Simple Questions Simple Answers - Page 802
| Forum Index > StarCraft 2 Strategy |
|
villur
Estonia1 Post
| ||
|
KingofGods
Canada1218 Posts
You can roach / ling / bane off 2 bases against any race. Obviously your own execution and your opponents reaction will determine if you win or not. | ||
|
1a2a3aPro
Canada227 Posts
| ||
|
rd
United States2586 Posts
On August 21 2013 10:08 villur wrote: Best race to be hyper aggressive and usually aim at ending matches before or around the 10min mark? Protoss. The list of all-ins they have that are viable is pretty ridiculous; almost every tech path. | ||
|
rikter
United States352 Posts
| ||
|
applepielon
United States78 Posts
I've taken a few month break from Starcraft and I'd like to get back into it by streaming myself going from gold back to masters with only blink stalker all ins. The only problem is, I've been out of Starcraft enough that I don't know any good build orders anymore, and I'm having trouble figuring out which builds on websites are legit and which aren't because I'm so out of the meta. If you guys could help me out and just post links to a blink stalker all in for each match up, I would be forever grateful. e: here are ideas: PvT http://imbabuilds.com/hots-protoss/hots-pvt/pvt-sages-blink-all-in/ -- this looks ok PvZ http://wiki.teamliquid.net/starcraft2/7_Gate_+2_Blink_Stalker_All-In -- from WoL -- is there a better version PvP http://us.battle.net/sc2/en/forum/topic/8891580125 -- not sure about this one, really old | ||
|
HappyDaggeR
Greece3 Posts
On August 21 2013 10:08 villur wrote: Best race to be hyper aggressive and usually aim at ending matches before or around the 10min mark? protoss | ||
|
mizU
United States12125 Posts
On August 21 2013 10:08 villur wrote: Best race to be hyper aggressive and usually aim at ending matches before or around the 10min mark? As someone who plays random, it honestly depends on the matchup. Zerg can end games fairly quickly vs z and t but not protoss. Protoss all ins are strong only if you can deny scouting, but proxies are easy to scout, and if you take double gas with a late expansion, they're easy to hold. Overall I'd say 1 base Terran plays are the strongest since you can deny scouting so early, and the variables of addons make it really really hard to prepare adequately. Also you can never tell if a Terran has a cc high ground. | ||
|
vorxaw
Canada245 Posts
| ||
|
emathey
10 Posts
| ||
|
KingofGods
Canada1218 Posts
On August 24 2013 15:33 vorxaw wrote: Beating my opponent TvT marine/tank in mid game, has sick contain on him, but hes backed into his choke and has ridiculous'y good siege positions, how do I finish him off? Take expansions. Have turrets and sensory towers everywhere so he can't fly out. | ||
|
watchlulu
Germany475 Posts
Because I feel like Ling Bane aggression always gets shut down by Sentries and Roach all in's are held off with MS Core and Photon Overcharge. What I'm looking for is for some 2 Base all in maybe fast Hydras (don't know if that works) or 2 Base Swarmhost. Thank you already if you have some suggestions because I'm getting tired of always Roach/Hydraing ![]() | ||
|
PinheadXXXXXX
United States897 Posts
| ||
|
Ghaleon109
United States15 Posts
This is with no movement involved to keep it simple. | ||
|
Swift[SG]
Singapore7 Posts
I want to ask - 1) What is the maximum number of gateways that 2 bases can support (Eg. In BW the max number is 8) 2) What is the advised number of gateways/tech/supply I should get before getting a third base ? I know it depends on the situation , but lets say im going for a blind build (Eg. In BW PvT , protoss can safely get a third with 6 gateways) 3) What is the optimal time for me to upgrade charge if I were opting to go for a marco game ? Do I get it asap with my second base running or when I decided to push out ? 4) At what stage will protoss start to show their aggression ? (Eg. In BW PvT protoss start showing aggression once they secured 4 base with arbiter , in PvZ protoss start showing their aggression with 2 base + storms + speedlots + goons) | ||
|
KingofGods
Canada1218 Posts
2) Once you get to full 2 base saturation (22 workers on each base), you really should be looking to attack or get 3rd. 3) Charge is usually a pretty late upgrade. Most people favour getting blink first. Unless you are doing a chargelot / archon timing, you should probably get blink first and then charge later when you get 3rd and start getting templars (templars are gas intensive but cheap on resources so you will have lots of spare minerals to dump into zealots). 4) Unless protoss is planning a 2 base attack, they never attack before full 3 base saturation. Literally, they don't move out of their base at all. Once they have 3 bases they make their deathball of collosi / high templars / whatever else they want and they can attack then, but generally they will look to get 4th and cannon it up. Basically protoss is the turtle race in SC2. | ||
|
rd
United States2586 Posts
On August 26 2013 16:54 Swift[SG] wrote: I have been playing BW for some years and recently switched to SC2 . I have been watching WCS recently and I noticed that players expand a lot faster than in BW . As a protoss player , I know the different basic opening for each match ups . I want to ask - 1) What is the maximum number of gateways that 2 bases can support (Eg. In BW the max number is 8) 2) What is the advised number of gateways/tech/supply I should get before getting a third base ? I know it depends on the situation , but lets say im going for a blind build (Eg. In BW PvT , protoss can safely get a third with 6 gateways) 3) What is the optimal time for me to upgrade charge if I were opting to go for a marco game ? Do I get it asap with my second base running or when I decided to push out ? 4) At what stage will protoss start to show their aggression ? (Eg. In BW PvT protoss start showing aggression once they secured 4 base with arbiter , in PvZ protoss start showing their aggression with 2 base + storms + speedlots + goons) 1) Maximum is 9-10, depending on the units you make. This is without -any- other kind of production. 2) Tech/supply really depends on your style and the match-up, but at the highest level toss usually try to get their third down on three gates before adding 3-4 more. You have to have some kind of tech done or on the way, or a significant amount of gateway units to expand like that, though (e.g. colossus done or on the way). If they can't take it safely at 10:00, they'll add on gates and try again. 3) Depends on the MU, and your style. Generally on two base in PvT/PvP though. 4) In a normal game, PvT toss usually tries to turtle until they get colossus high templar, so generally around 14:00 onwards Protoss really begins pushing. PvZ Toss usually has layers of aggressive timings to try and force Zerg to make drones. ex: zealot stalker msc poke --> stargate --> +1 4 gate --> start pushing when 3rd colossus finishes. PvP you're pretty much making hallucinated phoenixes the entire game with near perfect information of your opponent's comp, so you can be attacked at almost any time barring colossus mirrors where its really hard to attack into someone. All of these questions can be answered by watching vods, though. Check out vods of Rain, his style pretty much defines standard for Protoss. | ||
|
Swift[SG]
Singapore7 Posts
| ||
|
Prog455
Denmark970 Posts
---Nuked--- And the user icon was changed to a mushroom cloud. Thank you | ||
|
dAPhREAk
Nauru12397 Posts
On August 27 2013 09:53 Prog455 wrote: This is not as much Starcraft as it is TL.net in general, but can anyone explain what a "Nuked" post is? I just saw one that said: ---Nuked--- And the user icon was changed to a mushroom cloud. Thank you permbanned from tl.net. usually an advertiser or a previously banned used. | ||
| ||
