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On July 09 2011 15:00 Animostas wrote: Why do more Protoss players opt for a Zealot/Stalker/Colossus composition rather than Zealot/Phoenix/Colossus in PvT? It seems that Phoenixes have a lot more usage as they destroy Vikings and can force turrets.
They don't destroy Vikings though. Vikings range just wins out. If they move to engage Vikings at the Phoenix range, they'll melt to Terran ground army in seconds (especially as Vikings can also fire at them).
You could argue that you still have the same positional struggle when using Stalkers, but then they win out because they're cheaper, easier to get and can be rebuilt faster. In short, Phoenix don't give you that much of an advantage (if any) to justify the commitment.
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According to build order testers, it's possible to have 22 probes, 4 warpgates, 1 zealot 6 stalkers and a second nexus at 5:40. Why does this not work in practice? (for pvp obviously).
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On July 09 2011 20:44 dementrio wrote: According to build order testers, it's possible to have 22 probes, 4 warpgates, 1 zealot 6 stalkers and a second nexus at 5:40. Why does this not work in practice? (for pvp obviously). You're only matching a 4-gater after his first warp-in. 30 seconds later, he's got four more units and you've spent all your money on a nexus.
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On July 09 2011 08:31 H.k[D] wrote: if you see a ton of banelings, is it cost efficient to blink statlkers one at a time in the middle? Yes. It takes eight banelings (400/200) to kill one stalker (125/50), so sacrificing single stalkers in this way is a very good exchange.
A good player probably won't have his banelings on attack-move, though, so this won't always work.
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On July 08 2011 14:02 kalany wrote:Show nested quote +On July 08 2011 13:55 Anihc wrote:On July 08 2011 13:16 kalany wrote: I get owned by 2 base chargelot archon builds. I've tried a lot of different unit comps. My macro is better but it seems that creating roach/hydra doesn't work...This is mid game so I can't really rush to broodlords for a stable build. Anyone have any suggestions? I experimented with chargelot/archon for awhile, and standard roach/hydra play completely owned me. Pure roach is probably even better. If you're losing to it the only explanation is that your macro needs to be better. Yeah....the dude had a hidden expo for like 10 mins....still that doesn't make sense because I was on 4 bases to his 3...maybe bad engagement too then. The Hydras were in the front and then I reinforced with roaches after seeing archons. I don't know....it's something I got to work on. So you're having trouble with midgame 2 base builds in which your opponent is on 3 bases for ten minutes?
Edit: My apologies to the thread. I didn't realize I had just posted in here three times in a row instead of just editing my first response.
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On July 09 2011 01:41 Anihc wrote:Show nested quote +On July 09 2011 00:32 Ajaco92 wrote:On July 08 2011 23:45 Catchafire2000 wrote: what is the BO for a perfect 4 gate in pvp? http://wiki.teamliquid.net/starcraft2/4_Gate-- I've been thinking about this lately; when you go templars vs bio terrans, they always want to EMP your templars, right? What about hallucinating a bunch of HT's, send them to an exposed spot, to draw EMP attention? My question is; have anyone tried this, or seen that this have been done? I think it should work, as very few terrans bring a raven with their army, or scans regulary before an engagement. Liquipedia link is not the perfect PvP 4 gate. Hallucinating HTs may work, but majority of people I play always scan. Also when it gets to mid-late game terran always has many ghosts for many EMPs so a few hallucinations dont really make much of a difference.
Anyone know what the perfect BO is for 4 gate in PvP?
Also, what units comprise the protoss anti terran bio army?
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9 pylon 11 cb on probes 12 gate 13 cb on probes 14 gas 16 pylon 16 cybercore -> warpgate research 5 cb 17 zealot Cut probes at 20 probes 22 stalker 24 gateway gateway gateway 24 stalker
26 Proxy pylon Gates into warpgate 4x stalker Proxy pylon at ramp 4x zealots
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On July 09 2011 22:47 Catchafire2000 wrote:Show nested quote +On July 09 2011 01:41 Anihc wrote:On July 09 2011 00:32 Ajaco92 wrote:On July 08 2011 23:45 Catchafire2000 wrote: what is the BO for a perfect 4 gate in pvp? http://wiki.teamliquid.net/starcraft2/4_Gate-- I've been thinking about this lately; when you go templars vs bio terrans, they always want to EMP your templars, right? What about hallucinating a bunch of HT's, send them to an exposed spot, to draw EMP attention? My question is; have anyone tried this, or seen that this have been done? I think it should work, as very few terrans bring a raven with their army, or scans regulary before an engagement. Liquipedia link is not the perfect PvP 4 gate. Hallucinating HTs may work, but majority of people I play always scan. Also when it gets to mid-late game terran always has many ghosts for many EMPs so a few hallucinations dont really make much of a difference. Anyone know what the perfect BO is for 4 gate in PvP? Also, what units comprise the protoss anti terran bio army?
Zealot/stalker/sentry and either collosus or HT for the actual damage.
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Thanks guys for the input. Geiko, i've been practicing your 3gate defensive PvP. And I want to try going games that aren't collosi focused against Terran.
I always lose to terrans all-in stim pushes :/
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On July 09 2011 23:16 Catchafire2000 wrote: Thanks guys for the input. Geiko, i've been practicing your 3gate defensive PvP. And I want to try going games that aren't collosi focused against Terran.
I always lose to terrans all-in stim pushes :/
The only way to defend stim pushes is with sentries. Make more of them, don't forget to use GS and practise on placing good FFs. If I'm going to be playing defensive, I like to make a duckload of sentries at the begining 4 or 5 in order to save minerals for expanding, then start getting the damage dealer (zealot and stalker) when the push is coming.
If you don't like colo play vs terran, I would suggest watching a couple of Adelscott's games. Main idea is to get a important chargelot count with a some blink stalker and sentry support. Delay taking your natural's geysers to focus on minerals for your zealot army. All gas should go then go to the twilight upgrades (charge first unless you have a lot of drops to deal with) and chronoboosted double forge upgrades. Try to take an early third. Engage only when you have zealots. When your zealots are all dead, blink back and warp in some more. Get a lot of gates. Transition to storm HTs/archons and eventually colossi in the late game once terran has caught up in upgrades.
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When watching Replays, how do you bring up the screen that shows each player with the total number of workers killed?
Thx!
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How do I hold an unscouted 6 pool? As in, the lings are walking up my ramp, and I have a pylon and gateway at the ramp? Do I put down another gateway and chrono out zealots? Forge and cannon in the mineral line? I tried blocking the ramp but that just ended up spending too many minerals and getting owned anyway
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With probes.
Seriously. Completely wall off your ramp and just kill the lings in base with your probe. Make sure to get a surround on the lings. Unless of course you're in base proxy 2 gating. Then you just got served.
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what's the better opening? 9 pool or 10 pool ? there was a detailed topic about early pools but i dont seem to find it. the thread's conclusion was that 9 pool is better than 10 pool economy wise with about 150-200 minerals but 2-3 seconds later zerglings. but ive seen darkforce and sen going for 10 pool today on NASL so i'm not sure what's up with that.
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oh thx! i realised now... i was getting so frustrated. but it must not work on 2v2, only 1v1 games ^^
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How do you remember to make supply? Overlords specifically, but anything will do. In all my games, I always lose because the opponent pushes and guess what: I'm supply blocked.
It's happened to me every game and I've played over 1,500 matches
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On July 10 2011 07:17 Torte de Lini wrote: How do you remember to make supply? Overlords specifically, but anything will do. In all my games, I always lose because the opponent pushes and guess what: I'm supply blocked.
It's happened to me every game and I've played over 1,500 matches
Make the supply unit/structure with your batch of spawned larvae, so that you're always one or two over lords ahead. Toss can do the same thing with a round of warp ins.
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I haven't seen a lot of Adel's gasless PvP openers lately (none in fact). Any particular reasoning behind that? Has it become obsolete?
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Is there a standard/optimal 3 gate blink stalkers for PvP post patch?
I've seen several variants, including the Gate Cyber Council, or the 3 stalker opening into Blink Stalkers, with as much as a 30 second difference from the moment of engangement.
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