good counter units for those, colossi and phoenixes, but the trouble is that those units only counter 1 unit and are useless against others. also, if you catch the spire the moment it starts to build, there won't be enough time to build 2 stargates and pump out phoenixs. almost every game against zerg, I go into phoenixs blindly. (luckily almost every zerg i encounter goes for mutas, but if they had first gone for hydras, then gg) also if you build a good amount of phoenixs or colossi, the zerg can just tech switch and render most of your army useless. Because of this, I feel the need to either mass stalkers or build 2 robos and 2 stargates.
I'm not complaining about balance and realize most of this is because of my skill level, but would still appreciate some macro tips. (prefrebly some tips on how to end the game sooner. 30+min games are annoying to me) if you want to see some of my games, you can download them at http://www.mediafire.com/?s66b37pgeww345s
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Watch these two Day9 dailies as they should really help you out.
Link
Link
Colossi are not only good against Hydra's. And does mass roach not exist in lower leagues? I almost never see people go Hydra anymore in ZvP, if they do they usually just die.
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I've been having the same problems. I hated zerg to the point where I'd just give up the second I got into a game and just try some obscure strat the wouldn't work.
And then I found it.
Look up Nazgul Verus Idra in the MLG finals. That build is really solid, and sets you up for a easy tech into HT, and 2nd base, and really early game forced units.
It's a very nice Blink stalker build that relys on micro, and terrain abuse, obvious mechanics apply, like fighting in corners to avoid surrounds, and scouting to make sure you're not being out based to be welcomed with 200/200 Hydras, but your transition game should put you where you would want to be versus zerg. Hope this helps.
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On November 24 2010 06:48 Blixy wrote: I've been having the same problems. I hated zerg to the point where I'd just give up the second I got into a game and just try some obscure strat the wouldn't work.
And then I found it.
Look up Nazgul Verus Idra in the MLG finals. That build is really solid, and sets you up for a easy tech into HT, and 2nd base, and really early game forced units.
It's a very nice Blink stalker build that relys on micro, and terrain abuse, obvious mechanics apply, like fighting in corners to avoid surrounds, and scouting to make sure you're not being out based to be welcomed with 200/200 Hydras, but your transition game should put you where you would want to be versus zerg. Hope this helps.
Nazgul's blink stalker build is an all in. Otherwise known as not an "easy tech into HT." He even walls himself in with a pylon.
That's definitely a fun little tie breaker game or something but it's not to be taken as an "easy tech" transition build. You can hardly even afford your expansion.
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A lot of it is just knowing what early game builds are effective VS zerg openings, if its hatch first consider doing some sort of forge play while blocking his ramp with pylons and cannon rape his natural or if not forge you can skip zealots altogether and go for 2gate-core into fast stalkers, you will be able to kite zerglings very well until speed upgrade is done, which you know will be delayed if you see he doesn't do gas first.
Two build orders I would recommend: 15 nexus and 3gate into expand. I personally think 3gate is easier to get down for 3 reasons: 1. mobility (+option to be aggressive), 2. faster tech, 3. MUCH easier scouting potential.
15 Nexus I've found is really unforgiving if you dont scout well and react accordingly, and is kind of a double edged sword in terms of: 1. 15 nexus you can't afford to blindly go cannon heavy if the zerg decides to play a macro race, but you have to see if the zerg is going to pressure so you can warp in cannons in time, and 2. the lack of mobile offensive units and slower tech greatly hinders your ability to scout!
also my game improved drastically when I realized getting more zealots doesn't effectively counter any type of early speedling contain when I'm trying to get my first expansion up---get lots of sentries and stalkers and you should have enough sentries/energy to FF wall around your units so they can't get hit by lings. Zealots ARE good vs lings, its just zealots have TERRIBLE mobility and are terrible vs pretty much any other zerg unit. This is why 3gate into expand is strong, you have a versatile unit composition that can transition well vs other zerg unit types while still getting a relatively early expansion so you don't fall behind. In addition, with 3-gate you can get hallu right after warpgate finishes and be able to hallu phoenix scout his lair tech path right when hallu finishes, if you see a spire started when you scout you had better get your last round of warp-ins and go to town before muta's hit the scene, just make sure to FF micro well against the zergling's he'll have!
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At gold you need to stick with one build and perfect it with ever improving mechanics and then build from there. If you have one mastered build for zerg you can roll your way to platinum+ and then you can worry about incorporating more builds from there.
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