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tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 17 2012 22:04 GMT
#13401
On July 18 2012 06:34 Kolbenito wrote:
Hello, I am a new Protoss player looking for a safe macro build that is up to date. I had been practicing 3gate Robo, but am told this is old and I should look for a more up to date Macro Protoss build. Any suggestions would be great, I am mostly finding all-in/cheese builds which isn't going to help me nail down mechanics as well.

Thanks!

Search Protoss help me thread at http://www.teamliquid.net/forum/viewmessage.php?topic_id=251528

Also, specify the matchup. I will exclude PvP for now, here are PvZ and PvT:

PvZ: http://wiki.teamliquid.net/starcraft2/Forge_Fast_Expansion_(vs._Zerg)
PvT: http://wiki.teamliquid.net/starcraft2/MC's_1_Gate_FE_(vs._Terran)

Those are both solid and relatively easy to perform. They aren't pure macro builds like nexus first PvT, but will get you far assuming that since you are looking for help you are not yet Masters league
Knowing is half the battle... the other half is lasers.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
July 17 2012 22:07 GMT
#13402
On July 18 2012 06:45 quarkral wrote:
Show nested quote +
On July 17 2012 16:39 AmericanUmlaut wrote:
On July 17 2012 06:42 Koshi wrote:
On July 17 2012 04:16 quarkral wrote:
Why do drones paired on a mineral occasionally unpair? Like I put force two drones to mine a close mineral patch, and they get in sync properly. However after like 3 trips, one of them wanders off.
I'm guessing this has something to do with larva eggs messing up the drone pathing? But when I morph a larva with a drone on top of it, most of the time there's no effect.

I don't know if this happens with other race's workers, I've just noticed it with drones.

When you force your drone to a mineral patch, and it isn't postioned optimal when it starts mining, it starts a bit on the side of the patch, then after this drone returned his cargo he will have started too late. Therefore, the drone after him will go to another patch because it has to wait too long.

This is one of the reasons it can happen, but workers (not just Drones) can get unpaired occasionally even if they've been paired up for a while. I suspect that there is a random variable involved in mining similar to the one used in unit attacks, and that if one worker finishes mining particularly quickly and the next worker takes a particularly long time, the first worker returns and finds the mineral patch occupied.

An important note on this subject: No one in the entire world is good enough for this to really matter in any but the most rare cases. It's something fun to do at the beginning of the game, and if you don't screw it up you'll get a tiny but more money in the very early game, but even for a professional player, the advantage gained is so miniscule that it only makes a difference in the rarest of games.


I mostly just do it in the beginning cause there's nothing else to do. However when my workers unpair several times in a row after re-pairing them each time, it actually hurts my net mineral income, and my natural/overlords/etc. get delayed a bit. So maybe I should just stop doing this?

No, don't stop it's definitely worth it as it makes a difference for Protoss doing 13 gate openers. What I have done is played two player maps in ladder map pool a lot and know which mineral patches desync often (means don't focus too hard there) and which ones are sure bets for constant harvesting (worth it to spend thought + energy on mineral syncing). My general consensus is that Shakuras is a bad map to try to sync on the close minerals even though I do it anyway, while Daybreak is a good map to do it on. Cloud Kingdom south spot also is a good one for the close minerals to sync on they rarely desync (barring you do something crazy like put 3 on a mineral node before full saturation).
Knowing is half the battle... the other half is lasers.
Ozkan
Profile Joined January 2011
United States26 Posts
July 17 2012 23:44 GMT
#13403
A thread about athene joining root was closed awhile back (im not objecting it was full of hate) and the reason the mod gave was "Athene threads get closed"

I was just wondering why they are closed?
Iyerbeth
Profile Blog Joined October 2010
England2410 Posts
Last Edited: 2012-07-18 00:06:27
July 17 2012 23:52 GMT
#13404
On July 18 2012 08:44 Ozkan wrote:
A thread about athene joining root was closed awhile back (im not objecting it was full of hate) and the reason the mod gave was "Athene threads get closed"

I was just wondering why they are closed?


That's really a question for Website Feedback. There was a thread on the issue a little while back, which you can read here.

+ Show Spoiler +
My general sense of the issue seems to be that the character of Athene doesn't fit with what TL stands for, though I certainly don't represent TL of course. I won't discuss that further here to avoid derailing either way. I only provide this spoiler as a short answer, since I already replied anyway.
♥ Liquid`Sheth ♥ Liquid`TLO ♥
Euronyme
Profile Joined August 2010
Sweden3804 Posts
Last Edited: 2012-07-18 02:27:47
July 18 2012 02:26 GMT
#13405
I just came back to playing SC2 after a long hiatus. I was playing some terran, and noticed that the old way of dropping units while moving the medivac by D-clicking on the ground and let the medivac keep going while dropping doesn't work any more?
How do you make a medivac drop while moving?
It's possible that I've done some terrible terrible damage in my hotkeys as I usually play protoss, but I don't think so.

Edit. When I D-click, the medivac does start dropping, but when I move it it stops dropping.
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Dingobloo
Profile Blog Joined September 2010
Australia1903 Posts
July 18 2012 02:38 GMT
#13406
On July 18 2012 11:26 Euronyme wrote:
I just came back to playing SC2 after a long hiatus. I was playing some terran, and noticed that the old way of dropping units while moving the medivac by D-clicking on the ground and let the medivac keep going while dropping doesn't work any more?
How do you make a medivac drop while moving?
It's possible that I've done some terrible terrible damage in my hotkeys as I usually play protoss, but I don't think so.

Edit. When I D-click, the medivac does start dropping, but when I move it it stops dropping.


I'm not sure that ever worked, to make it drop while moving i've always clicked unload then clicked on the transport itself, not the ground.
Euronyme
Profile Joined August 2010
Sweden3804 Posts
July 18 2012 03:30 GMT
#13407
On July 18 2012 11:38 Dingobloo wrote:
Show nested quote +
On July 18 2012 11:26 Euronyme wrote:
I just came back to playing SC2 after a long hiatus. I was playing some terran, and noticed that the old way of dropping units while moving the medivac by D-clicking on the ground and let the medivac keep going while dropping doesn't work any more?
How do you make a medivac drop while moving?
It's possible that I've done some terrible terrible damage in my hotkeys as I usually play protoss, but I don't think so.

Edit. When I D-click, the medivac does start dropping, but when I move it it stops dropping.


I'm not sure that ever worked, to make it drop while moving i've always clicked unload then clicked on the transport itself, not the ground.


It's kind of hard to put in text, but what I was used to doing was to shift click a location, shift-D click the ground where I wanted the marines to start popping out, and shift click where I wanted the medivac to move while dropping.
Or maybe I just dreamt that, but I'm pretty sure :/
I bet i can maı̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̸̨̨̨̨̨̨ke you wipe your screen.
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 18 2012 09:17 GMT
#13408
TvZ,
Can I afford to have:
6 rax (5reactor 1tech)
2 fact (1reactor 1tech)
2 port (2 tech)
Producing 10 marines 1 marauder 2 hellion 1 thor and whatever air u its at the same time off 3 base? Meanwhile starting upgrades for air?
EU Random Player - Contact me for anything :-)!
TbMMaize
Profile Joined December 2011
Germany18 Posts
July 18 2012 13:02 GMT
#13409
On July 18 2012 11:26 Euronyme wrote:
I just came back to playing SC2 after a long hiatus. I was playing some terran, and noticed that the old way of dropping units while moving the medivac by D-clicking on the ground and let the medivac keep going while dropping doesn't work any more?
How do you make a medivac drop while moving?
It's possible that I've done some terrible terrible damage in my hotkeys as I usually play protoss, but I don't think so.

Edit. When I D-click, the medivac does start dropping, but when I move it it stops dropping.


D-click on the Medivac
Ayoeme
Profile Joined November 2011
Latvia59 Posts
July 18 2012 13:42 GMT
#13410
On July 18 2012 18:17 Toastie.NL wrote:
TvZ,
Can I afford to have:
6 rax (5reactor 1tech)
2 fact (1reactor 1tech)
2 port (2 tech)
Producing 10 marines 1 marauder 2 hellion 1 thor and whatever air u its at the same time off 3 base? Meanwhile starting upgrades for air?


You are having quite a weird unit composition with those buildings. Without depleted main, if zerg doesn't mess with you, yes, if he does, i recommend not getting the air upgrades. Or hellions. And it makes difference what units on air you are getting (mostly a question of gas, since the rest doesn't cost gas. Since it's tech labs, if you make vikings you will have ton of gas remaining. Should swap something between factory and starport for more vikings, thors instead of hellions.
But yes, on operational bases, with 3 cc, there is no reason not to support it.
For some things, reason is not necessary.
dynwar7
Profile Joined May 2011
1983 Posts
July 18 2012 13:48 GMT
#13411
Hi guys

Is there anything wrong with using the same strategies in all matchups? For example, I often do 1 rax FE into 3 rax , taking 2 gas, same thing every time, and eventually upgrades and factory, starport for medivas.

So, I guess this question is very tricky for me, why not just use the same strategy in all matchups? Yes, normally in TvZ you reactor hellion, but since that is not viable anymore, I think many TvZ including MKP himself like to 1 rax FE, to 3 rax and double gas, like mentioned above. Then I saw MMA's game vs Feast and he did this exact same thing.

So, is it ok/viable to use the same strategy in all matchups?
Regarding the imbalance, hilarious to see Zergs defending themselves....
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
July 18 2012 14:00 GMT
#13412
On July 18 2012 22:48 dynwar7 wrote:
Hi guys

Is there anything wrong with using the same strategies in all matchups? For example, I often do 1 rax FE into 3 rax , taking 2 gas, same thing every time, and eventually upgrades and factory, starport for medivas.

So, I guess this question is very tricky for me, why not just use the same strategy in all matchups? Yes, normally in TvZ you reactor hellion, but since that is not viable anymore, I think many TvZ including MKP himself like to 1 rax FE, to 3 rax and double gas, like mentioned above. Then I saw MMA's game vs Feast and he did this exact same thing.

So, is it ok/viable to use the same strategy in all matchups?

Up to a certain level, sure, I could imagine there being a build that's viable for TvZ, TvP and TvT, but I doubt very much that such a build is possible at higher levels of play. Strategies revolve around hitting certain defense and offensive timings, and those timings simply aren't the same for all three races.

What you describe in your post, though, isn't a strategy. It's an opening and a very broad framework (so broad as to be meaningless, basically - you're basically saying you 1 rax FE and then tech).
The frumious Bandersnatch
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
July 18 2012 14:16 GMT
#13413
Ninja'd.

I did the same as Zerg and just did a speedling expand every game and it helped me gain an economy while being in a position to defend if push came to shove - and the opportunity to improve my mechanics and macro. It works because your opponent it not at a level to really exploit the weakness that this approach would put you in.

I do regret this now as, realistically this is just plain lazy. Learn a basic opening for each of the match-ups and that will put you in a much better position to develop your skill in the game - if your not able to do different openings for each match-up then there's something wrong and you're not going to develop much as a player.

It depends entirely on your intentions with the game and the level you play at. It's good to give yourself an opening where you stand to improve your skills in a number of areas, but I don't think we should encourage novice players to be lazy.

Not a simple question really, but this may not have been apparent when you asked.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
dynwar7
Profile Joined May 2011
1983 Posts
Last Edited: 2012-07-18 15:17:13
July 18 2012 15:14 GMT
#13414
On July 18 2012 23:00 AmericanUmlaut wrote:
Show nested quote +
On July 18 2012 22:48 dynwar7 wrote:
Hi guys

Is there anything wrong with using the same strategies in all matchups? For example, I often do 1 rax FE into 3 rax , taking 2 gas, same thing every time, and eventually upgrades and factory, starport for medivas.

So, I guess this question is very tricky for me, why not just use the same strategy in all matchups? Yes, normally in TvZ you reactor hellion, but since that is not viable anymore, I think many TvZ including MKP himself like to 1 rax FE, to 3 rax and double gas, like mentioned above. Then I saw MMA's game vs Feast and he did this exact same thing.

So, is it ok/viable to use the same strategy in all matchups?

Up to a certain level, sure, I could imagine there being a build that's viable for TvZ, TvP and TvT, but I doubt very much that such a build is possible at higher levels of play. Strategies revolve around hitting certain defense and offensive timings, and those timings simply aren't the same for all three races.

What you describe in your post, though, isn't a strategy. It's an opening and a very broad framework (so broad as to be meaningless, basically - you're basically saying you 1 rax FE and then tech).



Well, I saw MKP in TvZ do a 1 rax fe to 3 rax, with +1, and 2 medivac attack that hits at around 9 or 10 minutes, and I also saw the exact same build done by MMA in TvP, so....

What do you think?
Regarding the imbalance, hilarious to see Zergs defending themselves....
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
July 18 2012 15:45 GMT
#13415
On July 19 2012 00:14 dynwar7 wrote:
Show nested quote +
On July 18 2012 23:00 AmericanUmlaut wrote:
On July 18 2012 22:48 dynwar7 wrote:
Hi guys

Is there anything wrong with using the same strategies in all matchups? For example, I often do 1 rax FE into 3 rax , taking 2 gas, same thing every time, and eventually upgrades and factory, starport for medivas.

So, I guess this question is very tricky for me, why not just use the same strategy in all matchups? Yes, normally in TvZ you reactor hellion, but since that is not viable anymore, I think many TvZ including MKP himself like to 1 rax FE, to 3 rax and double gas, like mentioned above. Then I saw MMA's game vs Feast and he did this exact same thing.

So, is it ok/viable to use the same strategy in all matchups?

Up to a certain level, sure, I could imagine there being a build that's viable for TvZ, TvP and TvT, but I doubt very much that such a build is possible at higher levels of play. Strategies revolve around hitting certain defense and offensive timings, and those timings simply aren't the same for all three races.

What you describe in your post, though, isn't a strategy. It's an opening and a very broad framework (so broad as to be meaningless, basically - you're basically saying you 1 rax FE and then tech).



Well, I saw MKP in TvZ do a 1 rax fe to 3 rax, with +1, and 2 medivac attack that hits at around 9 or 10 minutes, and I also saw the exact same build done by MMA in TvP, so....

What do you think?

Yes, there are timing attacks, especially really early ones like 2 medivac or 2 Colossus with range, that you can execute against multiple races. That, again, is different than saying that your strategy is the same, unless you're talking about an all-in build, because how you transition out of the push is going to be very different depending on what your opponent's possible responses are, and that is dependent on his race.
The frumious Bandersnatch
Toastie.NL
Profile Joined July 2012
Netherlands232 Posts
July 18 2012 19:08 GMT
#13416
On July 18 2012 22:42 Ayoeme wrote:
Show nested quote +
On July 18 2012 18:17 Toastie.NL wrote:
TvZ,
Can I afford to have:
6 rax (5reactor 1tech)
2 fact (1reactor 1tech)
2 port (2 tech)
Producing 10 marines 1 marauder 2 hellion 1 thor and whatever air u its at the same time off 3 base? Meanwhile starting upgrades for air?


You are having quite a weird unit composition with those buildings. Without depleted main, if zerg doesn't mess with you, yes, if he does, i recommend not getting the air upgrades. Or hellions. And it makes difference what units on air you are getting (mostly a question of gas, since the rest doesn't cost gas. Since it's tech labs, if you make vikings you will have ton of gas remaining. Should swap something between factory and starport for more vikings, thors instead of hellions.
But yes, on operational bases, with 3 cc, there is no reason not to support it.

I open Bio + Blueflame and get 1-1 vehicle off 1 armory. At 3rd base I start adsing mostly banshee raven to the mix (can still add Medivacs too, 1 sp has been reactor for a while) and slowly but steadilly transition more and more into mech air play.
EU Random Player - Contact me for anything :-)!
Viktorin
Profile Joined June 2012
Switzerland59 Posts
July 18 2012 20:03 GMT
#13417
Is it bm to not say gg at the end of a lost game?
Sixears
Profile Joined April 2010
United States22 Posts
July 18 2012 20:55 GMT
#13418
How do you know to have constant probe production when you have multiple nexus on single hotkey? I'm having to queue up a bit more than i'd like because i can't be clicking on one of the nexus to check progress every time.

I'm sorry if this has been asked before.

also a bonus question: Should i have a numbered hotkey for warpgates or shall i just use W?

thank you :D
In order to succeed, your desire for success should be greater than your fear of failure. - Bill Cosby
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
July 18 2012 22:20 GMT
#13419
On July 19 2012 05:03 Viktorin wrote:
Is it bm to not say gg at the end of a lost game?


This varies with personal opinion, although in many tournaments it can be considered such, I think GSL actively punish players for leaving with gging.

To me it indicates a player's frustration at a loss (greater frustration than one would expect normally). To me it is akin to a handshake at the end of a sports game, but to others it is entirely meaningless.
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
AmericanUmlaut
Profile Blog Joined November 2010
Germany2590 Posts
July 19 2012 03:44 GMT
#13420
On July 19 2012 05:55 Sixears wrote:
How do you know to have constant probe production when you have multiple nexus on single hotkey? I'm having to queue up a bit more than i'd like because i can't be clicking on one of the nexus to check progress every time.

I'm sorry if this has been asked before.

also a bonus question: Should i have a numbered hotkey for warpgates or shall i just use W?

thank you :D

The easiest way is just to always have one extra Probe queued at one nexus. When you queue a unit, it always gets added to the building that will finish the currently building unit first, so that way you have a minimum amount of resources wasted on queued units and you'll never stop Probe production.
The frumious Bandersnatch
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