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On September 15 2011 03:24 JabbaDaButt wrote:Show nested quote +On September 14 2011 23:11 KimJongChill wrote: What's the best way to hold warp-gate all-ins for ZvP?. I'll fend off the push, but usually lose a bunch of drones and my third, which ends up putting me behind...
Are there any upgrades that I should favor? I've been getting burrow, but that hasn't really been helping me. I just feel like I can never get enough drones out before their push arrives. It depends on whether or not the warp-gate all-ins come after a fast expand or not. If this is just a 4-gate, 2-3 spine crawlers and speedlings are usually enough, you should not rely too much on units alone because sentries' force fields will prevent their full effectiveness. Just make sure to engage with your units where your spine crawlers can attack or have some of them wait in the back for a flank when they are in spine crawler range. Against a 6-7 gate push after a fast expand (typically after forge FE), you want to have burrow for the roaches, and preferably burrow move so that you can heal quicker as well, since your opponent will lack the detection to continue the push. This means you should get lair tech, which is fine, since stargate play following a forge FE is so popular. You would want to sacrifice an overlord around the 7 minutes mark to find out which is happening.
I'm talking about a 2 base all-in of off a ffe. I guess my main issue is that there are so many all-ins that they can perform, and may even just delay it a bit to get 1/1 and blink or something, and I never know if I can afford to tech--which I need against blink--or just need to spam units to survive.
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How to position a Protoss Gateway army against ling/bling composition?
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On September 15 2011 22:18 ApocAlypsE007 wrote: How to position a Protoss Gateway army against ling/bling composition?
Behind forcefields.
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On September 15 2011 22:51 Dariusz wrote:Show nested quote +On September 15 2011 22:18 ApocAlypsE007 wrote: How to position a Protoss Gateway army against ling/bling composition? Behind forcefields. Is that all? Forcefields don't last forever and the Zerg can just run away as his mobility is very high and the Protoss will run out of forcefields eventualy
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What are the standard opening BOs for P and T in each matchup?
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On September 16 2011 00:49 Sated wrote:
If you can trap them inside a forcefield doughnut then you can pick them off with stalkers, but aside from that you just have to make sure that your fragile units (esp. sentries) aren't clumped together.
Forcefield donuts is the most important micro skill to have as Protoss, just look at all the gosu Pros like EGHuK and how far they can go with a handful of units + sentries.
As a T, I dread the day I have to face such micro.
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Lets say it's an unusual situation and I want to break 7-12 cannons as zerg, and my macro is far superior. What's the best tier 1-2 unit to do so? Specifically I wonder roaches vs hydras, any ideas?
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Why don't pros build vikings against mass muta? Instead, I see them try to chase around the mutas with thors all day.
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On September 16 2011 03:23 ThreeStep wrote: Lets say it's an unusual situation and I want to break 7-12 cannons as zerg, and my macro is far superior. What's the best tier 1-2 unit to do so? Specifically I wonder roaches vs hydras, any ideas?
Your question shouldn't be about roaches vs hydras because hydras are mid game units and by then you'll have to worry about other stuff besides cannons. If you're facing pure cannons then really your question is just lings vs blings vs roaches and in that case roaches are the best, but blings are good too (or even roach/bling).
Pure hydra do fine against pure cannons though, although that's a really rare situation.
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On September 16 2011 02:31 Hattori_Hanzo wrote:Show nested quote +On September 16 2011 00:49 Sated wrote:
If you can trap them inside a forcefield doughnut then you can pick them off with stalkers, but aside from that you just have to make sure that your fragile units (esp. sentries) aren't clumped together. Forcefield donuts is the most important micro skill to have as Protoss, just look at all the gosu Pros like EGHuK and how far they can go with a handful of units + sentries. As a T, I dread the day I have to face such micro.
Forcefield "doughnuts" are overrated. They look cool but are risky and can oftentimes be a waste. The most important micro skill regarding forcefields is to just be able to lay a straight line of them to completely seal off a choke, or to surround your own units with forcefields to seal off against lings/blings if you're trapped out in the open. In either of those situations when facing ling/bling, worry about protecting your own units first (whether its by creating a line of FF at a choke or by surrounding your own units with FF), and then when your safety is guaranteed, only then should you see if you can throw another line of FF to trap the ling/bling as they stumble around behind the first layer of FF (and this is not necessarily a "doughnut").
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On September 15 2011 12:08 KimJongChill wrote:Show nested quote +On September 15 2011 03:24 JabbaDaButt wrote:On September 14 2011 23:11 KimJongChill wrote: What's the best way to hold warp-gate all-ins for ZvP?. I'll fend off the push, but usually lose a bunch of drones and my third, which ends up putting me behind...
Are there any upgrades that I should favor? I've been getting burrow, but that hasn't really been helping me. I just feel like I can never get enough drones out before their push arrives. It depends on whether or not the warp-gate all-ins come after a fast expand or not. If this is just a 4-gate, 2-3 spine crawlers and speedlings are usually enough, you should not rely too much on units alone because sentries' force fields will prevent their full effectiveness. Just make sure to engage with your units where your spine crawlers can attack or have some of them wait in the back for a flank when they are in spine crawler range. Against a 6-7 gate push after a fast expand (typically after forge FE), you want to have burrow for the roaches, and preferably burrow move so that you can heal quicker as well, since your opponent will lack the detection to continue the push. This means you should get lair tech, which is fine, since stargate play following a forge FE is so popular. You would want to sacrifice an overlord around the 7 minutes mark to find out which is happening. I'm talking about a 2 base all-in of off a ffe. I guess my main issue is that there are so many all-ins that they can perform, and may even just delay it a bit to get 1/1 and blink or something, and I never know if I can afford to tech--which I need against blink--or just need to spam units to survive.
Sounds like your main issue is scouting. If you double expand against FFE it's not uncommon to sacrifice 2 overlords (1 in main, 1 in nat, or 2 in main if it's a big main) to get a hint of what the protoss is up to. Also don't feel like you need to get a ton more drones than him, as long as you can fend off the attack you can easily drone up much faster than him with 3 bases.
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On September 15 2011 05:54 Blazinghand wrote:Show nested quote +On September 15 2011 05:31 Phyanketto wrote: Who is the best terran streamer to watch if I am working on my earlygame? Most terran streamers have solid early game. I'd check out any of the featured terran streamers, especially sterling, trump, and jinro. rgnArtist is very skilled and plays a lot on the Reign stream, which is featured. Another entertaining streamer is Debo, who is not featured. Trump and Sterling are known for talking extensively about their play and strategies.
No offense to any of these people, but in terms of skill Artist >>> Sterling > Trump >>>>> Debo. Trump doesn't play very standard and likes to try out new stuff so I'd actually avoid watching him if you want to learn solid standard play.
You forgot about demuslim, who is on par with Artist if not better, and has one of the best commentary out of any streamer/race on the scene.
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Does it matter which hotkey you use? I am using the grid hotkey but it seems like most people use the standard one.
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Blazinghand
United States25558 Posts
On September 16 2011 04:30 Killamancer wrote: Does it matter which hotkey you use? I am using the grid hotkey but it seems like most people use the standard one. It doesn't particularly matter, some people prefer grid, some prefer standard. Several Random players I know use grid because of its convenience but complain about some hotkeys that shouldn't be next to each other being next to each other, or errors like "Z is for turning zerglings into banelings, but if you have banelings selected and hit Z by accident, thinking that they are zerglings, they all kill themselves" which are surprisingly common.
Whatever you're more comfortable using. You can also customize to move your hotkeys around.
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How do most of you guys group your medivacs? Do you put them in the same group as infantry? For the most part I put them in a separate control group and a + click an infantry unit to follow without picking up. The problem then becomes when that unit dies they stop following. What do most of you do?
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Is the left screen where all the notes is a good way to keep track of your complete buildings, upgrades, etc? Should I train myself to notice things from there?
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Blazinghand
United States25558 Posts
On September 16 2011 05:05 ApocAlypsE007 wrote: Is the left screen where all the notes is a good way to keep track of your complete buildings, upgrades, etc? Should I train myself to notice things from there?
I would use control groups, and periodically use these control groups to select my production facilities to keep an eye on their progress, and get into a "rhythm" of unit production rather than producing units and upgrades in response to these notes.
I would, however, keep an eye open for them in case I miss something, or during some critical situation, like I'm 5 seconds away from my +2 infantry weapons and I'm trying to stall and don't have time to hit my engi bay hotkey to check when it's done since i'm microing my dudes somewhere.
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I'm tired of getting proxy 2gated, 6pooled and marine/scv all-ined. How do I defend this as Protoss?
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On September 16 2011 05:27 GrungyMunchy wrote: I'm tired of getting proxy 2gated, 6pooled and marine/scv all-ined. How do I defend this as Protoss?
2 gate: on 2 player maps, scout your own base first and common proxy locations near your base before scouting your opponent. You do not even need to 9 scout. If you see it, defend with your own 2 gate or gate + forge.
6 pool: learn to FFE properly. FFE holds 6 pool easily regardless if you scout it or not. I have no experience with standard gate openings against 6 pool so if someone wants to share how to defend that on a large 4 player map scouting the zerg last, feel free to fill in.
marine/scv: start using zeal stalker openers that chrono gateway instead of warp gate tech. Avoid openers like stalker-sentry-sentry. Then work on your stalker micro to kite scvs/marines and probe micro to surround marines and avoid scvs.
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