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3v3 Strategy for Protoss?

Forum Index > StarCraft 2 Strategy
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Mr.Binks
Profile Joined January 2011
United States2 Posts
January 16 2011 02:42 GMT
#1
I'm pretty new to Starcraft 2, but I played Starcraft 1 an awful lot, so I'm pretty familiar with how the game works and whatnot.

What I seem to be having trouble with is finding an exact 3v3 strategy that is more or less dependable. Depending on who my team is, I range anywhere from bronze to gold, so I don't have to really worry about the top tier players and the like.

What I have always (and I mean always) been doing in my 3's games is doing the 4-gate build. I have tried various 1's strategies, such as 2-gate/2-robo build, but they don't seem nearly as effective, since it takes a while for me to mass.

In team games, it seems most imperative to be good at macro rather than micro, so I'm wondering if anyone has a different strategy they use most of the time in team games?

Thanks!
I'm high all day, you can call that shit a long flight.
Battousai13
Profile Joined September 2010
United States638 Posts
January 16 2011 05:24 GMT
#2
Make two Gateways, pump Zealots until you get five. Move push with your teammates. This should be around 5:00, and is a nice timing before a majority of strats come online. Plus the build makes you safe against 6-pool bullshit.

Expand afterwards and get whatever tech seems relevant to the match.
ShaneMac
Profile Joined November 2010
Canada56 Posts
January 16 2011 05:43 GMT
#3
The 3 of you worker rush 1 player then you 4 gate, win.
DeltaBravo
Profile Joined November 2010
United States119 Posts
January 16 2011 05:47 GMT
#4
Adding onto Battousai's two gate strategy, it seems to lend itself very well to a transition into phoenix. With the new patch, 1 stargate takes up all of you gas production on one base, leaving enough to support about 2 gateways.

Obviously this isn't a blanket strategy that works for every single matchup. However, it works very well against zerg-heavy teams and, to an extent, protoss as well. For teh zerg, if they gather their overlords in one corner of the map, say goodbye to the zergs pop-cap and army production for a good 2 minutes. For protoss, especially on two or more bases, the anti air is very immobile by comparison, allowing you to bounce back and forth inbetween bases sniping probes.

Assuming that the phoenix play isn't completely shut down off the bat, it'll force the enemy armies to defend their base, commit to air, or flounder hopelessly. Obviously, when their army is in their base, it isn't in your allies, allowing them to mass up a respons. If they commit to air, they're have a tough time matching your phoenix production. If they win, then you've just made them sink resources into something that doesn't necesarrily help against your allies army.
Nerf Probes
Guppers
Profile Joined October 2010
United States94 Posts
January 16 2011 05:49 GMT
#5
in random team games it's almost impossible to have a solid "strategy" because you can't rely on your teammates

the best thing you can do is 1)not die and 2) help your teammates if you can

I know that sounds obvious but that means you don't wanna do something like 15 nexus. What I personally do is just a typical 3-gate push into expand. If your macro is good you should be able to either 1)kill someone 2)expand behind your push or 3) help a struggling teammate

if you look at the score screen at the end of a team random match you'll see like 4 people with pathetically low scores and 1-2 people with really high scores (those are the people who macroed well and more than likely won the game for their team)

it's still important to scout to know if you're going to get rushed and plan accordingly but other than that, any sound macro build should work beautifully
remember that anyone who has accomplished less than you is a noob, and anyone who has accomplished more has no life.
Simberto
Profile Blog Joined July 2010
Germany11787 Posts
January 16 2011 05:49 GMT
#6
Dt-rushing is, while cheesy, pretty effective in teamgames, since most people pass detection for their rushes, and you will probably find at least one undefended base.

If for some reason you are absolutely sure that your enemies won´t, or at least won´t all, go for some 6-7 minute timing push, going nexus first is also viable. If this happens, you can usually crush the enemies with your macro.

Otherwise, 4-gating is pretty solid, since many games are basically a clash at 6-7 minutes, and only if this ends in a draw proceed to go on. Based on what happens you might cut some units and expand, or just build only 3 gates, and expand earlier. Once you get two bases running, unless your enemies go for mass air, you should get at least 2 robos pushing out colossi, and maybe some warpgates for other stuff. Colossi are incredibly good in team games.

If you want concentrate more on macro then on micro, make your stuff follow the units of an other player that seems competent.

Don´t go for mass voidrays, everybody hates those guys, especially if they are on your own team, since they have absolutely nothing useful in the 6-7 minute clash, and are not that good later on either.
OriginalBeast
Profile Joined September 2010
United States709 Posts
January 16 2011 05:51 GMT
#7
triple 4 gate...
More gg, more skill.
JerKy
Profile Blog Joined January 2011
Korea (South)3013 Posts
January 16 2011 06:11 GMT
#8
When playing team games as Protoss, I generally like to use the (Wiki)Korean 4 Warpgate All In (vs. Protoss)

It's pretty effective, especially with a bioball or sling/bling combination.

When rushing with this type of build, I generally attack around the 6 minute mark. The third player is generally allowed to expand early, macro hard (for a fallback in case the rush fails), and get detection (to stop cloaked units).


You can type "StarCraft" with just your left hand.
Mr.Binks
Profile Joined January 2011
United States2 Posts
January 30 2011 07:43 GMT
#9
Thanks for the replies, guys. Sorry I haven't been able to reply.

I seem to struggle severely in two specific instances:
1.) If I am rushed early (say, by some 6-7 pool shit, etc). Perhaps committing to 4-gate or even 3-gate makes it more difficult to defend against a rush like this. What do you guys think?

and also,

2.) Very late game. It seems that when the mid-game point is over and everyone starts macroing like hell, I always end up slightly disadvantaged, because I struggle with finding out the correct combination of units, etc. This has been less of a problem lately, since I switched from 4-gate to 3-gate/Robo. However, when I 4-gate, it seems that I produce a very ineffective combination of stalkers, sentries, and zealots.

In a late game, what do you guys normally go for, assuming you've committed to producing units out of your gates?


Thanks!
I'm high all day, you can call that shit a long flight.
akaMadMike
Profile Joined January 2011
Norway93 Posts
February 11 2011 10:03 GMT
#10
Well im my experience (at least in the lower divisions) you need to adapt to what your other teammates are doing. Late game I almost ALWAYS go carriers in 4v4, as your teammates can easily spam you with some resources and 10++ carriers can do some serious damage if macroed correctly. Espcially with support of mutas/corruptors or ground units such as sieges, roaches etc...

The start build or main strategy does not really matter, as long as your team produce units constantly. Map control is usually what wins the game, unless you go for a rush og resource with muta/void/carrier spam. ALWAYS have your troops together, and concentrate on doing hit and runs. Taking out expansions or single/duo armies walking around looking for your expansions.
I know i was born and I know that I’ll die – the in between is mine!
Sm3agol
Profile Blog Joined September 2010
United States2055 Posts
February 11 2011 14:29 GMT
#11
Lately in team games, I go nothing but blink stalkers with amazing success. Something like a 2 gate blink expand + hallucinate and a couple sentries so you can blink into bases and harass. I also eventually drop a robo for mobile warp-in + obs, and if the game is going into mid-late game, I drop a stargate and fleet beacon, get a mothership, and keep sniping their detection. I've rolled giant armies of all sorts with just that comp. Blink + mothership is ridiculously amazing vs anything not a giant tier 3 ball. I once killed an army of ~10-15 ultralisks without losing a single stalker of my ~30 stalker group, even without the mothership. Blink = op vs bad players.
familyguy123
Profile Joined December 2010
92 Posts
Last Edited: 2011-02-11 16:24:44
February 11 2011 16:23 GMT
#12
Korean 4 gate works wonders. If you scout early zling pressure, you can hold off with your 4 gates/cyber creating a funnel (even if you have two ramps) and then pressure the hell out of someone who often doesn't expect the 4 gate.

Realy hard to find a unit combo that can handle waves of 4 zeaots. Killing mining early is equivalent to taking that person out of the game.

The transition following this is easy - gradually make probes into a regular 4 gate, expand and go sentry heavy as gas accumulates.
TheXenocide1
Profile Joined January 2011
United States58 Posts
February 11 2011 16:33 GMT
#13
Here is how i feel about strategy in team games, rush. (and dont play zerg)

I have played a lot of team games and lost alot because i have 1v1 builds in my head that could easily hold off 2 zealots coming into my base real early 5:00. Unfortunately it becomes, 2 zealots + 3 marines and then I'm dead. Meanwhile my teammates are getting hit by dts 2 minutes later. We have actually crossed out the non-fortress maps because we all would like the games to last longer than 7 minutes.
Eventually we got frustrated to losing to 3-4 players doing 1 base all ins with 19 workers that we just started doing the same thing and started crushing anyone that made a factory.

The team games are all about rushing.

As for playing zerg in team games, my experience is that you get hit first by the inevitable rush that comes because zerg has no wall off or really good early defense. additionally there are few team maps that have really accessible naturals so you have to do alot of 1 base roach or banelings. If you put down spines, you cannot help your teammate cause you dont have the money or larva so i play protoss in team games and 4 gate (1 gas ~20 workers) and win most of the time which i hate doing cause i feel like it ruins the game.

I think the fortress maps are best maps though cause early rushes are not nearly as effective and then people can actually go into a later game
Fear is the Mind Killer
snadmonkey
Profile Joined September 2010
United States26 Posts
Last Edited: 2011-02-11 16:47:21
February 11 2011 16:38 GMT
#14
I main terran/zerg but i play random for 3v3 usually so I do play as toss. I can still easily play the protoss against 'diamond' level 3v3 players. My build is basically 2 gate robo, sometimes going 3 gate robo or expo. The reason I like this build is that lately the builds people go, Terran goes bio usually, well whatever, zerg go roaches gg immortals, and protoss either 4 gate or dt rush: casein point immortal good against all of those..

Especially if you are random 3v3 you need an observer, how many games i've palyed on both sides where one team gets 0 detection and someone dt tech rushed and its gg. If you have observer and spot this its gg for you move into hsi base for the kill. 5 min attacks can be helpful but thats only if people actually do them. You will run into alot of players who say sure attack 5 min mark, they make 10 zerglings then expand. If you aren't sure they will actually rush with you go a standard 1 base play. (scout for fast expo's if you see one attack them immediatly, again another benefit of robo). My suggestion though is do not skip production, when your gateway finishes start building a zealot, alot of people try 1v1 builds where you aren't producing many units until u get 4 gates up or whatever. My philosophy is to never have an idle production building cause you never know when an attack is coming.

My comp from 3 gate robo is zealots and sentries at start then immortal pump, generally after i get 6 or so i switch to collosi/stalekr mix. Works pretty well for me considering I don't know much of anything about toss timings etc.

BTW late game, blink stalker collosi is what i go for. Its a very solid group that can compliment your partners and more importantly, is mobile enough so you don't end up block each other. 3 200/200 armies have a hard time fighting togeather to all attack at once, blink and collosi help this alot.
Rotodyne
Profile Blog Joined July 2005
United States2263 Posts
February 11 2011 16:42 GMT
#15
On February 12 2011 01:33 TheXenocide1 wrote:
The team games are all about rushing.


Ahh, this is what I love about team games. But if you fuck up the rush, of if they are good enough to defend it, the game can become much longer and the rushing team is at a huge disadvantage.

If both teams want to rush, well, that's when the real fun begins.
I can only play starcraft when I am shit canned. IPXZERG is a god.
covetousrat
Profile Joined October 2010
2109 Posts
February 11 2011 17:13 GMT
#16
Try and check out my blog sc2tips.blogspot.com. I have written a whole 7 part series dedicated to how to play team games generally mostly towards 4v4. Browse through my older post as the series should give you a good idea. Cheers
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