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Effective Use of Stalker/Zealot?

Forum Index > StarCraft 2 Strategy
Post a Reply
chessiecat
Profile Joined December 2010
82 Posts
December 22 2010 23:09 GMT
#1
Alright, I've been playing today against my Terran practice schmuck...I mean...um...buddy. I started using Day9's macro build style and it's really amazingly effective. Two out of three games today I won pretty decisively. What I have noticed though is that my practice partner has a really tough time against those core gateway units with his basic 3-rax push.

I always seem to have plenty of Stalkers on the table and enough Zealots, but even without leg-speed, a microing Terran with Concussion shell is going to take FOREVER to kill Zealots and while that's happening, Stalkers are plinking away at them at a really alarming rate. I realize in direct confrontation the Sentry is 100 percent useful and awesome but it's feeling less so these days and more like support. Those giant marine/marauder balls just don't scare me. My damage gets done and they take FOREVER to bring those Zealots down, especially with the +1 armor upgrade.

Is my partner doing something wrong here? I feel like just Zealots and Stalkers shouldn't be doing so well. It's REALLY hard to micro to attack Stalkers with all those Zealots pounding on your face.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
December 22 2010 23:14 GMT
#2
Your partner should be changing his strategy because the 3rax push is kind of like a 4 gate: It's very strong but very easily becomes an all-in the longer you do it. That and the more practice you get with placing force fields the easier this push will be to defend.

On a side note, mathematically you get more out of +1 weapons than +1 armor. In fact, your first upgrade should always be +1 ground weapons.
Knowing is half the battle... the other half is lasers.
Xptboy
Profile Joined August 2010
United States17 Posts
December 22 2010 23:18 GMT
#3
On December 23 2010 08:14 tehemperorer wrote:
On a side note, mathematically you get more out of +1 weapons than +1 armor. In fact, your first upgrade should always be +1 ground weapons.


vs Terran most pros go armor first
chessiecat
Profile Joined December 2010
82 Posts
December 23 2010 03:50 GMT
#4
You get WAY more out of ground army versus Terrans. One ground armor plus the 2 you get from Senty Guardian shields, plus the one base armor fo Zealots pretty much makes Marines take 50 shots just to take down a Zealot's health. That's going to take about a month of face-stabbing.
Chronald
Profile Joined December 2009
United States619 Posts
December 23 2010 04:04 GMT
#5
What if you get cloaked banshee rushed?

That's basically a GG. Your partner should learn to counter Zealot/Stalker early game
Got that.
Herculix
Profile Joined May 2010
United States946 Posts
Last Edited: 2010-12-23 04:20:12
December 23 2010 04:19 GMT
#6
to the OP, you're asking for advice and if your partner is making mistakes, but providing no replay. i can't really give you advice on how to correct mistakes without a replay

On December 23 2010 08:14 tehemperorer wrote:
Your partner should be changing his strategy because the 3rax push is kind of like a 4 gate: It's very strong but very easily becomes an all-in the longer you do it. That and the more practice you get with placing force fields the easier this push will be to defend.

On a side note, mathematically you get more out of +1 weapons than +1 armor. In fact, your first upgrade should always be +1 ground weapons.


you should not "always" upgrade attack before armor. against marines, armor is very good because they attack fast with stim and at the same time you remove a significant percentage of their damage since they only have 6 in the first place. on top of that, they usually have many marines attacking you, while you are often simply chipping away at kiting units, so it's completely logical to get armor first.
Farkinator
Profile Joined August 2010
United States283 Posts
December 23 2010 04:29 GMT
#7
I like going 2 gate 1 robo simply to fend off said 3-rax timing push. Imo, if I sense a 3rax, I like throwing down a robo in order to get those immortals. Also, this allows you to get several AWESOME robo units: The observer, and the warp prism. Warp prisms allow you to get map control, which that style (and protoss for that matter) is significantly lacking in. For some reason, people insist on transforming their shuttles into pylon mode, which transforms them into sitting ducks. To be honest, you really don't need to WARP IN more units than a shuttle can carry. You're effectively suiciding those units! If you simply have those units in the warp prism, you can do much faster drops. I don't need to tell anyone how awesome observers are.
Get some bases, smash some faces.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
December 26 2010 21:22 GMT
#8
To those saying you go armor vs terrans:

This is assuming you have enough sentries in your army to both FF and GS, and that you made them early enough to have energy for both. You still get more out of weapons, because in any PvT you will most likely have colossus and Zealots in your unit composition.
Knowing is half the battle... the other half is lasers.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
December 26 2010 21:39 GMT
#9
marines and marauders in a ball together, stim kiting with concussive, take no time to melt through stalkers or zealots
BrotherBax
Profile Joined September 2010
United Kingdom89 Posts
December 26 2010 21:53 GMT
#10
On December 27 2010 06:22 tehemperorer wrote:
To those saying you go armor vs terrans:

This is assuming you have enough sentries in your army to both FF and GS, and that you made them early enough to have energy for both. You still get more out of weapons, because in any PvT you will most likely have colossus and Zealots in your unit composition.


I'd say you want both reasonably fast anyway once your expansion is established. Personally I get +1 armour first because the units it best against (the marine) are on the field faster then the units +1 weapons effects most (immortal/colossus/charglots).

But I'd say there is no right way it's all down to personal preference and playstyle.
DarkwindHK
Profile Blog Joined April 2010
Hong Kong343 Posts
December 27 2010 02:13 GMT
#11
Usually Terran would have stim by the time armour upgrade is finish, which means you need teir 3 to counter them already; then you will need to get +1 attack anyways.
Dont be too humble, you are not that great.
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