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On August 28 2011 07:57 Catchafire2000 wrote: how should protoss actively spend chrono boost energy? i'm a plat player and constantly have a lot of chrono boosted up. Also, I'm not sure which gate to chrono after a round of warp-ins to decrease the wait time between rounds.
as long as you're using it on something that's producing, you're going a step in the right direction! forge upgrades, probes, gateways, robos, stargates, tech upgrades are all excellent choices. a lot of times it's situational, as you TYPICALLY want to spend it on probes in the early game, but late game i'll often find myself chronoboosting double forges, robotics, higher tech, and if you have NONE of those, should be chronoosting your gateways when you can
in regards to your second question: let's say you had 4 warpgates (crazy idea right?) and warped in 3 zealots, and were unsure as to tell which warpgates to chronoboost, the way it works is that the warpgates CLOSEST to your warp-ins are the ones that are used.
(Pretend these are your 4 gates) [ ] [ ] [ ] [ ] -
Z Z Z (and these are the 3 zealots warping in)
the 3 gates that are the closest to where the zealots warping in are the ones that will have cooldown and should be chronoboosted
hope that helps!
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i got a question about starting again. i'm Protoss, and with the changes coming in PTR, i wanted to know if i should neglect PvP for now and focus on PvT and PvZ, as these won't make such a huge change compare to PvP post-patch. i'm going to practice in Custom Games with mates so i don't have the issue of accidentally meeting protoss on ladder =)
any thoughts/additions to my idea?
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how come terran can throw away 20 scvs for a attack and still hardly hurt his econ? (in this case the terran traded his army equally)
User was warned for this post
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On August 28 2011 08:14 RyanRushia wrote:Show nested quote +On August 28 2011 07:57 Catchafire2000 wrote: how should protoss actively spend chrono boost energy? i'm a plat player and constantly have a lot of chrono boosted up. Also, I'm not sure which gate to chrono after a round of warp-ins to decrease the wait time between rounds. [snip] the 3 gates that are the closest to where the zealots warping in are the ones that will have cooldown and should be chronoboosted hope that helps!
Thanks for the advice!!!
Also, when should Protoss expand? I've been hearing that toss should expand @6, 12, and 18 minute mark? Is that true? And that you should take ur 3rd around the time you have 100 supply.
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On August 28 2011 08:54 xmikeyy17x wrote: how come terran can throw away 20 scvs for a attack and still hardly hurt his econ? (in this case the terran traded his army equally)
That's because the terran has these magical units called MULES. You may have heard of them: they appear from the sky, they pull in more minerals per trip than an SCV, and ignores SCV saturation.
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Is there a way to save maps to your computer so you don't have to download it everytime you play whatever map?
Is sending half my mineral workers to your natural a good idea to do? Or should I get used to choosing a certain amount of workers to send based on the situation?
How does transferring workers help increase/decrease mining rate? Thanks for the help
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On August 28 2011 08:49 [N3O]r3d33m3r wrote: i got a question about starting again. i'm Protoss, and with the changes coming in PTR, i wanted to know if i should neglect PvP for now and focus on PvT and PvZ, as these won't make such a huge change compare to PvP post-patch. i'm going to practice in Custom Games with mates so i don't have the issue of accidentally meeting protoss on ladder =)
any thoughts/additions to my idea?
that's fine if you're able to find T/Z practice partners with ease! but you're absolutely right, PvP will be (in my personal opinion) wayyy different if the current patch notes aren't changed, PvP should be WAY more macro oriented as it will be much more possible to expand without dying to any number of strategies
best of luck
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On August 28 2011 11:08 Monsyphon wrote: Is there a way to save maps to your computer so you don't have to download it everytime you play whatever map?
Is sending half my mineral workers to your natural a good idea to do? Or should I get used to choosing a certain amount of workers to send based on the situation?
How does transferring workers help increase/decrease mining rate? Thanks for the help
As it auto-downloads your maps when you try to join a game, it should be permanently saved. however, differnet versions of same map (metalopolis, mlg metalopolis, gsl metalopolis, etc) are all technically different maps because they have been modified in some way (at very least a name change still makes it a new file just like anything else on your computer)
half of your mineral-mining workers to send to a natural is typically a good idea yes 
transferring workers helps increase mining rate because you are mining off of more patches with less probes, meaning there's less conflict between two probes trying to mine the same patch, and are able to produce more probes to increase income in the long run
hope this helps!
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I'm completely out of ideas. In nearly every PvT I encounter in ladder, they'll be turtley and get massive amounts of siege tanks with marines with medivacs or vikings accordingly. I can't find any cost-efficient counter to it and always get melted whether I defend or attack and immortals cant seem to do the job because of how far they are from the tanks (at the back of the army) and phoenix get torn by marines reasonly quick
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Germany69 Posts
When is the quickest time a Zerg can have Infestors out while still being economically and with a few other forces.
I just got crushed by a terran doing a one base-allin with 4 medivacs full of marine/marauder (+1atk) and hellions. Which I barely held of - but it was followed by a second attack with 6 medivacs, 4 again full of hellion / marine /Marauder and the two other with each one thor.
I assume only infestors could help against this mix. So should I already had them at the 10 minute mark given the fact I did not face any aggression up to that point.
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On August 28 2011 11:38 [EMP]ArtOfWar wrote: When is the quickest time a Zerg can have Infestors out while still being economically and with a few other forces.
I just got crushed by a terran doing a one base-allin with 4 medivacs full of marine/marauder (+1atk) and hellions. Which I barely held of - but it was followed by a second attack with 6 medivacs, 4 again full of hellion / marine /Marauder and the two other with each one thor.
I assume only infestors could help against this mix. So should I already had them at the 10 minute mark given the fact I did not face any aggression up to that point. It sounds like muta baneling would be just fine against what you faced, infestors aren't necessary.
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Alright....I have been fighting quite a lot of 4 gating Protoss lately....it is kinda annoying. Anyway, this is what I think should be done when I scout a 4 gate coming:
1. If I see approximately 3 gateways and 1 gas, is it a good sign that he is 4 gating me? 2. WHen does the P normally send his scouting probe? And it is hard to know where he puts his proxy pylon, especially on big maps like Taldarim Altar. What do you guys normally do? 3. Army composition vs 4 gate, basically MM will do, right? Perhaps I have to put down a bunker?
And lastly, I heard if their 4 gate fails, they are behind economically and in tech? Because I had this game where I went out for my push, and he had like....10+ stalkers and 2 sentries no zealots..
Grr at 4 gate lol.
Thanks
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If you kill a pylon while units are warping in around it, do the units finish warping in even if the pylon dies while they are warping? If not, does the Protoss get the money back for the units? And do they simply lose the warpgate production cycle or does it "reset"?
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On August 28 2011 14:28 LordYama wrote: If you kill a pylon while units are warping in around it, do the units finish warping in even if the pylon dies while they are warping? If not, does the Protoss get the money back for the units? And do they simply lose the warpgate production cycle or does it "reset"?
No, yes, and "it resets".
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I have a question about the ZvT matchup (i am a high gold player). When the terran has blocked off their base from scouting (always against zerg lol) how can i figure out if he is going for something like cloak banshees i feel like i am doing a lot of guessing against terrans and dont know what they really have until they push out or expand and i can see their army composition
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On August 28 2011 15:24 Bassmasta79 wrote: I have a question about the ZvT matchup (i am a high gold player). When the terran has blocked off their base from scouting (always against zerg lol) how can i figure out if he is going for something like cloak banshees i feel like i am doing a lot of guessing against terrans and dont know what they really have until they push out or expand and i can see their army composition
Sac an overlord in at 6-7 minutes. By 6:00-6:30 it'll be pretty clear if terran is going banshee. If the tech lab is researching, it's obviously going to be cloak, but it doesn't matter that much since as zerg, spores are the main way to deal with banshees anyway. You can also poke with a zergling really early and look for the addon. if the rax is still naked at 5ish, You can be pretty sure they're doing something with a starport or expanding (in my experience probably the first) Anyone who plays standard marine tank will have an addon on the rax, and a mech player almost always opens with reactor hellions or something, and you should be able to spot the addon in the front no problem
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Hey guys, what does IB;JB mean when someone is quoting another person's post? I'm guessing it means something along the lines of I agree given the contexts I've seen it used in... But if anyone could clarify that would be great thanks!
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Hi everyone,
I was wondering if when droping banelings in an enemy Zerg mineral line, they would detonate on the drones or would target the queen? The later would mean more apm for successful drops...
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On August 28 2011 16:16 Douillos wrote: Hi everyone,
I was wondering if when droping banelings in an enemy Zerg mineral line, they would detonate on the drones or would target the queen? The later would mean more apm for successful drops...
I believe they would aggro automatically onto the queen if she is in range of the banes. From zealot and DT drops I've learned that they love auto-prioritizing queens over drones even when queens aren't attacking.
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What is an appropriate response as Protoss against a hatch first (15 hatch I think it is?) when playing against zerg?
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