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On July 16 2011 06:26 H.k[D] wrote: whats a safe opening against terrans as protoss that will not put you too far behind economically
On July 12 2011 14:42 Anihc wrote: 3 gate expand against bio, 1 gate expand against FE or tech. Use your probe to get a good sense of what terran is doing (2nd marine = FE or tech, no 2nd marine = tech lab/reactor = bio), then confirm with zealot+stalker poke (send in probe first if you suspect bio so you don't get owned by marauder). There's also 2 gate fast obs, described here. http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010.
(My own!) Replay time! http://drop.sc/18714 It included some Thor/Marauder pushes on Backwater Gulch, with ultra fast mech attack upgrades, firstly off 1base, followed up by nexus snipe, expand, and sending another wave with some hellions mixed in. What composition would have opened the possibility of holding these pushes for me? Would sentry micro do the trick?
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On July 16 2011 07:55 JohnMadden wrote:Show nested quote +On July 16 2011 06:26 H.k[D] wrote: whats a safe opening against terrans as protoss that will not put you too far behind economically Show nested quote +On July 12 2011 14:42 Anihc wrote: 3 gate expand against bio, 1 gate expand against FE or tech. Use your probe to get a good sense of what terran is doing (2nd marine = FE or tech, no 2nd marine = tech lab/reactor = bio), then confirm with zealot+stalker poke (send in probe first if you suspect bio so you don't get owned by marauder). There's also http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010. Replay time! http://drop.sc/18714What composition would have opened the possibility of holding these pushes for me? Would sentry micro do the trick? (For those not watching, it was a Thor/Marauder push with ultra fast mech attack upgrades, firstly off 1base, followed up by nexus snipe and expand,)
While it wasn't that simple of a question to start out with, that is definitely not a simple answer. I should be able to read whatever the answer is without watching some random replay. (should probably edit the link to the PvT build to say what it is too, so it doesn't look random).
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On July 16 2011 07:55 JohnMadden wrote:Show nested quote +On July 16 2011 06:26 H.k[D] wrote: whats a safe opening against terrans as protoss that will not put you too far behind economically Show nested quote +On July 12 2011 14:42 Anihc wrote: 3 gate expand against bio, 1 gate expand against FE or tech. Use your probe to get a good sense of what terran is doing (2nd marine = FE or tech, no 2nd marine = tech lab/reactor = bio), then confirm with zealot+stalker poke (send in probe first if you suspect bio so you don't get owned by marauder). There's also 2 gate fast obs, described here. http://www.teamliquid.net/forum/viewmessage.php?topic_id=204010.
2 gate obs is very safe but it puts you behind economically against many builds. I don't know of any build out there that's not some sort of 1 base all in and has a later expo than 2 gate obs (except for 3 gate obs. lol)
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Idk if this would fit so here goes nothing
If i go for a +2 blinkstalkers timing attack on tal'darim alters where the zerg tried a 2 base hydra/ling + nydus and i reach his base just as he nyduses me, should I base trade or defend?
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On July 16 2011 10:39 H.k[D] wrote: Idk if this would fit so here goes nothing
If i go for a +2 blinkstalkers timing attack on tal'darim alters where the zerg tried a 2 base hydra/ling + nydus and i reach his base just as he nyduses me, should I base trade or defend?
simple version, defend...
this all depends on what the zerg does with the nydus, and how the positioning goes, if your already at his door you can push, you just need to kill his nydus network, or the zerg does to much damage and runs back in and defends at his base. if you cant get in and kill the nydus in his base you pretty much just lost in that scenario if the zerg does a ton of damage. Pretty much get the network kill his production and that +2 blink timing will beat his army when he comes back. But takes alot of work to pull off. which is why i would recommend just building pylons so theres map awareness and dont allow him to get a nydus flowing in your base and just bring the fight to him with your timing attack after the nydus was stopped.
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On July 16 2011 10:54 KiF1rE wrote:Show nested quote +On July 16 2011 10:39 H.k[D] wrote: Idk if this would fit so here goes nothing
If i go for a +2 blinkstalkers timing attack on tal'darim alters where the zerg tried a 2 base hydra/ling + nydus and i reach his base just as he nyduses me, should I base trade or defend? simple version, defend... this all depends on what the zerg does with the nydus, and how the positioning goes, if your already at his door you can push, you just need to kill his nydus network, or the zerg does to much damage and runs back in and defends at his base. if you cant get in and kill the nydus in his base you pretty much just lost in that scenario if the zerg does a ton of damage. Pretty much get the network kill his production and that +2 blink timing will beat his army when he comes back. But takes alot of work to pull off. which is why i would recommend just building pylons so theres map awareness and dont allow him to get a nydus flowing in your base and just bring the fight to him with your timing attack after the nydus was stopped.
haha, just to clarify
he nydused outside my natural while my army was a few steps away from his natural if I understand you correctly, the proper play is to ignore the rest of his base, kill the nydus, and then retreat to try and salvage the remains of my base? also, thanks a lot guys!
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Q: If you use the block function on bnet, might you still be matched up against that person on the ladder?
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I have a question, not sure if it's short enough to be answered here. I can't find any replays to throw up a whole thread about it.
In PvZ, when zerg gets a little bit of a lead and gains map control, how can you control creep spread? I generally find my army floating along my natural and 3rd (and sometimes main if they go muta) and unable to prevent massive creep spread across the entire map.
Unrelated: if you block communication with someone, will you get matched up in a teamgame with them on your team?
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On July 16 2011 11:51 RAGEMOAR The Pope wrote: In PvZ, when zerg gets a little bit of a lead and gains map control, how can you control creep spread? I generally find my army floating along my natural and 3rd (and sometimes main if they go muta) and unable to prevent massive creep spread across the entire map.
Short answer: you can't. That's the point of map control - as long as you can't safely leave your base, your opponent has free reign. You need to get back to a point where you can safely move around the map, then you can start worrying about creep control again. Cannon up your mineral lines and tech to storm, would be my advice - a HT or two in each base and two or three cannons (all depending on how much he's invested in mutas) is enough to discourage muta harass.
That being said, there are degrees of map control. You're rarely going to be so badly pinned that you can't keep creep back from your natural, for example, and based on where his army/mutalisks are, you can sometimes run out and snipe a couple of tumors that aren't too far from your base, knowing that you can get back in time to defend.
You can also send just a few blink stalkers and an observer as a creep-killing hit squad. You have to be really careful, though, to stay far away from the enormous ling army that a muta-ing zerg player will almost always have.
And I have a question for once! Last night, playing PvZ, some dude (diamond zerg) did an in-base 15 hatch on Backwater Gulch and teched very quickly to roach/hydra. I smashed him, but I was really curious if this is a legitimate ZvP strategy, and if so, what the thinking behind it is? I was going 3-gate expand, so he didn't scout anything unusual that could have triggered the macro hatch.
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On July 16 2011 11:06 RockOut wrote: Q: If you use the block function on bnet, might you still be matched up against that person on the ladder?
I actually don't know, but I'm quite sure you will. Would be really weird otherwise...
On July 16 2011 11:51 RAGEMOAR The Pope wrote: I have a question, not sure if it's short enough to be answered here. I can't find any replays to throw up a whole thread about it.
In PvZ, when zerg gets a little bit of a lead and gains map control, how can you control creep spread? I generally find my army floating along my natural and 3rd (and sometimes main if they go muta) and unable to prevent massive creep spread across the entire map.
Unrelated: if you block communication with someone, will you get matched up in a teamgame with them on your team?
I feel that you should be able to move forward with your ball of units and poke the creep. This is also a good way to force the Zerg into making units instead of drones. If he has map control to the extent that you cannot move, I feel you're in a very bad position all together. You cannot leave the Zerg expanding and droning as he wishes. Maybe leave some stalkers behind if you fear mutas? Blink stalkers have very high mobility so that should work okay. Also going forward with an observer and a few blink stalkers can easily pick off tumors.
I don't know if you can. I do not believe that the matchmaking system is linked to the bnet friends/enemies list however this way around make a lot more sense than the way that RockOut asked about.
On July 16 2011 16:12 AmericanUmlaut wrote:
And I have a question for once! Last night, playing PvZ, some dude (diamond zerg) did an in-base 15 hatch on Backwater Gulch and teched very quickly to roach/hydra. I smashed him, but I was really curious if this is a legitimate ZvP strategy, and if so, what the thinking behind it is? I was going 3-gate expand, so he didn't scout anything unusual that could have triggered the macro hatch. That sounds like some really silly attempt to stop a 4-gate. But that's just my 2 cents. Anyway, I don't really see roach/hydra being valid at all against anything but an army consisting of only gatewayunits. It just seems really stupid and I'm not surprised he lost...
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of the QXC 1scv 1rine 1marauder with slow FE and the normal 1 rax FE is there one that can be called simply better in TvP. Or are they fairly similar and it is a matter of personal preference? And what are the major differences between the two?
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Does EMPing a mothership decloak the units under it?
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On July 16 2011 16:32 henreiman wrote: Does EMPing a mothership decloak the units under it?
nah bro
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On July 16 2011 16:32 henreiman wrote: Does EMPing a mothership decloak the units under it?
It decloakes the units under the mothership that were hit by the EMP (for 10 seconds)
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I'm absolutely fucking sick of ZvT close spawn.
Can someone recommend a few good cheese builds ZvT so I can just throw away these games but keep like.. a 30% win rate or some shit. Obviously can't 6pool cuz I won't scout him close spawn in time.
Searched, so far I got: Baneling bust 2base eco-baneling bust 1base mass roach all in
I rarely cheese, if someone can explain how to optimally execute baneling bust (and eco bust) I'd really appreciate it (like when to cut drones, pool/gas timing, fake expand -> cancel?)
I don't like the cheese build orders on tlwiki -.-' they seem really bad/out-of-date, please correct me if I am wrong.
Will take and appreciate all detailed advice.
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As I was 4Gating the past months quite happily I'm just stepping into learning other builds like Blink and Robo, mostly on one base.
I wonder - how much probes are useful on minerals? Should I stay with the basic 16 or is it worth to go up to 19/21/24.
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On July 17 2011 06:33 Felo wrote: As I was 4Gating the past months quite happily I'm just stepping into learning other builds like Blink and Robo, mostly on one base.
I wonder - how much probes are useful on minerals? Should I stay with the basic 16 or is it worth to go up to 19/21/24.
Sheth (I believe it was) has made a thread about saturation. You're maximizing mining at 24 probes on 8 patches, the most effecient (no downtime) is on 16 however. Search for saturation.
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How do you use camera hotkeys? or area hotkey? so like you press the key and it goes to that area?
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On July 17 2011 06:43 jasonrock194 wrote: How do you use camera hotkeys? or area hotkey? so like you press the key and it goes to that area? Standard it is binded to something dumb like f5-f8 then shift+f5-shift+f8 because f1-f4 are used as hero hotkeys in the campaign. just rebind them in the hotkeys menu from f1-f8, and ctrl+f1-ctrl+f8 to set them. If you find this reach awkward, then bind it to shift rather than control.
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On July 16 2011 11:51 RAGEMOAR The Pope wrote: I have a question, not sure if it's short enough to be answered here. I can't find any replays to throw up a whole thread about it.
In PvZ, when zerg gets a little bit of a lead and gains map control, how can you control creep spread? I generally find my army floating along my natural and 3rd (and sometimes main if they go muta) and unable to prevent massive creep spread across the entire map.
Unrelated: if you block communication with someone, will you get matched up in a teamgame with them on your team?
This might not work until later game due to cost, but if you have a dark shrine up, send out 1 observer with a darktemplar. At the very least you will get a few creep tumors cleaned up. Granted, this is not worth the investment into a darkshrine early game just to clean up some creep.
Also remember it isnt the creep the provides vision, it is the tumor (though the bonus on creep applies as long as the creep still exists, with or without the tumor). So if you are moving out, sending a few guys with an observer ahead of your army can start cleaning up the tumors without giving away your entire army compostion. And if some units come to kill those guys off, you have the entire army to take them out.
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