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The Protoss Help Me Thread - Page 102

Forum Index > StarCraft 2 Strategy
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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.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-11-08 13:23:07
November 08 2011 13:02 GMT
#2021
--- Nuked ---
rEalGuapo
Profile Joined January 2011
Germany832 Posts
November 08 2011 14:06 GMT
#2022
On November 08 2011 21:07 Latedi wrote:
Show nested quote +
On November 08 2011 20:23 Sated wrote:
On November 08 2011 20:11 Lafer wrote:
Thanks for the info, guys!

@SAted, I will try that push with the 6 +1 zealots, hopefully that will help. I will admit, I'm not too sure it will work at this level, unless someone can tell me otherwise?

When I look at my replays, almost all the zergs I play make a ton of lings and/or roaches at the start of the game, after the second base, but before the third. If I push out to try to make something happen, I get caught in the open and overwhelmed by the numbers. If I wait and try to take a third, they force a cancel with their superior numbers, and I just get even more behind.

Would just sitting on two bases and turtling be good...? I mean, I could do that, but it's just not fun to play that way... And at the gold level, not everyone follows "the rules" you see at high levels of play... But sometimes, that's the only answer, right?

If they don't take an early third and are being aggressive with Zergling/Roach then make more cannons at the front and turtle. I'd probably try and get a Twilight Council for Blink and a Robo for Colossus. Build lots of Stalkers and a handful of Sentries whilst chrono'ing out +3 attack and extended thermal lance. Push out when +3 attack is done with ~5 Colossus. Take your third base as you attack. I think that if they've cut that many drones early (to make Zerglings and Roaches) without doing any significant damage then you should be able to roll over them with this attack because they won't be able to remax efficiently enough to kill your Colossus/Stalker army. Just make sure you get enough Sentries to forcefield the Roaches away from your Colossus and you should be good.

If they don't take an early third and have lots of Spine Crawlers and Zerglings then they might be going for Mutalisks, so get lots (7 or 8 Gateways) of Blink Stalkers and turtle up until you feel comfortable taking your third. Upgrades are really important against Mutalisks because each defensive upgrade effectively reduces damage 3 times against a Mutalisk's bouncing attack. Against Ling/Muta you eventually need to tech towards Templar with storm. Unfortunately, I always get crushed against this composition because my micro is terrible and it requires a lot of multi-tasking to defend against the Mutalisks, so I can't really help you more than to tell you what you should be doing... 'cause I can't do what I know I should be doing either!

To be honest, when I was in Gold I usually did a 3gate DT expand against Zerg and I got a lot of wins just from the initial damage the DTs dealt. Problem is, this doesn't work so well once you get promoted to higher leagues because people start build Spore Crawlers the moment they sense anything fishy, so it is better for you to try and learn a more solid style. If you learn when the opponent is going to be aggressive and when you might need more cannons then you should be good against Zergs who opt for heavy Roach/Zergling aggression, because an aggressive Zerg that doesn't do much damage is going to be behind due to the number of Drones they have to cut to attack you early.

EDIT:

You can still do the 6gate +1 Zealot push even if they are only on two-bases, just make sure you check how many units they have before sending you Zealots in. You'd be surprised how many Lings 6 +1 Zealots can kill if they don't get surrounded, especially if there aren't any Spine Crawlers. Don't forget that if they only have Spine Crawlers and Lings, you Zealots can run past the Spine Crawlers and into the main base to deal damage. The only time you need to pull-back is if they're making a lot of Roaches, in which case you should turtle up and get out Colossus/Blink Stalkers before pushing out for a third.


No. You don't move out at +3 and 5 colossus. That takes so much time it just won't work against anything. The zerg could take like 5 expansions while waiting for you to do anything. Rather move out when you have 1-2 colossus and maybe +1 or maybe even +2 attack.


2 Base -> 2 Colossi + Range + +1Damage or +2Damage I remember as a standard timing, a while ago. Nowadays gameplay got more complex and people move out with a single Zealot; 2; 6; 2 Immortals and few Gateway units, Blinkstalkers with +2; etc;etc;etc
Zefa
Profile Joined May 2010
United States297 Posts
Last Edited: 2011-11-08 14:19:31
November 08 2011 14:18 GMT
#2023
You open 1 gate expo vs a gasless ffe terran on a wide natural map like metalopolis. Upon going 3 gate robo, your obs gets to their base and scouts 5 barracks with addons (no factory/ghost tech etc). What is a good response to this info as to not die to the 5 rax stim timing. On a map like shakuras I'm aware you can just use 2 ff to hold but not sure what to do on maps with super wide naturals. Whats a good tech path to choose and what should ur production/unit composition be at the 9-10min mark?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 08 2011 15:20 GMT
#2024
On November 08 2011 23:18 Zefa wrote:
You open 1 gate expo vs a gasless ffe terran on a wide natural map like metalopolis. Upon going 3 gate robo, your obs gets to their base and scouts 5 barracks with addons (no factory/ghost tech etc). What is a good response to this info as to not die to the 5 rax stim timing. On a map like shakuras I'm aware you can just use 2 ff to hold but not sure what to do on maps with super wide naturals. Whats a good tech path to choose and what should ur production/unit composition be at the 9-10min mark?


Off the top of my head, 5-6 gates and a robo pumping immortals. Teching to colossus might be great, but it does leave a window where he can easily punish you, so i would try to hold off the first weave of units with a gateway/immortal army and then tech to forge/charge, or even take a third if he takes his. This might be completely wrong as i have never been up against a build like that before, but it sounds good on paper
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-11-08 15:28:39
November 08 2011 15:26 GMT
#2025
On November 08 2011 22:02 Sated wrote:
Show nested quote +
On November 08 2011 21:07 Latedi wrote:
On November 08 2011 20:23 Sated wrote:
On November 08 2011 20:11 Lafer wrote:
Thanks for the info, guys!

@SAted, I will try that push with the 6 +1 zealots, hopefully that will help. I will admit, I'm not too sure it will work at this level, unless someone can tell me otherwise?

When I look at my replays, almost all the zergs I play make a ton of lings and/or roaches at the start of the game, after the second base, but before the third. If I push out to try to make something happen, I get caught in the open and overwhelmed by the numbers. If I wait and try to take a third, they force a cancel with their superior numbers, and I just get even more behind.

Would just sitting on two bases and turtling be good...? I mean, I could do that, but it's just not fun to play that way... And at the gold level, not everyone follows "the rules" you see at high levels of play... But sometimes, that's the only answer, right?

If they don't take an early third and are being aggressive with Zergling/Roach then make more cannons at the front and turtle. I'd probably try and get a Twilight Council for Blink and a Robo for Colossus. Build lots of Stalkers and a handful of Sentries whilst chrono'ing out +3 attack and extended thermal lance. Push out when +3 attack is done with ~5 Colossus. Take your third base as you attack. I think that if they've cut that many drones early (to make Zerglings and Roaches) without doing any significant damage then you should be able to roll over them with this attack because they won't be able to remax efficiently enough to kill your Colossus/Stalker army. Just make sure you get enough Sentries to forcefield the Roaches away from your Colossus and you should be good.

If they don't take an early third and have lots of Spine Crawlers and Zerglings then they might be going for Mutalisks, so get lots (7 or 8 Gateways) of Blink Stalkers and turtle up until you feel comfortable taking your third. Upgrades are really important against Mutalisks because each defensive upgrade effectively reduces damage 3 times against a Mutalisk's bouncing attack. Against Ling/Muta you eventually need to tech towards Templar with storm. Unfortunately, I always get crushed against this composition because my micro is terrible and it requires a lot of multi-tasking to defend against the Mutalisks, so I can't really help you more than to tell you what you should be doing... 'cause I can't do what I know I should be doing either!

To be honest, when I was in Gold I usually did a 3gate DT expand against Zerg and I got a lot of wins just from the initial damage the DTs dealt. Problem is, this doesn't work so well once you get promoted to higher leagues because people start build Spore Crawlers the moment they sense anything fishy, so it is better for you to try and learn a more solid style. If you learn when the opponent is going to be aggressive and when you might need more cannons then you should be good against Zergs who opt for heavy Roach/Zergling aggression, because an aggressive Zerg that doesn't do much damage is going to be behind due to the number of Drones they have to cut to attack you early.

EDIT:

You can still do the 6gate +1 Zealot push even if they are only on two-bases, just make sure you check how many units they have before sending you Zealots in. You'd be surprised how many Lings 6 +1 Zealots can kill if they don't get surrounded, especially if there aren't any Spine Crawlers. Don't forget that if they only have Spine Crawlers and Lings, you Zealots can run past the Spine Crawlers and into the main base to deal damage. The only time you need to pull-back is if they're making a lot of Roaches, in which case you should turtle up and get out Colossus/Blink Stalkers before pushing out for a third.


No. You don't move out at +3 and 5 colossus. That takes so much time it just won't work against anything. The zerg could take like 5 expansions while waiting for you to do anything. Rather move out when you have 1-2 colossus and maybe +1 or maybe even +2 attack.

An attack with +3 and that many Colossus would come late, but it would be really strong. It's an attack that is the lynch-pin of the 2gate 10-16 style (16 minute attack with +3 Colossus) and since it doesn't do too badly in that particular build I tend to default towards it even when using other styles. It just does so well against Roach-heavy compositions that it seems like a perfect timing to aim for.

You're probably right that a good Zerg would macro-up in that time-frame if left alone, but if they're attempting to macro-up then they're probably not gonna be building a tonne of Roach/Ling early on (the situation that the guy I was responding to was talking about: Early Roach/Ling "all-in" styles). Most Zerg won't do this kind of thing (at least not at higher levels), but at lower-levels it is often the case that players go for strong two-base timing attacks because... well, because they're strong against players that aren't prepared!

In any case, the point is that committing to a 6gate attack wouldn't be a good idea against heavy Roach/Ling aggression early in the game because you'll get crushed. If the Zerg is committing to that kind of early attack, it is better to sit back and turtle behind cannons for a bit until you can deal with their composition. If they're macro'ing up and they're not committing to an early attack then you obviously don't need to turtle up and wait 16 minutes before moving out...

EDIT:

I wasn't saying that turtling until +3 and 5 Colossus was a good plan in general play. I was saying that if the opponent goes for heavy Roach/Ling aggression early in the game (i.e. they are not playing a macro game and have massively cut drones) that it is a good idea to turtle up for a bit, get a strong ball of units and then attack. You obviously need to scout to see if the opponent is expanding heavily behind their aggression in order to gauge when you need to move out, but the 16 minute timing is really strong against someone who cuts drones hard early in the game because they don't have enough time to macro up to a ridiculous level before the attack hits and they don't have the units required to deal with +3 Colossus either.


Yeah ok I guess that's fine. But even if the zerg is trying to max out on 2 bases with roach ling I think you can take a third pretty fast. That army is just too weak later on when supplies get higher.

On November 08 2011 23:06 rEalGuapo wrote:
Show nested quote +
On November 08 2011 21:07 Latedi wrote:
On November 08 2011 20:23 Sated wrote:
On November 08 2011 20:11 Lafer wrote:
Thanks for the info, guys!

@SAted, I will try that push with the 6 +1 zealots, hopefully that will help. I will admit, I'm not too sure it will work at this level, unless someone can tell me otherwise?

When I look at my replays, almost all the zergs I play make a ton of lings and/or roaches at the start of the game, after the second base, but before the third. If I push out to try to make something happen, I get caught in the open and overwhelmed by the numbers. If I wait and try to take a third, they force a cancel with their superior numbers, and I just get even more behind.

Would just sitting on two bases and turtling be good...? I mean, I could do that, but it's just not fun to play that way... And at the gold level, not everyone follows "the rules" you see at high levels of play... But sometimes, that's the only answer, right?

If they don't take an early third and are being aggressive with Zergling/Roach then make more cannons at the front and turtle. I'd probably try and get a Twilight Council for Blink and a Robo for Colossus. Build lots of Stalkers and a handful of Sentries whilst chrono'ing out +3 attack and extended thermal lance. Push out when +3 attack is done with ~5 Colossus. Take your third base as you attack. I think that if they've cut that many drones early (to make Zerglings and Roaches) without doing any significant damage then you should be able to roll over them with this attack because they won't be able to remax efficiently enough to kill your Colossus/Stalker army. Just make sure you get enough Sentries to forcefield the Roaches away from your Colossus and you should be good.

If they don't take an early third and have lots of Spine Crawlers and Zerglings then they might be going for Mutalisks, so get lots (7 or 8 Gateways) of Blink Stalkers and turtle up until you feel comfortable taking your third. Upgrades are really important against Mutalisks because each defensive upgrade effectively reduces damage 3 times against a Mutalisk's bouncing attack. Against Ling/Muta you eventually need to tech towards Templar with storm. Unfortunately, I always get crushed against this composition because my micro is terrible and it requires a lot of multi-tasking to defend against the Mutalisks, so I can't really help you more than to tell you what you should be doing... 'cause I can't do what I know I should be doing either!

To be honest, when I was in Gold I usually did a 3gate DT expand against Zerg and I got a lot of wins just from the initial damage the DTs dealt. Problem is, this doesn't work so well once you get promoted to higher leagues because people start build Spore Crawlers the moment they sense anything fishy, so it is better for you to try and learn a more solid style. If you learn when the opponent is going to be aggressive and when you might need more cannons then you should be good against Zergs who opt for heavy Roach/Zergling aggression, because an aggressive Zerg that doesn't do much damage is going to be behind due to the number of Drones they have to cut to attack you early.

EDIT:

You can still do the 6gate +1 Zealot push even if they are only on two-bases, just make sure you check how many units they have before sending you Zealots in. You'd be surprised how many Lings 6 +1 Zealots can kill if they don't get surrounded, especially if there aren't any Spine Crawlers. Don't forget that if they only have Spine Crawlers and Lings, you Zealots can run past the Spine Crawlers and into the main base to deal damage. The only time you need to pull-back is if they're making a lot of Roaches, in which case you should turtle up and get out Colossus/Blink Stalkers before pushing out for a third.


No. You don't move out at +3 and 5 colossus. That takes so much time it just won't work against anything. The zerg could take like 5 expansions while waiting for you to do anything. Rather move out when you have 1-2 colossus and maybe +1 or maybe even +2 attack.


2 Base -> 2 Colossi + Range + +1Damage or +2Damage I remember as a standard timing, a while ago. Nowadays gameplay got more complex and people move out with a single Zealot; 2; 6; 2 Immortals and few Gateway units, Blinkstalkers with +2; etc;etc;etc


I don't even know what all those semi colons mean :p Anyway, everyone is doing their own thing right now and I have no idea if we have a standard for anything.

On November 09 2011 00:20 Teoita wrote:
Show nested quote +
On November 08 2011 23:18 Zefa wrote:
You open 1 gate expo vs a gasless ffe terran on a wide natural map like metalopolis. Upon going 3 gate robo, your obs gets to their base and scouts 5 barracks with addons (no factory/ghost tech etc). What is a good response to this info as to not die to the 5 rax stim timing. On a map like shakuras I'm aware you can just use 2 ff to hold but not sure what to do on maps with super wide naturals. Whats a good tech path to choose and what should ur production/unit composition be at the 9-10min mark?


Off the top of my head, 5-6 gates and a robo pumping immortals. Teching to colossus might be great, but it does leave a window where he can easily punish you, so i would try to hold off the first weave of units with a gateway/immortal army and then tech to forge/charge, or even take a third if he takes his. This might be completely wrong as i have never been up against a build like that before, but it sounds good on paper


I believe you are right about that. I have been up against similar builds and you really need some extra gateways to survive until you have some tech.
I am Latedi.
Drowzee
Profile Joined June 2011
40 Posts
November 08 2011 15:49 GMT
#2026
since i have been promoted to dimaond every pvp i've encountert turned out into either a cannon rush or a proxy 2gate. and i lost every one of them. is there a possible built to be safe against both: proxy 2gate and cannon rush?

until now i tried the following which didn't work at all:

against proxy 2gate
- 2gate myself + probes (how many probes does it take to kill a zealot? feels like 20..)
- 1gate forge and cannon defense (the cannon will be canceled every time by attacking zealots)

against cannon rush
- 1gate forge and denfend my base with cannons (too slow, enemy cannons kill my owns while constructing)
- abandon base and go for a other nexus (enemy techs up to 1base colossi and im miles away in tech)

anyone help please
im protoss promoted to diamond ~1week ago.
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
November 08 2011 15:54 GMT
#2027
On November 09 2011 00:49 Drowzee wrote:
since i have been promoted to dimaond every pvp i've encountert turned out into either a cannon rush or a proxy 2gate. and i lost every one of them. is there a possible built to be safe against both: proxy 2gate and cannon rush?

until now i tried the following which didn't work at all:

against proxy 2gate
- 2gate myself + probes (how many probes does it take to kill a zealot? feels like 20..)
- 1gate forge and cannon defense (the cannon will be canceled every time by attacking zealots)

against cannon rush
- 1gate forge and denfend my base with cannons (too slow, enemy cannons kill my owns while constructing)
- abandon base and go for a other nexus (enemy techs up to 1base colossi and im miles away in tech)

anyone help please
im protoss promoted to diamond ~1week ago.


If you see nothing in his base you should scout for proxies around your base asap. If you are unsure get a forge. That's the safest defense imo. You are probably doing it too slowly when you defend though and that's why you are never in time. When do you scout? If you do it on 12/13 it might be a good idea to look for proxies on the way to your opponent's base. If he plays standard you don't really have anything to scout for a while.
I am Latedi.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-11-08 16:06:14
November 08 2011 16:04 GMT
#2028
--- Nuked ---
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
November 08 2011 16:10 GMT
#2029
On November 09 2011 01:04 Sated wrote:
Proxy 2gate is only a pain for me on Metalopolis and Shattered Temple. 2gate strategies have become common again because people have realised that their opponent always spawns on the other side of the map to them on those maps. This means that they can put proxy gateways at the opponent's third or the opponent's gold or somewhere like that and always be within range. So if you check those common areas for proxies on the way to scouting your opponent, you should be safe. On other maps, check the middle of the map or tag a tower on your way to scout, that should reveal a lot of proxy shenanigans.


really only those two? I didnt know that lol

So on both Metalpolis and sahttered temple its alwways cross position?
Live and Let Die!
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2011-11-08 16:12:15
November 08 2011 16:12 GMT
#2030
On November 09 2011 01:04 Sated wrote:
Proxy 2gate is only a pain for me on Metalopolis and Shattered Temple. 2gate strategies have become common again because people have realised that their opponent always spawns on the other side of the map to them on those maps. This means that they can put proxy gateways at the opponent's third or the opponent's gold or somewhere like that and always be within range. So if you check those common areas for proxies on the way to scouting your opponent, you should be safe. On other maps, check the middle of the map or tag a tower on your way to scout, that should reveal a lot of proxy shenanigans.


That's precisely why i 9 scout but look around for proxy locations like a madman rather than going to his base straight away: the space between the naturals on shakuras, the center of Antiga, and the golds/thirds and space behind the naturals on shattered and metal. I guess you can also 12 scout, but meh i'd rather not risk losing to cheese.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Drowzee
Profile Joined June 2011
40 Posts
November 08 2011 16:14 GMT
#2031
On November 09 2011 00:54 Latedi wrote:
Show nested quote +
On November 09 2011 00:49 Drowzee wrote:
since i have been promoted to dimaond every pvp i've encountert turned out into either a cannon rush or a proxy 2gate. and i lost every one of them. is there a possible built to be safe against both: proxy 2gate and cannon rush?

until now i tried the following which didn't work at all:

against proxy 2gate
- 2gate myself + probes (how many probes does it take to kill a zealot? feels like 20..)
- 1gate forge and cannon defense (the cannon will be canceled every time by attacking zealots)

against cannon rush
- 1gate forge and denfend my base with cannons (too slow, enemy cannons kill my owns while constructing)
- abandon base and go for a other nexus (enemy techs up to 1base colossi and im miles away in tech)

anyone help please
im protoss promoted to diamond ~1week ago.


If you see nothing in his base you should scout for proxies around your base asap. If you are unsure get a forge. That's the safest defense imo. You are probably doing it too slowly when you defend though and that's why you are never in time. When do you scout? If you do it on 12/13 it might be a good idea to look for proxies on the way to your opponent's base. If he plays standard you don't really have anything to scout for a while.


yeah, in pvz i scout after the pylon on 9 to be aware of early pools. in pvt i scout after the gateway on 13. in pvp i try to scout on 12 independend from a structure but that doesn't work out too well and often ends up to be a gateway-13 scout.

http://drop.sc/54884

in this replay i scout nothing in his base so im expecting a cannon rush or a proxy 2gate. i don't know how to see which one of that it might be. i throw down a forge pretty instantly and try to construct a cannon as soon as possible. after an analysis by myself a can see following potential result:

reacting to not seeing anything with a forge (+)
scout probe used to scout own natural (+) but no other proxy spot (-)
pulling probes out of gas (+)
hadnd't enough minerals for more than 1 cannon (-)
chrronoed a warpgate wich wasnt building (-)
didn't surround constructing cannons with probes (?)
didn't cut probes entirely (?)

are there any more ideas how i could have won that game? it only takes 4 minutes so please take a look
DurandaL917
Profile Joined December 2010
United States92 Posts
November 08 2011 16:21 GMT
#2032
On November 09 2011 01:10 Tommylew wrote:
Show nested quote +
On November 09 2011 01:04 Sated wrote:
Proxy 2gate is only a pain for me on Metalopolis and Shattered Temple. 2gate strategies have become common again because people have realised that their opponent always spawns on the other side of the map to them on those maps. This means that they can put proxy gateways at the opponent's third or the opponent's gold or somewhere like that and always be within range. So if you check those common areas for proxies on the way to scouting your opponent, you should be safe. On other maps, check the middle of the map or tag a tower on your way to scout, that should reveal a lot of proxy shenanigans.


really only those two? I didnt know that lol

So on both Metalpolis and sahttered temple its alwways cross position?

You can not spawn close by ground. that leaves only 2 options at which your opponent spawned.
we make post and then we defense it
Tommylew
Profile Blog Joined March 2010
Wales2717 Posts
Last Edited: 2011-11-08 16:26:22
November 08 2011 16:25 GMT
#2033
On November 09 2011 01:21 DurandaL917 wrote:
Show nested quote +
On November 09 2011 01:10 Tommylew wrote:
On November 09 2011 01:04 Sated wrote:
Proxy 2gate is only a pain for me on Metalopolis and Shattered Temple. 2gate strategies have become common again because people have realised that their opponent always spawns on the other side of the map to them on those maps. This means that they can put proxy gateways at the opponent's third or the opponent's gold or somewhere like that and always be within range. So if you check those common areas for proxies on the way to scouting your opponent, you should be safe. On other maps, check the middle of the map or tag a tower on your way to scout, that should reveal a lot of proxy shenanigans.


really only those two? I didnt know that lol

So on both Metalpolis and sahttered temple its alwways cross position?

You can not spawn close by ground. that leaves only 2 options at which your opponent spawned.


oh right haha, never knew that, is it only those two maps? dont know how many games ive played and not noticed that or read it anywhere lol

so now in theory if you were to proxy gate or 6 pool you have a 50-50 of finding the right base!!
Live and Let Die!
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2011-11-08 16:30:13
November 08 2011 16:27 GMT
#2034
--- Nuked ---
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 08 2011 16:28 GMT
#2035
On November 09 2011 01:25 Tommylew wrote:
Show nested quote +
On November 09 2011 01:21 DurandaL917 wrote:
On November 09 2011 01:10 Tommylew wrote:
On November 09 2011 01:04 Sated wrote:
Proxy 2gate is only a pain for me on Metalopolis and Shattered Temple. 2gate strategies have become common again because people have realised that their opponent always spawns on the other side of the map to them on those maps. This means that they can put proxy gateways at the opponent's third or the opponent's gold or somewhere like that and always be within range. So if you check those common areas for proxies on the way to scouting your opponent, you should be safe. On other maps, check the middle of the map or tag a tower on your way to scout, that should reveal a lot of proxy shenanigans.


really only those two? I didnt know that lol

So on both Metalpolis and sahttered temple its alwways cross position?

You can not spawn close by ground. that leaves only 2 options at which your opponent spawned.


oh right haha, never knew that, is it only those two maps? dont know how many games ive played and not noticed that or read it anywhere lol

so now in theory if you were to proxy gate or 6 pool you have a 50-50 of finding the right base!!


Shakuras has no vertical spawns as well, but you should know that close ground on shattered and meta was disabled in the latest patch.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tuestresfat
Profile Joined December 2010
2555 Posts
November 08 2011 16:52 GMT
#2036
On November 09 2011 00:49 Drowzee wrote:
since i have been promoted to dimaond every pvp i've encountert turned out into either a cannon rush or a proxy 2gate. and i lost every one of them. is there a possible built to be safe against both: proxy 2gate and cannon rush?

until now i tried the following which didn't work at all:

against proxy 2gate
- 2gate myself + probes (how many probes does it take to kill a zealot? feels like 20..)
- 1gate forge and cannon defense (the cannon will be canceled every time by attacking zealots)

against cannon rush
- 1gate forge and denfend my base with cannons (too slow, enemy cannons kill my owns while constructing)
- abandon base and go for a other nexus (enemy techs up to 1base colossi and im miles away in tech)

anyone help please
im protoss promoted to diamond ~1week ago.

it depends how early you scout the 2gate. if you scout it when his gate is already done, you need forge instead of 2nd gate. place a defensive cannon to cover your base (ideally it covers your entire base). if you scout it early throwing down the 2nd gate (as you already do) is a good response. pull probes to turn the battle into your favour, you need good micro. Don't worry about how many probes it takes to kill a zealot, just know that with good micro you will not lose any. In practice you will probably lose a few probes, but just keep practicing. It sounds like your responses are good, you just need to practice your micro.

same thing for cannon rush, if you scout it early just send probes to kill the pylon. if he managed to wall it off / already making cannons you need to throw down your own forge immediately. you cannot let a cannon warp in in range of your nexus / mineral line. pull probes to give you the dps dmg if you must, you absolutely cannot let this happen. Never even think about abandoning your base, it's not even an option. If that becomes your only option just leave the game.

The best way to practice defending these things is to find a player better than you and you try 2gate/cannonrushing them an see how they defend it.
Lega-
Profile Joined August 2011
Canada141 Posts
November 08 2011 17:46 GMT
#2037
Shattered temple has no more close ground spawns? WTF... how did I not know this?
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-11-08 18:11:47
November 08 2011 18:11 GMT
#2038
On November 08 2011 20:58 Latedi wrote:
Show nested quote +
On November 08 2011 12:43 K3Nyy wrote:
Just wondering, but what does higher level (preferably high masters/grandmasters) Protoss players do vs Zerg these days?


I usually forge FE or 1gate FE. You need to somehow pressure the zerg so I almost always get DTs, air or a quick third. I think forge FE is used by almost everyone now.

Show nested quote +
On November 08 2011 13:05 Channel Pressure wrote:
PvZ, your first push during 3 gate expo. . How important is it that you do damage? And is it fatal if you skip the push? Is it possible to just turtle as toss doing 3gate expo? And if you attack and lose just about everything or everything . . Is recovery possible, even if difficult?


The build was made to put pressure on. If you don't like it you better forge FE or 1gate FE. You don't have to do direct damage but poking at the zergs front usually forces some lings, say 10. That's 5 drone kills right there and you have indirectly caused damage to the zerg which is enough. Don't forget to push again a while later with more units to do the same thing over again. Scout with hallucination to make sure it's safe. If you lose everything you are very far behind but it's not impossible to recover. It's just that you made 5+ sentries and that's a lot of gas you lost for nothing, unless you actually kill something important.

Show nested quote +
On November 08 2011 19:00 Whitewing wrote:
On November 08 2011 18:04 flipstorm wrote:
How viable are DT openers in all 3 matchups at higher level play? Although I'm only platinum, I've started using DTs a lot more (I basically used to never use them except late game to harass) but I've been finding them a lot more effective lately. Against Terran if I can get a pylon near their mineral line (like on metalopolis there is so many good spot to plant a proxy pylon) I will go DTs after a 1 gate FE and then transition into chargelot archon with upgrades and take my third. I can usually kill a lot of scvs (at least 10) with just 4 dts and force scans and turrets.

Against zerg I'll go DTs and then follow it up with blink and a +2 attack push. This usually works well although some zergs will just put down spores anyway to be safe. Sometimes you can snipe a 3rd and get a decent amount of drone kills too. I often proxy the DT shrine somewhere as it can be hard to deny zerg scouting. Late game DTs and warp prism can easily snipe unprotected bases. 7-8 DTs will kill a hatch in seconds.

Against Protoss I use them less, but sometimes after a gas steal I will also go for them. On Tal'Darim I like to offensive 4 gate with 2 gas and DT rush. I usually just poke around their base and just try to keep them in their base as long as possible. If they attack I just turtle and get mostly zealots as this will force them to micro more and give you more time to get your dark shrine up.

Is this kind of play viable or should I just expect higher league players to always have detection ready and scout better? At the very least I think its good to have these builds in my arsenal. And anyone have any additional DT builds that are good to use?


DT openers are nearly cheese: if they are scouted or prepared for, you instantly lose the game. You can use them in PvT for map control until terran builds a raven or saves up a ton of scans, but it's really gimmicky as an opener. I like them in the mid-late game for harass, then turn them into archons.


Not really. I open DTs after forge FE against zerg a lot. Even if I don't do much damage I can use blink to snipe overseers and take a decently fast third. Also they give you nice map control. As you said they work in PvT too for the map control.


You won't have blink and a decent stalker number after a DT opener for a while, and if zerg wants to commit to killing your third, you won't stop his mass roach and 4-5 overseers with blink stalkers and dt's (you'll lose all your stalkers blinking in to kill the overseers). That said, DT phoenix is an interesting defensive unit composition where you focus on flying in to kill overseers then send the DT's in.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Whitewing
Profile Joined October 2010
United States7483 Posts
November 08 2011 18:17 GMT
#2039
On November 08 2011 23:18 Zefa wrote:
You open 1 gate expo vs a gasless ffe terran on a wide natural map like metalopolis. Upon going 3 gate robo, your obs gets to their base and scouts 5 barracks with addons (no factory/ghost tech etc). What is a good response to this info as to not die to the 5 rax stim timing. On a map like shakuras I'm aware you can just use 2 ff to hold but not sure what to do on maps with super wide naturals. Whats a good tech path to choose and what should ur production/unit composition be at the 9-10min mark?


It's for this reason that I play a heavy gateway style with double forge and hallucination for scouting on this map: if I see something like this I have enough production facilities to pump out a ton of zealots (possibly chargelots by now) and possibly some archons as well. I know I can't rely on forcefields for defense very easily, so I need to play a style that allows me to fight his army head on, and can't be caught teching really hard.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Skyro
Profile Joined May 2010
United States1823 Posts
November 08 2011 18:18 GMT
#2040
On November 08 2011 23:18 Zefa wrote:
You open 1 gate expo vs a gasless ffe terran on a wide natural map like metalopolis. Upon going 3 gate robo, your obs gets to their base and scouts 5 barracks with addons (no factory/ghost tech etc). What is a good response to this info as to not die to the 5 rax stim timing. On a map like shakuras I'm aware you can just use 2 ff to hold but not sure what to do on maps with super wide naturals. Whats a good tech path to choose and what should ur production/unit composition be at the 9-10min mark?


Make a heavy stalker composition and be active with them around the map. If they do a stim push with only marines you can kite them all the way back to your base with your stalkers. What your unit comp at 9-10 mins should be depends what your opponent does and what your playstyle is, but personally if I saw a heavy marine army like that I'd probably do a double forge mass upgprade style and grab blink first.
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