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Forum Index > StarCraft 2 Strategy
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galtdunn
Profile Joined March 2011
United States977 Posts
Last Edited: 2011-07-28 18:39:52
July 28 2011 18:39 GMT
#5981
On July 29 2011 03:04 Soluhwin wrote:
Show nested quote +
On July 28 2011 23:05 galtdunn wrote:
On July 28 2011 21:36 therealmcgee wrote:
guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2


Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him.

This is actually a terrible idea, if you attack right when your opponent siezes map control then he counter attacks to half your economy while you're walking across the map, then pulls back just in time to defend.

When you see your opponent has mutalisks the correct thing to do is just turtle up, and deflect harass after harass. You want to make a transition towards templar tech because a few good storms can cut the muta count down significantly, and archons are also good at shooing away mutas. Templar tech is also gas intensive, so it allows you to invest in a ridiculous number of cannons to stop counter attacks. Also: you want to bear in mind that the zerg can not be everywhere at once with his/her murder of mutas, I recommend doing some form of harassment only to pull the mutas away from your base allowing you to take a third. Once you feel comfortable on 3 base with an appropriate number of cannons set up then you should be fine to go about the map again, just know that if your opponent goes mutas then the game will probably be a long one.


The point is that you don't need to defend, a quick push as soon as mutas pop is supposed to kill him, as in win the game. I'm not saying it's the only or the best strategy, but if you're going to do it, it's pretty much an all-in, as you're sacrificing your economy to kill him.

And like I said before, mutas aren't good as an army unit, so even if they come help you have a good chance.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
July 28 2011 18:39 GMT
#5982
On July 29 2011 03:23 Retgery wrote:
Not so much strategy but what is a good way to find people to play with? I have tried the practice partner thread but that never ended well, I ended up defriending people after a short while. Are there casual clans that will except half decent players?


Yes, there are. I recommend that you stop by the TL teamspeak server, or the TL IRC chat (which has thousands of users). Also good places to find practice partners are watching the streams of popular players in those chat rooms, or from people you play on the ladder. You can also stop by public IRC channels related to starcraft 2 and poke around in there.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 28 2011 18:48 GMT
#5983
On July 29 2011 03:39 galtdunn wrote:
Show nested quote +
On July 29 2011 03:04 Soluhwin wrote:
On July 28 2011 23:05 galtdunn wrote:
On July 28 2011 21:36 therealmcgee wrote:
guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2


Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him.

This is actually a terrible idea, if you attack right when your opponent siezes map control then he counter attacks to half your economy while you're walking across the map, then pulls back just in time to defend.

When you see your opponent has mutalisks the correct thing to do is just turtle up, and deflect harass after harass. You want to make a transition towards templar tech because a few good storms can cut the muta count down significantly, and archons are also good at shooing away mutas. Templar tech is also gas intensive, so it allows you to invest in a ridiculous number of cannons to stop counter attacks. Also: you want to bear in mind that the zerg can not be everywhere at once with his/her murder of mutas, I recommend doing some form of harassment only to pull the mutas away from your base allowing you to take a third. Once you feel comfortable on 3 base with an appropriate number of cannons set up then you should be fine to go about the map again, just know that if your opponent goes mutas then the game will probably be a long one.


The point is that you don't need to defend, a quick push as soon as mutas pop is supposed to kill him, as in win the game. I'm not saying it's the only or the best strategy, but if you're going to do it, it's pretty much an all-in, as you're sacrificing your economy to kill him.

And like I said before, mutas aren't good as an army unit, so even if they come help you have a good chance.

http://drop.sc/16095 Look at this game, the protoss made a good timing attack but I had rushed for mutas so quickly that I had them out in time to contain him/her. Now, my opponent decides to attack anyway and what ends up happening is I eventually hold it off with roach rallys and my opponent just doesn't have the economy to try to carry the game out. I didn't need to make a single spine and I still held it off, I reaaaaaally don't think a counter attack while the spire is out will do much good. If you want to go kill them then you have to do it while the spire is building.
I put the sexy in dyslexia.
galtdunn
Profile Joined March 2011
United States977 Posts
July 28 2011 18:51 GMT
#5984
On July 29 2011 03:48 Soluhwin wrote:
Show nested quote +
On July 29 2011 03:39 galtdunn wrote:
On July 29 2011 03:04 Soluhwin wrote:
On July 28 2011 23:05 galtdunn wrote:
On July 28 2011 21:36 therealmcgee wrote:
guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2


Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him.

This is actually a terrible idea, if you attack right when your opponent siezes map control then he counter attacks to half your economy while you're walking across the map, then pulls back just in time to defend.

When you see your opponent has mutalisks the correct thing to do is just turtle up, and deflect harass after harass. You want to make a transition towards templar tech because a few good storms can cut the muta count down significantly, and archons are also good at shooing away mutas. Templar tech is also gas intensive, so it allows you to invest in a ridiculous number of cannons to stop counter attacks. Also: you want to bear in mind that the zerg can not be everywhere at once with his/her murder of mutas, I recommend doing some form of harassment only to pull the mutas away from your base allowing you to take a third. Once you feel comfortable on 3 base with an appropriate number of cannons set up then you should be fine to go about the map again, just know that if your opponent goes mutas then the game will probably be a long one.


The point is that you don't need to defend, a quick push as soon as mutas pop is supposed to kill him, as in win the game. I'm not saying it's the only or the best strategy, but if you're going to do it, it's pretty much an all-in, as you're sacrificing your economy to kill him.

And like I said before, mutas aren't good as an army unit, so even if they come help you have a good chance.

http://drop.sc/16095 Look at this game, the protoss made a good timing attack but I had rushed for mutas so quickly that I had them out in time to contain him/her. Now, my opponent decides to attack anyway and what ends up happening is I eventually hold it off with roach rallys and my opponent just doesn't have the economy to try to carry the game out. I didn't need to make a single spine and I still held it off, I reaaaaaally don't think a counter attack while the spire is out will do much good. If you want to go kill them then you have to do it while the spire is building.

Fine then don't do it. I don't play protoss anyways, I was just under the impression that that was a common strategy against a Zerg that gets mutas. like day9 says, if he's trying to do something cute, just go kill him.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Rank999Kyu
Profile Joined June 2011
United States1 Post
July 28 2011 19:04 GMT
#5985
Terran build order, Let the 8th SCV complete mineral extraction once, and move it to build the supple wall is about an exact time when the you get 100 minerals as you reach the wall.

My question is "Do players take their time to see if their SCVs have minerals in hand, or would they take an empty SCV to build?"
Soluhwin
Profile Joined October 2010
United States1287 Posts
July 28 2011 20:05 GMT
#5986
On July 29 2011 04:04 Rank999Kyu wrote:
Terran build order, Let the 8th SCV complete mineral extraction once, and move it to build the supple wall is about an exact time when the you get 100 minerals as you reach the wall.

My question is "Do players take their time to see if their SCVs have minerals in hand, or would they take an empty SCV to build?"

It doesn't really matter, but for efficiency's sake you should use one that is empty.
I put the sexy in dyslexia.
saaaa
Profile Joined November 2010
Germany419 Posts
July 28 2011 20:11 GMT
#5987
Is it possible to create more than 2 patrol points?

I mean i saw this in a game but i did'nt figure it out how it works

Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
July 28 2011 20:20 GMT
#5988
On July 29 2011 05:11 saaaa wrote:
Is it possible to create more than 2 patrol points?

I mean i saw this in a game but i did'nt figure it out how it works



To set a patrol with more than one checkpoint, hold down the shift key and click each checkpoint (besides the unit's starting position) in order.

If the final checkpoint is in the same location as the first checkpoint, the unit will go to the first checkpoint and continue from there, so that if there are 4 check points instead of going 1-2-3-4-3-2-1-2-3-4, the unit will go 1-2-3-4(1)-2-3-4(1)-2-3-4(1), making a triangle.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 28 2011 20:53 GMT
#5989
On July 29 2011 05:11 saaaa wrote:
Is it possible to create more than 2 patrol points?

I mean i saw this in a game but i did'nt figure it out how it works


Yes, you can create a patrol waypoint in a shape of something, perhaps a circle around a base, or a square at the natural to block a Zergling. Select unit -> hit p -> hold shift + click.
Shintuku
Profile Joined December 2010
Canada76 Posts
July 28 2011 22:14 GMT
#5990
What do people refer to when saying things like "metagame your opponent" or "that isn't metagaming"?
Kambing
Profile Joined May 2010
United States1176 Posts
Last Edited: 2011-07-28 22:23:23
July 28 2011 22:22 GMT
#5991
On July 29 2011 07:14 Shintuku wrote:
What do people refer to when saying things like "metagame your opponent" or "that isn't metagaming"?


On April 27 2011 13:40 Kambing wrote:
Show nested quote +
On April 27 2011 13:31 svefnleysi wrote:
I hear the term metagame thrown around a bit - what's the actual definition of the word?


"The factors external to the game that affect the game itself": http://en.wikipedia.org/wiki/Metagaming

For example, anticipating that your opponent will go forge FE-void ray on Shakuras because you saw in his match history that has done it in his last 5 Shakuras games is an example of "playing the metagame".
Emporio
Profile Blog Joined December 2010
United States3069 Posts
July 28 2011 22:30 GMT
#5992
On July 29 2011 03:51 galtdunn wrote:
Show nested quote +
On July 29 2011 03:48 Soluhwin wrote:
On July 29 2011 03:39 galtdunn wrote:
On July 29 2011 03:04 Soluhwin wrote:
On July 28 2011 23:05 galtdunn wrote:
On July 28 2011 21:36 therealmcgee wrote:
guys what is an effective way to deal with mutas as protoss, it seems every game im against them i lose cause im forced to turtle and defend when he gets about 5 bases to my 2


Another idea is the right when you see he has mutas, you just go fucking kill him. Zerg has to invest a lot into mutas, and they aren't that strong as an army unit. If you just go attack with whatever you have, you can usually do a lot of damage to him.

This is actually a terrible idea, if you attack right when your opponent siezes map control then he counter attacks to half your economy while you're walking across the map, then pulls back just in time to defend.

When you see your opponent has mutalisks the correct thing to do is just turtle up, and deflect harass after harass. You want to make a transition towards templar tech because a few good storms can cut the muta count down significantly, and archons are also good at shooing away mutas. Templar tech is also gas intensive, so it allows you to invest in a ridiculous number of cannons to stop counter attacks. Also: you want to bear in mind that the zerg can not be everywhere at once with his/her murder of mutas, I recommend doing some form of harassment only to pull the mutas away from your base allowing you to take a third. Once you feel comfortable on 3 base with an appropriate number of cannons set up then you should be fine to go about the map again, just know that if your opponent goes mutas then the game will probably be a long one.


The point is that you don't need to defend, a quick push as soon as mutas pop is supposed to kill him, as in win the game. I'm not saying it's the only or the best strategy, but if you're going to do it, it's pretty much an all-in, as you're sacrificing your economy to kill him.

And like I said before, mutas aren't good as an army unit, so even if they come help you have a good chance.

http://drop.sc/16095 Look at this game, the protoss made a good timing attack but I had rushed for mutas so quickly that I had them out in time to contain him/her. Now, my opponent decides to attack anyway and what ends up happening is I eventually hold it off with roach rallys and my opponent just doesn't have the economy to try to carry the game out. I didn't need to make a single spine and I still held it off, I reaaaaaally don't think a counter attack while the spire is out will do much good. If you want to go kill them then you have to do it while the spire is building.

Fine then don't do it. I don't play protoss anyways, I was just under the impression that that was a common strategy against a Zerg that gets mutas. like day9 says, if he's trying to do something cute, just go kill him.


I don't think that you can necessarily call getting mutas "cute" is the main issue. It's not like the Zerg went one base muta. Now, if a zerg goes only muta with only unupgraded speedlings, no roaches and no spine crawlers, then going for a base trade might not be the worst idea in the world. But getting a few muta, maybe with a roach army or infestors preparing to go brood lord/ infestor, isn't something I would call "cute".

You are right in that mutas are not so great in standup fights, but they can fight, especially with enough support from other units.
How does it feel knowing you wasted another 3 seconds of your life reading this again?
Catchafire2000
Profile Joined August 2010
United States227 Posts
July 28 2011 23:00 GMT
#5993
a terran goes ALL marauders and pushes against protoss. what should protoss counter with?
jabooty
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 28 2011 23:08 GMT
#5994
On July 29 2011 08:00 Catchafire2000 wrote:
a terran goes ALL marauders and pushes against protoss. what should protoss counter with?

Zealot sentry immortal! Or a voidray.
defaspect
Profile Joined March 2011
United States21 Posts
July 28 2011 23:36 GMT
#5995
On July 29 2011 08:00 Catchafire2000 wrote:
a terran goes ALL marauders and pushes against protoss. what should protoss counter with?



dts or one voidray
Catchafire2000
Profile Joined August 2010
United States227 Posts
July 29 2011 01:22 GMT
#5996
Thx guys... Here is the replay in question: http://replayfu.com/r/0QSL9t

I hate playing against terran. Turns all my gateway units to goo!!!
jabooty
yankjenets
Profile Joined June 2010
United States232 Posts
July 29 2011 04:07 GMT
#5997
Can you feedback orbital command centers?
Shintuku
Profile Joined December 2010
Canada76 Posts
Last Edited: 2011-07-29 04:37:03
July 29 2011 04:31 GMT
#5998
To above: Can't target structures.

At what time in the game would a protoss expansion be considered late/delayed?
Skank
Profile Joined October 2010
United States329 Posts
July 29 2011 04:39 GMT
#5999
On July 29 2011 13:31 Shintuku wrote:
To above: Can't target structures.

At what time in the game would a protoss expansion be considered late/delayed?


I'd say if it's after 7:30 it's late. Delayed is more tricky... Most protoss expand between 6:15 and 7:00 in PvT and PvZ. PvP is yeah... 4 gate. Or 3 gate robo. Which means late expos.
"To be honest, to play protoss is ridiculously simple" -NesTea
Blazinghand *
Profile Blog Joined December 2010
United States25563 Posts
July 29 2011 05:11 GMT
#6000
On July 29 2011 13:31 Shintuku wrote:
To above: Can't target structures.

At what time in the game would a protoss expansion be considered late/delayed?



can't target non-pdd structures, rather. the pdd is an odd exception to the rule, being a flying structure that may be feedbacked.
When you stare into the iCCup, the iCCup stares back.
TL+ Member
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