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The Protoss Help Me Thread - Page 10

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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
Last Edited: 2011-08-08 18:14:59
August 08 2011 18:11 GMT
#181
On August 08 2011 23:29 Alejandrisha wrote:
Show nested quote +
On August 08 2011 21:52 See.Blue wrote:
+ What is the BO for Huk's current 1gate FE (not the one in the thread by a similar name by alej). The one where he gets a second gas and 2 sentries?

+ If I FFE vZ into Stargate, is it possible to rush storm and only eventually get a robo for obs, or is there some timing which slaughters this? I'd like to FFE into a void or two then transition to some phoenix for air control, then use that air control to make storm drops a safe midgame tactic but I'm worried that there's a timing when I'd be vulnerable to a huge roach hydra-y bust.


i put that build in that thread as well.. should be closer to the end of it


Oh ok great, thanks! Any tips on the second question?

Edit: Apparently I'm blind, I can't find the BO for the 2gas stalker sentry nexus sentry one . Could you link me?
IIIOmegaIII
Profile Joined May 2011
Sweden319 Posts
August 08 2011 19:00 GMT
#182
On August 08 2011 16:47 TylerThaCreator wrote:
How do you guys deal with broodlord/infestor/corruptor lategame? Usually this composition is accompanied by roach/ling on the ground which makes it hard to just simply blink up to the broodlords. Infestors are amazing vs voidrays (clumping or not) and corruptors finish the job on the voids + deal with collosus. High templar storms are great vs the lings, but useless vs roaches. Should I just be maxing out on Immortal/HT/Voidray and spread out my army?


well it all comes down to microing when ur talking about hts/ghosts/infestors. but generally, if u see an infestor, u want to get the hts up real quick. and as for the zerg ball ur talking about, id play ht+void heavy. u just gotta watch out for having the voids clumped up. but thats basicly it.
IIIOmegaIII
Profile Joined May 2011
Sweden319 Posts
August 08 2011 19:02 GMT
#183
On August 06 2011 01:41 Karliath wrote:
Do I upgrade attack or armor first, for the standard gateway mix? Does it change by match-up?

+ Show Spoiler +
I used to upgrade to 2 atk, and then get 2 def, but I heard Day[9] say at MLG that getting 2 armor is really useful against Terran, because marines will deal so little damage?


it all depends on what ur playing against, if ur facing units that deals alot of low dmg but fast attacks u should prefere the armor upgrade since it will make a bigg difference in the long run. but if u facing mech for example, u should prob go for the atk upgs first
michaelhasanalias
Profile Joined May 2010
Korea (South)1231 Posts
August 08 2011 23:22 GMT
#184
If I scout forge FE (zvp) and the opponent plans to incorporate robo tech in his 2-base play, how soon can I expect an observer in my base?

What are common forge FE transitions that incorporate robo play and what are their observer times?
KR NsPMichael.805 | AM Michael.2640 | SEA Michael.523 | 엔에스피 New Star Players
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
August 09 2011 02:16 GMT
#185
If I am FFE-ing and want to open stargate, when do I drop the stargate?
Surrealz
Profile Blog Joined May 2010
United States449 Posts
August 09 2011 02:21 GMT
#186
I have been reading build orders and for 13 gates it seems that people are saying 10 cb? Does that mean that right after you build your pylon and queue up your 10th probe you guys CB him? problem is that it wastes a few seconds of CB while you are supply blocked at 10 for those few seconds....

I know that 12 gate is always cb on 11 but it seems that you guys get 2 CBs before a 13 gate?
1a2a3a
Sweetness.751
Profile Joined April 2011
United States225 Posts
August 09 2011 02:31 GMT
#187
On August 09 2011 11:21 Surrealz wrote:
I have been reading build orders and for 13 gates it seems that people are saying 10 cb? Does that mean that right after you build your pylon and queue up your 10th probe you guys CB him? problem is that it wastes a few seconds of CB while you are supply blocked at 10 for those few seconds....

I know that 12 gate is always cb on 11 but it seems that you guys get 2 CBs before a 13 gate?


No you chrono on 11 for 13 gate and 12 gate. But for 12 gate you don't do 2 back-to-back chronos. When the 12 probe is building you make the 12 gate, then when the 13th probe is making, you do the second chrono.

For 13 gate do two constant chronos at 11 and 12. Build that 13th probe before the gate. Use your 12 probe from the nexus to build the gateway.
Elentos wrote: Do you think only 10 life points more for Viking is enough bObA wrote: 10 life points is all you need to send someone to the Shadow Realm.
chipman
Profile Joined February 2011
United States139 Posts
August 09 2011 02:36 GMT
#188
@surrealz As far as I know:
You chrono the probe after the pylon finishes, and again after your gateway is started in nearly every build. If you 9 pylon scout, you may chrono before the (14)gateway is started, the timing is skewed, compared to a 12 pylon scout you'll actually have the minerals to throw down the gateway and start up another probe to have constant probe production(and chronoboost that) if you split properly and paired workers.

@See.Blue
After a FFE, pretty much as soon as possible, preferably get a ranged unit if possible to deny scouting and place it properly to be safe from roach all in and really quick/easy overlord scouting. Voids have the most effectiveness in terms of map control/forcing during hatch and low gas lair tech.

Doesn't Afraid of Anything
MechKingPrime
Profile Joined August 2011
Korea (South)16 Posts
August 09 2011 08:19 GMT
#189
Chipman has no clue as to what he's saying disregard everything he says.

Surrealz: You shouldn't chrono so early on unless you're going for a fast expansion. Otherwise chrono at standard timing of 11.

See.Blue: You want to drop the starport after once you have something to defend a small force. You should have an army that will keep your opponent from attacking again early on. Then when it's safe drop the stargates in a spot that won't be spotted easily.
JAEDONG<3
Brainiak
Profile Joined May 2011
Germany91 Posts
August 09 2011 11:39 GMT
#190
plat protoss here, im dont really know how to follow up an FFE, If i play stargate 3 void 6 phoenixes my voids just get crushed my mutas. The zerg can play so greedy and tech to mutas really fast without me having an option to punish him for it. On another note. What can I do against zergs who prefer the losira/nestea style upon seeing an FFE. I hope there is one answer to both because I have to choose between stargate and 6/7 warpgate rush before my scouting zealot arrives
Thanks
“History is written by the victors.” Winston Churchill
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 09 2011 15:26 GMT
#191
On August 09 2011 20:39 Brainiak wrote:
plat protoss here, im dont really know how to follow up an FFE, If i play stargate 3 void 6 phoenixes my voids just get crushed my mutas. The zerg can play so greedy and tech to mutas really fast without me having an option to punish him for it. On another note. What can I do against zergs who prefer the losira/nestea style upon seeing an FFE. I hope there is one answer to both because I have to choose between stargate and 6/7 warpgate rush before my scouting zealot arrives
Thanks


If you follow up a FFE with stargate, you should be harassing/scouting with your first void. Don't wait for 3 voids and 6 phoenixes. Also if you're losing to mutas when you have 6 phoenixes out you just need to work on your micro.

And wtf is the losira/nestea style. I'm guessing you mean just a standard double expo macro response. I don't understand why that makes a different in you going stargate or warpgate rush, both are ways of pressuring the zerg's 3rd.
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
August 09 2011 15:40 GMT
#192
On August 09 2011 11:21 Surrealz wrote:
I have been reading build orders and for 13 gates it seems that people are saying 10 cb? Does that mean that right after you build your pylon and queue up your 10th probe you guys CB him? problem is that it wastes a few seconds of CB while you are supply blocked at 10 for those few seconds....

I know that 12 gate is always cb on 11 but it seems that you guys get 2 CBs before a 13 gate?


12 gate means you use 1 cb before gateway and you scout after gateway(or later)
13 gate means you use 2 cb before gateway and you scout after gateway(or later)
14 gate means you use 2 cb before gateway and you scouted before pylon

get rich or die mining
TL+ Member
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-08-09 15:45:07
August 09 2011 15:44 GMT
#193
On August 08 2011 16:47 TylerThaCreator wrote:
How do you guys deal with broodlord/infestor/corruptor lategame? Usually this composition is accompanied by roach/ling on the ground which makes it hard to just simply blink up to the broodlords. Infestors are amazing vs voidrays (clumping or not) and corruptors finish the job on the voids + deal with collosus. High templar storms are great vs the lings, but useless vs roaches. Should I just be maxing out on Immortal/HT/Voidray and spread out my army?


If you're talking about a super late game army with the zerg having 10+ bl/infestor/corruptor, then really the only answer I've found is mothership/vortex. I'm being completely serious here, I have not found a way to deal with this ultimate zerg unit comp unless I'm able to vortex them and throw in my entire army (with archons), otherwise you just can't get in range to attack anything without being fungaled.

Yes the mothership can be NP'ed, but both spells are the same range and you have the advantage since you can vortex slightly in front of the infestors (kinda like emp vs storm).

Meanwhile, before the zerg has unlimited gas to spend on the army (i.e. when there are bl/corruptor/infestor but the numbers aren't that crazy high) any generic protoss ball with HT/archon is decent. Archons are pretty important here, they are really tanky and do a ton of splash which help clear up broodlings. Storm is actually good against all zerg units, just because you can't kill a roach with 1 storm doesn't mean it's bad. For some reason people think colossus are bad vs infestor but I disagree, yes they can be NP'ed but at that late point in the game you have many tools to kill the infestor that NPs, including blink stalkers, other colossus, voids, HT with storm/feedback, etc.

The most important thing however is probably positioning and where you engage. Focus on trying to engage on relatively open ground, and spread your void rays.
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
August 09 2011 15:53 GMT
#194
On August 10 2011 00:44 Anihc wrote:
Show nested quote +
On August 08 2011 16:47 TylerThaCreator wrote:
How do you guys deal with broodlord/infestor/corruptor lategame? Usually this composition is accompanied by roach/ling on the ground which makes it hard to just simply blink up to the broodlords. Infestors are amazing vs voidrays (clumping or not) and corruptors finish the job on the voids + deal with collosus. High templar storms are great vs the lings, but useless vs roaches. Should I just be maxing out on Immortal/HT/Voidray and spread out my army?


If you're talking about a super late game army with the zerg having 10+ bl/infestor/corruptor, then really the only answer I've found is mothership/vortex. I'm being completely serious here, I have not found a way to deal with this ultimate zerg unit comp unless I'm able to vortex them and throw in my entire army (with archons), otherwise you just can't get in range to attack anything without being fungaled.

Yes the mothership can be NP'ed, but both spells are the same range and you have the advantage since you can vortex slightly in front of the infestors (kinda like emp vs storm).

Meanwhile, before the zerg has unlimited gas to spend on the army (i.e. when there are bl/corruptor/infestor but the numbers aren't that crazy high) any generic protoss ball with HT/archon is decent. Archons are pretty important here, they are really tanky and do a ton of splash which help clear up broodlings. Storm is actually good against all zerg units, just because you can't kill a roach with 1 storm doesn't mean it's bad. For some reason people think colossus are bad vs infestor but I disagree, yes they can be NP'ed but at that late point in the game you have many tools to kill the infestor that NPs, including blink stalkers, other colossus, voids, HT with storm/feedback, etc.

The most important thing however is probably positioning and where you engage. Focus on trying to engage on relatively open ground, and spread your void rays.



Ever seen BL/Infestor/Queen? O_O_O_O_O

I feel like you need HTs, you need Voids or cars, you need a decent amount of stalkers, and sentries are nice for GS but you don't really have the gas to retain enough for lots of FFs. I agree that colossus are pretty safe against infestors just because of the range. You kind of need a lot of them to be safe from a decent amount of infestors with neural, though. I've been doing a lot of 2 robo immortal late game just because unit comps with BLs and/or infestors don't really have the gas to get anything but roaches or lings, and you can deal with lings pretty easily as long as you have *some* aoe
get rich or die mining
TL+ Member
SadCowsGoMoo
Profile Joined May 2011
13 Posts
August 09 2011 15:55 GMT
#195
What's the best way to deal with destiny's infestor ling +1/+1 timing attack. Destiny also explains that when toss goes stargate first or blink, the toss player won't have enough splash dmg to deal with the mass infestors and infested marines effectively. Can someone explain what to do through these two tech paths.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=246100
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
August 09 2011 16:01 GMT
#196
On August 10 2011 00:55 SadCowsGoMoo wrote:
What's the best way to deal with destiny's infestor ling +1/+1 timing attack. Destiny also explains that when toss goes stargate first or blink, the toss player won't have enough splash dmg to deal with the mass infestors and infested marines effectively. Can someone explain what to do through these two tech paths.

http://www.teamliquid.net/forum/viewmessage.php?topic_id=246100


This attack makes it so that you can't really go blind blink or stargate on maps where you don't do some kind of WG pressure off of 2 bases (earlier than a 6g timing though).

Stargate openers (exluding double SG, I suppose) generally don't punish anything other than a 3rd with no creep or a zerg who doesn't spore up/get extra queens immediately and don't really force any units. You need some kind of pressure to delay this timing a bit, and if they are going for such greedy fast infestors, a 3wg push off of an expand comes at a funky timing and you might just be able to kill them right there. Check out zenexpuzzle's stream vods for this!
get rich or die mining
TL+ Member
Ada
Profile Joined October 2004
Germany150 Posts
August 09 2011 16:07 GMT
#197
How do you get the best result out of a colossi vs colossi army fight, when both players have more or less the same unit composition (a mix of zealots, stalker, sentries and range colossi).
I mean when you only have medium APM, which micro tasks should I prioritise?
Alejandrisha
Profile Blog Joined July 2010
United States6566 Posts
August 09 2011 16:09 GMT
#198
On August 10 2011 01:07 Ada wrote:
How do you get the best result out of a colossi vs colossi army fight, when both players have more or less the same unit composition (a mix of zealots, stalker, sentries and range colossi).
I mean when you only have medium APM, which micro tasks should I prioritise?


spread colossus and try to focusfire units with your colossi so that a lot of enemy units take damage. I haven't seen colossus vs colossus fights in a looooooong time though!
get rich or die mining
TL+ Member
sasobodynamic
Profile Joined December 2010
Singapore294 Posts
August 09 2011 16:20 GMT
#199
PvZ, what are some good followups for 3 gate sentry expand (on maps that can't FFE) that can potentially help me secure a 3rd safely or kill the zerg?

PvT, what is a safe optimal expo build that you can do and defend tech or MM pushes?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
August 09 2011 16:21 GMT
#200
On August 10 2011 01:09 Alejandrisha wrote:
Show nested quote +
On August 10 2011 01:07 Ada wrote:
How do you get the best result out of a colossi vs colossi army fight, when both players have more or less the same unit composition (a mix of zealots, stalker, sentries and range colossi).
I mean when you only have medium APM, which micro tasks should I prioritise?


spread colossus and try to focusfire units with your colossi so that a lot of enemy units take damage. I haven't seen colossus vs colossus fights in a looooooong time though!


Agreed. I'd actually avoid microing as much as possible, this is 1 particular scenario where I've often seen people try to overmicro and it does more harm than good. All you really need to do is make sure your colossus are firing on gateway units, and to move back damaged colossus. What's most important here is the set up. If you have time to prepare for an engagement, spread out your army before you enter the fight and if possible, even try to flank his army with gateway units.
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