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Forum Index > StarCraft 2 Strategy
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ChubbyDelicious
Profile Joined March 2012
United States20 Posts
Last Edited: 2012-03-23 04:11:16
March 23 2012 02:32 GMT
#11681
removed.
HyDrA_solic
Profile Blog Joined February 2011
Portugal491 Posts
March 23 2012 10:22 GMT
#11682
My question;
Regardin a ZvP on Cloud Kingdom, I was performing for the first time the 10Roach ALL in from Leenock, the one where you just cancel the Hatch.
Here's the replay
How the hell the Protoss makes 4 cannons in the natural? Is that a normal build for Protoss? He didn't scout my cancel..
It's all about the reflections of freedom. Even though he hoped for a better world, with all his strenght, all his will, the most he could do was to make her smile.
jshnaidz
Profile Joined October 2010
Canada57 Posts
March 23 2012 13:55 GMT
#11683
what is the best way to handle zvp when the protoss goes forge fast expand into voidrays? Are hydras ok? I find that whenever i go hydras i end up dying to collosi and if i don't i end up dying to zealot voidray push.
Forbidden17
Profile Joined December 2011
666 Posts
Last Edited: 2012-03-23 14:27:56
March 23 2012 14:11 GMT
#11684
On March 23 2012 19:22 HyDrA_solic wrote:
My question;
Regardin a ZvP on Cloud Kingdom, I was performing for the first time the 10Roach ALL in from Leenock, the one where you just cancel the Hatch.
Here's the replay
How the hell the Protoss makes 4 cannons in the natural? Is that a normal build for Protoss? He didn't scout my cancel..

His probe scout only saw a pool/hatch opening, and didn't see your gas for some weird reason (though from the pool timing he might've been able to tell it was a gas first but it doesn't seem like he noticed).

When protoss re-scouts ~5min, they try to check for a 3rd, make sure the natural exists, and gas timing in the main if possible. You denied all of this, but at the cost of revealing your extremely early zergling speed. That was enough of a tell that he threw down 3 additional cannons.

It's not really standard per say but it is understandable. Most players would only throw down an additional cannon, and perhaps a 3rd. This guy may have seen this specific all-in before, or it's just his tendency to be super safe when his scout gets denied. It's also possible that he panicked a little when he saw your early zergling speed because he never actually scouted your gas. He was probably expecting a pool / hatch / hatch no gas opener and was caught off guard so he decided to pin you to an all-in a lot faster than most players would.

Usually toss players just see that you opened with gas, and will throw up a 2nd cannon for safety (possibly a 3rd when you deny the re-scout of any information). What he did here was a little of a blind counter, but still understandable.

edit:
On March 23 2012 22:55 jshnaidz wrote:
what is the best way to handle zvp when the protoss goes forge fast expand into voidrays? Are hydras ok? I find that whenever i go hydras i end up dying to collosi and if i don't i end up dying to zealot voidray push.

you usually don't want to go hydras unless they commit pretty hard to their stargate play.

A good reaction to FFE is fast 3hatch, and an evolution chamber 7-8mins. Single stargate can be fended off with queen/spore fairly easily. Throw down 2 spores at each base the minute you see his first voidray. Double stargate can't be held off with queen/spore unless you preemptively have 7 spores completed at the base he's attacking and all your bases are connected with creep. I know some players throw down a hydra den the minute they know it's stargate play just incase it's double stargate (which is pretty all-in), but they only make hydras if it's needed (it's essentially just a safety measure). A lot of players get away without throwing down the precautionary hydra den.

I'm not sure what you mean when you say you die to "zealot voidray push", what exactly is your composition at this time? Regardless, I'm pretty confident mass roach with adequate response to his commitment to stargate play would crush this.
Sergio1992
Profile Blog Joined October 2011
Italy522 Posts
March 23 2012 21:44 GMT
#11685
what is the best way to kill colossi as a terran? for example, I will have 20 vikings against his 6 colossi.
Under the 6 colossi there are 25-30 stalkers; these stalkers can take care easily of my vikings, especially if the colossi retreat. Things get worse because there are times that you actually don't have space to run away with your bio, so the protoss won't care and will just a-move on you evaporating all your stuff.


Do I need a pdd? problem is that most of times my vikings will go down and they won't have done their job.
vorxaw
Profile Joined April 2011
Canada245 Posts
March 24 2012 00:31 GMT
#11686
On March 24 2012 06:44 Sergio1992 wrote:
what is the best way to kill colossi as a terran? for example, I will have 20 vikings against his 6 colossi.
Under the 6 colossi there are 25-30 stalkers; these stalkers can take care easily of my vikings, especially if the colossi retreat. Things get worse because there are times that you actually don't have space to run away with your bio, so the protoss won't care and will just a-move on you evaporating all your stuff.


Do I need a pdd? problem is that most of times my vikings will go down and they won't have done their job.


You have have to come at an angle. I find it best to meet toss early across the map, then never engage, as you retreat and he chases you, you flank with vikings and snipe 1 colossi at a time, when their army moves, the deathball will lengthen in shape and stalkers not as close to the colossi
vorxaw
Profile Joined April 2011
Canada245 Posts
March 24 2012 00:34 GMT
#11687
On March 24 2012 09:31 vorxaw wrote:
Show nested quote +
On March 24 2012 06:44 Sergio1992 wrote:
what is the best way to kill colossi as a terran? for example, I will have 20 vikings against his 6 colossi.
Under the 6 colossi there are 25-30 stalkers; these stalkers can take care easily of my vikings, especially if the colossi retreat. Things get worse because there are times that you actually don't have space to run away with your bio, so the protoss won't care and will just a-move on you evaporating all your stuff.


Do I need a pdd? problem is that most of times my vikings will go down and they won't have done their job.


You have have to come at an angle. I find it best to meet toss early across the map, then never engage, as you retreat and he chases you, you flank with vikings and snipe 1 colossi at a time, when their army moves, the deathball will lengthen in shape and stalkers not as close to the colossi


needless to say this requires you to use more hotkeys and multitasking them him, a good way to see this is, watch your replay, right when everything engages, pause, and you should see that there are usually a couple spots that you vikings could have been safely attacking, next time just work on getting them in that place.
xxgeffxx
Profile Joined September 2011
United States119 Posts
March 24 2012 12:32 GMT
#11688
Hi, Diamond protoss here and I have some trouble against lower league protoss players in team games and ffa if I "let" them go mass void rays, usually because I'm busy dealing with other players whom I deem more dangerous.

What is the best way to counter mass void rays(about 10-15) as each of the races assuming you have about 4minutes game time to get all the stuff out? I have tried using what works in 1v1, which is blink stalkers, but I feel void rays, like battlecruisers, are one of those units where once they get enough theres really no counter.. Is mass void ray(with mothership i guess) actually the best way to go about a 200/200 army assuming youve gotten to the point where you can't get "more ahead"? I have a feeling this is what I should be doing in those FFA games where you bank on never being pressured and where greedy play is rewarded.
XenoLurge
Profile Joined March 2012
Sweden3 Posts
March 24 2012 13:03 GMT
#11689
Im a top gold protoss and my question is what is a good standard armycomp that i could go for in PvP mid/late game?
Aliens.
Excludos
Profile Blog Joined April 2010
Norway8231 Posts
Last Edited: 2012-03-24 13:19:23
March 24 2012 13:18 GMT
#11690
On March 24 2012 22:03 XenoLurge wrote:
Im a top gold protoss and my question is what is a good standard armycomp that i could go for in PvP mid/late game?


8+ collosus(in 200/200 battles. If you keep making them one at the time from the midgame you should get to 10 around then), some archons,some stalkers with blink (blink them to the side to get better concave), 2 sentries (for guardian) and zealots.

Obviously depends on what your opponent does as well. Remember upgrades!
NachiMe
Profile Joined November 2011
250 Posts
March 24 2012 14:53 GMT
#11691
What makes workers stop mining when all 8 patches are done? Like, if 1 patch is mined out and there's 7 left, your workers won't suddenly "stop" and be idle, they will go to one of the other 7 patches. This happens until that last patch, and once it's gone, the workers will "stop" and be idle. Why don't they just go to the nearest patch?
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
March 24 2012 15:08 GMT
#11692
On March 24 2012 23:53 NachiMe wrote:
What makes workers stop mining when all 8 patches are done? Like, if 1 patch is mined out and there's 7 left, your workers won't suddenly "stop" and be idle, they will go to one of the other 7 patches. This happens until that last patch, and once it's gone, the workers will "stop" and be idle. Why don't they just go to the nearest patch?

They probably have a maximum range in which they'll look for a new mineral patch if the one they're assigned to isn't available. Do you really want your workers to start distance mining across the map automatically?
The frumious Bandersnatch
MetaSheep
Profile Joined January 2012
Canada5 Posts
March 24 2012 15:47 GMT
#11693
Is it better to get stim or combat shields first if you're not planning to do any early game aggression? For example, if you want to fast expand, what would be better?
<3 Shorigun
Excludos
Profile Blog Joined April 2010
Norway8231 Posts
March 24 2012 16:48 GMT
#11694
On March 25 2012 00:47 MetaSheep wrote:
Is it better to get stim or combat shields first if you're not planning to do any early game aggression? For example, if you want to fast expand, what would be better?


It depends. Generally combat shield is a bit better for defending in the early game. But if you face something like banshees, you really do need that stim to pick them off.
Corsica
Profile Joined February 2011
Ukraine1854 Posts
March 24 2012 22:10 GMT
#11695
hmm its not strategy but thats the best topic to ask.

remember when blizzard warned tlo for sharing account with i think HuK? (because its officialy a rule, you cant share an account) . Then how is it that teams in GSTL are able to do it when playing offcial matches?
Forbidden17
Profile Joined December 2011
666 Posts
March 24 2012 22:40 GMT
#11696
On March 24 2012 21:32 xxgeffxx wrote:
Hi, Diamond protoss here and I have some trouble against lower league protoss players in team games and ffa if I "let" them go mass void rays, usually because I'm busy dealing with other players whom I deem more dangerous.

What is the best way to counter mass void rays(about 10-15) as each of the races assuming you have about 4minutes game time to get all the stuff out? I have tried using what works in 1v1, which is blink stalkers, but I feel void rays, like battlecruisers, are one of those units where once they get enough theres really no counter.. Is mass void ray(with mothership i guess) actually the best way to go about a 200/200 army assuming youve gotten to the point where you can't get "more ahead"? I have a feeling this is what I should be doing in those FFA games where you bank on never being pressured and where greedy play is rewarded.

generally you're correct, there's no real counter once their numbers get insane. They are very weak in low numbers though, so they should be pretty easy to punish early on and blink stalkers should do very well at that. 10-15 voidrays doesn't sound that bad, blink stalkers can definitely take it.

Once the numbers do get insane, your best bet is aoe of some form, or equally powerful units in mass. If you want to try other races, I'm confident a maxed terran army with lots of ravens will beat mass voidray/mothership. Mass infestors would be very powerful as well.

That all said, FFA is not balanced and clearly wasn't meant to be. One player could just feel like rushing you early forcing you to play defensive while the other two play extremely greedy and mass a deathball. Don't expect to win games just because you're more skilled.

Team games tend to be quite aggressive early-mid game so greedy play really shouldn't be an issue.

On March 25 2012 01:48 Excludos wrote:
Show nested quote +
On March 25 2012 00:47 MetaSheep wrote:
Is it better to get stim or combat shields first if you're not planning to do any early game aggression? For example, if you want to fast expand, what would be better?


It depends. Generally combat shield is a bit better for defending in the early game. But if you face something like banshees, you really do need that stim to pick them off.

just to add on, you usually time stim to finish with your first medivacs. Stim without medivac support is considered a little all-inish. Getting stim early for defensive reasons is also bad.
Quotidian
Profile Joined August 2010
Norway1937 Posts
March 25 2012 04:03 GMT
#11697
Why aren't terrans proxying their factory more in tvp for scouting purposes?

Obviously you get a faster reactor swap if you don't, but you can a lot of good scouting in if you do..
Forbidden17
Profile Joined December 2011
666 Posts
March 25 2012 04:35 GMT
#11698
On March 25 2012 13:03 Quotidian wrote:
Why aren't terrans proxying their factory more in tvp for scouting purposes?

Obviously you get a faster reactor swap if you don't, but you can a lot of good scouting in if you do..

faster reactor means faster medivacs which out weighs the need to proxy the factory for scouting purposes. most of your scouting can be done by just sending a marine around the map. If you mean sacrificing the factory into his main, you'll likely lose that factory really quickly and usually you want your factory to survive long enough for you to throw down a timely armory (so you can continue upgrading at the engineering bay). Proxying the factory to scout will come at the cost of slower medivacs, and the need to make a much faster armory. It's not worth it.
Quotidian
Profile Joined August 2010
Norway1937 Posts
March 25 2012 04:52 GMT
#11699
On March 25 2012 13:35 Forbidden17 wrote:
Show nested quote +
On March 25 2012 13:03 Quotidian wrote:
Why aren't terrans proxying their factory more in tvp for scouting purposes?

Obviously you get a faster reactor swap if you don't, but you can a lot of good scouting in if you do..

faster reactor means faster medivacs which out weighs the need to proxy the factory for scouting purposes. most of your scouting can be done by just sending a marine around the map. If you mean sacrificing the factory into his main, you'll likely lose that factory really quickly and usually you want your factory to survive long enough for you to throw down a timely armory (so you can continue upgrading at the engineering bay). Proxying the factory to scout will come at the cost of slower medivacs, and the need to make a much faster armory. It's not worth it.



It's unlikely that the marine you send out is going to be able to see anything in the main. If you proxy your factory early enough, there's very little chance it gets killed off. I've been doing an opening where I get 150 gas for a factory and a reactor on the barracks, cut gas and expand - while proxying the factory.I like it.. it lets me quickly tech if I need to and I see everything in the protoss main. I don't think you have to make two medivacs from the get-go either. I remember seeing a BratOK build where he was pumping medivacs off of just one starport for a very long time.
dynwar7
Profile Joined May 2011
1983 Posts
March 25 2012 06:00 GMT
#11700
Hi guys

I.....am embarrassed about this, but I feel I have to tell you so I can improve.

I have difficulties vs Green Tea AI. In my opinion, it is MUCH much MUCH harder than real opponents in ladder, in my case, Platinum opponents. A LOT harder.

The main concern is that they seem to be able to do really strong timing attacks, AND expanding at the same time, AND reinforcing straight after his first wave dies.

I absolutely cannot understand this. My ratio vs GTAI is about 50:50....sometimes win sometimes lose.

So, I think if I can beat GTAI I will be in diamond. For me, at the moment GTAI is truly hard for me.

So what is your advice? Or perhaps I should post a replay? Or even make a [H][L] Thread?

Thanks in advance
Regarding the imbalance, hilarious to see Zergs defending themselves....
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