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Simple Questions Simple Answers - Page 204

Forum Index > StarCraft 2 Strategy
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Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
June 16 2011 02:46 GMT
#4061
On June 16 2011 11:09 pezzaperry wrote:
I'm a protoss player and I really favour opening with High Templars against Terran players, since they usually go MMM. However, transitioning into the late game the Terran often go ghosts, and I find it impossible to win a fight... EMP just rapes me. Am I meant to split my HTs and micro better or should I just be transitioning into Collosus and suiciding my HTs in drops on mineral lines?


Against ghosts you have a number of options:
1) attempt to feedback them [this is hard]
2) split your doods [also hard, but this is micro you can do ahead of time]
3) focus them, and keep your templar in back
4) hide your templar in a warp prism so they can't be EMPed

if your templar get EMPed you can turn them into archons
When you stare into the iCCup, the iCCup stares back.
TL+ Member
H.k[D]
Profile Joined April 2010
United States260 Posts
June 16 2011 03:30 GMT
#4062
On June 16 2011 08:31 H.k[D] wrote:
is it true that when a protoss building finishes, its ability to wall changes? (ie you might be able to pass thru a building cc but when its done, its impassible?)
because something like this just happened to me and I swore the probe could move thru a tiny gap between the forming cc and the terrain but when it finished, it formed a complete wall

just in case it wasnt seen earlier
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
Last Edited: 2011-06-16 05:04:14
June 16 2011 04:57 GMT
#4063
wrong topic, sigh.
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
lazydino
Profile Joined October 2010
Canada331 Posts
June 16 2011 05:34 GMT
#4064
What happens if you neural parasite a dropship full of marines or say a warp prism that contains a collossus?>
"I have this moron thing that I do, it's called thinking" - George Carlin
Blazinghand *
Profile Blog Joined December 2010
United States25550 Posts
June 16 2011 05:51 GMT
#4065
On June 16 2011 14:34 lazydino wrote:
What happens if you neural parasite a dropship full of marines or say a warp prism that contains a collossus?>


You cannot cast neural parasite on a dropship with units in it.

http://wiki.teamliquid.net/starcraft2/Neural_parasite#Other
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
Last Edited: 2011-06-16 06:26:43
June 16 2011 06:26 GMT
#4066
@pezzaperry

Yup, the Ghost vs High Templar fight is advantaged to the Ghosts since it's so much easier for Ghosts to EMP your HTs than for your HTs to feedback them, and because Ghosts can also attack and use less gas.

PvT is all about switching between HT and Colossi in the lategame, if he gets ghosts get some more Colossi, if he gets Vikings then get some more HTs.

Never "suicide" anything in drops.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Fist
Profile Joined October 2010
Netherlands235 Posts
June 16 2011 07:09 GMT
#4067
On June 16 2011 11:09 pezzaperry wrote:
I'm a protoss player and I really favour opening with High Templars against Terran players, since they usually go MMM. However, transitioning into the late game the Terran often go ghosts, and I find it impossible to win a fight... EMP just rapes me. Am I meant to split my HTs and micro better or should I just be transitioning into Collosus and suiciding my HTs in drops on mineral lines?

Im doing exactly the same and what i found out working is to send 1 HT forward. As soon as you see the army, drop a storm and/or feedback ghost. They will never be quick enough to snipe the HT before you can storm.

If you drop a storm on the army, all medivac energy will be drained, and u might kill a few units. This or you feedback the ghosts, either way they won't be quick enough to stop your HT
Have you ever realized just how insignificant your existence on this planet really is?
dynwar7
Profile Joined May 2011
1983 Posts
June 16 2011 07:14 GMT
#4068
Hi people, I am a little scared thinking about PvT ghost mech. I know mass immortals wont work thanks to stupid EMP. But then, do I just have to use chargelots and blink stalkers? Maybe carrier and void rays? I like ghost as a unit but I hate when fighting against one lol.....

And do I use HT vs ghost mech late game? Just for random psi storm that can hopefully kill ghosts?

So, what should my unit comp be vs ghost mech?
Regarding the imbalance, hilarious to see Zergs defending themselves....
Yoshi Kirishima
Profile Blog Joined July 2009
United States10324 Posts
June 16 2011 08:01 GMT
#4069
@DontLoseSightOfIt

Depends what kind of Mech you're talking about.

HTs are useful because they can feedback Thors as well as Ghosts, Banshees, and BCs (which are good compliments to Mech) and Storm works decently on Hellions and even more so on repairing SCVs.

Mass Colossi works well because the Thors will just not be able to get to you. If you Colossi, the Mecher will get heavy Vikings or possibly even BCs, so be ready for that.

Basically you need pretty high tech and will need to switch tech trees and keep actively reacting to your opponent's composition.

Note: You still want a good part of your army to be Gateway units.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
dynwar7
Profile Joined May 2011
1983 Posts
June 16 2011 08:48 GMT
#4070
Thank you

Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?
Regarding the imbalance, hilarious to see Zergs defending themselves....
hirokashi
Profile Blog Joined March 2011
United Kingdom22 Posts
June 16 2011 09:25 GMT
#4071
As a zerg I often find myself building drones as you should but then the drones just simply idling next to the hatchery even if I have set the worker rally to the minerals, And then I check the hatchery to see the worker rally has been removed. I notice this often happens when I upgrade to a lair :o what is causing this and how to solve?
Penke
Profile Joined October 2010
Sweden346 Posts
June 16 2011 09:29 GMT
#4072
When, in game time preferably, does a protoss normally take a second gas? I would like to get a better understanding on whether my opponent is going to tech or pressure based off of second gas timing.
Timm
Profile Joined February 2011
34 Posts
June 16 2011 11:17 GMT
#4073
On June 16 2011 18:29 Penke wrote:
When, in game time preferably, does a protoss normally take a second gas? I would like to get a better understanding on whether my opponent is going to tech or pressure based off of second gas timing.


Standard 2nd gass is soon after cyber core is started.
If he didnt gass by then he is not teching.
dynwar7
Profile Joined May 2011
1983 Posts
June 16 2011 13:02 GMT
#4074
On June 16 2011 17:48 DontLoseSightOfIt wrote:
Thank you

Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?


In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics?
Regarding the imbalance, hilarious to see Zergs defending themselves....
dynwar7
Profile Joined May 2011
1983 Posts
June 16 2011 13:15 GMT
#4075
On June 16 2011 22:02 DontLoseSightOfIt wrote:
Show nested quote +
On June 16 2011 17:48 DontLoseSightOfIt wrote:
Thank you

Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?


In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics?


I am sorry....really sorry....just have many questions that is all

1 more. I know Terrans can banshee rush, which is very powerful indeed. What about P? What can P do? DT rush? Im talking as in early game rush like T can do banshee, what can P do? DT?
Regarding the imbalance, hilarious to see Zergs defending themselves....
valheru
Profile Joined January 2011
Australia966 Posts
June 16 2011 13:24 GMT
#4076
On June 16 2011 22:15 DontLoseSightOfIt wrote:
Show nested quote +
On June 16 2011 22:02 DontLoseSightOfIt wrote:
On June 16 2011 17:48 DontLoseSightOfIt wrote:
Thank you

Now as for terran mech, I have played it and it is quite strong. But one thing that REALLY worries me is the lack of mobility. So what should I do? When my army is in the middle, enemies just swarm from other sides.....what do I do to have good map control? Sensor tower sounds good, but how come most pros I see dont use sensor towers?


In addition to this, what is the most standard P opening? 3gate robo right? My question is, when do I make additional Gateways? I make 1...then core....then what? When should I make my 2nd and 3rd gate and lastly the robotics?


I am sorry....really sorry....just have many questions that is all

1 more. I know Terrans can banshee rush, which is very powerful indeed. What about P? What can P do? DT rush? Im talking as in early game rush like T can do banshee, what can P do? DT?

So you mean a techy harrasment opener?
Well there are some warp prism builds around also there are stargate openings, DTs can work but I'd be a little leery of them.
You can copy stargate builds from GSL players easily enough or find them on threads around the place. San did a nice PvP warp prism build a while back you can find that somewhere about a month and a half ago I think.
I reject your reality and substitute my own
Fist
Profile Joined October 2010
Netherlands235 Posts
June 16 2011 15:34 GMT
#4077
Im at a platinum level, but im losing alot lately. When I watch the replays, I almost always know where I went wrong. Hell, even in game I know I'm doing things wrong
But still, I just keep doing things wrong even I know what I'm doing wrong.

I don't think its usefull to post replays, since it would just point out what i already know by myself.
But how do I improve considering this?
Have you ever realized just how insignificant your existence on this planet really is?
ComaDose
Profile Blog Joined December 2009
Canada10357 Posts
June 16 2011 15:36 GMT
#4078
On June 17 2011 00:34 Fist wrote:
Im at a platinum level, but im losing alot lately. When I watch the replays, I almost always know where I went wrong. Hell, even in game I know I'm doing things wrong
But still, I just keep doing things wrong even I know what I'm doing wrong.

I don't think its usefull to post replays, since it would just point out what i already know by myself.
But how do I improve considering this?

Try fixing one thing you did wrong at a time.
Getting supply blocked?
play 10 custom games in a row where you concentrate mostly on building pylons.
Getting dropped to hard?
play 10 custom games in a row against someone you know and tell them to drop you everygame, defend accordingly
etc.
focus on one problem and fix it.
then move on to the next.
BW pros training sc2 is like kiss making a dub step album.
STS17
Profile Joined April 2010
United States1817 Posts
June 16 2011 15:48 GMT
#4079
Has anyone explored doing Ghost Drops instead of Marine/Marauder drops to kill workers? You can drop in a safe location (i.e. out of sight), cloak if needed, and queue up snipes on a bunch of workers then get out of there before your energy is expended and you decloak. Their attacks also 2-shot workers with no overkill since the round has no travel time so if an opportunity presents itself 2-4 ghosts can quickly wreck a worker line and cause tons of economic damage, the long range on snipe will also allow them to avoid most static defenses and still do their damage.
Platinum Level Terran - Take my advice from that perspective
Probe1
Profile Blog Joined August 2010
United States17920 Posts
Last Edited: 2011-06-16 16:20:43
June 16 2011 16:18 GMT
#4080
On June 16 2011 18:25 hirokashi wrote:
As a zerg I often find myself building drones as you should but then the drones just simply idling next to the hatchery even if I have set the worker rally to the minerals, And then I check the hatchery to see the worker rally has been removed. I notice this often happens when I upgrade to a lair :o what is causing this and how to solve?


Please enclose a replay. I've never seen this happen or had this happen to me.

On June 17 2011 00:48 STS17 wrote:
Has anyone explored doing Ghost Drops instead of Marine/Marauder drops to kill workers? You can drop in a safe location (i.e. out of sight), cloak if needed, and queue up snipes on a bunch of workers then get out of there before your energy is expended and you decloak. Their attacks also 2-shot workers with no overkill since the round has no travel time so if an opportunity presents itself 2-4 ghosts can quickly wreck a worker line and cause tons of economic damage, the long range on snipe will also allow them to avoid most static defenses and still do their damage.


Beta build.

It fell out of favor due to bf hellions and banshees being more efficient I believe. It still works and its its a cool thing to do but it isn't used very commonly anymore. The approach is to use two ghosts so you one shot workers.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
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