On May 15 2012 10:44 Snoodles wrote: I want to switch from Terran to protoss, but the learner builds in the recommended threads dont make sense to me as I never see any pros use them. For example, the PvZ "safe" build says 3 sentry expand, but every pvz ive seen is FFE, I've never seen a 3 sentry play. Also the only recommended safe build for protoss counts on you being 4gated(3 stalkers), so what do you if you're not 4gated?
What are proper protoss openers for someone that already knows about making workers and supply? All the guides to FFE just stop after Forge-> Gateway. What's next?
Also, as a terran player im tempted to just make zealots and stalkers and be aggressive, but a few custom games have taught me i cant do that. What's the proper role of the sentry? How many do I make, when do i need shield and when do i need forcefield, etc? I look forward to A-moving to victory once i figure out how to survive the early game.
The 3-gate sentry expand is indeed safe and works fairly well in the lower leagues. It works nicely as a learners build. Same goes for the 3-stalker rush which is a 3-gate robo, a safe build for PvP.
Guardian shield and force field are pretty much always needed in the early/early-mid game. Guardian shield makes zealots live a long time against marines while force fields means those marines can't kite you (if you ff behind them). They're very gas heavy though, so you'll want to get a few during the early game and try to keep those alive, saving gas for tech and higher tier units.
Watch Apollo's tutorials on protoss for all these builds;
On May 15 2012 06:26 DeadlyNightShade wrote: How many workers ( and how many gases) do you need to get constant production of roaches out of 2 bases?? 2hatchs2queens is enough or should i add a macro hatch for this purpose?
this is all "technically" speaking... 1 fully saturated base (16drones on mins and 2 gas) and a 2nd base that's more or less 10 mineral workers. if you want anything else gas wise, (upgrades etc) then its a 3rd gas
When you have to practice for tournament or something important to you and you play just loose alot or make mistakes etc. How you overcome this? just take break? I mean like when you practice for code S finals and you play shit you just take break and dont practice or you just keep pressing it untill you break it and start winning again?
Question: How many lings/queens/spines do I generally get to stop the earlier zealot stalker rushes? Or would roaches work better if I can scout his rush coming?
On May 15 2012 23:33 Veriol wrote: When you have to practice for tournament or something important to you and you play just loose alot or make mistakes etc. How you overcome this? just take break? I mean like when you practice for code S finals and you play shit you just take break and dont practice or you just keep pressing it untill you break it and start winning again?
If you're practising it doesn't matter if you win or lose it just matters if you are playing well or not and if you correct your mistakes over time. I would say if you're losing but you still feel like you're playing well, good mechanics etc. just play through it. But if you're falling to pieces, worse mechanics than usual, not concentrating properly etc., take a break.
On May 16 2012 00:42 pedromundo wrote: Question: How many lings/queens/spines do I generally get to stop the earlier zealot stalker rushes? Or would roaches work better if I can scout his rush coming?
you need to be more specific. what on earth is a zealot stalker rush...
Hey everyone, i haven't played SC2 in months and I've decided to get back into it. Before I stopped playing I was Gold league toss. But obviously I suck now after not having played for so long, and it seems the meta has changed quite a bit, could anyone suggest some easy builds for me to start with whilst I get back into the game?
On May 16 2012 01:29 Broski Napia wrote: Hey everyone, i haven't played SC2 in months and I've decided to get back into it. Before I stopped playing I was Gold league toss. But obviously I suck now after not having played for so long, and it seems the meta has changed quite a bit, could anyone suggest some easy builds for me to start with whilst I get back into the game?
PvT: 1-gate FE PvP: 3-stalker rush into 3-gate+robo PvZ: 3-gate sentry expand or FFE
On May 15 2012 23:33 Veriol wrote: When you have to practice for tournament or something important to you and you play just loose alot or make mistakes etc. How you overcome this? just take break? I mean like when you practice for code S finals and you play shit you just take break and dont practice or you just keep pressing it untill you break it and start winning again?
If you're practising it doesn't matter if you win or lose it just matters if you are playing well or not and if you correct your mistakes over time. I would say if you're losing but you still feel like you're playing well, good mechanics etc. just play through it. But if you're falling to pieces, worse mechanics than usual, not concentrating properly etc., take a break.
True, thanks. Ill try to keep this mindset all time
On May 16 2012 00:42 pedromundo wrote: Question: How many lings/queens/spines do I generally get to stop the earlier zealot stalker rushes? Or would roaches work better if I can scout his rush coming?
you need to be more specific. what on earth is a zealot stalker rush...
Alright! Sorry for not being specific enough... I meant an early attack with 2 stalkers and maybe 4 zealots, I could have a lot of zerglings by then but I think it would be better if I could repel that push without investing too much into army.
On May 16 2012 00:42 pedromundo wrote: Question: How many lings/queens/spines do I generally get to stop the earlier zealot stalker rushes? Or would roaches work better if I can scout his rush coming?
you need to be more specific. what on earth is a zealot stalker rush...
Alright! Sorry for not being specific enough... I meant an early attack with 2 stalkers and maybe 4 zealots, I could have a lot of zerglings by then but I think it would be better if I could repel that push without investing too much into army.
I'm no zerg, but I find it hard to do any real damage against 2 spines and 4 or so roaches that early.
On May 16 2012 00:42 pedromundo wrote: Question: How many lings/queens/spines do I generally get to stop the earlier zealot stalker rushes? Or would roaches work better if I can scout his rush coming?
you need to be more specific. what on earth is a zealot stalker rush...
Alright! Sorry for not being specific enough... I meant an early attack with 2 stalkers and maybe 4 zealots, I could have a lot of zerglings by then but I think it would be better if I could repel that push without investing too much into army.
Plat/dia zerg here Depends what your up agains, 4zea 2 stalk WITHOUT upgrades can be managed with 1 spines and a couple of speedlings. (count 4-6 per unit, with the support of the spine you should be ok)
If he has +1, you need roach because Zealots melt zerglings with +1, roaches allow you to kite the zealots
I favor a heavier zergling army to deny this push because if you can mop this up, you will have map control for a little while and maybe, force 1 base for a longer period of time from the P (assuming he did not FFE). Having map control allows you to see the pushes way ahead and you know that mopping the attack you are free to drone up without punishment
I am a diamond level protoss that got there mainly on the probes and pylons mentality. However when I hit three or more bases I still continue probe production. How many probes is ideal and what is the best way to spread out workers for maximum saturation. I am asking this because I sometimes end up with 90-100 probes and I know that cuts big into my army
On May 16 2012 02:35 T.BonePickens wrote: I am a diamond level protoss that got there mainly on the probes and pylons mentality. However when I hit three or more bases I still continue probe production. How many probes is ideal and what is the best way to spread out workers for maximum saturation. I am asking this because I sometimes end up with 90-100 probes and I know that cuts big into my army
Around 70 is the highest you want to go. They should be evenly spread out, and in particular no base should have more than 16 workers on minerals.
Hi all. So i started playing random, which is actually very fun and challenging, but i cant figure out: What is currently the standard opening in TvZ? After the queen range buff, hellions does not seem to be so useful anymore? So what should i do? 1raxFE into standard tankmarinemedivac push?
On May 16 2012 02:35 T.BonePickens wrote: I am a diamond level protoss that got there mainly on the probes and pylons mentality. However when I hit three or more bases I still continue probe production. How many probes is ideal and what is the best way to spread out workers for maximum saturation. I am asking this because I sometimes end up with 90-100 probes and I know that cuts big into my army
Around 70 is the highest you want to go. They should be evenly spread out, and in particular no base should have more than 16 workers on minerals.
Okay thanks :D. I'm just wondering what is the easiest way to count how many probes you have at each base. Do you just eyeball it? or group them together. Thanks again :D
On May 16 2012 02:35 T.BonePickens wrote: I am a diamond level protoss that got there mainly on the probes and pylons mentality. However when I hit three or more bases I still continue probe production. How many probes is ideal and what is the best way to spread out workers for maximum saturation. I am asking this because I sometimes end up with 90-100 probes and I know that cuts big into my army
Around 70 is the highest you want to go. They should be evenly spread out, and in particular no base should have more than 16 workers on minerals.
Okay thanks :D. I'm just wondering what is the easiest way to count how many probes you have at each base. Do you just eyeball it? or group them together. Thanks again :D
On May 16 2012 02:35 T.BonePickens wrote: I am a diamond level protoss that got there mainly on the probes and pylons mentality. However when I hit three or more bases I still continue probe production. How many probes is ideal and what is the best way to spread out workers for maximum saturation. I am asking this because I sometimes end up with 90-100 probes and I know that cuts big into my army
Around 70 is the highest you want to go. They should be evenly spread out, and in particular no base should have more than 16 workers on minerals.
Okay thanks :D. I'm just wondering what is the easiest way to count how many probes you have at each base. Do you just eyeball it? or group them together. Thanks again :D
Select them all at each base and count them
To piggyback this...just select all and count the rows. There are 8 per row, plus the two guys in the gas geyser when you selected.