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Simple Questions Simple Answers - Page 207

Forum Index > StarCraft 2 Strategy
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Dariusz
Profile Joined May 2011
Poland657 Posts
June 17 2011 08:35 GMT
#4121
How to defend marine/tank/banshee/raven/scv all-in as Protoss? General ideas? I would love some replays or VOD's and i'm sure many protosses would love it too. I'm talking about the version with 100+supply off 1 base.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 09:25 GMT
#4122
On June 17 2011 11:22 Alejandr0 wrote:
What are the usual timings for concussive shell and stim. Also for zergling speed. Thanks!



Be more specific please, I get metabolic boost at different timings depending on the match up, their opening and if I have a specific strategy that game.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Blazinghand *
Profile Blog Joined December 2010
United States25553 Posts
Last Edited: 2011-06-17 09:28:04
June 17 2011 09:27 GMT
#4123
On June 17 2011 17:35 Dariusz wrote:
How to defend marine/tank/banshee/raven/scv all-in as Protoss? General ideas? I would love some replays or VOD's and i'm sure many protosses would love it too. I'm talking about the version with 100+supply off 1 base.


If your opponent is getting 100 supply before attacking, and is on one base, assuming you expanded at a reasonable time, the problem is your macro-- you should be able to get up a couple of cannons and a gateway heavy army that can defend that before it hits you, since he's waiting for 100 food before attacking. Is it possible the attack is coming before this? Maybe if you sent a replay I'd be able to understand better... by then a fast expand should be ahead of a 1 basing player.

EDIT: If your problem is a mix of PDD and banshees, consider either phoenixes or hallucinated phoenixes-- both of those will drain PDD energy very quickly.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
zOula...
Profile Blog Joined January 2008
United States898 Posts
June 17 2011 09:38 GMT
#4124
When loading a group of marines into a medivac, what is the most effective way to load them while running away? (for instance after you've dropped in someones base and you see their army returning and you want to load up and retreat) Right now I am just selecting all my marines and then right clicking a medivac, then shift right clicking the next medivac and so on. Is this the best way to do it?
Dariusz
Profile Joined May 2011
Poland657 Posts
June 17 2011 09:54 GMT
#4125
On June 17 2011 18:27 Blazinghand wrote:
Show nested quote +
On June 17 2011 17:35 Dariusz wrote:
How to defend marine/tank/banshee/raven/scv all-in as Protoss? General ideas? I would love some replays or VOD's and i'm sure many protosses would love it too. I'm talking about the version with 100+supply off 1 base.


If your opponent is getting 100 supply before attacking, and is on one base, assuming you expanded at a reasonable time, the problem is your macro-- you should be able to get up a couple of cannons and a gateway heavy army that can defend that before it hits you, since he's waiting for 100 food before attacking. Is it possible the attack is coming before this? Maybe if you sent a replay I'd be able to understand better... by then a fast expand should be ahead of a 1 basing player.

EDIT: If your problem is a mix of PDD and banshees, consider either phoenixes or hallucinated phoenixes-- both of those will drain PDD energy very quickly.


Hallucination is brilliant idea, because i'm trying to 3 gate expand vs Terran and this all-in kills it, also most terans negate observers with turrets but sacrficing hallu phenix is going to be much better in this situation, thanks man.
dynwar7
Profile Joined May 2011
1983 Posts
June 17 2011 10:27 GMT
#4126
Hi all fellow TeamLiquiders lol


I am thinking of playing Zerg but I have some questions that really worry me:

1. Zerg....has no good form of detection, only Overseer....which is very easily sniped by ghosts. So when fighting Ghosts I am worried they will cloak...?
2. The fact that so many people say Z is weak and underpowered, makes me NOT want to play the,. Also from the pro replays I have seen, I see Z as a victim to many many early game harass, such as having to deal with Terran bunkers, hellions etc. Isn't this too much to handle?
3. Infestor. They are really nice spellcasters, but what if the T has Raven? I know with sieged tanks around Infestors are a no-no....?
4. Is Z a race where being creative is rewarding? If so...its good because I like to be creative

Basically I need some ideas that will convince me to play Z

THanks!
Regarding the imbalance, hilarious to see Zergs defending themselves....
Fus
Profile Joined August 2010
Sweden1112 Posts
June 17 2011 10:52 GMT
#4127
On June 17 2011 17:35 Dariusz wrote:
How to defend marine/tank/banshee/raven/scv all-in as Protoss? General ideas? I would love some replays or VOD's and i'm sure many protosses would love it too. I'm talking about the version with 100+supply off 1 base.


I have not tried this out so much but i have an idea about how to stop this rush on som maps.

For example on close by air metalopolis. Do the 1 gate robo with 2 additional gates build early double gas, cronoboost an observer and go scouting. When you see the rush coming (reactor on barrack, factory and starport) build robo bay and more gates. Get a quick thermal lance colossus, micro it hard to kill some marines. Bring your gateway units to try and force PDD or tank siege before they are at your base. If you get out some stalkers and 1 or possibly 2 colossu and micro well you will be able to defeat it.

I have stopped the rush this way mabie 2 times before. I came out with this strategy myself, you should get a practice partner and try diferent things out.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Fus
Profile Joined August 2010
Sweden1112 Posts
June 17 2011 11:00 GMT
#4128
On June 17 2011 19:27 DontLoseSightOfIt wrote:
Hi all fellow TeamLiquiders lol


I am thinking of playing Zerg but I have some questions that really worry me:

1. Zerg....has no good form of detection, only Overseer....which is very easily sniped by ghosts. So when fighting Ghosts I am worried they will cloak...?
2. The fact that so many people say Z is weak and underpowered, makes me NOT want to play the,. Also from the pro replays I have seen, I see Z as a victim to many many early game harass, such as having to deal with Terran bunkers, hellions etc. Isn't this too much to handle?
3. Infestor. They are really nice spellcasters, but what if the T has Raven? I know with sieged tanks around Infestors are a no-no....?
4. Is Z a race where being creative is rewarding? If so...its good because I like to be creative

Basically I need some ideas that will convince me to play Z

THanks!


1. You only have to worry about ghosts if you got infestors, you can fungal ghosts out of cloak if desired. Also keep your overseer further back, its not that easy to snipe. Requires several shots to do so.

2. That is totally wrong, look at resent result and you will find that zerg is not that weak. And if a zerg can win GSL 2 times every zerg can. Though i think zerg might be hard to play at some points.

3. Infestors are good vs marine tank and thor heavy mech comps, they will run in and fungal marines before tank sieges. A tank should never be allowed to fire at the infestors.

4. I woulnd say that but i dont know. I think terran is the most creative race really. Though you have to be creative to defend rushes.
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 11:11 GMT
#4129
On June 17 2011 19:27 DontLoseSightOfIt wrote:
Hi all fellow TeamLiquiders lol


I am thinking of playing Zerg but I have some questions that really worry me:

1. Zerg....has no good form of detection, only Overseer....which is very easily sniped by ghosts. So when fighting Ghosts I am worried they will cloak...?
2. The fact that so many people say Z is weak and underpowered, makes me NOT want to play the,. Also from the pro replays I have seen, I see Z as a victim to many many early game harass, such as having to deal with Terran bunkers, hellions etc. Isn't this too much to handle?
3. Infestor. They are really nice spellcasters, but what if the T has Raven? I know with sieged tanks around Infestors are a no-no....?
4. Is Z a race where being creative is rewarding? If so...its good because I like to be creative

Basically I need some ideas that will convince me to play Z

THanks!

I'll try to give different advice than the person above me.
1. Spore/spines will defend against DT/banshee/ghost sillyness and overseers are very useful units. Contaminate puts you even farther ahead when used on upgrades/production buildings. Not to mention changelings are great.
2. Don't chose your race on balance whine. If you believe the current flavor then infestor brood lord is 100% imba. Early game harass is effective if zerg opens economically with a fast expansion. Roaches or spine+queen positioning beat hellion harass and an early pool/lings beat bunkers/cannons.
3. What if terran has a raven? Who cares? If they have turrets or a raven don't put your infestors in range. They're pretty amazing spellcasters but to use them solely for harass isn't using them to the best of their ability. They can stall out a marine/tank push and weaken the most dangerous part of the composition, not to mention do a good job defending from drops/harass.
4. Zerg is extremely creative but anything I think is race bias. All races can be creative in their own way. There is a wonderful article about Saviour, famously creative Zerg player from brood war. The units and tactics have changed but the heart is still the same (Imo)


Can contaminate be used on cannons, bunkers or spore colonies?
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
Fus
Profile Joined August 2010
Sweden1112 Posts
June 17 2011 12:25 GMT
#4130


[/QUOTE]

Can contaminate be used on cannons, bunkers or spore colonies?[/QUOTE]

No
NaNiwa | Innovation | Flash | DeMuslim ¯\_(ツ)_/¯
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 14:09 GMT
#4131
Damn. I had a clever plan. Thanks Fus.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
asdir
Profile Joined June 2011
Germany39 Posts
June 17 2011 14:16 GMT
#4132
How many Mutas to one-shot a worker?
galivet
Profile Joined February 2011
288 Posts
June 17 2011 14:22 GMT
#4133
What is a workable protoss strategy on Typhon against zerg? I have a hard time expanding because of how open the natural is; zergs seem to assume that I'll do a one-base play because of the difficulty in expanding (and then if I do try to expand anyway, well, speedlings).
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 14:42 GMT
#4134
No upgrades, mutas do 9 damage per attack, scvs have 45 health, 5 mutalisks to 1 shot a worker.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 17 2011 14:57 GMT
#4135
On June 17 2011 23:22 galivet wrote:
What is a workable protoss strategy on Typhon against zerg? I have a hard time expanding because of how open the natural is; zergs seem to assume that I'll do a one-base play because of the difficulty in expanding (and then if I do try to expand anyway, well, speedlings).


Typhon is no different from Xel Naga. Takes a few extra buildings to wall, maybe you want to invest in an extra cannon, but it really shouldn't be that big of a deal.

To stop early speedling run bys, just scout well... prior to speedlings, you should always be able to scout the zerg with a probe. When lings have speed, then get a "spotter" probe or zealot hanging around just outside your base so you can at least get an extra few seconds of notification. Then when the run by comes, throw up a temporary gateway to fully wall in or fully block off the bottom of your ramp.
TheOracle
Profile Joined May 2010
Australia256 Posts
Last Edited: 2011-06-17 15:04:51
June 17 2011 15:04 GMT
#4136
What's the ideal protoss unit comp against a zerg going pure roach? Should I be still aiming for colossus or going 2 robo immortal (off 2 base) instead? Or neither of the above?
galivet
Profile Joined February 2011
288 Posts
June 17 2011 15:06 GMT
#4137
On June 17 2011 23:57 Anihc wrote:
Show nested quote +
On June 17 2011 23:22 galivet wrote:
What is a workable protoss strategy on Typhon against zerg? I have a hard time expanding because of how open the natural is; zergs seem to assume that I'll do a one-base play because of the difficulty in expanding (and then if I do try to expand anyway, well, speedlings).


Typhon is no different from Xel Naga. Takes a few extra buildings to wall, maybe you want to invest in an extra cannon, but it really shouldn't be that big of a deal.

To stop early speedling run bys, just scout well... prior to speedlings, you should always be able to scout the zerg with a probe. When lings have speed, then get a "spotter" probe or zealot hanging around just outside your base so you can at least get an extra few seconds of notification. Then when the run by comes, throw up a temporary gateway to fully wall in or fully block off the bottom of your ramp.


Thanks! I really appreciate your help.
Probe1
Profile Blog Joined August 2010
United States17920 Posts
June 17 2011 15:19 GMT
#4138
On June 18 2011 00:04 TheOracle wrote:
What's the ideal protoss unit comp against a zerg going pure roach? Should I be still aiming for colossus or going 2 robo immortal (off 2 base) instead? Or neither of the above?


PURE roach or mass/mainly roach?

1 void ray.

Pure roach just get stalker/sentry colossus. Roach corruptor I say blink stalker sentry HT. Immo's work.. I guess. Costly though. But if your opponent is going pure roach in the first 10 minutes build a stargate. If its late game just build higher tech units.
우정호 KT_VIOLET 1988 - 2012 While we are postponing, life speeds by
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 17 2011 15:23 GMT
#4139
On June 17 2011 17:35 Dariusz wrote:
How to defend marine/tank/banshee/raven/scv all-in as Protoss? General ideas? I would love some replays or VOD's and i'm sure many protosses would love it too. I'm talking about the version with 100+supply off 1 base.


There are 2 openings and 3 units compositions that can deal with this. First, the unit compositions:

1. Fast colossus. Basically as soon as your obs sees a 1-1-1 build, get a robo bay and chrono out colossus. I personally don't like this option as much because if forces you to make a lot of stalkers to protect your colossus (and stalkers are bad overall against this kind of all in), and even then, if he goes heavy on banshees he can quickly snipe your colossus with pdd + banshee. Also the situation can be worse for you if the terran delays his push by a bit to get out a round or 2 of vikings.

2. Stargate into phoenix/zealot/sentry. Again, as soon as your obs scouts the 1-1-1, or even if you suspect a tech build from your 1 zealot 1 stalker poke, get a stargate to chrono out phoenixes. Stargate openers are definitely good regardless against 1-1-1 builds, and is crucial if the terran goes 2 port banshees or just a lot of banshees in general. I find it slightly weaker against tank heavy terrans though - you can pick up tanks with phoenix but that's just temporarily trading cost for cost and then the tank doesn't even die.

3. My favorite, zealot/immortal/sentry. This relies on flanking well to work, but if you can attack the terran from multiple sides so that SCVs don't block your entire army, you can't lose. When you see the terran push out, hide half your army outside of your base. Wait for the terran to engage, then attack from both sides. Pull some probes if necessary.

As far as openers, 2 gate robo and 1 gate FE (into 5 gate robo, or 3 gate robo colossus, or 5 gate stargate/robo) work well. I don't like staying on 1 base to defend this (2 gate robo), since although you can hold off an all-in with it, if the terran just decides to expand upon seeing your lack of expansion instead of attacking, you're behind. The other benefit to 1 gate FE is that the later the terran's attack comes (and if you're having trouble with 100+ supply all-ins, those are really late so 1 gate FE is perfect), the easier it is for you to hold off.

Here's an example. The attack comes at 80 supply not 100+, but the idea is the same. I've held off 100+ supply all-ins exactly the same way (anyone ever play mBnBuki? lol)


rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 17 2011 15:30 GMT
#4140
On June 18 2011 00:04 TheOracle wrote:
What's the ideal protoss unit comp against a zerg going pure roach? Should I be still aiming for colossus or going 2 robo immortal (off 2 base) instead? Or neither of the above?


If you have decent force field micro, the best composition to deal with pure roach is stalker/sentry/immortal, adding blink eventually, and then finally adding HTs late game.

Going for colossus is not "wrong" though and is definitely really strong once you get to 4+ colossus. Just be careful if you're moving around in an open area on the map, it's easy to lose to a nice roach flank.
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